So I was a Kickstarter backer of Obojima and have been very excited to see it released on DnD Beyond such that I can easily run a campaign with friends. While Obojima's an amazing setting, and the included adventures are a great start, I was thinking it'd be nice to have some shared tools as DMs to have one-off sessions per the spirit of Obojima. Basically, just a bit more of a starting point to plan a session's worth of adventure than what's been provided in the campaign setting book.
For instance, take Okiri's Adventure Hooks section. It's easy to see how those Adventure Hooks could lead to a session, but let's pool our resources to make planning a full session a bit easier (like a writers room brainstorm where we share ideas).
For the Party Crashers adventure hook, it's basically a festival and it might be disrupted. Straightforward and great simple adventure hook. So what gaps do we need to fill in for this session? Well... we'll need a festival, and so we'll want festival games etc... The book notes Blotcher as a main game of the town, so that probably wants to be part of it. If you're a DM and you've already thought of an Okiri Village festival that fits this adventure hook, or literally anything else you've fleshed out from the book, share it below!
Place: Okiri village Adventure Hook: Party Crashers The celebratory air of one of the village’s vegetable festivals attracts a rowdy band of yokarios whose antics threaten to disrupt all the fun.
Simple adventure hook and excuse to hold a festival. Here's a bunch of content I've got for an Okiri festival. The yokarios disrupt the Blotcher tournament before the final round.
Festival Games (with modifier at start)
These Festival games don't really have tangible prizes. But it's understood that people who do well at one of the games tend to earn the apppreciation and respect of the townsfolk. This is mechanically tied to the ultimate event: Blotcher. Players who win their respective games receive high praise from the crowd, and are likely to be bought drinks or otherwise gain fans in the festival atmosphere. Mechanically, this gives them one Inspiration to be used in Blotcher, where a crowd member will shout to inspire them, or tell them to, e.g., "watch out on your left!"
STR - Wrestling tournament (sumo rules)
Three rounds, 8 people total, contested Athletics or Acrobatics checks. To improve on sheer randomness, players get a conditional 1d4 sometimes. the format is:
Players roll their D20 check
Players put a hidden 1d4 in front of them to signal whether they will use their desparation die. If their 1d4 is placed with 4 up, then they are opting to use the 1d4. Otherwise they save it.
Players use 1d4 when they want to use a boost in desparation. Once they have used their 1d4, it will recharge in three rounds. So if the player uses 1d4 on round 1, it will be recharged for round 4.
DEX - Dragon sheep shepherd sling test of accuracy
Tossing stones to try and get them through holes in wooden boards 50’ away. The targets have a DC20 to get one through a hole. Players get 5 stones, and compete among groups of four at once. Slings typically have a range of 30 (120).
INT - Latchhook.
Players inspect a latchhook square from behind, where the player has to pick the exact centre of a square and latchhook just that strand. The player latches the hook, then the success/failure is revealed by turning it over. Players roll an Investigation check to determine the ideal spot. DC 22 to land it perfect. Costs one Copper bud to try (max 5 tries), and first to win gets a jar full of jelly beans.
CON – Pumpkin mead drinking contest
5 people on stage, race to finish 2 flagons (2.2 litres)
Roll repeated CON saves during this, where each CON save is increasingly more difficult.
But! If players do exceedingly well on the previous CON save (>5 above the DC), they roll with advantage on the next one. Likewise, if the player rolls >5 less than the DC, then they get disadvantage on the next round.
Ex: if the DC is 10, then a 16 roll gives the player advantage for the next round. A roll of 4 would give the player disadvantage.
If players fail 2 CON saves in a row, they are out (barf, defeated, other).
Rd1 = DC10, and every successive round is +1 to the DC
WIS – Sheep dragon herding, race to get the sheep dragon to fly through a series of hoops
Think dog show, run by the Torrelli Brothers. Players should use animal handling or persuasion to get the Sheep Dragon to do as they want.
See rules for Mead drinking contest, but here we’re using WIS/CHA and a sheep dragon on an obstacle course.
Hoop 1 = DC10, and every successive round is +1 to the DC
CHA – Dance of the wool harvest
A traditional dance to give thanks to the island for the harvest, often performed alongside a Sheep Dragon and which is full of elegant swoops to play to the grace of Sheep Dragons. Players should use animal handling or persuasion to get the Sheep Dragon to do as they want.
Break into 4 segments reflecting the seasons, each with their own DC15 check to see how well they perform:
the sowing of the seeds for feed
the raising of the young
the boundless joy of the summer
the autumn wool harvest
Main event: BLOTCHER TOURNAMENT
The main event is the village’s local game: Blotcher
The tournament has 8 teams, 3 rounds.
The grand prize this year is a bicycle / a set of simple potions / a piece of tech
The Yokarios should disrupt the tournament after/during the semifinal, which lets the final be the grand finale of the night.
Rules for Blotcher: (teams of [INSERT PARTY SIZE]) compete in a sling-based game of paintball/dodgeball using overripe produce.
The field is 30x65 rectangle split into two sides with a 5’ no-man's land gap between each side. Players start at their side by their produce bin. On their turn, they can move their total movement, but keep in mind a Sling’s range is 30 (120). So you may end your turn near the front, or the very back.
As a bonus, attacks made against opponents just 10’ away are made with +2 to the attack roll.
"2 hits and you’re out.” After a player is hit twice by an opposing team, they must drop their produce and leave the field.
This game uses special rules. By default, players get no bonus actions. Teammates can use one of four custom actions:
Reload. the teammate fetches produce from the bin for the team to use. Roll 1d4 + INT or WIS to see how much produce they get to equip the team. The teammate can dispense whatever they wish to their teammates if they are within 5' of them. The teammate taking the Reload action can also collect produce from a fallen teammate this way as a bonus action if they move to within 5' of where the fallen teammate left their produce.
Sling. using a Sling (i.e. literally the DnD item), the player launches an attack using their normal Sling stats. Players should add a Sling to their inventory to make it easy.
As an extra rule for Blotcher, the attacker can sling an extra piece of produce at once if they have it, increasing their roll by +2 and consuming both pieces of produce.
Block.a player wielding a shield (often a pot lid) can take their action to Block. The player cannot move on their turn. If the player chooses the Block action, they perform a sort of Bait and Switch maneuver as a reaction, with a reach equal to their movement speed. How it works: the Block player prepares a Reaction to switch places with a teammate of their choice in an attempt to move them out of harm’s way. The player moves to the target teammate and pushes them one space back towards their produce bin. The Block player rolls 1d6 and then adds this number either to their own AC, or to the AC of the target teammate. If, after adding the 1d6 to the player or teammate's AC, the teammate’s AC is still lower than the attack roll, the teammate is hit anyways. If the player’s AC is lower than the attack roll, the player gets hit in their place. If both player and teammate’s AC is lower than the attack roll, the player chooses who gets hit. If both ACs are higher than the attack, the attack is completely blocked.
Hold.the player can hold their Sling action to wait for an opportune moment. The player receives a +3 to their AC for the round, and rolls a d20 Sling attack to set their “Hold” DC. If the enemy team rolls an attack lower than half that DC, the player using the Hold action can use their Reaction to fire a Sling action with advantage at that opposing player.
Ex: if the player uses Hold and rolls a 14, then if any of the opposing team rolls a 7 or below, the Hold player gets to launch a reaction Sling attack with advantage.
Here is something I just wrote up for my group. Sorry if it's a bit messy. I didn't' write it with the public in mind but figured I'd add to this.
The Flying Bicycle
Adventure for Level 2-4 Characters
PREMISE: A young boy in town named Kiro got a hold of a levitation potion and poured it on the spokes of his bike and climbed on, hoping to join a school of flying jellyfish passing overhead. His bike carried him skyward, but it doesn’t look like it’s coming down any time soon. Terrified, the boy’s parents (Jin [human] & Jane [elf]) implore the adventurers to get their son back safely.
Encounters:
This situation plays out over three events. During each event, the boy elevates another 50+ feet into the sky due to the effects of a levitation potion. The potion lasts 1 hour. After 5 minutes the next event takes place. The players have to figure out how to get the boy down and return him to his parents. The following NPCs are around during the incident. Kiro elevates 5 ft. higher every minute.
Jin & Jane: The parents of the boy flying in the air. They will do anything to help their son so long as it’s reasonable and are at the player’s command.
The Torrelli Brothers: They can be spotted about a quarter of a mile away sitting and eating a sandwich while watching their sheep dragons graze. Their backs are turned away from what is going on and are clueless. 4 Sheep Dragons are currently grazing at this time.
DC 13 Animal Handling Check to make it comfortable with being ridden on.
Broad Naldo: This man is helping an older woman with her crops while this is happening. After he hears the parents yelling for help, he runs to his home and brings out a 20 ft. wooden ladder and 10 ft. pole. He offers to help hold the ladder if needed.
If Broad’s help is used, a player will have to succeed on a DC 15 acrobatics check to climb this ladder with the 10 ft. pole while it’s being held up. If another player assists Broad, the DC drops to DC 13 to stabilize it. If the player manages to make it to the top of the ladder and uses the 10 ft pole, the boy is within reach to grab the pole which will anchor him from levitating higher.
The levitation of the bike is very strong and requires a DC 20 athletics check to yank downward. If two people try pulling it down together with all their strength, the DC becomes DC 12 athletics check. However, that person climbing and not helping with the ladder will make climbing the ladder without making it fall a DC 15 acrobatic’s check.
If the players tell the boy to let go of the bike, he will refuse due to treasuring the bike a great amount (it was a gift from his best friend). A DC 15 persuasion check can convince him to let go. If they do, later on the harpies will see the flying bike and steal it for themselves.
Morna: This nakudama will run out from her hiding place to ask what is going on. The players can ask her to go and fetch anyone they need help from in the town.
Stage 1: Kiro is on his way to being 50 ft. in the air by the end of 5 minutes. By the time his parents notice what’s going on after hearing their son cry out for help, Kiro is already 25 ft. in the air. 3 giant jellyfish can be spotted above not far from reach but are just on their way to passing by. Whatever the players do during this stage to save him is good. If the players, however, use a method that will take time to get the boy and his bike down (3-4 minutes or longer), move to stage 2.
Stage 2: After 5 minutes have passed, 1-minutes later a group of 2-5 harpies can be seen flying from above but suddenly U-turn before flying in circles around Kiro. These harpies take interest in the flying bicycle and want it for themselves. They also want to bully the little boy for entertainment's sake.
If nobody is able to help Kiro by the time the harpies show up, they quickly grab Kiro’s bike and yank it upwards higher and higher while telling him that he’s going to be the youngest giant jellyfish rider the island has ever seen and that he should thank them for his opportunity while paying for the travel fee with his bicycle.
If the harpies are not stopped, they will continue to pull him and his bike higher and higher until they throw him on top of one of the giant jellyfish and steal his bicycle. The jellyfish will continue to fly north until it passes over Sky Kite Valley and enter into the sea about 2 miles out into sea.
The harpies will only attack anyone who dares to hurt them or get in their way. They want the flying bike. It’s not until 1-2 of their allies die or become bloodied that they retreat unless some other creative idea is used to make them leave.
Kiro will be 100 ft in the air by the end of this stage.
Stage 3: After 10 minutes have passed, Kiro will be getting closer to running into the giant jellyfish that are destined to run into him if he continues to go higher. The jellyfish’ tentacles are low enough where they will graze against Kiro and sting him by accident. If the players find a way to attack the Jellyfish, it can cause the jelly to panic and begin moving effortfully higher in the sky to avoid danger, saving Kiro. The Jellyfish are around 105 ft. up (bottom up).
By the time this stage takes place, Miss Lindley, the town witch, returns to the town carrying a basket of ingredients for more potion brewing unaware of the commotion.
If anyone gets her involved in helping with the situation, she hands over a “Sky Swimming” potion she had in her house and offers enough for however many PC’s there are. She, in the meantime, runs back to the house to get Tina and Meena (the pixies) to fly up and bring the boy down to safety.
Aftermath: If all else fails and Kiro is stung by the jellyfish, he goes unconscious and lays limp on the bicycle as it continues to go higher into the sky through the clouds and disappears. What happens to him after that is a mystery to those below. What really happens to him is that the Sky King will see the boy, and catch him before riding off into the highest heights. If the players ever meet the Sky King in the future, they will see Kiro alive and well upon the Sky King and would have built a relationship with this beast by the time anyone does find him.
If Kiro is saved, however, and brought back to his family, both parents will be very grateful to the players and thank everyone who helped them. They will offer anything the players may want in payment for helping their son.
Situation/Hook.A few days ago, Figby was on a dive and spotted a rare species of fish near a sunken shipwreck. He’s been calling the creature a “strobe fish”. He was hoping to study it, but he had to retreat because he was nearly out of breath. He desperately wants to study it and would love some help finding it and perhaps even capturing it for his aquarium.
Encounters
Exploring the Shipwreck: Ever since this ship has sank 10 years ago by a fleet of humans, sea life of all shapes and sizes have begun to flourish within the woodwork. Tons of coral and coral has grown within the ship as a result wherever light cracks through the ship's insides. When the players approach this area, they will spot the strobe fish again but will see it quickly swim away into the confines of the ship. Figby will be extremely excited and will encourage the players to join him in finding it. Every time the players explore a room, roll on the table below:
Random Encounter Table:
1d6
Encounter
1
A blind Giant Shark appears
2
An animalistic spirit octopus that calls this place home
3
A swarm of fanged fish (swarm of piranhas) appear. If any player is bloodied, they attack.
4
A blowbelly pufferfish appears
5
An animated net ambushes (DC 12 perception check to notice)
6
The Strobe Fish appears
Looting the Ship: If a player attempts to loot any cabinet, box, or barrel within the ship, roll on the sunken ship table below. Every time the players open a total of 4 things, roll 1d6 to determine the outcome:
1d6
Result
1–3
Nothing notices.
4–5
Something large moves outside the hull. Pressure vibrates the ship.
6
A deep sea predator has taken interest — encounter soon.
The Hiding Spot:If the players enter Room 4, they will find a room with a toilet, barrels, and 2 chests. While looking around, players will notice a flashing light coming from within the toilet seat. DC 15 Investigation Check or Arcana Check can determine that the toilet is not actually a toilet, but an entity that is trying to imitate the look of a toilet. The entity is a demon spirit that can never seem to satisfy its own hunger for flesh. Use Mimic statblock.
Shipwreck Cargo Loot (2d6)
2
Giant Ancient Oyster
If forced open (DC 20 Strength check. Attacking it attracts predators), a Black Pearl (uncommon) can be found inside.
3
Rotten Sailcloth & Algae-Sogged Bedding
Completely ruined. Smells like the bottom of a whale’s throat. No value.
4
Splintered Planks, Nails, & Rusted Tools
Mostly useless for adventurers, but repair-savvy PCs could salvage 1 boat part with 10 minutes' work.
5
Barrel of Salt That Turned to Brine Sludge
It tastes horrible. But can preserve meat or mask the scent of blood from sharks for 1 hour.
6
Coiled Ropes (Mostly Decayed)
When pulled, they break. But 1d4 ft is usable — basically rope for tying small things, not climbing.
7
Pickled Kelp Loaves (Edible-ish)
Enough rations for 1 day, but eating it makes the PC’s voice echo gurgly for an hour. No mechanical penalty — just funny/creepy.
8
Broken Compass & Moldy Captain’s Ledger
The compass spins uselessly. The ledger reveals a destination or passenger name that could matter later — your choice.
9
Barnacle-Crusted Bottle with Ink
The ink writes bright teal underwater, and black on land. Holds ~3 uses. Could be important for secret notes.
10
Potion Ingredient: Tangled Weed
Used in crafting potions.
11
Sealed Tin of Hardtack Biscuits
Somehow untouched by water. Counts as 2 days of food, but eating them causes very intense thirst (need to drink soon after).
12
A Stasis-Sealed Captain’s Chest
Inside: A small idol of mother-of-pearl shaped like a watchful fish eye. Grants advantage on perception checks underwater when held — not worn. Worth 25–50 gp to the right buyer.
A fish folk turns up at the lodge, claiming they no longer want to serve the Lionfish King, who they claim has grown paranoid and unstable. He says he has information about an impending attack on the village of Tidewater. Paloma believes he is a saboteur or assassin sent by the Lionfish King, but Captain Clintock is ready to trust him.
What are the Lionfish King raiders doing?: They are going to invade the village of Tidewater because: “The King says the Shallows is his throne — so any air-sucker who drops a net in these waters pays tribute… or bleeds. The people of this town have been trespassing without paying tribute for some time now. We have been tasked to punish the city for its crimes and take what it has failed to pay back for what it took from us!”.
Why do the players care?: The townfolk may be thankful for their saviors and pay them something beneficial as a result. They may also be doing this to support the Mariner Guild’s position against the Lionfish King.
What can be done about it?: The players can defend the village and scare off the raiders with the threat of their weapons/power.
What happens if the players fail?: The fishfolk live to oppress another day and the Tidewater civilians begin to live in fear of being oppressed again. People will lose money, some may die defending the village, and some homes will be destroyed.
BIG OPEN QUESTION: Will defending the village successfully cause the raiders to stop messing with the town forever, or will they come back with a strong vengeance?
Objective to complete quest: Successfully hold the line against the raiders to protect the village until the raiders give up and surrender or retreat.
MONSTERS:
Fishfolk
Giant Crab
Pirate
Pirate Captain
Tough Boss
Warrior Infantry
Mage apprentice
STRUCTURE:
Entrance:
A fat headed fish folk named Eelo turns up at the lodge, claiming they no longer want to serve the Lionfish King, who they claim has grown paranoid and unstable. He says he has information about an impending attack on the village of Tidewater. They will strike at dusk on _____ day.
Elo description:
Name: Eelo
Fishfolk
Fat headed grouper fish head
Cautious/soft and shy voice
Wants to be free from the rule of the Lionfish king. Wants to live a free life. He is, however, afraid to betray him and looks for any opportunity to avoid punishment.
Talks as if he doesn’t have teeth
Puzzle:
Paloma believes he is a saboteur or assassin sent by the Lionfish King, but Captain Clintock is ready to trust him.
Suspicious Activity: If players ever spy on Eelo, they may find him attempt to sneak onto Captain Clintock’s submarine. He can be seen looking at the mechanisms of the machine and studying it. If he is confronted, he will claim that he just wanted to study how the submarine worked as he wants to create his own one day. In reality, he wants to know how to make it for the LIonfish king to earn higher respect and privilege (DC 11 Insight to see honest behavior).
Setback:
The raid occurs earlier than what Eelo said. A single or a group of civilians get pillaged and home destroyed. If the players are prepared on time, however, this isn’t an issue.
Combat Type: Hold the Fort. If the sand walls built to protect the town are created, the enemy will succeed in damaging the town. Each sandwall is AC 13 and 10 HP. There are 2 layers of sand wall.
Wave 1: A massive steel ball can be seen emerging from the water as a giant mudfish ogre spirit emerges and throws the steel ball towards the sand walls and breaks through it resulting in an opening. 4 fish folk and a massive ogre-like spirit that has a face like a mudfish with gills and fins on its head emerge from the beach and charge into the city toward the hole. More fishfolk can be seen charging in and being dealt with by other fighters in the village.
Climax
A second wave comes after the previous wave in case the PCs fail to eliminate the first wave within 3 rounds. A tall and buff fishfolk bandit captain with his 2 fishfolk henchmen emerges from the sky riding hammer gulls and dropping boulders before landing to kidnap a civilian to use as blackmail. Players will have to stop them before they can take off.
Resolution
Both waves from the raid are stopped and the fishfolk retreat or surrender. The village rejoices in victory and build a sand sculpture of the defenders in honor.
When the adventurers arrive, they soon discover from the divers at the lodge that one of their members went missing the night before. Most believe he was taken by fish folk raiders, but whether they were sent by the Lionfish King or by the Venomous Rex is not known. Paloma Clintock asks the adventurers to help her find her friend.
Missing Person Info: The missing diver is named: “Jinu” who is an ambitious and charismatic young adult man deeply in love with researching the Shallows and its biology. During the time he got captured, he was exploring deeper than he normally goes after following what looked to be an animated skeletal fish. This fish turned out to be a lure created by one of the Lionfish King’s henchmen. They ambushed and kidnapped Jinu to lock him up at the Lionfish’s jail cells. )
Name: Jinu
Statblock/Role: Commoner/Diver (Prof in Nature and Survival)
Appearance: Black wavy hair, green eyes, freckles, 5’10”, lengthy, smooth skin, shaved legs, wears small hooped earings
Personality/Voice: Extends his vowels and keeps chin raised (Think Anne from Green Gables). Curious and appreciative (golden-retriever energy)
Motivation: Trying to create a book on marine biology to teach students at schools with.
Quirk: Forgets everything moments after hearing it.
EVENT 1: The players find out about this situation and if they decide to look for where the diver (Jinu) is, the mariner’s guild informs them that they suspect it may be the Lionfish King’s henchmen behind this due to the feud going on. The players are informed that they may likely find the kidnappers heading towards the location of the Lionfish King’s domain. Though uncertain, they suspect the fishfolk to lock Jinu up in a cell found either in the LIonfish King’s underwater dungeon, or locked up on his ship known as the “Doomspine”. The Doomspine’s usual route will also be revealed to the players if they decide to go that direction.
Jinu ultimately will be taken to the Doomspine where the Lionfish King will be busy coming up with a plan to use Jinu as blackmail to make the Mariner’s guild give up their base to him.
EVENT 2: The players will encounter a fish folk with a fishing hook piercing one nostril named “Nomu” traveling upon a giant seahorse (“Stella”) armed with a weapon and armor. When the fishfolk spots the players traveling towards whatever destination they go on, they attempt to speak with the players while showing that he is coming in peace to ask if they know Captain Clintock and his gang. He will disarm himself to show his lack of hostility and explains that he is actually a friend to the Captain and his crew and wants the Lionfish King out of power. He informs the players about the kidnapping he is aware of and wants to help pay the Captain back for saving his life from Venomous Rex’s goons when they ambushed him. If the players ally with Nomu, he gives them all the intel they need to successfully get Jinu out and bring him back home as well as where to go.
Name: Nomu
Statblock/Role: Fishfolk/Sentry for Lionfish King
Appearance: Typical blue fishfolk with hook piercing stuck to his nose and scars all over his body.
Voice/Personality: Stitch voice/ Loyal
Motivation: Repaying Captain Clintock for saving his life. Also wants the Lionfish King eliminated.
Quirk: Talks in 3rd person
EVENT 3: If the players follow Nomu or get there by themselves, they will have to approach the Doomspine without getting spotted in order to sneak onboard.
Objective to complete quest: Return Jinu back to the Southern Mariner’s Guild.
MONSTERS (Possible Ideas):
Fishfolk
Aquatic Beast Spirit
Blowbelly Pufferfish
Giant Shark
Giant Crabs
Merrow
Giant Octopus
Lionfish King
Mage
Apprentice Mage
STRUCTURE:
Room 1 (Outside of Boat):
As you approach the sail boat filled with the sounds of barking orders, you see that the sailboat has a pulley system in the back holding a rowboat up. The boat looks to have 3 levels with the first level being the highest with 3 large windows at its front, the second level being below with 3 small windows at its front and a door with two small windows at its side,, and the 1st level with no observable windows. You also see many fishfolk armed with swords and spears standing upon the vessel all looking towards the same individual: a massive humanoid with the head of a lionfish and outfit of a noble sailor. Looks like a meeting of some kind.
Captain’s Quarters: Locked (requires key that the Lionfish King carries on him. Requires a DC 20 Dex (thieve’s tools) check to open.
Detection:DC 16 stealth check to avoid being detected on board
Room 2 (Second Deck):
You find yourself within the second level of the boat. The walls are lined with many boxes and barrels of all sizes. There is a door towards the back of the boat with loud chatter and laughter behind its door. To the front of the boat is another door with a sign nailed to it saying: “Sleethar’s Quarters. DO NOT ENTER”. There also appears to be a staircase leading deep down the boat at the center of this deck.
Creatures: 4 fishfolk
Fishfolk are busy talking to each other about how much of a ***** the Lionfish King has been to them. They enjoy talking about this over a meal. They have a Passive Perception of 15. If they hear something, they will investigate and alert the captain of invaders.
Crates and Barrels: Roll on Pirate Cargo Loot table to determine what a player finds inside.
Sleethar’s Door:
This door is locked with a padlock (DC 17 Thieves Tools to unlock). Sleethar holds the key to this room.
Door: AC 15; HP 27
Fishfolk Sleeping Quarters:
The door to this room is unlocked. This room has many hammocks, chairs, and an eating table.
Trap (the setback!): DC 16 passive perception to notice tripwire trap. If the players attempt to walk down the staircase to the bottom deck, they may trip on a trip wire hiding across. When tripped on, a large fishing net decorated with sand shakers comes flying down upon the party and restraining them by scooping them up (DC 15 Dex saving throw to avoid). The loud sandshaker sounds from the net causes the fishfolk to come out of the adjacent room to investigate.
Net: AC 10; HP 10; DC 13 Strength check to rip out of it. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Room 3 (Sleethar’s Room [Second Deck]):
You find yourself in a humble room with a large comfy bed, desk and chair, and a couple of barrels. On the desk you find an alchemy kit alongside a book with information about various ingredients. A wooden trunk sits at the end of the bed.
Alchemy table:
1 uncommon potion is sitting at the table uncorked but ready for consumption (Catspeed; Uncommon)
Parchment with many writings that describe the detailed ways Lionfish poison affects many different types of potion brews.
Wooden Trunk:
Field Cauldron
Fine clothing
50 GP
Barrels: (Roll on pirate loot table)
Room 4 (Bottom deck):
As you descend deeper down the creeky stairs of the Doomspine, you are immediately met with the strong smell of fish and the sound of bubbles bubbling up mixed with an exhale of something big. Across the room you see a massive grey octopus hanging onto the corner ceiling of the room adjacent to a door with a large padlock. The Octopus is armed to the teeth with swords and spears and sports a striped bandana. On one of its 8 arms is a keychain wrapped tightly by a tentacle. The octopus seems to be sleeping as it continues to snore bubbles. The rest of the room looks to be filled with barrels and boxes of different resources.
Creatures: Octopus Demon Spirit
Items: 2 swords, 2 spears, and a keychain with a single skeleton key on it
Furniture and Objects: Roll on Pirate Cargo Loot table to determine what a player finds inside.
Jinu Door (locked)
This door is locked (requires DC 13 Dex (thieves-tools check to open).
Adjacent door to Jinu door (not locked)
Inside contains barrels of spiced rum and a table covered in book writing materials in addition to an open journel
A wooden saw can be found under the desk with a DC 14 perception check.
If a player reads from the book, they find a map inside with a mark on the Obojima map showing a place of interest far deeper within the sea with the words “treasure island?”
Door at the front of boat (not locked)
This room contains more boxes and barrels with similar contents. Good hiding spot.
Room 5 (Jinu room):
As you enter into the locked room, you find Jinu completely tied up and gagged with rope while squatting on the floor trying to rub the rope against the wooden bed frames to free himself. He stops and looks at you with shock followed by relief. He tries to look behind you to see if anyone else is following you. The room looks surprisingly clean for a hostage room. You see 2 beds, 2 wooden trunks, and a desk with a seat inside.
Creatures: 1 Jinu (commoner)
Furniture and Objects: Roll on Pirate Cargo Loot table to determine what a player finds inside.
Wooden Trunks: contains nothing inside except one small bora bug crawling around inside of it looking for food.
Room 6 (Captain’s Quarters)
You find yourself in the forbidden space of the Lionfish King. The room is filled with regal decore with a massive wooden trunk sitting in the back, a shelf, two different wooden tables, a bed, a wooden table at the center with many things scattered across it, and multiple windows that pour light into this dark space.
Wooden Trunk:
1100 gp inside
Coin’s Edge (common)
Lionfish Poison (Rare)
Center of Wooden Table:
A map detailing a hidden area of interest on the ocean map marked (treasure ruins?).
The map also details the sightings of Venomous Rex’s army and plans to invade those spaces.
Conclusion:
If the players manage to bring Jinu back to the Mariner’s Guild, the team will thank them tremendously for rescuing him and will be granted full membership with the Mariner’s guild. All players gain the background: “Apprentice Diver” along with all of its benefits, equipment, and skills.
Equipment: An Explorer’s Pack, a chest, grappling hook, fishing tackle, a faction coin marking which lodge you trained under, and 11 gold flowers.
When visiting either of the Coastal Diver’s Lodges, you always have free room and board. Additionally, the lodge will assist you in your endeavors as best they can.
Pirate Cargo Loot (2d6)
2d6
What’s Inside
Description / Notes
2
Blood-stained rags & rotted rope
Filthy, no real value except as grim clues.
3
Dented helm & tattered banner
Crew insignia; potential disguise/ID clue.
4
Rusty blades & broken harpoons
Scrap only; could be reforged with downtime.
5
Mildewed blankets & damp sailcloth
Dry them for tarps/bandages/bedrolls.
6
Crates of almost-leather smoked fish
Edible (barely): 1d4 days rations for the party total.
7
Small cask of clean water
Refill waterskins; enough for the party.
8
Knobble Leaf Seaweed (bundle)
Common ingredient; useful in sea/alchemy brews.
9
Healer’s odds & ends
1d4 bandages, clean thread, small glass vial (craft simple salves).
10
Potion (roll random common potion)
Sealed bottle; unlabeled unless identified.
11
Useful gear (roll 1d4): 1 Rope 50 ft (good); 2 Net + fishhook kit; 3 Waterproof map case + 4 blank sheets; 4 Basic thieves’ tools (well-worn).
Solid utility loot.
12
Treasure / story prize (roll 1d6): 1 Coin’s Edge (common magic); 2 Hover Hopper (common magic); 3 Pouch of Gohaku Rice (valuable ingredient); 4 Bottle of Wufu Whiskey (3 sips, each +1d6 to any roll, then gone); 5 Crimson Octopus Ink (tiny vial, ~100 gp value); 6 Pirate Ledger (routes, contacts—strong plot hook).
Rare jackpot.
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So I was a Kickstarter backer of Obojima and have been very excited to see it released on DnD Beyond such that I can easily run a campaign with friends. While Obojima's an amazing setting, and the included adventures are a great start, I was thinking it'd be nice to have some shared tools as DMs to have one-off sessions per the spirit of Obojima. Basically, just a bit more of a starting point to plan a session's worth of adventure than what's been provided in the campaign setting book.
For instance, take Okiri's Adventure Hooks section. It's easy to see how those Adventure Hooks could lead to a session, but let's pool our resources to make planning a full session a bit easier (like a writers room brainstorm where we share ideas).
For the Party Crashers adventure hook, it's basically a festival and it might be disrupted. Straightforward and great simple adventure hook. So what gaps do we need to fill in for this session? Well... we'll need a festival, and so we'll want festival games etc... The book notes Blotcher as a main game of the town, so that probably wants to be part of it. If you're a DM and you've already thought of an Okiri Village festival that fits this adventure hook, or literally anything else you've fleshed out from the book, share it below!
I'll start with mine as 1st response.
Cheers -- Crawkletoes
Place: Okiri village
Adventure Hook: Party Crashers
The celebratory air of one of the village’s vegetable festivals attracts a rowdy band of yokarios whose antics threaten to disrupt all the fun.
Simple adventure hook and excuse to hold a festival. Here's a bunch of content I've got for an Okiri festival. The yokarios disrupt the Blotcher tournament before the final round.
Festival Games (with modifier at start)
These Festival games don't really have tangible prizes. But it's understood that people who do well at one of the games tend to earn the apppreciation and respect of the townsfolk. This is mechanically tied to the ultimate event: Blotcher. Players who win their respective games receive high praise from the crowd, and are likely to be bought drinks or otherwise gain fans in the festival atmosphere. Mechanically, this gives them one Inspiration to be used in Blotcher, where a crowd member will shout to inspire them, or tell them to, e.g., "watch out on your left!"
STR - Wrestling tournament (sumo rules)
DEX - Dragon sheep shepherd sling test of accuracy
INT - Latchhook.
CON – Pumpkin mead drinking contest
WIS – Sheep dragon herding, race to get the sheep dragon to fly through a series of hoops
CHA – Dance of the wool harvest
Main event: BLOTCHER TOURNAMENT
I haven't even purchased obojima yet and this makes me even more excited for it
Here is something I just wrote up for my group. Sorry if it's a bit messy. I didn't' write it with the public in mind but figured I'd add to this.
The Flying Bicycle
Adventure for Level 2-4 Characters
PREMISE: A young boy in town named Kiro got a hold of a levitation potion and poured it on the spokes of his bike and climbed on, hoping to join a school of flying jellyfish passing overhead. His bike carried him skyward, but it doesn’t look like it’s coming down any time soon. Terrified, the boy’s parents (Jin [human] & Jane [elf]) implore the adventurers to get their son back safely.
Encounters:
This situation plays out over three events. During each event, the boy elevates another 50+ feet into the sky due to the effects of a levitation potion. The potion lasts 1 hour. After 5 minutes the next event takes place. The players have to figure out how to get the boy down and return him to his parents. The following NPCs are around during the incident. Kiro elevates 5 ft. higher every minute.
Stage 1: Kiro is on his way to being 50 ft. in the air by the end of 5 minutes. By the time his parents notice what’s going on after hearing their son cry out for help, Kiro is already 25 ft. in the air. 3 giant jellyfish can be spotted above not far from reach but are just on their way to passing by. Whatever the players do during this stage to save him is good. If the players, however, use a method that will take time to get the boy and his bike down (3-4 minutes or longer), move to stage 2.
Stage 2: After 5 minutes have passed, 1-minutes later a group of 2-5 harpies can be seen flying from above but suddenly U-turn before flying in circles around Kiro. These harpies take interest in the flying bicycle and want it for themselves. They also want to bully the little boy for entertainment's sake.
Stage 3: After 10 minutes have passed, Kiro will be getting closer to running into the giant jellyfish that are destined to run into him if he continues to go higher. The jellyfish’ tentacles are low enough where they will graze against Kiro and sting him by accident. If the players find a way to attack the Jellyfish, it can cause the jelly to panic and begin moving effortfully higher in the sky to avoid danger, saving Kiro. The Jellyfish are around 105 ft. up (bottom up).
Aftermath: If all else fails and Kiro is stung by the jellyfish, he goes unconscious and lays limp on the bicycle as it continues to go higher into the sky through the clouds and disappears. What happens to him after that is a mystery to those below. What really happens to him is that the Sky King will see the boy, and catch him before riding off into the highest heights. If the players ever meet the Sky King in the future, they will see Kiro alive and well upon the Sky King and would have built a relationship with this beast by the time anyone does find him.
If Kiro is saved, however, and brought back to his family, both parents will be very grateful to the players and thank everyone who helped them. They will offer anything the players may want in payment for helping their son.
The Rare Strobe Fish (1 Quest Points)
Adventure for Level 2 Characters
Situation/Hook. A few days ago, Figby was on a dive and spotted a rare species of fish near a sunken shipwreck. He’s been calling the creature a “strobe fish”. He was hoping to study it, but he had to retreat because he was nearly out of breath. He desperately wants to study it and would love some help finding it and perhaps even capturing it for his aquarium.
Encounters
Exploring the Shipwreck: Ever since this ship has sank 10 years ago by a fleet of humans, sea life of all shapes and sizes have begun to flourish within the woodwork. Tons of coral and coral has grown within the ship as a result wherever light cracks through the ship's insides. When the players approach this area, they will spot the strobe fish again but will see it quickly swim away into the confines of the ship. Figby will be extremely excited and will encourage the players to join him in finding it. Every time the players explore a room, roll on the table below:
Random Encounter Table:
1d6
Encounter
1
A blind Giant Shark appears
2
An animalistic spirit octopus that calls this place home
3
A swarm of fanged fish (swarm of piranhas) appear. If any player is bloodied, they attack.
4
A blowbelly pufferfish appears
5
An animated net ambushes (DC 12 perception check to notice)
6
The Strobe Fish appears
Looting the Ship: If a player attempts to loot any cabinet, box, or barrel within the ship, roll on the sunken ship table below. Every time the players open a total of 4 things, roll 1d6 to determine the outcome:
1d6
Result
1–3
Nothing notices.
4–5
Something large moves outside the hull. Pressure vibrates the ship.
6
A deep sea predator has taken interest — encounter soon.
The Hiding Spot: If the players enter Room 4, they will find a room with a toilet, barrels, and 2 chests. While looking around, players will notice a flashing light coming from within the toilet seat. DC 15 Investigation Check or Arcana Check can determine that the toilet is not actually a toilet, but an entity that is trying to imitate the look of a toilet. The entity is a demon spirit that can never seem to satisfy its own hunger for flesh. Use Mimic statblock.
Shipwreck Cargo Loot (2d6)
2
Giant Ancient Oyster
If forced open (DC 20 Strength check. Attacking it attracts predators), a Black Pearl (uncommon) can be found inside.
3
Rotten Sailcloth & Algae-Sogged Bedding
Completely ruined. Smells like the bottom of a whale’s throat. No value.
4
Splintered Planks, Nails, & Rusted Tools
Mostly useless for adventurers, but repair-savvy PCs could salvage 1 boat part with 10 minutes' work.
5
Barrel of Salt That Turned to Brine Sludge
It tastes horrible. But can preserve meat or mask the scent of blood from sharks for 1 hour.
6
Coiled Ropes (Mostly Decayed)
When pulled, they break. But 1d4 ft is usable — basically rope for tying small things, not climbing.
7
Pickled Kelp Loaves (Edible-ish)
Enough rations for 1 day, but eating it makes the PC’s voice echo gurgly for an hour. No mechanical penalty — just funny/creepy.
8
Broken Compass & Moldy Captain’s Ledger
The compass spins uselessly. The ledger reveals a destination or passenger name that could matter later — your choice.
9
Barnacle-Crusted Bottle with Ink
The ink writes bright teal underwater, and black on land. Holds ~3 uses. Could be important for secret notes.
10
Potion Ingredient: Tangled Weed
Used in crafting potions.
11
Sealed Tin of Hardtack Biscuits
Somehow untouched by water. Counts as 2 days of food, but eating them causes very intense thirst (need to drink soon after).
12
A Stasis-Sealed Captain’s Chest
Inside: A small idol of mother-of-pearl shaped like a watchful fish eye. Grants advantage on perception checks underwater when held — not worn. Worth 25–50 gp to the right buyer.
Fish Folk Defector (1 Quest Point)
Adventure for Level 3 Characters
PREMISE:
A fish folk turns up at the lodge, claiming they no longer want to serve the Lionfish King, who they claim has grown paranoid and unstable. He says he has information about an impending attack on the village of Tidewater. Paloma believes he is a saboteur or assassin sent by the Lionfish King, but Captain Clintock is ready to trust him.
Objective to complete quest: Successfully hold the line against the raiders to protect the village until the raiders give up and surrender or retreat.
MONSTERS:
STRUCTURE:
Missing Diver! (1 Quest Points)
Adventure for Level 3-5 Characters
PREMISE:
When the adventurers arrive, they soon discover from the divers at the lodge that one of their members went missing the night before. Most believe he was taken by fish folk raiders, but whether they were sent by the Lionfish King or by the Venomous Rex is not known. Paloma Clintock asks the adventurers to help her find her friend.
EVENT 1: The players find out about this situation and if they decide to look for where the diver (Jinu) is, the mariner’s guild informs them that they suspect it may be the Lionfish King’s henchmen behind this due to the feud going on. The players are informed that they may likely find the kidnappers heading towards the location of the Lionfish King’s domain. Though uncertain, they suspect the fishfolk to lock Jinu up in a cell found either in the LIonfish King’s underwater dungeon, or locked up on his ship known as the “Doomspine”. The Doomspine’s usual route will also be revealed to the players if they decide to go that direction.
EVENT 2: The players will encounter a fish folk with a fishing hook piercing one nostril named “Nomu” traveling upon a giant seahorse (“Stella”) armed with a weapon and armor. When the fishfolk spots the players traveling towards whatever destination they go on, they attempt to speak with the players while showing that he is coming in peace to ask if they know Captain Clintock and his gang. He will disarm himself to show his lack of hostility and explains that he is actually a friend to the Captain and his crew and wants the Lionfish King out of power. He informs the players about the kidnapping he is aware of and wants to help pay the Captain back for saving his life from Venomous Rex’s goons when they ambushed him. If the players ally with Nomu, he gives them all the intel they need to successfully get Jinu out and bring him back home as well as where to go.
EVENT 3: If the players follow Nomu or get there by themselves, they will have to approach the Doomspine without getting spotted in order to sneak onboard.
Objective to complete quest: Return Jinu back to the Southern Mariner’s Guild.
MONSTERS (Possible Ideas):
STRUCTURE:
Conclusion:
Pirate Cargo Loot (2d6)
2d6
What’s Inside
Description / Notes
2
Blood-stained rags & rotted rope
Filthy, no real value except as grim clues.
3
Dented helm & tattered banner
Crew insignia; potential disguise/ID clue.
4
Rusty blades & broken harpoons
Scrap only; could be reforged with downtime.
5
Mildewed blankets & damp sailcloth
Dry them for tarps/bandages/bedrolls.
6
Crates of almost-leather smoked fish
Edible (barely): 1d4 days rations for the party total.
7
Small cask of clean water
Refill waterskins; enough for the party.
8
Knobble Leaf Seaweed (bundle)
Common ingredient; useful in sea/alchemy brews.
9
Healer’s odds & ends
1d4 bandages, clean thread, small glass vial (craft simple salves).
10
Potion (roll random common potion)
Sealed bottle; unlabeled unless identified.
11
Useful gear (roll 1d4): 1 Rope 50 ft (good); 2 Net + fishhook kit; 3 Waterproof map case + 4 blank sheets; 4 Basic thieves’ tools (well-worn).
Solid utility loot.
12
Treasure / story prize (roll 1d6): 1 Coin’s Edge (common magic); 2 Hover Hopper (common magic); 3 Pouch of Gohaku Rice (valuable ingredient); 4 Bottle of Wufu Whiskey (3 sips, each +1d6 to any roll, then gone); 5 Crimson Octopus Ink (tiny vial, ~100 gp value); 6 Pirate Ledger (routes, contacts—strong plot hook).
Rare jackpot.