Wednesday, September 18, 2024

A 5th Edition Module just for you

 Taking a break today from reviewing the old school stuff and thought I would share a module I wrote for the most recent edition of our favorite game. I'll get out of the way and let you readers have at it. I hope you enjoy it. Let me know what you think.

P.S I suck at maps. Make your own. lol,



Background

In the mist-shrouded coastal village of Saltmarsh, the whispers of the deep tell of a sunken temple dedicated to a forgotten, abyssal sea god. The temple is said to hold forbidden knowledge and eldritch relics, but is guarded by the god's monstrous aberrations and the maddening influence of the deep itself. A group of foolhardy adventurers, driven by greed or a thirst for the unknown, seek to brave the crushing depths and plumb the temple's secrets.

Adventure Hook

The adventurers, drawn to Saltmarsh by rumors of the sunken temple, encounter a delirious old fisherman who speaks of the drowned god in hushed, fearful tones. He warns them of the temple's horrors and the madness that awaits those who disturb its slumber. The adventurers, intrigued and perhaps a little reckless, decide to charter a boat and descend into the abyss.

The Sunken Temple

The temple, a cyclopean structure of coral, barnacles, and the bones of leviathans, lies in a deep trench off the coast. The pressure of the depths is immense, and the water is dark and cold. The temple's entrance is a gaping maw, its teeth formed of jagged coral.

Encounters

  1. Giant Crabs (3d6): AC 15, HP 26 each, Att 1 pincer (1d8 + 3), Move 60 ft./90 ft. swim. These monstrous crustaceans, their shells encrusted with barnacles, guard the temple's entrance.

  2. Reef Shark (2d4): AC 13, HP 22 each, Att 1 bite (2d6 + 2), Move 120 ft. swim. These predators, their eyes glowing in the dark, patrol the waters around the temple.

  3. Abyssal Eel (2): AC 13, HP 44 each, Att 1 bite (2d10 + 3), Move 60 ft./90 ft. swim. These massive eels, their bodies slick and serpentine, lurk in the temple's shadows.

  4. Deep Ones (3d8): AC 12, HP 22 each, Att 1 claw/1 bite (1d6 + 2 each), Move 60 ft./90 ft. swim. These amphibious humanoids, their skin slimy and their eyes bulging, are the fanatical servants of the Drowned God.

  5. Drowned Priest (1): AC 17, HP 66, Att 1 trident (1d8 + 4) or spell, Move 60 ft./90 ft. swim. This powerful cleric, his flesh bloated and his eyes vacant, commands the Deep Ones. He is a conduit for the Drowned God's power and will unleash devastating spells to defend the temple. (Spells: guiding bolt, spiritual weapon, hold person, blindness/deafness, dominate person)

  6. The Drowned God (CR 10): AC 18, HP 189, Att 3 tentacles (2d6 + 6 each) or spell, Move 60 ft./90 ft. swim. This colossal, tentacled monstrosity, its form shifting and pulsating, slumbers in the temple's depths. If awakened, it will unleash its full fury upon the intruders, its psychic screams driving them to madness. (Spells: telekinesis, confusion, phantasmal killer, dominate monster, feeblemind)

Traps

  1. Crushing Walls: The temple's corridors are lined with pressure plates that trigger crushing walls. (DC 15 Dexterity saving throw or take 3d10 bludgeoning damage)

  2. Poison Darts: Hidden vents in the walls fire poison darts coated in a neurotoxin. (DC 13 Constitution saving throw or take 2d8 poison damage and become poisoned for 1 hour)

  3. Flooded Chamber: A hidden glyph on the wall, when touched, opens a sluice gate, flooding a chamber with water. (DC 12 Strength (Athletics) check to swim against the current or be swept away)

Environmental Hazards

  • The Crushing Depths: The pressure at these depths is immense. Characters must succeed on a DC 10 Constitution saving throw every hour or gain a level of exhaustion.

  • The Maddening Dark: The darkness is oppressive and filled with whispers. Characters must succeed on a DC 12 Wisdom saving throw every hour or gain a short-term madness.

  • The Cold: The water is frigid. Characters must succeed on a DC 10 Constitution saving throw every hour or gain a level of exhaustion.

Treasure

  • Scattered throughout the temple are tarnished gold and silver coins, along with pearls that seem to whisper secrets.

  • In the temple's inner sanctum, the adventurers find a blasphemous idol of the Drowned God, its surface etched with unknowable glyphs.

  • The idol's eyes are made of two large, milky opals that seem to stare into the soul.

  • The idol radiates an aura of power and madness.

Conclusion

The adventurers must face not only the physical dangers of the deep but also the psychological horrors that dwell within the sunken temple. If they survive, they may emerge with forbidden knowledge and eldritch relics, but at what cost to their sanity and their souls?


The Curse of the Drowned God (5th Edition, Levels 17-21)

Background

Months have passed since the adventurers braved the Sunken Temple of the Drowned God. They emerged victorious, bearing eldritch relics and haunted memories. But the temple's influence lingers, a creeping corruption that festers within them. The whispers of the deep grow louder, and the adventurers find themselves drawn back to the sea, their fates entwined with the abyssal god they thought they had vanquished.

Adventure Hook

The adventurers, scattered across the realms, are plagued by disturbing visions and nightmares. They dream of drowning cities, of leviathans rising from the depths, and of the Drowned God's baleful gaze. These visions grow more frequent and intense, culminating in a shared nightmare where the Drowned God speaks directly to them, promising power and eternal life in exchange for their servitude.

The Call of the Deep

The adventurers, driven by the nightmares and a growing sense of unease, reconvene in Saltmarsh. They find the village gripped by fear, as the sea itself seems to be turning against them. Monstrous storms ravage the coast, and strange, bioluminescent creatures wash ashore. The old fisherman, now a raving madman, warns of the Drowned God's return and the impending apocalypse.

The Abyssal Convergence

The adventurers, guided by their nightmares and the fisherman's cryptic ramblings, discover that the Drowned God is attempting to breach the veil between worlds and manifest fully in the Material Plane. This convergence is causing the sea to rise, the storms to intensify, and the fabric of reality to unravel. The adventurers must journey to the epicenter of this convergence, a hidden island that has risen from the depths, and confront the Drowned God before it consumes the world.

The Island of the Abyss

The island, a grotesque mockery of paradise, is a realm of madness and despair. The sky is perpetually overcast, the air thick with the stench of decay, and the ground trembles with the Drowned God's approach. The island is populated by nightmarish creatures, mutated by the god's influence, and the adventurers must fight their way through hordes of these abominations to reach the island's heart, where the Drowned God awaits.

Encounters

  1. Leviathan Thralls (3d10): These monstrous crustaceans, once mere crabs, have been transformed into hulking behemoths by the Drowned God's power.

  2. Abyssal Horrors (2d8): These once-ordinary fish have become grotesque, tentacled horrors, their minds warped by the god's influence.

  3. Deep One Abominations (1d6): These elite Deep Ones, their bodies twisted and mutated, serve as the Drowned God's personal guard.

  4. Drowned Avatar (CR 20): This colossal, humanoid figure, its flesh bloated and decaying, is a physical manifestation of the Drowned God's power. It wields devastating psychic and elemental attacks, and its mere presence induces madness.

  5. The Drowned God (CR 25): The true form of the Drowned God is a Lovecraftian horror beyond comprehension. Its body is a writhing mass of tentacles, eyes, and mouths, and its mind is a vortex of madness and despair. Defeating this entity will require not only immense power but also unwavering resolve and the strength to resist its corrupting influence.

Climax

The final confrontation with the Drowned God will be a battle for the fate of the world. The adventurers must face the god in its own realm, where the laws of reality bend and twist to its will. They will need to draw upon all their strength, courage, and cunning to defeat this ancient evil and seal the breach between worlds.

Rewards

The adventurers, if they succeed, will save the world from the Drowned God's apocalyptic reign. They will also gain legendary status, their names forever etched in the annals of heroes. But the true reward lies in the knowledge that they have faced the ultimate darkness and emerged victorious, their spirits unbroken.


Monsters

Leviathan Thralls (CR 13)

  • Armor Class: 18 (natural armor)

  • Hit Points: 209 (19d12 + 95)

  • Speed: 30 ft., swim 60 ft.

  • Skills: Athletics +12, Perception +6

  • Senses: darkvision 120 ft., passive Perception 16

  • Languages: understands Deep Speech but can't speak

  • Challenge: 13 (10,000 XP)

  • Amphibious. The thrall can breathe air and water.

  • Crushing Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 6) bludgeoning damage.

Abyssal Horrors (CR 10)

  • Armor Class: 15 (natural armor)

  • Hit Points: 136 (16d8 + 64)

  • Speed: 10 ft., swim 40 ft.

  • Skills: Perception +7, Stealth +6

  • Senses: darkvision 120 ft., passive Perception 17

  • Languages: understands Deep Speech but can't speak

  • Challenge: 10 (5,900 XP)

  • Amphibious. The horror can breathe air and water.

  • Tentacle Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the horror can't tentacle slam another target.  

  • Psychic Screech (Recharge 5–6). The horror emits a piercing screech. Each creature within 30 feet of it must succeed on a DC 15 Wisdom saving throw or take 22 (4d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

Deep One Abominations (CR 15)

  • Armor Class: 15 (natural armor)

  • Hit Points: 210 (20d10 + 100)

  • Speed: 30 ft., swim 60 ft.

  • Skills: Athletics +10, Perception +8

  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

  • Senses: darkvision 120 ft., passive Perception 18  

  • Languages: Deep Speech

  • Challenge: 15 (13,000 XP)

  • Amphibious. The abomination can breathe air and water.

  • Multiattack. The abomination makes three attacks: one with its bite and two with its claws.

  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.  

  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

  • Psychic Blast (Recharge 5-6). The abomination targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Intelligence saving throw or take 33 (6d8) psychic damage and be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

Drowned Avatar (CR 20)

  • Armor Class: 20 (natural armor)

  • Hit Points: 330 (30d10 + 150)

  • Speed: 30 ft., swim 60 ft.

  • Skills: Athletics +15, Intimidation +12, Perception +10

  • Damage Immunities: poison, psychic

  • Condition Immunities: charmed, exhaustion, frightened, poisoned

  • Senses: truesight 120 ft., passive Perception 20

  • Languages: Deep Speech, telepathy 120 ft.

  • Challenge: 20 (25,000 XP)

  • Amphibious. The avatar can breathe air and water.

  • Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.

  • Multiattack. The avatar makes three attacks: two with its tentacles and one with its psychic blast.

  • Tentacle. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 8) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the avatar can't tentacle another target.  

  • Psychic Blast. The avatar targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Intelligence saving throw or take 44 (8d8) psychic damage and be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

The Drowned God (CR 25)

  • Armor Class: 22 (natural armor)

  • Hit Points: 597 (33d20 + 231)

  • Speed: 30 ft., swim 90 ft.

  • Saving Throws: Dex +12, Con +16, Wis +15, Cha +17

  • Skills: Arcana +17, Deception +17, Intimidation +17, Perception +15, Stealth +12

  • Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

  • Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned  

  • Senses: truesight 120 ft., passive Perception 25  

  • Languages: all, telepathy 120 ft.

  • Challenge: 25 (155,000 XP)

  • Amphibious. The god can breathe air and water.

  • Legendary Resistance (3/Day). If the god fails a saving throw, it can choose to succeed instead.

  • Magic Resistance. The god has advantage on saving throws against spells and other magical effects.

  • Innate Spellcasting. The god's spellcasting ability is Charisma (spell save DC 22). The god can innately cast the following spells, requiring no material components:

  • At will: detect magic, dispel magic, levitate

  • 3/day each: control weather, dominate monster, feeblemind, mass suggestion, teleport

  • 1/day each: antimagic field, power word stun, tsunami

  • Multiattack. The god makes five attacks: three with its tentacles and two with its psychic blasts.

  • Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the god can't tentacle another target.  

  • Psychic Blast. The god targets one creature it can see within 120 feet of it. The target must succeed on a DC 22 Intelligence saving throw or take 55 (10d8 + 5) psychic damage and be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

Treasure

  • Coins: 20,000 gp, 50,000 sp, 100,000 cp

  • Gems: 50 gems worth 1,000 gp each, 20 gems worth 5,000 gp each, 10 gems worth 10,000 gp each

  • Art objects: 10 art objects worth 2,500 gp each

Major Magic Items

  1. Trident of the Depths: This trident is a +3 weapon that deals an additional 3d6 cold damage on a hit. When wielded by a creature that can breathe underwater, the trident grants a swimming speed of 60 feet and the ability to breathe underwater.

  2. Cloak of the Leviathan: This cloak grants the wearer a +2 bonus to AC and advantage on saving throws against being frightened. While wearing the cloak, the wearer can cast water breathing (at 3rd level) and control water


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