Whispers From The Sea
Whispers From The Sea
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1
Wart – First Mate, younger Human male
Summary Quite adept on at the helm but has an air of importance to
his step.
When the sea turns dark and the skies unfold, call to
your friend and be saved. Sparrow – Sailor, Halfling
Average in most regards and keeps to himself.
— author unknown, the Book of Dreaded Ruin
Reed – Sailor, Halfling
Robust character who drinks too much ale and has a pen-
Party details: this adventure is designed for 2, 3-4 hour chant for women.
sessions, and it can be scaled to current party level,
or if conducted as a one shot, all stats are at level 3
- please adjust according to your party’s level. The pri- At Sea...
mary combat is heavily-oriented toward ranged weap-
Stars on a star map no longer match the clear night sky, and
on attacks, spell casting, and the potential for melee. eventually, they are completely lost. Arcana checks 17+ on
the night sky reveal unknown arcana.
Part One: The party awakens at dawn as the anchor is dropped. They
emerge from their sleeping quarters to find that they are
It Begins... anchored near an island. The captain and crew are gone,
and only the party is on the boat. Even at sea, they hear
The party is at sea on the Wandering Thief. If they are capa- sounds from the island, which sound like whispers through
ble of navigating on their own, then skip to the next section. the trees, and they can see small spires of smoke rising be-
If they are not already at sea, here are a few prompts to get yond the trees.
them on the sea:
If the party searches the boat, then they will find that
Prompt #1: the wheel doesn’t respond to their direction, and there
The party is in town (whatever town is most relevant to your is a map of the harbor they just left written in Goblin.
campaign and has a port), and they encounter a drunk hal- There are plenty of empty barrels and crates. There is
fling in the streets who is trying to get back to his ship. He nothing of value or use to them on the boat.
says his name is Reed, and he is slurring his speech as he
indicates his ship is “thataway” toward the mountains in-
stead of the harbor.
Dreaded Ruin
If the party chooses to take him back to the boat, then as The ship is tied to a pile mooring offshore a small
they help get him on board, several people from the village bay. The narrow beach is barren, and the island looks
run after them and yell that the drunk had picked several dense with trees. There are no other boats in the bay.
pockets at the local tavern.
Attempts to pull anchor and leave are impossible as
the anchor appears to be stuck. Any attempt to flee is
subsequently thwarted.
Prompt #2:
The party has been captured (by a monster relevant to your The island is at sea level in the bay and gradually
current campaign). They awaken on a boat. They don’t know rises to a steep cliffside. The area in front of the cliffs
where they are or how they got there. They are shackled to has been cleared in preparation for battle.
each other and slowly make friends with the crew who are
only able to tell them that the captain bought them to work When they make it to shore, they hear sounds from the
on the boat.
trees as a trio of armed but friendly goblins emerge.
Prompt #3:
As it relates to their current campaign, they can find a mag-
ical item and as one of them picks it up (reads it, whatever
is most applicable to the story), they are all teleported to the
boat. They do not know how they arrived, nor does the crew.
The individual who touched the item now has a miniature
version of said item in their hand.
Ship NPCs
If the boat is crewed, then here are a few NPC options:
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The goblins would like the party to help them pre-
Trio: Riland, Courwin, and Trax (Trash) pare for battle. Foretold by Rebus, they will be beset
by orc pirates who want to destroy their island and
small goblins strip it of loot and resources.
MM: 166 (Goblins)
If they succeed: the goblins will open their most sa-
One goblin, who seems a bit braver than the rest, takes cred cabinets and allow them to pick one item per
a step forward and addresses the party. “Welcome to player to use on their journeys.
Dreaded Ruin! We are relieved you heard the call of our
people. If you will follow us, then we will take you to
the Circle Room.”
Goblin NPCs
If interrogated or intimidated: the goblins know very
little beyond the fact that they were supposed to bring Tobaleen, Chairman of the Council of Dreaded Ruin
newcomers to the Circle Room. They do not have ad- old goblin fighter
ditional information or answers for the party. If asked, MM: 166 (Goblin Boss)
they will offer their names but no personal informa-
tion to the party. If the party attempts to head a differ- Rebus, Goblin Mage
ent direction, then they can search the island, finding very old male goblin mage
more goblins, and eventually the commune along the MM: 342 (Arch Mage)
way, but no boats to commandeer.
The island itself changes in elevated from the beach to Tall cabinets have elaborate locks that can only be
the cliffs, and there is a hidden camp in the trees for opened by a successful roll. Aside from being tall,
the goblins. They live off the land and fish. these cabinets also have clear signage indicating
that they are “PRIVATE,” etc.
*Attempts made on this cabinet must roll an Arcana
Part Two: Check: 17+
*If opened, there are dozens of bottles of potions and
magical items. There are also black boxes.
The Adventure Short cabinets have simple padlocks that can easily
They arrive at a meeting house which is the middle of be picked or opened with force.
a circle of huts, surrounded by thick trees. Next to the *If opened, there are dozens of rare weapons.
meeting house is a small garden maintained by the
goblins. *Note: the cabinets are enchanted will Wall of Force
that cannot be dispelled, so regardless of what the
The goblins will show them inside, and eventually they party rolls and “finds,” they are not able to actually
enter a large, circular room. There is a table in the touch the items or remove them from the case with-
middle of the room, and seated at it are a group of out assistance from Rebus.
goblins.
GM Note: When a character tries to sneak into the
“The Council of the Dreaded Ruin has requested your Circle Room after dark and does open the cabinets,
assistance. Your tales of victory have found their way they will be thwarted with Wall of Force.
to even our ears. It has been ten years since we have
welcomed visitors, but as we’re facing new threats A deep chuckle from the shadows, and a smiling
from the enemies from the mainland, we have opened Rebus in his night gown, will emerge and hand the
our shores to you.” player a cookie and tell them to get back to bed.
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The Training Berzerker
Each party member will assume responsibility for a These aggressive goblins charge into battle screaming
small group of NPC goblins aligned with the party profanity and insults at anything not running away
member’s class. Players should have a collective char- from them. Berzerkers are trained in the Intimidation
acter sheet for their goblin trio. Players are encouraged Skill and use the Goblin (MM166) Stat Block with the
to named their goblins and develop personalities for following ammendments.
them.
Konk: Konk Berzerkers are scrawny little creatures that fo-
cus on bashing in the brains of their foes with short wooden
GM Note: the training is an opportunity for player RP
clubs, if they get a chance they will also stave in barrels of
as they articulate how they work with their NPC gob- powder and wet it - don’t ask how.
lins.
Noteworthy RP should be rewarded with an Inspiration Hack: Hack Berzerkers are wiley and swift, preferring to
point. For example: goblins can break their bows and chop ropes and bring down sails upon unsuspecting pirates.
When backed into a corner they will fight viciously with their
ask PCs for help, goblins are injured and need to be
hand axes.
healed.
Glitch: Glitch Berzerkers tend to be afraid of close combat,
Party members can use their current weapons, but so they have been given longer weapons. So called “Glitch”
the goblins can only be trained with the following com- for the sound their spear makes upon entering the torso.
bat options. Goblins don’t have spell slots as they cast Glitches have been known to throw their weapons and run
from the mana pool generated by the Dreaded Ruin. away.
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Witch: Witch Mystics wear grass robes and walk with a sending their next victim catapulting towards their doom.
Quarterstaff made from bundled reeds. Speakers are mean
spirited and enjoy nothing more than belittling those around Winger: Winger Kamikaze have leather hang-gliders
them. Witches cast Dead Winds. strapped to their backs, a hand-crossbow, and a satchel full
of grenades. Due to the limited range of their weapons, they
Mystic Boss are often found caught in a ships rigging like flies in a web.
These Leaders of the Mystics use the Goblin Boss Boomer: Boomer Kamikaze have a zealot’s courage as they
(MM166) Stat Block with the following ammendments. soar through the skies carrying a smoking green potion that
immolates a 15’ circle at the point of detonation. At the last
Mystic Bosses cover themselves in morbid tattoos,
moment, Boomers deploy a make-shift parachute and at-
bone piercings and geometric decorative scars. tempt to land on the target ship. Mortality rates suggest the
parachute is purely ceremonial.
Soothsayer: Soothsayer Mystics wear red roughspun robes
with teeth sewn into the hems. Soothsayers carry a Quarter- Goblin Spells
staff made from the spinal calumn and skull of an alligator.
The jaw of the staff is enchanted to puppet anything the While players are encouraged to use their prepared
Goblin says. Soothsayers cast Animate Rope.
spells, the goblins are limited to the following six spells:
Oracle: Oracle Mystics wear blue roughspun robes with
swirls and “visions” embroidered across the torso. Oracles Shield of Snark:
carry as Quarterstaff with the enormous dried metallic eye 1st-Level abjuration (1 pt)
of some sea behemuth. The eye looks at whoever the Goblin Casting Time: 1 action
is speaking to. Oracles cast Rebus’ Wretched Resin. Components: V, S
Duration: Concentration
Shaman: Shaman Mystics wear a green roughspun tunic Range: Self
with crab carapaces sewn to the shoulders. Shamans carry With a snarky phrase, the air begins to swirl and a sta-
a Quarterstaff with an desicated eel head at each end. While
tionary shield forms in a 15’ radius around the caster
the Shaman is casting a spell, the staff crackles with light-
ning and writhes like a living eel. Shamans cast Tidal Wave.
granting a +4 bonus to AC to anyone inside.
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5
The caster points at an object and speaks it’s true
name. An oil-based residue coats the object making
it difficult to handle. Any attempt to interact with the
object will be at disadvantage. Orc Pirate Fleet
One Warship crew: 1 Orc Mage, 1 Captain, 10 Orcs
Animate Rope: Two Frigate crew: 1 Orc Mage, 4 Orcs
2nd-level transmutation (2 pts)
Casting Time: 1 action Orcish Vessels
Components: V, S
Duration: 1 round
Range: 120’
Ship Speed Crew AC HP Value
Ropes spring from their knots and begin to snake Frigate 2mph 5 15 250 3000gp
around the deck causing mayhem and trying to en- Warship 2.5mph 13 15 400 7500gp
snare any hostile creatures within 15 ft radius of tar-
get. Creatures in range must succeed on a Dexterity
saving throw or be knocked prone and restrained. Orcs:
MM: 246 (Orcs)
Tidal Wave:
2nd-Level evocation (2 pts) Orc Mages:
Casting Time: 1 action MM: 342 (Arch Mage)
Components: V, S
Duration: 1 round GM Note: scale combat to your current party’s level and
Range: 120’ cone CR rating. More ships, more races present, more ene-
A large wave rolls away from the caster, growing as mies - scale appropriately. The orcs are searching for
it travels. Any creature caught in the wave takes 4d6 the lost treasure at the Dreaded Ruin. They seek the
bludgeoning damage and must succeed on a Dexterity treasure that is still underwater in addition to whatev-
saving throw or be swept overboard. A creature that er treasure the goblins have acquired.
successfully saves takes half damage.
The Orc Fleet will sail towards the cliffs and eventually
Players should be encouraged to come up with and begin to fire at the cliffside. As soon they are within
describe inventive ways to train their goblins. To de- 100 feet of the cliffside, Orc Mages concentrate on dis-
termine if a Goblin learns a spell, roll a Death Sav- arming and debilitating Rebus. It is imperative that
ing Throw for the goblin. If he succeeds, he learns the they succeed and render him useless for the duration
spell. 2nd-Level spells can only be learned by goblins of the fight until the final scene.
that know a 1st-Level spell. If a Goblin fails to learn,
describe the way in which it dies according to the play-
ers’ training method.
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All Orc Mages must lose concentration before Rebus
can recover. An Orc Mage begins casting again on his
turn.
Part Four:
Once Rebus has recovered, then he will stand on the
cliffside and begin to move his hands. He shouts:
Rewards
Once the party is ready, they can return to camp and
From out of the depths obtain their rewards.
And into the light
I summon your wrath Rebus will take them back to the Circle Room and
To battle this night open the cabinets. The following items are available,
and the players must pick one item each.
I remind you now
Of the debt that you owe
From the ruins now rise Weapons
And Destroy My Foe!
Dragon Slayer (DMG 166)
The sea will calm for a moment, and then as the re- Mace of Smiting (DMG 179)
maining orcs stare at the mage upon the cliffside, they Scimitar of Speed (DMG 199)
will begin to feel the movement under their ship. Staff of the Ader (DMG 203)
Sword of Vengeance (DMG 206)
From the depths will rise a giant, purple kraken, and
the squid will utterly destroy the remaining orcs and
their ships. After he has taken what he wants from Potions
the surface, the kraken will nod his large head in the
direction of Rebus and begin his descent. 1 d6 Potion of Fire Breath (DMG 187)
1 d6 Potion of Giant Strength (DMG 187)
GM Note: if the party kills the goblins, then they’ll have 1 d6 Potion of Mind Reading (DMG 188)
to fight the orcs alone. If the party decides to loot the 1 d6 Potion of Poison (DMG 188)
ruins, then the party will need to fight the kraken. The 1 d6 Potion of Water Breathing (DMG 188)
“treasure” of the ruins is the mana pool and cannot
be taken with them. All other treasure is in the Circle Jewelry
Room.
Amulet of Health (DMG 150)
Ring of Shooting Stars (DMG 192)
The History of the Dreaded Ring of Warmth (DMG 193)
Ring of Water Walking (DMG 193)
Ruins 1,000 GP Gemstones (DMG 134)
Many years before, when there was still an entire is- Armor
land, it was beseiged by a powerful sorcerer. He was
cruel to the weak and evil to everyone else, and he had Armor of Resistance (DMG 152)
captured, and subsequently commanded, a kraken. Bracers of Defense (DMG 157)
The beast was unable to break free from the strong- Cloak of the Bat (DMG 159)
hold, but a goblin mage was able to free him. Dwarven Plate (DMG 167)
Sentinel Shield (DMG 199)
The kraken’s retaliation was to destroy half of the is-
land, including the ruin and his former master. The Other Items
kraken sank that part of the island. Since then, he
has presided over the ruins in the dark sea - his fealty Efreeti Bottle (DMG 167)
sworn to the young goblin mage who had freed him. Elven Chain (DMG 168)
Goggles of Night (DMG 172)
The kraken lives below the island, overseeing the ruins Heward’s Handy Haversack (DMG 174)
and waiting for the day his mage calls to him. Immovable Rod (DMG 175)
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After the party selects their rewards, they are ushered
to their waiting ship. The goblins herald them as sa-
vors of their land and people.
Part Five:
If the party attempts to attack the goblins and steal
the rest of the loot, then Rebus will merely smile at the
MAPS
party member who kills them. Descriptions of the Dreaded Ruins Maps:
Good luck making it out of the bay alive. 1. The first floor is the entrance to the Ruins.
There are two potential staircases available to
Fhloid, One Angry Kraken the players. The bottom half is an open court-
yard. However, any activity toward the room
MM: 197
in the upper right quadrant will summon the
If the party doesn’t attack the goblins, then they can kraken. The bottom corner of that room is open
leave the island and sail back to common waters. Once behind a pile of rubble. Tentacles will attack the
they are out of the bay, they will begin to recognize ter- party.
rain and the direction of where they intend to go next.
2. The second floor has the courtyard and the
blocked upper room where the kraken’s tenata-
A Note on Pacing: cles reach down to fight the party.
In regards to pacing, here is an anticipated timeline for
your consideration. 3. The third floor is where the body of the krak-
en resides. If the players defeat the kraken, then
Campaign Length: 2 sessions, 3-4 hours each they can advance to the upper four floors.
Ideal: Levels 1-3 but can scale at GM’s discretion
4. The fourth floor is empty except for the stair-
case.
Session 1
5. The fifth floor is smaller and empty except for
Start timing the moment they encounter the halfing
unless they are already at sea.
the staircase.
+ Part 3 (2 hours)
- battle can change from ranged attacks to melee based
on party decisions
- combat ends when the kraken is summoned
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The Dreaded Ruins
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The Village and Circle Room
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The Battle on the Cliffs
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