The Haunting of Deathlight Cove Silver Edition
The Haunting of Deathlight Cove Silver Edition
The Haunting of Deathlight Cove Silver Edition
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S I L V E R E D I T I O N
2 |
Credits
The Haunting of Deathlight Cove: Silver Edition
Foreword
A
Writing & Illustrated by l ot of published adventures are written
Luke Stratton | Limithron like they are cannon. This one is not. This
adventure is for you to mash, smash, mix,
For an extended version of this advenutre with blend, pirate, and sculpt into your own thing.
Change all the NPCs. Use the locations in ways I didn’t
more NPCs, 6 unique creature stat blocks, intend. Scale it up for a party of eight level 12 PCs. But
a 4th level to the cove location, a derelict have some fun with it.
ship location, a detailed map of the ghost I’ve tried to provide a solid framework for DMs who
ship Revenant, optional high tide rules, art like detail, but don’t like pausing the game to read. Each
handouts, and monsters tokens, check out room is laid out so, at a glance, you know what’s there
www.limithron.com and what’s important. I’ve also included designer notes
where I think you might want to try something different.
Additional public domain art from: But really, all the info needed to run the adventure is in
The British Library, Rijksmuseum the first chapter: 1. There is a curse 2. There’s a Vodou
priestess that can help 3. She needs a bunch of ingredients
Thanks: Jelke from Tavern of Trinkets for his help with to make the ritual happen. That’s it really. The other 40
the cover, Allan for all his hard work with getting this pages or whatever is flavor. I hate adventures where you
thing out the door, Tyler for helping me hash out the have to look on 10 different pages to figure out what the
original concepts, Jacob Hurst for his support and the hell is going on. If your players are struggling, drop some
masterpiece that is Hot Springs Island, and Johan Nohr clues in their lap. If they want to fight to the death, then
and Pelle Milson for the well of inspiration that came kill their characters. Let your players go wild. I should
from Mörk Borg, and most of all my amazing Patreon have named this one “Ghouls Gone Wild: Deathlight
supporters for making this possible. Cove Edition”.
Proofreaders/Editors: Allan Sugarbaker, Jacob Hurst. Another thing: this adventure is not easy. If your PCs
get careless, their resources could be very depleted by the
Playtester: Allan Sugarbarker, Tyler Stratton, Scott final boss. I didn’t pull any punches on the monster stats
Sesko, Ryan Zanger, Kevin Campbell, Lorekeeper either. I figured you can do that if you need too... my job
Sifer. is to set the stage and save you some work so you can focus
on the fun stuff. But if you get to Captain Kidd, on his
If you like this, you will love: ship, and you TPK, don’t @ me and say it’s not balanced.
PIRATE BORG,
BORG a self-contained hack of the rules-light It’s not suppose to be balanced. It’s a 3D dungeon plus a
doommetal artpunk RPG Mörk Borg, coming to glow in the dark ship made of bones. Your players should
Kickstarter in late 2021 be terrified. If not, well, we both messed up. But if they’re
The Dark Caribbean, a grimdark campaign setting book smart, and you drop enough clues in front of them, they
coming to Kickstarter in 2022. can spray the spooky pirate boss with some root beer, sink
his ship, steal his treasure, and take over the hideout like
the bunch of pirate legends they all think they are.
Luke | Limithron
@limithron | limthron#1606
On the Cover
Several Deathlight ghosts attack an invading treasure
hungry pirate. They are sooooo spooky. WHAT’S IN
THE SHIP!?!?!
v1.0
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Contents
Foreword
Foreword.......................................................................................3 Kidd’s Noose..........................................................................35
Introduction.................................................................................5
Introduction Kidd’s Gibbet Cage..............................................................36
Adventure Synopsis.....................................................................5 Kidd’s Bones...........................................................................36
Placing the Adventure........................................................... 6 Evidence of Vengeance....................................................... 37
Background.............................................................................. 6 Deathlight Ghost..................................................................38
Adventure Hooks................................................................... 7 Deathlight Thrall..................................................................38
Chapter 1: The Curse of Captain Kidd................................
Kidd 8 Appendix B: Monsters and NPCs. NPCs........................................38
The Deathlight....................................................................... 8 Mama Zydeco........................................................................ 41
Becoming a Thrall................................................................. 9 Hendrick Vanderheul.......................................................... 41
Undead Noticing the Living.............................................. 9 Scurvy...................................................................................... 41
Lifting the Curse...................................................................... 10 Mama Zydeco........................................................................ 41
Mama Zydeco & Her Ritual............................................. 10 Captain William Kidd.........................................................42
Dropping Lore, Clues & Hints........................................ 12 Legal Information...................................................................
Information 43
Notes & Journals Table.......................................................13
Inhabitants of the Cove.......................................................15
Chapter 2: Deathlight Cove...................................................15
Cove
Cave Level.................................................................................. 17
A1. Beach................................................................................. 17
A2. Cargo Area & Lift........................................................ 17
A3. Sea Cave............................................................................18
A4. Elevator Shaft.................................................................18
A5. Storage Cave....................................................................19
A6. Junk Pile...........................................................................20
A7. The Brig..........................................................................20
A8. Armory Cave................................................................... 21
A9. The Vault......................................................................... 21
A10. Small Cave Docks........................................................ 22
A11. Cave Campout.............................................................. 22
A12. Galleon Captain’s Cabin........................................... 23
A13. Beach Cliffs.................................................................... 23
Forest Floor Level................................................................... 25
B1. Kitchen............................................................................. 25
B2. Shipwreck Tavern: Lower........................................... 25
B3. Seafood Vendor.............................................................. 26
B4. Tents................................................................................. 26
B5. Broken Mast & Galleon Stern................................... 26
B6. Marketplace.................................................................... 27
B7. Stone Warehouse........................................................... 27
B8. Forest................................................................................ 27
B9. Forest Path...................................................................... 28
B10. Fallen Tree.................................................................... 28
B11. Great Tree: Lower....................................................... 28
Tree House Level..................................................................... 30
C1. Fo’c’sle Office................................................................ 30
C2. Shipwreck Tavern: Upper.......................................... 30
C3. Hut Bedroom................................................................. 30
C4. Hollow Tree Bedroom................................................ 30
C5. Blowgun Practice............................................................31
C6. Hammock Hut................................................................31
C7. Vodou Hut.......................................................................31
C8. Surgeon Station............................................................. 32
C10. Cargo Crane................................................................. 32
C11. Loot Lounge.................................................................33
C12. Drawbridge....................................................................33
C13. Great Tree: Upper.......................................................33
Appendix A: Items & Handouts............................................35
Ectoplasmic Candles............................................................35
Adventure Hooks
1 Run Through the Jungle. The PCs happen
upon the cove while traveling through the forest
with no clue to the cause.
1 Meet Me at the Cove. A pirate ally has arranged
to meet the party at the cove for an upcoming
raid or job and they are mysteriously missing
upon the party’s arrival. (Have this ally take the
place of Blackbeard in the jail cell at A7.)
1 Letter from the Mama Zydeco.
Zydeco One of the
PCs has received a letter from an old friend
or acquaintance. She has been cursed and
transformed into a skeleton and requests the
PC’s assistance.
1 Ghost Ship at Night. The PCs see the ghost
ship at night and follow it back to the hideout.
1 Who You Gonna Call? A local port has been
ravaged by the ghost ship and will pay a hefty
price to ghost hunters.
The Deathlight 2
3
2 levels of exhaustion, flesh turns pale
3 levels of exhaustion, frequent horrific visions
Deathlight feeds on death and gore, and it manifests as a of lost souls sinking deep into the sea
thick, ectoplasmic mist. It infests not only the spirit of the 4 5 levels of exhaustion, skin starts to rot and fall
captain, but also his men, his ship, and all of Deathlight off in places.
Cove. Prolonged exposure to the mist will transform an
5 transformed into a zombie Deathlight thrall
individual into an undead Deathlight thrall: an intelligent
but brainwashed zombie controlled by the mist itself. Curing Deathlight Infection
Thralls remain lucid and self-sufficient but remember
Deathlight infection is easier to remove than normal levels
little from their lives. When left to their own devices
of exhaustion. Before becoming a thrall, levels can be
they engage in the typical debauchery and carousing one
removed from a living creature by:
might expect of their living counterparts, but they lack
any motivation beyond following the captains orders, 1 A lesser restoration or similar spell (one level removed
drinking rum, and eating brains. for each casting, +1 for each level the spell is upcast).
These thralls can have their humanity restored if they 1 A remove curse or greater restoration spell (remove all
haven’t been infected for too long, but if they have been levels).
a thrall for over a year the Deathlight will destroy the 1 Mama Zydeco (C7) can cure levels for 100 gp each.
creature’s corporeal body, and transform it into a wraith- 1 Spending one hour resting next to an ectoplasmic
like Deathlight ghost.
ghost candle. One candle will only heal one creature (see
appendix A, Ectoplasmic Candles).
1 Spending one day away from the location (one level
per day). Note: some DMs might decide PCs can’t leave the
cove after they have arrived.
1 Completing the ritual and ending the curse (all levels
removed immediately).
8 | C hap t er 1 | The Cu r se of C a p ta i n K i d
Becoming a Thrall Undead Noticing the
Creatures that are reduced to 0 HP—or PCs that fail 3 Living
death saves—while exposed to Deathlight are not killed:
instead they are immediately transformed into Deathlight The undead created by the Deathlight are increasingly
thralls. They are effectively under the control of the detached from the corporeal world and they won’t notice
Deathlight (and the DM). Thralls reduced to zero hit the PCs or other living creatures until they have started to
points are destroyed (only a spell like resurrection can unravel the mysteries of the curse.
restore one to life).
1 Living creatures that aren’t the subject of a thrall’s
1 Thralls are fueled by the undead energy of the or ghost’s direct attention (like a prisoner or captive)
Deathlight and do not need food or rest, though are considered invisible. The undead can still hear
eating human flesh and brains will restore hit points: them.
1 Eating human flesh: recover 1 HD 1 After the PCs have discovered 1 of the 3 ingredients
1 Eating a fresh human brain: recover all HP. to Mama Zydeco’s Ritual (Kidd’s Cage or Noose,
Evidence, Kidd’s Bones), the undead are alert to their
As the Deathlight infects a creature, its flesh becomes presence: all living creatures in the cove are no
more gruesome and skeletal. If it spends more than a year longer invisible, but the undead has disadvantage on
as a thrall, like Captain Kidd’s loyal crew The Thirteen, it attack rolls and ability check that require seeing the
will transform into a Deathlight ghost and can no longer PC.
be “cured”. Most of the thralls present at the cove that 1 After the PCs have discovered 2 of the 4 ingredients,
aren’t part of The Thirteen are in this curable state, and or if they are carrying lit ectoplasmic candles,
lifting the curse will return them all to their human form the undead can see and attack like normal. At
with 1 HP. your discretion, undead characters might not be
immediately hostile.
1 With all 3 ingredients (besides the candles), undead
will attack to kill on sight.
1 In addition, PCs suffering from high levels of
Deathlight exposure are more easily noticed by the
undead, but might be treated as allies or as “new
recruits”.
Round 5: Captain Kidd is Summoned 1 One of the prisoners in the cave jail cells at A7. They
can know as much or as little as needed, including
The ghosts around you pause to look down at their hands lore, history, the location of the ritual ingredients,
and bodies, and they slowly dissipate into the mist. From the and they can even be carrying the evidence of
frothing liquid of the cauldron emerges the ghost of Captain Kidd, vengeance if needed.
Deathlight spewing from the voids inside his body. 1 Herman Buckshot in the lower Great Tree (B11).
All of the ghosts are destroyed. Use the Ghost of 1 Mama Zydeco (C7).
Captain Kidd stat block from Appendix A. He acts on an 1 Quartermaster Hendrick Vanderheul,
Vanderheul if the PCs try
initiative count of 20. He is still immune to all damage. to talk to him (patrols the top level & he will seek
12 | Chap t e r 1 | L if ting t he C u r s e
out the PCs if they get too many clues).
1 Undead crew,
crew overheard having side conversation
when the PCs approach.
1 Notes & Journals (see table below), located in a few
specific areas like the captain’s cabin of the Galleon
wreck (A12), plus anywhere PCs spend significant
time searching.
1 Mist: necrotic, cold, obscures vision 1 Ghostly dock workers (2d4) endlessly
past 20 ft., slight blue-green hue. work loading ghost cargo onto an non-
1 Sand
Sand: wet, seashell chips, iridescent existent ship. They glow pale green.
shimmer. 1 Crates: wooden, various cargo.
1 Dinghy
Dinghy: worn out, missing oars, a deck 1 Long boxes:
boxes filled with ruined
of cards with 5 Aces hidden under a weapons, fine fabrics.
1 Barrels filled with assorted fruits and
seat.
1 North: twisting damp cave that leads to produce, all rotting, one large enough Designer’s Note
the cargo area (A2). to hide in with a small eye hole.
1 Torches
Torches: tiki, fueled by oil, stuck in Some DMs might find it
1 East: miles of mist shrouded beach. useful to make the location
sand. All flames glow pale green.
Hidden Entrance: this entrance to the caves 1 Cargo lift:
lift 5 ft. by 5 ft., built from old impossible to leave until
cannot be seen from the sea. It can be planks, hung by rope, connected to a the curse is lifted, like
blocked with a large boulder nearby. crane 80 ft. above. Currently hanging when running a one-shot.
20 ft. in the air. Conversely, you might
1 Up: sky light opening in the cave 50 ft consider making the entire
above, hung by rope. Pale Moon light
location totally safe and
shines through.
1 West: open to sea cave (A3); possibly the
sunny during the day,
Revenant (see A3). especially if the PCs need to
1 North: mined passage to storage cave travel elsewhere to locate
(A5). elements for the ritual
1 South: mined passage to the elevator (like when extending the
shaft (A4), passage to the beach (A2). adventure into a longer
campaign).
Interact with ghostly dock workers: They are
harmless, cannot be killed, and will
fly through anyone in their way. If the
Revenant is docked: The ghost workers
unload any real cargo, then continue
unloading “ghost” crates. If they walk
through a PC:
PC DC15 Wisdom Save or
increase Deathlight exposure by one
level.
Cargo lift: Controlled by a crane on the main
tree house platform 150 ft. up. Cargo
can also be loaded and unloaded from
the ground level 50 ft. up. When raising
or lowering cargo over 250 pounds, the
rope might snap: test DC12 + 1 for every
10 pounds over 250.
250 Fail: the rope snaps
and the cargo falls.
Chatp er 3 | C ave Le ve l | 17
A3. Sea Cave A4. Elevator Shaft
The Revenant A shaft carved from the earth ascends
1 The ghost ship is a manifestation into darkness.
of the Adventure Prize, Captain
Kidd’s 3-masted ship. 1 Wooden compartment: 4 ft. by 4 ft. by
1 Made from the glowing green 7 ft., normally hung by rope, wooden
bones of humans and sea creatures. door, rickety. Fits 2 medium creatures.
Tattered black sails. 1 Rope cable:
cable Thick, heavy, 60 ft., lying
1 Every other night, Captain Kidd on the ground. Can be attached to the
and the Revenant leave to collect mechanism up top.
souls and hunt for those who 1 Shaft
Shaft: carved from the earth and rock,
betrayed him. supported by old wooden beams, rises
1 When the characters first arrive, 50 ft. to the surface into darkness.
the ship is at sea and will return in
12 hours. Elevator: operated from the warehouse
above if repaired by attaching the rope.
Fits 2 medium creatures. Generally safe.
Climbing the shaft: can easily be climbed
Huge cave large enough to fit a fully by a character proficient in Athletics
Athletics;
rigged frigate. Under the roots of a otherwise DC10 STR check or fall d4 x
10 feet down the shaft.
massive tree.
Repairing the Elevator
1 Dark water:
water murky, cool, some dead The elevator can be safely repaired. See the
fish float around, two underwater caves section on The warehouse (B7) for more info.
with hidden caches.
1 Tree roots:
roots huge, 5-10 ft wide, descend
from the ceiling down along the sides
of the cave and into the water.
1 Jetties & gangplanks built by many
different builders, some rotting, loose
boards surround the walls of the cave.
1 West: small cave docks (A10).
1 South: cave opening and open ocean.
1 East: cargo area (A3).
1 8 | Chat p e r 3 | Cav e L e v e l
A5. Storage Cave
A dry, dark cave used for storage.
Random Cargo
d10 Cargo
1 Rat’s nest inside a large crate and
2d6 Swarms of Rats;
Rats they attack.
2 Rotting Fruit. When opened: DC10
CON save or take 1d8 poison
damage.
3 1d6 crates with the letters “MZ”
branded into them, each containing
2d10 ectoplasmic candles (see page
35).
4 Cracked porcelain dishware.
5 1d4 large barrels branded with
the symbol of a tree. They contain
alcholic root beer called Root Grog.
6 1d6 x 100 sp hidden in a crate of old
bones.
7 1d12 x 50 gp worth of fine furniture.
8 Spare sail canvas.
9 Small treasure chest filled with coins
worth 300 gp.
10 A seemingly ordinary pitcher
(Decanter of Endless Water) covered in
Mesoan glyphs depicting a waterfall
descending from the heavens.
Light from the Grave
Ectoplasmic candles,
candles found here in bulk, are
required for the ritual. They can also stave
off Deathlight infection. See Appendix A for
more info.
Ch atp er 3 | C ave Le ve l | 19
A6. Junk Pile A7. The Brig
Damp, cave smell. Water dripping. Horrible smell of unwashed prisoners,
excrement, and rot.
1 A pile of junk.
1 Spare planks of wood. 1 3 iron jail cells (locked), rusty and old.
1 Crates and barrels:
barrels empty, ruined. 1 West cell: frail prisoners (d4),
(d4) all
1 West: jagged rock passage to the captains from different ships. Their
armory cave (A8) and the small cave souls will be used to replenish Captain
docks (A10). Kidd’s energy.
1 South: heavy wood door that leads to 1 East cell: a rotting corpse.
the brig (A7). 1 South cell: an dying pirate is lying on
an old bed, barely conscious.
Search the Junk: 160 sp, rat bones, scraps of 1 North: heavy wooden door that leads
leather. to the junk pile (A6).
Prisoners in the brig will hear any noise made Open Jail Cell with:
here and shout for help.
1 the keys that Fester Undertow
(a Deathlight Thrall)
Thrall carries (see
appendix B).
1 by picking the lock with a DC18 DEX
(Thieves’ Tool) check.
1 by smashing the bars with a DC20
STR check.
Fester Undertow
2 0 | C hat p e r 3 | Cav e L e v e l
A8. Armory Cave A9. The Vault
Low ceilings, flooded with torch light. Stale smell, thick dry dust everywhere.
Evidence of Vengeance
One of the ingredients for
Mama Zydeco’s ritual:
some evidence that justice
has already been served to
Kidd’s treacherous crew
mates. Show players the
Evidence handout from
appendix A.
Ch atp er 3 | C ave Le ve l | 21
A10. Small Cave A11. Cave Campout
Docks
An eerie green campfire casts long
shadows. Smells of rum, ash, and
A green torch flickers, mist rolls in
rotting food.
from the sea cave.
If the Revenant is in port:
port: the ghost ship can
If the Revenant is in port: The towering be seen from the ledge. A pale green
green ghost ship shimmers in the mist. glow is omnipresent.
1 2 ships boats with oars, tied to the 1 Deathlight Thralls (1d4) sit on crates
shore. drinking, chatting, absorbing energy
1 A torch burning with a pale green light. from the fire.
1 Assorted crates and barrels filled with 1 Ectoplasmic campfire burning,
worthless cargo. emitting cold instead of heat.
1 North: cave passage to the brig (A7) 1 The Deathlight Ghost from the
and junk pile (A6). galleon captain’s cabin (A12) regularly
1 South: carved stone steps lead up to the patrols this area, yelling at (or drinking
cave campout (A11). with) the thralls.
1 Southeast: the cave opens in a huge 1 Hammocks
Hammocks, covered in dust, hanging
chasm (A3). Water splashes against the from the cave walls.
rocks. 1 Broken bottles litter the floor.
1 East: wood gangplanks and jetties 1 Barrels of rotting fruit, grains, spices,
curve around the perimeter of the cave and meat.
leading to A2. 1 Hay beds,
beds not used in months.
1 West. rock opening leading to the 1 North: stone stairs leading down to the
Armory Cave (A8). small cave docks (A10).
1 South: stern of the galleon shipwreck,
shipwreck
wood stairs lead up to the quarterdeck
(B5), wood door leads to the captain’s
cabin (A12).
1 East: cave opening that looks 30ft down
onto the sea cave (A3). Give players the
Sea Cave Handout, appendix B.
2 2 | Chat p e r 3 | Cav e L e v e l
A12. Galleon A13. Beach Cliffs
Captain’s Cabin
Ocean breeze, bone chillingly cold.
Creaks and sways with the wind.
1 Sand:
Sand wet, iridescent seashells.
Green candlelight fills the cabin.
1 Mist: necrotic, cold, obscures vision
past 20 ft., slight blue green hue.
1 Deathlight Ghost (1), Timothy Jones, 1 Sharp Rocks,
Rocks gray, wet, slippery.
missing an arm, one of The Thirteen. 1 North & Up: steep rocky cliff,
cliff DC20
Moves between here and the cave Strength (Athletics) check without
campout (A11). He is clearly in charge, climbing gear.
and was Kidd’s first mate. 1 West: miles of mist shrouded beach.
1 Model ship of a galleon. Over 50 years
old. Try to climb the cliff without climbing gear:
gear:
1 Various papers, maps, and scrolls
scrolls. DC20 Strength (Athletics) check or take
1 Ectoplasmic candelabras (3), each count fall damage as normal, plus 2d8 if they
as 1 ectoplasmic candle and will burn for 1 land on the sharp rocks.
hour, respectively.
1 Fine spyglass that the ghost uses
regularly. Worth 1,000 gp.
1 A cutlass
cutlass, finesse, worth 25 gp, 1d8 dmg
1 Collection of books,
books mostly historical
fiction about sailing.
1 North: wooden door leading to the
cave campout (A11) and to the stairs up
to the quarterdeck (B5).
1 South: stained glass windows
overlooking the mist shrouded cove.
Ch atp er 3 | C ave Le ve l | 23
2 4 | C hat p e r 3 | For e st Flo or
Forest Floor Level B2. Shipwreck
Tavern: Lower
B1. Kitchen
Old wood scent mixes with wet,
Sweet smells of turtle and crab stew spilled grog and rum. The ocean chill
mix with the stench of rot. blows in from the west.
Shortshanks
1 Tents and hammocks that have been Wait for something to happen:
happen: the one armed
abandoned. Some have collapsed. first mate Timothy Jones (a Deathlight
1 West
West: woods and foliage, which lead to Ghost) regularly travels from A12 or A11
the shipwreck stern (B5) and the fallen and can be noticed from here.
tree (B10).
Deathlight Sanctuary
While inside the tree, creatures do not have to
save against Deathlight exposure.
2 8 | C hat p e r 3 | For e st Fl o or
Ch a p ter 3 | Tr ee Hous e Le ve l | 29
Tree House Level C3. Hut Bedroom
Quiet, surprisingly cozy, yet somehow
C1. Fo’c’sle Office sad.
Scurvy
stolen items.
Ch a p ter 3 | Tr ee Hous e Le ve l | 3 1
C8. Surgeon C10. Cargo Crane
Station
Green flame flickers from the ground
below.
Smells of rust and dried blood.
1 Large wooden crane,
crane rope attached
1 Surgeon’s station covered in dried that descends into a hole in the ground
blood. Bone saws (2), a syringe, forceps about 30 ft. down.
(2), a leather belt, a scalpel, bloody 1 Cargo lift:
lift 5 ft. by 5 ft., built from old
rags, peg legs, a crutch. Equivalent of 2 planks, currently hanging 20 ft. off the
healer’s kits. ground, about 60 ft. down from the
1 Bear traps (3) with large chains, caked in platform.
dried mud and blood. 1 North: platform to stairs up to the loot
1 Crates filled with medical supplies. lounge (C11) and to the drawbridge
1 Metal zip line that connects to the door (C12).
of the Vodou hut (C7). There is a metal 1 South: platform continues to the rope
pulley attached at this end. bridge leading to the hut bedroom (C3)
1 North: platform continues to the and the rainwater collection area (C9).
drawbridge (C12). 1 East: opening in tree to the mid great
1 South: platform continues to the tree (C13).
rainwater station (C9).
1 West: rope bridge to hammock hut (C6). Cargo lift: Cargo can be loaded and unloaded
from here, the marketplace (B6) 30ft
Ride the zip line:
line: Easy from C8 to C7, but down, and from the cargo area in the
when riding from C7 to C8 creatures cave (A2). When raising or lowering
must succeed on a DC12 Dexterity save cargo over 250 pounds, the rope might
or land in a bear trap and take 1d10 snap: test DC12 + 1 for every 10 pounds
piercing damage. over 250.
250 Fail: the rope snaps and the
Lower bridge:
bridge: requires untying ropes from
the great tree in two locations. Requires
a simultaneous action from two separate
creatures.
Ch a p ter 3 | Tr e e Hous e Le ve l | 3 3
Hendrick Vanderheul What Does the Quartermaster
Kidd’s quartermaster, the ghost pirate Not Want?
Hendrick Vanderheul, spends most of 1 To be undead any more.
his time on the upper level when not 1 To betray his captain’s trust.
bossing around other pirates. He might 1 For the captain to find out that the
be working, napping, or patrolling. See two men that wronged him are both
Designer’s note appendix B for his statistics. already dead.
What Does the Quartermaster
If your players like combat, Want? What Else?
Vanderheul can be a strong
mini-boss, or he might help 1 The best for his captain, even if it 1 He carries the keys to the vault (A9).
them if he can be convinced means lying to him. 1 Vanderheul knows that the two men
that the curse can be lifted. 1 To keep the location running that betrayed the captain are already
smoothly and the men in line. dead, but he is afraid to share this
1 To kill intruders on site (though he news as he fears Kidd’s reaction. He
might be persuaded otherwise). keeps the evidence in two places:
locked in the vault in A9 and hidden
in his sash (he will drop it if killed).
Kidd’s Noose
When Captain Kidd was hanged, the first
noose snapped and he fell to the grown.
Those present swear they heard him make
a pact with the Devil himself.
The 2nd noose did not fail, and when
they cut down the corpse they left it
wrapped around his neck.
It can be found hanging about the bar
in the ship tavern (B2). The undead pirates
often use it to play a game called “Loose
the Noose”. See page 25 for more info.
Either the noose or Kidd’s Cage are
required to complete Mama Zydeco’s
Ritual (page 10).
Kidd’s Bones
As The Thirteen lowered Kidd’s body into
the sea, the water boil and the Deathlight
was summoned from the Ethereal plane.
Kidd’s bones, along with the bones from
thousands of sea creatures and dead
sailors, assembled into the ghost ship
Revenant, the ghost of Captain Kidd at the
helm.
The bones are built into the hull and
glow extra bright compared to the other
bones.
They are required to complete Mama
Zydeco’s Ritual (page 10).
Armor Class 12
STR DEX CON INT WIS CHA Hit Points 13 (3d8)
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Speed 30 ft.
Armor Class 13
Hit Points 55 (10d8 + 10)
Speed 30 ft., fly 20 ft. (hover)
Skills Intimidation +7
Damage Resistances acid, cold, fire, lightning, thunder; Armor Class 12
bludgeoning, piercing, and slashing from nonmagical weapons Hit Points 13 (3d6 + 3)
Damage Immunities necrotic, poison Speed 40 ft., climb 40 ft.
Condition Immunities charmed, exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages the languages he knew in life STR DEX CON INT WIS CHA
Challenge 4 (1,100 XP) 12 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 9 (-1)
Deathlight Siphon. Melee Spell Attack: +3 to hit, reach 10 ft., one Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9
creature. Hit: 12 (2d8 + 3) necrotic damage. The target must succeed (2d6 + 2) slashing damage.
on a DC 13 Constitution saving throw or the target’s hit point
maximum is reduced by an amount equal to the damage taken, and Monkey See, Monkey Poo (Recharge 5–6). Scurvy targets one creature
Vanderheul regains hit points equal to that amount. The reduction it can see within 50 feet of it. The target must succeed on a 12
lasts until the target finishes a long rest. The target dies if this Dexterity saving throw or take 10 (3d6) poison damage and be
effect reduces its hit point maximum to 0. A humanoid slain in this poisoned for 1 minute. The poisoned target can repeat the saving
way immediately rises as a Deathlight thrall. throw at the end of each of its turns, ending the effect on itself on
a success.
Ghost of Captain Kidd Ethereal Teleportation. Captain Kidd can cast misty step at will one
per round.
Medium undead, neutral evil
Incorporeal Movement. Captain Kidd can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Armor Class 14
Hit Points 82 (11d8 + 33)
Speed 0 ft., fly 30 ft. (hover) Actions
Multiattack. Captain Kidd makes two attacks with his spectral cutlass
or his chain whip. He can use Deathlight siphon in place of one
STR DEX CON INT WIS CHA cutlass attack.
8 (-1) 18 (+4) 16 (+3) 15 (+2) 14 (+2) 16 (+3)
Spectral Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage and 7 (2d6) necrotic damage.
Skills History +6, Intimidation +11, Perception +6, Persuasion +11
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, Gibbet Chain Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one
piercing, and slashing from nonmagical weapons that aren’t silvered target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is a
Damage Immunities necrotic, poison creature, Captain Kidd can pull the target up to 10 feet toward itself,
Condition Immunities charmed, exhaustion, grappled, paralyzed, and the target is grappled (escape DC 16). Until the grapple ends,
petrified, poisoned, prone, restrained Captain Kidd can’t use the chain whip again.
Senses darkvision 60 ft., passive Perception 12
Languages Common Deathlight Siphon. Melee Weapon Attack: +4 to hit, reach 10 ft., one
Challenge 9 (5,000 XP) creature. This attack automatically hits against a target grappled by
Captain Kidd. Hit: 22 (4d8 + 4) necrotic damage. The target must
succeed on a DC 15 Constitution saving throw or the target’s hit
Bound to the Revenant. When Captain Kidd drops to 0 hit points while point maximum is reduced by an amount equal to the damage taken,
away from the ghost ship Revenant, he does not fall unconscious and the ghost regains hit points equal to that amount. The reduction
and is not destroyed. While he has 0 hit points, he can only take the lasts until the target finishes a long rest. The target dies if this effect
disengage action, and will use his entire movement to fly to his ship. reduces its hit point maximum to 0. A humanoid slain in this way
immediately rises as a Deathlight thrall.
If the captain boards the Revenant while he has 0 hit points, or he
is reduced to 0 hit points while on board, the ship immediately
Legendary Actions
recharges him with 20 hit points. This ability can only happen once Captain Kidd can take 3 legendary actions, choosing from the options
every 48 hours. below. Only one legendary action option can be used at a time and
only at the end of another creature’s turn. Captain Kidd regains spent
If Captain Kidd is reduced to 0 hp while on board the Revenant, he is legendary actions at the start of his turn.
destroyed and the Deathlight curse is lifted.
Move. Captain Kidd moves up to his speed without provoking
Deathlight Fountainhead. Captain Kidd is immune to all damage until opportunity attacks.
the curse has been lifted from Deathlight Cove via Mama Zydeco’s Deathlight Siphon (Costs 2 Actions). Captain Kidd makes one
ritual. See Chapter 1 for more info. Deathlight siphon attack.
Spectral Cutlass. Captain Kidd makes one spectral cutlass attack.
Clouded by Deathlight. Living creatures are invisible to the captain unless Gibbet Chain Whip. Captain Kidd makes one chain whip attack.
they are the specific focus of his attention. See Chapter 1 for more
info.
The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The following
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OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
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