(DMs Guild) Call from the Deep - Flip eBook Pages 1-50 (2024)

CREDITS Story: JVC Parry Author: JVC Parry Editor: Ken Carcas Proof: Julia King Art Director: JVC Parry Cover Art: Gabriel Cassata Interior Art: Bradley O’Hanrahan, Daniel Comerci, Danny Pavlov, Dean Spencer, DMsGuild Creator Resources, Forrest Imel, Henry Peters, Luimiart, Martin Sobr, Nastya Art, Nicolas Espinoza, Petr Sredl, Romain Defélix, Steven Bellshaw, Tijana Jankovic Cartography: Dyson Logos, Elven Tower, JVC Parry Layout: JVC Parry Assistant Layout: Julia King & Phil Beckwith Playtesters: Daniel Leeming, Dan Hunt, Ethan Wrigglesworth, Helen Gibson, Julia King, Molly Meadows, & Tom Wilkins www.artstation.com/gabriel_cassata www.dmsguild.com/browse.php?author=Bradley%20O www.danielcomerci.com www.artstation.com/dannypavlov www.deanspencerart.com www.artstation.com/forrestimel www.deviantart.com/htkpeh www.deviantart.com/luimiart www.martinsobr.com www.artstation.com/nastya-lehn www.artstation.com/vixgo www.sredl.eu romaindefelix.artstation.com www.artstation.com/steve_bellshaw www.artstation.com/tijanajankovicart dysonlogos.blog www.elventower.com SYNOPSIS Assault from the Astral After crash-landing onto the Material Plane, a strange, otherworldly ship brings with it an unexpected wave of piracy, hideous creatures from the bottom of the Trackless Sea, and a notorious foe who has been awakened from the deep, intent on destroying the world as you know it. The adventurers must set sail along the Sword Coast, fending off the pirate attacks while putting together the fractured puzzle that will reveal the true villain. A Dungeons & Dragons 5th Edition Campaign for characters from 1st - 12th level. FOREWORD Call from the Deep is a story about my favourite Dungeons & Dragons villains; the illithid, some of my favourite novels and childhood films; Hook, Pirates of the Caribbean, & Treasure Island, and my new found love for the work of H. P. Lovecraft. Additionally, it was inspired by my growing love for the Forgotten Realms, and it has been a delight to be able to play in that world. The adventure should inspire players to indulge in the finest tropes of piracy; swinging from the rigging, blasting each other with cannons, and forcing landlubbers to walk the plank. Once that tomfoolery is out of the way, the DM has the chance to take revenge. Otherworldly horror may break the minds of the characters, turning them from notorious captains to broken heroes. If the characters can hold their own against the horrors of the deep, and of the outer planes, they may emerge triumphant over one of the Realms most hideous villains. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

3 TABLE OF CONTENTS Sword Coast Map 7 Dramatis Personae 8 Introduction 10 Adventure Background 10 Running the Adventure 16 Chapter 1: The Crash 17 Neverwinter 18 Setting Sail 20 The High Seas 21 Captain Callous 21 Character Advancement 21 Sahuagin Attack 23 Character Advancement 23 Gundarlun 24 Gundbarg 25 Gallows Grotto: General Features 29 Travel in Gundarlun 31 Fiskrbak 31 Berranzo 34 Character Advancement 34 Berranzo: General Features 34 Thiliossk’s Plan 38 The Wreck of the Golden Crown 39 Underwater Environment 39 Golden Crown: General Features 41 Hoch Miraz 42 Character Advancement 45 Chapter 2: The Black Armada 46 Running a Ship 46 Baldur’s Gate 47 Baldur’s Gate Locations 47 Attack on Baldur’s Gate 53 Neverwinter 56 Neverwinter Locations 56 Kzixxaro 59 Attack on Neverwinter 64 Neverwinter Quests 65 Waterdeep 68 Waterdeep Locations 68 Force Grey 75 Attack on Waterdeep 76 Waterdeep Quests 76 Character Advancement 79 Chapter 3: Scouring the Seas 80 Folk of the Sword Coast 80 Random Encounters 82 Locations in the Island Kingdoms & Sword Coast 82 Alaron 82 Ardeep Forest 83 Asavir’s Channel 83 Ascarle 83 Aulmyr 83 Sidebar: Water Pressure 83 Aurilssbarg 84 Baldur’s Gate 84 Bryn Shander 84 Caer Allisynn 84 Candlekeep 86 Cloakwood 86 Cloud Peaks 87 Daggerford 88 Dragonspear Castle 88 Driftwood Docks 88 Endless Ice 88 Evermoors 88 Fields of the Dead 88 Fireshear 88 Flamsterd 89 Flamster’s Sunken Tower 89 Forest of Tethir 90 Fort Morninglord 90 Fort Vuuxaria 91 Gauntlgrym 94 Goldenfields 94 Gull Rocks 94 Gundarlun 95 Gwynneth 95 Helm’s Hold 95 High Forest 96 High Moor 96 High Road 96 Hundelstone 96 Ice Peak 96 Icewind Dale 97 Ioma 98

4 Ironmaster 98 Iumathiashae 99 Korinn Archipelago 99 Kressilacc 99 Kryptgarden Forest 99 Lathtarl’s Lantern 101 Leilon 101 Lizard Marsh 101 Longsaddle 102 Lost Peaks 103 Lurkwood 103 Luskan 103 Maelstrom 104 Mere of Dead Men 105 Mintarn 105 Mirabar 106 Misty Forest 107 Mithral Hall 107 Moray 107 Murann 109 Narino 109 Nesmé 111 Neverwinter Wood 112 Norland 112 Oman’s Isle 112 Phandalin 115 Port Llast 115 Purple Rocks 116 Red Larch 116 Red Rocks 116 Reghed Glacier 117 Roaringshore 117 Ruathym 117 Sea of Moving Ice 118 Sea of Swords 118 Sea Tower of Irphong 118 Secomber 121 Skaug 121 Small Teeth 122 Snowdown 122 Spine of the World 122 Star Mounts 122 Svardborg 122 Sword Mountains 122 Thornhold 122 Tír faoi Thoinn 124 Trackless Sea 124 Triboar 124 Troll Hills & Trollbark Forest 124 Trollclaws 124 Tuern 124 Tulmene 125 Underwave 125 Velen 126 Warlock’s Crypt 127 Waterdeep 127 Westbridge 127 Westwood 127 Whalebones 127 Wood of Sharp Teeth 127 Wreck of the Sea Witch 127 Yartar 128 Development 128 Character Advancement 128 Chapter 4: Pirate Kings & Kraken Priests 129 Travel to the Pirate Isles 129 Tentrix & Pirate Lords 129 Driftwood Docks 133 Golden Crown: General Features 136 Tentrix’s Floating lair 136 Development 145 Character Advancement 145 Purple Rocks 146 Utheraal 147 Sanity Scores 147 Trisk 151 Kraken Circle 151 Tendrils of Hadar 153 Character Advancement 155 Chapter 5: Ascarle 156 Kraken & Elder Brain 156 Ruins of Ascarle 157 Dungeons of Ascarle 159 General Features: Dungeons of Ascarle 160 Additional Features: Desecrated Catacombs 161 Additional Features: Undersea Shrine 163 Additional Features: Corrupted Caverns 168 Additional Features: Illithid Lair 171

5 Additional Features: Elder Brain Chambers 176 Additional Features: Vestress’s Tomb 178 Additional Features: Illithid Lair Second Level 180 Astral Retreat 183 Conclusion 183 Character Advancement 183 Appendix A: Random Encounters 184 Appendix B: Creatures 196 Aldani 196 Anka 196 Brain Golem 197 Captain Callous – Chapter One 197 Captain Callous – Chapter Two 198 Captain Callous – Chapter Three 199 Captain Callous – Chapter Four 200 Captain Callous – Chapter Five 201 Coelenite 202 Coelenite Mass Mind 202 Colossal Octopus 203 Eye of the Deep 204 Graven Image 205 Hoch Miraz 206 Hulking Crab 207 Sahuagin-Illithid Hybrid 208 Ixitxachitl 209 Ixitxachitl 209 Jarlaxle Baenre 210 Kelpie 211 Laeral Silverhand 212 Giant Lightning Eel 213 Merroni 214 Druskis 215 Luzgrigaul 216 Tharcereli 217 Thiliossk 218 Monkey 219 Mutant 220 Nereid 221 Nereid 221 Dhurge 222 Jarl Bluebeard 222 Sea King Tentrix 223 The Storm Maiden 224 Ramazith Flamesinger 225 Reekmurk 226 Malenti 227 Sahuagin Raider 228 Sea Cub 229 Sea Lion 229 Sea Spawn 230 Shoggoth 231 Skeletal Swarm 232 Swarm of Spellbooks 232 Tribute Gatherer 233 Uchuulon 233 Urophion 234 Uthgardt Shaman 235 Vajra Safahr 235 Vodyanoi 236 Walking Statue of Waterdeep 236 Wereshark 237 Zombie Dragon Turtle 238 Appendix C: Magic Items 239 Black Ice 239 Blackstaff 239 Bracer of Flying Daggers 239 Conch of Teleportation 240 Delver’s Armour 240 Feather of Diatryma Summoning 240 Figurine of Wondrous Power 240 Knave’s Eye Patch 240 Marid Conch 241 Moonbow 241 Piwafi (Cloak of Elvenkind) 241 Psionic Suit 241 Ring of Truth Telling 241 Smokepowder 242 Staff of the Eel 242 Tome of the Deep 242 Wand of Diminution 242 Wand of Stone Shape 242 Appendix D: Ships & Crews 243 Running a Ship 243 Random Ships & Crew 245 Example Ships & Crew 248 Ship Maps 251 Caravel 251 Keelboat 252

6 Longship 252 Sailing Ship 253 Warship 253 Appendix E: Player Handouts 254 Player Sword Coast Map 254 Black Armada Map 255 Black Armada Map - Translated 256 Tentrix to Wulfgar 257 Tentrix to Wulfgar - Translated 258 Tentrix’s Lair Note 259 Tentrix’s Lair Note - Translated 260 Sketch of Ascarle’s Entrance 261 Cultist Statue Notes 262 Statue Symbols 263 Tentrix’s Cipher 264 Appendix F: Character Options 265 Character Races 265 Merfolk 265 Sahuagin 266 Sea Spawn 267 Aldani 267 Character Feats 268 Beast Tamer 268 Cannoneer 268 Firearms Expert 268 Firearms Master 268 Navigator 268 Net Master 268 Sea Legs 269 Spear Specialist 269 Stoic 269 Submariner 269 Underwater Archer 269

7 SWORD COAST MAP

8 DRAMATIS PERSONAE The main members of the adventure’s cast of characters are listed here in alphabetical order for easy reference. Major NPC Description Main Description Abeline Nerovarco Dread High Trident of Umberlee and member of the kraken society Chapter 2 ("Waterdeep") Alwynos Holimion Emerald Enclave archdruid fighting in Winterglen on Gwynneth Chapter 2 (“Baldur’s Gate”) Arveene Greysail Captain of The Voyage Chapter 1 ("The Crash") Bartholomew Blackdagger Revenant Pirate Lord of the Black Armada who attacks Neverwinter Chapter 2 ("Neverwinter") Captain Callous Pirate captain of the Devil's Fin Chapter 1 ("The Devil's Fin"), stat block in appendix B Captain Scumme*r Green slaad Pirate Lord of the Black Armada Chapter 4 ("Driftwood Docks") Dagult Neverember Lord Protector of Neverwinter Chapter 1 ("The Crash") Delshara Windhair Witch of the Waves and ship enchanter from Orlumbort Chapter 2 (“Baldur’s Gate”) Desecratus Profanis Spirit naga corsair, Pirate Lord of the Black Armada Chapter 4 ("Driftwood Docks") Dhurge Sahuagin baron wandslinger, Pirate Lord of the Black Armada Chapter 4 ("Driftwood Docks") Druskis Attendant of Zellix'Phor Introduction ("The Colony of Zellix'Phor"), stat block in appendix B Frannis Sea-King of Utheraal in Purple Rocks, and Kraken Society dissenter Chapter 4 (“Purple Rocks”) Garrundar the Vile Black dragon mercenary captain on Pirate's Skyhold Chapter 2 ("Neverwinter") Grabbit Goblin boss of Tentrix’s Floating Lair Chapter 4 (“Driftwood Docks”) Hama Dryad living in Baldur's Gate Chapter 2 ("Baldur's Gate") Ilanquor Sahuagin malenti based in Tharqualnaar Chapter 2 (“Waterdeep”) Ingrimarr Deep Lord leader of the Kraken Society in Purple Rocks Chapter 4 ("Purple Rocks") Jarl Bluebeard Frost giant raider, Pirate Lord of the Black Armada Chapter 4 ("Driftwood Docks") Keros the Wanderer Triton scholar and friend of Ramazith Flamesinger Chapter 2 (“Baldur’s Gate”) Kharg Sahuagin baron from the Golden Crown Chapter 1 ("The Wreck of the Golden Crown," area w19) Kharon Merrenoloth quartermaster of Tentrix’s Floating Lair Chapter 4 (“Driftwood Docks”) Klaptikos of the Great Wave Marid genie Sultan trapped in a marid conch in Waterdeep Chapter 2 ("Waterdeep") Kzixxaro Aboleth furthering the goals of the Abolethic Sovereignty in Neverwinter Chapter 2 ("Neverwinter") Laeral Silverhand Open Lord of Waterdeep Chapter 2 ("Waterdeep") Len-jes Genasi Harbourmaster of Neverwinter Chapter 2 ("Neverwinter") Lureene Farfog Storm Priestess of Umberlee Chapter 2 ("Baldur's Gate") Luthra ‘Powder’ Lingenhall Gnome inventor and swashbuckler of Tentrix’s Floating Lair Chapter 4 (“Driftwood Docks”) Luzgrigaul Attendant of Zellix'Phor Introduction ("The Colony of Zellix'Phor"), stat block in appendix B

9 Mardred the Many Wizard member of the Many-Starred Cloak Chapter 2 ("Neverwinter") Mei Ling Aquatic vampire preying on mercenaries near Mintarn Chapter 2 (“Neverwinter”) Melessa Suaril Priestess of High Moonlight of Selûne Chapter 2 ("Waterdeep") Olgrave Redaxe King of Gundarlun Chapter 1 ("Gundarlun") Ramazith Flamesinger Mage with a wealth of marine knowledge in Baldur’s Gate Chapter 2 ("Baldur's Gate") Selacio Cradano Zhentarim loanshark Chapter 2 ("Baldur's Gate") Shava the Damned Deathlock mastermind and Regent of Ascarle Chapter 5 ("Ascarle") Skotha Stormwind Jarl of Fiskrbak Chapter 1 ("Fiskrbak") Slarkrethel Spellcasting kraken of the Trackless Sea Chapter 5 ("Ascarle") Storm Maiden Battle leader from Norland, Pirate Lord of the Black Armada Chapter 4 ("Driftwood Docks") Tentrix, Sea King Pirate king of the Black Armada Chapter 4 ("Driftwood Docks") Tharcereli Attendant of Zellix'Phor Introduction ("The Colony of Zellix'Phor"), stat block in appendix B Thea Wisecobble Harper leader of The Berg Chapter 2 (“Neverwinter”) Theryis & Toram Elven Harper faction agents Chapter 2 ("Neverwinter") Thiliossk Attendant of Zellix'Phor Introduction ("The Colony of Zellix'Phor"), stat block in appendix B Tra’ados Githyanki sarth hunting the mind flayers Chapter 2 (“Neverwinter”) Ulder Ravenguard Grand Duke of Baldur's Gate Chapter 2 ("Baldur's Gate") Uth'ivellios Cithrea Sea elf leader of Tharqualnaar Chapter 2 ("Waterdeep") Vestress Undead mind flayer and ex-Regent of Ascarle Chapter 5 ("Ascarle") Wulfgar the Black Kraken Priest of the Black Armada who attacks Baldur's Gate Chapter 2 ("Baldur's Gate") Yartra Kethron Kraken Society member charged with capturing Ramazith Flamesinger Chapter 2 ("Baldur's Gate") Zar’ryth Githyanki kith’rak and crèche leader in Flame Fault on Tuern Chapter 3 (“Tuern”) Zellix'Phor Elder brain currently in control of Slarkrethel and the Kraken Society Introduction ("The Colony of Zellix’Phor")

10 INTRODUCTION Y ou are about to set sail on an epic adventure that thrusts the heroes into the middle of a pirate-filled mystery. Call from the Deep is a Dungeons & Dragons 5th Edition campaign for four to six player characters. Players should start with 1st level characters and reach at least 10th level by the campaign’s conclusion. The campaign takes place in the Forgotten Realms, specifically in a region known as the Sword Coast, on the western shore of Faerûn and the seas beyond. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. I recommend that you read the entire campaign before attempting to run it. This introduction begins with an “Adventure Background” section that summarises the events that set the adventure in motion. The “Running the Adventure” section tells you everything you need to know to run the adventure smoothly. That section also presents guidelines for character level advancement, outlines the flow of the adventure, and describes its major challenges. Once you’ve reviewed this material and are ready to run the campaign, proceed with chapter 1, “The Crash”. ADVENTURE BACKGROUND The Sword Coast is where the continent of Faerûn meets the Sea of Swords in the west. This coastline is populated by a wealth of different folk from the Savage Frontier in the north down to the nation of Amn in the south. The settlements on the coast and the Island Kingdoms of the Sea of Swords and Trackless Sea are the primary settings of this campaign, but other inland locations may feature more prominently during your playthrough. For additional information on these locations, consult the Sword Coast Adventurer’s Guide. The coastline itself is perilous and changeable. In the north is the Sea of Moving Ice, filled with great bergs that shatter the hulls of unwary ships. Further south lies calmer waters and friendly ports and cities, such as Neverwinter, Waterdeep, and Baldur’s Gate. Despite the existence of these havens, Red Rocks isn’t the only thing that will sink your vessel. Pirates from Luskan and The Northlander Isles roam the coast, targeting merchant galleys and bullying fishing boats. The seas too are cruel, harbouring hideous monsters, tempestuous squalls and unseen horrors in their depths. Many strange forces have threatened the Sword Coast in recent years, from marauding giants to a death curse, the Cult of Elemental Evil and Tiamat herself. Brave heroes have managed to restore peace to the region each time, but this new threat may be the breaking point. Something distinctly alien has crash-landed in Faerûn. Something which the Material Plane is not equipped to deal with. The Illithid Empire Entirely alien to most of the common folk of the Realms, the illithid, or mind flayers, formed an empire of psionic hive mind slavers who brought devastation to populations of sentient creatures. Over many centuries, and across innumerate worlds, these tentacled nightmares subjected thousands of races to psychic torture, breaking their will and turning them into thralls. Telepathically united, these aberrations traversed the Outer Planes in nautiloids, ships attuned to their needs, in search of races to enslave. One of these races were the gith. Although they were dominated for centuries by the illithid, somehow the gith revolted against their oppressors, overthrowing their empire and scattering the remaining mind flayers far and wide. Although the details of the uprising are unknown, the illithid and gith (who became two separate races, the githyanki and githzerai), still hold utter contempt for each other. The gith actively seek out Illithid to destroy, and mind flayers seek githyanki crèches on the Material Plane to subjugate and torture. For more information about the gith and illithid conflict, known as the Endless War, see Chapter 4 of Mordenkainen’s Tome of Foes. In recent times, most surviving Illithid are scattered across the Astral Plane. A few made it to other worlds, where they continue to harvest brains and create thralls. Numerous sects of illithid have taken up home in the Underdark, the vast network of caverns beneath Faerûn. Here, hidden in the shadows, they devour the brains of sentient creatures to sustain themselves. Illithid culture is founded on knowledge and understanding. As well as consuming brains for sustenance, mind flayers also receive memories and wisdom stored within their victims’ brains, which is immediately transmitted throughout their colony telepathically. At the head of these colonies are Elder Brains. These beings of supreme intelligence manage the illithid communities, accessing the information they hold and using it to further the will of the race. Their goals are known as The Grand Design, which focusses on rebuilding their lost empire, and subjugating their remaining enemies. The Colony of Zellix’Phor Zellix’Phor is an ancient elder brain, who remembers the destruction of the illithid empire. Through the absorption of dead illithid brains, Zellix’Phor came to know the causes of the empire’s fall and is obsessed with vengeance. Driven by bloodlust, the illithid colony that follows Zellix’Phor searches across the Planes of Existence for githyanki crèches, hoping to decimate their population through infanticide. Zellix’Phor had become a name that elated mind flayers and brought dread into the hearts of the gith. His devastating effect upon the githyanki population was well known, and horrifying stories were told within that culture of the silent and deadly arrival of the illithid vessel which housed Zellix’Phor and his disciples. Over time, the colony of Zellix’Phor grew to a point where it could barely sustain itself. All available nautiloid

11 space was dedicated to the illithid, and their thralls were jettisoned to make room for the superior race. The need for brains to fuel the mind flayers meant that the nautiloid in which the colony lived was visiting the Material Plane ever more frequently. Despite generations of tactical warfare knowledge assimilated by the Zellix’Phor, his arrogance became his downfall. The gith had been tracking the nautiloid across the Planes, waiting for the right time to strike. Believing himself invincible, Zellix’Phor commanded the vessel to dock on the Material Plane to stock up on brains, and the ship was attacked. Githyanki knights, the fiercest and most formidable warriors of the martial race, struck the nautiloid with immeasurable force. They entered the vessel as assassins and decimated the illithid within. Without their thralls to take the brunt of the assault, the mind flayers were on the front line, and despite their formidable psionic capabilities, many were struck down by the silver swords of the Githyanki. The nautiloid crash-landed on the Northlander Isle of Gundarlun, killing nearly all aboard. Unfortunately, Zellix’Phor and his closest attendants managed to survive, sheltered from the destruction in the elder brain chamber of the nautiloid. As far as the githyanki are concerned, the suicide mission was a success. Zellix’Phor With an unimaginable intellect and iron will, Zellix’Phor is an Elder Brain whose like has not been seen on the Material Plane for centuries, if ever. Zellix’Phor is determined to rebuild the illithid empire around themselves and their colony, and also to exterminate the remaining gith. The elder brain is arrogant and believes themselves to be invincible, unable to be outsmarted or outmatched. After the crash, Zellix’Phor felt fear for the first time. The gith had destroyed their colony, save for a handful of minor disciples and their attendants. Thankfully, Zellix’Phor’s loyal acolytes put their lives on the line to find them a suitable vessel to occupy; the head of Slarkrethel the Kraken. The ongoing psionic battle between the elder brain and the kraken has renewed Zellix’Phor’s lust for domination, and the elder brain has sent out its agents into the Sword Coast to bring back the brains of its inhabitants, and the delicious knowledge contained within. Being a powerful spellcaster and aspect of Umberlee, Slarkrethel had a large following on the Sword Coast and throughout the Island Kingdoms in both the Kraken Society, and informal followers such as those on Purple Rocks. Now that Zellix’Phor is in control of the kraken, the elder brain has the ability to telepathically and psionically manipulate these agents to their will, and to further the Grand Design. Ideal. ‘All beings should submit to the will of Zellix’Phor. I will spread my influence across this new world.’ Bond. ‘Nothing is more important than rebuilding our lost empire, save, perhaps, for the extermination of the gith.’ Flaw. ‘Zellix’Phor is invincible. Zellix’Phor is indomitable. Zellix’Phor is omnipotent.’ The Attendants of Zellix’Phor Zellix’Phor was initially attended to by nine illithids. These mind flayers were tasked with uncovering specific areas of knowledge to help prolong the life and fulfil The Grand Design of Zellix’Phor. After the crash occurred, these nine helped Zellix’Phor escape from the crash site in what remained of their destroyed nautiloid - the elder brain chambers and control room. After fleeing the island in the shattered remnants, the attendants ended up in the Trackless Sea. They were immediately noticed by Slarkrethel, the ancient, spellcasting kraken who rules over those waters. In a devastating battle, which claimed the lives of five of Zellix’Phor’s attendants, Slarkrethel was subdued with psionic energy long enough for the elder brain to be grafted onto the kraken, dominating the brain of Slarkrethel. The four remaining illithid disciples are detailed overleaf. Their game statistics can be found in appendix B.

12 Druskis Primary attendant to Zellix’Phor, Druskis was tasked with accumulating knowledge of the Gith. They delighted in consuming the brains of the crèche leaders and using the information gained through consumption to locate every last Githyanki infant and slaughter them. Druskis is impatient and fastidious, only consuming fresh Gith brains if at all possible. Despite their flaws, Druskis remains unquestionably loyal to Zellix’Phor and was instrumental in rescuing the elder brain from the crash site on Gundarlun. Druskis truly believes that without Zellix’Phor, the illithid empire will suffer a calamitous and irreparable loss. Druskis has a special connection with the elder brain, and Zellix’Phor can act through Druskis’s body when the two are close enough together. Through this connection, Druskis is able to lead the rest of the colony and its thralls in the exact way Zellix’Phor desires. Because of this connection, Druskis is also a master psion, capable of exterting great power over the Material Plane through their innate spellcasting. Ideal. ‘Zellix’Phor is the illithid’s empire’s greatest hope. They shall be protected at any cost.’ Bond. ‘I have a psychic connection with Zellix’Phor, I am their favoured disciple, and will not permit any harm to befall them.’ Flaw. ‘I despise having to consume the brains of inferior races, only those of fresh Gith truly sustain me. Endangering my supply of brains is a serious threat I cannot ignore.’ Luzgrigaul Luzgrigaul despises humanoids, viewing them as truly inferior beings, from which nothing valuable can be learnt. If it were not for the diet of the illithid, Luzgrigaul would happily convert every living being into a mind flayer and incinerate the remnants of any inferior culture left behind. This contempt for those they consider lesser extends even to those within the colony. Whilst illithids truly belong to a hive mind, those closer to the elder brain are often more intelligent or have mastered greater knowledge, than those further detached, and to Luzgrigaul they are not worth a second look. Luzgrigaul’s area of expertise is the infusion of psionics and technology. They piloted the nautiloid and created magic items and augmented gear for the colony. Perhaps the most notable achievement of Luzgrigaul is the psionic suit, an enormous suit of armour powered by the mind, in which Luzgrigaul prefers to fight. Luzgrigaul is also responsible for the outfitting of thralls and slaves with augmentations such as flensing claws and survival mantles, which allow their servants to make it down to the illithid lair alive. Ideal. ‘Only through the fusion of psionics and technology will our great race survive.’ Bond. ‘What remains of the nautiloid is essential for the survival of Zellix’Phor, I will work tirelessly upon it until we can leave this wretched plane.’ Flaw. ‘Any whose intellect I deem inferior to my own is a waste of space.’

13 Tharcereli Military statistician and determined warrior, Tharcereli is easily the most martially capable of the colony of Zellix’Phor. At the colony’s height, Tharcereli would actively hunt down and spy upon the warlords of humanoid colonies, observing their behaviour on the battlefield and behind the closed doors of their war rooms. Only after observing the warlords for great lengths of time would Tharcereli finally emerge from the shadows and demand a duel. Unlike most of their kind, Tharcereli longs for more than just a brain and the knowledge within, but for an epic clash of military mind and body. This, they assure the other mind flayers, flavours the brain of the defeated with the most delectable seasoning of emotions. Tharcereli killed the head of the githyanki knights that attacked the nautiloid, but their hunger is insatiable. This lust for battle hides the fact that Tharcereli lacks the same psionic abilities of their peers. Whilst still able to emit a powerful psychic blast to stun their foes, they lack the ability to truly dominate their opponents, and cannot plane shift as other illithid can. Ideal. ‘Intellect is common to all of my kind. Mastery in battle is rare; I am unique.’ Bond. ‘The more foes I can defeat, the stronger the colony will become. Their knowledge feeds out ambition.’ Flaw. ‘My psionic abilities are underdeveloped; my martial prowess is a distraction, but these failings leave me vulnerable.’ Thiliossk Arrogant and unfeeling, Thiliossk is a biological mastermind. They delight in zoological experimentation, capturing new species of humanoid and subjecting them to torturous trials, testing their thresholds for pain, strength and psionic ability. Most of the other illithid avoided Thiliossk’s laboratory aboard the nautiloid, but the information they gathered in this abattoir is indispensable in the eyes of Zellix’Phor. Illithid are never warm to each other, but Thiliossk brings this lack of empathy to new levels, never showing the slightest emotion, and savouring the brains of subjects that have been entirely broken through psychological and pshysical torture. On top of this, Thiliossk went first to protect their research after the crash, rather than the elder brain, which has pushed them to the bottom of the remaining hierarchy. Thiliossk’s responsibilities lie in the preservation of brains and other organs, specifically those of spellcasters, that can in turn protect Zellix’Phor from those who would do it harm. In addition, their biological research assists Luzgrigaul’s psionic infusion technology, leading to better equipped thralls and slaves. Ideal. ‘I do my best work when given the freedom to experiment.’ Bond. ‘I have important research that must be protected at all costs.’ Flaw. ‘I have no empathy. Emotions are chemical and hormonal, and belong to prey, not predator.’

14 These illithid attendants can be found throughout the campaign, often lurking just out of sight. Should the characters encounter them early, it could be disastrous for the party. Instead of having the mind flayers kill the characters, they should capture them and deliver them to Zellix’Phor. In chapter 5, when they feel that Zellix’Phor is threatened, the attendants gather in Ascarle. Try and remember that illithid existence is an alien mix of hive mind and individualism. No mind flayer is ever truly alone, and their telepathic link to the elder brain and each other is constant. Despite this, each mind flayer has their own area of expertise, and their own ‘personalities’. Slarkrethel The terror of the Trackless Sea, Slarkrethel is a notorious spellcasting kraken who has haunted the oceans of the Realms for eons. His formidable spellcasting ability is augmented by his psychic abilities. Unfortunately for Slarkrethel, this psychic ability became his downfall. The desperate mind flayers and elder brain from the crashed nautiloid assaulted the kraken from the remains of their ship. Many of the remaining Illithid were killed by the ancient beast, but a huge scale psionic attack from the mind flayers probed into Slarkrethel’s psychic ability, temporarily subduing him. Realising time was short, the few Illithid that remained grafted the elder brain pool of Zellix’Phor into the skull of Slarkrethel. With their unmatched knowledge of bioconstruction, the Illithid physically attached Zellix’Phor to Slarkrethel’s brainstem, and the two super intellects merged in an otherworldly fashion. Slarkrethel’s personality is entirely suppressed by Zellix’Phor, who managed to assimilate the kraken’s memories. The perversion of nature that remains is an incredibly potent psionic mastermind. With Slarkrethel’s memories came the psychic contacts the kraken had established with members of the secret Kraken Society on the Sword Coast and Island Kingdoms. Now that Zellix’Phor is in control, they aim to manipulate these agents and bring about the rise of a new Illithid empire. Somewhere trapped inside the brain of Slarkrethel, the kraken’s psyche still exists, waiting to emerge and gain bloody vengeance upon his oppressors. Factions of the Sword Coast The devastating amalgamation of Slarkrethel and Zellix’Phor is a threat to all folk of the Sword Coast. As the campaign progresses, and the web of connections the elder brain establishes grows, it becomes clear that a huge number of lives are at risk. This, in turn, draws the attention of the various factions of the Sword Coast. Their agents inevitably get involved in the battle for survival. The Harpers Working undercover in the major cities of the Sword Coast, the Harpers are mages and spies whose aim is to prevent the abuse of power. They accumulate knowledge on the political workings of the Realms, endeavouring to protect the common folk from tyranny and oppression. The Harpers often recruit adventurers to assist the faction in times of dire need, especially when major towns and cities are threatened by authoritarian forces. The Lord’s Alliance Hot-headed rulers of various regions of the Sword Coast, the Lord’s Alliance is a band of powerful noblemen and women that aims to destroy mutual threats to their kingdoms. The agents of each lord or lady are motivated by glory and aim to bring renown to themselves and their masters. The main power players of the Lord’s Alliance in the Sword Coast are Lord Dagult Neverember of Neverwinter, Grand Duke Ulder Ravengard of Baldur’s Gate, Lady Laeral Silverhand of Waterdeep and King Olgrave Redaxe of Gundarlun.

15 Many of the members of the Lord’s Alliance are troubled by the increase in piracy along the Sword Coast but lay the blame on their old enemy; Luskan. King Olgrave Redaxe is also aware of the bizarre vessel which crash-landed on his island, but, as the only island member of the Lord’s Alliance, the others tend to disregard him, and do little to investigate his claims. The Emerald Enclave Striving to maintain the delicate balance between civilisation and the wilderness, the Emerald Enclave are a sect of survivalists united under the banner of mother nature. They actively search out and destroy unnatural threats to the ecosystems of the Realms and subvert attempts to expand cities into areas of ecological importance. Clearly, the illithid emerging from the Astral Plane are a great threat to the natural balance of life along the Sword Coast. Their interference with Slarkrethel unbalances the delicate nature of the seas, disrupting aspects of the ocean from storms to fishing. These disturbances to the status quo alert the enclave to the presence of the mind flayers, and they in turn search for adventurers to help defeat them. The Order of the Gauntlet Devoted to deities of protection, justice, and self-sacrifice, members of the Order of the Gauntlet protect others from the evils of the world. Driven on quests of righteousness by deities such as Helm, Torm, and Tyr, the knights of the order seek out those who would threaten the lives of others. The doctrines presented by the Order of the Gauntlet are in direct opposition to the raiding and piracy that forces its way into life on the Sword Coast. Seeing that a crisis is at hand, the operatives of the order do their best to fend off these pillaging evildoers. Members of the Order of the Gauntlet can be found on many naval ships acting as clerics and paladins, who keep up morale and cure the wounded. The Zhentarim As coastal settlements are plundered, the need for mercenaries is on the rise. The Black Network has them to spare, and for the best prices in all Faerûn. Whilst supplying cheap mercenaries to ward off pirates, the network is secretly stocking the raiding ships with fresh crew, weapons and even loaning them ships. With spies and operatives in all the major settlements along the Sword Coast, the network knows far more than any other faction, save the Kraken Society itself. They understand that something unnatural is driving this spike in violence, but so long as they can protect their profits, the network has no intention of intervening. The Kraken Society Founded by Slarkrethel, the Kraken Society consists of assorted scallywags searching for a better life. The psychic powers of the King of the Trackless Depths were so potent that he influenced those in desperation all throughout the Realms to join his cause; to ascend to divinity. The society is formed of devout worshippers on the islands of Purple Rocks, who provide a tribute of their children to Slarkrethel to maintain their bountiful oceans. On the mainland are spies who lurk in the shadows of cities and towns, gathering information for the kraken, and partaking in dark rituals to further his power. Many of these spies lead double lives and occupy high stations within major cities along the Sword Coast. Unbeknownst to the members of the society, Slarkrethel is changed. His psychic ability is under the control of Zellix’Phor, the elder brain. The elder brain is manipulating the kraken priests begin to meet regularly on Purple Rocks, who send fleets of pirates out to pillage and capture slaves, who unwittingly become food for the illithids. The most fervent priests are the Sea-Kings Frannis of Utheraal and Krulk of Trisk and Sea King Tentrix, who commands a deadly fleet named the Black Armada.

16 RUNNING THE ADVENTURE To run this campaign, you need the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. A copy of Volo’s Guide to Monsters would also help. Both the Sword Coast Adventurer’s Guide and Storm King’s Thunder are useful supplements as they contain additional information on the locales of the Sword Coast and can help you portray these places in your game. The Sword Coast Adventurer’s Guide also contains backgrounds that are more fitting to the setting. The Monster Manual, Mordenkainen’s Tome of Foes, and Volo’s Guide to Monsters contain the stat blocks for most of the monsters and NPCs found in this adventure. When a monster’s name appears in bold type, that’s a visual cue pointing you to the creature’s stat block in one of these sources. Descriptions and stat blocks for new monsters, appear in appendix B. If a stat block is in appendix B, the campaign’s text tells you so. Spells and nonmagical objects or equipment mentioned in the campaign are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide unless the campaign’s text directs you to an item’s description in appendix C. Appendix D contains example ships and crews including maps, a crew roster, and any treasure that might be on board. Appendix E contains player handouts and useful diagrams for the DM. Appendix F contains new player races and feats. Adventure Synopsis The adventure begins with chapter 1. The adventurers start off in Neverwinter, having volunteered to embark on a voyage to Gundarlun. It is up to the players to determine why their character has joined the voyage. The expedition has been commissioned by Lord Dagult Neverember in response to the news of a bizarre crash-landed vessel from King Olgrave Redaxe. The characters travel to Gundarlun but are attacked by sahuagin raiders on the way. After arriving at the crash site on Gundarlun, they have the chance to investigate and discover that the sahuagin are closely linked to the crash. Characters who follow up on this should uncover that the sahuagin are working in conjunction with a pirate fleet, named the Black Armada, which has planned simultaneous attacks on major cities of the Sword Coast; Neverwinter, Waterdeep and Baldur’s Gate. Each captain has their own reason for attacking, which characters may discover. In chapter 2, the characters defend Neverwinter, Waterdeep and/or Baldur’s Gate against pirate attack. Clues discovered during or after the attack prompt characters to explore more of the Sword Coast and the Island Kingdoms, on the hunt for a kraken priest pirate lord named Sea King Tentrix. Various NPCs the characters have met in the cities they defended assist them and offer quests to help them gather information. In chapter 3, the adventurers set sail around the Sword Coast and Island Kingdoms thanks to the information gathered in the previous chapter. They have the opportunity to discover magic items and allies that help them in the latter chapters, and piece together the puzzle that leads them to chapter 4. In chapter 4, the adventurers confront Sea King Tentrix and his pirate lord associates in his lair in the Nelanther Isles. He is the link between the Black Armada and the Kraken Society, whose headquarters are on Purple Rocks. Upon arrival in Purple Rocks, the characters must infiltrate the settlements to discover a council of kraken priests who believe they are carrying out the wishes of Slarkrethel. On Purple Rocks, the kraken society is far more sinister than on the Sword Coast, and the hideosities the characters witness threaten to send them insane. By chapter 5, the characters should realise the true threat - Zellix’Phor and the illithids who are controlling the Kraken Society, and ergo the pirates. The characters must pursue Slarkrethel into the deep and engage in an heroic final battle against the mind flayers and their terrifying master in the ruined city of Ascarle. Call from the Deep is a campaign in which the action of Zellix’Phor dictates the pace, but it does afford parties time to delve into side quests and characters arcs which they may uncover whilst exploring the Sword Coast. Major events should not unfold whilst the characters are engaging in these elements of gameplay. Character Advancement Rather than having you track experience points, this adventure assumes that the characters gain levels by accomplishing certain goals. Throughout the adventure you will find “Character Advancement” sidebars, which tell you the circ*mstances under which the characters advance in level. Of course, you can ignore these milestones and track XP as normal. Deadly Encounters Some of the encounters in this campaign are deadly by design. They test the players’ ability to make smart, informed decisions under pressure. A deadly encounter might be the only encounter the characters have on a given day (and assumes the party is at full strength), or it might be so overwhelming that the characters are expected to avoid combat at all costs. A total-party kill (“TPK”) need not herald the end of the campaign. The Illithid and the Kraken Society under their control are notorious slavers whose primary goal on the material plane is to harvest thralls and brains to reestablish the Illithid empire. The first time a TPK occurs, you can have the characters miraculously awaken with 1 hit point each. Give them every chance to escape their captors. If necessary, use NPCs to help them get out of tight spots. With luck, the players take the hint and be wary of repeating the experience. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circ*mstance, as described in the text.

17 This chapter is designed to introduce a party of 1st-level characters to the threat that has just appeared on the Material Plane. Whilst delving into this mystery, the characters accomplish certain milestones, which are summarised in the Character Advancement sidebar at the end of the chapter. These accomplishments allow the characters to reach 5th level. Lord Dagult Neverember of Neverwinter is a member of an important faction of the Sword Coast; The Lord’s Alliance. This group of noblemen and women work together to prevent threats to their lands becoming more than a petty nuisance. As of late, pirates have been raiding coastal towns and villages with fervour, and many of the Alliance’s troops are stretched thin. This is especially true for Gundarlun. Being an island nation, its few warriors have been outsourced to help protect the cities of the Sword Coast. Only a few days ago, King Olgrave Redaxe of Gundarlun reported a disturbance on the other side of the island but has no resident warriors to investigate. The characters are about to set sail from Neverwinter to Gundarlun on a vessel named The Voyage. This caravel is owned by Lord Neverember and has a crew of fifteen guards led by Captain Arveene Greysail (NG female Tethyrian human swashbuckler). The characters are travelling to Gundarlun for one of the following reasons: ● The characters signed up for the expedition after Lord Neverember’s representatives dispersed fliers asking for volunteers. ● The characters are minor members of the Lord’s Alliance and, due to family connections, were drafted onto The Voyage to prove their worth and earn honour for their family. ● The characters are existing members of the crew of The Voyage. They are mostly mercenary sailors from Mintarn, but with a scattering of other races and ethnicities. ● The characters are members of the Order of the Gauntlet. They have been tasked with keeping the crew safe from pirates. ● The characters are messengers from Gundarlun who came to Neverwinter with news of the disturbance and are travelling back with The Voyage and her crew. ● The crew are members of the Zhentarim, and have been commanded by their superiors to check out this crash, and see if any treasure has been left behind. ● The characters committed a crime in Neverwinter, and are looking to flee the city. You can create other adventure hooks using the information presented in this chapter about Neverwinter, The Lord’s Alliance, The Voyage and Gundarlun. Players might also devise their own reasons for joining the expedition which should be accepted by the DM if possible. The closer the characters can link themselves to the campaign, the easier it will be to guide them through the subsequent chapters. When you and the players are ready to get underway, read or paraphrase the following: Over the past few days, you’ve been collecting supplies, scrubbing decks, and stocking The Voyage. This sturdy caravel is captained by Arveene Greysail and is headed for Gundarlun tomorrow morn. You’ve formed some close friendships with the other folk during preparation and are eager to set sail. For now, though, you have a final night in Neverwinter to let loose before leaving dry land for the next eight days. CHAPTER 1: THE CRASH

18 NEVERWINTER The City of Skilled Hands has only recently got back onto its feet. Following a volcanic eruption, a gaping chasm to the Underdark and an orcish onslaught, Lord Dagult Neverember has managed to rekindle hope in Neverwinter. The outer walls are being rebuilt, neighbourhoods are being filled in and life is returning to its former glory, which once earned the title of Jewel of the North. Unfortunately, things are never perfect. Pirate attacks on trade ships travelling to and from Neverwinter have been plaguing the city, causing businesses to fail, important food and military supplies to go missing and agitating the populace. The city’s army is mostly deployed out in warships, hoping to deter, or better, capture the marauders. The characters have a final night of free time here before setting sail in the morning. The characters may have ideas for individual activities to undertake before the ship sets sail such as saying goodbye to family and friends or reporting to faction agents. These could be resolved at the table with all the players or resolved in a ‘Session 0’ before gameplay begins in full. Should the party wish to spend the time partying and drinking, chatting to the crew or other NPCs or simply preparing themselves for the journey ahead, use the following to assist characters in these activities. Partying Neverwinter is filled with a whole variety of taverns, inns, and festhalls. All kinds of food, drink, and entertainment can be found in these establishments but as a rule of thumb, a modest meal can be bought for 3sp, a mug of ale for 4cp, or a pitcher of wine for 2sp. If characters decide that they truly want to party their troubles away, see “Carousing” in Chapter 6 of the Dungeon Master’s Guide or Chapter 2 of Xanathar’s Guide to Everything. Chatting with the Crew Characters may wish to get to know the crew a little better before embarking on the expedition. Fourteen members head out to local taverns, and the remaining six (including Captain Greysail) stay aboard The Voyage. Characters who engage with the crew can try to raise their spirits. Buying a round for the sailors or succeeding on a DC 12 Charisma (Performance) check suitably entertains the crew. You should award successful characters with Inspiration. Most of the crew know only as much as the characters in terms of what the trip entails, that they are being sent to deal with a ‘disturbance’ on Gundarlun. Interacting with NPCs There are several important NPCs on The Voyage that the characters may want to converse with: Captain Greysail A mercenary ship’s captain from Mintarn, Lord Neverember hired Arveene through the White Sails Company which he owns. She’s been captain of The Voyage for nearly a decade and knows the crew very well. She also knows the following information which she tells the characters: ● Lord Neverember hired her and The Voyage to take a few adventurers to Gundarlun to investigate some disturbance there. ● Apparently one of the jarls of Gundarlun complained to King Olgrave Redaxe that a strange vessel crashed a mile or two away from his hold. ● Gundarlun is ruled by King Redaxe but is divided into fifteen holds, each ruled by a jarl, who owe fealty to the King. ● Provided the weather stays fair, they should be at Gundarlun in eight days. A successful DC 15 Charisma (Persuasion) check allows characters to get a little extra information from the captain: ● Lord Neverember doesn’t have much time for King Redaxe, viewing him as a minor lord who can’t do much to truly help the Lord’s Alliance. ● Supposedly some strange folk emerged from the wreck and killed a few peasants who came over to see what the disturbance was, hence the need for a military presence. During the Journey. While Arveene is not a coward, she knows she has a job to do and won’t compromise that by chasing pirates or other foes. Captain Greysail likes to keep everything ‘shipshape’, meaning that evasive manoeuvres are preferable to conflict. If confronted, she explains that she’s responsible for the welfare of her crew and The Voyage and doesn’t want to take unnecessary risks. If any of the crew die during the journey, Arveene asks a divine spellcaster from the party to say a few words for them before casting their body overboard. If there are no divine spellcasters, she asks Shandri. Captain Greysail

19 Stor Hornraven Stor (LN male Illuskan human berserker) is a messenger from Gundarlun. He came to Neverwinter on behalf of King Olgrave Redaxe to bring news of the crash to Lord Neverember and ask for assistance. Stor is eager to get back to Gundbarg, his home city, and spends most of the time examining The Voyage. Most of the ships of his homeland are longboats and he is intrigued by the design of this sailboat. Stor happily tells the characters the information he knows: ● The soldiers of Gundarlun are all manning the kingsfleet, a group of nearly two hundred longships trying to protect the island and surrounding ocean from pirates and sahuagin raiders. ● Rumour has it the vessel fell from the sky in the territory of Jarl Frostgale on the west coast of Gundarlun. Some strange creatures managed to escape the vessel and killed a few farmers. ● Only two people witnessed the crash and survived but the remains are there for all to see. ● Most folk think the crash is just a strange wrecked pirate ship and the deaths were caused by the crew. All this hearsay about falling from the sky and monsters inside the wreck are foolish superstition. During the Journey. Stor is eager to get home to Gundarlun, even if he’s dismissive of the fisherfolk’s tales about the crash. He’s proud to be considered important enough to deliver messages for the king, but also misses the camaraderie of serving in the kingsfleet. Stor likes to test his physical strength. If he thinks any of the characters would be a worthy match for an arm-wrestle, he approaches and challenges them. Have the character and Stor make contested Strength checks. First to three successes wins. Win or lose, Stor is happy just to have an interaction with someone new an interesting. If The Voyage is attacked, he helps to defend it, and likes to fight as a pair with someone who’s mettle he’s already tested. Quara Alassandar Quara (LE male half-elf bandit captain) is an adventurer who signed up to join The Voyage after hearing the request for crew. He’s travelled the Sword Coast a fair bit and sees this as his opportunity to visit far off lands. He knows nothing more than the characters about the trip ahead. Unbeknownst to any non-Zhentarim characters, Quara is an agent of the Black Network who has been sent to scout out the defences of Gundbarg for the Zhentarim. They have been backing both sides of the pirate invasion and want more information about the kingsfleet so they can cater to their customers more effectively. Captain Greysail won’t tolerate a Zhentarim spy on her ship so, if exposed, Quara tries to escape The Voyage on a rowboat. If he succeeds, he could reappear later in the campaign as a recurring villain using the statblock of an assassin. During the Journey. If there are any rogues or criminals in the party that Quara thinks would make good Black Network agents, he tries to catch them alone and chat to them about the Zhentarim. He frames it as an opportunity to hone their skills, make some coin, and great contacts. If characters ask for more information about the Zhentarim, he stays on the legal side of things; offering mercenary and protection services, goods transportation and even settling minor disputes. If the character seems keen, Quara introduces them to a Black Network agent in one of the larger cities later in the campaign. Quara is also a bit of a gambler. He sets up a gambling ring among the crew who bet on almost anything they can think of, including arm wrestles with Stor or how many characters the pirates are likely to kill. When there’s nothing interesting happening around them, they convene below decks for a quick game of cards. If characters want to join in, it costs 1 gp. Have the character and Quara make contested Intelligence checks. First to three successes wins a pot of 5 gp. Characters should also be allowed attempts at cheating using Dexterity (Sleight of Hand). Shandri Dundragon Shandri (LG female Chondathan human acolyte of Helm) is a member of the Order of the Gauntlet. She has come on behalf of the church of Helm to protect the crew of The Voyage on their journey. As piracy is at a new high, the Order of the Gauntlet has placed members of their faction on outgoing ships to protect them from raiders. She only knows as much as the characters but is keen to learn more. She makes a steadfast ally to the party, willing to lay down her life to protect them. If your party contains three or fewer adventurers, Shandri can tag along for as long as she is useful. During the Journey. Shandri is responsible for healing up any sick crew members and fixing up broken clothes or sails while on board. Although she’s not much of a fighter, she’s keen to help where she can. Shandri is also curious about other faiths and religious institutions across the Realms. She was brought up as a member of the church of Helm and hasn’t had much experience outside the Order of the Gauntlet. Despite this, she’s eager to talk about her own experiences as well as listening to others. She’s only young but was involved in the defence of a town named Triboar when it was attacked by giants. When the Order of the Gauntlet saw how she helped, she was recruited as a squire. Since then she’s been separated from Sir Galdowall and asked to serve on ships as a medic. Preparations Some characters may wish to prepare for the journey ahead. They should be given the opportunity to buy goods they wish to acquire from local traders in Neverwinter. They may also wish to study sailing methods, learn the geography of Gundarlun or explore numerous other avenues of research. Some characters may even wish to meditate on the journey ahead. Flavourful and relevant roleplay should be rewarded with Inspiration and any relevant information the characters could conceivably acquire.

20 Skill Challenge. The characters must succeed on two DC 15 skill checks before failing three to out-navigate the pirates. Allow any reasonable skill to be used, such as the following examples: ● Strength (Athletics) check to row the ship and help it gain speed. ● Dexterity check to wrangle the sails into a new position. ● Constitution check to row at top speed despite burning muscles. ● Intelligence check to calculate the best angle of escape. ● Wisdom (Perception) check to keep an eye on the trajectory of the pirate ship. ● Charisma (Performance) check to inspire the rest of the crew Failure. If the characters fail three checks before succeeding on two, the pirates catch up and ram The Voyage. The five thugs and Captain Callous (appendix B) clamber aboard and attack. The rest of the crew remain on board. Success. If the characters succeed on two checks before failing three, the two ships narrowly miss each other, but six bandits and Captain Callous (appendix B) attempt to board using grappling hooks and misty step. The rest of the crew remain on board. SETTING SAIL On the morn of the next day, it is time for The Voyage to set sail. Read or paraphrase the following: The Devil’s Fin A mere hour after The Voyage has set off from the port of Neverwinter, it attracts the attention of some unwelcome followers. A red-painted pirate vessel known as The Devil’s Fin begins to cut through the waves toward The Voyage. Characters with a passive Wisdom (Perception) of 12 or higher notice the vessel as it approaches. Read or paraphrase the following: The Devil’s Fin is a notorious pirate sailing ship commanded by Captain Callous (appendix B), a tiefling whose bloodline harks back to Asmodeus himself. Callous oversees a crew of fifteen bandits, five thugs and an ogre named Anka (appendix B). The infernal captain and his vessel are a threat to the characters at this stage of the adventure, and, unless the characters take drastic action, is likely to reappear throughout the campaign to plague them. A character who succeeds on a DC 10 Intelligence (Religion) check identifies the flag as a symbol of Asmodeus. Once the ship is within a few dozen feet, read or paraphrase the following: Unless the characters do something immediately, The Devil’s Fin rams into The Voyage. Characters can attempt to avoid combat, but if that fails they have to fight the pirates hand-to-hand. The crew of The Voyage gather their final supplies and wish farewell to onlookers before huddling into small rowboats and heading out towards The Voyage. The splash of oars sends crescent ripples out into the harbour. After a few long minutes, you arrive at the majestic Voyage and clamber up her sides. The anchor is hoisted, and sails unfurled. The canvas catches the trade winds and the ship slowly pulls away. Cutting through the waves is a sleek ship whose hull has been painted red. It quickly becomes clear that the vessel is headed on an interception course with your own. As it gets closer, you notice a black flag sporting a triangular red symbol flying from the top of the mast. The prow of the blood red ship is tipped with a vicious iron ram. As the blade slices through the water toward you, you notice two prominent figures standing at the helm. The first is a lumbering ogre who is missing one arm. Forged onto the stump of the missing limb is a huge anchor, which the creature uses to steer the ship’s wheel. Standing just behind the beast is an ashen-skinned tiefling with eyes like glowing embers wearing a tricorn hat. He plants his goat-like legs firmly on the deck and raises a strange metal tube toward The Voyage. With a tremendous blasting sound, the tube seems to explode in a ball of smoke. Captain Callous

21 Throughout the fight, Callous shouts insults at the party and goad them into attacking him. One way or another, the characters and their crew are likely to overpower the pirate assault, but the crew of The Devil’s Fin retreat before they have the chance to many prisoners or capture the attacking vessel. Captain Callous himself uses misty step to escape if he needs to. Read or paraphrase the following: Treasure. As well as the weapons and armour of any captured or killed crew, the characters can take 2d4gp of jewellery, coins, gold fillings and the like from each pirate. “You’ll never catch me you worm-riddled swabs! Keep your eyes peeled for the red hull of The Devil’s Fin! Watch your backs in every port! I will avenge my crew!” Captain Callous Captain Callous is a tiefling descendant of Asmodeus, who captains a pirate ship called The Devil’s Fin. He can be used as a recurring villain, cropping up from time to time during the campaign to taunt or scupper the efforts of the characters. The statistics for Captain Callous can be found in appendix B, as can his personality traits and a description of his background. You will notice that the tiefling has five separate stat blocks of increasing difficulty – one for each chapter of the adventure. To have Callous become a recurring villain, he may need to escape from some tight situations, the following are some way in which he can achieve this: ● Anka, his ogre first-mate charges onto the scene, jumping in front of the lethal attack that would otherwise kill Callous. ● The tiefling persuades someone loyal to the party to help him escape, using bribery or blackmail to incentivise the deal. ● The Captain uses misty step to teleport onto an adjacent ship, or simply into the ocean to swim away. ● Callous calls out to Asmodeus himself, before bursting into flame and disappearing momentarily as the Archdevil takes pity on his favoured son. If your players clearly don’t enjoy the presence of the meddling captain, feel free to have them kill him, but try and make his exit as dramatic as possible! Character Advancement Once the pirates have been defeated, the characters can advance to 2nd level and head out into the Trackless Sea for Gundarlun. THE HIGH SEAS After the attack by Captain Callous, the party should make their way to Gundarlun on The Voyage. For the first two days, there is a strong wind, allowing them to cover double the ground they normally would, reducing the journey from eight to six days. During this time, for the rest of the voyage, and whenever characters are travelling throughout the Sword Coast, use the information below to help you describe the scene, manage travel and determine random encounters. As well as the random encounters presented in appendix A, the journey to Gundarlun is a good opportunity for the characters to engage in social interactions with the crew. Refer to “Interacting with NPCs” earlier in this chapter for the kinds of exchanges that might occur between the players and the NPCs. The Expedition Begins The sections that follow contain information that will help you run this part of the adventure smoothly. For each day that the party travels through the wilderness, whether on land or at sea, follow these steps: ● Using the Sword Coast map, identify the hex in which the party is currently located. Don’t shire this information with the players if the party is lost; otherwise, show the players the party’s location on any maps they have purchased, or describe it to them relative to prominent landmarks. ● Determine what the weather conditions are like (especially at sea). ● Let the players determine what direction the party wants to go, and whether the party plans to move at a normal pace, a fast pace, or a slow pace (see “Travel Distances” below). ● Let the players choose a navigator, then make a Wisdom (Survival) check on the navigator’s behalf to determine if the party becomes lost (see “Navigation” below). ● Check for random encounters once during the day, and once during the night (see appendix B). ● At the end of the day, check to see if any party members need to eat or drink. Weather Conditions At the start of each day, roll on the following tables to determine the weather conditions: Temperature d20 Temperature 1-14 Normal for the season 15-17 Colder than normal 18-20 Hotter than normal

22 Wind d20 Temperature 1-12 None 13-17 Light 18-20 Strong Precipitation d20 Temperature 1-12 None 13-17 Light rain or snowfall 18-20 Heavy rain or snowfall Extreme Cold. If the temperature is colder than normal in the North (Luskan and above), a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear, and creatures naturally adapted to cold climates. No Wind. In a dead calm, ships can’t move under sail and must be rowed. A sailing ship against a strong wind moves at half speed, there is a 50 percent chance of a strong wind being against the characters. Strong Wind. A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. Sailing ships in a strong wind travel an additional hex per day. Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. Storms. If weather conditions indicate both a strong wind and heavy precipitation, they combine to create a storm with high waves. A crew in a storm loses sight of all landmarks, and ability checks made to navigate during the storm have disadvantage. Travel Distances On the Sword Coast map, each hex measures 24 miles across. Characters moving at a normal pace can travel 1 hex per day through easy terrain, such as grasslands or roads. They can travel ½ a hex per day if they’re travelling through difficult terrain such as mountains or forests. If characters move at a fast pace, they travel an addition ½ a hex per day. Characters moving at a past pace take a -5 penalty to their passive Wisdom (Perception) scores. If characters set a slow pace, they advance only ½ a hex per day. Characters moving a slow pace can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter. Characters in a ship don’t have as much control over their speed. If the party is in a sailing ship, it can sail all day, assuming its crew work in shifts. If the party is in a row boat, they can row for 8 hours a day, or can row longer at the risk of exhaustion (see “Forced March” in chapter 8 of the Player’s Handbook), or by taking shifts with other crew. To determine how far a ship travels in a day, times its speed in mph by the number of hours it travels. For example, a standard sailing ship travels 48 miles, or two hexes, per day (2 x 24 = 48). Tracking Miles Instead of tracking movement by hexes, you can keep track of the actual distances covered (24 miles per day at a normal pace, 18 miles at a slow pace, or 30 miles at a fast pace). This might be easier for ship travel, as they tend to stay at a constant speed.

23 Navigation Have the players designate one party member as the navigator. The navigator might be an NPC, such as a guide, and the party can switch its navigator day to day. At the start of each new travel day, the DM makes a Wisdom (Survival) check on behalf of the navigator. The result of the check is based on the day’s most common terrain: Terrain Terrain DC Forests, mountains, open sea with overcast skies and no land in sight, swamp, underwater 15 Arctic, coasts, deserts, hills, moors, open sea with clear skies and no land in sight 10 Grasslands 5 Apply a +5 bonus to the check if the group sets a slow pace for the day, or a -5 penalty if the group is moving at a fast pace (or rowing for more than 8 hours). If the check succeeds, the navigator knows exactly where the party is on their Sword Coast map throughout the day. If the check fails, the party becomes lost. Each hex on the map is surrounded by six other hexes; when a lost party moves 1 hex, roll a d6 to randomly determine which neighbouring hex the party enters, and do not divulge the party’s location to the players. While the party is lost, players can’t pinpoint the group’s location on their map. The next time a navigator succeeds on a Wisdom (Survival) check made to navigate, reveal their location to the players. Sustenance A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + their Constitution modifier (minimum of 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A character needs one gallon of water per day, or two gallons per day is the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels instead. Drinking weak alcohol is an acceptable replacement for water. Drinking salt water is not, and causes the character to become poisoned for the next 8 hours. A normal day of eating or drinking respectively resets the count of days without food or drink to zero. SAHUAGIN ATTACK On the final day of the journey to Gundarlun there is a storm, during which a band of sahuagin notice The Voyage and decide to attack. The sahuagin hail from the waters around Gundarlun and were the first living creatures to investigate the wreck of the mind flayer nautiloid. In the wreck, they discovered a shield of far sight, created by Luzgrigaul, one of Zellix’Phor’s attendants. The psionic connection the illithid have with the shield has allowed them to manipulate the mind of the sahuagin leader. The sahuagin have constructed several large, coraclelike rowboats out of whalebone, walrus hide, and plates of fractured metal from the nautiloid. Smaller groups have been using these to take prisoners from ships around Gundarlun. The prisoners are left at the site of the crash and later harvested by the illithid. The Voyage Characters with a passive Wisdom (Perception) of 15 or higher notice the vessel on the horizon. Read or paraphrase the following: The rowboat acts as a vessel for transporting captured sailors and as a distraction. Whilst the characters and crew look toward the vessel, a group of two sahuagin led by two sahugain raiders (appendix B) prepare to ambush the ship. Characters with a passive Wisdom (Perception) of 16 or higher are not surprised by the attack, as they hear the claws of the sea devils scraping on the sides of the ship. Unless characters take immediate action, read or paraphrase the following: On initiative count 10 the next turn, four additional sahuagin arrive in the same fashion. Characters who act before initiative 10 can see the sahuagin climbing up the side of the ship. Once the characters have fought off the sahuagin, the crew can alert them to the fact that this behaviour is unusual for the sea devils. The creatures often attack small fishing boats or coracles but rarely attempt to raid a large ship such as The Voyage. Looking out to sea, you spot a small ship on the horizon. It’s obscured by the lashing rain, but you can see it keeling dangerously on the wind-stoked waves. Within it is a large bundle, about the size of a human. Suddenly, you hear a scream from behind you. You turn around in time to see a six-foot-tall piscine creature spearing a member of the crew on its crude trident. Its shark-like jaws open wide to reveal row upon row of serrated teeth, which are poised to sink into the crewman’s neck. Character Advancement After enduring eight days of random encounters, the characters should advance to 3rd level.

24 Coracle Tied up in the coracle is a teenager named Bern Rimewave (LG male Illuskan human commoner). He is an anxious fisherman who is completely out of his depth. Bern was attacked by the sahuagin whilst fishing off the shores of Gundarlun with his parents. The sea devils swarmed aboard and knocked him out, he doesn’t know what happened to his family. Bern is racked with nerves from the instant the characters meet him and tries as hard as possible not to leave their sight until he is returned home to Fiskrbak. Bern was being returned to the site of the crashed nautiloid because he has been implanted with a mind flayer tadpole. This implantation causes a process called ceremorphosis, where a humanoid is turned into a new mind flayer. The process takes a tenday but can sometimes take longer depending on the individual. In this campaign, you can delay the transformation until the characters are a higher level at the end of this chapter, or even when they return to Gundarlun in the following chapters. Creatures. Guarding the coracle are two sahuagin raiders (appendix B) and two reef sharks. Combat takes place in the water unless a character hauls themselves into the coracle with a successful DC 10 Strength (Athletics) check. If they manage to board, the sahuagin climb in and try to shove the character overboard. Treasure. Tied up with Bern in the coracle is a wooden chest, covered with barnacles and seaweed, in which the sahuagin keep any treasures they deem worthy of taking. It is locked shut, the rusted iron key hanging from a cord around the sahuagin raider’s neck. The chest can be opened with a successful DC 14 Dexterity check using thieves’ tools or a DC 16 Strength check. Inside is a potion of healing, a handful of brightly coloured corals (50gp), a scrimshawed conch shell horn (10gp) and 24 gp in assorted coins. The chest also contains an idol of a shark made from coral, the fins have been snapped off and discarded, and it has numerous strange glyphs scratched into its surface. Characters who touch the idol see a vision: The strange inscription upon the idol is in Qualith, the language of the illithid. Characters can attempt to understand the message with a successful DC 18 Intelligence check. Characters who succeed on the check hear an otherworldly voice in their minds which says ‘false idols’. The same effect can be achieved through a casting of the comprehend languages spell. Characters who fail the check gain a random form of short-term madness, determined by rolling on the Short-Term Madness table in chapter 8 of the Dungeon Master’s Guide. GUNDARLUN The island nation of Gundarlun is little more than a string of barren mountains rising up out of the Trackless Sea. Mighty waves crash against the shores of this weatherbeaten land, showering the fishing villages that dot its shores with a salt spray that never truly lifts. During the winter, the islands are surrounded by thick sheets of ice up to a mile across on which walruses and bears hunt. The nation is ruled by King Olgrave Redaxe (CN male Illuskan human berserker with 90 hit points). He commands around a dozen ruthless jarls who each rule over their own settlements on the islands. When The Voyage gets within eyeshot of the islands, read or paraphrase the following: After a few attempts, the crew successfully drop anchor in the port of Gundbarg and begin rowing out toward the port in several smaller vessels. Captain Greysail asks the characters to accompany her, leaving the crew aboard. Read or paraphrase the following: As the characters dock, they are greeted by a dozen or so servants of the King who wear brightly coloured robes over their armour. A younger woman with fair hair and a red robe steps forth, read or paraphrase the following: After this, the party are escorted to the Dragon Turtle Inn where they have free food and lodgings for the night. Characters are free to explore the city and stay wherever they like if they prefer. Emerging from a salty mist that hangs over the ocean is the island nation of Gundarlun. Piercing the sea spray on the eastern peninsula is a crumbling fortress which overlooks Gundbarg, the island’s only port. As the wind catches in the sails, The Voyage beings to pull in toward the islands. “Don’t worry,” the reassuring voice of Captain Greysail calls out to you over the crashing waves “the folk here are only half as violent as the ocean that surrounds them!” As you pull on the oars, you get a chance to take in your surroundings. The harbour is surrounded by high stone walls, which protect around a dozen longships. Each boat is of expert construction and is in pristine condition. At the prow of each is a carved animal head, often a seabird or arctic creature, roaring with anger. Suddenly, your mind is bombarded with the image of a muscular, blue tentacle wrapping ever tighter around the idol, snapping the fins from it. Suddenly, the vision dissipates, leaving you feeling lightheaded. “Welcome to Gundbarg! King Redaxe has been eagerly awaiting your arrival. You must be tired and hungry from your journey. We have booked you all rooms in the Dragon Turtle Inn. Tomorrow, after you are rested, King Redaxe would meet you at Stonerise Keep.”

25 coin from visiting crews, as do the storehouses and shipbuilders. ● The boats in the harbour are known as the Kingsfleet. They belong to King Redaxe, but the majority are out at sea, the entire fleet is two hundred strong. Horthan and Mancer wanted to be warriors of the Kingsfleet but never got the physique for it. ● If the characters inquire about the Crow’s Nest Tavern, they’re told to avoid the place at all costs. Horthan and Mancer claim it to be filled with pirates and thugs and run by the nastiest fellow in Gundarlun. ● Recently, a family of fisherfolk have gone missing from the town. They go by the name of Rimewave. No one has seen them for several days now. If characters want to buy an ale, they can get a mug for 4 cp or a gallon for 2 sp. The inn also sells rations of dried fish and barley bread for 5 sp. Stonerise Keep A crumbling fortress called Stonerise Keep overlooks the port of Gundbarg. Although it has been beaten by wind and wave, the keep is still an imposing building, its high towers searching the ocean for any who would dare challenge it. If characters ascend to the fort, they are denied entry by a patrol of six berserkers unless they are due to meet with King Olgrave. If they are present at the correct time (hopefully with Captain Greysail), they are permitted to enter the castle. Read or paraphrase the following: GUNDBARG Gundbarg is the only port in Gundarlun large enough to berth sizable vessels. It has a huge harbour surrounded by a great stone wall and filled with the Kingsfleet, an armada of two hundred longships ready for war. Although the northlanders are known for plundering and fighting, the folk of Bundbarg are reasonable, and would rather trade than pillage. Because of this, ships often stop here to restock on freshwater and rations or repair their boats and restock their crew. Dragon Turtle Inn The characters have individual rooms in the inn and are shown to them as soon as they introduce themselves. The barkeeps introduce themselves as Horthan and Mancer Leed, although they can hardly get through a sentence without interrupting each other. Each room has a fireplace of its own, and a large bed covered with furs and woollen blankets. The twins tell the characters that dinner will be served in the banquet hall at the rear of the inn in an hour. During this hour, Captain Greysail tells the characters that she intends to purchase fresh water and rations and talk to someone about repairing The Voyage. If the characters offer to take on one of these tasks for her, she promises to buy them a drink. Characters who wish to stay in the inn and relax can chat with the Leed twins and other locals to gather rumours about the crash. ● Horthan and Mancer know the vessel crashed near Fiskrbak, a stronghold ruled by Jarl Frostgale. The jarl is furious about the whole affair; help has taken a long time to get here, and he’s lost some of his best fishermen. ● If the characters search the bar for locals of Fiskrbak, no one willingly comes forth, but a successful DC 12 Charisma (Persuasion) check, or a free drink, is enough to get the others talking. One table claims a couple from Fiskrbak passed through a few days ago who they were clearly distressed. Both had deep, watery eyes that could never focus on anything. The locals don’t know where they ended up, but an inebriated old woman swears they walked straight into the harbour, hand in hand. ● If asked about King Redaxe, the folk have only good things to say. He runs Gundbarg well; charges fair taxes, keeps raiders and pirates away and draws in ships from the mainland to whom they can sell salted fish. The Dragon Turtle Inn makes good The Dragon Turtle Inn is a salt-encrusted stone edifice near the docks. Although not outwardly inviting, the inn is well known amongst travellers as the best place to get a good ale on the island. Inside, a huge fire roars in a semi-circular hearth, decorated with ivory and steel. The circular bar in the middle of the inn is manned by a pair of lanky, fairhaired twins whose bushy beards sweep the counter as they dispatch drinks to the locals. Up close, you begin to realise that the fort has taken some serious damage over the years. Some wings are almost entirely collapsed, and the seaward wall has fallen away over the hundred-foot cliffs. You are escorted through the ruins of an outer fortress before reaching the relatively undamaged central keep. A huge pair of iron banded doors swing open before you, revealing an immense feast hall lit by flaming braziers. At the head of the hall is King Olgrave Redaxe, a man as weather-beaten as his castle. He rises from his throne, throwing his arms out wide. “Welcome to Stonerise Keep, the Warden of the Waves, ancestral home of House Redaxe.”

26 King Redaxe is a middle-aged man with a single thick, straw-like braid topped with an iron crown decorated with mother of pearl and iridescent shells. He is broadshouldered, with sturdy legs and thick arms. Although his voice is gruff, his mannerisms are open and honest. The King is grateful to see a group of adventurers sent to look into the matter of the crash. He explains that he’s been making pleas to the Lord’s Alliance for almost three tendays to come and assist him, but his supplications fell on deaf ears. Jarl Frostgale, in whose territory the vessel crashed, has been up in arms over the affair. He believes the folk of Gundarlun should renounce the Lord’s Alliance. King Redaxe hopes that when the jarl sees the investigation he may change his mind, but he is unlikely to be accommodating at first. King Redaxe is eager for the party to set out as soon as possible. Fiskrbak, where the crash occurred, is on the western shore of Gundarlun, and is three days away on foot. The king recommends walking, as sailing around the coast of Gundarlun is notoriously difficult, and another shipwreck is the last thing he wants. There are several mountain trails that should get the characters safely to Fiskrbak. If the characters ask anything else of King Redaxe, he is happy to inform them on numerous topics: ● Pirate Attacks. There have been no more pirate attacks than usual, but Olgrave has heard that the Sword Coast has been ravaged. He assures characters that he has nothing to do with the attacks, suggesting that it’s the work of the High Captains of Luskan. ● Sahuagin. Sea devils have always been a problem for Gundarlun. They lurk in the shores off the island’s northern coast and hunt down fishermen. Normally they sacrifice their prey to their shark god Sekolah, but the king has heard rumour that they are taking captives. ● Lord’s Alliance. King Redaxe supports the Lord’s Alliance wholeheartedly. They take their time to get here, but always sort things out. Being the only island nation in the faction has its problems but is ultimately worth it. Admittedly, if he had his warriors here rather than patrolling the mainland, he would have already dealt with Frostgale’s problem, but he couldn’t anticipate this. ● Jarl Frostgale. Frostgale is a hothead. He thinks Gundarlun should return to the old ways; piracy and raiding. Frostgale thinks the Lord’s Alliance is a waste of time but doesn’t understand the intricacies of it. It doesn’t help that the wreck claimed the lives of a few of his villagers. ● The Crash. Characters who succeed on a DC 12 Wisdom (Insight) check realise King Redaxe isn’t telling them everything. A successful DC 12 Charisma (Persuasion) check gets Redaxe to yield more information. Read or paraphrase the following: Gundbarg Harbour Surrounded by great stone walls which protect the Kingsfleet, Gundbarg harbour is a sight to behold. During the morning, fishing ships come to sell their catch to the merchants, and throughout the day larger trade vessels come to barter and grab a meal. Several burly warriors with swords at their belts work on the Kingsfleet, oiling the wood, scraping off salt crystals and meticulously inspecting them for damage. If characters have any valuable treasures to sell, the harbour is the best place to do so, as the local shops rarely have enough gold lying around. If the characters talk to the warriors, they can learn that most of the Kingsfleet are patrolling the Sword Coast under the orders of King Redaxe. Only ships in need of repair or new crew return to Gundarlun. Characters can hire small fishing vessels (keelboats and rowboats) from the harbour if they desire, both of which require at least one skilled crew member. Skilled crew can be hired for 2 gp a day but require a 5-day advance. Boats can be hired for 5 sp a day and requires a 5-day advance. Alternatively, characters can purchase a keelboat for 3,000 gp or a rowboat for 50 gp. “The wreck you’re going to investigate isn’t safe. Jarl Frostgale has told me that several villagers died when it crashed, and more have gone missing since. Also, and I’m not sure I can believe this, there are rumours that the ship came not from the sea, but from the sky. Frostgale’s a hothead, but not a fool. He wouldn’t entertain such fantasies unless he believed them himself. I don’t know what to make of it.”

27 Saltwood Storehouse A tall wooden warehouse rises up above the homes and shops around it a few streets back from the harbour. Painted on the front of the building are the words ‘Saltwood Storehouse’. Inside, a handful of employees hurry about the four floors seeing to traders who have come to stock up on rations and naval goods. On the counter wooden sign which reads ‘potions of water breathing available, just ask’. Characters can acquire armour, weapons and adventuring gear from the storehouse, but the place has no single item worth more than 100 gp. The storehouse is happy to purchase anything worth 100 gp or less but tries to buy at 80 percent of the items worth. A successful DC 15 Charisma (Persuasion) check is enough to barter for full price on the items. Potions of Water Breathing At some point in the campaign, characters are likely to want to purchase potions of water breathing. Luckily, Olgis Saltwood, the matriarch of the family, has been brewing these potions from seaweed for years. If the characters ask about obtaining a potion, they are shown into the living quarters of Olgis. Read or paraphrase the following: As the characters enter, Olgis Saltwood (CE sea hag) turns around in her chair to welcome the visitors. From the outset, she appears to be a sweet, elderly lady who is keenly interested in the characters but is unpleasant to behold. She is wrapped in layers of blankets despite the heat of the room and has lank hair peppered with seaweed and a few lumps that look suspiciously like fish eyes. The creatures at her feet are sea cubs (appendix B). Granny Saltwood, as she prefers to be called, is more than happy to brew up some potions of water breathing for the characters. All she requires for their creation is a specific variety of brown, stringy seaweed known as dead man’s bootlaces. She shows the characters a dried specimen inside an herbarium from atop the mantelpiece. She tells the characters that it can only be found in a small sea cave to the west of the harbour. After the characters have bought back the weed, she charges them 50 gp per potion, each of which requires a day to prepare. Being a hag, Granny Saltwood has more in store for the characters than they might imagine. If the characters ask around about Granny Saltwood, they get a mixed reception. Some locals think she’s a blessing, who can cure any ailment. Others think her malicious, claiming that she has tried to poison them in the past with her remedies. Characters who succeed on a DC 14 Wisdom (Insight) check realise that the nasty comments are coming from more attractive members of the populace. Characters can find out more about the cave by asking the harbour workers, who call the place Gallows Grotto. Read or paraphrase the following: Gimlet’s Ship Repairs A towering pair of wooden warehouse doors seal shut the entrance to a sea cave near the harbour. Painted on these is a white anchor and the words ‘Gimlet’s Ship Repairs’. Swinging from ropes attached to a rocky overhang above the entrance to the caves are buckets filled with tools. Here, characters can meet Oda ‘Bowsprit’ Gimlet (NG female rock gnome commoner) a boatbuilder and repairer who can service The Voyage or any other damaged vessel. Bowsprit is an amiable gnome who has a habit of chewing pungent tobacco. She works by swinging from ropes attached to the ceiling of the cavern and climbing in the rigging of the boats she repairs. Repairs to a damaged ship can be made while the vessel is berthed here. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labour. Bowsprit is a sucker for new brands of tobacco though and offers a 20% discount if the characters can get her a tin. The clerk ushers you into a separate part of the store. They open a creaky driftwood door revealing a cosy room warmed by a smouldering fire. Sat in a rocking chair by the fire, stirring a battered iron cauldron, is an ancient woman with greasy grey hair. Playing around her feet in the thick rag rugs that cover the floor are a half dozen creatures with the head and forepaws of a cat and the lower body and tail of a fish. The room smells unpleasantly fishy and is a touch too humid for comfort. “Gallows Grotto’s a place t’ be avoided if you ask me. A man died there long ago. Hanged by his neck from rigging rope and a driftwood beam. There’s many a tale about that place, but this one’s true. Decades ago, when my parents were but children, a woman arrived in Gundbarg from across the sea. She was a true beauty of a girl, they say. Some claimed she was the child o’ the ocean gods. Anyway, the men o’ the village started getting... restless at her presence. Eyes o’ married folk began to stray. Eventually, one man decided to try ‘is luck wi’ the lady. They spent the night drinking in the Dragon Turtle Inn, then she led ‘im away to where she was staying. He came back the next day filled with licentious tales o’ the night, an’ before noon the whole o’ Gundbarg knew. Unfortunately, the man was married. Folk back then didn’t take well to a woman being wi’ a man out o’ wedlock, so they keelhauled her. Next morning the man was missing. Gallows Grotto’s where they found ‘im. Still swinging he was.” Oda ‘Bowsprit’ Gimlet

28 The Crow’s Nest Tavern The Crow’s Nest Tavern is an inn of sour repute that caters to the wilder folk of Gundbarg, including the unsavoury types who visit the island. The place is run by One-EyedBill (NE male Illuskan human wereshark (appendix B)), a greasy looking fellow with a slicked back mohawk and a huge scar that has gouged out his left eye. His good eye is black and beady and ravenously flicks around the place as if searching for his next meal. The tavern is filled with pirates and thugs, including an appalling sea shanty band who are clearly far too drunk to be playing. Characters can purchase grog (watered down rum) here for 2 cp a mug or can buy bottles of rum for 10 gp. The place doesn’t serve meals, but there are small kegs of hardtack biscuits on the bar to which the patrons help themselves. Some of the ship’s rooms are still suitable to stay in and can be rented at a cost of 5 cp a night. The Crow’s Nest Tavern is a favourite haunt of the nefarious Captain Callous. He rarely docks his ship in the harbour, preferring to keep it out of sight, but if work ever finds him in Gundarlun, he’s sure to pay the Nest a visit. One-Eyed-Bill used to be a shipmate of Callous and is still loyal to him. Should the characters spot Callous, and you want him to make an escape, use the Bar Brawl event to assist his retreat. Bar Brawl The longer the characters stay in the tavern, the rowdier the place gets. After about an hour, or at a time of the DMs choosing, a massive brawl starts between the shanty band (two human thugs and a half-elf bard) and a gang of pirates (three human bandits and a bandit captain). Have the characters roll initiative. On initiative 20, roll a d20. On a 10 or more, another 1d4 characters join the fray. Any NPC stat block of challenge 2 or less will suffice. If the characters get involved, they can try to knock out the other brawlers or use ability checks such as Charisma (Persuasion or Intimidation) to break it up. Any reasonable check can be used, the DC for which is 15. If the characters move past any of the brawlers, there is a 50 percent chance they are pulled into the fray. Should the event start to become tedious, roll on the following table to add some spice to the brawl: Brawl Mishaps d6 Brawl Mishap 1 One of the brawlers comes charging in from an adjacent room and slams a ship’s wheel over the head of one of the characters dealing 11 (2d10) bludgeoning damage to them. 2 A stray flagon flies through the air and hits OneEyed-Bill the wereshark (appendix B), who transforms into a human-shark hybrid and attacks. 3 A hulking half-ogre pirate slams a pair of roguish types into one of the tavern’s walls which gives way entirely, causing the brawl to spill out into the street. 4 One of the lamps lighting the tavern is smashed, and the flame spills onto a platter of drinks, starting a serious fire in a 10-foot-square. Any creature in the fire takes 11 (2d10) fire damage and ignites, taking 3 (1d6) fire damage at the start of each other their turns. Fire can be doused with an action and spreads at the DMs discretion. 5 The rotted base of the main mast gives way as a thug is thrown at it, and slides into the room through the ceiling. Each creature in a 5-foot-wide, 30-footlong line must make a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage. 6 Someone throws a smoke bomb into the crowd which explodes in a ten-foot-radius, dealing 2 (1d4) force damage to anyone in the area. The area then fills with thick black smoke, heavily obscuring a sizable chunk of the tavern. Gallows Grotto Around an hours’ walk along the coastline from Gundbarg Harbour is a littoral cave that the locals call Gallows Grotto. This is the only place on Gundbarg where characters can harvest dead man’s bootlaces. When the characters arrive at the cave, read or paraphrase the following: The entrance to the cave is twenty feet below the rocky coastline. Unless they are entering by boat, characters must descend the slick rock the enter the cave. Climbing down requires a successful DC 16 Strength check, failure results in the character falling the twenty feet and hitting the water, taking 7 (2d6) bludgeoning damage. A character in the water must succeed on a DC 16 Strength check to swim into the cave; failure results in the character being smashed against rocks on the way in, taking an additional 7 (2d6) bludgeoning damage. If the characters are in a boat, the check is a group Dexterity check but has the same results. Not far from the docks is a dingy tavern formed from the skeleton of an old ship. Where the planks have rotted away, the owners have pegged large patches of sailcloth to cover the gaps. The sound of drunken brawling and raucous music spills out into the surrounding street. The smell of tar is thick in the air. After hopping along the rocky coastline from Gundbarg Harbour, you reach a sea cave that looks like it might be the one you’re looking for. The frigid ocean rushes in and out of the cavern, casting sheets of sea spray onto the surrounding rocks.

29 G1. Entrance Cavern Creatures. The cavern is haunted by a specter which attacks good aligned creatures that enter. G2. Sea Lion Den Creatures. This sea lion (appendix B) has abadly scarred front flipper. It belongs belongs to Granny Saltwood, and has the following changes: ● The sea lion has 50 hit points. ● The sea lion has a swim speed of 20 ft. ● The sea lion loses multiattack. The sea lion wears a hag eye (see Monster Manual) on a chain collar. Granny Saltwood can see through the eye. If the characters don’t discover the sea lion it remains asleep unless they enter area g4, when it is magically awakened and waits to ambush them. Characters is area g2 must take immediate action to avoid waking the sea lion. They can retreat entirely from the cave or mask their scent using the offal or a spell such as prestidigitation. If they fail to do so, the sea lion wakes up and attacks, trying to knock characters into the water where it is most deadly. You manage to get into the cavern despite the slick rocks and pounding waves. Seaspray fills the air here but doesn’t conceal the thick driftwood beam embedded above your head. Hanging from the beam is a mess of tangled ropes which seem to swing of their own accord. A natural stair of wet rocks leads up toward a cave which reeks of fish. Peering inside, you notice the slumbering hulk of a vicious beast. The front of the creature is that of a scaled, green lion, but its hindquarters have been replaced by the tail of a giant fish. The creature is over ten feet long and has a chain around its neck. Strewn around the monstrosity are handfuls of fish guts. As you watch, the massive beast’s nostrils begin to flare. Gallows Grotto: General Features The following aspects of Gallows Grotto are true unless otherwise noted in a particular area description: Ceilings. The caverns within Gallows Grotto are thirty feet tall. Desecrated Ground. Due to the dark past of the caves, Gallows Grotto is considered desecrated ground (see chapter 5 of the Dungeon Master’s Guide). Light. The caves are entirely dark and unlit. Slick Rock. The floor of the caves is wet with salt spray. A creature that takes the Dash action within Gallows Grotto must make a DC 10 Dexterity saving throw at the start of their move or fall prone. The walls cannot be climbed without gear, and even characters with gear must succeed on a DC 15 Strength (Athletics) check in order to do so. Gallows Grotto. 1 square = 5 feet

30 G3. Seaweed Sanctuary Dead Man’s Bootlaces. A character can identify the seaweed with a successful DC 10 Intelligence (Nature) check, made with advantage if the characters have a sample. Alternatively, a character can make a DC 12 Intelligence (History) check to recall being shown the sample by Granny Saltwood. A failed check could result in the characters procuring the wrong variety. If the wrong variety take this to Granny Saltwood, she still makes the potions for them, but they receive potions of poison instead. False Wall. Characters with a passive Wisdom (Perception) of 16 or higher notice part of the rock wall in this cavern is a different hue to the rest. A successful DC 16 Intelligence (Investigation) check reveals the wall to be false, made of plaster rather than rock, and openable by a concealed handle. The door leads to area g4. G4. Granny Saltwood’s Lair Any creature that enters this area reveals their location to the sea lion in area g2, which awakens and prepares to ambush them on the way out. Treasure. Though much of the junk is worthless, the party can take some dead man’s bootlaces from a labelled crate. The lantern is lit with a blue continual flame. The chests are both locked with rusting iron padlocks but can be opened with a successful DC 14 Dexterity check using thieves’ tools or a DC 10 Strength check. Inside the first chest is a set of wooden puppets carved from driftwood with dried seaweed hair and seashell armour, their strings tangled around them like ropes. Disturbingly, the puppets strongly resemble the characters and, if touched, begin to dance around acting out insulting parodies of their duplicates recent actions. If a character’s puppet is destroyed, the corresponding character takes 21 (6d6) necrotic damage. The second chest is trapped (see below) and contains Granny Saltwood’s more valuable items: a cloak of the manta ray made from a stitched up dead ray that constantly drips fishy oil, a bag of tricks and a scroll case covered in mother of pearl (worth 250gp) containing three spell scrolls (dominate beast, shape water, and tidal wave). Drown in Sorrow Complex trap (level 1-4, deadly threat) This magical trap was enchanted by Granny Saltwood to prevent people stealing her magic items. The trap causes the cavern in to fill with water and animates lengths of rope to restrain and drown the intruders. Trigger. The trap activates when a character who is not Granny Saltwood or one of her minions touches her chest of magic items. Initiative. The trap acts on initiative 20 and 10. Active Elements. Drown in Sorrow fills the room with sea water and other effects. Hangman’s Noose (Initiative 20). The reels of rope wound about the cavern animate and lash out toward the characters. They attack each creature with a +5 bonus to the attack roll, dealing 5 (1d10) slashing damage on a hit. In addition, the creature is grappled by the ropes (escape DC 15). If a creature is grappled by the ropes on initiative 20, it is not attacked, but must succeed on a DC 15 Strength or Dexterity saving throw or become restrained. Crashing Waves (Initiative 20). The room fills with the sound of crashing waves. Each creature must make a DC 15 Constitution saving throw or become deafened by the sound. This effect activates once, the first time the trap activates. Surging Seawater (Initiative 10). The cavern begins to fill with seawater at a rate of ten feet per turn (on the first initiative 10 it rises to 10 feet, then 20, then 30, which fills the cavern). Countermeasures. There are a few ways that the trap can be overcome. Open the False Wall. Opening the false wall disables the trap, but it is warded with magic. To open the doors, the characters must first make a DC 15 Wisdom (Perception) check to find the handle on this side. A successful DC 15 Intelligence (Investigation) check is then required to open the door. Each check requires an action. Hangman’s Noose. Characters can slash at the ropes or attempt to snap them. The ropes cease to be animated if their total attack bonus from attacks and checks reaches +0. Attack. A creature in the cavern can slash at the ropes. The ropes have AC 11 and 5 hit points. Destroying a rope reduces the Hangman’s Noose attack bonus by 1. Strength check DC 15. Creatures can use raw strength to snap the ropes. A successful check reduces the Hangman’s Noose attack bonus by 1. Enchanted Chest. A successful casting of dispel magic upon the chest disables the trap. A still rockpool of saltwater fills the majority of this cavern. Growing within it are a dozen kinds of seaweed. You pull the false wall aside, revealing a small grotto filled with junk and lit by bluish light coming from an old lantern. Reels of rope coil around barrels of stinking seaweed, huge glass jars of preserved fish, crates of soggy books, cages filled with bones and a pair of barnacle-covered chests. As you enter, the false wall swings shut behind you.

31 TRAVEL IN GUNDARLUN To reach Fiskrbak, the characters must travel for several days. King Redaxe recommends they travel overland through the mountains, a journey of three days. Characters may take a coastal route around the island, but this is a risk. Captain Greysail stays in Gundbarg whilst the characters visit Fiskrbak but promises to await their return before leaving for Neverwinter. If the characters ask her to take them to Fiskrbak in The Voyage, she refuses, believing the coastline too dangerous to navigate in a large ship. Refer to appendix A for random encounters that occur on the way to and from Fiskrbak, and The High Seas earlier in this chapter for assistance running travel. Sea Travel If the characters decide to travel in a ship which requires more than one crew member, they find the journey impossible. Jagged rocks around the coastline force the ship to turn back, lest they founder. Smaller vessels such as a keelboats or rowboats can successfully navigate the rocks. It’s impossible to become lost in the boat whilst following the coast, but at the start of each day, the navigator must succeed on a DC 12 Wisdom (Survival) check to avoid hitting the rocks. If the character fails this check, have everyone aboard this vessel make a DC 13 group Dexterity check to avoid hitting the rocks or a reef. If the group check succeeds, the collision is avoided. Otherwise, the vessel takes 2d10 bludgeoning damage from the collision, and everyone aboard must make a DC 10 Strength or Dexterity saving throw to avoid falling overboard. Have this occur during a random encounter to up the ante. Land Travel Travelling along the mountain trails of Gundarlun is far safer way to get to Fiskrbak, although it may take longer as characters run the risk of getting lost. Refer to The High Seas earlier in this chapter for travel rules. FISKRBAK Fiskrbak is a small fishing settlement on the western coast of Gundarlun ruled over by the hot-headed Jarl Frostgale. Although there is little of note in the village save the Jarl’s hold, it is not far from here that the mysterious vessel crashed from the sky. When the crash occurred, several villagers were killed, and several have since gone missing. Jarl Frostgale’s Hold The hall is unguarded, and characters can walk straight in should they choose. Inside are two long tables on either side of a narrow fire pit that runs the length of the hall, over which roast a handful of large sea bass and a single pig. Crowded in groups around the tables are twelve tribal warriors, and at the end of the hall, sat in a wooden throne, is Jarl Skotha Frostgale (CN male Illuskan human berserker). Read or paraphrase the following: Jarl Frostgale is a hothead. He quickly loses his temper if he thinks that the characters are poking fun at him or not doing what he asks. He rants about King Olgrave’s ‘foolish love of theae Lord’s Alliance’ and claims that if he were King, he would restore Gundarlun to its former glory. The Jarl is eager for the party to head to the site of the crash, which is an hours’ walk north of Fiskrbak. If asked for more information, he tells the characters the following: ● The crash happened almost three tendays ago. Several frightened villagers came to tell him about a star that had fallen from the sky, killing some of their family. When he went to look, he discovered that it was a strange metal ship. The Jarl wants the crash cleared up. If the party can make sure it’s not dangerous, he’ll happily send his men to throw it into the sea. ● If the party report back to the Jarl about the sahuagin tracks in the crash, he tells them to head toward the Wreck of the Golden Crown, where the sea devils lair. He warns the characters not to stray into the ruins of Berranzo, claiming that the Calish*te who built it cursed the place with greed. Rimewave Household This small, slate-roofed house belongs to the Rimewaves. They are humble fisherfolk well-known around town but have gone missing. The family consists of a father and mother, Taman and Westra, and their teenage son Bern. Whilst out fishing in the early hours, the family were attacked by sahuagin. Bern was taken by one group of the sea devils, whilst Taman and Westra were sent straight to the wreck of the Golden Crown on the north coast of Gundarlun, where the sahuagin lair. If the characters bring Bern here, he is distraught to realise his parents have not returned. If the party assume the worst, he refuses to believe them, and begs them to try and find the sahuagin who took his family. He refuses to leave their side unless the characters do something serious In the centre of the scattered slate-roofed houses is a large, (such as attack him or sneak off in the middle of the night). thatched feast hall. The doors to the chamber are decorated with the colossal jaws of some monstrous shark that could easily swallow a man whole. “Who are these foreign folk in my hall?” The jarl bellows down the hall toward you. “If you are friends then take a seat at my table and have an ale. If you are foes, you picked a good day to die.”

32 The Crash Site The crash is on a rocky beach around an hours’ walk from Fiskrbak. What the characters do not know is that the crashed vessel is part of an illithid nautiloid, a ship used by the colony of Zellix’Phor to navigate the planes. The colony travelled to the Material Plane to stock up on brains but were followed and ambushed by a group of githyanki knights, sworn enemies of the mind flayers. A great battle was fought on the ship, in which most of the illithid and githyanki died. As the nautiloid thundered toward the ground, it broke apart into numerous pieces, most of which were destroyed or sank to the bottom of the ocean. Once the characters arrive at the crash site, read or paraphrase the following: C1. Corpses Characters who investigate the corpses can see that they have been dead for a while. Their skin is drained of all colour and they are stiff as a board. Characters who succeed on a DC 15 Wisdom (Medicine) check notice dried blood around their ears, indicating some mental trauma killed them. They have been dead for around three ten-days. C2. Tentacles Half-crushed beneath the ship are three metal tubes that look like tentacles. Their design is probably unlike anything the characters have seen before. It is obvious that the metal is a foreign substance, but a successful DC 15 Intelligence check allows a character to make a comparison to star metal. It has a slight iridescent quality, is incredibly strong, and yet has been forged into a highly flexible appendage. C3. Ruined Room Around the back of the nautiloid is a chamber that is torn in half. The jagged metal walls are sharp to the touch, and twisted tubes spout noxious gases into the air. Read or paraphrase the following: The sight before you is entirely alien. A strange, twisted, metal ship of some sort has smashed into the ground, crumpling up and scattering debris far and wide. A few feet from the wreck are three human corpses that look as if they’ve been there some time. The otherworldly vessel seems to be incomplete, as if torn from a larger structure. Despite this, the ship is larger than most of the houses you’ve seen on Gundarlun. Foul smelling vapours hiss from the wreckage, burning the back of your nostrils. As you circle the empty hulk, you notice bizarre, tentacle-like metal tubes emerging from it. Carefully, you enter the crashed ship from the sundered end of the wreckage. Noxious gases spout from ruptured tubes in the walls. Peering through the haze, you make out a circular door on the far wall. The contents of this room have been destroyed; smashed glass vials cover the floor, thin metal wires are strewn about the place, and crumpled metal instruments litter the desks. Crash Site. 1 square = 5 feet

33 Poisonous Gas. Characters who enter the wreckage must make a DC 14 Constitution saving throw or become poisoned by noxious fumes for 1 hour. Characters who succeed on the save are immune to the fumes for 24 hours. Wreckage. There are multiple ways for the characters to determine that sahuagin have been at the wreck: ● Intelligence (Investigation), DC 12. Success reveals that this room has been raided. Once locked boxes lie broken on the floor, their contents plundered. If the check succeeds by 5 or more, the characters find small shards of coral from broken jewellery on the ground. A successful DC 16 Intelligence (Religion) check reveals that these shards were once part of an idol of Sekolah. ● Wisdom (Survival), DC 15. Success reveals webbed footprints smudged into the blackened deck of the chamber in a far corner. A successful DC 12 Intelligence (Nature) check is enough to recognise the tracks as sahuagin. ● Wisdom (Perception), DC 18. Success allows a character to notice a distinct fishy aroma in the chamber, despite the noxious gases. C4. Tadpole Chamber Mounted on both sides of this door is a burnished plate of dark, alien metal embossed with a braille-like form of tactile writing known as Qualith. Mind flayers use their tentacles to read Qualith, which is composed in four-line stanzas indecipherable to other creatures. A creature that touches a Qualith inscription, however, can receive fragmentary insight into the multilayered thoughts contained within it. A non-illithid that wants to understand a Qualith inscription can make a DC 18 Intelligence check to interpret the inscription. A failed attempt results in a crushing headache and requires the creature to succeed on a DC 11 Wisdom saving throw or develop a form of shortterm madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide). A comprehend languages spell provides understanding of the spell roughly equivalent to what a mind flayer would get from it. Each door plate is imbued with psionic energy that functions like an arcane lock spell. The Qualith inscription on the plate describes the genuflections a mind flayer must make with its tentacles to open the door. Other creatures with at least four tentacles can imitate these motions to bypass the lock, provided they can interpret the inscription. A creature must be within 5 feet of the door to open it in this way. Creatures without the requisite tentacles and knowledge must deal with the lock by more conventional means, such as a knock spell. If magic is unavailable, the locked door can be opened with a successful DC 18 Strength (Athletics) check, as it is badly damaged. Clever adventurers might discover that a decapitated mind flayer head, animated through an animate dead spell, can be used to access the locks. Unless held open, doors which Qualith door locks automatically close and lock. When characters enter, read or paraphrase the following: Light. This room is unlit. Creatures. Trapped in this room is a githyanki knight with the following changes: ● He has 30 hit points remaining ● He is wearing damaged armour (AC 14) ● He a broken leg (speed 15 ft.) ● He loses multiattack ● He has become a host for an intellect devourer If the characters entered using an Intelligence check, the knight is unaware of their presence. Any other method of entry allows the knight to hide and prepare an ambush. Characters with a passive Wisdom (Perception) of 12 or higher notice the knight hiding between two metal girders. When the knight attacks, read or paraphrase the following: When the knight dies, read or paraphrase the following: Smashed Pool. Characters who succeed on a DC 12 Wisdom (Perception) check notice that one of the pools in the chamber has cracked, and the fluid has drained out and leaked outside through a rupture in the side of the ship. The crack is too small for Small or larger creatures to enter through but provides line of sight into the area. You open the strange door from the previous room and are plunged into darkness. Before you is a cylindrical chamber, filled with peculiar, glass-topped pools of brine separated by thin sheets of iridescent black metal. Floating in these pools are dozens of dead tadpole-like creatures with vicious little teeth and slender tentacles. At the near end of the chamber are two desks covered in broken equipment. A tall humanoid resembling a green-skinned elf lurches toward you. It has clearly suffered tremendous wounds in the crash; it’s left leg buckles under its weight, and it has a huge gash across its chest. The creature’s armour too has been damaged and hangs off its frame haphazardly. Despite this, the creature swings a vicious silver sword in a wide arch at you with surprising strength. As the alien humanoid crumples in a heap on the ground, you hear a horrifying burrowing noise. As you watch, a quadripedal brain ruptures from the back of the creature’s skull and makes a break for the door leading outside.

34 C5. Resting Pool The door to this chamber is locked with a qualith door lock (see area c4). When characters gain access, read or paraphrase the following: Unfathomable Architecture. Characters who enter this area must make a DC 11 Wisdom saving throw or become frightened of the otherworldly chamber. If the saving throw fails by 5 or more, they also develop a random form of shortterm madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide). Creatures. Lurking beneath the brine pool is a swarm of cranium rats. They have extinguished the natural illumination of their brains and are spying on the characters. Characters with a passive Wisdom (Perception) of 16 or higher notice the rats. If attacked, the rats retaliate until they drop to half their hit points, after which they attempt to flee. Brine Pool. Characters who touch the water of the pool are bombarded with psychic images. Read or paraphrase the following: Characters who experience the visions must succeed on a DC 18 Wisdom saving throw or become stunned for 1 minute. Roll any dice, on an odd number, the stunned character falls into the brine pool and begins to drown. A creature can repeat the save at the end of each of its turn, ending the effect on itself on a success. BERRANZO Originally built over a century ago, Berranzo is a failed mining community off the western coast of Gundarlun. Although originally a Calish*te operation, the mine failed mysteriously after only three years, with most of the populace going mad. For many years after, ore ships would turn up filled with dead or insane crew. Now even the Northmen are too afraid to venture there, and rumours of the place abound. Due to the isolated nature of this ancient mine, Thiliossk, one of the illithid attendants of Zellix’Phor, has taken up temporary residence. From this location, he can oversee the corruption of Gundarlun at the hands of the sahuagin. Berranzo may never feature in your campaign, but if the characters arrive here, read or paraphrase the following: You emerge into a huge circular chamber dominated by a gigantic brine pool which levitates a few inches off the ground. The pool is surrounded by alien architecture that is horrifying to behold. The structure seems to be an unnatural mixture of molten rock and metal, covered in otherworldly hieroglyphics that fold together and separate as you observe them. The whole chamber gives off an aberrant malignancy, causing the hairs on the back of your neck to stand up. Off to one side of the mountain trail you notice a pile of discarded mining equipment; pickaxes, carts, sledgehammers and the like. The items are rusted beyond use, but there seems to be a scattered trail of them leading down a pathway overgrown with gorse. As you scan the path, you notice it leads to the base of a rocky outcrop, which has caved in where it meets the trail. The horrifying sound of shearing metal fills your brain, and a sequence of images flash through your mind. First, you glide through a strange silvery sea, dotted with distant stars. Suddenly, you’re face to face with one of the green-skinned humanoids, they stab again and again into your gut with their silver sword. With a blinding flash, you’re hurtling toward the ground, flames surrounding you. You hit the ground. It all goes black. Character Advancement After exploring the wreckage of the nautiloid, the characters should advance to 4th level. Berranzo: General Features Berranzo is an ancient Calish*te mine around a century old. It has long been abandoned by the colony which once lived there, as many of the miners were driven insane by some mysterious force. The following features are common throughout the mines: Light. Although there are braziers set into the stone floors, and torches in sconces on the walls, the mines are entirely unlit. Maddening Presence. Something is unnaturally sinister about these mines. The Calish*te colony dug too deep and uncovered an ancient, unknowable horror that resides deep beneath the earth of Gundarlun. Although it is safe to remain in the mines for a short time, spending extended periods down here is likely to drive a creature insane. Each time a creature takes a Short or Long Rest in the mines, they must make a DC 15 Wisdom saving throw. On a failed save, the creature gains no benefit from the rest and gains a Short-Term Madness. These madness effects cumulate, so that a second failed save results in a Long-Term Madness, and a third an Indefinite Madness. This can occur multiple times. Rope Ladders. There are four rope ladders leading down into the central crevasse of Berranzo. These can be climbed without a check but are counted as difficult terrain by creatures without a climb speed. Walls and Ceiling. The walls and ceiling of the mine are stone, either natural (in areas b2 and b9) or chiselled (areas b1, and b3-8). Except where mentioned otherwise, ceilings are at a height of twenty feet. Natural stone can be climbed with a successful DC 16 Strength check.

35 B1. Mine Entrance If characters wish to gain entrance to Berranzo, they must get past the cave-in. Characters who succeed on a DC 18 Wisdom (Perception) or Intelligence (Investigation) check locate a fissure in the rock, allowing them to squeeze through into the antechamber. If no fissure can be found, characters must clear the rocks. To do so, they must succeed on three of the following ability checks. If they fail three before they succeed, they are unable to clear the rocks: ● Strengh check, DC 16. A successful check allows a character to shift some of the boulders. ● Dexterity check, DC 18. A successful check allows a character to squeeze between some of the rocks. ● Constitution check, DC 20. A successful check allows a character to bear a large load of rocks. ● Intelligence (Investigation), DC 14. A successful check allows a character to determine which rocks to safely move first. ● Wisdom (Survival), DC 16. A successful check allows a character to avoid the most dangerous areas of the cave-in. ● Charisma (Performance), DC 15. A successful check allows a character to motivate their fellows. ● Any other check the players can think of that has reasonable justification. For each failed check, have the unsuccessful character make a DC 16 Strength or Dexterity saving throw to avoid getting crushed, trapping a limb, or grazing themselves against the sharp rocks. On a failed save, the character takes 11 (2d10) bludgeoning damage. When the characters enter, read or paraphrase the following: Pillars. Characters who succeed on a DC 14 Intelligence check, or who are Calish*te humans, realise that the motifs are of Calish*te origin and that some of the stone has been imported from that part of the realms. Doors. The stone doors are heavy but not locked, and can be opened with a successful DC 12 Strength check. As you follow the overgrowth path, you come to what must have been the entrance to a subterranean mining colony. Half a dozen rusted tools lie strewn about a hefty pile of collapsed boulders that has sealed shut the entrance. Thin shards of light pierce the darkness of this empty chamber from cracks in the rock above. The scarce light illuminates four stone pillars covered in engraved mandalas. At the far end of the hall are a pair of stone doors, around eight-feet-tall, with thick handles of brass. Berranzo. 1 square = 5 feet

36 B2. Main Cavern If the characters didn’t kill the swarm of cranium rats in area c5 of the crash site, they are lurking quietly on the stairwell looking for any intruders. Unless the characters succeed on a DC 10 group Dexterity (Stealth) check, the swarm notices them and scurries to area b6 to warn Thiliossk. Characters with a passive Wisdom (Perception) of 12 or higher notice the rats. If they are stopped within two rounds, they fail to alert Thiliossk. Check the sidebar ‘Thiliossk’s Plan’ to see how the Illithid responds to intruders in his lair. Once the party reach the bottom of the stairs, read or paraphrase the following: B2a. Suspended Walkway Characters can move at a normal pace across the bridges, but this puts a strain on their weathered construction. Whenever one or more characters move at normal speed across a bridge, roll a d6. On a roll of 1, a bridge breaks and flips to drop characters into the crevasse. These areas can be navigated safely by treating them as difficult terrain. The walkways can also be damaged to make them collapse. They have AC 13, 11 hit points and vulnerability to fire damage. B2b. Crevasse The crevasse is sixty feet deep. It has three levels, each of which descends thirty feet. Creatures. Scurrying around the bottom of the crevasse are six rust monsters. They can climb the walls without an ability check but treat the them as difficult terrain. If any of the characters are wearing metal armour or carry metal weapons, they attack with glee. If not, they pay little attention to the party. B2c. Slag Heap Creatures. Hiding amongst the rubble is a grick. It uses its stone camouflage to hide and can only be noticed by characters with a passive Wisdom (Perception) of 17 or higher. Should any character stray too close, the grick attacks. B3. Storeroom The door to this area is locked from the inside. Thiliossk has the key. Characters can open the door with a successful DC 16 Strength check or a DC 18 Dexterity check using thieves’ tools. Using a strength check alerts any creatures in areas b3-7, who cannot be surprised. Tiny creatures can fit through a two-inch gap at the bottom of the door. You descend down an unlit stone stairway for perhaps ten minutes. The steps are dusty and rubble-strewn, and clearly haven’t been used in a long time. Each footstep echoes down the long, black stairway. To one side of the stairs is a rail for minecarts, connected to a pulley system. After several more minutes, you emerge into an enormous natural cavern. A huge crevasse below you is spanned by a pair of rickety-looking wooden walkways, anchored to a central pillar of stone. The crevasse itself is at least fifty feet deep and has dozens of crevices chiselled into the walls where miners have dug for veins of ore or precious minerals. To your right is a manmade tunnel leading into the rock and over the crevasse is a wide, semi-natural tunnel leading further down into the mountains. A pair of wooden walkways hang perilously over the edge of the crevasse, connected by a natural pillar of stone. The wooden planks of the bridges look somewhat worm-eaten, and the rope has frayed in several places. The deep crevasse that fills this central cavern has several levels, connected by rope ladders. It has been heavily mined, and the tools of that trade lie abandoned all about. Every now and then, some mineral deposit in the walls twinkles and catches your eye. In the southwest corner of the cavern is a huge heap of slag and shattered rock. There are numerous shovels and carts around it, some half-filled with the rubble. After dealing with the locked door, you find yourself in a room that has been cut into the rock. Resting against the walls are racks of pickaxes, sledgehammer, chisels, and other mining tools, and stacked up in the far corner are half a dozen minecarts. To the left of the door is a desk, upon which lie a number of metal ingots.

37 Creatures. If the characters didn’t notice or stop the swarm of cranium rats from area b2, they are waiting in this room after having warned Thiliossk. Treasure. There are twelve iron ingots (1gp each, 10lbs) and three gold ingots (10gp each, 10lbs) on the table beside the door. There are enough items on the racks and desk to form one set of smith’s tools (20gp). B4. Vault Treasure. Inside the trunks are three sets of smith’s tools (20gp each), two sets of mason’s tools (10gp each) and a single set of jeweller’s tools (25gp). A small velvet pouch holds six banded agates (10gp each) and four chalcedonies (50gp each). A successful DC 18 Intelligence (Investigation) check reveals small metal shavings of adamantine (worth 50 gp) in the trunks, suggesting they were once used to store the precious metal. B5. Secret Safe On the far wall of area b4 is a panel of stone which slides aside to reveal a safe. Characters with a passive Wisdom (Perception) of 20 or higher notice the outline of said panel. Characters can open the panel with a successful DC 20 Intelligence (Investigation) check. Trap. Characters who succeed on a DC 18 Intelligence (Investigation) or Wisdom (Perception) check notice that the chest is sat on a pressure plate. The plate can be disabled with a successful DC 18 Dexterity check using thieves’ tools, or by replacing the chest with an item of similar weight, discernible by looking with a DC 18 Intelligence check. Removing the chest without disabling the pressure plate causes a steel guillotine to slam down just behind the sliding panel. Any character with body parts within the area must make a DC 20 Dexterity saving throw, taking 11 (2d10) slashing damage on a failed save or half as much on a successful one. If the check fails by 5 or more, the body part is severed (see Lingering Injuries in the Dungeon Master’s Guide). Characters can open the guillotine to recover lost appendages with a successful DC 12 Strength check. Treasure. The chest is locked, and the key is missing. It can be opened with a successful DC 10 Strength check or a DC 12 Dexterity check using thieves’ tools. If opened with a strength check, the potions shatter and mix (see Variant: Mixing Potions in the Dungeon Master’s Guide). Inside the chest are two potions of healing, a potion of climbing, a potion of diminution and a potion of water breathing. It also contains a +1 dagger with an adamantine wyvern engraving on the blade that once belonged to a Zhentarim merchant (250gp), a driftglobe, a vial of drow poison and 231gp in assorted coins. B6. Foreman’s Office If characters have alerted creatures to their presence here, they are attacked by two human commoner thralls equipped with flensing claws who come from area b7. Creatures. Unless Thiliossk (appendix B) has been alerted by the cranium rats, he is inside this chamber working on the corpse of Taman Rimewave. Corpse. The body on the table is that of Taman Rimewave, Bern’s father. If Bern sees the corpse, he is stunned for 2d4 rounds, after which time he is inconsolable, and cries for days on end. Hopefully, the characters comfort the young man, but it’s clear that he will never truly recover from the shock. Treasure. In amongst the grisly vials and jars are a number of valuable items. Four adamantine ingots (10gp each, 1lb), two amethysts (100gp each), a healer’s kit, three flasks of oil and a set of alchemist’s supplies. On the desk is a survival mantle. B7. Living Quarters Creatures. Unless alerted to the character’s presence, there are two human commoner thralls in this room who lunge at the characters as soon as they enter. Imprisoned! If characters are captured by the thralls or Thiliossk, they are be brought here and chained to the bunkbeds around their waists. Characters can break free of the chains with a successful DC 20 Strength check. B8. Elemental Forge A circular iron door around five feet across hangs ajar. Beyond this is a vault which seems to have been plundered. There are two long trunks on either side of the room which have been cracked open; they appear to have been rummaged through, but many items still remain. This room was clearly used as an office at some point but has since been converted for other purposes. Strange glass vials and jars line the shelves on the walls, filled with bodily fluids and organs. The large desk has been dragged into the centre of the room, and a human corpse lies upon. Its arms have been sliced open, and adamantine claws are being attached to the muscles and ligaments within. The panel of stone slides aside, revealing a small opening, around two feet across, inside of which is a wooden chest decorated with adamantine gilding. You crack open the rickety wooden door, revealing a room filled with decaying bunkbeds and strewn with smashed crates, barrels and the like. Several of the bunk beds have chains wrapped around their bases, and buckets nearby filled with human excrement. A huge adamantine grate covers the entrance to a forge. Peering through the bars you can make out the gaping maw of an enormous furnace, as well as a half dozen anvils, a well, and a large metal chest.

38 Runes. Characters with a passive Wisdom (Perception) of 16 or higher notice a semicircle of runes around the grate. A successful DC 16 Intelligence (Arcana) check allows a character to discern that these are runes of elemental binding. The runes can be destroyed with a casting of dispel magic or by attacking them with a magic weapon (no attack roll required). Opening. The adamantine grate is attached to a pulley system on the top level of the crevasse. Two characters can use an action to activate the pulleys and raise the grate, which locks in place. Characters can use an action on a subsequent turn to release the pulleys, closing the grate again. Alternatively, a character can succeed on a DC 25 Strength check to lift the grate without using the pulleys. Creatures. Inside the forge itself is an enslaved fire elemental, summoned here by the Calish*te mages who once owned the mining colony. Although it is currently dormant, any who would tamper with the chest in this forge awakens its fury. It cannot leave the forge past the runes on the floor. Treasure. The metal chest inside the forge is locked with an intricate mechanism. The complex key for this chest is missing. To open it, characters must first succeed on a DC 20 Intelligence check to align the mechanism. Next, they must succeed on a DC 20 Dexterity check using thieves’ tools to unlock it. Finally, a successful DC 20 Strength check is required to open it where time has sealed it shut. Touching the chest awakens the fire elemental. Inside the chest are a +1 adamantine longsword, a mithral chain shirt, and a brooch of shielding. B9. Deep Mines The deep mines of Berranzo are cursed by a maddening presence which drove the initial colonists mad within a few years of their settling. Although the mines were rich with ore and precious stones, the whisperings eventually sent the miners mad. Characters who enter the deep mines quickly become disoriented. Each character must make a DC 18 Wisdom saving throw or become overwhelmed by the whispering (use the poisoned condition). If they wish to find a way out of the labyrinthine tunnels, the characters must succeed on a DC 20 Wisdom (Survival) check to escape. Each failed attempt results in the characters having to rest down in the mines, where they are subjected to the maddening presence (See General Features). In the deep mines, the DC to resist the madness is 20. Each day the characters are trapped, roll a d20. On a roll of 12 or higher, the characters are attacked by natural cave denizens, such as a grick or cloaker. When characters finally manage to escape, there is a 50% chance they exit the mines through a natural cave in the mountainside rather than through the mine entrance. On the other side of the crevasse is a mined-out tunnel which leads ever deeper into the heart of the island. It is entirely unlit, and a tormenting whispering echoes up from its depths. Thiliossk’s Plan Thiliossk has been using Berranzo as a base of operations from which they can manipulate the sahuagin. They have been using the sea devils to capture local fisherfolk for thralls and food. When the characters enter Berranzo, Thiliossk has several opportunities to become aware of their presence. Initially, they could be warned by the cranium rats. Failing this, the characters actions could warn them of their presence. Combat breaking out in areas b3-4 or b7 would alert them, as would the breaking down of doors or loud magical effects. Depending on what level the characters are when Thiliossk discovers their presence, they enact the following plans: ● Levels 1-4. Instantly recognising that the characters are of inferior races and lacking in skills, Thiliossk attacks without a second thought. If possible, they uses their thralls (area b7) to subdue the characters before consuming their brains or capturing them and experimenting upon them. ● Levels 5-6. At higher levels, Thiliossk realises that the party is a threat to his existence. They attempt to lure the characters into the forge by commanding one of their thralls to run there. Should the characters follow, they and the other thrall drop the grate, trapping the characters. ● Levels 7+. Thiliossk knows when he’s outmatched; on their own, they cannot hope to face a party of high-level adventurers in open combat. They flees into the deep mines to escape. Thankfully, their psionic powers make them immune to the maddening presence.

39 Lying beneath seventy feet of water on the northern coast of Gundarlun is the wreck of the Golden Crown, a Calish*te galleon used to transport precious metals from the now abandoned mine of Berranzo. It has been over a century since the wreck, and the place is known by the Gunds only as the site of a sahuagin den. Lairing in the skeleton of this sunken ship are the sahuagin who have begun to terrorise the island. They have renounced their god Sekolah in favour of a new patron, the elder brain Zellix’Phor, who is corrupting them through their connection with the wreck in Fiskrbak. They were the first living creatures to discover the crash, and looted the destroyed vessel, discovering alien technology beyond their comprehension. Through these strange items, the Attendants of Zellix’Phor have psionically corrupted the sahuagin, bending them to their will. In the nearby ruins of Berranzo is the mind flayer Thiliossk. It has been manipulating the sahuagin, getting them to deliver captives to the site of the wreck, where it spirits them away to consume their brains or turn them into thralls. Reaching the Wreck From the cliffs on the north coast of Gundarlun, the wreck of the Golden Crown can just about be seen beneath the cracking waves, provided the sea has not frozen over. The main mast of the ship sticks up above the water’s surface. Characters who aim to track the sahuagin back to the wreck can easily find a group of these marauders by waiting near the site of the crash near Fiskrbak. Following the sahuagin may require successful Dexterity (Stealth) checks to avoid being noticed if following closely, or successful Wisdom (Survival) checks to follow their tracks if leaving a discrete distance. Alteratively, the characters may come across the wreck by accident whilst exploring Gundarlun, or be advised to visit by Jarl Frostgale. To reach the wreck proper, the characters must find a way to descend beneath the waves, to a depth of seventy feet, where the skeleton of the great galleon lies. Read or paraphrase the following: Creatures. Characters with a passive Wisdom (Perception) of 15 or higher notice a patrol of four sahuagin led by a sahuagin raider (appendix B) patrolling the wreck. Should the characters fail to notice the patrol, they are surprised by them as soon as they enter the wreckage. THE WRECK OF THE GOLDEN CROWN After swimming down for some time, the murky skeleton of the wreck begins to appear. The timber of the ship is rotted and covered in seaweed and shellfish, and large chunks of the galleon have been torn away by rocks. Clearly, it was once a majestic seafaring vessel, its tall sides decorated with ornate carvings and perhaps once gilded with precious metals. Now though, the ship looks like the carcass of a fish eaten whale. As you get ever closer to the wreckage, the water begins to chill you to your bones. Underwater Environment This section of the adventure takes place in the underwater wreck of the Golden Crown. Because the wreck is entirely submerged, you need to run all combat with the underwater combat rules (see Dungeon Master’s Guide). The characters must have some way of breathing underwater to stay alive for the duration. By the time characters reach the wreck, they should be 4th level, giving them access to spells such as alter self, the treasure from Gallows Grotto or Berranzo, or potions of water breathing brewed by Granny Saltwater. These should give them the capability to make the swim down to the wreck. The underwater excursion should take less than an hour of in-game time, so a single potion per character is enough. If the characters find themselves here without any means to survive underwater, perhaps have them recall that some folk in Gunbarg were talking about Granny Saltwood brewing potions of water breathing or encourage them to pay a visit to King Olgrave, who can give them a spell scroll of water breathing. Not only will surviving below the waves be an issue, but it is worth bearing in mind that everything in the wreck is filled with seawater and has been for over a century. Items made of organic material have rotted, chests are filled with water, metals have tarnished or rusted, and the structural integrity of the wreck is compromised. Treasure items the characters find in the wreck are worthless unless they can restore them using appropriate tools or spells.

40 W1. Miraz’s Cabin A rusted old chain has been wound around the handles of the doors, preventing them from opening more than a crack. A successful DC 15 Wisdom (Perception) reveals that beyond the door is a large, seemingly untouched cabin. Opening the doors requires a successful DC 20 Strength check. Alternatively, the chains can be attacked (AC 18, 10 hit points and resistance to slashing and piercing damage), as can the doors themselves (see General Features). If characters enter the area, read or paraphrase the following: This cabin once belonged to the wizard Hoch Miraz. Doors. Depending on how the characters entered, the doors may be chained from the other side (see above). Treasure. Sifting through the sand and muck, characters can find a pair of silver candlesticks (25 gp each), three Wreck of the Golden Crown. 1 square = 5 feet Dim light filters in from shattered windows on the far wall, dappling what was once a lavishly decorated cabin. In the centre of the cabin is a long wooden table, with silver cutlery and candlesticks lying haphazardly atop it. On either wall are wooden desks, above which hang rotting paintings. Everything in the cabin is covered in an inch or more of sand and muck. A thick curtain covered in slimy seaweed splits the room in two.

41 silver chalices (50 gp each) and a set of silver cutlery (10 gp). These items are tarnished and need cleaning to attain their true value. One of the paintings is rotten beyond repair, the other is a spotless portrayal a female Calish*te ship’s captain (750gp). A detect magic spell reveals an aura of abjuration that prevents it becoming dirty. Desks. One of the desks is unlocked and is filled with dissolved parchment. The other desk is locked (the key is in area w2) but can be opened with a successful DC 16 Dexterity check using thieves’ tools. A character attempting to pick the lock triggers a magical poison needle trap. The character must make a DC 20 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 10 minutes. While poisoned in this way, the creature is paralysed. On a successful save, the creature takes half as much damage and isn’t poisoned. Inside is a well-preserved spyglass in a watertight but rotten leather sheath (1,000 gp), a gem of seeing and a rotten pouch containing 435 gp in assorted coins and a diamond worth 300 gp. Curtain. Behind the curtain is area w2. W2. Miraz’s Quarters A thick curtain covered with mossy seaweed splits this area from area w1. Treasure. Characters can to plunder the golden chandelier (300 gp) but it is a Large item and needs two to carry. Characters who spend ten minutes searching the bookshelf, or succeed on a DC 15 Intelligence (Investigation) check, discover Hoch Miraz’s spellbook which has a granite spine and enchanted pages. It contains the spells conjure elemental, stone shape and fabricate. The Miraz’s spellbook has a glyph of warding inscribed within its cover. The glyph requires a successful DC 15 Intelligence (Investigation) check to be found. The glyph is triggered when any creature other than Hoch Miraz opens the book. The stone shape spell is stored within the glyph and, when triggered, causes the spine of the book to transform into manacles which clasp around the triggering creature’s wrists. Whilst shackled, the creature cannot use its hands (and has its swim speed halved). The magical waves given off by the tome alert Hock Miraz who attacks. Creatures. Characters with a passive Wisdom (Perception) of 15 or higher notice that the pile of sand atop the bed is suspiciously humanoid in shape. Beneath it is Hoch Miraz (appendix B). He attacks any creature that disturbs him. If he attacks, read or paraphrase the following: After attacking any creatures who have stolen his possessions, Hoch flees out of the shipwreck in a rage, rushing toward Purple Rocks as fast as he can to recover his staff of the magi. If you desire, Hoch could appear later in the adventure at Purple Rocks where Deep Lord Ingrimarr, the head of the kraken priest Elders, has his staff. Treasure. Characters with a passive Wisdom (Perception) of 20 or higher notice a box beneath the bed. The box is locked, the key is beneath the rotted pillows of the bed (see below). The box can be smashed open with a successful DC 12 Strength check or picked with a successful DC 14 Dexterity check using thieves’ tools. Inside is a potion of vitality, a potion of greater healing and a potion of mind reading. Keys. Beneath the rotted pillows of the bed is a ring of keys. These unlock the desk in area w1 and the box below the bed. Taking these keys disturbs Hoch Miraz. Golden Crown: General Features The wreck of the Golden Crown is a centuries-old shipwreck which lies off the north coast of Gundarlun. The following features are common throughout: Ceilings. Except where mentioned, the ceiling height below decks is six feet. Frigid Water. The wreck of the Golden Crown follows rules for frigid water (see Dungeon Master’s Guide). If tracking the in-game time becomes tiresome, have the characters make their Constitution saving throws after every other encounter. Light. Outer areas of the wreck (areas w1, w3b, w4, and w5) are immersed in clear water and dimly lit by natural light. Characters in these areas can see up to 30 feet. Except where noted otherwise in the text, all other areas are unlit and submerged in dirty water. Characters in these areas can see up to 10 feet. Portholes and Damage. The majority of rooms adjacent to an outer wall are accessible through portholes or damage to the hull. These holes are large enough for a Small creature to squeeze through. This does not apply to area w11, w12, w14 and w15. Resting. Resting underwater in the sahuagin’s lair is a risky thing to do. Each time the characters attempt to rest, roll a d20. On a roll of 5 or higher, they are found and attacked by 1d6 sahuagin, 2d4 reef sharks or a hulking crab (appendix B). Rotting Timber. The wood from which the hulk is made has rotted over the years, making it relatively weak. A character can destroy a 5-foot section of wooden wall (including doors) by attacking it. The walls have AC 14 and 20 hit points. Underwater. All areas, save w21, are submerged in seawater. The rules for underwater combat apply in submerged rooms (see Dungeon Master’s Guide). The coating of muck and sand does little to disguise this cabin’s former splendour. A chandelier hangs from the ceiling, occasionally shedding particles of sand which glitter in the dim light. Toward the stern is a well-stocked bookshelf, the spines of the tomes green with algae. Against the hull is what must have been a bed but is mounded high with dirt and sand. You leap back as a bloated corpse sits upright in the bed before you. It turns its head toward you, its eyes burning with rage. The corpse opens its mouth to shout, and dozens of leeches spill out.

42 W3. Forecastle Creatures. There are two sahuagin at the forecastle arming a ballistae each, searching for intruders. Ballistae. Despite being submerged for over a century, these weapons are perfectly functional. A creature can use this weapon to make a ranged weapon attack; +6 to hit, range 120/480ft., one target, which deals 16 (3d10) piercing damage on a hit. Before it can be fired, a ballista must be loaded and aimed. It takes one action to load the weapon, one action to aim it and one action to fire it. When the characters first encounter the ballistae, they are already loaded and aimed. Each ballista has six heavy bolts for ammunition. A ballista has an AC 15, 50 hit points and immunity to poison and psychic damage. The ballistae are mounted on the deck so can’t be moved but rotate 360 degrees. W4. Main Deck Creatures. The deck is patrolled by four sahuagin led by two sahuagin raiders. Accompanying the sea devils are two hunter sharks. The sahuagin attack any intruders viciously but would rather take them captive than kill them. If the party is knocked unconscious, they wake up several hours later in area w15. Cargo Doors. Each of these doors can be opened with a successful DC 15 Strength check. W5. Lower Deck Visibility. The characters can only see 10 feet ahead. A source of bright light, this range extends to 30 feet. Cargo Doors. These huge doors lead to area w13. Each can be opened with a successful DC 15 Strength check. W6. Storage Cramped Quarters. This room is filled with junk and disintegrating furniture. A creature without a swim speed has disadvantage on all attack rolls whilst within this area. W7. Galley Cramped Quarters. This room is filled with junk and disintegrating furniture. A creature without a swim speed has disadvantage on all attack rolls whilst within this area. Creatures. This room harbours a giant octopus that attacks intruders. Hoch Miraz Dead for over a century, the corpse of the Calish*te wizard Hoch Miraz has been lurking in the Golden Crown since it was wrecked in a violent storm. When the ship went down, Hoch was trapped in his chambers and drowned with the ship. Because of the tragedy, Miraz’s soul refused to pass into the afterlife. Since all of those who could have saved Hoch on that fateful night have already died, he remains in his watery grave, awaiting a new foe to reveal themselves to him. This has been the case for the past several decades, during which time Miraz has been driven insane by his inability to leave for the afterlife. When the sahuagin took up occupancy in the Golden Crown, they quickly discovered that Hoch Miraz was not to be disturbed and chained up his quarters so that he would remain where he was. Before this, however, the sahuagin had managed to steal Hoch’s staff of the magi. If the characters disturb Miraz, he immediately attacks them without thought. If they have stolen any of his possessions, he tracks them to the ends of the earth to recover them, hoping that their deaths may free him from undeath. Once awakened, Miraz becomes aware that his staff is missing, and blames the characters. It requires a successful DC 10 Charisma (Persuasion) check to convince Miraz that the party have not got it, in which case they may find themselves with a new ally, eager to recover his lost staff. The staff was given to Zellix’Phor, who passed it to Deep Lord Ingrimarr. Only by retrieving his staff from Ingrimarr will Hoch Miraz be allowed entrance to the afterlife, as was his destiny from the beginning of time. Unless Hoch has been brought back from the dead, he bequeaths the staff of the magi to one of the characters. The foremast towers tall over this deck at the front of the ship. Two mean-looking ballistae are mounted at the front and appear to be in good condition despite being submerged. The main deck of the Golden Crown is rotting and shattered. A large portion of the vessel has been torn away, revealing the decks and rooms below. The main mast of the galleon creaks with the waves, and the rigging clatters against it. Patrolling the deck are a group sahuagin wearing coral and shell armour, armed with tridents and spears. Swimming around them are a pair of large, black finned sharks. You descend to a lower deck from which several doors lead out. What little light penetrates down here simply illuminates a wall of murky water. You emerge into a small storage room filled with putrefying crates and barrels. If there was ever anything of value in this room, it has been destroyed by the decaying wood. This galley served as the kitchen for the vessel when it was seaworthy. It has since badly decayed to its current state. As you briefly look around, a long, thick tentacle emerges from one of the decomposing cabinets and strikes out toward you.

43 W8. Eel’s Hollow Cramped Quarters. This room is filled with junk and disintegrating furniture. A creature without a swim speed has disadvantage on all attack rolls whilst within this area. Creatures. A giant lightning eel (appendix B) has made this room its lair. It can be noticed by characters with a passive Wisdom (Perception) of 15 or higher. Otherwise, it surprises the characters with its Discharge attack. Treasure. Characters who succeed on a DC 16 Intelligence (Investigation) check notice that there are dozens of metal ingots underneath all the seaweed and rocks. Many of these have become too degraded to be worth anything, but there are a six gold ingots (10gp each) and eight adamantine ingots (10gp each) that could be salvaged. W9. Armoury Treasure. The racks hold six daggers, twelve darts, three javelins, a net, two shortswords, two spears, and a trident. W10. Sahuagin Quarter’s Treasure. The coral trunk contains pieces of seashell and rusted iron armour not currently in use by the sahuagin. Characters with proficiency in smith’s tools can attempt a DC 16 Dexterity or Intelligence check to cobble together a breastplate from the items. At the bottom of the trunk are three pearls and coral necklaces (50gp each) and two idols carved from whalebone (15gp each). W11. Baron’s Quarter’s The door to the baron’s quarters is actually a mimic with a swim speed of 15 ft. and the Water Breathing trait. All of the sahuagin and their allies know the door’s true nature, but Kharg tolerates its presence as a deterrent to intruders. They know that feeding it a fish causes it to move and leave the doorframe empty. If a character touches the door, read or paraphrase the following: Once the characters enter the room, read or paraphrase the following: Creatures. Unless he has joined a fight in area w13, Kharg the sahuagin baron is lingering in this room, sculpting away in a frenzy at the decaying mast. His four, muscular arms work at great speed upon the carving, and his eyes are blacker than the endless ocean depths. Treasure. Kharg has a ring of keys attached to his coral belt that open the door to area w12, and the chests in area w12 and w15. W12. Treasure Room The door to this room is locked, and the doors reinforced with steel bars. The door can be broken down with a successful DC 20 Strength check or picked with a successful DC 18 Dexterity check using thieves’ tools. The door has AC 18, and 20 hit points. It can be unlocked with a key held by Kharg (area w11). When cahracters enter, read or paraphrase the following: Creatures. The sahuagin have enticed a swarm of quippers to remain in this room by feeding them regularly. The fish attack any non-sahuagin that enters. Treasure. The three ancient wooden chests were once locked, but the mechanisms have rusted away. Inside the first are three potions of healing, two potions of greater healing and a potion of animal friendship. The second contains a wealth of tarnished coins; 1,400 cp, 190 sp and 30 gp. These must be cleaned before use. The third contains a suit of leather mariner’s armour belonging to the long-dead captain of the ship, and a cube of force belonging to Hoch Miraz. The cube is broken but can be repaired by a spellcaster. The repair costs 500 gp. The coral chests are both locked with mechanisms that are hard to decipher. Opening them requires a key (held by Kharg in area w11) that resembles a shark’s jaw. Characters can solve this with a successful DC 14 Intelligence check, and can use a shark jaw to open the chests with a successful DC 20 Dexterity (Sleight of Hand) check. Inside the first chest are thirteen assorted medallions and amulets (5 gp each) of a divine nature, representing a This room is piled high with rocks, on which seaweed and corals have grown. There is hardly any space to move inside the chamber. Despite the gaping hole in the side of this room, several weapon racks remain intact. Strapped to these with seaweed ropes are dozens of weapons; spears, tridents, and javelins all made from strange materials like bone, coral and salvaged wood. Although currently empty, this room is clearly used by the sahuagin to rest. The floor is covered with mats of fibrous seaweed, and a coral trunk of belongings is stored against the far wall. You reach out for the door and find your hand is stuck to the rotting wood. Before your eyes the door seems to transform, unfolding tentacles from the decaying timber and opening a huge, fanged maw around your outstretched arm. You emerge into a cabin at the rear of the ship that is adorned with the skulls of various beasts and humanoids. In the centre of the chamber is chunk of decaying wood, which has been carved into the figure of some indescribable alien horror. Your minds yield up simultaneous images of a humanoid octopus, a tentacled beast of the depths, and a monstrous brain. This room, devoid of the slime and muck that covers much of the wreck, houses five chests. Three of these are clearly ancient and have become covered with seaweed and shellfish, the remaining two are made from coral, and are not native to the wreck. Swarming around the chamber is a shoal of red-bellied fish with gaping jaws filled with razor-sharp teeth.

44 diverse section of the Pantheon of the Forgotten Realms. In with the holy symbols are three small gold bracelets bearing dwarven motifs (25 gp each), a rotten bag of engraved bone dice (30 gp), and a gold ewer covered in elvish lettering (100 gp). The second chest is filled with rotting hands; grisly trophies taken from the captains of plundered ships. W13. Hold Creatures. This deck is guarded by three merrow, who are in league with the sahuagin and have been corrupted by the psionic influence of Zellix’Phor. They attack intruders on sight. If they begin to lose the fight, one attempts to flee to area w11 to get the attention of Kharg. In the second round of the fight, on initiative 20, two hunter sharks swim in from outside the wreck and attack the characters. W14. Desecrated Shrine This room was once a shrine to Sekolah, the shark god of the sahuagin. When the illithid nautiloid crash-landed nearby, the sahuagin swarmed to the site, to plunder it for treasures. They discovered little beside scraps of metal, save for a single shield of far sight. This otherworldly item was created by Luzgrigaul, one of the attendants of Zellix’Phor. Through the shield, Luzgrigaul has been communicating with the sahuagin, using a weaker version of their mind blast. Now that some time has passed, Luzgrigaul has managed to convince the sea devils to renounce their God, instead obeying the commands of Zellix’Phor. The weakminded creatures have no idea they’ve been manipulated, but believe they are capturing food for a more powerful god. Treasure. Unfortunately, most of the treasures in this room have been destroyed. The characters could take the shield of far sight, but Kharg does anything to get it back. Depending on what you think would be more fun, the shield could help the characters defeat the sahuagin, and instead begin to manipulate the party. W15. Prisoner’s Hold Stones. Scattered around the circumference of the room are six stones, each with an arcane rune scrawled upon the surface. These runes keep a permanent refreshing bubble of air within their boundaries, preventing the prisoners from drowning. The stones can be found with a successful DC 15 Wisdom (Perception) or Intelligence (Investigation) check. Should a creature want to break the runes’ magic, they can do so with a successful DC 20 Intelligence (Arcana) check or dispel magic spell. The stones temporarily cease to function if moved more than twenty feet away from each other, but resume their effect when in range. Prisoners. Trapped in the room are four prisoners, all of whom are too disoriented or injured to form coherent sentences without healing, or a successful DC 10 Wisdom (Medicine) check. They are bound in ropes, but can be shut free with an action using an edged weapon. The captives are as follows: ● Westra Rimewave (LG female Illuskan human commoner). Westra is a fisherwoman from Fiskrbak; wife to Taman and mother to Bern. She was captured off the coast of Gundarlun whilst fishing with her family. ● Kwa’Efe Yolako (NG male Chultan human bard). Kwa’efe came to the Sword Coast with a party of adventurers in search for a cure to a strange affliction plaguing his homeland. After losing his friends in a fight with a hoard of undead, Kwa’Efe took to the seas to explore this new land and write songs of happier times. ● Tharilea Nailo (CG female sun elf druid). Tharilea was engaged on a solo voyage around the Island Kingdoms, the aim of which was to map the coastlines of said islands in more detail. She was captured whilst surveying Gundarlun from their keelboat. Tharilea is a member of the Emerald Enclave, who are concerned about the wildlife of the Gundarlun being warped by something alien. ● Luth ‘Hubris’ Gurdman (LG male Illuskan human bandit). Luth was a pirate aboard a ship named The Stormfast. The crew were visiting Gundarlun for a few days to restock supplies. After a few ales at The Crow’s Nest Tavern, Luth attempted to row out to a rock way offshore to win 3gp in a wager. Being slightly inebriated at the time, Luth capsized, and woke up here. Treasure. There is a locked wooden chest in this room that contains the belongings of the prisoners. Kharg has the key. Characters can open the chest with a successful DC 16 Strength check or a successful DC 12 Dexterity check using Guarding this deck of the ship are three shark-like creatures with humanoid torsos and long, muscular fishtails. They are covered with spiny fins and have deadly looking claws. Each carries a harpoon made of ivory. Several rotting crates and barrels on this level denote it as the cargo deck. You make your way to the front of the ship and enter a strange room. It is clearly an altar or shrine to some deity but has been recently vandalized. On the walls you can make out carvings of sharks, but they have all been scratched over, destroying the crude workmanship that went into them. Hundreds of fractured pieces of coral lie underfoot, but you make out here and there the odd chunk that resembles a fin. Sitting pride of place atop a plinth of coral and whalebone is a shield, with a single eye in the middle. As you observe it, you get the feeling that it’s looking back. Slowly, it blinks. Some strange magic is keeping this room filled with air, like a giant bubble. Within the dank, sandy chamber are four prisoners, bound in ropes and lying half-unconscious on the floor.

45 thieves’ tools. Kwa’Efe tries to stop the characters opening it with brute force, as he’s worried his mbira (a Chultan instrument) will be damaged. As well as the prisoners’ gear, the chest contains a bundle of parchments and scrolls that are scrawled on in a nearly indecipherable fashion. One piece of parchment sticks out as it has a map of the Sword Coast scrawled upon it (appendix E). The cities of Neverwinter, Waterdeep and Baldur’s Gate have been blotted out with black ink, the city of Waterdeep is circled. Characters with the pirate or sailor background know that a map such as this signifies that a pirate attack will be carried out on those locations. Development Hopefully, characters managed to free the prisoners of the sahuagin in this chapter, and thus discovered the strange map of the Sword Coast in with the character’s belongings. Although they do not yet know the meaning of this ominous map, they might link it to the strange desecration of the Shrine to Sekolah aboard the Golden Crown, and even back to the site of the nautiloid crash. This map should prompt them to journey back to the Sword Coast, where they uncover a planned series of pirate attacks upon major cities of the Sword Coast. The characters should have the chance to report back to Jarl Frostgale and King Redaxe before leaving Gundarlun. If they manage to take back the head of Kharg the sahuagin baron, Jarl Frostgale throws a feast in their honour and rewards them with 500gp. He also humbles himself by acknowledging that perhaps the Lord’s Alliance does have some good agents within their ranks. Similarly, King Olgrave rewards the characters with a feast and the pick of any longship from the Kingsfleet, along with a crew of forty berserkers to man it. He asks that the characters tell him the tale of their adventure and that they also extend his thanks to Lord Neverember. Once the characters are happy to leave Gundarlun, have Captain Greysail offer to take them back to Neverwinter on The Voyage. Character Advancement Characters gain levels in this chapter by completing the goals summarised below: ● Characters who defeat the pirates in the bay of Neverwinter advance to 2nd level. ● Characters who travel to Gundbarg on The Voyage and survive the random encounters on the way advance to 3rd level. ● Characters who deal with the sahuagin raiding party and discover the site of the crash in Fiskrbak advance to 4th level. ● Characters who survive the horrors of Wreck of the Golden Crown and uncover the pirate map advance to 5th level. The characters should be 5th level by the time they reach Neverwinter, Waterdeep or Baldur’s Gate as described in chapter 2.

46 Three cities along the Sword Coast come under attack by the Black Armada; a pirate fleet commanded by Sea King Tentrix. Depending on your campaign, you can choose to run one or more of the city attacks. The possible locations are Baldur’s Gate, Neverwinter, and Waterdeep. This chapter includes a map and a detailed overview of each settlement. In each instance, the attacking pirates have a specific goal. If the characters help defend the location(s) against the pirate raid and succeed in defeating or driving off the attackers, the characters are rewarded with information that leads them to Sea King Tentrix, commander of the Black Armada. Be warned: some of these encounters are designed to test the party’s leadership and tactical skills, and characters who don’t exercise some degree of caution will likely perish. RUNNING A SHIP As well as running their own characters during this chapter, characters have the chance to captain their own ship. They may have already acquired a longship from King Olgrave Redaxe of Gundarlun, may purchase or commandeer one from the settlements, or take over the role of Captain Greysail to command The Voyage. If the characters decide to look for a new ship, use the examples in appendix D of ships, crew, and cargo. That appendix also contains some rules for customising a ship, such as increasing its speed, adding weapons or space for additional passengers. This chapter contains the potential for lots of naval combat. Because of this, you need to note the type of ship the characters are using, it’s speed, required crew, AC, HP, and damage threshold. These statistics can be found in the Dungeon Master’s Guide, Ghosts of Saltmarsh or in appendix D. CHAPTER 2: THE BLACK ARMADA

47 BALDUR’S GATE Built on the bay of the River Chionthar on the Sea of Swords is the bustling city of Baldur’s Gate, a flourishing harbour city home to tens of thousands and an ideal location for trading goods from locations to the west in the Sea of Swords, inland up the river, and along the coast. The city is split into three sections, the Upper City, Lower City, and Outer City. The upper city stands atop a great hill and is filled with the noble families of the patriars – the ruling class. Many of these families have wealthy merchants within their ranks, and they control the trade in the city. The Lower City backs onto the Gray Harbour, filled with the honest Baldurians who keep the city functioning. Order here is maintained by the Flaming Fist mercenary company, headed by the Grand Duke Ulder Ravengard. Despite the vigilance of the company, plenty of underhanded deals are done by various gangs, all under the auspices of the mysterious Guild, in the damp, fog-filled streets. The Lower City is divided from the Upper not only by wealth and class but by a formidable wall. The Outer City is filled with those too poor to afford homes within Baldur’s Gate, and the businesses considered too noisy or foul to operate inside, such as tanneries and smithies. A walled district known as Little Calimshan is home to the Calish*te people from the south, and numerous other districts have sprung up, divided by walls. BALDUR’S GATE LOCATIONS The following locations are identified on the Baldur’s Gate map. B1. Commerce Bay The main entrance to the city is via Commerce Bay, also known as the Gray Harbour. This busy dock opens onto the River Chionthar. The Harbourmaster, Malark Tallship (LN male Tethyrian commoner) resides in a small shack near the piers, where each visiting vessel should make themselves known. The harbour is typically closed after sunset, after which no ships are permitted to moor. Malark is a grumpy old bloke, with a wide, balding head and salt and pepper stubble. Although he officially takes note of any ship that moors in the harbour, characters who succeed on a DC 15 Charisma (Persuasion) check can bribe him with 5gp to have him ‘misinterpret’ the reason for their stay. Dozens of ships of all varieties are docked here, some of which can be purchased from Malark. Although the majority are merchant vessels, come to trade goods from far off realms, there are a few which belong to various factions, such as the Lord’s Alliance, or the Flaming Fists. The docks are patrolled night and day by five troops of five Flaming Fist guards, who discourage any criminal activity which might occur. Development. If the characters take time to talk to Malark, he reveals that a gang of shady folk have been snooping around the dock late at night recently. He thinks they might have stowed a rowboat somewhere nearby, but can’t find it. When Malark asked around, some local sailors told him the creeps have been seen around The Blushing Mermaid, a tavern of ill repute.

48 B2. Seatower of Balduran Named after Balduran the legendary seafaring explorer and founder of Baldur’s Gate, this naval fortification is located on a rocky island in the middle of the bay of the city. The Seatower has a full armoury accessible by members of the Flaming Fist, and half a dozen mangonels to combat invasions by hostile ships. This barracks is also equipped with an enormous chain that can be wound up from beneath the waves, which stretches from the outermost wharf on the east side to bar the harbour to invaders. If the characters have met with Grand Duke Ravengard, they can get access to the tower, which may help them defend against the inevitable pirate attack. B3. Outer Gates Baldur’s Gate has five iron-banded portcullises which provide access to the city from the mainland. These portcullises are mostly open during the day, allowing merchants into and out of the city. Those on the northern side lead to the Upper City and are well guarded, and only allow higher class citizens to enter, distinguishable by papers of identification. Those on the eastern side lead to the Lower City and let in more of the rabble. During the night, the portcullises are closed, preventing anyone from entering or leaving without providing papers pertaining to their business. Portcullises are manned day and night by four Flaming Fist guards. B4. Elfsong Tavern The Elfsong Tavern is one of the best-known inns in Baldur’s Gate, located in the east of the Lower City. The two-story building is large and elegantly built, with a slate roof and wooden walls. Inside, the tavern is stocked with hardwood furniture and several dark booths, some of which have been scarred by blades. Many of the tables are cordoned off with hanging tapestries which provide privacy to the customers. The inn is bathed in blue light from numerous driftglobes which float around the ceiling. The most notable features of the tavern are the stuffed baby beholder behind the bar and the unmistakable ghostly elven song which can be heard periodically throughout. The bar is run by Alan Alyth (N male half-elf bandit), who also operates an unofficial bank for those who might inexplicably find themselves with a great deal of coin. Alan is flirtatious and charming to all and a great salesman. Characters can buy all manner of drinks and food here, including the famous stew that so many Baldurians seem to love. Meals and rooms range from Modest to Wealthy. The Elfsong Tavern is not only a lure for adventurers but also to those on the wrong side of the law, who might be in need of the Alyth banking service. For this reason, the Elfsong Tavern is one of the possible locations that the characters might bump into Captain Callous. This service is an open secret and allows potentially dangerous or illicit goods to be stored beneath the tavern, no questions asked. The fee for storage is 1gp a day. B5. Counting House The centre of trade and business in Baldur’s Gate, the Counting House is the best place to exchange, buy and sell goods acquired on trading ventures out at sea. Here, characters can find a wide variety of folk who are eager to get their hands on new and interesting goods. The characters can purchase anything from the list of Adventuring Gear, Weapons and Armour tables in the Player’s Handbook here. Development. If characters find themselves in need of some quick coin, they can visit a moneylender along the waterfront, who can give them a loan of up to 10,000gp. In exchange for this, they must return the money and an interest payment of 10 percent within a tenday. One such moneylender goes by the name of Selacia Cradano (LE female Turami human master thief). Selacia is a member of the Zhentarim and loans the money without interest to other members of the Black Network. If the characters fail to repay the loan shark, she sends a group of eight Zhentarim bandits after them, led by Tarhun Kimbatuul (NE male black dragonborn veteran). B6. Water Queen’s House One of the most important temples in all of Baldur’s Gate, the Water Queen’s house is a shrine to Umberlee; The Bitch Mother, goddess of the sea. Throughout the day merchants and ship captains come to the temple to beg the Wavemother for mercy, praying desperately that their vessels of precious cargo make it to their destinations. The Queen of the Depths is worshipped not out of love, but of fear. Donations to Umberlee are often highly valuable, such as gemstones and treasures, that have already survived a journey across the high seas. The current Storm Priestess of the temple is Lureene Farfog (LN female Tethyrian priest with one 4th level spell slot), who is aided by eight acolytes. Lureene wears a thick chain around her neck, from which hangs the preserved hand of a drowned sailor. The temple itself is reminiscent of a ship’s prow, made of wooden planks which rise to a point. Inside, the altars are covered with lit candles and treasures. Development. If the party visit the Storm Priestess for her council, she first demands that they make an offering to Umberlee. If the characters offer a donation worth 50gp or less, Lureene casts the augury spell for the characters. If their donation surpasses 50gp, she instead casts divination. After the spell is cast, the sound of whirling gulls and crashing waves fills the temple, and it seems to roll from side to side as if thrown around a stormy sea. A booming woman’s voice fills the shrine; Black sails, black ships, black souls. For Baldur’s Gate the bell doth toll. A grasping arm beneath the waves, Doth send a pirate fleet this way, Arriving soon, one night, one day. This message should be enough to warn the characters that the pirate attack is imminent and will occur the

49 following night. This should give them enough time to warn Grand Duke Ravengard (if they haven’t already) and come up with a strategy for the cities defence. If the characters give a donation worth 100gp or more, they receive the blessings of the Wavemother in full. In the next naval combat they encounter, they find that the ocean seems to assist their every action; the characters are under the effects of the bless spell for 3 rounds. B7. High House of Wonders This temple is filled with unique and somewhat dangerous inventions and was constructed in honour of Gond, the Wonderbringer, god of artifice, craft, and construction. The temple is oft visited by ship makers, smiths, engineers, and inventors. The High House of Wonders is connected to the Hall of Wonders, a museum filled with craft and design from centuries past. The temple is run by High Artificer Zook ‘Cogspitter’ Ningel (LG male rock gnome priest), an elderly, musty old gnome who is continually followed by scribes armed with long feather quills and tomes. Occasionally, Cogspitter randomly spurts out an idea in the middle of a conversation, causing a wave of scribbling to flutter across the scribes. Cogspitter wears a slightly oversized saffron robe and a belt of heavy linked metal medallions. His nickname was earned thanks to his habit of storing stray cogs in his cheeks and spitting them at unruly scribes. Development. If the characters ask the High Artificer for assistance, he can repair their ship quickly (using the mending spell) or direct them to the best craftspeople in the city. He frequently suggests that they visit the Hall of Wonders, wherein they may find inspiration for weaponry, defensive mechanisms or the like. Characters who take the time to visit the museum quickly realise they could become lost in there for days at a time, the place is filled with endless glass cabinets of cogs, sprockets, tinker toys and bizarre mechanisms. Characters who succeed on a DC 15 Intelligence check whilst searching through the list of displays notice one that may help them, the apparatus of kwalish. Characters can request use of the apparatus in the harbour of Baldur’s Gate to help them fend off the pirate attack, but it requires a successful DC 20 Charisma (Persuasion) check. The check can be made with advantage if a donation of 100gp or more is given up. Alternatively, if the characters have salvaged any alien technology from the site of the crash on Gundarlun, they automatically succeed on the check by donating that instead. The apparatus must not leave Baldur’s Gate. If it does, the full force of the Flaming Fists is sent to track it down. B8. The High Hall The High Hall is the palace of the Grand Dukes in the Upper City. Also known as the Duchal Palace, it is currently the residence and workplace of Grand Duke Ulder Ravengard (LG male Tethyrian human knight). Characters may wish to speak to the Grand Duke on behalf of the Lord’s Alliance, to inform him about the possible pirate attack soon to take place. Although the Grand Duke struggles to believe that any pirate fleet would be so bold as to attack a large city like Baldur’s Gate, he suggests that they visit the Water Queen’s House to consult with the Storm Priestess there. If characters return with more information about the pirate attack, the Grand Duke can mobilise his limited fleet of Flaming Fist ships and make ready the Seatower of Balduran in preparation. B9. Three Old Kegs The Three Old Kegs is widely regarded as one of the best inns in Faerûn. The tavern is furnished with lavish, plush booths and gaming tables, and the walls are decorated with trophy heads from exotic creatures, paintings of the previous dukes of the city, and thick tapestries from a variety of different cultures. Although the inn does not provide meals, it has a vast wine cellar filled with bottles of the finest vintages (25gp a bottle), which come with a dark, nutty malt bread. The upper floor contains a large selection of gaming tables for some low-risk gambling for patriars. The Kegs is run by the Bellowglyn family, who have historically served as noble guards. The current owner is Mirian Bellowglyn (LG female Tethyrian human veteran). The Bellowglyn’s pride themselves on cultivating distinguished patronage, and do not tolerate rowdiness. Characters here can buy themselves a fine bottle of wine, or a room for the night. Rooms are wealthy or aristocratic. Development. If the characters visit the inn before the attack, Ramazith Flamesinger is at the bar. Clearly drunk, he’s rambling on to Mirian about how people are following him around town and watching his tower. He claims that no one believes him, but one of them has a pet octopus. Mirian has had just about enough and tells Ramazith to go home. As he stumbles out of The Kegs, he might fall or barge into the characters, giving them an excuse to ask more about his tale or escort him home. B10. Ramazith’s Tower This spiralling blue and red tower, four-storeys tall, looks somewhat like a lighthouse. The tower can be found in the north of the Upper City, which tower belongs to Ramazith Flamesinger, a sage over a century old whose expertise lies in marine life. Although Ramazith is a font of knowledge, he is a notorious womanizer despite his age, and greedy as they get. He is often paid visits by sea captains who bring him treasures collected on their travels for information about where to find the best fish. Characters are unlikely to be admitted entrance to the tower unless they have an exotic gift with which to tempt the materialistic mage. Ramazith has recently discovered a community of military merrow near Aulmyr that are willing to serve as a mercenaries for any willing to pay. Evidence of this can be found on his desk in his bedroom. Zellix’Phor wants the mercenaries, and assumes correctly that by kidnapping Ramazith it will be able to recruit them. Characters with a passive Wisdom (Perception) of 15 or higher notice two hooded figures watching the tower from

50 across the street. If the characters move in their direction, the quickly disappear into the shadows. These are Kraken Society operatives spying on Ramazith. Development. When the pirates attack Baldur’s Gate, a group of Kraken Society cultists led by Deep Lord Yartra Kethron (four cultists, Yartra (warlock of the great old one), her octopus familiar and two bandit captains) storm the tower looking to capture Ramazith. As soon as Ramazith hears his tower being broken into, he flees to area r4 and locks himself in. He blindly attacks anyone who comes into the study, requiring a DC 15 Charisma (Persuasion) check to calm him down. R1. Antechamber Creatures. In the tank are twelve ixitxachitl (appendix B). They are aware of any intruders that enter the tower and don’t hesitate to attack. They attack by leaping from the water, spanning the gap between the tank walls and making a bite attacks as they do so. This causes them to provoke opportunity attacks. They may attempt to shove creatures that don’t look particularly strong or agile, causing them to fall into the tank and be swarmed by the rays. Tank. The tank is enormous but shallow, its glass walls reach a height of 3 feet. It is open topped, allowing the ixitxatchitl to launch themselves out of the water. Development. If the Kraken Society are already here, six of the ixitxatchitl lie dead on the floor and two of the cultists float face down in the tank, being fed upon by the creatures. R2. Magical Grove Creatures. Characters with a passive Wisdom (Perception) of 18 or higher notice strange runes inscribed on the bark of the birch tree. A successful DC 15 Intelligence (Arcana) check reveals that these runes serve to animate the tree should any intruders enter the room or try to ascend the stair. Unless the characters cast dispel magic on the runes, the birch becomes an animated tree and attacks. If the characters left ixitxatchitl alive on the floor below, the tree tries to throw the characters down the stairs into the tank. Development. If the Kraken Society are already here, one of the bandit captains is fighting the animated tree. Both are at half hit points. R3. Library Creatures. Characters with a passive Wisdom (Perception) of 12 or higher notice the sound of ruffling parchment as they move toward the door to area r4. If the characters continue to advance, a swarm of spellbooks (appendix B) flies off the shelf and attacks. Ramazith has Ramazith’s Tower. 1 square = 5 feet You ascend the spiralling staircase to the first floor of the tower. This room has been split into two fenced off groves, filled with wildflowers, shrubs, and a single birch tree. You enter the strange tower and find that the antechamber is filled almost entirely by a huge saltwater tank stocked with corals and seaweeds. Swimming around the aquarium are a dozen ray-like creatures. Their eyes gleam with a sinister intelligence. Climbing ever higher into the tower, you locate a library filled with polished mahogany bookshelves. Quickly scanning the books, you notice that most of them are about marine wildlife and ecology, with titles such as ‘Ramazith’s Compendium of Marine Monsters’, ‘The Ocean Deep’ and ‘What is a Whale?’.


(DMs Guild) Call from the Deep - Flip eBook Pages 1-50 (2024)

FAQs

How long is Call from the Deep? ›

Call from the Deep is a campaign for 4 to 6 characters that takes them from level 1 to level 12. This is a monster of a book, reaching 270 pages and I consider it to be on par with the official adventures for 5th Edition that have been published by Wizards of the Coast.

Is DMS Guild official content? ›

The Dungeon Masters Guild, or DMsGuild, is a community content program run in partnership between Roll20 and Wizards of the Coast for the The Greatest Roleplaying Game of All Time.

How long does the average call last? ›

The average call duration for August 2019 is 14 minutes 26 seconds (this is a payment of 7.25 USD). Calls may be as short as five minutes or as long as two hours.

How long is the longest call? ›

What is the longest phone call ever taken? In 2012, Eric R. Brewster and Avery A. Leonard of Harvard University held a phone call for an amazing 46 hours, 12 minutes, 52 seconds, and 228 milliseconds.

How much does a D&D DM make? ›

As of Aug 11, 2024, the average annual pay for a Professional Dungeon Master in the United States is $83,891 a year. Just in case you need a simple salary calculator, that works out to be approximately $40.33 an hour. This is the equivalent of $1,613/week or $6,990/month.

Who owns DMs guild? ›

DMSGuild.com is owned and operated by Roll20, LLC for Wolves of Freeport, Inc. Wizards of the Coast is the licensor for the offered material and is in no other way affiliated with Roll20, LLC or with Wolves of Freeport, Inc.

How long do people stay at The Deep? ›

Otherwise you will get through this in 1.5-2 hours. Hull could do with another as good half day activity nearby to make the journey more worthwhile. We decided to come to The Deep as we heard a lot about it and we were on our way to Filey for our holiday.

How long is an episode of The Deep? ›

22 minutes

How long does The Deep take to go round? ›

The Deep is a great family-friendly attraction for children of all ages; children under three enter for free. Most visitors find that two or three hours is ample time to explore The Deep. The Deep is both wheelchair and stroller accessible.

How long is a day in creatures of The Deep? ›

Time
PeriodDuration
Morning04:00 - 06:00 (4 am - 6 am)
Day06:00 - 18:00 (6 am - 6 pm)
Dusk18:00 - 20:00 (6 pm - 8 pm)
Night20:00 - 04:00 (8 pm - 4 am)

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