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To The Depths

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Lunch Break Heroes

Presents

To t he

Depths

5e
C o m pat i b l e
Credits Platinum Patrons
Lead Designer: Steve Miller
Writers: Trevor Clare, Steve Miller • Alex Rosalez • Kevin Brandon
Cartographer: DM Andy • Andy D’Amato • Lars Millahn
Artists: Dean Spencer, J.H. Illustrations, Psycho- • Brian Beckmann • Martin Matus
shadow, Sverker Castillo • Christian Breffle • Nick olson
• Cisquatch • Peter Dzierwinski
• Dave Richards • Skyout Dova
Patrons •

Edouard Jallad
Haraka •
Wanderer
Strahd von
This content is made possible through the • Jason Dowd Zarovich
support of the following patrons. If you’d like to • joe somoza • TimeBender 1775
see yourself here, visit • Justin Bassett- • Toby Harper
https://patreon.com/lunchbreakheroes Green

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Introduction Background

I
n this salty and bone chilling adventure, char- Seven years ago, a pirate by the name of
acters find themselves lost at sea and down on Cutthroat Calum terrorized the sea. Upon one
their luck. The Rugged Runner, the ship which of the many ships that his pirate crew captured,
is bearing the characters to faraway lands, Calum discovered an orb that teemed with magic.
has been stranded amidst thick fog and jagged With the original owners dead and no under-
rocks. What’s worse, it is under attack by a horri- standing of the device, it was simply added to
fying beast! The cursed monstrosity seeks the the vast treasure hoard that amassed on Calum’s
sailors’ bodies to create an army of abominations ship, The Tainted Rose.
and attack the main land. In order to survive, the The Abyssal Orb awoke from its slumber and
characters must uncover the secrets of what lies brought forth a terrible storm that caused the
below the waves and save as many poor souls ship to run against stone and sink. All of the ship’s
as possible, lest they themselves never return to crew were lost to sea, save for Cutthroat Calum,
shore again. who was now stranded on a remote and desolate
This adventure can take place on any large rock.
body of water, far enough from land that no one In a fight to survive, Calum swam down to
would think to swim back, and is designed for 3-6 the depths of the wreck to find supplies. Within
player characters of levels 2-4. the wreck, Calum came across the orb and was
enraptured by the mysterious swirling patterns
Adventure Hooks within. Upon touching it, the orb’s evil powers
struck out against Calum and transformed the
Here are some potential adventure hooks to get pirate captain into The Undersea Abomination!
your party’s characters into this adventure: Now a slave to the orb’s malignant will, Calum
• The party is on their way to a distant port works to enact the Abyssal Orbs’ true purpose.
to enjoy a well-deserved vacation after their Having fully awoken, the orb wishes to sow chaos
previous adventure. in a populated area. The only way of doing so is
• Rumors of faraway treasure have caused the to reach civilization by taking over a ship and its
party to charter passage aboard the ship. crew.
Calum now lies in wait for a hapless ship to
• The party has been hired as guards for the come by and become stranded in the terrible
ship, as pirates have been known to patrol mists conjured up by the orb. He intends to
the area. terrorize it, take its crew one by one down to the
orb’s lair in the wreckage of The Tainted Rose,
and turn them into horrible new creatures!
1
Act 1
Running
the Adventure
This adventure is split into three acts. Missing Crew
Act One. Players are introduced to the crew of This act sets the adventure in motion. It begins
The Rugged Runner, and explore the mystery of on the deck of The Rugged Runner after the ship
what is causing disappearances on the ship. is stranded amidst rocks in a thick fog, and ends
Act Two. The party must battle against the horri- when characters finally come face-to-face with
ble monster that is killing and stealing crew The Undersea Abomination.
members’ bodies. They discover that they must When you are ready to begin the adventure,
ultimately dive below the waves to stop it. read aloud the following text:
Act Three. In the sunken wreck of The Tainted
Rose, characters battle against The Undersea Your travels along the seas have been a
Abomination and the Abyssal Orb that has cursed breath of fresh, salty air. Over the past days,
it. Various potions of water breathing are scat- the water and weather have been kind and fair.
tered throughout the ship to facilitate this. Likewise, the twelve-man crew of The Rugged
To foreshadow the need to dive down below, Runner have been pleasant company.
here are some pieces of information that can In a bid to cut time off the voyage and
goad your party along: take advantage of the clear weather, Captain
Alfonse Eskeb announces his decision to plot
• After an attack, the creature always returns course through a patch of sea known for its
to the water and dives deep down. dangerous rock formations. The crew adjust
• A mast of a ship can be observed if someone sails accordingly, and the ship is on its way.
peers down into the waters below. In the early hours of the morning, you are
• A journal can be found on a nearby rock awakened to a stirring on the deck above.
(area D1). The journal is of Cutthroat Calum Making your way topside, you discover that a
and his exploits on the seas. The journal thick mist permeates the completely still air.
ends with Calum being stranded on this rock You can hardly see more than a few yards in
and passing the time collecting things from any direction, and overhear that the ship is
the ship below. now anchored in place, as it is too dangerous
to sail in these conditions with the potential to
run aground or against the jutting stones of
No Escape the area.
As the crew members stand around idly,
Over the course of the adventure, characters may whispering to one another about the foul
attempt to run away from the area. A few factors weather conditions, the captain’s bark
will prevent them from doing this: resonates across the ship. “If ye ain’t workin’, I
• There is no wind to push the ship along. ain’t payin’! There’s plenty to be done here, so
• The mist that permeates the area conceals get to it lads!”
deadly rocks, which would surely destroy the At that, the small clusters of crew members
ship, even if it could move. break apart, with each man going about his
duty on the ship. Four remain above, while the
• The Undersea Abomination can chase down rest disappear down below deck.
swimming prey over a long period of time.
Exhausted prey is easy prey.

2
The crew of The Rugged Runner disperse to vari- The captain will no longer have any charge of the
ous locations on the ship. You may choose where crew and will lock himself up in his own quarters.
each crew member goes, or place them at the The rest of the crew can be found hidden in other
following locations: parts of the ship, fearful of what is at hand.
• Crow’s Nest (A1): Jerry Buvig If the characters do nothing, the remaining
crew will be dead in a matter of hours. It is
• Upper Deck (A2): Femi Lutra, Nesver Fiz- only through action that the party can solve the
zlespark, Decky mystery. Rallying the crew is a tough ordeal,
• Captain’s Cabin (A3): Alfonse Eskeb requiring a DC 18 Persuasion check to snap them
• First Mate’s Cabin (B1): Sydnee Hazel out of their fear and get them to work with others.

• Crew Quarters (B2): Mirth Plainview

Act 2
• Kitchen (B3): Garrick Blackburn, Melvin
Graydraft
• Common Area (B4): Serna Hoppum, Lucia
Cottle Fight or Flight
• Supercargo’s Cabin (B5): Dylan Highwater This act begins when the characters first encoun-
At this time, allow players time to explore the ter The Undersea Abomination face-to-face. They
ship and socialize with its crew. When you are must fight the beast off as best as they can, and
ready, roll on the crew member table at the end of save as many crew members as possible. The act
this adventure to determine who The Undersea ends when the characters decide to dive down
Abomination will attack first, rolling again if the and confront the abomination in its lair.
result is the captain, a duplicate, or within sight of Once the party comes across the monster for
the characters. the first time, read aloud the following text:
Repeat this process until three crew members
have disappeared, or the characters have come Standing before you in a wretchedly hunched
across the site of an attack. If three crew have over position is a grotesque, slimy creature.
disappeared, another crew member will report Its skin oily black, its horrendous claws coated
the issue to the captain, who will bring it up to the in blood, and its reptilian face bearing wicked
characters. The rest of the crew will continue to fangs all point to this being the true horror
do their duties until a clear and present danger is that plagues this ship. This abomination
announced. stands at nine feet tall, with rippling muscles
When the party comes across the site of an exposed under its slimy exterior. It lets out a
attack, they will find blood and a slimy residue. spine-chilling hiss and proceeds to ravage its
A DC 16 Nature check will reveal that the slime potential victims!
came from a living creature that involuntarily
spread the muck about. If the crew is informed of The party may fight the creature, but it will return
this, wild speculations begin to fly about the ship, to the water if reduced to half health or below.
fueling fears that there is a monster on board, a Once in the water, it will regenerate and return to
ghost, or an impostor. attack another crew member in 10-30 minutes.
At this point, the crew begins to distrust one Repeat this process until no crew are left alive,
another and fears run rampant. They further scat- or the characters have decided to dive below the
ter amongst the ship, and the party is left to figure water and confront the creature in its lair.
out what happened to the missing crew members. During this act, the tendrils of thick fog may
part just enough for the party to see a large, flat
rock jutting above the water’s surface (Area 9),
covered in detritus from The Tainted Rose.

3
Act 3 Conclusion
Through decisive action, the party can destroy the
source of evil before it spreads about the world.
To the Depths! If The Rugged Runner is still intact, they may sail
This act begins when the party resolves to go it back to shore on the winds that kick up soon
down below the waters, where they discover the after the orb’s fog disperses. Otherwise, another
wreck of The Tainted Rose. Within the hull of the merchant vessel, The Harbinger, will be along in
ship is the Abyssal Orb, as well as the bodies of five days.
all its victims who are slowly being turned into If the crew and party were all victims of the
abominations! It is only by destroying the orb abomination and the orb, then a crew of water-
that the abominations will cease to exist, and logged undead sails The Rugged Runner to the
the pervasive fog that surrounds the ship will be nearest port and begins to wreak havoc. A town
lifted. taken over by a demonic orb would make for a
Once the orb is destroyed, read aloud the compelling adventure!
following text:

The evil orb cracks in two, releasing the


last of its terrible miasma into the water.
The tendrils connected to all the dead sailors
evaporate, leaving their bodies to sink into
the depths. The Undersea Abomination that
plagued the ship swims down into the hull in
a vain attempt to save the fiendish orb. As the
miasma dissipates, the foul creature begins
to choke, seemingly on the water all around
it. You see the oily skin begin to dissolve, and
the horrible fangs and claws retract. By the
end of the transformative process, you see the
monster was but a man, who now lists dead in
the waters. The horror of this journey is over.
Areas of the A2. Main Deck

The open sea air fills your nostrils with


the salty brine, while the thick fog prevents

Adventure
seeing anything beyond the ship. The doors
to the lower decks lie open, and it appears
as if the very mist is attempting to consume
the interior. The mast stands as a motionless
This section details the places characters can beacon in the center, with the sails resting
explore during this adventure. Each area is keyed completely still.
to a location on the maps included at the end of
this adventure. The main deck leads to the captains’ quarters and
the lower deck. This is also where the anchoring
Upper Deck mechanism is. If the anchor is drawn up while the
The upper deck of The Rugged Runner is where abomination lives, it will wrestle the anchor and
The Undersea Abomination will attempt to enter wedge it into a rock formation.
the ship, whenever it may remain undetected. The
open space provides plenty of visibility (fog not A3. Captain’s Cabin
withstanding), but may leave one feeling exposed.
This lavish room is decorated to the brim
A1. Crow’s Nest with fanciful trinkets and regal cloth. The bed
is covered in fine sheets and draperies, all of
What is normally a wonderful vantage which vainly conceal several wooden chests.
point from which to see the curve of the far-off A grand chest of drawers dominates one wall,
horizon has now become an isolated spot amid while the other has a rope net draped across
the thick fog. Looking down, you cannot see it, filled with trinkets from different ports. The
the deck of the ship, let alone the water below. back wall is covered in windows that would
offer a generous view of the sea, but now reveal
The crow’s nest is the hiding place of Lookout only the dismal whites and grays of the fog.
Jerry Buvig, who has stolen some fine wine and
is hoping to lay low until the mist subsides. He The captain lives luxuriously, but is quite the
is found here for the entirety of the adventure, hoarder. The fish net wall betrays his hoarding
blissfully unaware of the goings on below unless nature, with the chests and drawers revealing this
disturbed by the characters. even more. The tables’ unlocked drawers contain
journals and logs of the ships’ previous ventures.
During Act 1, the captain will meander in and
out of this area. In Act 2, he will crawl under the
bed and attempt to hide from everyone.
Treasure. In one chest is a potion of frost giant
strength. In a locked drawer (DC 15 Dexterity and
thieves’ tools to open) are two potions of swim-
ming, which grant a swim speed of 30 ft.

5
Lower Deck B3. Kitchen
The lower deck of the ship is dark and cramped,
stuffed full with sleeping areas, tables, and chairs. Various foodstuffs line a shelf on the
Stairs lead to the cargo hold, and doors lead to wall of the dark kitchen, readied for a meal
the kitchen, first mate’s quarters, and XXX that will not be cooked. Various knives and
pans hanging on hooks, and the brick oven
B1. First Mate’s Cabin stands cold and empty. A large wooden island
dominates the center of this room.
This cabin has all the makings of a prison
rather than a home away from home. No During Act 2, the cook can be found hiding under-
decorations can be seen anywhere, save for neath the kitchen island, clutching a butcher’s
the paper and writing utensils sitting on an knife and trembling in fear.
otherwise empty table. A chest stands at the Treasure. The kitchen contains 5 daggers and
foot of the bed with a stack of leather-bound various improvised weapons.
ledgers on top of it.
B4. Common Area
The first mate will not return to her quarters after
the start of Act 1. This room may be used by other
crew members as a hiding spot. A wan light spills in from the grate in ceiling
The ledgers contain information on the current above, illuminated a small table with cards
cargo. Most ledgers are of no interest, but a stand- and coins scattered about its surface—a
out entry details crate containing seven potions of gambling game interrupted in its prime. On the
water breathing. starboard side stands an iron-barred cage that
serves as the ship’s brig.
Treasure. Inside the unlocked chest are three
sets of fine clothes, and a set of navigator’s tools. Lucia and Serna abandoned their game when the
attacks began.
B2. Crew Quarters During Act 2, Melvin can be found here, having
locked himself inside the brig.
Hammocks abound, with each crew Treasure. On the table rests 12 gp a golden ring
member’s belongings stored in chests worth 10 gp.
underneath. Each hammock is personalized
with various trinkets and personal effects. B5. Supercargo’s Cabin
If any crew members are here during Act 2, they
are hiding under a pile of dirty clothes in the Despite the supercargo’s best efforts, this
corner. small room remains a ramshackle mess
with half broken furniture scattered about.
Treasure. Each crew member’s chest is locked A hammock has been strung up on one side,
(DC 12 to open). Femi’s chest contains a potion likely to avoid using the warped and bent frame
of greater healing. Scattered among other chests of the bed opposite. A wash basin, table, and
are 50 gp, 35 sp, and 200 cp. trunk sit along the wall across from the door.

During Act 2, Dylan Highwater can be found


hiding inside of the trunk, having thrown its
contents (clothes, mostly) about the room.

6
Cargo Level C2. Bilge
The cargo level of the ship is even more cramped
than the lower deck, having not been designed Water has risen to ankle deep at the bottom
for habitation. The passageways between crates of the bilge. The water here stinks of the salty
are narrow and dark. The only light here comes ocean, and the dark corners of the lightless
from the grate in the ceiling above. A ladder leads room make their presence well known. Several
down to the bilge. barrels are tied to the ceiling with rope nets,
with one dangling precariously on the edge
C1. Cargo Hold ready to fall to the floor below.

Rows upon rows of crates line the cargo The bilge is regularly flushed, though today the
hold’s floor, in some cases even rising to task hasn’t been performed. Deck Hand “Decky”
the ceiling, which opens to the deck above has stashed a few barrels of contraband down
via removable cover. The crates are mostly here, believing no one else would come down
unmarked, though some stand out with here.
lettering or intricate designs. While most of During Act 2, Decky will be hiding in one of the
the crates are sealed, it is evident one has been dark corners.
opened, and its contents taken. Where the Treasure. The barrels consist of rum, tobacco,
contents have wandered off to is anybody’s and the one dangling over the edge holds a stolen
guess. wand of magic missile. Decky will retrieve this
item during Act 2 and use it against anyone who
The crates in the cargo hold contain crew comes down into the bilge unannounced, fearing
supplies and trade goods, and some contraband that they are the monster.
items. The stolen goods were taken by Jerry
Buvig, which consisted of fine wines.
During Act 2, sailors may hide here amidst or
Exterior
inside of the crates. Thick fog heavily obscures the ship’s surround-
ings, making it impossible to see more than a few
Treasure. Seven potions of water breathing are yards in any direction. During Act 2, a momentary
in one of the crates. Characters can stumble upon clearing reveals the presence of area D1 off the
them after opening 1d6 crates, or they may be led ship’s port bow.
to it by the Supercargo or the ledgers in the first
mate’s quarters. D1. Sea Rock

A sea battered rock stands alone amongst


the sea of mist. While the rock is well worn by
the sea’s tides, a clear set of indentations are
seen near the lip of the rock. They are tally
marks, and they are written as if their author
was sitting on the edge. From this view, the
faint visage of a sunken ship resting in the
depths below can be made out. Tucked away in
a crevice is a small book.

This is the rock upon which Cutthroat Calum


was stranded when The Tainted Rose sunk. His
7
journal has been tucked away in a crevice, and is
still partially readable. It details his travels and
exploits, and ends with an entry about a planned
dive down to the wreckage for supplies.

D2. The Tainted Rose


Once the party dives down to wreckage of The
Tainted Rose, read aloud the following text:

Looming out of the darkness before you is


a terrifying sight. The bodies of all the dead
sailors now float here, tethered by black
tendrils to an glowing orb that radiates a dark
purple, swirling cloud.
You see the orb’s tendrils pulse with energy,
pumping it into the floating corpses, which
respond in kind by emanating a growing
miasma around them. One of the bodies has a
clear sign of transformation, as its hands have
become dark claws, and its skin is covered in
a viscous black sludge. You see before you the
cause of the abomination that has wreaked
havoc on your voyage!

Touching the Abyssal Orb is a dangerous matter,


as it exudes a terrible aura. Upon touching the
orb, the character must make a DC 16 Con saving
throw, taking 5d8 necrotic damage on a failure, or
half as much on a success.
If the orb is damaged in any way, or if The
Undersea Abomination spots the characters,
combat will begin. All of the dead sailors’ bodies
will be activated to defend the orb, rising as
waterlogged undead. Hopefully the party was able
to save a few sailors and thus go against fewer
enemies!
Crew of The Rugged Runner Dramatis Personae
The following table provides information on the twelve-man crew of The Rugged Runner. All crew
members are fair game for the Undersea Abomination, and all are equal prey in its eyes. Determine
the creature’s next victim by rolling a d12, rolling again on duplicate results.

d12 Position & Name Stat Block Description

1 Captain Noble Loud and boisterous. Dislikes authority, and delegates when-
Alfonse Eskeb ever possible. Disorganized and cowardly.
First Mate Bandit Captain A diligent sailor who strives for order and cleanliness. Appre-
2 Sydnee Hazel ciates the beauty of a tight ship, and wields her sharp author-
ity well.

3 Lookout Commoner Lazy and often drunk. Spends most of his day either sleeping
Jerry Buvig in the crow’s nest or talking the crew’s ears off.
Cook Commoner Aspires to be a great chef on a fine ship one day, but lacks
4 Garrick Blackburn the culinary abilities. Jovial, charismatic, and nearly always
upbeat.

5 Quartermaster Commoner The oldest of the crew by a wide margin. Retains a sharp
Melvin Graydraft mind despite his years, and coaches young sailors.
Deck Hand Bandit Newest crew member. Tends to hop from ship-to-ship in a
6 Femi Lutra bid to see the world. Inquisitive of other people’s pasts and
journeys.

7 Deck Hand Bandit Stoic and serious, but always willing to lend a hand. Speaks
Serna Hoppum very little unless spoken to by the captain or first mate.
Deck Hand Bandit An avid gambler who is always chasing the next big win.
8 Lucia Cottle Jovial and willing to teach others a new game, if only to take
their money.
Deck Hand Bandit Almost always in a sour mood, despite his name. Complains
9 Mirth Plainview about anything outside of his control, such as the weather
and his pay.

10 Deck Hand Bandit Does not know his real name after too many blows to the
“Decky” head. Speaks quickly with a thick accent few can understand.

11 Deck Hand Acolyte Youngest of the crew. Holds a spark of magic, and is saving
Nesver Fizzlespark money to attend a mage’s college.
Supercargo Noble Haughty and aloof. Dresses immaculately. Believes that
12 Dylan Highwater representing the owner of the ship’s cargo puts him a station
above all others.

9
The Undersea Abomination
The Undersea Abomination has only one goal
in mind, and that is to drag the corpses of The Undersea Abomination
Rugged Runner’s crew down to the sea wreck
Medium aberration, chaotic evil
below. There, the bodies will be used to create
more creatures in service to the orb. Armor Class 15 (natural armor)
During this adventure, it will repeatedly attack Hit Points 66 (7d10 + 24)
the party and crew. Its intention is to kill the Speed 30 ft., swim 40 ft., climb 30 ft.
weakest target and take its corpse below to enact
STR 23 (+6) DEX 15 (+2) CON 19 (+4)
its ritual. The bodies are turned into Waterlogged
INT 9 (-1) WIS 16 (+3) CHA 7 (-2)
Undead, and will prove to be an obstacle for the
party in Act 3.
Condition Immunities Charmed, Frightened, Poisoned
Use the following guidelines for running
Senses Darkvision 60 ft., Passive Perception 13
attacks by The Undersea Abomination:
Languages Abyssal
• Attacks happen every 10-30 minutes of in- Challenge 5 (1,800 XP)
game time. Proficiency Bonus +3
• When boarding the ship, it may climb in
Regeneration. The undersea abomination regains 5 hit
from the open deck, through a port window,
points at the start of its turn if it has at least 1 hit point.
or it can smash a medium sized hole in the
hull above the sea line. If a window or the Oily Skin. The undersea abomination leaves an oily trail
hull is smashed open, the noise can be heard behind where it walks and crawls. It has advantage on
from anywhere on the ship. checks against grappling.
• When it boards the ship, it leaves a slimy res-
idue in its wake. Actions
• It will attempt to go after smaller groups of Multiattack. The undersea abomination makes two attacks
crew whenever possible. Isolated sailors are with its claws.
especially vulnerable.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target.
• When it attacks, it attempts to kill 1-2 people Hit: 11 (2d4 + 6) slashing damage.
before dragging the bodies back to its lair.
• It will retreats if reduced to half health.
• If the creature is restrained in any way, it will
use its Daemonic Mist feature to escape to
the water.
• Between attacks, it will swim around The
Tainted Rose or under The Rugged Runner.

10
Additional Stat Blocks
Abyssal Orb Waterlogged Undead
Small object Medium undead, chaotic evil

Armor Class 15 (natural armor) Armor Class 10


Hit Points 52 (15d4 + 15) Hit Points 16 (3d8 + 3)
Speed 15 ft., swim 15 ft. Speed 15 ft., swim 15 ft.

STR 10 (+0) DEX 10 (+0) CON 12 (+1) STR 15 (+2) DEX 11 (+0) CON 13 (+1)
INT 18 (+4) WIS 18 (+4) CHA 13 (+1) INT 3 (-4) WIS 8 (-1) CHA 6 (-2)

Condition Immunities: Blinded, Charmed, Frightened, Inca- Condition Immunities Charmed, Poisoned
pacitated, Paralyzed, Poisoned, Prone, Stunned Senses Darkvision 60 ft., Passive Perception 9
Senses Passive Perception 14 Languages —
Languages — Challenge 1/2 (150 XP)
Challenge 3 (900 XP) Proficiency Bonus +2
Proficiency Bonus +2
Undead Fortitude. If damage reduces the waterlogged
Dark Aura. Each creature that starts its turn within 30 undead to 0 hit points, it must make a Constitution saving
feet of the orb must succeed on a DC 14 Charisma saving throw with a DC of 5 + the damage taken, unless the
throw or subtract 1d4 from its next attack roll. damage is from a critical hit. On a success, the water-
logged undead drops to 1 hit point instead.
Actions
Putrid Waters. The first time the waterlogged undead
Abyssal Lash. Melee Weapon Attack: +2 to hit, reach 30ft., takes damage, any living creature within 5 feet of it must
one target. Hit: 7 (2d6) necrotic damage. succeed on a DC 10 Constitution saving throw or gain
disadvantage on attack rolls, saving throws, and ability
checks for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
it early with a successful save.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.

11
D i d yo u e n j oy t h i s a d v e n t u r e ?
L e av e u s a r e v i e w !
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and/or trademark owners who have contributed Open Game indicate compatibility or co-adaptability with any Trademark or
Content; (b) “Derivative Material” means copyrighted mate- Registered Trademark in conjunction with a work containing Open
rial including derivative works and translations (including into Game Content except as expressly licensed in another, indepen-
other computer languages), potation, modification, correction, dent Agreement with the owner of such Trademark or Regis-
addition, extension, upgrade, improvement, compilation, abridg- tered Trademark. The use of any Product Identity in Open Game
ment or other form in which an existing work may be recast, Content does not constitute a challenge to the ownership of that
transformed or adapted; (c) “Distribute” means to reproduce, Product Identity. The owner of any Product Identity used in Open
license, rent, lease, sell, broadcast, publicly display, transmit or Game Content shall retain all rights, title and interest in and to
otherwise distribute; (d) “Open Game Content” means the game that Product Identity.
mechanic and includes the methods, procedures, processes 8. Identification: If you distribute Open Game Content You
and routines to the extent such content does not embody the must clearly indicate which portions of the work that you are
Product Identity and is an enhancement over the prior art and distributing are Open Game Content.
any additional content clearly identified as Open Game Content 9. Updating the License: Wizards or its designated Agents
by the Contributor, and means any work covered by this License, may publish updated versions of this License. You may use any
including translations and derivative works under copyright law, authorized version of this License to copy, modify and distribute
but specifically excludes Product Identity. (e) “Product Identity” any Open Game Content originally distributed under any version
means product and product line names, logos and identifying of this License.
marks including trade dress; artifacts; creatures characters; 10. Copy of this License: You MUST include a copy of this
stories, storylines, plots, thematic elements, dialogue, incidents, License with every copy of the Open Game Content You Distrib-
language, artwork, symbols, designs, depictions, likenesses, ute.
formats, poses, concepts, themes and graphic, photographic and 11. Use of Contributor Credits: You may not market or adver-
other visual or audio representations; names and descriptions of tise the Open Game Content using the name of any Contributor
characters, spells, enchantments, personalities, teams, personas, unless You have written permission from the Contributor to do so.
likenesses and special abilities; places, locations, environments, 12. Inability to Comply: If it is impossible for You to comply
creatures, equipment, magical or supernatural abilities or effects, with any of the terms of this License with respect to some or
logos, symbols, or graphic designs; and any other trademark or all of the Open Game Content due to statute, judicial order, or
registered trademark clearly identified as Product identity by the governmental regulation then You may not Use any Open Game
owner of the Product Identity, and which specifically excludes the Material so affected.
Open Game Content; (f) “Trademark” means the logos, names, 13. Termination: This License will terminate automatically
mark, sign, motto, designs that are used by a Contributor to iden- if You fail to comply with all terms herein and fail to cure such
tify itself or its products or the associated products contributed breach within 30 days of becoming aware of the breach. All subli-
to the Open Game License by the Contributor (g) “Use”, “Used” censes shall survive the termination of this License.
or “Using” means to use, Distribute, copy, edit, format, modify, 14. Reformation: If any provision of this License is held to
translate and otherwise create Derivative Material of Open Game be unenforceable, such provision shall be reformed only to the
Content. (h) “You” or “Your” means the licensee in terms of this extent necessary to make it enforceable.
agreement. 15. COPYRIGHT NOTICE. Open Game License v 1.0a Copyright
2. The License: This License applies to any Open Game 2000, Wizards of the Coast, Inc.
Content that contains a notice indicating that the Open Game System Reference Document 5.0 Copyright 2016, Wizards
Content may only be Used under and in terms of this License. You of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
must affix such a notice to any Open Game Content that you Use. Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
No terms may be added to or subtracted from this License except Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
as described by the License itself. No other terms or conditions based on original material by E. Gary Gygax and Dave Arneson.
may be applied to any Open Game Content distributed using this “To the Depths” copyright 2022 Lunch Break Heroes. All
License. included artworks are copyright their respective creators and/or
3. Offer and Acceptance: By Using the Open Game Content owners.
You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to
use this License, the Contributors grant You a perpetual, world-
wide, royalty-free, non-exclusive license with the exact terms of
this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You repre-
sent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
A1

Cr ow ’s Ne st - Day
A2

Up p e r De ck - Day
A3

Capta i n’s Q ua rters - Day


B1

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Low e r De ck - Day
C2

C1

Carg o and B il g e - Day


D1

A1

Cr ow ’s Ne st - Fo g
D1

A2

Up p e r D e ck - Fo g
D1

A3

Captai n’s Q ua rte rs - Fo g


D1

B1

B2

B3

B4

B5

Low e r De ck - Fo g
D1

C2

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Carg o a n d B il g e - Fo g
D2

The Ta i n ted R o s e

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