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The Black Spot (5e) L5

The Black Spot is a fifth edition adventure designed for four to six characters of 5th level, centered around the ill-fated ship, The Flying Fortune, which encounters otherworldly horrors at sea. The adventure unfolds in four parts, involving exploration, mystery, and the characters' confrontation with the alien Engineer who seeks to invade their world. Players will navigate the treacherous Razor Coast, uncovering the dark secrets of Captain Riggs and his sinister intentions as they attempt to thwart an impending invasion.

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Matthew Topping
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0% found this document useful (0 votes)
20 views35 pages

The Black Spot (5e) L5

The Black Spot is a fifth edition adventure designed for four to six characters of 5th level, centered around the ill-fated ship, The Flying Fortune, which encounters otherworldly horrors at sea. The adventure unfolds in four parts, involving exploration, mystery, and the characters' confrontation with the alien Engineer who seeks to invade their world. Players will navigate the treacherous Razor Coast, uncovering the dark secrets of Captain Riggs and his sinister intentions as they attempt to thwart an impending invasion.

Uploaded by

Matthew Topping
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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T ABLE OF C ONTENTS

Adventure Background....................................................................................................... 3
Starting the Adventure....................................................................................................... 4
Part One: Shadows upon a Moonless Sea ........................................................................ 6
Part Two: The Flying Fortune .........................................................................................11
Part Three: Down into Darkness ......................................................................................18
Part Four: Not of this World ...........................................................................................18
Part Five: Conclusion ......................................................................................................24
Appendix: New Creatures ................................................................................................27
Legal Appendix ................................................................................................................36

2|T HE B LACK S POT


T HE B LACK S POT
BY GARY MCBRIDE
A FIFTH EDITION ADVENTURE FOR FOUR TO SIX CHARACTERS OF 5TH LEVEL
The Flying Fortune veered from its course and approached the
“Gather round, lads, and listen close, or you’ll have treacherous extrusion. The captain quickly organized the ship’s two
the devil to pay! There are terrors upon the sea worse longboats and personally led the party to collect the treasure. From
than breaking waves and lashing winds. Be wary in your the deck of the ship, the remaining crew waited anxiously. The ship’s
wandering and wayfaring that you never travel with a man mate paced back and forth. He was uncertain about the entire venture,
who bears the black spot upon his flesh, dark as the ace of but his lot was to follow orders and await his captain’s return. His
spades. The tales you’ve been told are false, lads! The black fears proved well-founded when a shout of alarm rang out from across
spot does not spell doom to those who bear it. It brings the water proclaiming that the captain was injured, followed by the
terror and ruin upon whoever sails with the marked . . .” unmistakable sound of splintering wood. Then the lanterns of the
—Last recorded words of Garis Mather before shipping longboats went dark.
The first mate rushed to the gunwales and used a borrowed spyglass
out on The Flying Fortune
to peer into the night sea. He saw a broken boat, and a man floating
face down in the dark water. He gave the order to bring the ship closer.
The men hesitated, uncertain about approaching the mysterious reef.
Much of it lay hidden beneath the waves at unknown depths — but
ADVENTURE BACKGROUND still the ship’s mate urged them forward.

LOYALTY, RESCUE ATTEMPTS, AND DOOM


THE TALE OF THE FLYING FORTUNE The Flying Fortune approached slowly and cautiously. They
dragged the man out of the water and found him horribly lacerated.
He was already dead. Suddenly doubt filled the first mate. Something
The Flying Fortune sailed for Port Shaw with a hold full of common was out there, and both ship’s boats were already launched. Years of
cargo and wine casks. A two-masted brig, shipshape and trim, she was nautical experience demanded he pull the ship back to a safe distance
a humble lady of the sea, crewed by a motley collection of sailors and wait for morning’s light, but he could not bring himself to abandon
from a dozen kingdoms all united in the promise of profit and perhaps the captain and his mates.
a modicum of adventure. However, as soon as the ship left port, bad Hesitantly, the acting commander ordered the ship even closer to
omens accumulated. The Captain brought his luggage aboard in black the exposed reef and then, with a thundering crash, the ship struck the
bags — black, the color of death. He chanced fate by leaving on a hidden rocks beneath the water. The whole vessel shuttered and lurched.
Friday, and as soon as the ship left its moorings, cormorants and ravens The brig grounded, and The Flying Fortune’s fate was sealed. The
— death birds — flocked to her rigging. The men might have ignored sound of shattering hull planks followed by horrid screams resonated
one of these omens, but all together they heralded unavoidable disaster. from below decks — more than merely the sounds of running aground.
Every night the old salts endlessly harangued the green recruits about Something had broken into the ship and was attacking the crew below.
their coming doom as the candles burned low. The first mate drew his blade and formed up what was left of the
Initially, the cruise defied the portents. The ship cut the waves crew. They steeled their courage and waited for whatever nightmare
without incident as her veteran captain, Colthyn Riggs, expertly gave birth to the horrid noises below deck to emerge topside. When the
navigated the Razor Sea. The weather blew fair, if blustery, and the creatures finally ventured into the moonlight, the men’s courage broke.
ship made good speed. One day, a lookout even spotted a pod of They had never seen such otherworldly monstrosities. The creatures
spinner dolphins frolicking in the ship’s wake. The crew took it as a ripped into their faltering ranks and slaughter reigned. A young but
good omen. Even the most determined of doomsayers began to believe literate sailor named Titus was clever enough to flee rather than fight
their luck had shifted. to the last. He slipped into the smuggler’s hold and bit his tongue. As
death gurgled right outside his refuge, Titus made a panicked entry in
A TREASURE SPOTTED his journal, recounting the terrors of that night.
One night, with the moon barely a sliver in the sky, a sentry spotted Outside, the abominations spared no one and hauled what they
strange glimmers of light off the port bow. Captain Riggs soon wanted below the waves. They cared nothing for gold or treasure —
appeared on deck and surveyed the dark water with his spyglass. What only for the fresh flesh of sailors. The luckiest of the crew died swiftly,
he saw amazed him. He spied a distant sea ridge barely peeking above but a few survived to see the interior of a strange and alien ship. They
the waterline. A smashed sea chest surrounded by gold trade ingots were to be pitied above all others, as they were dragged to face the
lay atop it, sprayed by the breaking waves and glittering in the faint Vivisectionist’s knife.
moonlight — a fortune ripe for the taking. Strangely, Captain Riggs survived, but he lost his crew that night
Captain Riggs beamed at the discovery, and ordered his men to — not to mention his eternal soul. An inhuman master now rules the
bring the haul aboard their ship. The men cheered their good luck and captain. To ensure his loyalty, it placed the black spot on his left hand
toasted the captain’s words with an extra ration of grog. All aboard and returned him to the world of men, there to perform his master’s
were certain the gods smiled upon them, but they were wrong. grim bidding.

T HE B LACKK S POT
THE BEST LAID PLANS OF EXTRADIMENSIONAL
INVADERS
No one in this age of humanity’s power believed that creatures from
another reality watched this world keenly and closely. They lusted,
envied, and desired what they saw. And in their avarice, they built
a vessel with only one purpose — to punch a hole into the world of
Lloegyr, and slip in enough arcane equipment to construct a great portal
from where invasion could begin. The portal would not be constructed
on dry land where men could easily see and thwart it. Instead, it would
be built at the bottom of the ocean. And from there, the doom of this
age would begin.
The mi-go known as the Engineer came to Lloegyr as part of this
dread errand. It travelled with a small crew of encephalon gorgers
tasked to create a foothold for invasion by countless more of its alien,
merciless ilk. But perhaps the gods do care for mortal men, for the mi-
go miscalculated, and its ship materialized within the solid stone of a
seamount rather than in open waters.
The alien ship shuddered and wrecked. The crash instantly killed
all but one of the brain collector crew. The vessel would never travel
again. It would seem the world was saved not by heroic deeds, but
ADVENTURE SYNOPSIS
by sheer dumb luck. Or perhaps it is simply that everything — even The Black Spot is an adventure for four to six Tier 2 characters.
otherworldly magic and mechanisms — runs afoul of the hidden It is a tale told in four parts, and should provide sufficient adventure
shoals of the Razor Coast. for multiple sessions. Though intended for use with Razor Coast,
this excursion is set on an indeterminate point upon the high seas,
NEEDS AS BLACK AS HELL so it could take place almost anywhere in the fantasy world of your
choosing.
The alien vessel’s sole survivor was the only crewmember who could
The Black Spot is an adventure of exploration and mystery. While
repair the ship and restore its weird machinery to functionality. Certain
traveling with Captain Riggs, the characters discover the wrecked
the ship was beyond repair, the Engineer could still accomplish its
ruin of The Flying Fortune and a hoard of gold. Using the allure of
terrible mission, but it needed something to fix its bioarchanic devices
this tantalizing treasure, Captain Riggs convinces the characters
— raw material. Living flesh and sentient brains; the more intelligent,
to accompany him aboard Fortune to lay claim to its wealth. Once
the better! The Engineer worked tirelessly towards its purpose, wasting
onboard, the captain tries to steer the party towards his waiting master;
nothing. Using the corpses of its encephalon gorger crew as well as
however, characters can unmask his deception by piecing together the
captured humanoids, it constructed gruesome and murderous servants.
clues at hand. They may even deduce Riggs’ true purpose. If not, Riggs
The Engineer also created the illusion that drew The Flying Fortune
leads the characters deeper into the bowels of The Flying Fortune’s
to its doom, and from that raid gained yet more servants and raw
shattered hulk until they reach the deck linking the wrecked ship to the
material with which to progress repairs. It replenished its own brain
Engineer’s other-dimensional craft.
collection and even managed to create a new bioarchanic horror. It
At first, the Engineer toys with the characters while they descend
called this new creation the black leech, a control symbiote perfectly
deeper into its trap, but the party’s cunning and competence eventually
suited to enslaving human minds. It surgically implanted the black
trouble the supremely confident mi-go. As the party circumvents or
leech into the flesh of the captured Captain Riggs, leaving the telltale
survives his devious snares and slays his impressive minions, the
black spot upon his left hand at the point of incision.
Engineer abandons the plan to capture the characters and harvest their
The Engineer next gave Riggs a command: “BRING MORE!” Then
organic components. Instead, it focuses on killing the invaders who
it released the captain upon a makeshift raft with a few provisions and
threaten its plans. The characters finally confront the Engineer within
a small pouch of diamonds. A passing vessel rescued Riggs and carried
the control room of its ship, where they must defeat the hideous creature
him to Port Shaw. Using this wealth, Captain Riggs built a new ship
or leave the Razor Coast open to an invasion by the warmongering
and christened it The Sealord’s Blessing. The Blessing now plies its
brethren of its wretched race.
trade between Port Shaw and more distant coasts. It advertises itself as
a humble merchantman, but the truth is far more sinister. This ship is a
passage of the damned. It is a vessel with only one purpose — to fulfill
the Engineer’s needs. And those needs are black as Hell. STARTING THE ADVENTURE
The characters must board The Sealord’s Blessing for this adventure
to occur. How can this be accomplished? There are as many answers to
this question as there are player characters. All that truly matters is that
for some reason, the characters must travel by ship and then choose
The Sealord’s Blessing. Alternatively, you might simply replace the
Blessing with whichever ship they choose and have it captained by
Riggs. Several possible hooks are provided below.
Once aboard and traveling, downplay the journey’s beginning. This
is just another voyage. At first, there is nothing remarkable about this
cruise. Then, the strangeness mounts — odd fires at sea, a wrecked
ship, an over-eager captain who is clearly lying about this ship, the
missing corpses, signs of a vicious attack, and a passage down into
darkness. Here are several hooks to bring the characters aboard The
Sealord’s Blessing at the start of the adventure.

4|T HE B LACK S POT


Captain Riggs does not wish to sacrifice his entire crew to the brain
HOOKS collector, nor does the brain collector need that many brains and bodies
immediately. At this time, the monstrosity needs only as many as there
The characters’ time aboard The Sealord’s Blessing may begin as a are characters. The captain knows the characters are adventurers and
business relationship. Experienced characters gain working passage as is fully aware that those who participate in so dangerous a profession
the ship’s security contingent, providing protection against buccaneers arouse no suspicion when they go missing. In short, they are perfect
and sea beasts. characters new to the Razor Sea and the Blessing may for his master’s needs.
book passage aboard the vessel on their initial journey to Port Shaw. Towards this end, when Captain Riggs first meets the characters he
The characters must think themselves fortunate indeed to find a captain is overly accommodating. He agrees to let them travel free if they
so worried about security that he would grant them free passage, board, promise to serve as the ship’s security or perform another duty onboard
and modest pay in exchange for a promise to help defend the ship. the ship. A successful DC 15 Wisdom (Insight) check reveals that he is
Seasoned adventurers out of Port Shaw may book passage aboard the almost desperate to get them aboard his craft. The party may suspect
ship en route to perform another mission, perhaps espionage against that the captain is unduly worried about pirate attack or perhaps hiding
the Pirate Confederacy or Armada. Maybe they acquired a treasure some other secret. It should not yet enter their darkest dreams what
map to Garr Bloodbane’s gold, and luck has it that the Blessing’s fate the captain truly plans for them.
course passes near their intended goal. What good fortune to find a
captain so agreeable that he alters his ship’s course to deliver them to
the isle.
Perhaps this journey is merely a hop to another outpost or village to
RUMORS
acquire new wares or seek employment in another locale. The Sealord’s Save for the idiosyncrasies mentioned above, Captain Riggs is a
Blessing trades throughout the Razor Sea. How lucky the characters competent enough captain. The Sealord’s Blessing is a fine vessel,
are to find such inexpensive berths aboard this merchant vessel! The shipshape and lovingly lorded. Captain Riggs has an impeccable
captain seems unusually eager to take on adventurers. Could he be a reputation about the local ports as a fair and even-handed ship’s master
retired adventurer himself, sympathetic to the wandering life? (which might arouse some suspicion when his behaviors mentioned
Captain Riggs (see Appendix) might hire the characters as guards above are observed at sea). Captain Riggs and The Sealord’s Blessing
for his merchant activities on and off shore. He weaves a tale of are so nearly synonymous in these waters that few recall he once
backstabbing trade partners, increasing piracy, and dangerous waters commanded The Flying Fortune. If the characters choose to investigate
as justification for hiring the characters in this capacity. Without them, the captain before taking passage aboard his ship or ask questions
his ship is in danger as he conducts business throughout the Razor. of the crew or fellow passengers while aboard, they can attempt a
The characters are perfect for this duty and will be handsomely paid Charisma check to gather information. A successful attempt gains
at journey’s end. the information at the appropriate DC plus all the information from
The captain carries two potions of healing, two doses of paralyzing lower DCs. Each character may make only one attempt. Additionally,
poison, 20 crossbow bolts, spyglass, thieves’ tools, 22 gp, and a this information can be given out in the form of roleplaying at your
diamond worth 400 gp and he wears a +1 chain shirt. discretion.

DC Information Gained
Captain Riggs is a fine and veteran captain with
CLUES AND RUMORS 10
a good reputation

Cautious characters may seek information about the Blessing 15 There are whispers that the captain is troubled
before voyaging aboard her. There is little to give a clue as to its awful by some unknown affliction. No one is certain of
purpose. The Sealord’s Blessing also plies its trade without incident to its nature or true source.
reinforce its cover. Not every journey of the Blessing involves visiting 20 Riggs is known to have once captained a ship
the wreck of the Fortune. The brain collector’s mission is slow, and called The Flying Fortune. The ship disappeared
there is time to conduct normal voyages to avoid attracting too much under unknown circumstances, and the captain
attention. alone survived. Since that tragedy, Captain
This journey will be the captain’s third return to the wreck of The Riggs has been a ghost of his former self.
Flying Fortune since he received the spot. He is careful to completely
change out his crew between each such journey so no one aboard has
ever seen the strange scenario that allows the captain to deliver bodies
to the brain collector. Though the captain is a well-respected veteran
of the sea, no crewmember has served aboard his ship for more than a
few months. None of the rest of the crew is a party to this conspiracy.
THE REAL “BLACK SPOT”
The black spot has its origin largely in literature rather
CLUES than reality. Robert Louis Stevenson invented it for his
seminal pirate novel Treasure Island (published as a
The most suspicious thing about the Blessing is the captain himself.
Captain Riggs has not adapted well to alien mind control. He is a book in 1883) as the symbol of a man marked for death by
moody ship’s master and frequently flies into a fury at the gentlest of pirates.
slights. His rages do not persist, however, and he quickly regains his However, some suggest Stevenson based the black spot
senses. Then he inevitably sinks into one of his deep depressions and on the historical practice of Caribbean pirates giving the
inescapable bouts of melancholy. He sits alone most nights in his cabin ace of spades to a traitor or informer. Since the card has
drinking large volumes of wine and watered whiskey. He gains a few only one black spot on it, it was meant to imply that the
passing moments of freedom from the relentless symbiote’s control in traitor was put “on the spot.”
the depths of drunkenness. At these times, all he can do is weep. Such
is his sorrow and regret over what he has done and what he must yet
do.

T HE B LACKK S POT
PART ONE: SHADOWS UPON A MOONLESS SEA
SYNOPSIS GUSTAV “GLOOMY GUS”
The first part encompasses the characters’ voyage on The Sealord’s
EIDESPRECHER, ABLE SEAMAN
Blessing en route to The Flying Fortune. This journey aboard the ship At first glance, Gustav must seem to be the unhappiest member of
proves mostly uneventful. With little direct danger, you may wish to the crew. Gustav is a walking encyclopedia of portents and omens —
skip over this prologue and get quickly to the “meat” of this adventure. all of them bad. Still, if one gets past his gloomy disposition, Gustav
However, if your characters desire more roleplay or want to get to the (lawful neutral male human) is a competent sailor and a stalwart
bottom of the captain’s melancholy, this is the chance to indulge them. friend to those to whom he takes a shine. Though relatively new to the
Blessing, Gustav has been a sailor since he was a little boy more than
40 years ago!
SPECIAL CONSIDERATIONS Gustav is a thick, rough, balding man with enormous red chop
mutton sideburns and a moustache. He always wears green and
considers it a lucky color. If asked why, he matter-of-factly replies
If the characters wish to talk to the crew, there are a few colorful
it is the same color as the land. Though the superstition may sound
characters for them to meet aboard the Blessing. Most of the crew are
ridiculous, in his 40 years at sea he shipwrecked twice and obviously
sailors (see Appendix), but a few, as noted, have their own stat blocks
survived both times.
in the Appendix. See below for details.

FIRST MATE BARTON “DANDY” CARLTON “PREACH” RASKERS,


HANDERLY QUARTERMASTER
At first glance, “Preach” looks like the ship’s resident parson. He
The first mate is the longest-serving member of the captain’s crew,
dresses modestly and frequently quotes from the holy text of the
which is not saying much. He has served just a few months aboard the
sea god Quell, which he claims to have committed to memory. He
Blessing. He is a genuinely friendly man by nature, particularly to any
always wears a humble, hand-carved wooden holy symbol. All these
female members of the party. Though the captain barks and snaps at
affectations only serve to obfuscate the most mercenary and amoral
Handerly often, the first mate is the only other man aboard ship that
member of the crew.
Captain Riggs ever trusts with the wheel.
“Preach” (neutral evil male human spy) is a walking, talking black
Mr. Barton Handerly (see Appendix) has a peculiar fascination
market. He does his shipboard job competently enough. The Blessing
with fine clothes. He is always smartly dressed. Sailing is dirty work
is well supplied and its crew well fed. However, “Preach” supplements
and yet somehow Handerly is always finely attired and immaculately
his income by smuggling illegal goods from one port to the next and
appointed. One of the reasons for this is that Handerly uses his innate
by selling vices to the crew. He keeps about a quarter of the Blessing’s
spellcasting to clean and press his garments. With this cantrip and a
complement well supplied with dragonsmoke.
supply of cleaning materials, his clothes are always neat and in fine
If the characters try to use his services, “Preach” has a few potions
shape. He is careful to never cast a spell in sight of the crew for fear of
and poisons he is willing to sell. He has two doses of oil of taggit he is
inflaming their superstitions.
only too happy to relinquish for 350 gp a dose. He will not say exactly
Handerly carries two potions of greater healing, 20 crossbow bolts,
where it came from other than to claim that Quell’s bounty provides.
24 gp, and a silver holy symbol of Quell worth 50 gp.

PUNAWAI, ABLE SEAMAN


The first thing that strikes observers about Punawai is that he is big
and uncouth. His fingers are thick, and his eyes seem wild. His skin
bears jagged tribal iconography, the ink of the tattoos such a deep blue
they appear to run black. He is strong and muscular, and wears little
save for tattered pantaloons and a fine sharkskin hide shirt adorned
with teeth, spines, and barbs from a dozen different types of sea beasts.
Punawai is an outcast Tulita whose human blood mingles with
the children of the sea. By all appearances, he is a savage. His tribe
expelled him for no crime other than his heritage. The “more civilized
peoples” of the Razor treat him like a freak show escapee. He should
be a monster, but Punawai is anything but. He is a stoic observer of the
world, an old soul who hears the whispering wisdom of the sea with
every wave. Only in battle, when the frenzy of the fight swirls all about
him, does Punawai let go and become the monster he appears.
Punawai has little time for those who judge him because of his
blood. When Punawai is annoyed, he pushes the offenders overboard.

6|T HE B LACK S POT


ENCOUNTERS Captain Riggs emerges from his cabin at midday. He is
a grim man dressed in a faded captain’s jacket and heavy
IN SEARCH OF THE FLYING FORTUNE duelist’s gloves with a rapier at his side. Despite the fair
weather, he wears not even the hint of a smile. “Report,
Handerly!” growls the captain.
BACKGROUND “The cruise goes well, sir. We couldn’t pray to the Sea
The characters arrive on the docks of Port Shaw in preparation
Lord for better weather. A pity you missed the morning
for their voyage aboard The Sealord’s Blessing. Captain Riggs is not
available to greet them, but the other members of the crew — most launch. I’ve rarely seen the sea so calm and . . .”
notably First Mate Barton Handerly — are present to welcome them “Save your poetry for the whores back in port,
aboard and address the necessities: showing them to their quarters, Handerly!” the Captain snaps. “The Razor is no place to
introducing them to life aboard ship, and other preliminary matters. let your guard down, and we’re a long way from home
After this brief indoctrination, the ship is prepared for the high seas. yet.”
As the ship departs from Port Shaw and sets out to the open sea, you The first officer only nods. The Captain’s mood seems
may read or paraphrase the following. to soften a bit. “Anyway,” he continues, “you did a fine
job getting us out of port. I’ll take the helm for a while,
Mister Handerly. You can relieve me in the evening.”
The Sealord’s Blessing leaves port with the dawn tide. The captain lets out a loud bark to his crew. “Trim the
A fair breeze fills the mainsail and soon land is but a foresail to port, men! Let’s see how much open water we
memory lost in the morning mist. First Mate Barton can cover while the wind lasts!”
Handerly has the wheel but, with so constant a wind, Soon, under the captain’s expert hand, the Blessing
finds little to do but make sure the morning shift does splits the waves like an arrow through the wind. A fine
not slack their duties. A handsome sailor with a friendly salt spray mists over the forward decks, and sailors
smile — though perhaps a little overdressed in his fine scamper to and fro to obey the captain’s bellowed
burgundy waistcoat — Handerly seems a personable sort. commands.
He even takes a moment to instruct some of the
younger sailors on how to use the gunwales and rigging
to maneuver the ship’s deck until they get their sea legs. Characters approaching Captain Riggs encounter a moody man
“It’s a fine day for sailing! The wind is good and steady. whose demeanor changes at the drop of a hat. One minute, he is honest
If this holds we’ll shave a day off our journey easy,” he and forthcoming, and the next evasive and confrontational. He speaks
says with a laugh. in vague generalities and avoids answering questions, especially
The journey has begun . . . when they delve into sore topics such as The Flying Fortune’s fate.
If the characters press Captain Riggs about such matters, he feigns
ignorance.
The Sealord’s Blessing is now on course for The Flying Fortune. The
first leg of the journey is uneventful as the characters get their bearings
aboard the ship. During this portion of the journey, the characters are FIRES IN THE FOG
free to interact with the ship’s crew, as Captain Riggs remains in his You should run this encounter when they are ready to end the first
quarters and laments the actions he is about to undertake. To numb his part of the adventure.
pain, Captain Riggs turns to his old friend, a nonjudgmental bottle of The Sealord’s Blessing approaches The Flying Fortune’s wreckage.
alcohol. It is important to remember Captain Riggs is aware of what is about to
He keeps his cabin door locked and refuses to leave his quarters. transpire, but he is also an unwilling participant. Captain Riggs is not
Unlocking the door requires a successful DC 20 Dexterity check with feigning ignorance; he just wants to forget.
thieves’ tools, while physically forcing the locked door (AC 17, HP
15, Damage Threshold 5) open can be accomplished with a successful
DC 20 Strength check or damage. Such an unwanted intrusion elicits a
fiery reaction from the melancholy captain, especially if the characters
break the door down. He rants and raves for several minutes about
the sanctity of privacy before he finally calms down. Once he does,
Captain Riggs profusely apologizes for his outburst and returns to his
quarters where he remains until midday. When midday arrives, you
may read or paraphrase the following.

T HE B LACKK S POTT |
|7
Midnight passes uneventfully on The Sealord’s Blessing, but shortly
thereafter, the ship’s watch notices something strange in the distance.
ABOUT THE SEALORD’S BLESSING You may read or paraphrase the following.

The Sealord’s Blessing is a 90-foot-long caravel with


two masts and a complement of 45-plus sailors. The It is already after midnight when a thick fog rolls in
main sail is large and square. The mizzen is triangular and quickly shrouds the ship in mist. Visibility drops to
(or lateen). Further, a foresail juts from the ship’s bow nothing. Small gusts of wind stir and roil the mist and
off an angled foremast (or bowsprit as it is sometimes bring with them a slight chill unusual for these warm,
called). It is a fast ship, hampered only by a large hold, tropical waters.
designed to carry as much cargo as possible for a vessel And then the peace and quiet of the ship shatters. The
of this size. With an empty hold, her draft rides shallow sentry calls out. “Fire! Fire on the starboard bow!” The
and could theoretically navigate many rivers, though it call is loud enough to awaken even the deepest sleeper.
has never been used for this purpose.
It has one weapon, a ballista, mounted on the
quarterdeck near the rear of the ship. The ballista is The sentry’s alarm arouses the crew and most likely the characters
intended as a defensive weapon and can fire flaming too. Sleeping characters hear the cry by succeeding at a DC 10 Wisdom
bolts designed to set the rigging of pursuers alight (Perception) check if their cabin door is closed, or a DC 5 Wisdom
long enough for this fleet ship to escape. Notably, the (Perception) check if it is not closed. It takes a few rounds to make
it on deck amid the confusion. The party can take precautions during
custom-made ballista bolts have trident points.
the commotion or run headlong into the fray. Once up top, it quickly
The most unusual feature of the craft is its many
becomes apparent that there is no fire and that the sentry is actually
distinctive adornments from which the ship draws its
calling out about a fire on the water some distance away. You can read
name. The ship is covered in carvings and holy etchings or paraphrase the following to describe the scene.
dedicated to Quell, God of the Seas. It is almost as if the
ship’s builder believed it would be less prone to mishap
if every flat surface honored the Sea Lord. Sailors mill about topside, uncertain of what needs
The ship’s figurehead is a nude mermaid reaching to be done. The captain is quickly on deck as well, still
out as if to make an offering to the sea. The door to buttoning his faded jacket as he moves to see the cause of
the captain’s cabin is covered with a scene of a great this alarm.
bearded merman spearing a kraken that has its “Fire?! Where? I see no flame!” demands the Captain.
tentacles tangled in the ironwork hinges. The deck “Not on the ship, sir. Off the starboard bow!” explains
planks are studded with graven shells bearing reverent the sailor.
sea-elven inscriptions singing the praises of the King “What? Where?” says the surprised Captain Riggs.
Beneath the Waves. Dolphins and tritons frolic along The sailor points emphatically. The captain opens his
the length of the ship’s gunwales. Even the humble spyglass, a finely made item adorned with a stylized
belaying pins are adorned with stylized images of the golden eagle, and scans the horizon.
mighty Sea Lord. “I see nothing,” he pronounces.
“It was there, Captain. I swear it! A fire in the mist,
THE SEALORD’S BLESSING clear as morning,” exclaims the agitated sentry.
Two-Masted Caravel, Gargantuan vehicle (18 ft. by 90 ft.) “Calm down, my lad. I believe you. Well, whatever it
was, it appears to be gone now . . .”
Armor Class 17
Hit Points 350 (Threshold 15)
Speed 5 knots average, 10 knots max (oars 1 knot) THE FLYING FORTUNE’S APPEARANCE
At this point, everyone on deck who succeeds on a DC 15 Wisdom
STR DEX CON INT WIS CHA (Perception) check spots the faint outline of the mist-shrouded
Fortune stranded atop a reef some distance away. At this range, they
20 (+5) 7 (–2) 20 (+5) 0 (–5) 0 (–5) 0 (–5) can make out few details — it’s a ship sitting high above the waterline,
unmoving in the mist. If no one sees The Flying Fortune, then Captain
Capacity 45 crew, 10 passengers Riggs claims to see it and points out the wreck. (Captain Riggs does
Hull Reinforced wood construction not need to roll; he knows it’s there.)
Max Cargo 8 tons As The Sealord’s Blessing moves in for a closer look, observers
Movement The Sealord’s Blessing moves either with its notice the ship sits high on the waterline, as if it ran aground against a
oars or its sails. jutting object. Signal lanterns and calls offering aid elicit no response
from the wreck. No nameplate graces its bow. After some debate
among the crew and perhaps the characters, Captain Riggs announces
he wants to draw alongside the ship to investigate the strange nameless
ship further. You may read or paraphrase the following.

8|T HE B LACK S POT


Captain Riggs desires to keep the actual search of The Flying
Captain Riggs assesses the situation and announces Fortune to a minimum and get down to the lower hold as soon as
his intended course of action. “Hmmm . . . there may possible. He is afraid any amount of time spent searching the ship will
be survivors aboard. We should investigate. This is not lead to his ruse coming undone. He wants to get his victims onto the
part of the usual duty, men, so I’ll take volunteers. The brain collector’s craft, so they can be captured and processed.
volunteers will split any salvage we find. I’ll lead the
Wary or suspicious characters who carefully watch the captain and
succeed on a DC 15 Wisdom (Insight) check feel something is amiss.
party personally.
They notice the captain seems very familiar with the ship, despite his
“I’ll not lie. This could be dangerous. Who knows what
words about exploring this “strange vessel.” When called out on this
you’ll find aboard a wrecked ship here in the Razor? discrepancy, the Captain lies by claiming that his first command was
Mister Handerly, you’ll have command while I’m gone. aboard a ship almost identical to this one.
So, who will join me, lads?” This is a blatant falsehood, so Captain Riggs must succeed on a
The sailors look down at their shoes. An old salt Charisma (Deception) check to pass off this lie as truth. The captain is
everyone calls Gloomy Gus mutters something about bad under alien mind control, but he is no fool. He realizes the characters
omens. It seems that tonight the Captain is desperately are dangerous, and he would rather not face them all at once. Given the
short on volunteers . . . chance, he tries to arrange situations where the characters can be taken
on one or two at a time. In his mind, the best solution would be to not
face them at all and to let the Engineer dispose of them.
Hopefully the mention of both a heroic rescue and the allure of treasure
prompt the characters to eagerly volunteer for the mission. None of the
superstitious sailors step forward. More cautious adventurers may try A TIME TO POISON
to convince the captain to wait until morning. Captain Riggs is hesitant The brain collector also provided the captain with a very unusual
to wait and makes a case for immediate action. He pleads the morning poison that could come in handy. This powerful paralytic shuts down
tide may drag the ship beneath the surface, and any survivors will need the body while leaving the mind active and undamaged. Captain Riggs
immediate assistance. If these arguments fail to sway the characters, has coated his blade with this poison. Ideally, the Captain waits until
he even resorts to subtly questioning their courage. the characters are fighting either the strangle weeds in Area P-2 or
The captain does not board the wreck alone. Ultimately, if the the encephalon gorgers in the Engineer’s craft. While the characters
characters stand their ground and demand the delay, he acquiesces. are absorbed with battle, he stabs his victim with his poisoned blade.
He lets out a heavy sigh and acts as if he came around to their line of Clever characters would be wise to keep this from happening. The
thinking. He invents a logical explanation for inaction and begrudgingly captain is a challenging enough opponent on his own. Combined with
waits. By morning, the fog grows thicker and the ship — once visible another foe, he could make a battle dangerous indeed!
as a shadow — fades into utter obscurity. The overcast day appears
to be doing little to burn off the fog, and it even begins to sprinkle a
soft rain. At this juncture, Captain Riggs grows impatient and once
LIAR, LIAR
Of course, there are numerous opportunities for the characters to
again pleads his case for taking action. If the characters agreed to act
realize the Captain is lying to them. First, there are handkerchiefs
as the ship’s security contingent, Captain Riggs appeals to their sense
monogrammed with the Captain’s initials within the captain’s quarters
of honor and duty to defend their employer against danger — and he
(Area 4). He dismisses such evidence as a coincidence, but if the
is heading over! Captain Riggs refuses to accept no for an answer, and
characters become belligerent or demand he disarm, he attacks instead.
he pulls out all stops to convince the characters to accompany him on
Second, the characters can confront Captain Riggs if they find the
a small dinghy and head out into the mist towards the shadowy wreck.
smuggler’s hold (Area 19) and discover Titus’ journal that explicitly
Adventure waits!
names the captain as the master of The Flying Fortune. Once again,
Captain Riggs attacks when his story falls apart.
THE CAPTAIN’S TREACHERY Third, the captain is not a perfect liar. If he tells the characters a
This adventure turns on the characters exploring the wreck with an bald- faced, direct lie and they become suspicious, a successful DC
unwilling traitor in their midst. Always keep in mind the captain is 20 Wisdom (Insight) check reveals the captain has been charmed or
trying to lure them to their doom at the hands of the Engineer. The enchanted, although the enchantment blocks him from discussing this
captain’s black spot is not visible — he always wears gloves. The fact. In fact, the captain does nothing to discourage the suspicion that
captain accompanies the characters through much of the ship, so the an alien mind controls him.
following encounter actually unfolds across the course of exploring If the characters detect the mental control, the black leech, for
The Flying Fortune’s wreckage. example, is magical and challenge him on these matters, he attacks.
At first, Captain Riggs tries to take command and lead the expedition Similarly, attempts to free him from the brain collector’s mental
to board the Fortune. He offers them equal shares of the salvage. control — for example, by casting remove curse on him, see Area C-8
Experienced sailors who succeed on a DC 15 Wisdom (Insight) check for more detail — provoke Captain Riggs to attack.
find the captain’s offer rather odd. Traditionally, the captain gets at least If the captain falls to 0 hit points, the black leech crawls out of
a double share of any salvage recovered by his vessel. If the characters his left hand, leaving behind a trail of black mucus and coagulated
question the captain’s generosity, he concocts an explanation for his blood. Once the black leech leaves his body, he is no longer under
unusual offer by claiming that once they disembark from The Sealord’s the Engineer’s control. He immediately suffers one failed death saving
Blessing, they are all equals. throw. If Captain Riggs regains consciousness, he immediately breaks
As a rule, the captain tries to deflect concern away from himself at into tears. He is almost mad from the terrible things he was forced to
every turn. He issues dire warnings to be prepared for anything, and do and the horrors he witnessed. He begs the characters to slay him
implores the characters to keep their wits at all times. Captain Riggs and see he gets a proper burial far away from this cursed place.
pretends to be the characters’ ally as he lures them to their deaths or to He can relate a few pieces of useful information in exchange for a
enslavement at the hands of his alien master. merciful end. He shares the story of The Flying Fortune and how he
However, Riggs knows nothing of the current dangers aboard The came to be the Engineer’s slave. He can also draw a crude sketch of the
Flying Fortune. He knows nothing about the murder crows who’ve ship’s layout. He knows the brain collector is a bizarre and powerful
made the crow’s nest their roost or the rotting upper deck. And he plant from another dimension, though he is unsure of what it is. He
certainly does not know that a sailor named Titus trapped himself in also knows the Engineer can cast convincing illusions. He has seen
the smuggler’s hold that fateful day, long ago. the encephalon gorgers in action and knows how vicious they can be.

T HE B LACKK S POT
10|T HE B LACK S POT
EDITOR’S NOTE: WHAT ABOUT MAGIC? PART TWO:
A spell like zone of truth fails where a Wisdom (Insight)
check might not, because it is not actually Captain Riggs
telling the lie. Not even the leech in his brain tells the lie.
THE FLYING FORTUNE
It is merely the mechanism of conveyance, like a radio. The This part covers the Fortune herself and is designed to be both a
Engineer tells the lies through the black leech, and thus mystery to determine The Flying Fortune’s fate and a scene of horror
through the captain. Unless the Engineer is in the area of as it becomes all too evident something monstrous happened aboard
a spell like zone of truth, the magic will not detect the lie in this ship. The Flying Fortune is devoid of much real danger. Instead,
the captain’s mouth. this section of the adventure should focus on establishing an eerie
The black leech implanted in the captain’s brain is mood and foreshadowing the true horrors to come.
the Engineer’s masterpiece of bioarchanic mind control, As the party explores the wreck of The Flying Fortune, play this up.
inserted into his brain during a long and painful surgical Try to keep the players on edge. Doors squeak loudly when opened.
procedure. A simple dispel evil and good meant to break Decks creak and bend. When a character reaches to investigate
enchantments cannot free the Captain from the Engineer’s
something a small crab leaps out and scuttles away. These small starts
presage the true horrors lurking in the lower hold and even further
control nor can a dispel magic rid him of the leech. An
below.
antimagic field stops the leech from receiving any of the
Engineer’s new commands, but this spell does not expel the
leech, nor do they stop it from forcing the captain to obey
those commands it already passed on to him. Nothing short
ECOLOGY OF THE SEAMOUNT
of a wish can free him from the leech.
This sea-covered mount has no name amongst the terrestrial folk,
but tribes of sahuagin once named the mount Zarna Vestria, which
roughly translates to the Trident of the Sea King. The Trident is an
Before emerging upon the deck of his ship to see the fire in the mist,
accurate name, for the mount has not one peak but three, and together
the captain poisoned his rapier with a paralyzing toxin. The captain is
they form a dangerous navigational hazard.
a competent deceiver, and with his poisoned blade he believes he has a
Although dangerous to ships, sea life thrives here. Coral festoons
good chance of taking down an enemy with a sharp stroke.
the mountain slopes — stag horn, brain, and pillar — forming an atoll,
Therefore, his preferred method of dealing with the party is to divide
a great ring that circles the peak and makes navigation even more
them, ambush a single character, and then drag the still living victim
treacherous. Fish teem in the millions — a riot of color and diversity
down the hole to his master. If for any reason he is forced into hand-
schooling and shoaling all about the crusted seamount.
to-hand combat, he attempts to strike once and then flee, hoping to lure
Rays, eels, squids, octopi, shrimp, crabs and mollusks of all sorts
his pursuers into the alien craft. He willingly engages in protracted
are also common sights amongst the reefs. Native to the Trident is
battle only within the confines of the alien vessel. Remember the
a great population of blue clawless spiny lobsters. Almost unknown
captain’s mind is not his own. The Engineer controls the captain, and
elsewhere, they infest the slopes of the mount. These lobsters are
would gladly sacrifice this servant to achieve its own ends.
delicious and would fetch a high price in port (5 gp per lobster). But
If the characters are captured and processed, Captain Riggs returns
the true wealth of the Trident is not in lobster meat. Instead, at the base
to The Sealord’s Blessing alone and in a panic. He spins wild stories of
of the seamount lives a population of ancient giant oysters. Within
sea monsters (describing the monsters as being shark-men) and then
their shells lie ten of the finest black pearls in all the Razor Sea. These
orders the ship to flee. At the next few ports, he’ll rotate out the crew.
especially fine specimens are worth 300 gp each.
When he has a fresh batch, he takes on new passengers and repeats the
Alas, harvesting the pearls is dangerous indeed. The venerable
deadly ruse.
oysters themselves are no threat, however, another common resident
of the Trident is the ravenous quipper. These small, cantankerous
HELP FROM THE SHIP? fish congregate in swarms. Their preferred prey is other sea life, of
It is possible that the characters, especially if they’ve been beaten course, but they also have grown accustomed to devouring sea birds
back or had a party member captured, return to The Sealord’s Blessing that sometimes perch when the mount’s peak is exposed. As a result,
without Captain Riggs. Run this encounter with Barton Handerly in they have learned that when something falls in the water, it means
that eventuality. food. Thus, anyone diving into the water has a 25% of attracting
First Mate Barton Handerly is suspicious but if persuaded (either 2d3 swarms of quippers. The characters have, in this adventure,
through an impassioned plea with a successful DC 15 Charisma check no reason to pursue this trove or even a hint of its existence. A pearl
or an outright lie with a successful Charisma [Deception] check) he diving expedition braving quippers, the Kane-moni (see below), and
may agree to send a party to accompany the characters back to the other aquatic terrors could make a fine side quest if you are inclined
ship. He is particularly susceptible to pleas to aid the captain. Grant to expand upon it.
advantage to Charisma or Charisma (Deception) checks made using
this tactic. Being not one mind but millions of frenzied fish, the swarm has only
If persuaded, Mister Handerly handpicks a small contingent of six of one goal — to eat as much as possible. Therefore, the swarms always
the “stouter lads” led by Punawai to aid the party. These armed sailors move to include as many living targets in their area as possible. The
(see Appendix) accompany the adventurers into battle. Though brave, quipper schools disperse when reduced to zero hit points. At that point,
these sailors are not fanatics. If half of these sailors fall, the rest flee for the swarm either flees for lack of numbers or is distracted eating its
their lives. First Mate Handerly refuses to go himself, unless magically dead members. Either way, the vicious little creatures are no longer
compelled. No coward, but a man of responsibility, he was ordered to a threat.
stay with the ship and he intends to follow that order. If the characters
compel Handerly, he proves a competent enough combatant.
Each sailor wears a chain shirt and carries a spear and 1d8 gp

|11
|1
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OPTIONAL ENCOUNTER THE FLYING FORTUNE LEVEL I:
LORD OF THE MOUNT UPPER DECKS
Use this optional encounter to spice up the journey to The Flying
The easiest way to get up onto the deck of the ship is to climb the
Fortune or to complicate retreat from it.
small seamount peak — the central point of the Trident — where it
The most-feared hunter on the submerged mount is an outcast
emerges. The seamount’s protruding summit is easy to reach from a
aquatic humanoid who appears in a small number of Tulita legends as
dinghy. The seamount with its gentle slope and many handholds has
the Kane-moni (literally the “Man Swallower”). Known as Aranalima
become a natural ladder onto the upper decks.
(the “King Snapper”) in its native tongue, this sahuagin lord (see
Thanks to the wind, it is also surprisingly dry and devoid of slick
Appendix) feeds his enmity for all manner of elves by attacking
algae. It only takes a successful DC 5 Strength (Athletics) check to
passing vessels and killing members of this despised race.
climb to the summit. Once atop the summit, the characters emerge on
At most times, the Lord of the Mount descends beneath the waves
the upper deck at Area 1.
and waits for a ship’s wake to disturb the water. When this occurs,
Suspicious characters may try to board the ship some other way.
the aquatic nobleman surfaces and quickly scans the decks searching
There is nothing to stop them. However, the two lesser seamount peaks
for elves among the ship’s company. If he spots none, and the ship’s
are much steeper and do not reach all the way to the deck. The ship’s
defenses appear formidable, the baron retreats beneath the surface and
hull is fragile in places and may not support the full weight of climbers.
waits for a better opportunity. However, if the sahuagin lord sees any The easiest alternate way is to somehow tie a line to the back of the
elves onboard, or the boat appears vulnerable, the Lord of the Mount quarterdeck (Area 5) and climb up. Of course, magical methods, such
telepathically commands any sharks within range to join his attack. as fly or levitate, are an option for some parties. However, delaying the
He then boards the vessel and flies into a wild rage, concentrating his characters boarding the Fortune only delays the adventure, so this task
attacks on wounded foes. works best if you grant access readily.
The Kane-moni is a strictly optional encounter. The Kane-moni
can make any retreat from the boat more interesting. Perhaps when
the characters are fleeing from the exploding craft at the end of the
adventure, they could encounter this monstrosity. Regardless, he is out
there in the water waiting for the right moment to strike.
EFFECTS OF WIND AND WAVES
Age, rot, and water have taken their toll on The Flying
THE SEAMOUNT Fortune’s infrastructure. The ship’s wooden doors swelled
The Flying Fortune sits atop the tip of a seamount in the open waters. over time. Therefore, it takes a successful DC 15 Strength
As the characters approach the wreck, you may read or paraphrase the check to force them open.
following. This description assumes that the characters approach at
night. If the characters approach by day or have darkvision, modify
the description to indicate there appear to be holes in the hull below
the waterline. See Area 20, below, for additional information on this
underwater way to enter and leave the ship. When ready to describe
1. ENTRY POINT
Perched above the main deck in the crow’s nest (Area 3), a lone
the Seamount and The Flying Fortune, you may read or paraphrase murder crow patrols for intruders or a meal. It has darkvision and
the following: decent vision, so it likely spots intruders making their way onto the
craft. Characters attempting to board the main deck or upper decks
unnoticed must succeed on Dexterity (Stealth) checks exceeding the
The sea is calm and black, like a great dark mirror. All murder crow’s passive Perception. Success allows the character to
around, a dense fog swirls. Every stroke of the paddle stirs traverse the climb undetected. See Area 3, below, for detailed stats
the mist, creating small wisps and eddies that tremble and and tactics.
die away in the all- enshrouding bank. Pushing through,
the ship soon comes into view. It’s a brig by the look of it, two
hundred feet long at least, and in rough shape. The sails 2. MAIN DECK
are so tattered and torn as to be scarcely there. The rigging The upper deck of The Flying Fortune is in shambles. Wind, rain,
is frayed and rotten. The main mast still stands straight and salt corrosion have turned what was once a fine vessel into a
and tall, bearing a rugged crow’s nest, but the mizzen has debris-strewn wreck. Fallen and tangled rigging, splintered masts,
snapped and collapsed across the broken quarterdeck. broken beams, and rotten wood create a natural obstacle course. The
The quarterdeck itself is obscured by the tangle of debris. entire deck is treated as difficult terrain.
The summit of a great stone peak lifted the ship out
There is some peril to moving about the deck. A portion of wooden
planking on The Flying Fortune’s main deck is rotted. (This is marked
of the water. Beneath it a seamount extends down into
by dotted lines on the map.). It creaks and strains if any Medium
the black depths, almost as if some massive giant used
creature walks upon it. It only collapses, however, if two Medium
the submerged mountaintop to impale the vessel. As the creatures, one Large, or four Small creatures walk upon the weakened
dinghy comes close enough to board her, there are no signs wood. When it gives way, anyone standing on it falls through the
of life. There are not even corpses; it is as if the entire equally rotten middle deck and slams into the hull of the lower hold,
crew simply vanished. Upon the bow, this doomed ship’s Area 18.
nameplate is conspicuously absent — whether removed by Detecting an area with rotted wood requires a successful DC 20
the whims of nature or the intentions or others remains to Intelligence (Investigation) check. This hazard constitutes a structural
be seen. Rocky protrusions brace her sides offering access defect rather than an intentionally created trap. Therefore, characters
to the top deck. cannot disarm or deactivate this peril. They must either avoid such
areas entirely or procure sufficient building materials and manpower
to repair the weakened decking.
If any character falls through the rotten deck, the subsequent crash

12|T HE B LACK S POT


deals falling damage based upon the distance the creature plummets Although it lacks any noteworthy intelligence, the murder crow
and makes a tremendous amount of noise, alerting the murder crow in waits for the right moment to attack. It peeks through breaks in the
the crow’s nest and the clockwork weaving spiders within the lower crow’s nest fencing and remains perfectly still while spying on the
passage (Area P-3). The murder crow eagerly attacks, especially if the characters, giving it advantage on its Dexterity (Stealth) check while
characters have been separated, wounded, or cast into disarray. The motionless.
clockwork weaving spiders gather information about the adventurers If the characters separate, fall through the floor, or otherwise make
and then report their findings back to the Engineer when an opportunity a disturbance while investigating the upper decks, the murder crow
presents itself. seizes the moment and attacks. This voracious predator lacks patience.
Keen observers can garner additional information among the mess. If the characters spend ten minutes on deck without triggering any
Any character who succeeds on a DC 10 Intelligence (Investigation) of the preceding conditions, it attacks anyway. The taste of recently
check confirms the ship is in poor shape, but it has not been submerged. deceased flesh is just too delicious to resist.
The captain’s voiced concerns about the ship being eventually
submerged are unfounded. This wreck is stranded high and dry. This creature appears to be a crow about 4 feet tall. Its feathers are
Anyone succeeding by 5 or more on the previous check realizes tattered, blood-soaked, and matted against its rotting form. A decaying
another thing. This is not a recent shipwreck. This ship has been here stench emanates from it as it circles overhead.
at least a few years. The Trident is not exactly a common place to visit,
but trade ships occasionally come near enough to see this anomaly. Yet
the blatantly obvious wreck has remained unexplored all this time. The
4. CAPTAIN’S QUARTERS
answer to this enigma is actually quite simple: anyone who investigates This massive compartment once served as the captain’s private suite,
this ship encounters its guardians — both above and below. So far, the officer’s dining room, and as weapon storage. At first glance, the
there have been no survivors. large ransacked cabin seems empty of anything but broken furniture
Characters who succeed on a DC 15 Wisdom (Perception) check degraded by 7 years of exposure to the elements. There are signs of
discover a savage battle took place here. There are crossbow bolt a great struggle everywhere — broken furniture, gouges in the wood,
heads scattered about the debris. Wood shafts and feather fletching and stains of long-dried blood. There is a broken full-length mirror
are largely rotted or blown away. There are a few broken blades and along with a busted sea chest and the tattered remains of what was
splintered spear hafts amongst the jumble as well. once a fine wardrobe.
The tarp, which once covered the cargo hold, is long gone. From If the clothes are examined, there is still an intact set of monogrammed
there, characters can look down and see Area 12. Anyone investigating silk handkerchiefs. They are soiled and tattered in places, but the
the mainmast notices claw marks and impaled spearheads sunk deep letters “C.R.” are visibly embroidered on the handkerchiefs. Attentive
into the wood without a check. A character who succeeds on a DC characters may note these are Captain Colthyn Riggs’ initials. If
15 Wisdom (Perception) check notices the ruined ballista at Area 5, confronted with this “evidence,” the captain cocks an eyebrow and
allowing the character to deduce the crew desperately fired a ballista scoffs. You may read or paraphrase the following:
bolt and pinned an enemy to the main mast with a single, powerful
blow. A successful DC 15 Intelligence (Investigation) check reveals
another thing. The pinned creature freed itself from the impalement “And what does that prove? C.R. are common enough
and continued its brutal rampage. Whatever attacked this ship was initials. In fact, there is another sailor aboard the Blessing
monstrous. — Carlton Raskers — with the same initials. Christopher
Robinson is no longer with the crew, alas. There was a fine
2A. MIZZENMAST sailor. He retired to Port Shaw. Perhaps he’s missing his
hankies . . .”
This small stub of wood is all that remains of the ship’s second mast.
The bulk of the mast fell into the sea, partially crushing the railing
of the quarterdeck, Area 5. If anyone bothers to closely examine the Treasure: Scattered near the busted sea chest there is a pile of
broken pole and succeeds on a DC 10 Intelligence (Arcana) check the gold coins — 312 gp altogether. Whoever or whatever raided
search reveals this mast was not cut down or collapsed from age, but this ship was not interested in gold.
was instead blasted apart by a lightning bolt. This was the Engineer’s
doing.
5. QUARTER DECK
3. THE CROW’S NEST The quarterdeck of The Flying Fortune was once the heart of both
defending and controlling the ship. There were two ballistae mounted
A lone murder crow roosts up in the apropos crow’s nest. This on swivels as well as the great wheel that turned the rudder. Now the
undead monstrosity reaches an impressive height of four feet with a wheel is simply gone, slashed off its mount and rolled into the sea.
nine-foot wingspan. Although it appears like an ordinary crow from Both ballistae are ruined — one destroyed so completely it is virtually
afar, its size belies the truth. Its diet usually consists of whatever unrecognizable. The second is simply wrecked and points down toward
carrion the sea disgorges, but the bleeding flesh of humanoids suffices. the main mast, where the evidence of its last fired missile still resides.
The crow’s nest is a large wooden platform atop the main mast, There are signs of battle everywhere, but what is completely
surrounded by a wooden palisade. Two men could comfortably stand lacking is even a single corpse. Perhaps that is understandable. Years
on this platform and keep watch over the ship and its surroundings. of exposure, the carrion feeders, the beating sun, and the caustic salt
There used to be ladder up to the crow’s nest, but it broke off some time could have reduced bodies to nothing. It is, however, eerie to realize
ago and is nowhere to be seen. Climbing up is therefore challenging the characters stand in the very spot where at least a dozen men died,
without some sort of aid. The crow’s nest is almost 60 feet off the deck and there are no traces of it save for the occasional crossbow head and
and requires successful DC 15 Strength (Athletics) checks to scale the a few links of battered chainmail.
rotten mast.

14|T HE B LACK S POT


6. CREW’S MESS THE FLYING FORTUNE LEVEL II:
The battle seems to have been largely over before it got to
this compartment of the ship. Further, the walls and ceiling are
comparatively intact. As a result, this room is not in terrible shape. AMIDSHIPS
A couple of tables are intact, and the chairs still sit upright. A few
broken wine bottles and scattered cards reveal what at least some A fair portion of this middle level of the ship has rotted away, and
crewmembers were doing before something called them to battle. Two now lies in a great heap in the lower hold. Still, there are a few points
unlocked hatches in the floor of this chamber open to reveal stairs that of interest.
connect the crew’s mess to the crew quarters. The stairs are detailed
below as Area 9 and Area 10.
Treasure: There are 4d6 gold pieces scattered atop the tables
9. WATERLOGGED STAIRS
and on the floor. These stairs are rotted and waterlogged. Beneath them lies urchins
feeding on the algae that grow in the pool. The urchins have effectively
created a pit trap onto poison spikes. Locating the pit requires a
7. GALLEY successful DC 15 Intelligence (Investigation) check. Because this is
This was once the ship’s galley. There are several breaks in the wall not a deliberately created trap, there is no way to disable the hazard.
and deck boards above. Time, salt, and spray have not been kind to this It is best avoided.
abandoned kitchen and now it is in utter shambles. Any food that may However, if a creature fails to notice the danger and steps onto the
have once been stored here has completely moldered away long ago. crumbling steps, the creature and any adjacent companions fall through
A successful DC 18 Wisdom (Perception) check notices an engraving the stairs unless they succeed on a DC 15 Dexterity saving throw. On
in the lintel above the door to Area 6. It says, “The Flying Fortune,” a failed saving throw, the victim plummets 30 feet onto a bed of sea
the ship’s name and a clue to anyone who gleaned the name of Captain urchins. The character takes 10 (3d6) bludgeoning damage from the
Riggs’ last command when gathering information at the beginning of plunge and must make a DC 13 Constitution saving throw, taking 21
the adventure. (6d6) poison damage on a failed save, or half as much damage on a
There remains one additional item of interest here. On a previous successful one.
journey to the Fortune, the captain ambushed a victim and knocked
the poor lad cold. The captain’s victim now numbers among the
ghasts in the craft beneath. However, when the victim fell, he dropped
10. SAFE STAIRS
a belaying pin he took from the Blessing to use as an improvised This sturdy set of stairs has mostly avoided the worst of the weather
weapon. That belaying pin is still in the galley underneath the only and is still stout enough to support several people at once. They groan
intact table. A successful DC 15 Wisdom (Perception) check locates it. and creak a little, but they hold.
The belaying pin is one of the distinctive items from the Blessing.
The handle is carved with a stylized version of the Sealord (a bearded
elderly merman holding a trident). This small club is proof that
11. CREW QUARTERS
This large compartment is empty save for a few tattered hammocks,
someone from the Blessing has been aboard the Fortune before. deep gouges cut in the floor, and a few spots of old dried blood. Two
If confronted with this pin, the captain acts shocked. He disputes the stairs lead up to hatches in the overhead. (See Area 9 and Area 10
belaying pin originated on the Blessing. He attempts to dismiss it as for more details.) A single door leads to the amidships hold. Although
a strange coincidence, or attributes the belaying pin to the Blessing’s there was obviously a great slaughter here, there is surprisingly little
sister ship, which is a fabrication. remaining evidence. The location is sheltered enough from the rain
The captain stammers for answers to this riddle, but the more he and winds to expect at least some remains, but there is nothing — not
talks, the more likely he trips himself up. Should the characters catch even a single bone.
him in a lie, the flustered captain shrugs his shoulders and provides no
further commentary about the belaying pin. This item is not proof of
treachery, but it should make alert characters suspicious that not all is 12. AMIDSHIPS HOLD
as it seems. Likewise, if they recognize the name of the ship as being This large open space was once used to hold excess cargo that could
the one he previously commanded, he merely states their information not be stowed in the lower hold. It was also used for extra bunk space
is faulty and remains tight-lipped about it even if caught in a lie. if that was ever needed. Now it is a rotten place. Untold amounts of
seawater have seeped through. However, unlike the upper deck where
8. FORE DECK the floor has grown treacherous, here the floor has given way. The map
marks a large section of the floor that is simply gone. The cargo hatch
The top deck of the ship thrust high into the air after the wreck. The to the lower decks is still present, but warped and rotten. Two hatches
angle here is steep enough that debris has not accumulated. There is in the deck lead to ladders descending to the lower deck. The ladders
nothing here of any interest, value, or danger. are still sturdily mounted to the ship’s hull.
13. SHIP’S STORES THE FLYING FORTUNE LEVEL III:
There is actually a tarnished nameplate with the words “Ship’s
Stores” still held to the door by a single resolute nail. Something tore
the door open, breaking the lock that once secured this chamber. It THE LOWER HOLDS
hangs only slightly open, still attached to the frame by its battered
hinges. Inside, this room is a jumble of boxes, hundreds of feet of rope, This part of the ship is wrack and ruin. The lower holds conjoin The
a spilt bag of nails, a leaking barrel of pitch, and many less identifiable Flying Fortune to the Engineer’s vile craft.
moldering items of uncertain age. Water has leaked through the
battered hull and done a lot of damage. However, a sound 100-ft. rope
still hangs in great coils from hooks on the wall. 18. LOWER HOLD
Treasure: There is a small crate pushed in the corner that When the encephalon gorgers penetrated the vessel, they rampaged
contains a dozen still-sealed brown glass bottles without through this hold, destroying everything in their path. This hold was
labels. Locating the crate requires a successful DC 15 full of common trade goods and carefully wrapped wine bottles set in
Wisdom (Perception) check. The bottles hold high quality wooden racks. Now there is only devastation — bent metal and broken
glass. However, one intact item of some value hides amidst the debris.
cognac shipped as a special order. Without labels, the liquor
If the characters search through the rubble and succeed on a DC
is still worth 10 gp a bottle. If the characters somehow
20 Wisdom (Perception) check, the character discovers a small iron
identify the vintage, this is a case of collectible triple-distilled
strongbox buried under the debris. A successful DC 15 Strength check
brandy worth 50 gp a bottle to the right buyer. lifts up enough rubble to retrieve it quickly. Otherwise, it takes 6
minutes of work to reach the box. The loud racket may attract the
14. CABIN interest of a clockwork weaving spider (see Area P-3 below) during
This is a small cabin, empty save for a few broken pieces of barely one of its routine sweeps of the passage.
recognizable furniture. Treasure: The box is locked with a stout padlock requiring a
successful DC 20 Dexterity check made with thieves’ tools
to unlock and open it. Otherwise, the characters can pry it
15. CABIN open with a successful DC 25 Strength check or batter it
This is another small cabin. There is a minor breach only a few into pieces (AC 17, HP 15, damage threshold 10), although
inches across in the northern bulkhead that has allowed water to seep the latter approach destroys the box’s fragile contents. The
in and form a pool on the floor. The time spent moldering in this salt padded strong box holds five carefully packed bottles of
pool means that very little is left. wine. They are a rare ‘75 Vyrathea vintage. The Vyrathea
Vineyards are famed for including rare healing herbs in
16. CABIN their wine. As a result, each full glass of this wine is treated
This is the most intact of the three small cabins. The bunk in this as a potion of healing. However, given their age, the alcohol
cabin is completely intact, having been spared both weather and is more potent and one glass of Vyrathea counts as three
monster attack. It is tightly made and looks usable. for purposes of determining whether the imbiber becomes
Treasure: A successful DC 12 Wisdom (Perception) check intoxicated. There are four glasses of this healing wine per
discovers a small bag of coins a passenger stashed under the bottle and each bottle is worth 225 gp.
bed. It contains 12 pp and a small silver butterfly pendant
(value 120 gp) bearing the inscription “for Rutherin.” 19. SMUGGLER’S HOLD
The Flying Fortune was not just an honest merchantman but also a
17. NAVIGATOR’S CABIN part-time smuggling vessel. The hold is small, as smuggling was never
The door to this cabin has been ripped from its hinges, and the frame the Fortune’s primary business. But if the duties on a few luxury or
splintered by something large and heavy. The navigator’s cabin served exotic items were deemed unreasonable, they could be stowed here
as both his quarters and the ship’s chart room. Like the rest of the ship, away from the eyes of the harbormaster.
it is now a wreck. The smuggler’s hold is not empty. It contains a skeleton dressed
When the navigator heard the breach in the lower hold, he did not in tattered rags holding a shortsword and a tied black leather book.
flee to the upper deck. Instead, he began to gather his precious charts It wears a gold ring on its bony finger adorned with a stylized eagle
and prized golden sextant hoping to salvage them. That delay allowed (worth 5 gp). A spilled bottle of ink, a melted candle, and a rotted
the Vivisectionist to corner him in this cabin. A few telltale signs of feather quill sit beside him. This is all that remains of Titus Weatherby.
that grisly struggle are all that remains today. The construct ripped the Titus was with the first officer on deck when the sailors made their
door off its hinges demonstrating an extremely strong creature tore last stand. By sheer luck, he survived the first rush of the encephalon
through this room. gorgers and managed to dive through the cargo netting. He didn’t
Treasure: The shredded charts are stained with gore and escape unscathed. One of the gorgers gave him a nice gash along
arterial spray. They have largely rotted away from the rain his leg. He limped to the lowest hold as he listened to the slaughter
and weather now leaking through the broken portholes. unfolding above him. He knew the secret of the hold and secured
However, the golden sextant (worth 520 gp) lies hidden himself inside, intent on waiting out the monsters and then making a
among the refuse. Characters locate the navigator’s break for land.
cherished mariner’s tool with a successful DC 12 Wisdom
He survived his immediate injuries, and stopped the bleeding by
using his own shirt as a bandage. The sounds of combat died down,
(Perception) check. The charts and writing would be
and there was no doubt in his mind who had won the day. He could
valuable, but they have all been ruined by wind and
hear the monsters prowling the ship looking for survivors. One of
exposure. them even came close enough to scrape one of their blades across the
wood of the hidden hold. They never found him, though, and after a
few hours he was certain they had returned to the hell from whence
they came.

16|T HE B LACK S POT


Only then did Titus realize a terrible truth. There was no way to open CONFRONTING CAPTAIN RIGGS WITH THE RING
the smuggler’s hold from the inside. It was never intended to carry If the characters are subtle, they learn a thing or two from the captain.
passengers. He tried to force it open, but his wounds and dehydration If they show him Titus’ ring, the captain immediately recognizes it.
sapped his strength. After hours of vain effort, he passed out from Captain Riggs considered Titus to be almost like a son. He never saw
exhaustion and died of thirst several days later. But at least he escaped his body amongst the dead, and always hoped the lad somehow defied
the horrors of the brain collector’s vessel. the odds and escaped. Even in his enthralled state, the captain is briefly
By design, these holds are not easy to find. A wooden knothole must visibly rattled if such definite proof of Titus’ death is presented to him.
be carefully pressed to open the panels and gain access. If one does His emotions get the better of him. His eyes briefly mist with tears. His
not know what to look for, it can be tricky to locate the exact knothole. countenance grows more grim than usual, though a strange blankness
A successful DC 20 Wisdom (Perception) check spots the knothole. quickly reasserts itself. No attentive character can miss the strangeness
It is a testament to how well the mechanism was made. Although of the moment. A successful DC 15 Wisdom (Insight) determines
time and moisture have taken their toll on the rest of the ship, it still some spell or supernatural effect is at work.
functions perfectly. If the characters discover the hold, they find the
remains of Titus Weatherby, along with his journal. If they turn to the
last entry in it, read or paraphrase the following: FULFILL A LOST BOY’S DYING WISH
Titus was an unusual sailor. He was literate, and the son of a
successful merchant. His mother made him promise before he went
It is certain then. After hours of trying, this hold is to sea that he would practice his letters and keep a journal of all his
stuck fast, and I’m at the very end of my strength. It was travels so that he could tell her about them when he returned. In a
never made for passengers, only for smuggling. I was frail and dying hand, Titus paused from trying to escape to keep his
clever enough to hide from the foul beasts, but not clever promise to the mother he would never again see. He made one last
enough to secure water and provisions. What are the entry in his journal in the darkness of this hold using a scavenged
chances that someone finds the Fortune before thirst and candle and the ink and pen he always kept with him. Titus wrote the
the bleeding from my opened leg claim me? Not good, I entry hoping that it would someday make its way back to his mother.
think. She still lives in a small fishing village on the mainland of Akados.
It’s a hard thing to look death in the face, but I reckon
She would be eternally grateful to learn the fate of her boy, though the
stingy woman offers little in the way of reward.
I must. My only regret is that my mother will never know
my fate. If anyone finds this, please see that Caroline
Weatherby in Sander’s Landing receives this journal. BECOME A PUBLISHER
She’ll want it, and it’s of no real value to anyone else. Anyone who takes the time to read the journal in full learns something
I guess I should be angry at the captain. It was his else of interest. Titus was a very bright boy, and a competent writer.
greed that drew us to this place. When he spied the Detailed in this book is the tale of a young man’s life of adventure on
treasure through his eagle-glass, he went mad for it. But the high sea. It is a poignant story of coming of age upon the Razor
I can’t. Old Riggs was a good man. Still is, I hope. And he Sea and the eventual tragedy of a death by matters utterly beyond his
was only doing what was right by us. The gold was a trap. control. It makes a fine novel, if anyone were so inclined to expand
Aye, I see it now. A trap to lure us into the arms of these upon it and publish it.
devilish creatures.
I don’t know what they are or where they came from.
I don’t know what they want. They didn’t look entirely 20. FLOODED HOLD
alive to me. They lumbered like I’ve heard that the The back sixth of the lower hold is actually beneath the water line
walking dead do. Maybe that’s what they were. But in and flooded. This seawater wreaked havoc on the integrity of the ship,
those stories, the undead always have a master. I wonder and a substantial portion of the hold’s decking is missing. Therefore,
who is the master of those vile slashers? this is another way to enter or exit The Flying Fortune if the characters
I’ll never know, I guess. And in the end what does it don’t mind swimming.
matter? I can only pray to whatever gods may be listening The flooded portion of the hold also holds a deadly surprise. A nearly
that someday, in some manner, proper vengeance will intact, barnacle-encrusted sea chest sits in about five feet of water. In
answer the carnage brought upon the Fortune’s crew fact, this is one of the Engineer’s more amusing projects. Using its
today. dark sciences and the flesh of a polymorphous sea slug found in local
Keep me, Lords of the Sea. reefs, the Engineer created an aquatic mimic (the mimic can breathe in
— Titus Weatherby air or water and it regains 10 hit points at the start of its turn if it has at
least 1 hit point). Worse, the tissues of the creatures the Engineer used
regenerate with terrifying speed.
This unique monstrosity lurks in flooded hold and feeds off the crabs
CONFRONTING CAPTAIN RIGGS WITH THE JOURNAL and small fish seeking refuge here. An adhesive pseudopod attacks
The journal reveals some interesting facts. A captain named Riggs, anyone who approaches or tries to retrieve the sea chest.
owner of a fine spyglass decorated with an eagle, commanded The
Flying Fortune. The ship was lured onto the rocks by the sight
of treasure and boarded from below by beasts Titus dubs the vile 21. THE BREACH
slashers (encephalon gorger zombies). This damning evidence This is a hole in the bottom of The Flying Fortune. It was made 7
indicates Captain Riggs is somehow involved in this conspiracy. If the years ago when the encephalon gorgers burst up through the hull of the
characters confront Captain Riggs with this revelation and demand an floundering ship and began their murderous work. It is not flooded and
explanation, the captain has no answer. Instead, Riggs at- tacks with leads down into darkness within the seamount itself.
his poisoned blade and tries to make a break for the mi-go ship hoping
to lure the characters down to their deaths. See Part One for more
details about the captain’s treachery and how it might play out.

|17
|1
|
PART THREE: P-3. THE VIRIDIAN PORTAL
The passage terminates at a hemispherical cavern that is far too
regular in shape to be natural. In the center of the cave, set into the
DOWN INTO DARKNESS floor, is a portal that looks as if it is made of jade or perhaps green
glass. Though it seems like it should be quite fragile, the portal turns
out to be as hard as steel.
SYNOPSIS Viridian Portal: AC 19, HP 30, damage threshold 10

This brief section covers the passage that connects the Fortune to the This is the hatch into the mi-go craft. It has a very strange alien lock
mi-go craft. Physically and tonally, this portion is a point of transition. on it that can be picked with a successful DC 25 Dexterity check made
The dread and mystery of the wreck above start to be replaced with with thieves’ tools. However, if Captain Riggs is with the party, the
otherworldly strangeness and weird horror. door simply opens automatically at the party’s approach. This is the
Engineer’s doing. The mi-go has not gone to all the trouble to get these
P-1. TOP OF THE PASSAGE victims to its lair only to lock them out. It is only too eager to invite
these “guests” inside its craft. In other words, the spider welcomes the
The lowest hold of The Flying Fortune contains the breach where
flies.
the so-called “vile slashers” first entered that doomed ship 7 years ago.
When the portal opens, the entryway is still not entirely clear.
Past the breach is a wide tunnel that leads down into the solid rock
A hazy green miasma covers the circular hatch. It is completely
of the Trident. When the mi-go ship materialized upon this plane, it
transparent and does nothing to harm the characters. In fact, anyone
did so within the solid stone of the seamount. Not only did this cause
who passes through the miasma immediately benefits from having a
tremendous damage to the vessel, it also embedded the craft within the
lesser restoration spell cast upon them. This miasma has also been
seamount. The Engineer jury-rigged a repair to create the illusion that
attuned so it blocks seawater from entering, thus preventing the craft
lured The Flying Fortune to its doom. That passage is the only way to
from flooding. This miasma disappears if the portal is completely
access the mi-go craft.
wrecked (i.e. reduced to 0 hit points) or the craft is powered down (see
If Captain Riggs is still with the characters, he feigns ignorance
Area C-7 below). Passing through the miasma gives the Engineer an
about the tunnel. He claims it looks like a lava tunnel and seems
exact count of the people who enter its vessel. Destroying the miasma
eager to convince the characters to venture down. A successful DC 15
lets it know that someone is at its door. Either way, it activates the trap
Intelligence (Nature) check reveals he is wrong and this is no natural
in Area C-1 immediately.
passage. A successful DC 20 Intelligence (Arcana) check reveals it was
If the characters haven’t encountered them before, there are 4
formed by alien magic akin to stone shape. A Wisdom (Insight) check
clockwork weaving spiders (see Appendix) hanging from the
that defeats Captain Riggs’ Charisma (Deception) check confirms the
hemispherical cavern. These mechanical constructs resemble ordinary
wily captain is hiding something about his knowledge of the passage.
spiders with long spindly legs, a spool of thread attached to their
The passage at the top is completely lightless and very wet. Water
abdomens, and an appendage with a sharp blade. The monsters climb
seeps through the walls, making them quite slick. Fortunately,
up and down the walls with tremendous ease.
handholds are plentiful. characters can scale the walls by succeeding
The clockwork weaving spiders hide and begin recording the
at a DC 10 Strength (Athletics) check. However, there are plenty of
moment the characters pass through the portal. When the characters
anchor points at the top, and a secured rope makes the descent much
vacate the area, they report back to the Engineer. They attack only if
easier. Algae and tangles of tough seaweed grow everywhere. If the
discovered.
characters are short of rope, there is some in the ship’s stores amidships.
The passage descends about 220 feet into the very heart of the
mountain.
PART FOUR:
P-2. WELCOME GARDEN
Roughly in the middle of the passage is a wide spot choked with
seaweed and other bizarre aquatic growth. This is no natural formation.
NOT OF THIS WORLD
The Engineer purposefully widened the passage here and cultivated 2
strangle weeds (see Appendix) to capture intruders. There are patches
on either side of the tunnel.
SYNOPSIS
The strangle weeds do not attack the captain because he bears the
black spot. However, they eagerly entangle anyone else who enters At last, the characters enter the brain collector’s craft. In the
their 20-foot reach. Once per day the Engineer sends his clockwork upper levels, this adventure was a mystery requiring investigation.
weaving spiders (see Area P-3 for additional details) to see if the Uncertainty as to what foul fate befell The Flying Fortune drove the
strangle weeds caught anything. characters forward. As the characters take their first step into the mi-go
craft, matters shift into the realm of weird horror. Each chamber of the
Strangle weed is not a versatile combatant. It attacks and tries obviously otherworldly craft reveals new perils and new strangeness.
to constrict its foe to death. The strangle weed fights to the death, You are encouraged to accentuate the weird. Remember nothing
continuing to attack and take more prisoners until it is destroyed. aboard this craft was intended for use by any race native to this world.
Even the doors, which unless sealed and locked by the Engineer, slide
open on the approach of any sizable biomass, should seem strange
and disturbing to the party. How much more so the Engineer’s
extradimensional technology…or the Engineer himself?

18|T HE B LACK S POT


LEVEL I: MAIN DECK ENCOUNTERS C-2. VAULT OF MANY DOORS
This is a curving hallway with four circular doors. It is made of
the same brass material as Area C-1. There is nothing here of any
danger or value. However, if the encephalon gorgers from Area C-5
C-1. COLLECTION CHAMBER are dispatched from the collection chamber, they must pass through
Located directly below the Viridian Portal (Area P-3), this ovoid here first.
chamber is nothing more than a trap. The chamber is 20 feet tall and a
beam of light shines from the Viridian portal down to the floor below.
The chamber itself is made of what looks like brass with regular braces
C-3. MEAT LOCKER
curving up towards the portal in the center of the ceiling. There is a This chamber is a gallery of nightmares. The ceiling is adorned with
circular door far larger than any human would need in the southwest several dozen bent iron hooks. Close examination reveals they were
portion of the chamber. In the center of the eastern wall, there is what manufactured from common items taken from The Flying Fortune. A
looks like a column of liquid glass banded with clockwork brazen corpse hangs from almost every hook. There are several dolphins, a
fittings. tiger shark, a manta ray, and a large deep-water squid as tall as a man.
The Engineer has rigged this chamber to be a non-lethal trap. Right alongside hang a merman, two tattooed Tulita fishermen, and
After all, he wants to collect his specimens alive for unspeakable what must be — judging from the bones — a dwarf. There are less
experiments. Anyone stepping into the beam of light floats gently to identifiable chunks of flesh, bone, and meat dangling alongside the
the floor, as if affected by feather fall. identifiable bodies.
As soon as the first character lands on the floor, the column begins All the corpses show evidence of delicate surgery. All are missing
to hum with purpose and bubbles circulate through the liquid glass. their brains. A successful DC 20 Intelligence (Investigation) check
One round later it begins leaking a thin gray poison gas. The poison reveals most of these creatures were vivisected — the surgery
does not affect constructs, undead, aberrations, anyone implanted with performed upon them while they were still alive.
a black leech, (though the captain feigns being affected), or the mi-go. This room is cold. Ichors from dozens of corpses coagulate on the
The door to the southwest is sealed and requires a successful DC 25 brazen floor. In the back of the chamber, the room is twisted. Sharp
Strength check or a DC 25 Dexterity check made with thieves’ tools to jagged needles of stone and brass jut out, evidence of the devastation
open it, but it unseals when the trap finishes discharging. inflicted upon the ship when it arrived at the seamount. The source
The trap’s flaw stems from the Engineer’s arrogance and disdain for of this devastation (that the ship actually materialized within the
humans. The Engineer did nothing to hide or protect the trap. It sits on seamount rather than simply crashing into it) is identifiable with a
the eastern wall of the collection chamber, completely unconcealed. successful DC 20 Intelligence (Arcana) check.
It clicks, whirrs, and bubbles as it begins to function, thus giving the
characters a chance to disarm it. It takes a successful DC 20 Dexterity
check made with thieves’ tools to deactivate the trapped device. A
C-4. SHOOTING GALLERY
This chamber is a wreck. The jagged stone ripping through the
character has 1d4 rounds to disarm the trap before it releases a plume ship’s brass superstructure that appeared in only one corner of the
of poison gas affecting everyone within 30 feet. A creature who inhales adjoining meat locker dominates the entire western wall (see Area C-3
the poison gas must succeed on a DC 16 Constitution saving throw or for identifying the ship’s means of arrival). Debris covers the floor
become poisoned for 4 hours. The poisoned creature is unconscious. and sharp, minute spines of jagged stone pierce every flat surface. A
The creature wakes up if it takes damage. successful DC 15 Wisdom (Perception) check reveals traces of some
The Engineer did not bother to hide the device because it believes long-dried, blue-green ichor. This is encephalon gorger blood from
the inhabitants of this world are too stupid to be able to do anything where the Engineer’s crew died. Any trace of what this chamber’s
about its powerful and advanced technology. The fact there might be original function was is no longer evident.
a rogue in the party clever enough to simply shut it off did not occur
to the Engineer’s self-perceived superior intellect. After its failure, it
takes the characters’ potential threat more seriously. C-5. CAVERN OF BLADES
If the characters linger too long in this chamber after disabling This large, empty, cavernous compartment is a guardroom housing
or avoiding the trap, the encephalon gorgers in Area C-5 storm this the reanimated remains of the Engineer’s crewmates (encephalon
chamber. From this point forward, the Engineer is no longer trying to gorger zombies, see Appendix), now his personal shock troops,
take prisoners. called the “vile slashers” in Titus’ journal from Area 19. When not on
It is possible that the gas trap in the collection chamber actually duty, they sit motionless waiting for the Engineer’s commands.
works. If the characters fail to defuse it, everyone could fall
unconscious. If so, the adventurers are in grave danger, and it becomes
unlikely all of them survive. The Engineer sends the encephalon The creature is a hairless, pale-skinned humanoid with
gorgers to collect the victims, strip them of all their possessions, and leathery white, semi-translucent flesh. It is a bit taller
deposit the naked characters into individual holding cells in Area than an average human, with features that are delicate
C-16. It waits until the characters regain consciousness (the knockout and precise. The creature’s arms and legs are spindly,
gas interferes with its tissue processing procedure) and then selects and each end in just four digits. It has an alarmingly long
a random character 1 hour later. The encephalon gorgers drag the tongue and small eyes, with nictitating membranes.
chosen character into the vivisection laboratory and restrain him or
her. The process of metabolizing the character into every component
the Engineer requires takes hours, dealing 11 (2d10) necrotic damage
each hour. The screams echo throughout the craft. The processing ends
when the victim dies. After finishing off one character, the Engineer
sends its lackey to fetch another until it “processes” them all.

20|T HE B LACK S POT


The encephalon gorgers worked alongside, yet subordinate to
the Engineer during the ship’s travels, attacking as a form of shock
troops. Although they outnumber the Engineer, the undead aberrations THE MIND OF THE ENEMY
recognize the Engineer’s superiority and still defer authority to it,
largely because it drove a jade spike, which functions as the control The Engineer is not a passive opponent. The mi-go
rod, into each of their heads. Like the black leech, the spike makes knows the characters are coming to visit thanks to a weak
them obedient to the Engineer. The technology of this rod is far beyond telepathic link to the characters through the black leech.
anything of this world and does not function beyond the confines of the While the range is limited, the Engineer has been in
ship. However, each 8-inch-long piece is worth 300 gp for its precious broken communication with the captain since the Blessing
stone and odd crafting. drew within a few miles of the seamount. It has prepared
The spike allows the Engineer to see and speak through these its bizarre vessel for intruders, positioning minions at key
monstrous vessels of dead flesh. If the characters have been particularly points throughout the ship.
destructive and have already discovered that the captain is under alien The Engineer is not omniscient, however. It only knows
control, the Engineer may use the slashers to speak with them. The exactly what the characters are doing if it has a clock-
slasher speaks in Common with a whispering raspy voice. You may work weaving spider recording their whereabouts. It also
read or paraphrase the following statements made by the Engineer: knows if a portal is opened or if any of its various sensors
are activated. The text notes when the characters en-
counter sensors feeding information to the Engineer.
“Wait. I am the Engineer. This is my ship. There is no If the Engineer has a weakness, it is overconfidence. The
need for us to war. I was attacked by the outsiders without characters are not the first group to be lured to the vessel.
provocation. We are from different worlds, you and I, and Between the strangle weeds, its clockwork weaving spider
so our ways are strange. I mean you no harm. Go and spies, the enslaved captain, the collection chamber (Area
never return. Soon I will repair my ship and leave your C-1), and the so-called vile slashers, defeating visitors to
world forever. Soon we will be only memories to each its craft always proved easy. Until the characters defeat
other. Please go.” or bypass those measures, the Engineer observes, but only
feels eager for new brains to enter its grasp.
However, when the adventurers enter Area C-6, the
This statement is full of lies. If the characters read Titus’ journal,
Engineer abruptly realizes things have gone horribly awry.
they know the Engineer lured the Fortune onto the rocks without
Although the characters don’t realize it, they now have
provocation. If they saw the corpses in the meat locker, they know
this thing has no regard for human life. And from the horrid slaughter access to the Engine room (Area C-7). If they smash the
perpetrated upon the crew of the Fortune and subsequent visitors, they lightning columns in that chamber, the Engineer loses the
know this monster is not misunderstood. ability to use its workshop, which requires power, and also
The only reason the Engineer makes this statement is because it loses its personal defenses, rendering it starkly vulnerable.
fears the adventurers may have the upper hand. If the characters go It also means the Engineer is unable to complete its
now, the Engineer lets them leave. But soon afterward, they hear more mission. If they smash the lightning columns in Area C-7
tales about ships disappearing near the Trident. The Engineer will then through random violence they may have accidentally
never leave until its grim and disastrous work is completed — or until saved the world from a brain collector invasion.
someone kills it. To avoid this catastrophe, the Engineer tries to lure the
If the characters confront the Engineer with these lies, the Engineer adventurers away from Area C-7. After the characters
does not argue. You may read or paraphrase the Engineer’s reply. enter Area C-6, it seals the portal into that chamber and
places a lightning field over it. These fields are costly. They
drain massive amounts of energy and resources, but the
“If you will not leave, then you will die. And know this . Engineer has no choice. It must protect the engine room. It
. . I will use your still living flesh to craft my masterpiece. then orders the ghasts in Area C-9 to immediately attack
You will all be part of the gate. And as your mind boils the characters. It is also willing to sacrifice one of its
away in slow agony, your last pain-mad thought will be precious clockwork weaving spiders to lure them into Area
the realization that you helped make your world mine C-8, hoping to drop the party into the leech tanks.
forever . . .” If these ploys fail, the Engineer’s game grows desperate.
It is luring the characters deeper and deeper into the
ship, closer to itself. Every piece of gear in this vessel is
And with that, the encephalon gorgers attack. They employ only irreplaceable and precious, and yet it sacrifices them all
one tactic, charge and kill. They fight to the bitter end. The monsters one by one to destroy these invaders. After the characters
assault everything that enters this chamber except for the jade bats, the defeat the encephalon gorgers, tables turn and now the
Engineer, and anyone implanted with a black leech.
adventurers become the invaders. They are no longer
victims being lured to their deaths, but have launched an
assault that the Engineer must stop at all costs.

|21
|
|2
A successful DC 25 Wisdom (Perception) or Intelligence (Arcana)
check spots the spike embedded in the creatures’ heads. Yanking the C-8. LEECH TANKS
spike out of the encephalon gorger causes the creature to no longer The portal into this chamber is unlocked. This large compartment
communicate with or accept commands from the Engineer. However, is dominated by a large vat of inky black liquid set into the floor. A
the monster resorts to its natural tendencies and attacks the characters curving path traverses over the liquid, which roils as if it is stirred
without provocation. Removing the spike requires the creature to by some unseen agent. It is in this path that the Engineer has bred
grapple the encephalon gorger and then use a bonus action to remove thousands of black leeches in order to create an army of servants like
the spike with a successful DC 20 Strength or DC 20 Intelligence Captain Riggs.
(Arcana) check. The sudden shock to the encephalon’s system deals The Engineer monitors this chamber via a jade jewel-eye set in
14 (4d6) psychic damage to the freed creature. the northernmost corner of this irregular chamber. The jewel-eye
resembles a small jade sphere mounted into the wall. The eye (AC 13,
HP 4) can be discovered with a successful DC 25 Wisdom (Perception)
C-6. ALTAR OF THE BRAIN GOD check and easily destroyed. There are also three portals in this room
This triangular chamber has three doors. The doors on the east and along the eastern wall. They are all unlocked.
west wall are unlocked. However, the southern door buzzes and hums As long as the jewel-eye is functional, the Engineer can cast major
with a protective field. In the northern corner, a large brass column image through the sensor. After the ghasts from Area C-9 attack, the
covered with strange writing and topped by a massive dome displays image of the Engineer appears on the other side of the vat. It emerges
the image of a brain. There are strange projections and what looks like from the northernmost portal and begins to act, as if it is casting a
a small niche at the bottom of the column. spell. The hope is to draw its enemies into charging across the bridge.
A successful DC 15 Intelligence (Religion) check leads to the As soon as a few characters are on the bridge, the Engineer activates
intuition this area does not serve a religious purpose. Failing the check the actual trap and the bridge suddenly melts away, dumping anyone
leads to the conclusion this is an altar to the brain collector’s deity and on the structure into the leech tanks. Detecting this devious collapsing
that it places offerings in the niche. The truth is that the ship’s vending bridge trap requires a successful DC 20 Wisdom Perception check,
machine has been unplugged for some time, and it is completely out while disarming it demands a successful DC 20 Dexterity check made
of mi-go snacks. with thieves’ tools. Without the Engineer’s intervention, the black
The southern exit from this chamber is locked, sealed, and leeches pose no immediate danger to the adventurers. Anyone in the
electrified with a humming protective field. This alone should pique middle of the bridge when it collapses gets no save to avoid taking a
the characters’ interest. When a creature touches the entryway, it splash. Anyone within 10 feet of an edge must succeed on a DC 15
triggers an electrified trap. The trap deals 6d6 electricity damage to Dexterity saving throw to dash to the nearest edge. The tank itself
the creature, though a character who succeeds on a DC 15 Constitution is 10 feet deep and requires a successful DC 10 Strength (Athletics)
saving throw takes half as much damage. It takes a successful DC 20 check to stay afloat. A successful DC 10 Strength (Athletics) check is
Wisdom (Perception) check to notice the trap, and a successful DC 20 necessary to pull oneself out over an edge without help from others.
Dexterity check made with thieves’ tools to deactivate it. Creatures who fall into the leech tank come under attack from 3 putrid
Mounted on the wall to the left of the door, about 6 feet off the haunts (see Appendix) acting as hosts within the vats.
ground is a plain, one-foot-diameter golden circle. This object is not If more than one character ends up in the tank, the Engineer’s
electrified. This bioarcanic lock lowers the field and opens the door. illusion lets out a wicked rasping laugh and taunts their predicament.
This lock can be opened with the golden control stave found in Area “You should have fled when you had the chance.”
C-11. This taunting hopefully causes the characters to attack the illusory
When the characters breach this chamber, the Engineer grows Engineer with spells, thus wasting their resources.
genuinely worried. The intruders were never supposed to get this far
into the craft. The time has come to take desperate measures. If the If the Engineer ever gains control of a character (and they are
captain is still with the characters when they enter here, he attacks a restored to positive hit points), the abomination’s first priority will be
spellcaster with his poisoned blade while the characters are engaged to get as many of the invaders as possible out of its vessel. When this is
in disarming the trap. done or if this proves impossible, the controlled character immediately
turns upon his comrades, attacking until slain or subdued.
C-7. CHAMBER OF THE CEASELESS
C-9. ENGINEER’S PROJECT
STORM This storage chamber holds one of the Engineer’s more charming
When the characters gain access, they find a dazzling variety of side projects. It keeps 6 ghasts created from the corpses of the crew of
incomprehensible alien machinery on the other side of the door. Great The Flying Fortune in this hold. The undead immediately attack any
columns of glass and brass writhe with lightning that seems almost who enter.
alive. The energy creeps up and down the columns like serpents of
liquid energy. Strange crystals pulsate and move. Incomprehensible
writing hovers in front of the columns like ghosts. Everything here is
C-10. GLOWING GROTTO
so strange and unfamiliar it defies explanation or comprehension. To These are the ship’s food banks — strange cylinders and tubes of
the characters’ eyes, this chamber must appear as the heart of a great brass and steel. It is here that the mi-go transforms captured fish and
lightning storm that never ceases. However, the characters can easily algae into the nutrient paste it needs to survive. Raw protein is fed
understand one thing. At the very back of the chamber in a small glass into the food banks and converted into living bio-organic slime (see
cage sits a single blue sapphire of remarkable size and purity. This is Appendix).
the entire chamber’s control crystal, and it ensures that this machinery Unfortunately for the characters, they too contain all the necessary
functions. food components the nutrient paste desires. If anyone steps within 5
Coursing through the weird machinery of this chamber is a sphere feet of these glowing food banks, the slime leaps at them. The slime
of living lightning. This is the living embodiment of the quasi- does no damage to living creatures other than animals and humanoids.
sentient energy that powers this ship. If the characters attempt to It is more than happy to dissolve the captain into mush, however.
touch, damage, or steal anything here, the lightning elemental (see
Appendix) attacks.

22|T HE B LACK S POT


C-11. VIVISECTION LABORATORY C-14. PILLAR OF LIGHT
The portal into this chamber is unlocked, and weird machinery This chamber is locked. However, the bioarchanic lock can be
beyond the knowledge or science of this world fills the room. Here defeated with a successful DC 25 Dexterity check made with thieves’
the Engineer implanted the control rods into the encephalon gorgers tools. The squishy quasi-living material (AC 17, HP 30, damage
and implanted the black leech into Captain Riggs. He also processed threshold 10) can also be bludgeoned to a pulp.
the crew of The Flying Fortune using the Vivisectionist (clockwork Normally, this shimmering beam of light levitates anyone stepping
abomination), the cruel construct that dominates this chamber. into it down to Area C-15 on the command deck. However, the Engineer
The Vivisectionist looks like a haphazard assembly of gears and is watching the characters via a small jewel-eye in the southeastern
clockwork devices shaped into an insectoid form propelled by four legs. corner of the compartment. As soon as anyone steps in the beam of
Although it cannot be charmed, the foul creature shares the Engineer’s light, the beam shuts off. Any creature in the beam abruptly plummets
goals, happily working under the guidance of its otherworldly master. 20 feet down to the next level. The fall deals 7 (2d6) bludgeoning
The Vivisectionist is a fiendish construct the Engineer uses to damage. The Engineer knows that this nasty little trick won’t stop the
torture victims that fall into its clutches. With this machine and its own characters at this point, but anything to soften them up is welcome.
dark sciences, the mi-go extracts living brains intact and places them When the Engineer extinguishes the beam, the characters must climb
within its own sacs. Victims are tied down on the great ovoid bed and down to the next level through the open hole in the floor.
dissected alive. It is as sure a torture as anything that the minds of the The jewel-eye resembles a small jade sphere mounted into the
wicked have ever conceived. wall. The eye can be discovered with a successful DC 25 Wisdom
The Vivisectionist is a precious and irreplaceable piece of technology (Perception) check. It is very fragile and can be easily smashed. If
to the Brain Collector. It never intended to use this as a combatant, but the characters smash the eye before standing in the beam of light, the
it may be the Engineer’s last line of defense. Engineer turns off the beam of light 2 rounds later hoping to catch a
The Engineer orders the bizarre automaton to attack anyone who character using it.
enters this chamber, and the automaton performs its duty with brutal The Engineer only reactivates the light pillar under special
precision. circumstances, as the pillar is a transport device, not a weapon. It is
Treasure: In its haste to arrange for the characters’ capture, designed to be safe. The Engineer disabled the safeguards to turn it
the Engineer made a blundering mistake. The Engineer into a pit trap. It requires 5 rounds to reset the safeguards and return
left its golden control stave sitting on one the side tables. In the light pillar to normal operation. However, if by chance the party
addition, The characters can loot a small collection of onyx abandons an unconscious character in the shaft, the mi-go will slowly
gems (value 600 gp) from the Vivisectionist’s body. repower the pillar, raise the victims back up, and repeatedly drop them
again and again until they are quite dead.
C-12. EMPTY CHAMBER
At first glance, this chamber seems entirely empty save for two
doors. However, there is a small glowing pad with a ruby set into it. It
LEVEL II: COMMAND DECK
is affixed to the wall near the western door. Touching the ruby while
the ship is powered prompts strange circular furniture to rise out of
the floor. This was the ship’s dining and meeting room. There are six C-15. LANDING PAD
twisted and bent seats around a large ovoid table. If anyone tries to pry This is where the pillar of light from Area C-14 deposits its
out the ruby while the ship’s power is on, they trigger an electrified passengers. This room is empty save for three portals in the south,
trap (6d6 lightning damage) as the circuit shorts out. The trap deals no east and west walls. Unless the characters have shut down the power
damage if the ship’s power is off, during which time the ruby can be for the ship, the southern portal hums with a blue variation of a wall
removed with minimal effort. Locating the trap requires a successful of force. This wall functions like the spell, however, the characters can
DC 20 Intelligence (Investigation) check, while disarming it takes a destroy it with brute force (AC 19, HP 40, damage threshold 20). If
successful DC 20 Dexterity check made with thieves’ tools or a DC 20 the characters removed the control crystal from the engine room (Area
Intelligence (Investigation) check. C-7) and powered down the ship, this portal is deactivated when they
Treasure: The ruby is worth 250 gp. arrive.
There is another way to bypass the field, but it is dangerous. Anyone
C-13. THE AMETHYST HARMONIUM who wields the golden control stave (found in Area C-11) can phase
through the portal. As an action, the character must touch the stave
This strange chamber has two unsealed portals, and a single great to the wall and hold it there to turn off the field. The door itself is not
machine that spans the full length of the southern wall. The bizarre locked.
artifice looks like a great piano or harmonium adorned with countless The danger here is that the Engineer can use an action to reactivate
crystalline keys made of amethyst. the field and then focuses its wrath on whoever bears the control
The Engineer spends a great deal of time here when it is not busy with stave. This might very well divide the party while they face the most
its many projects. It sits in front of the Harmonium rapidly pressing dangerous opponent on the vessel. See Area C-18 for details on
buttons, as strange holographic images dance about and weird noises battling the Engineer.
fill the room. The images’ meaning is beyond the ken of humanity, but
these strange sights and sounds soothe the Engineer.
If anyone tries to smash the device while the ship’s power is on, C-16: HOLDING CELLS
they receive a nasty shock. The machine is highly electrified, and any This unlocked portal opens into a chamber featuring three transparent
damage causes a savage backlash. The electricity trap duplicates the walls with small doors. These are holding cells where the Engineer
effects of the trap encountered in Area C-12. keeps living prisoners until they are ready to be experimented upon
Treasure: The extremely fragile harmonium can be looted and vivisected. The cells are empty unless the Engineer captured a
and smashed without danger once the power is off. The character or a crewmember. They can be opened from the outside or
characters can collect 4,200 gp in amethysts and platinum can be battered open from within (AC 19, HP 30, damage threshold
wire. This, of course, irrevocably ruins the contraption and 20). There is a small jewel-eye in this room above the door. It is
both sorrows and enrages the Engineer. identical to the sensor in Area C-14.
C-17. VARICOLORED GARDEN Tactics: When the Engineer becomes visible, it does everything
possible to keep from being flanked by these little insects. After its first
This is the Engineer’s workshop. The room is filled with tables lightning bolt, it flies away to another corner of the chamber. However,
full of strange tools and devices, including several pieces of magical if the Engineer realizes the characters can pursue it, the mi-go focuses
gear and equipment. There are several large clear tanks of water and on damage output, burning through its offensive spells with reckless
countless jellyfish. The Engineer uses these tanks to grow various abandon. In addition, it uses its lair actions to confuse and befuddle its
poisonous compounds, including the poison smeared on the captain’s adversaries. When it has exhausted its allotment of spells, it turns to its
sword. Among the other equipment is an unfinished seventh clockwork vicious claws rending its victims into a gory mess. The Engineer has
weaving spider (see Area P-3). nowhere else to run. Cornered, it fights to the death.
There is a small jewel-eye in this room above the door. It is identical Characters may use a see invisibility spell or similar magic to spot
to the sensor in Area C-14. Using the jewel, the Engineer observes the concealed Engineer. Similarly, characters who were affected by the
the characters and waits until they are in this chamber. It then seals Engineer’s major image spell in Area C-8, may attempt to disbelieve
the door. The tanks rupture and flood the chamber to a depth of about the illusory Engineer.
3 feet. The deadly mustard jelly (see Appendix) is now free and The Engineer carries a wand of lightning bolts, a potion of
immediately attacks the characters. clairvoyance, tinker’s tools, jeweler’s tools, and six pieces of jade
This is the Engineer’s last desperate attempt to slay the characters. It worth 100 gp each
pains the mi-go to damage its own workshop, but the sacrifice is worth
it if the mustard jelly slays these relentless intruders. The sealed door
can be opened with a successful DC 25 Dexterity check made with
thieves’ tools or battered down (AC 19, HP 30, damage threshold 15).
PART FIVE: CONCLUSION
This act covers everything that happens after the Engineer’s death.
Treasure: The workshop’s valuables include a platinum With its defeat, the Engineer tries to gain vengeance through one last
screwdriver worth 250 gp, a tungsten-carbide hand drill act of desperation — it detonates the ship. As the characters flee, they
worth 200 gp, and six spools of copper wire worth 100 gp realize that they have defeated a great evil and ensured that one small
each. In addition, there is mithral plate armor, a helm of corner of the Razor Sea is no longer choked with nightmares.
telepathy, mariner’s studded leather armor, and 3 beads of
force.
SELF DESTRUCT IN T-MINUS...
C-18. THRONE OF THE ENGINEER As the Engineer falls defeated, it speaks. The voice it projects is half
Inside the room is the only living mi-go aboard this craft — the
Engineer. It sits on a great rotating command chair on top of a dais. in a distorted version of the Common tongue and half Void Speech.
Strange crystalline controls surround it and hazy holographic images It reverberates with raw, pure anger at this affront. It is laden with a
of any rooms that still have intact jewel-eyes float in the air around it. driving need for revenge. The message is brief. It rasps:
There are two other command consoles on the ship where other
crewmembers would normally sit when the craft pierced the veil of
worlds. Those consoles are now shut down, and all control is routed to “You have won . . . nothing.”
the Engineer’s throne.
The mi-go itself is an alien-looking plant. Its frightening heads
resemble humanoid brains. Insectoid appendages protrude from its This is the Engineer’s parting gift to a world it has worked tirelessly
central stem, while the malevolent creature waddles on two thick legs. to destroy. It could not destroy all of civilization, so this alien terror
Stubby wings attached to its back surprisingly have enough strength to must content itself with only blowing up the Trident. The Engineer
carry the monster aloft. has rigged a dead-man switch that if it is ever slain, the vessel would
This mi-go also has a small piece of jade surgically implanted within unleash its power core and explode with tremendous force. No
its own flesh along the crown of its central mass. This strange implant matter what the characters destroyed onboard the ship, the power
allows it to remotely control and receive messages from its jewel-eyes core remains intact. It lies deep beneath the deck surrounded by the
and black leeches. seamount’s stone.
It snarls at the characters as they enter the throne room and speaks When activated, the Engineer’s throne pulsates and glows. Angry
in a raspy whisper they should know well by now. You may read or violet light flashes as ear-splitting claxons ring out. The Engineer
paraphrase the following: has initiated the process to unleash the lightning in full. In just a few
moments, this craft will vaporize. In the language of mi-go bizarre
warnings are given.
“So this is what you want, eh? You seek the honor of
being killed by me personally? You shall have it!”
Bio-fulminatory manumission countdown initiated.
Manumission executed in seventy-seven meggon-fractals.
And with that, the battle begins. If the captain is somehow still
with the characters and under the Engineer’s control, he also joins in,
defending his true master to the last of his strength. The gist of this requires no understanding of mi-go or the strange
The Engineer sitting upon the throne is an illusion created by major language of the control system. The Engineer has rigged the ship
image. The actual brain collector is invisible in the northwestern to blow. Clever players likely realize their peril and flee for the exit
corner of the room. It allows the characters to spend a round hopefully with no further prompting. Anyone else must succeed at a DC 15
discharging their most powerful spells and magic items at its empty Intelligence (Investigation) check to realize what is about to occur.
throne and then reveals itself by unleashing a lightning bolt that This event is not meant to result in a total party kill. It is intended to
catches as many of them in its area as possible. ensure that the characters do not end with free reign over the strange
machinery of the mi-go craft, thus making unwanted changes to the
campaign world. So, as long as the characters flee the craft without
delay, they have no difficulty escaping before the entire seamount
erupts in a great plume of rock, coral, and boiling seawater.
24|T HE B LACK S POT
However, the you can still create tension. Have everyone attempt
Dexterity checks to flee at the best possible speed. Have parts of THE WIDOW’S ERRAND
the ship spew arcs of violet electricity near the characters. Great The nature of the widow’s errand is left entirely up to you and may
beams of the hull’s superstructure begin to collapse and buckle. serve as a fitting way to entangle the characters in another adventure
Weird machinery is crushed and leaks out green and violet fluids that in the Razor Coast saga.
begin to mix and bubble furiously. A strange modulated voice makes
regular announcements in a language no one speaks and yet everyone
understands.
CAPTAIN RIGGS AND THE BIRTH OF A LEGEND
The voyage back to Port Shaw is uneventful, but one of the older
Clearly, it is now time to leave. sailors a few nights later shares tales of Captain Riggs. He ends with
the following words, which you may read or paraphrase.
ALIEN INVASION AVERTED
With the Engineer’s death, the characters have eradicated this threat
to the Razor once and forever. The explosion is so titanic it even “So here’s to poor old Captain Riggs, as fine a sailor as
collapses a good portion of the upper seamount, which removes a you’ll ever meet. He was a fine gentleman of fortune who,
navigational hazard. The tip of the Trident has been forever blunted. alas, the gods saw fit to consign to a terrible fate. Mourn
Of course, the shattered remains of The Flying Fortune also sink him, lads, aye mourn him. But take some comfort in this.
beneath the waves. Even more importantly, with the loss of their scout, We were fortunate indeed not to share in his misfortune.
the aliens turn their attention to other worlds and other atrocities. The For I saw it myself when I was delivering wine to his cabin
characters likely never know how close their home world came to during one of his binges. Upon his left hand—the black
calamity. Perhaps, if one of our accidental heroes is a devout follower spot!”
of a deity, that person learns the truth in vague visions and portentous
dreams. Perhaps it is enough that the adventures have slain these
obviously alien aberrations and looted their craft.
THE REDEMPTION OF CAPTAIN RIGGS
CAPTAIN HANDERLY AND THE SEALORD’S If the characters spare the captain, remove his black leech and do not
honor his request for an easy death, Riggs may survive the adventure.
BLESSING If the characters deliver the captain back to his wife in Port Shaw, the
The Sealord’s Blessing witnesses the fireworks and quickly appears Captain eventually recovers from the Black Spot. He rediscovers his
on the scene to pick up survivors. The characters have no trouble sanity in time with the help of his beloved Marlena and eventually
convincing the first mate Captain Riggs perished in the explosion. In returns to command the Blessing.
fact, First Mate Handerly is amazed anyone survived. He greets wild In this version of events, Captain Riggs is forever in the debt of the
stories of submerged vessels and extradimensional horrors with a fair brave heroes who spared his life and won his redemption. They always
portion of initial skepticism and disbelief. But still, he is a superstitious sail for free aboard the Blessing, and he even surrenders the use of
sailor and can likely be convinced of almost anything given time and the captain’s cabin to them. But even more importantly, they have no
a modicum of proof. more loyal friend in Port Shaw than the newly restored Captain Riggs.
Proof, of course, is something the characters almost certainly have He knows every breath he draws, every day he enjoys, it is because of
if they care to show the first mate any strange collection of jewels the characters. Exactly how useful he is or what he discovers for our
they recovered from the craft. Handerly looks upon these items with heroes is up to you, but Riggs makes an excellent way to introduce
wonder and makes no further inquiries about them. He only remarks new adventure hooks to the party.
the world is full of strange wonders beyond count. Even more than Riggs himself, they also gain the friendship of
Regardless of what the characters share, Handerly takes possession his wife Marlena. Marlena has little use for boats and is a permanent
of The Sealord’s Blessing in Captain Riggs’ absence, becomes Captain resident of Port Shaw. Instead, she prefers to make her fortune as a
Handerly, and perhaps gains a good measure of respect for the bravery brilliant alchemist (neutral female human mage). She has no interest
of the characters. At your discretion, Captain Barton Handerly could in being an adventurer, but she is able to help the characters, creating
become a useful contact and ally in Port Shaw. At the very least, he is potions for them from time to time at cost and providing valuable
a skilled sailor in possession of a fine ship. Since it is unlikely that the information in arcane matters from her contacts among the alchemists
characters have their own ship by this point in their careers, this makes of Port Shaw.
him a valuable friend indeed. Marlena is particularly pleased to have the old Colthyn Riggs back.
Whatever treasure the characters collected from the wreckage is Since the wreck of The Flying Fortune, he’s been cold and distant. But
theirs to keep. Neither Handerly nor any of the sailors want anything to after losing the Black Spot, Captain Riggs is back to being the man
do with such unusual and possibly cursed wealth. The only exception Marlena fell in love with all those years ago. She heals his wounds and
might be the captain’s spyglass. If Handerly sees that our heroes sets him once more about a fine course. And in all of Port Shaw, there
possess that distinctive item, he asks for it so that he may return it to is likely not a happier couple.
the captain’s widow in Port Shaw — Marlena.
If the characters refuse, Handerly does not fight them, but he loses
a great deal of respect for them and considers them little better than
petty thieves. If the characters give up the glass, he is impressed with
their sense of honor. He may even allow the characters to return it to
the widow Marlena themselves. The captain’s widow has no use for
the spyglass and so offers it to the characters, but only if they help her
with this one errand…
TROUBLESHOOTING My characters ended up with X piece of world changing alien
technology.
Nothing works outside the craft. The strange, semi-sentient energy
There are always things that can go wrong in an adventure. Here are force that surges through the mi-go ship powers it all. Outside, the
a few suggestions that might help resolve those problems. technology is simply a broken curiosity. A collector might pay a few
gold for it, and a clever wizard or alchemist might be able to salvage a
My characters do not want to go with Riggs. few useable parts. But other than that, it is junk.
There is no adventure if the characters don’t board The Flying
Fortune. So, as the GM, it is your task to find a motivation that will My characters have flooded the alien craft. Do all the monsters
get the characters aboard the boat. Sorry. This is one the adventure drown?
turns upon. Let’s talk about it some more. No. The Viridian Portal (Area P-3 above) has a special field that
This adventure assumes a group of characters seeking excitement, keeps seawater from entering the craft in any substantial quantity. The
treasure, and glory. For many groups, just the hint of mystery and monsters don’t drown. If your characters somehow destroy or defeat
treasure is enough to motivate them to action. Others may require a this field, then fine — let them flood the craft. This can actually be a
slightly different tack. very unique way to explore the dungeon.
If the characters are a pack of paladins, noble heroes, and good Still, none of the creatures in it drown. The Engineer dons his gill
clerics, perhaps instead of seeing a flame, the sentry instead hears a cry symbiote and now functions perfectly well underwater. The mustard
of despair. Reframe the boarding of The Flying Fortune as primarily a jelly and black leech swarms are now free to roam the ship. The ghasts,
rescue mission, and the characters should be set. the vile slashers, and the Vivisectionist never needed to breathe. And
If the characters are motivated by coin above all else, then Captain the engine room (the Chamber of Ceaseless Storms) has its own
Riggs could observe that it might be The Flying Fortune. That ship protective field that keeps sea water out.
was lost in these waters some years ago carrying a cargo of plate silver
and pearls. This is of course a complete deception. But still, that tidbit My characters somehow convinced the first mate to send lots of
should get the greedy cadre salivating for what lies in the ship’s hold. sailors instead of just a few.
Alternately, if the characters are money-motivated but express Perhaps, if charmed, Handerly could be coerced into sending as
suspicion that gold oh so conveniently appeared just now (the many as two dozen sailors and even himself. Ultimately, the sailors
Engineer’s illusion, but they don’t know that), Riggs can point out are more of a hindrance than they are an aid. Down in the tight quarters
there have been seaquakes of late and opine that the seismic activity of the craft, they are slaughtered by strangle weed, poison gas, vile
must have shaken loose some treasure from the Fortune. Since the slashers, and worse. Mostly they make a lot of noise, get in the way
quakes really did happen, this is something Handerly and the crew and flee in terror when confronted by true monsters. Bringing a large
confirm when asked. compliment of sailors, honestly, does little to make the characters lives
If the group hunts monsters by profession then emphasize the any easier.
danger. Emphasize to them that something worse than mere shoals
and reefs must bedevil the craft. There are no lanterns, no ship’s boats My characters refuse to take the hint and aren’t fleeing the ship
and not a single sign of life. Remember that Riggs has an ally — the after the Engineer’s death! Is this really a total party kill?
Engineer, who is capable of using illusions to bait the lure. Be creative The author has occasionally been accused of being a nice GM. I
and set the characters upon a path to adventure. would give them two more warnings. Have the ship lurch violently,
and have everyone attempt a DC 20 Constitution saving throw to
The characters do not want to go through the breach. avoid taking 4d6 lightning damage. If they’re still not running for the
Everything said about getting them on the boat applies here as well. exit, then have the ship electrify as the reactor core is breached and
The treasure/monster/survivors must be down there! Fortune favors semi-sentient lightning floods the vessel. Everyone must then succeed
the bold. at a DC 20 Constitution saving throw or take another 4d6 lightning
damage.
No, it didn’t work. They took one look at the hole ripped into the After you warned them three times the ship is about to explode and
seamount and fled the Fortune. they still haven’t fled … yeah, even I am not that nice. This is a total
Unless the characters slay the Engineer, the danger remains, festers, party kill. Maybe the next adventurers are better able to take a hint.
and in time grows. Even if the Engineer didn’t manage to capture this
particular prey, it won’t stop hunting for more. Perhaps a few levels My characters want to take over The Sealord’s Blessing. They
later, the characters hear tales of another ship disappearing near the forced the Captain to sign an order just before he died or plan to
Trident. This time the Engineer has grown even stronger. Add a few take it by force.
other aberrations the brain collector has managed to create and this There is always the option that if the characters come up with a
adventure could easily suit a 7th or 8th level party. And the next time clever way to take the ship, you should let them. Remember they are
the characters visit the wreck, they can be certain that the reason all stealing a ship. There are likely plenty of people in port who know
of these new victims met their grisly end was because they were too who the rightful owner of the Blessing should be. That makes for a
cowardly to face whatever lies down the hole. Will they again give in rich source of adventure and could even lead to the character’s turning
to cowardice or will they at last become the heroes they were meant pirate. But if you feel it is yet too early for the characters to have their
to be? own vessel, there are ways to keep the ship out of their hands.
The crew of the ship does not stand for such a takeover. They have
My characters figured out immediately that Captain Riggs is an been well treated by Riggs and Handerly and have no desire to set sail
infiltrator. under the command of reckless adventurers who are likely to get them
This is not a problem. It simply means they are a clever or perhaps all killed. They mutiny, and even if the characters win, this leaves them
paranoid band of characters. After the captain is defeated — whether with a ship they likely have little ability to sail. The Sealord’s Blessing
he is slain or not — the black leech can wriggle out of his glove and drifts at sea until it is hit by a freak storm that wrecks it upon a nearby
slither towards a new host. The fact the captain was not a bandit, but island.
somehow being controlled should appeal to character curiosity. What And what is on that island? That is up to you.
is going on here? What happened to The Flying Fortune? Use the
mystery to move the adventure forward.

26|T HE B LACK S POT


A PPENDIX : N EW C REATURES
BARTON HANDERLY BIO-ORGANIC SLIME
Medium humanoid (high elf), chaotic good Large ooze, unaligned

Armor Class 12 (studded leather) Armor Class 7


Hit Points 52 (8d8 + 16) Hit Points 85 (10d10 + 30)
Speed 30 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 16 (+3) 5 (–3) 16 (+3) 1 (–5) 6 (–2) 1 (–5)

Saving Throws Con +4, Wis +2 Damage Vulnerabilities fire, cold


Skills Perception +2 Damage Immunities acid, cold, lightning, poison, slashing
Senses darkvision 60 ft., passive Perception 12 Condition Immunities blinded, charmed, deafened,
Languages Common exhaustion, frightened, prone
Challenge 3 (700 XP) Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Fey Ancestry. Barton has advantage on saving throws against Languages –
being charmed, and magic can’t put him to sleep. Challenge 4 (1,100 XP)
Innate Spellcasting. Barton’s innate spellcasting ability is
Intelligence (spell save DC 10). He can innately cast the Adhesive. The bio-organic slime adheres to anything that
following spell, requiring no material components: touches it, or that it touches. A Huge or smaller creature
1/day: prestidigitation adhered to the bio-organic slime is also grappled by it (escape
DC 13). Ability checks made to escape this grapple have
Actions disadvantage.
Amorphous. The slime can move through a space as narrow as
Multiattack. Barton makes two melee attacks. 1 inch wide without squeezing.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Corrosive Form. A creature that touches the slime or hits it
target. Hit: 10 (2d6 + 3) slashing damage. with a melee attack while within 5 feet of it takes 4 (1d8)
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range acid damage. Any nonmagical weapon made of wood that hits
100/400 ft., one target. Hit: 5 (1d10) piercing damage. the slime corrodes. After dealing damage, the weapon takes
Leadership (recharges after a short or long rest). For a permanent and cumulative −1 penalty to damage rolls. If
1 minute, Barton can utter a special command or warning its penalty drops to –5, the weapon is destroyed. Nonmagical
whenever a nonhostile creature that he can see within 30 feet ammunition made of wood that hits the slime is destroyed
of him makes an attack roll or a saving throw. The creature after dealing damage. The slime can eat through 2-inch-
can add a d4 to its roll provided it can hear and understand thick, nonmagical wood in 1 round.
Barton. A creature can benefit from only one Leadership die Spider Climb. The slime can climb difficult surfaces, including
at a time. This effect ends if Barton is incapacitated. upside down on ceilings, without needing to make an ability
check.
Equipment Sunlight Lethality. The slime takes 100 radiant damage
when it starts its turn in direct sunlight.
Two potions of greater healing, 20 crossbow bolts, 24 gp, a silver
holy symbol of Quell worth 50 gp. Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage and 18 (4d8)
poison damage. The target is subjected to its Adhesive trait.
Devour (recharge 6). Once it is adhered to a creature, the
bio-organic slime begins to devour the flesh of the creature.
On each turn, the creature must succeed on a DC 14
Constitution saving throw or take 13 (3d8) acid damage. On
a successful save, the target takes half the acid damage. This
effect ends if someone uses an action to scrape the slime off of
the target.

|27
|
|2
CLOCKWORK ABOMINATION CLOCKWORK WEAVING SPIDER
Large fiend (devil), lawful evil Tiny construct, unaligned

Armor Class 16 (natural armor) Armor Class 15 (natural armor)


Hit Points 76 (8d10 + 32) Hit Points 24 (10d4)
Speed 30 ft., climb 30 ft. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 9 (–1) 8 (–1) 8 (–1)

Saving Throws Dexterity +4, Constitution +7 Skills Perception +3, Stealth +5


Skills Athletics +9, Perception +3, Stealth +4 Damage Immunities poison
Damage Resistances acid, cold, fire; bludgeoning, piercing, Condition Immunities blinded, charmed, deafened,
and slashing from nonmagical attacks exhaustion, frightened, paralyzed, poisoned
Damage Immunities poison Senses darkvision 60 ft., passive Perception 13
Condition Immunities charmed, exhaustion, frightened, Languages understands Common
paralyzed, petrified, poisoned Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 13
Languages Common, Infernal Immutable Form. The weaving spider is immune to any spell
Challenge 5 (1,800 XP) or effect that would alter its form.
Magic Resistance. The weaving spider has advantage on
Additional Legs. Four legs allow the clockwork abomination saving throws against spells and other magical effects.
to climb at a speed equal to its base speed and to ignore
difficult terrain. Actions
Piston Reach. The abomination’s melee attacks have a
deceptively long reach thanks to the pistons powering them. Multiattack. The weaving spider makes two Trimming Blade
Immutable Form. The clockwork abomination is immune to attacks or two Needle Shuttle attacks.
any spell or effect that would alter its form. Trimming Blade. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Infernal Power Source. When a clockwork abomination falls one target. Hit: 10 (1d8 + 3) slashing damage and possible
to 0 hp, its infernal battery explodes. Creatures within 10 unmaking.
feet of the clockwork abomination take 14 (4d6) fire damage, Poisoned Needle Shuttle. Ranged Weapon Attack: +5 to hit,
or half damage with a successful DC 14 Dexterity saving range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage,
throw. and the target must succeed on a DC 13 Constitution saving
throw or become paralyzed. The target repeats the saving
Actions throw at the end of each of its turns, ending the effect on
itself with a success.
Multiattack. The clockwork abomination makes one Bite Unmaking. The weaving spider’s speed and its slim, sharp
attack and one Slam attack. blade can slice cloth, leather, and paper into scraps very
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. quickly. Whenever a weaving spider’s trimming blade attack
Hit: 14 (2d8 + 5) piercing damage. roll exceeds the target’s armor class by 5 or more, the target
Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. must succeed on a DC 13 Dexterity saving throw or one of
Hit: 12 (2d6 + 5) bludgeoning damage. their possessions, chosen randomly, becomes unusable or
Breath Weapon (recharge 5–6). The clockwork abomination’s damaged until repaired (GM’s choice).
Infernal Power Source allows it to breathe fire in a 20-foot
cone. Targets in this cone take 22 (4d10) fire damage, or half The clockwork weaving spider can be found in the Tome of
damage with a successful DC 14 Dexterity saving throw. Beasts from Kobold Press.

The clockwork abomination is found in the Tome of Beasts by


Kobold Press.

28|T HE B LACK S POT


COLTHYN RIGGS, CAPTAIN OF ELEMENTAL, LIGHTNING
Large elemental, neutral
THE SEALORD’S BLESSING
Medium humanoid (human), neutral Armor Class 13
Hit Points 102 (12d10 + 36)
Armor Class 16 (chain shirt) Speed 50 ft.
Hit Points 91 (14d8 + 28)
Speed 30 ft. STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 6 (–2) 10 (+0) 7 (–2)
STR DEX CON INT WIS CHA <
16 (+3) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Saving Throws Str +5, Dex +4, Wis +2 Damage Immunities lightning, poison
Skills Athletics +5, Deception +4, Intimidation +4 Condition Immunities exhaustion, grappled, paralyzed,
Senses passive Perception 10 petrified, poisoned, restrained, unconscious
Languages Common, Elvish Senses darkvision 60 ft., passive Perception 10
Challenge 4 (1,100 XP) Languages Common
Challenge 3 (700 XP)
Black Leech. The Engineer can telepathically communicate
with Captain Riggs as long as they are on the same plane of Electric Form. The elemental can move through a space
existence. Captain Riggs also suffers disadvantage on saving as narrow as 1 inch wide without squeezing. A creature
throws against attacks made by the Engineer against him. that touches the elemental or hits it with a melee attack
while within 5 feet of it takes 5 (1d10) lightning damage. In
Actions addition, the elemental can enter a hostile creature’s space
and stop there. The first time it enters a creature’s space on a
Multiattack. Captain Riggs makes three melee or ranged turn, that creature takes 5 (1d10) lightning damage.
attacks. Illumination. The elemental sheds bright light in a 30-foot
Poisoned Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., radius and dim light in an additional 30 feet.
one target. Hit: 7 (1d8 + 3) slashing damage and the target Short Circuit. For every 5 feet the elemental moves in water,
must make a DC 15 Constitution saving throw. A creature or for every gallon of water splashed on it, it takes 1 psychic
who fails takes 24 (7d6) poison damage and is paralyzed damage.
while a creature who succeeds takes half as much damage
and is not paralyzed. A paralyzed creature may repeat the Actions
saving throw at the end of each of its turns, ending the
condition on a success. Multiattack. The lightning elemental makes two Touch
Dagger. Melee or Ranged Weapon Attack: +5 to hit, range attacks.
20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Leadership (recharges after a short or long rest). For 1 Hit: 17 (4d6 + 3) lightning damage.
minute, the Captain can utter a special command or warning
whenever a nonhostile creature that he can see within 30 feet
of him makes an attack roll or a saving throw. The creature
can add a d4 to its roll provided it can hear and understand
the captain. A creature can benefit from only one Leadership
die at a time. This effect ends if the captain is incapacitated.

Reactions
Parry. The captain adds 2 to his AC against one melee attack
that would hit him. To do so, the captain must see the
attacker and be wielding a melee weapon.
Redirect Attack. When a creature the captain can see target
him with an attack, the captain chooses an ally within 5 feet
of him. The captain and the ally swap places, and the chosen
ally becomes the target instead.

Equipment
Two potions of healing, +1 chain shirt, two doses of poison, 20
crossbow bolts, spyglass, thieves’ tools, 22 gp, and a diamond
worth 400 gp
THE ENGINEER (MI-GO) Actions
Medium plant, neutral evil
Multiattack. The mi-go makes two attacks with its Claws.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Armor Class 17 (natural armor)
Hit: 14 (3d6 + 4) slashing damage, and the target is grappled
Hit Points 76 (8d8 + 40)
(escape DC 13). If both claw attacks strike the same target
Speed 30 ft., fly 60 ft.
in a single turn, the target takes an additional 13 (2d12)
psychic damage.
STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 21 (+5) 25 (+7) 15 (+2) 13 (+1) Reactions
Saving Throws Strength +7, Constitution +9, Charisma +5 Spore Release. When a mi-go dies, it releases its remaining
Skills Arcana +11, Deception +9, Medicine +6, Perception +6, spores. All living creatures within 10 feet take 14 (2d8 + 5)
Stealth +8 poison damage and become poisoned; a successful DC 16
Damage Resistances cold, radiant Constitution saving throw halves the damage and prevents
Senses blindsight 30 ft., darkvision 240 ft., passive Perception poisoning. A poisoned creature repeats the saving throw at
16 the end of its turn, ending the effect on itself with a success.
Languages Common, Mi-Go, Void Speech
Challenge 9 (5,000 XP) Lair Actions
Astral Travelers. Mi-go do not require air or heat to survive, On initiative count 20 (losing initiative ties), the Engineer
only sunlight (and very little of that). They can enter a takes a lair action to cause one of the following effects. It
sporulated form capable of surviving travel through the void can’t use the same effect two rounds in a row.
and returning to consciousness when conditions are right. Anti-Gravity. The Engineer can levitate an unwilling target
Disquieting Technology. The mi-go are a highly advanced on a failed DC 19 Constitution saving throw as though it had
race, and may carry items of powerful technology. Mi-go cast the levitate spell. The levitated creature falls back to the
technology can be represented using the same rules as magic ground on initiative count 20 on the next round and takes
items, but their functions are very difficult to determine: falling damage, if applicable.
identify is useless, but an hour of study and a successful DC Electrical Discharge. The Engineer manipulates the ship’s
19 Intelligence (Arcana) check can reveal the purpose and energy to call down lightning bolts as though it had cast the
proper functioning of a mi-go item. call lightning spell. The Engineer cannot use this lair action
Sneak Attack (1/turn). The mi-go does an extra 7 (2d6) if the ship’s engines are inoperable.
damage when it hits a target with a claw attack and has Hologram. The Engineer creates a holographic image of itself
advantage on the attack roll, or when the target is within 5 or one of the encephalon gorger zombies as though it had cast
feet of an ally of the mi-go that isn’t incapacitated and the the major image spell. The image lasts until the initiative
mi-go doesn’t have disadvantage on the attack roll. count 20 on the next round.
Spellcasting. The Engineer is a 10th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 19, +11 Equipment
to hit with spell attacks). The Engineer has the following
wizard spells prepared: Wand of lightning bolts, potion of clairvoyance, tinker’s tools,
Cantrips (at will): acid splash, fire bolt, minor illusion, poison jeweler’s tools, six pieces of jade worth 100 gp each
spray, shocking grasp
1st level (4 slots): comprehend languages, detect magic, false
life, shield
2nd level (3 slots): invisibility, magic mouth, suggestion
3rd level (3 slots): animate dead, major image, lightning bolt
4th level (3 slots): arcane eye, locate creature, stoneskin
5th level (2 slots): animate objects, dominate person

30|T HE B LACK S POT


MURDER CROW MUSTARD JELLY
Medium undead, chaotic evil Large ooze, unaligned

Armor Class 17 (natural armor) Armor Class 14 (natural armor)


Hit Points 71 (13d8 + 13) Hit Points 85 (10d8 + 40)
Speed 10 ft., fly 60 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 2 (–4) 14 (+2) 12 (+1) 15 (+2) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0)

Skills Perception +5, Stealth +7 Damage Resistances cold; bludgeoning, piercing, and
Damage Immunities poison slashing from nonmagical attacks
Condition Immunities poisoned Damage Immunities acid, force, lightning, poison
Senses darkvision 60 ft., passive Perception 15 Condition Immunities blind, deafened, grappled, paralyzed,
Languages — poisoned, restrained, stunned, unconscious
Challenge 5 (1,800 XP) Senses blindsight 60 ft. (blind beyond this radius), remorsense
60 ft., passive Perception 10
Death Throes. When the murder crow dies, it explodes Languages —
into a murder of crows. These smaller swarms continue to Challenge 5 (1,800 XP)
relentlessly attack all living creatures within sight. Use the
statistics for a swarm of ravens for the murder of crows. Adhesive. The jelly adheres to anything that touches it, or that
it touches. A Huge or smaller creature adhered to the jelly
Actions is also grappled by it (escape DC 13). Ability checks made to
escape this grapple have disadvantage.
Multiattack. The murder crow makes one Bite attack and two Amorphous. The jelly can move through a space as narrow as
Claws attacks. 1 inch wide without squeezing.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Grappler. The jelly has advantage on attack rolls against any
Hit: 8 (2d6 + 4) piercing damage. creature grappled by it.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Lightning Absorption. Whenever the jelly is subjected to
Hit: 10 (2d8 + 4) slashing damage. lightning damage, it takes no damage and regains a number
Eye Rake. If the murder crow hits a target with both claw of hit points equal to the lightning damage dealt.
attacks in the same turn, the creature must succeed on a DC Poison Aura. At the start of each of the jelly’s turns, each
15 Dexterity saving throw or be blinded as the Lord of Crows creature within 15 feet of it must succeed on a DC 15
scratches and tears at the target’s eyes. The blindness can Constitution saving throw or be poisoned for 1 minute. While
be removed if a character spends their action to attend to poisoned in this way, the target cannot regain hit points,
the blinded target, and makes a successful DC 15 Wisdom and it takes 14 (4d6) poison damage at the start of each of
(Medicine) check, or by a lesser restoration spell. its turns. The poisoned target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
success. A creature who has succeeded on its saving throw is
immune to the mustard jelly’s aura for 24 hours.
Spider Climb. The jelly can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Hit: 11 (2d8 + 2) bludgeoning damage plus 9 (2d8) poison
damage. and the target is grappled (escape DC 13). A
mustard jelly can have up to five targets grappled at a time.

Reactions
Split. When a jelly that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new jellies,
if it has at least 10 hit points. Each new jelly has hit points
equal to half the original jelly’s, rounded down. New jellies
are one size smaller than the original jelly.
PUNAWAI PUTRID HAUNT
Medium humanoid (human), chaotic neutral Medium undead, neutral evil

Armor Class 12 (hide armor) Armor Class 13 (natural armor)


Hit Points 33 (6d8 + 6) Hit Points 44 (8d8 + 8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (–1) 11 (+0) 8 (–1) 17 (+3) 8 (–1) 13 (+1) 6 (–2) 11 (+0) 6 (–2)

Senses passive Perception 10 Damage Resistances bludgeoning and piercing from


Languages Common nonmagical attacks
Challenge 1/2 (100 XP) Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Pack Tactics. Punawai has advantage on an attack roll Senses darkvision 60 ft., passive Perception 10
against a creature if at least one of his allies is within 5 feet Languages —
of him and the ally isn’t incapacitated. Challenge 2 (450 XP)
Reckless. At the start of his turn, Punawai can gain advantage
on all melee weapon attack rolls during that turn, but attack Dead Still. Treat a putrid haunt as invisible while it’s buried
rolls against him have advantage until the start of his next in swamp muck.
turn. Swamp Shamble. Putrid haunts suffer no movement
penalties in marshy terrain.
Actions
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
or 5 (1d8 + 1) piercing damage if used with two hands to Hit: 12 (2d8 + 3) bludgeoning damage.
make a melee attack damage. Vomit Leeches (recharge 6). A putrid haunt can vomit forth
the contents of its stomach onto a target within 5 feet. Along
with the bile and mud from its stomach, this includes 2d6
undead leeches that attach to the target. A creature takes 1
necrotic damage per leech on it at the start of the creature’s
turn, and the putrid haunt gains the same number of
temporary hit points. As an action, a creature can remove or
destroy 1d3 leeches from itself or an adjacent ally.

The putrid haunt can be found in the Tome of Beasts from


Kobold Press.

32|T HE B LACK S POT


SAHUAGIN LORD SAILORS
Large humanoid (sahuagin), lawful evil Medium humanoid (human), chaotic good

Armor Class 16 (breastplate) Armor Class 15 (chain shirt)


Hit Points 85 (10d10 + 30) Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 60 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 17 (+3) 14 (+2) 14 (+2) 18 (+4) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Saving Throws Dex +5, Con +6, Int +5, Wis +5 Skills Perception +2
Skills Perception +8 Senses passive Perception 12
Senses darkvision 120 ft., passive Perception 18 Languages Common
Languages Sahuagin Challenge 1/8 (25 XP)
Challenge 5 (1,800 XP)
Actions
Blood Frenzy. The sahuagin lord has advantage on melee
attack rolls against any creature that doesn’t have all its hit Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
points. ranged 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage
Limited Amphibiousness. The sahuagin lord can breathe air or 5 (1d8 + 1) piercing damage is used with two hands to
and water, but it needs to be submerged at least once every 4 make a melee attack.
hours or start to suffocate.
Blood Frenzy. The sahuagin lord can magically command any Equipment
shark within 120 feet of it, using a limited telepathy.
Chain shirt, spear, 1d8 gp
Actions
Multiattack. The sahuagin lord makes one Bite attack and
two Claws or Trident attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (2d4 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 12 (2d6 +5) piercing
damage, or 14 (2d8 + 5) piercing damage if used with two
hands to make a melee attack.

T HE B LACK S POT
P
STRANGLE WEED ZOMBIE, ENCEPHALON GORGER
Large plant, unaligned Medium undead, chaotic evil

Armor Class 10 Armor Class 13 (natural armor)


Hit Points 34 (4d10 + 12) Hit Points 90 (12d8 + 36)
Speed swim 5 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 2 (–4) 12 (+1) 6 (–2) 12 (+1) 8 (–1) 16 (+3) 3 (–4) 6 (–2) 5 (–3)

Damage Resistances fire Saving Throws Wis +0


Damage Immunities psychic Damage Immunities cold, poison
Condition Immunities charmed, frightened, prone, stunned, Condition Immunities poisoned
unconscious Senses darkvision 60 ft., passive Perception 8
Senses Tremorsense 30 ft., passive Perception 11 Languages understands Common, Abyssal, Celestial, Infernal,
Languages — Encephalon, but can’t speak
Challenge 2 (450 XP) Challenge 3 (700 XP)

Camouflage. The strangle weed has advantage on Dexterity Undead Fortitude. If damage reduces the zombie to 0 hit
(Stealth) checks it makes in any terrain with ample points, it must make a Constitution saving throw with a DC
surrounding plant life. of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
Actions point instead.

Multiattack. The strangle weed makes up to four Frond Actions


attacks.
Frond. Melee Weapon Attack: +4 to hit, reach 20 ft., one target. Multiattack. An encephalon gorger makes two attacks with
Hit: 5 (1d6 + 2) bludgeoning damage, and the target is its Claws.
grappled (escape DC 12). The strangle weed has four fronds, Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
each of which can grapple only one target. Hit: 10 (2d8 + 1) slashing damage and the target is grappled
Strangulation. At the start of each of its turns, the strangle (escape DC 12).
weed attempts to strangle a creature grappled by it. The Mindfeed. One creature grappled by the encephalon gorger
creature must succeed on a DC 13 Constitution saving must make a DC 15 Intelligence saving throw. A creature
throw or take 4 (1d6 + 1) bludgeoning damage and begin takes 14 (4d6) psychic damage and its Intelligence score is
to suffocate. On a successful save the target takes half reduced by 1d4 on a failure, and takes half as much damage
the bludgeoning damage and is able to still breathe. For with no Intelligence reduction on a success. The target dies
guidelines on suffocation, refer to the player’s manual. if this reduces its Intelligence to 0. Otherwise, the reduction
lasts until the target finishes a short or long rest.

34|T HE B LACK S POT

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