TEXT: A 5E WARLOCK ADVENTURE 
  BY MIKE WELHAM
  Storming the 
  Queen’S DeSire
  FOR 4 PCS OF 
  4TH LEVEL
  
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks 
  of Open Design, LLC.
  Product Identity: The following items are hereby identified as Product Identity, 
  as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, 
  characters, artwork, sidebars, and trade dress. (Elements that have previously 
  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this adventure is the Zerxle stat block
  © 2018 Open Design, LLC
  www.koboldpress.com
  Marie de Lech has dealt with her own impediments 
  regarding the ship, which she has not yet seen. She hired 
  a crew within a day of winning the ship and gave them a 
  week to ensure it was seaworthy. Before noon the following 
  day, one of the crew approached de Lech in The Wild Rose, 
  her favorite bar in Messori Harbor. Wild-eyed with horror, 
  the crewmember wordlessly returned her money and 
  marched out of the bar. Having not boarded the ship but 
  trusting in the baron’s utter disappointment with his loss, 
  she was perplexed by this reaction and began to wonder 
  if the ship was cursed. She reluctantly hired a priestess of 
  Charun to bless the ship in the hope of removing the ship’s 
  bad luck. The priestess never showed up for her appointed 
  rendezvous, and, when Marie returned to The Wild Rose, 
  the barkeep handed her the coin she had paid the priestess.
  Meanwhile, the aboleth Qionnarrell has sent its own 
  agents to keep it apprised of the situation with The Queen’s 
  Desire, as the strange creature wishes to add the ship and 
  a full crew complement to join its graveyard of ships in its 
  deep sea lair.
  STORMING THE QUEEN’S DESIRE
  Design: Mike Welham
  Editing: Meagan Maricle 
  Graphic Design: Rick Kunz
  Art Director: Marc Radle
  Cover Art: Karl Waller
  Interior Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Adventure Background
  The ship christened The Queen’s Desire is the notorious 
  trickster Marie de Lech’s most recent acquisition, won as 
  a gambling prize like many of her expensive possessions. 
  Baron Tarvel Ilvayne found it galling enough to lose his 
  ship to a woman, but her beating him wagering on a horse 
  race further infuriated him. The losing horse’s breeder 
  had assured the baron of the race’s outcome. The baron 
  is convinced de Lech cheated, but, without any proof, his 
  attempts to reclaim The Queen’s Desire have met with frus-
  tration. Since he has no direct influence in Messori Harbor, 
  where the ship is docked, he employs alternative means to 
  recover his ship and its cargo.
  The Queen’s Desire’s sole inhabitant is a strange creature 
  imprisoned by Baron Ilvayne. He recovered the creature on 
  a sailing trip and “accidentally” witnessed its metamorphic 
  abilities belying its innocent appearance. He hoped to 
  exhibit the creature across Midgard, and he is vexed beyond 
  reason that he has been unable to retrieve it. The creature, a 
  zerxle, enthralled the baron, who doesn’t realize its influence 
  is behind his obsession with retrieving The Queen’s Desire.
  
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  Hooks
  If the PCs require ship travel from Messori Harbor to the 
  Southlands or some other port of call, no questions asked, 
  they are directed to Marie de Lech. Likewise, if they seek 
  employment involving the unusual, they learn about Marie 
  de Lech. In return for helping Marie de Lech remove the 
  “curse” on her ship, she promises a substantial reduction on 
  the fare she ordinarily charges. The Harbor’s dockmaster 
  may also hire the PCs to investigate disappearances along 
  the docks tied to the ship’s recent change of ownership.
  A. MEETING MARIE DE LECH
  Marie de Lech sits in The Wild Rose near the docks, hoping 
  to secure aid from someone willing to investigate her new 
  ship. She is garbed in crimson leathers and high, black 
  leather boots, and her feathered cap rests on the table beside 
  her. While she is restless about uncovering the nature of The 
  Queen’s Desire, she talks coolly about the ship, couching her 
  request as a simple investigation into some strange hap-
  penings involving the ship. If the PCs succeed on a DC 15 
  Charisma (Persuasion) check, they can press her for more 
  information about the ship and the “happenings.” If pressed, 
  she tells the PCs about the prior owner, Baron Ilvayne, and 
  his obvious anger at losing the ship. She also tells the PCs 
  about the previous crew’s rumor of spirits on the ship, and 
  her attempt at getting a priestess to bless the boat. 
   She agrees to provide them with passage anywhere—after 
  her next port of call—if they clear the ship of whatever spirits 
  haunt it. She agrees to 50 percent of the treasure salvaged 
  from the ship as the payment for their services, and she 
  provides the PCs with the credentials necessary to bypass the 
  guards she stationed near her ship. She expresses the need 
  for urgency, since she has to disembark two days hence for 
  Capleon, where she will participate in a high-stakes card 
  game. While the PCs discuss the ship with Marie, high tide 
  rolls in, and the water seeps through the floor reaching a 
  maximum depth of eight inches. The patrons look mildly 
  surprised as the tide rarely comes in this high but continue 
  drinking. PCs who study the water notice a pair of shadowy 
  tentacles probing the floor just below the water’s surface.
  B. THE BARON’S SELLSWORDS
  As the PCs approach the dock where The Queen’s Desire 
  rests, four thugs led by a veteran on Baron Ilvayne’s 
  payroll confront the PCs. The sellswords know about the 
  PCs working for de Lech and offer them 500 gp to return 
  the baron’s special cargo to him. If asked about the special 
  cargo, all the sellswords know is the baron has an unusual 
  pet on the ship that he would very much like returned to 
  him. They are unaware of the zerxle’s true nature and can’t 
  give the PCs any details beyond the fact it is an animal 
  of some kind. If the mere offer of gold isn’t enough, the 
  sellswords play up the baron’s influence and how a favor 
  from him would be worth a considerable amount in certain 
  areas of the Southlands. 
  The sellswords don’t intend to engage in combat now if the 
  PCs rebuff them. If left alone, they wait until the PCs emerge 
  from the ship later to again offer the PCs gold for the special 
  cargo. If rebuffed after the PCs emerge from the ship, they 
  attack, hoping to catch the PCs wounded and depleted of 
  resources. If the PCs have agreed to return the baron’s special 
  cargo, the sellswords aid the PCs against the deep one hybrid 
  priest (see Escaping the Queen’s Desire below).
  C. THE QUEEN’S DESIRE
  Deep ones, intending to rescue the zerxle, tore through the 
  ship below the water’s surface. The zerxle communicated 
  its intent to remain on the ship to await the baron’s return 
  and convinced the deep ones to leave it alone. Before the 
  deep ones left, however, they performed hasty repairs 
  on the ship, so it would remain afloat. A PC who swims 
  beneath the water’s surface on the ship’s starboard side 
  notices the damage.
  Four guards stand watch where The Queen’s Desire is 
  docked. They are aware of the stories surrounding the 
  ship. Their superstitions prevent them from boarding 
  the ship, but they do their best to turn away those who 
  have no business aboard it. Assuming the PCs received 
  a commission from Marie de Lech, they possess the 
  credentials necessary to get through the guards without 
  resorting to combat. If the PCs ask the guards about strange 
  activity involving the boat, one of the guards mentions 
  hearing strange burbling near the starboard side the 
  previous day. The guards had stood ready to face anything 
  coming from the water, but nothing broke the surface. 
  They haven’t seen or heard anything since. The zerxle 
  has been careful to target solitary people in alleyways and 
  other hidden locations near the docks when it leaves the 
  ship to feed. The guards paid no attention to the zerxle 
  masquerading as a crab and scuttling across the dock, so 
  they think nothing of it when they report unusual activity.
  Upper Deck
  The ship sits 10 feet from the dock, the ropes on its upper 
  deck connecting it to the dock. The PCs must succeed on a 
  DC 13 Strength (Athletics) or Dexterity (Acrobatics) check 
  to reach the ship without falling into the water. A PC on 
  the ship can spot a gangplank sitting on the deck with a 
  successful DC 11 Wisdom (Perception) check.
  Slick sea spray coats the upper deck. If a creature uses the 
  Dash action, it must succeed on a DC 10 Dexterity saving 
  throw or fall prone. 
  
  5
  Once PCs arrive on the ship, they hear whispers, 
  seemingly from waves lapping against the sides. The 
  whispers insist the PCs don’t belong on the ship and that 
  they must leave immediately. A PC can determine the 
  whispers are illusory with a successful DC 15 Intelligence 
  (Investigation) check. These sounds appear to be what 
  drove away Marie de Lech’s previous envoys.
  1. TRAPPED HOLD
  The deep ones who infiltrated the ship piled nets in the 
  center of the closed doors leading to the hold below and 
  added a pair of obvious pearls among the nets to attract 
  attention. If a PC steps on any of the squares belonging 
  to the doors, it triggers a hidden pit trap, falling 20 feet 
  onto the middle deck. A PC can recognize the nets are 
  hiding a dangerous fall with a successful DC 15 Intelligence 
  (Investigation) check. A PC who falls into the middle deck 
  is also affected by a falling net trap, becoming restrained 
  by the nets, and must succeed on a DC 10 Strength saving 
  throw or also be knocked prone. A PC triggering the trap 
  alerts the deep ones in Area 8 to the PC’s presence.
  The two pearls are worth 100 gp each.
  2. STAIRS TO THE MIDDLE DECK
  A mixture of seaspray and water has dripped down the 
  stairs, making them treacherous to use. A PC who walks 
  up or down the stairs must succeed on a DC 12 Dexterity 
  saving throw or take 7 (2d6) bludgeoning damage and be 
  knocked prone at the base of the stairs. 
  3. MAINMAST AND CROW’S NEST
   A 10-year-old human named Eberlee and her friend heard 
  rumors about the ship and sneaked into the zerxle’s hold. 
  After witnessing the zerxle devour her friend, Eberlee 
  escaped the creature and, in her panic, shimmied up the 
  mast to the crow’s nest. The child, who has been in the 
  crow’s nest for nearly two days, has grown hungry and 
  thirsty. She thinks about climbing back down, but she is 
  terrified of running into the creature. A successful DC 
  12 Wisdom (Perception) check reveals a quiet whimper 
  coming from the crow’s nest when a PC moves within 
  15 feet of the mast. The ropes surrounding the mainmast 
  provide easy access to the crow’s nest. A PC must succeed 
  on a DC 12 Charisma (Persuasion) check to convince 
  Eberlee to trust the PCs. If a PC gives the child food 
  or water, it has advantage on this check. If the PCs are 
  successful, she stays hidden in the crow’s nest or escapes to 
  the docks, at the PCs’ direction. Her family is grateful for 
  her safe return and rewards the PCs with a family heirloom, 
  a necklace of adaptation.
  4. CAPTAIN’S QUARTERS
  Baron Ilvayne left the door to his quarters locked and didn’t 
  provide Marie with the keys, spitefully reasoning the letter 
  of the wager only gave her the ship and not easy access to 
  everything on it. A successful DC 10 Dexterity check with 
  thieves’ tools unlocks the door. The baron left his quarters 
  intact in expectation of winning the bet or regaining 
  the ship in the unlikely case he lost. PCs searching the 
  room find mundane paperwork about inspections and 
  goods transported by the ship. A successful DC 15 
  Intelligence (Investigation) check reveals two unusual bits 
  of information: a manifest for an inordinate amount of 
  fresh fish picked up a week prior and a letter from a horse 
  breeder assuring the baron his horse would win against 
  “Lady” de Lech’s horse. If the PCs show Marie the letter, 
  she guffaws with the knowledge that her agents intercepted 
  and doctored the letter.
  5. WHEELHOUSE
  Baron Ilvayne wasn’t the first person to own The Queen’s 
  Desire. Not long ago, he offered to buy the boat from 
  Neshud Amiric, a wealthy merchant in the Southlands, 
  who turned down the baron’s less-than-generous offer. 
  The baron then used his influence to drive the merchant 
  out of business. After Neshud was destitute and desperate 
  for any income, the baron returned with an offer of half 
  his original. The beaten merchant accepted the deal and 
  died shortly thereafter with vengeance in his heart. His 
  spirit haunts the ship and has been working to engineer the 
  baron’s demise. The baron’s recent setback has thwarted 
  Neshud’s plans, however. As a ghost, he demands the PCs 
  return the boat to Baron Ilvayne, but his anger prevents 
  him from detailing his plans for the baron. If the PCs 
  refuse, he attacks them.
  Middle Deck
  All areas of the middle deck are unlit. If the PCs left the 
  closed doors in the upper deck intact, the deep one hybrid 
  priest waiting to ambush the PCs (see Escaping The 
  Queen’s Desire below) triggers the trap, hoping to catch 
  them in the net trap and alert the deep ones in Area 8.
  6. PRECIOUS CARGO
  The door to the wealth Baron Ilvayne keeps aboard the 
  ship is locked and magically trapped. The trap is activated 
  when a creature touches the door without the baron’s key 
  in-hand. A successful DC 15 Wisdom (Perception) check 
  reveals the presence of the trap, and a successful DC 13 
  Dexterity check with thieves’ tools unlocks the door to the 
  cargo hold. When the trap activates, each creature within 10 
  
  6
  feet of the door must make a DC 13 Dexterity saving throw, 
  taking 22 (4d10) lightning damage on a failed save, or half 
  as much damage on a successful one. A successful dispel 
  magic (DC 13) cast on the door destroys the trap.
  Before he lost the ship to de Lech, the baron had offloaded 
  most of the cargo contained within. However, the PCs find 
  a pair of sapphires worth 200 gp each and a portrait of the 
  baron worth 500 gp to an interested collector.
  7. STAIRS TO THE LOWER DECK
  These stairs lead to the lower deck.
  8. CREW QUARTERS
  Three deep ones (Tome of Beasts, p. 73) stand guard here 
  and attack any non-aberrations or non-deep ones entering 
  the room. If a PC falls through the pit trap in Area 1 or if 
  the deep one hybrid priest activates the trap after the PCs 
  go down to the middle deck, these deep ones will move into 
  the main room of the middle deck and attack any creature 
  caught in the net.
  9. DAMAGED HOLD
  The PCs see hastily repaired damage on the inside hull of 
  this area. Water slowly seeps through the cracks, but not 
  enough to immediately threaten the ship. A wharfling 
  swarm (Tome of Beasts, p. 407) exploring the underside of 
  the boat squeezes through the cracks into Area 9 when it 
  senses the PCs on the other side.
  10. EMPTY STORAGE
  This area smells strongly of fish and is filled with empty 
  crates. The crates once held the fish the baron was using to 
  feed the zerxle held captive in the lower deck.
  Lower Deck
  All areas of the lower deck are unlit. Water is seeping into 
  the lower deck through the makeshift repairs to the hull’s 
  damage that the deep ones caused. The water’s current level 
  doesn’t impede the PCs’ movement, but it should indicate 
  the potentially dangerous situation posed by the makeshift 
  repairs.
  11. DAMAGED CRATES
  Several crates filled with rotten fish line the hull’s walls. The 
  baron fed the zerxle fish to keep it happy in its captivity, 
  unaware the creature had a taste for humanoid flesh. The 
  zerxle played along to keep from arousing any suspicions in 
  the baron. A successful DC 15 Intelligence (Investigation) 
  check reveals some humanoid bodies hidden among the 
  fish—the bodies of those in Marie’s employ that didn’t 
  make it off the ship. One of the bodies wears a ruby-inset 
  ring worth 250 gp.
  12. THE ZERXLE’S PRISON
  A barred door ostensibly keeps the zerxle (see below) 
  imprisoned here. The creature takes on the form of a baby 
  seal to mislead visitors to its prison and happily allows the 
  PCs to “free” it. A successful DC 13 Dexterity check with 
  thieves’ tools unlocks the door. If the PCs initiate combat 
  with the creature, it defends itself as it maneuvers toward 
  the broken hull and tears out the planks covering the hole. 
  Water fills the lower deck in 2 rounds (use the standard rules 
  for suffocating and underwater combat), fills the middle 
  deck 4 rounds after that, and founders the ship another 8 
  rounds later. If the zerxle is reduced to half its hit points, it 
  emits a keening cry that alerts the deep ones in Area 8, and it 
  attempts to flee the ship onto the nearby dock or land.
  Escaping The Queen’s Desire
  The baron’s sellswords from Area B, if alive, wait for the 
  PCs to reemerge from the ship, interacting with the PCs in 
  the way described in Area B. In addition, a deep one hybrid 
  priest and two deep ones (Tome of Beasts, p. 73) also await 
  the PCs and launch an attack shortly after they emerge. If 
  the PCs rebuff the sellswords, they attack, focusing their 
  attention on the PCs and on collecting the zerxle, if it is 
  alive and nearby. If the PCs agree to hand the zerxle over to 
  the sellswords, the sellswords aid the PCs against the deep 
  one hybrid priest. If the zerxle is still alive, it attacks any 
  PCs and sellswords it can easily reach, not wanting to be 
  taken by either. When the zerxle is reduced to less than 25 
  hit points, it attempts to jump into the water and flee.
  Concluding the Adventure
  If the PCs remove the zerxle and defeat all the other 
  enemies without causing the ship to sink, Marie de Lech is 
  convinced she can board the ship—after some repairs to the 
  hull, of course. If the ship sinks, she requests any treasures 
  the PCs recovered from the ship, but she otherwise figures 
  the cursed ship is best left on the sea floor. If the PCs 
  handed the zerxle over to the sellswords, Baron Ilvayne is 
  very grateful and makes good on his offers of 500 gp and his 
  favor, should they need it. If the zerxle dies before the PCs 
  can hand it over to the baron’s sellswords, they make an 
  enemy of the baron. If the deep ones are defeated, the PCs 
  make an enemy of the aboleth Qionnarrell.
  
  7
  Zerxle
  An innocuous serpentine creature with a seal-like head and 
  small claws swims by lazily.
  Zerxles are oceanic predators that enjoy feasting on 
  humanoid flesh, especially after inducing the prey into 
  lowering its guard. They often serve powerful aquatic 
  monsters, such as aboleths, which promise them a bounty 
  of terrified food.
  ZERXLE
  Small monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 110 (20d6 + 40)
  Speed 30 ft., climb 20 ft., swim 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3)  15 (+2)     14 (+2)    9 (–1)       15 (+2)     18 (+4)
  Saving Throws Dex +5, Con +5, Cha +7
  Skills Acrobatics +5, Athletics +6, Deception +7, 
  Persuasion +7
  Damage Resistances acid, cold, necrotic
  Condition Immunities charmed, paralyzed
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Common and Void 
  Speech but can’t speak, telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Amorphous. The zerxle can move through a space 
  as narrow as 1 inch wide without squeezing.
  Amphibious. The zerxle can breathe air and water.
  Shapechange. The zerxle can use its action 
  to polymorph into a Tiny or Small beast it 
  has seen, or back into its true form. If it is 
  in beast form, it reverts to its true form 
  automatically when it attacks. Its statistics, 
  other than its size, are the same in each 
  form. It reverts to its true form if it dies.
  Actions
  Multiattack. The zerxle makes three 
  melee attacks, but can use its bite and 
  constrict attacks only once each.
  Bite. Melee Weapon Attack: +6 to hit, 
  reach 10 ft., one target. Hit: 7 (1d8 + 
  3) piercing damage plus 13 (3d8) cold 
  damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage plus 9 (2d8) 
  cold damage.
  Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) 
  cold damage, and the target is grappled (escape DC 14). 
  While grappled, the target is restrained, and the zerxle 
  can’t constrict another target.
  Empathic Innocence. The zerxle makes sounds and 
  gestures that give the impression it is defenseless. All 
  creatures that can see and hear it must succeed on a DC 
  15 Wisdom saving throw or refuse to attack it. Affected 
  creatures feel a strong desire to protect the zerxle from 
  danger. This effect is broken when the zerxle reverts 
  to its true form. Undead and creatures immune to 
  being charmed aren’t affected by the zerxle’s Empathic 
  Innocence.
  
  8
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
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  System Reference Document 5.0 Copyright 2016, Wizards 
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris 
  Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based 
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  Storming the Queen’s Desire Author: Mike Welham. © 2018 
  Open Design LLC.
  
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