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912445-Lost Journal of The Sea King - Printable
912445-Lost Journal of The Sea King - Printable
by EM Hardesty
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Not for resale. Permission granted to print or photocopy this document for personal use only. Lost Journal of the Sea King 1
Introduction Overview
Lost Journal of the Sea King is a The adventure begins on the shores of an
Dungeons & Dragons adventure meant to be unnamed island. The players awake and find
played with four players. Combat encounters their ship wrecked. As they explore the small
are designed for an Average Player Level islet they discover a cave where several
(APL) of 5. There are annotations added to prisoners are being commanded to haul in
adjust this adventure for APL 6. cargo from other wrecked ships. These
prisoners are being rallied by the Sahuagin.
It should be noted that the main narrative is
designed as a one-off, meaning there is a When the players investigate and enter the
distinct beginning, middle and end. However, Sahuagin cave they meet more prisoners.
the ending is left a little open so that the There they will learn the Sahuagin have been
players can continue forth with another raiding ships and capturing captains in the
adventure. hopes of finding a lost journal. This journal
has the exact schedule pinpointing the
This adventure takes place along the Sword location of a war galley known as The
Coast in the Forgotten Realms campaign Burning Marauder. This ship carries an
setting but it can be used for any custom artifact from the Primordial Plane, one that
campaign setting as well. can end the world.
Shipwrecked!
waves are unusually violent here
and the jagged reef would make it
difficult for any ship to come in and
out. Swimming in this environment
The adventure begins with the players would not be recommended as
waking up on the shores of a small island. there is no island in sight.
Read the following as they begin to look
around and discover where they are:
A simple survey of the island will reveal
You awake to the lapping of water there are a few groves of very small palm
against your cheeks and as you rise trees and small rock caves that only go in
you find yourselves left for dead on about 10-20 feet and are homes to wild
the shores of a beautiful island. All animals and beasts.
around you are planks of wood,
ruined cargo and corpses. You If the players choose to try and swim out
recognize many of the faces as into the open ocean they will be immediately
passengers and crewmembers of forced back onto the island by strong tidal
the Red Valiant, the ship you’ve currents.
been in for the past fortnight. If the players roam around the island for too
Fortunately for you, there are a few long they can run into the following random
other survivors also beginning to encounters:
find consciousness amongst the
wreckage.
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Random Encounters #1: However, the most prominent feature is a
large rock formation with a cave opening.
Roll a 1d4. Compare the results to
the following: When the players approach, whether they
rush in directly or stealthily behind the
Rolled a 1: 2x Basilisk, 1x Water bushes, they will notice six humanoid
Weird creatures known as the Sahuagin. Four are
armed with spears and the other two are a
EXP Total: 2,100
little taller, almost feminine in nature. All of
Rolled a 2: 1x Thri-Kreen, 2x them are hideous to look at: they are more
Swarm of Poisonous Snakes fish than man.
EXP Total: 2,000 The party will also spot a male human and a
female elf, both who are chained like
Rolled a 3: 2x Lizardfolk, 1x Giant prisoners, being prodded by the Sahuagin.
Crocodile They are both unarmed and are being forced
to carry wooden crates from the shoreline
EXP Total: 2,000
into the cave.
Rolled a 4: No encounters
Getting into the cave will require the party to
get past these six Sahuagin and their
If the players take time to investigate the prisoners. The male human utilizes the
shoreline they will find a lone chest, covered bandit stat block and the female elf uses the
in algae, shells and seaweed. veteran stat block. Neither one of them will
willingly help the Sahuagin in combat and
This is not a real treasure chest and is will opt to drop the crates in their hands and
instead a lone mimic. hide inside the cave.
1x Mimic 4x Sahuagin
2x Sahuagin Priestess
EXP Total: 450
EXP Total: 2,000
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The Sea Blazer was only carrying Swimming and Drowning: You
consumer goods such as spices, fabrics can find the rules regarding
and books. swimming speed and characters
Thompson, the first mate aboard the holding their breath in the Player’s
Sea Blazer, died during battle with the Handbook (PHB), pages 182-
Sahuagin raiders. 183.
Sir Naertho Sarven, the Sea Blazer’s
captain and a pioneer of half-elf civil
Cargo Room
rights, was taken captive.
Kara will reveal the Sahuagin have been EXP Total: 1,800
checking log books and journals for quite
some time, hinting they are after a Rolled a 4: No encounters
specific cargo on a specific ship.
Dorn will state the journal they are
Rescuing the prisoners will require the
looking for might be the one Captain
players to find a prison cell key, which is
Naertho Sarven kept for the The Sea
shaped like a fish bone with a red ruby eye.
Blazer.
The prisoners will inform the party that one
The Sahuagin have not yet been able to
of the priestesses carries this key.
find Naertho’s journal and it might have
been hidden in any of the crates or may Breaking or unlocking the cells without the
have been lost to the sea. key requires passing a DC 25 Athletics
Anders reveal the leader of the Sahuagin, Check or DC 25 Sleight of Hand Check.
one that has always been referred to by
the others as “His Highness,” has in his Once free, the prisoners will escape out and
position a powerful – and perhaps even meet up with Antoinette and Travis.
magical – trident.
Once the players have decided it is time to
None of the prisoners have yet met this
move on they will find the lone exit to the
Sahuagin leader but they have heard the
south of the cargo room. The exit is a large
lower ranking Sahuagin soldiers and
double-door made of white wood and
priestesses talk highly of him.
elaborate knobs of gold.
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another large, white wood double door, is
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Alu’Tel’Quessir. A successful DC 15 Puzzle:
Religion Check will help a character recall
the lore of the aquatic elves and Sekolah. If the players swim up to the water
surface and look down they’ll an
“Sekolah is one of the primordial engraving at the top of the statue
beings who existed long before the that reads “Only the Alu’Tel’Quessir
Material Plane and its gods even see the true terror of the Great
came to be. Represented as a giant Hunter.”
shark, Sekolah is often associated
with chaos, destruction and evil. He Investigating the aquatic elf, the
roams the depths of the Astral Sea players will notice that one of its
and the Lost Oceans. He is also eyes is missing. The one intact is
known as the first being that ever staring straight at a specific tooth of
came across the Sahuagin race and Sekolah. A switch is located just
is seen as their primary deity.” behind this tooth. Pressing it will
move the statue of Sekola. It will
open its mouth and devour the
If the players investigate the statute, a head of the elf. As its mouth
successful DC 15 Investigation Check will widens, the players will then be
uncover that Sekolah is designed to move, able to swim inside and retrieve the
thus presenting the team with a simple gem deep within Sekolah’s throat.
puzzle. Solving the puzzle will require the
players to locate a hidden switch to move
Sekolah and unveil the location of the hidden Solving the puzzle will reward the party with
treasure. a large Obsidian Gem. This gem is
necessary to open the Shrine of the
Trident room.
Underwater Encounter:
3x Hunter Shark
1x Killer Whale
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Room of
The engravings showcase:
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The first barracks room contains several
The door into the shrine is magically sealed If the players succeed in avoiding combat,
and the only means of unlocking it requires reward them the same amount of EXP as if
retrieving three Obsidian Gems located they fought the enemies inside, rewarding
throughout the cavern. them for their wit.
Each door leads to a small room filled with EXP Total: 2,250
pools of water where the Sahuagin rest.
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The players can attempt to fight and solve Continuing on this path will lead the party to
the puzzle at the same time or deal with one the Shipyard.
before the other.
The pathway heading northeast leads to a
When the party approaches the long, narrow hall that leads to two doors.
altar and checks the engraving,
One door, made of wood and covered in
read the following: “Only with blood
blood, is rigged with a trap and leads to the
and the salt of the seas does
Library. The other, which is made of
Sekolah accept an offering.”
elaborate bronze and moss-covered bones,
The puzzle is solved when the will lead to the Audience Chamber.
players add blood and water from
As the party takes this path, read the
the pools into the bowl.
following:
When the party approaches, read the Closest to the boarding ramp is a gambling
following: table where several Sahuagin guards are
keeping watch.
Lo, and behold! Resting atop an
underground lake that stretches for Encounter #4:
half a mile in diameter you see a
large two-mast ship, a schooner, 2x Sahuagin Priestess
which is approximately 70-feet from 3x Sahuagin
stern to bow and possibly 25 to 30 EXP Total: 1,200
feet from its keel to the upper deck.
The ship is made of mismatched
pieces of wood, sails and metal, There are also two bands of roaming guards.
indicating the materials come from Simply roll a percentile dice to determine
stolen or wrecked ships that were how close each roaming group is to the
also attacked by the Sahuagin players.
band. Four mooring lines tie the
ship down to the rocky cavern Roaming Encounters:
shores.
1x Sahuagin Priestess
4x Sahuagin
This ship was not brought into the cave but
EXP Total: 850
was made here by the Sahuagin, using
materials gathered from the wrecked ships
that crashed onto the island shores. For this If the players manage to board the ship,
reason it looks misshapen and the colors of they will find it only has two decks plus the
the wood and paint are all mismatched. empty captain’s quarters and a cargo hold.
The upper deck is armed with eight ballistas.
In front of the ship there is a long, dark
The lower deck contains the crew quarters,
tunnel. This is where the lake water exits
cargo hold and the kitchens.
and is where the ship can go to leave the
island, once it is operational. The water DM Tip: If you allow guns in your game then
running from the lake moves violently fast you can simply replace the ballistas with
and is approximately thirty feet deep. cannons, found in the Dungeon Master’s
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Guide page 255. Keep note that this will blood. Beside her is the corpse of a Sahuagin
increase the damage output significantly. Priestess.
Unfortunately, the ship does not run even if A successful DC 10 Investigation Check
the mooring lines are untied. With a will lead the players to two discoveries:
successful DC 10 Investigation Check or
DC 10 Arcana Check on the ship’s helm will They will find the Lore and Histories of
reveal that it is magically locked in place and the Sahuagin, a book by renowned
a medallion-shaped item is required to get it scholar Alegard Drazhil. This book,
working, functioning like a key. written by a Dragonborn scholar, will give
the information necessary for the Room
If the party dares to swim in the lake they of Ancient Lore.
will be hunted by a few roaming sharks. They will discover all of the books are
about sea travel and that a vast majority
Roaming Encounters: of the books and journals are stolen log
books from pirate ships and cargo ships,
3x Hunter Shark
further hinting the Sahuagin are hunting
1x Reef Shark
for a specific ship.
EXP Total: 1450
As soon as the players investigate the female
corpse or retrieve the book necessary for the
Room of Ancient Lore, the corpse springs
Chamber Tools.
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Revinath Kel’for own it led him to discover it was created
in a world beyond the Astral Sea.
Revinath is a former moon elf
necromancer who allied with a band Taking the left doorway will lead to the
of sellswords to stop the King’s Chamber. The door to the right will
resurrection of a powerful Dragon lead the party to the War Room.
Queen. He isn’t inherently evil but
can make questionable decisions,
always adhering to the “the ends
justify the means” way of life. He
War Room
also has a thing for collecting Rectangular in shape, the war room has a
corpses and anything that shines. large stone table with multiple maps laid out.
There are four racks, each lined with 3x
Speaking to the party, he will reveal
Spears each. There is also a basket that
he has no intention of passing to
holds a Longbow +1 and a quiver of arrows
the afterlife and instead requests
(20).
they bring him with them until they
can find out how to give him a new Most of the maps are outdated. One of the
body. Once he does regain a new maps does show the current island the party
body, either now or in the future, is trapped in. This map also shows that
Revinath will have the same stats approximately four miles east is another
as an Archmage. island with a large cavern opening. This is
where the ship in the Shipyard will exit after
travelling through the underground tunnels.
The players can ask Revinath for information
regarding the ultimate weapon that is teased Several red X marks have been made on the
in Sourtooth’s journal. If they did not read map as well. These are the locations where
the journal, Revinath will hint about the the Sea King may have tried to locate the
weapon and how the Sea King is constantly ultimate weapon.
scouring through journals and log books
The King’s
looking for the ship that carries it.
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spends time in the water canals and not on More information will be shared if the players
dry land. can succeed a DC 20 Persuasion Check:
The Sea King will divulge the following If the party attempts to intimidate him, steal
information: the medallion key or break Naertho out of
his chains then the Sea King will summon his
The ultimate weapon, an artifact, is
mistress from the canals and attack the
aboard a heavily guarded ship known as
party.
the Burning Marauder. Naertho’s
journal contains a detailed log of the Final Encounter Part 1:
Burning Marauder’s schedule and the
Sahuagin want to intercept it at sea. 1x Sahuagin Baron
The Sahuagin are not the enemy.
1x Sahuagin Priestess
According to the Sea King, Naertho
Sarven and his ilk, the nobles of the land 1x Hunter Shark
cities, are the real enemies.
He states that the ultimate weapon is EXP Total: 2,700
from a different world and was lost in the
Astral Sea for centuries.
DM Tip: This battle is above what the party
An offer will be made to the party: let the
can normally handle at APL 5. However, one
Sea King kill Naertho and find the
way to work around is to keep the Hunter
ultimate weapon and he will give the
Shark in the water and only let it leap out to
medallion key to activate the ship in the
attack the party when one of the heroes is
Shipyard.
too close to the water.
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If the party did not get the Trident of Fish Burning Marauder, the party will be able to
Command from the Shrine of the Trident decipher the data logged in it.
room then the battle will have a second
phase. According to the journal, the ship will not be
accompanied by its usual guard ships and
As soon as the Hunter Shark is defeated and this makes it vulnerable to an attack. The
either the Sahuagin Priestess or the Burning Marauder took a risk to sail
Sahuagin Baron’s life is dwindled down to without defenses because it is trying to reach
just a quarter of its max, the Sahuagin port before an impending thunder storm
Baron will leap into the water and vanish for strikes.
1 turn. He will then return with the Trident
of Fish Command and summons a shark
that instantly devours the Sahuagin Priestess
as part of its introduction to the battlefield.
What Now?
If the shark is summoned, the rewards are With the defeat of the Sea King the
as follows: remaining Sahuagin will scatter and flee to
the safety of the vast ocean. The players can
Final Encounter Part 2: then take the medallion key and use it to
operate the ship in the Shipyard. Taking the
1x Sahuagin Baron exit tunnel in front of the ship will lead to a
1x Giant Shark small alcove miles away from the Sahuagin
base. This alcove is closer to the mainland.
EXP Total: 3,600 The ship will need a name.
Encounter
Adjustments
The material is written specifically for an
Average Party Level of 5. However, the
game can be adjusted for an APL of 6 by
simply using the encounters listed on the
next page.
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Encounter #1: Encounter #5:
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Not for resale. Permission granted to print or photocopy this document for personal use only . Lost Journal of the Sea King 21