Out of the Box D&D Encounters, Series 2, #6 – Lonely Boat
Out of the Box hasn’t featured an aquatic encounter in a long time, so I think we’re overdue. I’m not sure how many followers and players will remember this simple rule of physics, but the material of an item (its density) is less important than its shape and volume (based on displacement). If an object is the right shape as to spread out its volume to account for its density, so long as it’s water resistant or water proof, it should float. That’s why boats made of steel float.
Therefore, if we take a creature out of its element (Mimic) and put it in a place where it’s adapted to fit something (a boat and not a chest), we have a creature in a place we’d never expect to find it. This is less of a classic re-skin and more of an adaptation, which occurs in nature all of the time.
How did it happen? Perhaps it was aboard a ship that sank while in the form of a chest and it took the form of a rowboat to survive. This might inspire “the survivors” to try and find the sunken ship and its treasure.
Environment: Wilderness: River, Lake, or Ocean
Level: 2
Description: The players may be travelling along a river, lakeside, or may well be at sea. In this encounter, one or more will notice what looks like an abandoned rowboat or skiff floating by. No visible signs of survivors can be found, and its oars lay still on board. A small footlocker is closed in the center of the hull, unwatched and unguarded.
The next step – the travel to the boat – truly depends on the setting. The Dungeon Master should try to and have the small boat travel close enough to the party as to be inviting, yet far enough away to make it some sort of effort. Whether this will involve some sort of Dexterity check with a grappling hook, Strength (Athletics – Swimming) to swim to it, or other test or spell is up to the DM in question. In this example, we’ll have the boat lazily floating down a small river. That river will be wide enough to make it too far to just reach out to get the boat, but close enough to either grab it with a grappling hook (DC: 15) or to swim out to the boat (Strength/Athletics, DC: 10). The effect of either of those attempts will depend on the choice made.
Should the players choose to try and grab it with a grapnel, then they may find the boat is easy to pull to shore once they hook it. The Mimic will not attack the grappling hook itself. In fact, the hook will be stuck to its sticky flesh and difficult to remove. The Mimic has learned this behavior before and is cunning enough to play along for a while to get its prey close. Once the player characters, or at least the one trying to pull the boat close, pull it within striking distance, the Mimic will attack.
Should one or more players attempt to swim out to the boat, they will only discover the folly of their choice once they touch the boat. A few things will happen at that point – the Mimic will have the target Grappled (DC:13 to break) and any such targets will be at Disadvantage to break that grapple. This will have one more added effect. Characters then trying to swim in the water while Grappled will be at Disadvantage to continue swimming. A character that fails further Athletics checks (same DC as the grapple, 13) will begin to drown, on top of being attacked by the Mimic. The drowning rules as they exist do not entirely make sense, and certainly do not account for trying to hold your breath while being assaulted by a sticky, tentacled, acid-covered boat creature. Therefore, any such character will have its Constitution score in rounds to break free or drown. If a player character can, they should attempt to break the grapple or kill the monster as quickly as possible – hopefully with the aid of their fellow party members.
Should the Mimic be defeated, it will begin to sink, which creates its own problems. The adhesion will break, which will remove that issue. However, should the players desire to find if this Mimic had swallowed any treasure from previous victims, they will have to pursue it down or catch it before it sinks too far. Those who do so and cut inside will find three carved citrine gems and a bone scroll tube.
Monsters: Mimic – As per Monster Manual, page 220.
Treasure: (3) Citrines worth 50gp each and a Scroll of Sleep (p 276, PHB)
Complications: The greatest complication will occur if one player character wanders away to handle this “boat” all by themself, especially if they choose to swim up to it. The risk of Drowning in combat is very high. If the DM elects to reduce this hazard, feel free to use the Suffocation rules in the Players Handbook (page 183). That will extend the time a player has significantly.
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