Book1 SNS Combat
Book1 SNS Combat
Book1 SNS Combat
Day2 [Severe 1, 120 XP]: x4 Wormwood Pirates (lv0 dockhand, GMG p.222), Nonlethal until
their opponents draw weapons.
Day4 [Severe 1, 120 XP]: x6 Dire Rats (lv-1 giant rat, PB p.276). [Reduce to 4 for a Moderate
encounter.]
Day5: Owlbear Hartshorn (lv1 bodyguard, GMG p.226) Owlbear uses his fists 1d4+4 at first,
then a club 1d6+4. Special Ability: Blind in One Eye Owlbear is blind in one eye and his
perception is only +6. When Owlbear targets a creature, and the opponent is aware of his blind
left eye, they can use an action on their turn to keep to his blind side. Owlbear treats the target
as concealed until the start of the creature’s next turn.
Day11 [Moderate 1, 80 XP]: x2 Reefclaws (lv1 reefclaw, PB p.279). Adverse Terrain (GMG
p.47), you may decide to award additional XP to the party for their first full-swimming encounter.
This can be useful if your party is not close to having enough XP to reach Lv2 for Part 2.
Day19 [Severe 2 / Extreme 1]: x2 Wormwood Pirates (lv-1 weak dockhand, GMG p.222). As
written, this is a one-on-two fight. The PC should be level 2 (or almost there), but there is still a
very real chance of character death. Instead, you could have a single Wormwood Pirate for a
Low (lv-1 weak dockhand, GMG p.222) or Moderate (lv0 dockhand, GMG p.222) encounter.
Part 2
The Man’s Promise - PCs Lv2
The Sea: x6 Sharks (lv2 weak brine shark, PB p.152) Remove elemental & water trait,
Darkvision, its Immunities & Resistances, and reduce its Speed 15 feet to 0 feet. Add animal
trait and blood scent, scent (imprecise) 100 feet; Blood Scent The shark can smell blood in the
water from up to 1 mile away.
Round1 [Severe 2, 120 XP]: x6 Rahadoumi Sailors (lv0 duergar sharpshooter, PB p.138)
Remove spellcasting ability and light blindness, remove duergar & dwarf traits.
Round6 [Low 2, 60 XP]: x3 Rahadoumi Sailors (lv0 duergar sharpshooter, PB p.138) Remove
spellcasting ability and light blindness, remove duergar & dwarf traits.
Round11 [Moderate 2, 90 XP]: x3 Rahadoumi Sailors (lv0 duergar sharpshooter, PB p.138)
Remove spellcasting ability and light blindness, remove duergar & dwarf traits. Rahadoumi
Officer (lv1 hobgoblin soldier, PB p.206) The officer has a longspear 1d8+3.
B7a: Shocking Grasp Trap (lv3 electric latch rune hazard, CRB p.523).
Day4 [Severe 2, 120 XP]: x6 Grindylow (lv0 grindylow, PB2 p.138). This encounter is quite
dangerous, even if they flee when half are killed. Reduce to x5 for a Severe (100 XP) or x4 for a
Moderate (80 XP) encounter.
Part 3
Bonewrack Isle
The Swamp: Mosquito Swarm (lv3 fen mosquito swarm, PB2 p.175) These mosquitoes carry
ghoul fever in place of pyrexic malaria; Saving Throw DC 20 Fortitude; Stage 1 carrier with no
ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all
healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit
from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next
midnight. 1d3 Ship’s Whores (lv1 ghoul, PB p.169).
C4 [Low 2, 60 XP]: x2 Giant Frogs (lv1 giant frog, PB2 p.121). The Quicksand (Lv3 quicksand,
CRB p.526) acts as a separate encounter if the party leaves the trail [hazard worth 60 XP].
C5 [Moderate 2, 90 XP]: x3 Ship’s Whores (lv1 ghoul, PB p.169). May not be here if
encountered in the Swamp during a random encounter.
C6 [Severe 2, 120 XP]: x3 Giant Crabs (lv2 giant crab, PB2 p.55). If fought at once, but are
spread out in different areas.
C7 [Severe 2, 100 XP]: Botfly Swarm (lv3 fen mosquito swarm, PB2 p.175) these mosquitoes
carry ghoul fever in place of pyrexic malaria and Ankheg (lv2 weak ankhrav, PB p.22), only if
fought at once.
C8a [Moderate 2, 80 XP]: x2 Vine Chokers (lv2 choker, PB2 p.51). The chokers gain Jungle
Camouflage The choker can change the color of its skin to Hide so long as it is near a tree or
thick shrubs.
C8b [Severe 2, 100 XP]: Arron Ivy (lv2 ghast, PB p.169) and Botfly Swarm (lv3 fen mosquito
swarm, PB2 p.175) these mosquitoes carry ghoul fever in place of pyrexic malaria.
C9 [Moderate 2, 80 XP]: Young Giant Moray Eel (lv4 weak giant moray eel, PB p.142).
Adverse Terrain (GMG p.47), you may decide to award additional XP for this encounter.
Note: To make it more inline with other PF2e adventures, and if your party is doing all of these
encounters in a day, C6 should have only x1 crab for Low [40 XP] or x2 crabs for Moderate [80
XP] and C7 should have only the Ankheg or the botflys are attracted when the Ankheg is almost
defeated. This way, the party is only expected to deal with 1-2 Low encounters, 4-5 Moderate
encounters, and only 1 Severe encounter in a day. This will mean they will need to earn
additional XP before tackling Riptide Cove or award them additional XP for Adverse Terrain.
Adverse Terrain (GMG p.47), you may decide to award additional XP for these encounters.
Note: To make it more inline with other PF2e adventures, and if your party is doing all of these
encounters in a day, D3 and D7 should have only x6 grindylow for a Moderate encounter.
Note: If the party has not rested before heading back to the ship after defeating the Brinebrood
Queen, you may nudge them to take a rest first, have Master Scourge & Mr Plugg only fight the
party with 2 pirates for an even fight, or allow your party to regain all their hit points and spell
slots when they reach Lv4. In addition, unless the party has gone out of their way and made lots
of friends and defeated every encounter at full strength, they will be anywhere from 500 to 120
XP from reaching Lv4. You may decide to wait until the fight against Mr Plugg for them to reach
Lv4 or award additional XP for adverse terrain, for accomplishing certain goals they set
themselves, or other situations that warrant such awards. You could even use fast progression
so they only need 800 XP for level up, though you will need to remove a few encounters.
Story Awards
- The party earns 30 XP for each NPC (x17 named members, not including Sandara
Quinn) that they influence and turn helpful. Note: If you are going with normal
progression (1,000 XP for level up) the party needs to make at least 7 crew members
helpful. This will, if they accomplish everything else, get them 20 XP from lv2, in which
case you can give them two minor awards, or more, of 10 XP for accomplishing
personal goals while on board or for doing something spectacular - or they may be able
to influence more crew members than needed to get them that additional XP.
- The party earns 80 XP if they make Cut Throat Grok helpful.
- The party earns 80 XP if they make Ambrose “Fishguts” Kroop helpful.
- A character earns 30 XP for winning their first Gamble aboard the Wormwood.
- A character earns 30 XP for successfully entertaining the crew for the first time.
- A character earns 30 XP for recovering all their equipment.
- A character earns 30 XP for successfully completing their daily task (once).
- The party earns 30 XP for defeating Owlbear or if they gain his friendship.
- The party earns 80 XP for surviving the storm on Day 8, and gains an additional 30 XP
for rescuing the NPC who falls overboard.
- A character earns 30 XP for successfully completing boarding exercises on Day 14.
- The party earns 80 XP for successfully rescuing Sandara Quinn in Part 3.
NPCs
New Weapons
Traps