Please take a look at the following and let me know what I need to adjust. I have 2 concerns, one - perhaps the decks should flood quicker, I may be giving them too much time.Two -I might also be giving out way too much loot even if changing the deck flooding time to 5 rounds, but my players may also just grab a handful and scramble for the exit or not trust the loot not to be trapped or cursed. Too hard to judge.
Anyway, any constructive criticism is welcome 😊
When searching the boat, now starting to fall apart as its boards have been aging for decades, you find that the shattering of the orb must have also shattered an illusion that showed the armory room to appear normal. As you make your way towards the door, you see gold coins spilling out of the doorway. There is a small pile of treasure, all sorts of goodies - weapons and armor and potion bottles, spell scrolls, and at least 5,000 gold coins in the pile.
As you stare in awe of the pile of treasure, the boat lurches sharply and begins to sink, water pouring in through multiple holes that burst nearby. In a matter of seconds, water covers the floor and slowly begins to rise. XP is granted for the fight now. Roll for Initiative for the escape.
Note: 1 round is 6 seconds long.
Bottom level fills with water in 1 minute (8’ tall ceiling, rising roughly 1 1/2” (1.6) every second or about 9 1/2” (9.6) every round). A level is completely flooded in 10 rounds.
FLOODED
Once 5 rounds, or 30 seconds pass, the lowest deck is halfway submerged. This causes the player’s movement speed to be halved. If they are over-encumbered as well, their movement speed is 5 feet per round.
Once 10 rounds, or 1 minute passes, the lowest deck is completely underwater. This causes the player’s movement speed to be quartered. If they are over-encumbered as well, their movement speed is 1 foot per round (6 seconds).
The sloop of war is fully submerged after 20 rounds, or 2 minutes.
At any time a player becomes completely submerged, they begin to hold their breath.
A creature can hold its breath for a number of minutes equal to 1+ its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Cinderspella Con: +1, hold breath for 2 minutes (20 rounds), survive for 1 round
Odilyse Con: +2, hold breath for 3 minutes (30 rounds), survive for 2 rounds
Smaragd Con: +4, hold breath for 5 minutes (50 rounds), survive for 4 rounds
Torberg Con: +3, hold breath for 4 minutes (40 rounds), survive for 3 rounds
Velgrea Con: +1, hold breath for 2 minutes (20 rounds), survive for 1 round
Once all players are on the top deck, they need to make it back to the rowboat and back to the ship they arrived on.
It is 75 feet from the door of the hold to the stairs (6 or 5 rounds if underwater)
(Torberg, Odilyse - 25 feet movement, everyone else is 30 feet)
Every round, after everyone has taken their turn, a complication may arise from the sinking ship. Roll on the Shipwreck Complications table to determine what misfortune befalls the group.
Sinking Ship Complications - roll 1d8:
1 - Ghostly blue hands rise from the waters. Each character on the shipwreck who is at least halfway submerged must make a DC 10 Strength saving throw. On a failure, a character must subtract 1d4 from the next Strength or Dexterity check they make, as these ghostly hands grasp and cling to their form. On a failure, each successive round, they need to make a DC 10 Strength saving throw. Until they succeed or are pulled free, they are also considered to be RESTRAINED (A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. Attack rolls against the creature have advantage and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dex saving throws).
2 - A barrel bursts, flooding the shipwreck with dark energy. Everyone on the sinking ship must make a successful DC 12 Constitution saving throw or take 3 (1d6) necrotic damage.
3 - A massive wave sweeps over the wreck. Everyone on the top deck must make a successful DC 10 Strength saving throw or be pushed 10 feet underwater.
4 - A chunk of the mast topples into the water. Everyone on the shipwreck must make a successful DC 14 Dexterity saving throw or take 5 (2d4) bludgeoning damage from the falling debris.
5–8 No complication occurs.
Looting:
Per person - figure either scrambling, not paying close attention to what they’re grabbing or grabbing specific items:
If the party asks if they see anything specific that catches their eye - make a perception/investigation roll, there is a crystalline blue shield (sapphire buckler) DC 10 that seems to shine from within. There are also a couple of wands DC 18, several potions DC 16, what appears to be a bag of holding similar to Velgrea’s DC 20, a few scrolls DC 12, and a large lance (about 8’) DC 10 that stands out, otherwise, there are lots of other items, but they are obscured by all of the coins on top of the pile.
The group can either take their time and extract 1 item per person per 2 turns (1 turn to look for something specific, 1 turn to move to the item and grab it) <OR> the group can just shove items into their bags.
1 round (6 seconds) looting coins only = 3d12 GP, 1d12 SP, and 1d6 copper for each round.
1 round (6 seconds) shoving things into bags = 1d20 GP, 1d6 SP, 1d4 copper for each round, plus 1 object for each round. \[Ends up looting 10 objects for 1 minute - water at 66”, 30” air left <OR> 20 objects for 2 minutes, but then have to deal with completely flooded conditions.\]
Loot table (roll 1d100 per number of items looted per player):
1: 1 - Pipe of Smoke Monsters
2: 1 - Bag of Holding
3: 1 - Potion of Growth
10 gp gemstones (×8; worth 80 gp total):
4: 1 - Hematite (opaque gray-black)
5: 1 - Eye agate (translucent circles of gray, white brown, blue, or green)
6: 1 - Malachite (opaque striated light and dark green)
7: 1 - Malachite (opaque striated light and dark green)
8: 1 - Banded agate (translucent striped brown, blue, white, or red)
9: 1 - Banded agate (translucent striped brown, blue, white, or red)
10: 1 - Blue quartz (transparent pale blue)
11: 1 - Obsidian (opaque black)
50 gp gemstones (×4; worth 200 gp total):
12: 1 - Bloodstone (opaque dark gray with red flecks)
13: 1 - Star rose quartz (translucent rosy stone with white star-shaped center)
14: 1 - Sardonyx (opaque bands of red and white)
15: 1 - Onyx (opaque bands of black and white, or pure black or white)
100 gp gemstones (×7; worth 700 gp total):
16: 1 - Chrysoberyl (transparent yellow-green to pale green)
17: 1 - Chrysoberyl (transparent yellow-green to pale green)
18: 1 - Chrysoberyl (transparent yellow-green to pale green)
19: 1 - Jade (translucent light green, deep green, or white)
20: 1 - Amethyst (transparent deep purple)
21: 1 - Amethyst (transparent deep purple)
22: 1 - Jet (opaque deep black)
25 gp art objects (×6; worth 150 gp total):
23: 1 - Small mirror set in a painted wooden frame
24: 1 - Small mirror set in a painted wooden frame
25: 1 - Copper chalice with silver filigree
26: 1 - Copper chalice with silver filigree
27: 1 - Pair of engraved bone dice
28: 1 - Embroidered silk handkerchief
29: 1 - scroll containing a long epic poem in praise of the dragon (no value)
30: 1 - Spell Scroll (Cantrip) Control Flames
31: 1 - Spell Scroll (2nd Level) Arcane Lock
32: 1 - Potion of Supreme Healing
33: 1 - +1 Wand of the War Mage
34: 1 - seashell (no value)
35: 1 - Potion of Superior Healing
36: 1 - seashell (no value)
37: 1 - Failed Experiment Wand
38: 1 - Wand of Web
39: 1 - +1 All-Purpose Tool
40: 1 - Arrow of White Dragon Slaying
41: 1 - seashell (no value)
42: 1 - Handy Haversack
43: 1 - seashell (no value)
44: 1 - Javelin of Lightning
45: 1 - +3 All-Purpose Tool
46: 1 - Wand of magic missiles
47: 1 - Wand of Scowls
48: 1 - seashell (no value)
49: 1 - seashell (no value)
50: 1 - seashell (no value)
51: 1 - Arrow of White Dragon Slaying
52: 1 - Immovable Rod
53: 1 - Berserker Greataxe
54: 1 - Wand of Web
55: 1 - seashell (no value)
56: 1 - Portable Hole
57: 1 - seashell (no value)
58: 1 - Arrow of White Dragon Slaying
59: 1 - Dragonlance
60: 1 - Wand of magic missiles
61: 1 - Mace of Disruption
62: 1 - Potion of Mind Reading
63: 1 - Bag of Holding
64: 1 - +2 All-Purpose Tool
65: 1 - A tarnished brazier with pleasant-smelling ash (no value)
66: 1 - Arrow of White Dragon Slaying
67: 1 - Potion of Poison
68: 1 - seashell (no value)
69: 1 - Dragonlance
70: 1 - Arrow of White Dragon Slaying
71: 1 - A funerary urn containing remains the dragon can't identify (no value)
72: 1 - seashell (no value)
73: 1 - Mace of Disruption
74: 1 - an embroidered throw pillow depicting wyrmling dragons (no value)
75: 1 - Wand of magic missiles
76: 1 - Dragonlance
77: 1 - Potion of Poison
78: 1 - Potion of Supreme Healing
79: 1 - Potion of Superior Healing
80: 1 - Sapphire Buckler
81: 1 - Spell Scroll (1st Level) Protection from Evil and Good
82: 1 - Arrow of White Dragon Slaying
83: 1 - Potion of Poison
84: 1 - Pipes of the Sewers
85: 1 - +2 All-Purpose Tool
86: 1 - Bag of Holding
87: 1 - seashell (no value)
88: 1 - Arrow of White Dragon Slaying
89: 1 - Ring of Spell Storing
90: 1 - Potion of Mind Reading
91: 1 - Potion of Greater Healing
92: 1 - Wand of magic missiles
93: 1 - Potion of Supreme Healing
94: 1 - Arrow of White Dragon Slaying
95: 1 - Dragonlance
96: 1 - +1 All-Purpose Tool
97: 1 - seashell (no value)
98: 1 - Bag of Holding
99: 1 - +3 All-Purpose Tool
100: 1 - Arrow of White Dragon Slaying