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CREDITS

Designer: Dr. Michael LaBossiere


Cartographer: Dr. Michael LaBossiere
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Image/Art: Michael LaBossiere, Midjourney

Contents
Credits .................................................................................... 1
Contents ................................................................................. 1
Introduction .......................................................................... 2
Background/History............................................................. 2
Getting the PCs Involved ...................................................... 2
Map Keys ............................................................................... 2
Deck One & Two........................................................................3
Deck Three (Crew Deck) .........................................................3
Deck Four (Cargo Deck) ..........................................................3
Deck Five (Cargo Deck) ...........................................................3
Encounter .............................................................................. 4
NPCs....................................................................................... 4
New Magic Item .................................................................... 6
Censer of St. Alexusa .............................................................. 6
Conclusion ............................................................................ 6
Hook?..................................................................................... 6
Free Stuff! .............................................................................. 7
Free Map Collections ............................................................ 7
Free Rules .............................................................................. 7
Free Encounters .................................................................... 7
Free Encounters Collections ................................................ 7
Free Character Options......................................................... 7
Stuff to Buy! .............................................................................. 8
Adventures ............................................................................ 8
Class & Character Options .................................................... 8
Karabeth Series ..................................................................... 8
About the Author .................................................................. 8
Maps ...................................................................................... 9

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Dr. Michael C. LaBossiere and published under the Community Content Agreement for Dungeon Masters Guild.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.

1
INTRODUCTION claimed by his true master. Before he could join
them, he was subdued by the inquisitors.
This is the 80th in an ongoing series aimed to
Knowing that killing him would send yet another
provide the overworked DM with ready-to run
soul to the abyss, the inquisition elected to inflict one
encounters. The PCs encounter a ghost ship, the
of their harsher punishments: he was transformed
Swift Shark, adrift on the high seas. Once a proud
into a wraith and sealed into a container that he
pirate ship, the crew fell to the deadly touch of the
could not pass through. He could, however, see and
wraith of an apostate.
hear while so imprisoned. He and more mundane
Being a shipboard encounter, it can be used in the
prisoners were loaded aboard a ship for transport to
Spelljammer setting with some minor changes. For
a prison. This ship ran afoul of a storm and was
example, the flooded areas of the ship could be areas
badly damaged, losing most of the guards and crew.
with bad air.
It then had the misfortune of encountering a pirate
It includes a history/background for the encounter,
ship.
a map, and monster stats. The companion ZIP file
The pirates made quick work of the damaged
contains JPEG versions of the maps (with and without
vessel and looted it before it finally sank due to the
grid), the Word file of the encounter, and a Fantasy
damage caused by the storm. Though they did not
Grounds Unity Module file.
realize it, Kereksh was among the booty they had

BACKGROUND/HISTORY stolen.
Thinking that the finely made and locked
container might contain valuables, the captain
The following provides the background and history
opened it, releasing Kereksh. Enraged by his fate
for the encounter. As always, it can be modified to
and not thinking things through, Kereksh slew the
suit your campaign.
crew. The ship has drifted since then, though it has
On the surface, Father Kereksh was a pillar of the
occasionally met up with other vessels.
community. He was utterly
devoted to his flock
and trusted by the
leaders and people
GETTING THE PCS
of his city. As such, INVOLVED
it came as a great The encounter could be random—
surprise to the the PCs might sight the vessel while
Church of sailing somewhere. Alternatively,
Asmodeus that this they might have heard tales of the
model priest had ghost ship and decided to seek it out.
been corrupted by The PCs can also be hired to
chaos. Fortunately investigate the loss of the prison
for the church, their bound ship or to deal with pirates in
inquisitors exposed the area. They could also be hired
the corruption of specifically to deal with the ghost ship.
Kereksh before it could
spread beyond his own temple. MAP KEYS
The cunning Kereksh learned that the inquisitors These are the map keys. The lowest deck is
were coming for him, so he acted quickly. He completely flooded and the deck above that is
gathered his faithful flock and killed them, ensuring partially flooded. The zombies labor to keep the ship
that their souls would plunge into the abyss to be afloat but this is a losing battle.

2
While the ship does have oil lamps on board, the skulls. The apostate spends much of his time here,
praying and leading his undead through compelled
undead do not use them. As such, aside from any services. The apostate usually has two specters and
daylight coming through the portholes and windows, 2-4 skeletons as guards.
the ship’s interior will be dark. Thanks to storms and 8. Bunks: The ship’s bunkroom. If the PCs muck
about in the mess, they can find 1d100 cp, 1d20 sp
a lack of a skilled crew, the sails are in tatters. Thus, and 1 gp.
the ship drifts with the current. 9. Galley: The ship’s galley.
10. Quarters: Quarters for one of the ship’s officers.
DECK ONE & TWO 11. First Mate’s Quarters: The first mate’s quarters.
The specter she was made into dwells here. A
The main deck shows signs of the ship’s last battle, search of the room will reveal 234 cp, 157 sp, 10 gp,
with damage to some of the structure. and 50 gp in gems.
1. Fore: The crew’s quarters can be accessed from the 12. Quarters: Quarters for one of the ship’s officers.
trapdoors here. 13. Stores: This store room contains spoiled food and
2. Ballista: A weather-beaten ballista is on deck, along damaged supplies.
with scattered ammunition (11 shots). 14. Quarters: Quarters for two of the ship’s officers.
3. Midship: One of the ship’s boats is on deck. Access 15. Quarters: Quarters for one of the ship’s officers.
to the main cargo bay is also here. There are usually
2-8 zombies in this area bailing out the ship to keep DECK FOUR (CARGO DECK)
it afloat.
The cargo deck is partially flooded. Debris, barrels,
4. Deck: The captain’s quarters can be entered from
here. and loose boards float in the water. Some of the cargo
5. Helm: Near the wheel are the remains of a sailor is beneath the water. The drifting cargo and sunken
who had the Censer of St. Alexusa in his objects can easily be mistaken for monsters in the
possession. His jumbled bones are tangled with the
dark hold. If the PCs muck about the holds, they can
chains of the censer, and it is, perhaps, the will of
the saint that the salvage 5d100 cp,
bones and censer 3d100 sp, 1d100 gp,
remain on the and 100-400 gp in
ship for the PCs
mundane items, such as
to find.
6. Captain’s oil flasks, armor,
Quarters: The weapons, and various
furniture is a trade goods. There is
damp mess, but
also a carefully sealed
the desk is still
intact. It holds and waterproof
various charts containing of exotic
(carefully spices that can fetch up
protected in scroll
to 500 gp from a
cases) and a set of
navigation tools. discerning buyer. .
There is also
chest in the room 16. Hold: A partially flooded
(AC 16 HP 12 DC section of the hold. A ladder
15 to break or leads up to the main deck,
pick) that holds 345 cp, 523 sp, 196 gp, and 250 gp 17. Hold: A partially flooded section of the hold.
in gems, jewels, and jewelry. There is also a 18. Main Hold: A partially flooded section of the hold.
battered gold flagon worth 12 gp. The specter of the 2-6 zombies will always be here, working at bailing
captain can usually be found here. out the ship. There is a cargo door that provides
access to deck 5.
19. Hold: A partially flooded section of the hold.
20. Hold: A partially flooded section of the hold.

DECK THREE (CREW DECK) DECK FIVE (CARGO DECK)


This cargo deck is completely flooded. If the PCs muck about
This deck has the officers’ quarters and crew’s in the water, they can find 1d100 gp in salvageable items along
bunkroom. with 1d4 skeletons or zombies.
21. Hold: A flooded section of the hold.
7. “Temple”: The apostate has created a makeshift 22. Hold: A flooded section of the hold.
temple to his demon prince, offering up blood and 23. Hold: A flooded section of the hold.

3
ENCOUNTER
The ghost ship drifts at the mercy of the currents
and wind and its passengers await the arrival of
more victims.
The apostate spends most of his time praying.
When he conducts his frequent services, he
summons the specters and other undead to
participate. After a service, the zombies return to
bailing and the specters return to their cabins.
If the PCs arrive during sermon, they will
encounter all the undead there. If they arrive at
another time, the undead will be spread throughout
the ship.
As a caster, the apostate prefers to rely on his
spells. He will use his ability to fly and move through
walls effectively and will try to control the
engagement in this manner. For example, he will
use an offensive spell (like guiding bolt) and then
move through a bulkhead to avoid retaliation.
As would be expected, he uses his undead as
cannon fodder, letting them bear the brunt of
combat. He knows that he can make more and that
their souls will go to his master when their bodies
are destroyed.

NPCS
inside an object.

   Sunlight Sensitivity. While in sunlight, the wraith has
Medium undead, chaotic evil disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Armor Class 13
Hit Points 72 (9d8 + 27) Spellcasting. Kereksh the apostate is a 9th-level
Speed 0 ft., fly 60 ft. (hover) spellcaster. Its spellcasting ability is Wisdom (spell save
DC 16, +8 to hit with spell attacks). Kereksh the
STR DEX CON INT WIS CHA apostate has the following Cleric spells prepared:
6 (-2) 16 (+3) 16 (+3) 12 (+1) 18 (+4) 16 (+3)
Cantrips (At will): Light, Sacred Flame, Thaumaturgy,
Saving Throws Wis +6 Toll the Dead
Damage Resistances acid, cold, fire, lightning, 1st level (4 slots): Bless, Command, Shield of Faith,
thunder; bludgeoning, piercing, and slashing from Guiding Bolt, Sanctuary
nonmagical weapons that aren't silvered 2nd level (3 slots): Aid, Hold Person,
Damage Immunities necrotic, poison Blindness/Deafness, Spiritual Weapon
Condition Immunities charmed, exhaustion, 3rd level (3 slots): Animate Dead,
grappled, paralyzed, petrified, poisoned, prone, 4th level (3 slots): Control Water, Spirit Guardians
restrained 5th level (1 slot): Flame Strike
Senses darkvision 60 ft., passive Perception 14
Languages The languages it knew in life
Challenge 6 (2,300 XP)
ACTIONS
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Incorporeal Movement. The wraith can move through one creature. Hit: 21 (4d8 + 3) necrotic damage. The
other creatures and objects as if they were difficult target must succeed on a DC 14 Constitution saving
terrain. It takes 5 (1d10) force damage if it ends its turn throw or its hit point maximum is reduced by an
4
amount equal to the damage taken. This reduction lasts
until the target finishes a long rest. The target dies if 
this effect reduces its hit point maximum to 0. Medium undead, neutral evil

Create Specter. The wraith targets a humanoid within Armor Class 8


10 feet of it that has been dead for no longer than 1 Hit Points 22 (3d8 + 9)
minute and died violently. The target's spirit rises as a Speed 20 ft.
specter in the space of its corpse or in the nearest
unoccupied space. The specter is under the wraith's STR DEX CON INT WIS CHA
control. The wraith can have no more than seven 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
specters under its control at one time.
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages it knew in life
 but can't speak
Medium undead, chaotic evil Challenge 1/4 (50 XP)
Armor Class 12 Proficiency Bonus +2 Undead Fortitude. If damage
Hit Points 22 (5d8) reduces the zombie to 0 hit points, it must make a
Speed 0 ft., fly 50 ft. (hover) Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical
STR DEX CON INT WIS CHA hit. On a success, the zombie drops to 1 hit point
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) instead.

Damage Resistances acid, cold, fire, lightning,


thunder; bludgeoning, piercing, and slashing from ACTIONS
nonmagical weapons
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Damage Immunities necrotic, poison target. Hit: 4 (1d6 + 1) bludgeoning damage.
Condition Immunities charmed, exhaustion,
grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages it knew in life 
but can't speak Medium undead, lawful evil
Challenge 1 (200 XP)
Armor Class 13 (Armor Scraps)
Proficiency Bonus +2 Incorporeal Movement. The Hit Points 13 (2d8 + 4)
specter can move through other creatures and objects Speed 30 ft.
as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Sunlight Sensitivity. While in sunlight, the specter has
disadvantage on attack rolls, as well as on Wisdom Damage Vulnerabilities bludgeoning
(Perception) checks that rely on sight. Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
ACTIONS Languages Understands the languages it knew in life
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
but can't speak
creature. Hit: 10 (3d6) necrotic damage. The target Challenge 1/4 (50 XP)
must succeed on a DC 10 Constitution saving throw or
Proficiency Bonus +. roficiency Bonus +2
its hit point maximum is reduced by an amount equal
to the damage taken. This reduction lasts until the
creature finishes a long rest. The target dies if this ACTIONS
effect reduces its hit point maximum to 0.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.

5
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. CONCLUSION
The encounter ends when the PCs defeat the
undead, die or decide to quit. If they succeed and
have been promised a reward, they will receive it.

NEW MAGIC ITEM Resolving the threat is also likely to provide a boost
to their reputation and gain some goodwill.
This is a new magic item introduced in the
encounter. It can be used, modified, or ignored as
desired.
HOOK?
If the PCs succeed and prove themselves
competent, they might be approached for other jobs.
CENSER OF ST. ALEXUSA
The Temple of Asmodeus might have some
Wondrous Item, Uncommon
interesting work for them. The temple might be
As an action you can activate open about its identity or
this censer and create an
deceive the PCs about the
invisible barrier that extends nature of their employer.
to form a 10-foot-radius, 10-
foot-high cylinder around it.
For 5 minutes, this barrier
prevents fiends and undead
from entering or affecting
anything within the cylinder.
The censer cannot be used
this way again until the next
dawn.
The cylinder moves with
the censer and remains
centered on it. However, if it
is moved in such a way that
a creature of the specified
type would be inside the
cylinder, the effect ends. You can hold the censer with
one hand, place it on a surface, or hang it from
something suitable within your reach.
A creature can attempt to overcome the barrier by
using an action to make a DC 15 Charisma check. On
a success, the creature ceases to be affected by the
barrier.
An undead or fiend must make a DC 20 Charisma
check to willingly touch the item. If an undead or fiend
succeeds in picking it up, it takes 2d8 radiant damage
when doing so. At the start of each turn, it holds the
censer, it takes 2d8 radiant damage and it must
repeat the Charisma check or drop the censer. While
holding the censer an undead or fiend has
disadvantage on Attack rolls and Ability Checks until
the start of its next turn. Striking a fiend or undead
with the censer does not inflict this damage (for
guidance, consider the spell heat metal).

6
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7
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I also sell stuff for D&D.

ADVENTURES
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K1 Trip to Town (pay what you want)
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K2 Lelathon Village (Pay what you want)

ABOUT THE AUTHOR


Dr. Michael LaBossiere is a gamer/runner from Maine who went
to school in Ohio and ended up a philosophy professor in Florida.
While acquiring his doctorate in philosophy at Ohio State
University, he earned his ramen noodle money by writing for
Chaosium, GDW, R. Talsorian
Games, and TSR. After
graduate school, he became a
philosophy professor at
Florida A&M University. His
first philosophy book, What
Don't You Know?, was
published in 2008. He
continues to write philosophy
and gaming material. He is
also a blogger, but these days
who isn't?
When not writing, he enjoys running, gaming and the martial
arts. Thanks to a quadriceps tendon tear in 2009, he was out of
running for a while, but returned to the trails and wrote a book
about it, Of Tendon & Trail. He can be contacted at
ontologist@aol.com.

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MAPS

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2

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