rescue Shadow (the cat)
--- "Sea Serpent's Grin" Merchant Vessel Map ---
[UPPER DECK] [Forecastle Deck (1) - Entrance] --- [Main Deck (2)] --- [Captain's Cabin (3)] | | (Stairs/Hatch Down) V [MAIN DECK] [Midship Corridor (4)] --- [Crew Quarters (5)] --- [Galley (6)] | | | | [Officer's Mess (7)] --- [Ship's Stores (8)] --- (Hatch Down)
[LOWER DECK] (Hatch Down) --- [Deep Cargo Hold (9) - Objective]
--- Upper Deck ---
--- Area 1 (Forecastle Deck - Entrance) --- Description: The forward deck of the "Sea Serpent's Grin" is a tangled mess of ropes, anchor chains, and stacked barrels, all secured for the voyage. The air is sharp with sea salt and the tang of wet wood. Gulls cry overhead, circling the mast. A small, dark tuft of cat fur is caught on a loose rope, a subtle clue. This is the primary boarding point. Exits/Connections: To Main Deck (2) (South). Creatures: It has creatures (type: sailors).
--- Area 2 (Main Deck) --- Description: This broad, open deck is where the crew performs most of their daily duties. Crates are lashed down, and the scent of tar and fish is strong. The rhythmic creak of the mast and the slap of waves against the hull are constant companions. A small, distinctive claw mark can be seen on a worn wooden railing near a cargo net. Exits/Connections: To Forecastle Deck (1) (North), To Captain's Cabin (3) (East), Stairs/Hatch down to Midship Corridor (4). Creatures: It has creatures (type: sailors). Encounter Type: Battle Area
--- Area 3 (Captain's Cabin) --- Description: The Captain's Cabin is surprisingly opulent for a merchant vessel, with a polished desk, a plush sleeping berth, and a collection of antique maps. A faint, lingering scent of catnip might be detected here, alongside the usual smells of pipe smoke and sea air. A small, forgotten cat toy is tucked under a chair. Exits/Connections: To Main Deck (2) (West). Secret Passages/Areas: A loose floorboard under the Captain's sleeping berth (Perception DC 16 to find) conceals a small, locked strongbox containing personal valuables or a hidden log.
--- Main Deck ---
--- Area 4 (Midship Corridor) --- Description: This narrow, low-ceilinged corridor runs along the central spine of the ship's main deck. The walls are lined with various storage lockers and crew access points. The sounds of the ship's internal workings – groans of timber, distant voices – are muffled here. Exits/Connections: Stairs/Hatch up to Main Deck (2), To Crew Quarters (5) (East), To Officer's Mess (7) (South). Creatures: It has creatures (type: sailors).
--- Area 5 (Crew Quarters) --- Description: A tightly packed space filled with rows of canvas hammocks, sea chests, and discarded personal items. The air is thick with the scent of unwashed bodies and stale rations. A few rough drawings of cats are scrawled on one bulkhead. Exits/Connections: To Midship Corridor (4) (West), To Galley (6) (South). Trap: It contains a trap (type: poorly secured locker with tumbling contents). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning/Noise.
--- Area 6 (Galley) --- Description: The ship's galley is a cramped, hot space, perpetually smelling of cooking grease and simmering stew. Pots hang from hooks, and a large iron stove dominates one wall. A forgotten bowl with a few fish scraps sits on a counter, possibly for a pet. Exits/Connections: To Crew Quarters (5) (North), To Ship's Stores (8) (West).
--- Area 7 (Officer's Mess) --- Description: A more refined dining area than the crew quarters, with a sturdy wooden table and a few comfortable chairs. A half-eaten meal sits on the table, indicating a recent, hurried departure. A formal ship's log is usually kept here. Exits/Connections: To Midship Corridor (4) (North), To Ship's Stores (8) (East). Creatures: It has creatures (type: sailors). Encounter Type: Battle Area
--- Area 8 (Ship's Stores) --- Description: This section of the main deck hold is packed with provisions: barrels of water, sacks of hardtack, and crates of various trade goods. The air is cool and dry, smelling of canvas and preserved food. A small, gnawed-on piece of rope, unlike any used for cargo, lies near a stack of barrels. Exits/Connections: To Galley (6) (East), To Officer's Mess (7) (West), Hatch down to Deep Cargo Hold (9). Trap: It contains a trap (type: unstable stack of barrels). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.
--- Lower Deck ---
--- Area 9 (Deep Cargo Hold - Objective) --- Description: The lowest and largest chamber of the ship, this hold is crammed with a diverse array of cargo, from heavy iron ingots to finely packed silks. The air is thick with the mingled scents of wood, spices, and bilge water. Amidst the chaos of the cargo, tucked into a surprisingly comfortable nook created by stacked crates, lies "Shadow," Wanda's favorite climbing cat, looking a bit disheveled but otherwise unharmed. Exits/Connections: Hatch up to Ship's Stores (8). Encounter Type: BOSS FIGHT! (Though not a combat boss, the challenge here is the final encounter with Shadow and possibly its temporary guardian, or a final environmental hazard protecting this critical area.) Objective: This area is designed for the final retrieval of "Shadow," Wanda's favorite climbing cat. Shadow is found nestled amongst the cargo, unharmed but perhaps a bit disoriented. The "boss" aspect could be the challenge of safely retrieving Shadow from a precarious spot, or perhaps a final, zealous guard stationed specifically near high-value cargo that Shadow found shelter in.