The White Eye
Captain Vane’s missing talisman is foreshadowed by the empty socket in area 1, the false ruby in area 3, Vane’s note in area 6, and the milk-white pearl carried in area 10.
A drowned whaler, a captain’s obsession, and the mutiny that sent both to the seabed.
The Pequod lies canted on the seafloor, but the wreck is not uniformly flooded. Old pressure wards worked into its iron braces still trap stale, breathable air inside many intact compartments; broken lower sections are partially or completely open to the sea. Captain Silas Vane drove the ship after a pale leviathan the crew called the White Wake, convinced that a milk-white pearl taken during the hunt would guide him back to it. First Mate Mara Quill came to believe the pearl was drawing predators toward the vessel instead. When Vane refused to abandon the chase, Quill led a mutiny and scuttled the ship from within. The truth of the sinking can be reconstructed from physical evidence, a dead-reckoning puzzle, a false ruby, the captain's missing pearl, and the damage around the keel.
Captain Vane’s missing talisman is foreshadowed by the empty socket in area 1, the false ruby in area 3, Vane’s note in area 6, and the milk-white pearl carried in area 10.
The brass sextant in area 6 and the west-southwest bearing solve the false treasury mechanism in area 7.
Mara Quill’s initials, crew graffiti, inward-facing cut marks, and the final keel damage build a physical case that the Pequod was sunk by its own crew.
Gelatinous Cubes, Shadows, Sahuagin Warriors, a Hunter Shark, and a Merrow have turned the wreck into a living dungeon without being responsible for its original disaster.
Dead — historical figure
Vane commanded the Pequod and became obsessed with the pale leviathan the crew called the White Wake. He believed a milk-white pearl taken during t…Dead — historical figure
Quill served as the Pequod's first mate. She came to believe the captain's milk-white pearl was drawing predators toward the ship rather than guidi…Roll 1d6 when a wandering encounter is called for.
| d6 | Encounter | Difficulty | XP | Situation |
|---|---|---|---|---|
| 1 | Merrow (cr 2, mm 210) and 1 x Sahuagin Warrior (cr 1/2, mm 264) | High | 550 XP | dragging a drowned sailor through the passage |
| 2 | Gelatinous Cube (cr 2, mm 129) and 2 x Shadow (cr 1/2, mm 272) | High | 650 XP | drifting through the wreck amid loose debris |
| 3 | Hunter Shark (cr 2, mm 363) | Moderate | 450 XP | following the scent of fresh blood |
| 4 | 6 x Giant Crab (cr 1/8, mm 356) | Low | 150 XP | picking through a split provision chest |
| 5 | Black Dragon Wyrmling (cr 2, mm 38) | Moderate | 450 XP | searching the wreck for bright metal and gems |
| 6 | 2 x Giant Octopus (cr 1, mm 358) | Moderate | 400 XP | bloodied and fleeing something outside the hull |
Read and run one section at a time. Room, creature, treasure, and map links jump immediately to their dedicated views.
The eastern and upper compartments establish the wreck’s central questions. The captain’s cabin is missing something eye-shaped, the red ruby is an obvious decoy, and the drowned crew leave signs that the ship’s final disaster may not have come entirely from outside.
Black seawater reaches waist height across the lower side of the canted ballast deck, though a pocket of breathable air remains overhead. Empty gun ports stare into the sea. Ballast stones lie in unstable heaps, and several heavy timbers near the south bulkhead have been cut cleanly through.
Black seawater reaches waist height across the lower side of the canted ballast deck. Empty gun ports gape just above and below the waterline, and piles of ballast stone have shifted into unstable heaps. Near the south bulkhead, three timbers were deliberately wedged aside before the ship sank. Their cut faces point inward rather than outward: someone opened the hull from inside.
Falling Ballast Trap: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10 bludgeoning damage
Knee-deep seawater fills the canted mess, leaving an air pocket above. Long tables lean at crooked angles through the water. Something gelatinous bulges between them, while two human-shaped patches of darkness slide soundlessly along the walls.
Long mess tables stand half-submerged at crooked angles in knee-deep seawater. Two drowned shadows repeatedly reach toward a severed bilge-pump chain on the south bulkhead. The iron bracket beside the chain is stamped M.Q., the initials of First Mate Mara Quill.
Gelatinous Cube (cr 2, mm 129) and 2 x Shadow (cr 1/2, mm 272); high, 650 xp
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 20 pp, 10 x small silver trade bar (2 lb, 10 gp).
See Dungeon Master's Guide (2024), p. 245.
See Dungeon Master's Guide (2024), p. 322.
See Dungeon Master's Guide (2024), p. 295.
A broad cabin opens beyond the broken bulkhead. Cold droplets bead on the walls, but the air is stale and breathable. A heavy desk remains bolted to the tilted deck beneath a cracked stern window, its drawers swollen shut. In the center of the desktop is an empty eye-shaped socket rimmed with pale shell.
A captain's desk is bolted to the deck beneath a cracked stern window. Its lid bears an eye-shaped socket rimmed with mother-of-pearl, and a warped logbook repeatedly names the White Wake. The final pages are missing. If the milk-white pearl from area 10 is pressed into the socket, a watertight drawer opens and reveals Captain Vane's final entry: First Mate Mara Quill ordered the Pequod scuttled from within after Vane refused to abandon the hunt.
The compartment is wet but strangely free of standing water. Swollen chart cases and strips of waterlogged leather litter the deck. A bright ruby rests on a brass pedestal at the north end, surrounded by black scorch marks and a scatter of old bone.
Rotten chart cases lie swollen and split across the damp deck beside strips of waterlogged leather. A length of loose chain rattles against the north bulkhead. A ruby rests on a brass pedestal amid old scorch marks and bone dust.
The ruby is completely mundane. Scratched into the underside of the pedestal are the words "THE RED EYE LIES." The scorched bones are the remains of sailors who tried to steal the decoy when the pedestal was still trapped. This clue points away from the red stone and toward the milk-white pearl connected to areas 1 and 10.
The western compartments contain the clearest human evidence aboard the Pequod. Mara Quill’s name recurs, Captain Vane’s note names a bearing, and the brass sextant turns an apparently decorative chart table into a solvable mechanism.
Knee-deep black water sloshes across the oil hold. Broken casks bob against the tilted deck, leaking greasy rainbows across the surface. A clear, nearly invisible mass fills part of the compartment, and a loose chain knocks against the hull with the rhythm of distant footsteps.
Splintered whale-oil casks bob in knee-deep seawater, leaking greasy ribbons across the tilted deck while a loose capstan chain knocks against the hull like distant footsteps. Someone has carved "THE WHITE EYE CALLS IT BACK" into the south bulkhead.
Gelatinous Cube (cr 2, mm 129); moderate, 450 xp
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 30 pp, 8 x silver trade bar (5 lb, 25 gp).
The carpenter's locker smells of wet oak and old salt, but the deck is mostly clear of standing water. An overturned workbench and a coffin-shaped sea chest fill the cramped compartment. Names have been carved into the north bulkhead in dozens of different hands.
An overturned carpenter's bench fills the west side of the compartment beside a coffin-shaped emergency sea chest. A crew roster is carved into the north bulkhead. Mara Quill's name is circled, and beneath it someone later cut the words: 'SHE OPENED THE SEA BEFORE HE COULD OPEN THE EYE.'
This chart locker is unnervingly dry compared with the rest of the wreck. Salt-stained shelves line the west wall, and a brass lamp hangs over a navigation desk bolted to the deck. An iron sea chest sits beneath it, dark with rust but still intact.
Salt-stained chart shelves line the west wall, their papers fused into warped bricks, and a brass lamp hangs above a fixed navigation desk. In Captain Vane's hand, a surviving note reads: 'WHITE WAKE — WSW AT NOON. TRUST THE INSTRUMENT, NOT THE EYE.'
Spring Harpoon Trap: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 piercing damage
Finding the Cache. Trapped and Locked Iron Sea Chest (DC 20 to unlock, DC 30 to break; 60 hp). Barbed Needle Trap: DC 10 to find, DC 10 to disable; +9 to hit against one target, 2d10 piercing/poison damage
Coins, Gems & Valuables. 2000 sp, a case of 10 x copper sounding rod etched with wave marks (25 gp each).
See Dungeon Master's Guide (2024), p. 280.
See Dungeon Master's Guide (2024), p. 303.
See Dungeon Master's Guide (2024), p. 287.
a brass sextant opens the recessed mechanism in the chart table in area 7 and points west-southwest when seated there
Dry deck planks creak beneath your feet. A chart table occupies the center of the compartment, ringed by four brass compass roses. Beyond it, a coffer overflowing with gold seems to rest at the bottom of a perfectly still pool of water that should not be here.
A fixed chart table dominates the compartment. Four brass compass roses surround a circular recess in its center, while a carved frieze shows the Pequod chasing a pale leviathan through heavy seas.
A coffer of gold and gemstones appears to rest in a deep pool of magical water in the north-west corner, but the treasure is an illusion. Touching the water before solving the mechanism partially petrifies the creature for 1 hour. The brass sextant from area 6 fits the chart table's central recess and points west-southwest. Turning the west-southwest compass rose causes the false coffer to vanish and opens a real watertight drawer.
Finding the Cache. Watertight drawer beneath the chart table. It opens only after the dead-reckoning mechanism is solved
Coins, Gems & Valuables. 75 gp.
See Dungeon Master's Guide (2024), p. 320.
a whale-tail key opens the locked ironclad bulkhead between areas 3 and 7
The lower wreck crosses in and out of the failing pressure wards. Area 9 and the keel breach in area 11 are fully submerged; area 10 retains only a cramped air pocket above deep water. Aquatic predators have claimed these sections, and the captain's missing white pearl lies among them.
The pressure ward ends at this threshold. Beyond it, the compartment is completely submerged, and a jagged hole in the hull opens directly onto black water. A chain runs from a ringbolt to the collar of a circling shark, while a scaled warrior waits among the broken timbers.
A jagged breach in the outer hull opens onto black water. A Sahuagin Warrior has chained a Hunter Shark here as a feeding animal, using the compartment as a pen and ambush point.
Sahuagin Warrior (cr 1/2, mm 264) and Hunter Shark (cr 2, mm 363); high, 550 xp
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 40 x small silver trade bar (2 lb, 10 gp), an ivory medallion inlaid with brass wire (250 gp).
See Dungeon Master's Guide (2024), p. 289.
Chest-deep water fills the chain locker, leaving a cramped pocket of air beneath the ceiling. Anchor chain hangs in heavy loops before vanishing into a black, fully submerged well in the deck. Something large moves below the surface, and a pale gleam flashes among the chains.
This compartment was once the chain locker. Chest-deep seawater covers the tilted deck, and an iron-grated well drops into a fully submerged lower hold. Lengths of anchor chain disappear beneath the surface. A Merrow lurks in the flooded well and among the chains. Around its neck hangs a milk-white pearl set in a corroded brass cage.
Merrow (cr 2, mm 210); moderate, 450 xp
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 10 pp, 10 x silver trade bar (5 lb, 25 gp).
See Dungeon Master's Guide (2024), p. 317.
a milk-white pearl matches the eye-shaped socket in the captain's desk in area 1
The wreck opens fully to the sea here. The keel timbers split around a long submerged wound in the hull. Coral has begun to crust the opening, but the wood beneath it still shows rows of deliberate axe cuts. Sahuagin move among the braces like sentries.
The keel timbers here are split around a long breach now crusted with coral. The damage is unmistakably deliberate: axe and adze cuts run from the inside out. A shipwright's adze remains wedged beneath one brace, and the initials M.Q. have been cut into its haft. This is the strongest physical proof that the Pequod was scuttled.
4 x Sahuagin Warrior (cr 1/2, mm 264); moderate, 400 xp
Compact master/detail view for running individual rooms without scrolling through the whole module.
A broad cabin opens beyond the broken bulkhead. Cold droplets bead on the walls, but the air is stale and breathable. A heavy desk remains bolted to the tilted deck beneath a cracked stern window, its drawers swollen shut. In the center of the desktop is an empty eye-shaped socket rimmed with pale shell.
A captain's desk is bolted to the deck beneath a cracked stern window. Its lid bears an eye-shaped socket rimmed with mother-of-pearl, and a warped logbook repeatedly names the White Wake. The final pages are missing. If the milk-white pearl from area 10 is pressed into the socket, a watertight drawer opens and reveals Captain Vane's final entry: First Mate Mara Quill ordered the Pequod scuttled from within after Vane refused to abandon the hunt.
Knee-deep black water sloshes across the oil hold. Broken casks bob against the tilted deck, leaking greasy rainbows across the surface. A clear, nearly invisible mass fills part of the compartment, and a loose chain knocks against the hull with the rhythm of distant footsteps.
Splintered whale-oil casks bob in knee-deep seawater, leaking greasy ribbons across the tilted deck while a loose capstan chain knocks against the hull like distant footsteps. Someone has carved "THE WHITE EYE CALLS IT BACK" into the south bulkhead.
Gelatinous Cube (cr 2, mm 129); moderate, 450 xp
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 30 pp, 8 x silver trade bar (5 lb, 25 gp).
The compartment is wet but strangely free of standing water. Swollen chart cases and strips of waterlogged leather litter the deck. A bright ruby rests on a brass pedestal at the north end, surrounded by black scorch marks and a scatter of old bone.
Rotten chart cases lie swollen and split across the damp deck beside strips of waterlogged leather. A length of loose chain rattles against the north bulkhead. A ruby rests on a brass pedestal amid old scorch marks and bone dust.
The ruby is completely mundane. Scratched into the underside of the pedestal are the words "THE RED EYE LIES." The scorched bones are the remains of sailors who tried to steal the decoy when the pedestal was still trapped. This clue points away from the red stone and toward the milk-white pearl connected to areas 1 and 10.
Knee-deep seawater fills the canted mess, leaving an air pocket above. Long tables lean at crooked angles through the water. Something gelatinous bulges between them, while two human-shaped patches of darkness slide soundlessly along the walls.
Long mess tables stand half-submerged at crooked angles in knee-deep seawater. Two drowned shadows repeatedly reach toward a severed bilge-pump chain on the south bulkhead. The iron bracket beside the chain is stamped M.Q., the initials of First Mate Mara Quill.
Gelatinous Cube (cr 2, mm 129) and 2 x Shadow (cr 1/2, mm 272); high, 650 xp
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 20 pp, 10 x small silver trade bar (2 lb, 10 gp).
See Dungeon Master's Guide (2024), p. 245.
See Dungeon Master's Guide (2024), p. 322.
See Dungeon Master's Guide (2024), p. 295.
The carpenter's locker smells of wet oak and old salt, but the deck is mostly clear of standing water. An overturned workbench and a coffin-shaped sea chest fill the cramped compartment. Names have been carved into the north bulkhead in dozens of different hands.
An overturned carpenter's bench fills the west side of the compartment beside a coffin-shaped emergency sea chest. A crew roster is carved into the north bulkhead. Mara Quill's name is circled, and beneath it someone later cut the words: 'SHE OPENED THE SEA BEFORE HE COULD OPEN THE EYE.'
This chart locker is unnervingly dry compared with the rest of the wreck. Salt-stained shelves line the west wall, and a brass lamp hangs over a navigation desk bolted to the deck. An iron sea chest sits beneath it, dark with rust but still intact.
Salt-stained chart shelves line the west wall, their papers fused into warped bricks, and a brass lamp hangs above a fixed navigation desk. In Captain Vane's hand, a surviving note reads: 'WHITE WAKE — WSW AT NOON. TRUST THE INSTRUMENT, NOT THE EYE.'
Spring Harpoon Trap: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 piercing damage
Finding the Cache. Trapped and Locked Iron Sea Chest (DC 20 to unlock, DC 30 to break; 60 hp). Barbed Needle Trap: DC 10 to find, DC 10 to disable; +9 to hit against one target, 2d10 piercing/poison damage
Coins, Gems & Valuables. 2000 sp, a case of 10 x copper sounding rod etched with wave marks (25 gp each).
See Dungeon Master's Guide (2024), p. 280.
See Dungeon Master's Guide (2024), p. 303.
See Dungeon Master's Guide (2024), p. 287.
a brass sextant opens the recessed mechanism in the chart table in area 7 and points west-southwest when seated there
Dry deck planks creak beneath your feet. A chart table occupies the center of the compartment, ringed by four brass compass roses. Beyond it, a coffer overflowing with gold seems to rest at the bottom of a perfectly still pool of water that should not be here.
A fixed chart table dominates the compartment. Four brass compass roses surround a circular recess in its center, while a carved frieze shows the Pequod chasing a pale leviathan through heavy seas.
A coffer of gold and gemstones appears to rest in a deep pool of magical water in the north-west corner, but the treasure is an illusion. Touching the water before solving the mechanism partially petrifies the creature for 1 hour. The brass sextant from area 6 fits the chart table's central recess and points west-southwest. Turning the west-southwest compass rose causes the false coffer to vanish and opens a real watertight drawer.
Finding the Cache. Watertight drawer beneath the chart table. It opens only after the dead-reckoning mechanism is solved
Coins, Gems & Valuables. 75 gp.
See Dungeon Master's Guide (2024), p. 320.
a whale-tail key opens the locked ironclad bulkhead between areas 3 and 7
Black seawater reaches waist height across the lower side of the canted ballast deck, though a pocket of breathable air remains overhead. Empty gun ports stare into the sea. Ballast stones lie in unstable heaps, and several heavy timbers near the south bulkhead have been cut cleanly through.
Black seawater reaches waist height across the lower side of the canted ballast deck. Empty gun ports gape just above and below the waterline, and piles of ballast stone have shifted into unstable heaps. Near the south bulkhead, three timbers were deliberately wedged aside before the ship sank. Their cut faces point inward rather than outward: someone opened the hull from inside.
Falling Ballast Trap: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10 bludgeoning damage
The pressure ward ends at this threshold. Beyond it, the compartment is completely submerged, and a jagged hole in the hull opens directly onto black water. A chain runs from a ringbolt to the collar of a circling shark, while a scaled warrior waits among the broken timbers.
A jagged breach in the outer hull opens onto black water. A Sahuagin Warrior has chained a Hunter Shark here as a feeding animal, using the compartment as a pen and ambush point.
Sahuagin Warrior (cr 1/2, mm 264) and Hunter Shark (cr 2, mm 363); high, 550 xp
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 40 x small silver trade bar (2 lb, 10 gp), an ivory medallion inlaid with brass wire (250 gp).
See Dungeon Master's Guide (2024), p. 289.
Chest-deep water fills the chain locker, leaving a cramped pocket of air beneath the ceiling. Anchor chain hangs in heavy loops before vanishing into a black, fully submerged well in the deck. Something large moves below the surface, and a pale gleam flashes among the chains.
This compartment was once the chain locker. Chest-deep seawater covers the tilted deck, and an iron-grated well drops into a fully submerged lower hold. Lengths of anchor chain disappear beneath the surface. A Merrow lurks in the flooded well and among the chains. Around its neck hangs a milk-white pearl set in a corroded brass cage.
Merrow (cr 2, mm 210); moderate, 450 xp
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 10 pp, 10 x silver trade bar (5 lb, 25 gp).
See Dungeon Master's Guide (2024), p. 317.
a milk-white pearl matches the eye-shaped socket in the captain's desk in area 1
The wreck opens fully to the sea here. The keel timbers split around a long submerged wound in the hull. Coral has begun to crust the opening, but the wood beneath it still shows rows of deliberate axe cuts. Sahuagin move among the braces like sentries.
The keel timbers here are split around a long breach now crusted with coral. The damage is unmistakably deliberate: axe and adze cuts run from the inside out. A shipwright's adze remains wedged beneath one brace, and the initials M.Q. have been cut into its haft. This is the strongest physical proof that the Pequod was scuttled.
4 x Sahuagin Warrior (cr 1/2, mm 264); moderate, 400 xp
Features that exist between rooms are indexed here and can be opened directly from their map markers.
A shattered cargo hatch opens to the deck above, and silt drifts down through the broken coaming.
Named figures with biographies, appearance notes, links to relevant places, and combat statistics when they can actually enter play.
Captain of the Pequod
Vane commanded the Pequod and became obsessed with the pale leviathan the crew called the White Wake. He believed a milk-white pearl taken during the hunt could lead him back to the creature. When First Mate Mara Quill urged him to abandon the pursuit, Vane refused. The mutiny and scuttling followed. His final hidden log in area 1 confirms Quill's role and the depth of his obsession.
A severe, weather-beaten whaling captain in his late forties, with iron-gray hair, a close-cut beard, and a dark sea coat reinforced at the shoulders with worn leather. He carries himself rigidly even on a rolling deck; his most memorable feature is a pale, fixed stare that makes his fixation on the White Wake immediately believable.
These areas contain this character's history, belongings, or evidence; no character marker is placed on the map.
First Mate of the Pequod
Quill served as the Pequod's first mate. She came to believe the captain's milk-white pearl was drawing predators toward the ship rather than guiding the hunt. When Vane refused to abandon the White Wake, Quill led the mutiny and ordered the vessel scuttled from within. Her initials, the crew's accusations, and the cut timbers around the lower hull form the strongest surviving trail of evidence.
A lean, compact sailor in her thirties with cropped black hair, a weather-darkened face, and a practical charcoal coat cut short for climbing rigging. A brass whistle hangs at her throat and a shipwright's adze rides at her belt. Her expression is watchful rather than theatrical, the look of an officer accustomed to being obeyed when conditions turn dangerous.
These areas contain this character's history, belongings, or evidence; no character marker is placed on the map.
Creature statistics, fixed encounter locations, wandering encounters, and book references collected for quick use at the table.
Armor Class 17
Initiative +4 (14)
Hit Points 33 (6d8 + 6)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
Skills Perception +4, Stealth +4
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
Challenge 2 (XP 450; PB +2)
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-footwide Line. Failure: 22 (5d8) Acid damage. Success: Half damage.
Armor Class 6
Initiative −4 (6)
Hit Points 63 (6d10 + 30)
Speed 15 ft.
Senses Blindsight 60 ft.; Passive Perception 8
Languages None
Challenge 2 (XP 450; PB +2)
Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn’t witnessed the cube move or otherwise act.
Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can’t cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead.
Armor Class 15
Initiative +1 (11)
Hit Points 13 (3d8)
Speed 30 ft., Swim 30 ft.
Skills Stealth +3
Senses Blindsight 30 ft.; Passive Perception 9
Languages None
Challenge 1/8 (XP 25; PB +2)
Amphibious. The crab can breathe air and water.
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws.
Armor Class 11
Initiative +1 (11)
Hit Points 45 (7d10 + 7)
Speed 10 ft., Swim 60 ft.
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft.; Passive Perception 14
Languages None
Challenge 1 (XP 200; PB +2)
Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.
Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition.
Ink Cloud (1/Day). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Armor Class 12
Initiative +2 (12)
Hit Points 45 (6d10 + 12)
Speed 5 ft., Swim 40 ft.
Skills Perception +2
Senses Blindsight 60 ft.; Passive Perception 12
Languages None
Challenge 2 (XP 450; PB +2)
Water Breathing. The shark can breathe only underwater.
Bite. Melee Attack Roll: +6 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.
Armor Class 13
Initiative +2 (12)
Hit Points 45 (6d10 + 12)
Speed 10 ft., Swim 40 ft.
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Primordial (Aquan)
Challenge 2 (XP 450; PB +2)
Amphibious. The merrow can breathe air and water.
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow’s next turn. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage. Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself.
Armor Class 12
Initiative +0 (10)
Hit Points 22 (4d8 + 4)
Speed 30 ft., Swim 40 ft.
Skills Perception +5
Senses Darkvision 120 ft.; Passive Perception 15
Languages Sahuagin
Challenge 1/2 (XP 100; PB +2)
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy.
Multiattack. The sahuagin makes two Claw attacks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.
Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see.
Armor Class 12
Initiative +2 (12)
Hit Points 27 (5d8 + 5)
Speed 40 ft.
Skills Stealth +6
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
Challenge 1/2 (XP 100; PB +2)
Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.
Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later.
Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Magic items, story objects, and room-level hoards are indexed separately. Coins, gems, and ordinary valuables stay grouped with the hoard where they are actually found.
While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.
Dungeon Master's Guide (2024), p. 245While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.
Dungeon Master's Guide (2024), p. 280When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Dungeon Master's Guide (2024), p. 287You can breathe underwater for 24 hours after drinking this potion. This potion’s cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Dungeon Master's Guide (2024), p. 289You have a Swim Speed of 40 feet while wearing this ring.
Dungeon Master's Guide (2024), p. 295recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell. Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Dungeon Master's Guide (2024), p. 303This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Dungeon Master's Guide (2024), p. 317This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.
Dungeon Master's Guide (2024), p. 320This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
Dungeon Master's Guide (2024), p. 322a brass sextant opens the recessed mechanism in the chart table in area 7 and points west-southwest when seated there
a milk-white pearl matches the eye-shaped socket in the captain's desk in area 1
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 30 pp, 8 x silver trade bar (5 lb, 25 gp).
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 20 pp, 10 x small silver trade bar (2 lb, 10 gp).
See Dungeon Master's Guide (2024), p. 245.
See Dungeon Master's Guide (2024), p. 322.
See Dungeon Master's Guide (2024), p. 295.
Finding the Cache. Trapped and Locked Iron Sea Chest (DC 20 to unlock, DC 30 to break; 60 hp). Barbed Needle Trap: DC 10 to find, DC 10 to disable; +9 to hit against one target, 2d10 piercing/poison damage
Coins, Gems & Valuables. 2000 sp, a case of 10 x copper sounding rod etched with wave marks (25 gp each).
See Dungeon Master's Guide (2024), p. 280.
See Dungeon Master's Guide (2024), p. 303.
See Dungeon Master's Guide (2024), p. 287.
a brass sextant opens the recessed mechanism in the chart table in area 7 and points west-southwest when seated there
Finding the Cache. Watertight drawer beneath the chart table. It opens only after the dead-reckoning mechanism is solved
Coins, Gems & Valuables. 75 gp.
See Dungeon Master's Guide (2024), p. 320.
a whale-tail key opens the locked ironclad bulkhead between areas 3 and 7
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 40 x small silver trade bar (2 lb, 10 gp), an ivory medallion inlaid with brass wire (250 gp).
See Dungeon Master's Guide (2024), p. 289.
Location. Carried by or stored with the creatures in this area
Coins, Gems & Valuables. 10 pp, 10 x silver trade bar (5 lb, 25 gp).
See Dungeon Master's Guide (2024), p. 317.
a milk-white pearl matches the eye-shaped socket in the captain's desk in area 1
The dungeon's internal connections in one place: callbacks, keys, puzzle information, and things worth remembering while the players explore.
Captain Vane’s missing talisman is foreshadowed by the empty socket in area 1, the false ruby in area 3, Vane’s note in area 6, and the milk-white pearl carried in area 10.
The brass sextant in area 6 and the west-southwest bearing solve the false treasury mechanism in area 7.
Mara Quill’s initials, crew graffiti, inward-facing cut marks, and the final keel damage build a physical case that the Pequod was sunk by its own crew.
Gelatinous Cubes, Shadows, Sahuagin Warriors, a Hunter Shark, and a Merrow have turned the wreck into a living dungeon without being responsible for its original disaster.
The Pequod is a sunken ship with mixed flooding. Most intact rooms contain stale but breathable air; only areas marked Submerged are fully underwater. Shallow and Deep flooding change the fiction and terrain without automatically removing breathable air. Apply SRD 5.2.1 underwater-combat rules only when a creature is actually fighting fully underwater.
Old pressure wards built into the ship's iron braces survived the sinking unevenly. At intact thresholds, seawater beads and crawls across an almost invisible boundary while air remains trapped beyond. The wards are failing, so flooded and breathable spaces can sit unnervingly close together.
Do not announce that the crew scuttled the Pequod. Areas 4, 5, 8, and 11 provide increasingly strong evidence. Players who connect those clues should feel as though they solved the wreck rather than received exposition.
The pearl in area 10 unlocks Captain Vane’s final log in area 1, but the party can explore and leave the wreck without it. The reward is understanding, not mandatory progression.
The brass sextant from area 6 physically points to the correct west-southwest setting in area 7, while Vane’s surviving note independently names that bearing. Either clue is enough.