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Sails of Fate Intro Module

The document outlines 'The Fool’s Compass,' an introductory adventure for a Dungeons & Dragons campaign, focusing on maritime themes and the awakening of ancient sea magic. It details the adventure's structure, including various trials, character creation, and the integration of the Lady Pirates Tarot, which influences the party's fate. The adventure is designed for 1st-level characters and can be played as a standalone or part of a larger campaign, emphasizing exploration, supernatural elements, and character advancement through trials and encounters.

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Gary Dowell
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© © All Rights Reserved
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0% found this document useful (0 votes)
89 views31 pages

Sails of Fate Intro Module

The document outlines 'The Fool’s Compass,' an introductory adventure for a Dungeons & Dragons campaign, focusing on maritime themes and the awakening of ancient sea magic. It details the adventure's structure, including various trials, character creation, and the integration of the Lady Pirates Tarot, which influences the party's fate. The adventure is designed for 1st-level characters and can be played as a standalone or part of a larger campaign, emphasizing exploration, supernatural elements, and character advancement through trials and encounters.

Uploaded by

Gary Dowell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Copyright Notice

© 2025 Baroque Publishing. All rights reserved.


This module, The Fool’s Compass, is an original work and is protected by copyright law. Unauthorized reproduction,
distribution, or transmission of any part of this work in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage and retrieval system, without prior written permission from the
publisher is prohibited, except as permitted under fair use and applicable licensing agreements.
This work is not affiliated with, endorsed, sponsored, or approved by Wizards of the Coast LLC. Dungeons & Dragons,
D&D, and all associated trademarks are the property of Wizards of the Coast LLC.

2
Campaign Integration Adventure Overview
The Fool’s Compass is the introductory adventure of the The Fool’s Compass is an adventure for 1st-level
Sails of Fate Mega Campaign. This 20-module characters that takes them from mysterious
campaign chronicles the awakening of ancient maritime occurrences aboard a ship to a final confrontation in an
magic and the quest to restore balance between land abandoned lighthouse. The adventure consists of:
and sea. Characters who complete this adventure gain
both a magical compass and the attention of powerful Part 1: Something in the Hold
maritime entities, setting them on a path that leads Strange occurrences and misplaced supplies lead the
through coastal towns, mystical islands, and the party to investigate the cargo hold, where they
domains of legendary pirates. encounter an unusual stowaway.
While playable as a standalone adventure, several Part 2: The Three Trials
elements introduced here, such as Calypso’s Laugh, Trial of Wisdom: A supernatural game of chance
Madame Vess, and the Lady Pirates Tarot, become against a mystical storm
crucial to the larger campaign narrative. Furthermore, Trial of Courage: Confronting ancient guardians in a
the full supplement will include additional campaign coastal cove
materials such as: Trial of Spirit: Navigating the perils of an abandoned
New character backgrounds and maritime bonds lighthouse while uncovering its dark secrets
Additional magic items and treasures
Expanded hooks into future modules Conclusion
The stowaway reveals its true nature and, if the party
Adventure Background proves worthy, grants them an enchanted compass
Long ago, a mysterious spirit named Calypso’s Laugh along with a connection to the Lady Pirates Tarot.
traveled from ship to ship, testing the courage and
resourcefulness of those who claimed kinship with the Running the Adventure
waves. Legend says this spirit, bound to an enchanted This adventure is well-suited as an introduction to
tarot card known as The Fool from the Lady Pirates maritime themes and works seamlessly with The Lady
Tarot, tests sailors to find those worthy of Pirates Tarot. The content here can be dropped into any
understanding the deep magics of the sea. This quest larger seafaring campaign or used as a stand-alone
ties into the larger narrative of the world’s oceans session for four to five 1st-level characters that takes 2-4
becoming restless. The Fool’s magic bestows fresh hours to complete.
perspectives and bold curiosity on those who embrace
its wandering nature. Over centuries, this spirit has Running Combat Encounters
returned whenever a worthy group of sailors arises. Its
method of trial remains unchanged: it slips aboard All combat areas described assume 5-foot squares. The
unnoticed, stirs mischief, then watches how the crew lighthouse map is provided in this sample module. The
reacts. If impressed, it gifts them with a piece of other encounters can be run using basic tactical layouts:
maritime magic—a curious compass that never points Ship’s hold: 30ft x 40ft space with cargo creating 5ft
north but instead leads to knowledge hidden along the wide paths
coasts. Cove: 80ft diameter horseshoe with 15ft deep water
areas

3
Character Creation Mysterious Mishaps
Strange accidents plague the ship’s hold. Supplies
Characters can be crew members, hired help, or appear in different locations each morning, despite
passengers. Each player should establish at least one being properly secured the night before. The ship’s cat
connection to shipboard life before play begins. refuses to enter certain areas of the storage space.
Maritime Bonds Phantom Figure
Each player chooses or rolls on the following table: Several crew members report glimpsing a strange
figure on deck during the night watch. When
Maritime Connections (d4) investigated, the figure leaves no footprints but does
d4 Connection
leave behind small puddles of seawater.
1 You sailed previously with another PC (work with that player Captain’s Request
to determine details) Captain Blackwood has noticed these disturbances. She
2 A supernatural experience drew you to maritime life quietly asks the party to investigate, hoping to avoid
3 You have history with an NPC crew member, good or ill alarming the rest of the crew.
4 You seek specific knowledge about sea magic
Important NPCs
Ship Roles
Players may choose from the following ship positions: Madame Vess

Navigator. You have advantage on Intelligence


A dignified woman with silver-streaked hair and sea-
checks with navigator’s tools. deep eyes, Madame Vess has traveled aboard the
Lookout. You have advantage on Wisdom
Wavechaser for years as an ostensible passenger. She
(Perception) checks scanning the horizon. spends her days on deck with an ornate deck of cards
that seems to catch moonlight in impossible ways.
Boatswain. You have advantage on Strength checks
involving ship’s rigging or cargo. Though she rarely speaks directly of supernatural
Ship’s Doctor. You have advantage on Medicine matters, her cryptic warnings have saved the
checks treating seasickness or injuries. Wavechaser from disaster often enough that Captain
Blackwood has learned to trust her judgment implicitly.
Signs of Maritime Unrest
Recent disturbances in the natural order have sailors
worried. Fish migrate along unfamiliar routes, while
tides shift unpredictably. Ancient shipwrecks surface
without explanation, and sea creatures venture far from
their traditional territories. These omens hint at deeper
troubles brewing beneath the waves. The Lady Pirates
Tarot foretells an approaching maritime crisis. Age-old
sea magic stirs from its slumber, seeking new guardians
as the balance between land and sea begins to waver.
Ancient contracts between maritime spirits and sailors
fray, demanding renewal before they snap entirely.
Starting the Adventure
The adventure begins at sea aboard the merchant vessel
Wavechaser. The party has been at sea for several days
on what should be a routine trading voyage.
Adventure Hooks
You can use any of the following hooks to draw the
characters into the adventure:
Compass Confusion
During routine navigation checks, the ship’s compass
begins spinning erratically, its needle swaying between
multiple points before settling in impossible directions. Madame Vess speaks in riddles and maritime
The navigator swears the instrument was working metaphors, offering guidance that only becomes clear
perfectly the day before. as events unfold.

4
She appears at crucial moments between trials to Remove one giant crab from the cove encounters.
provide subtle hints through her card readings, but Reduce ability check DCs by 2.
never interferes directly with the challenges themselves. Place two healing potions in the lighthouse.
When questioned about her cards or their meanings, Add obvious areas of cover in combat zones.
she deflects with cryptic observations about the sea’s The Sea Spawn telegraphs its Water Pulse one
changing nature and its search for new champions. round in advance.
During supernatural events, she positions herself where Tiny crabs emerge every third round.
she can best maintain the veil between realities. Her
presence alone helps the crew rationalize any strange Opening Scene: Prophetic
occurrences they might witness, though she never Dreams
directly acknowledges this effect. Should anyone press
her about these inconsistencies, she simply shuffles her This optional scene introduces the adventure’s mystical
cards and remarks how the sea holds many mysteries. elements and the Lady Pirates Tarot’s influence.
Captain Helena Blackwood The Dream Sequence
The Wavechaser’s captain runs a disciplined ship while On their first night aboard, characters share a mystical
maintaining an unusual tolerance for the inexplicable. dream. Read or paraphrase:
Years of successful voyages have taught her to trust
both her instincts and Madame Vess’s cryptic counsel, As you sleep, salt-laden winds carry strange visions. You find
even when she can’t quite explain why. yourself on the ship’s deck under a star-filled sky, but
something is different. The stars above pulse like heartbeats,
Character Advancement and the wooden planks beneath your feet ripple like water.
Characters advance in level according to either Around you, other dreamers stand - the same companions
experience points or milestones, as you prefer. you met today, though their features seem to shift like
Experience Points reflections in a tide pool. Before you all stands a figure
Each character earns 350 XP for completing the shuffling cards that gleam like mother-of-pearl, their face
Storm’s Deception trial, 500 XP for resolving the cove hidden beneath a hood of shifting blues and greys. As they
encounter, and 700 XP for overcoming the lighthouse lay out three cards, the entire ship seems to hold its breath…
challenge. Additional XP is gained from combat
encounters and clever solutions to problems. The Reading
Milestone Advancement If using the Lady Pirates Tarot deck, draw three cards
Characters reach 2nd level after completing the Trial of and interpret them cryptically. Otherwise, use these
Courage, preparing them for the final lighthouse predetermined readings:
encounter. A party demonstrating exceptional ingenuity The Fool (Present) - “A figure dances at the edge of
or thoroughly exploring the lighthouse’s mysteries known waters, inviting discovery.”
might reach 3rd level by the adventure’s conclusion. The Tower (Challenge) - “Storm-clouds gather
Adjusting the Adventure around a lighthouse… change comes on dark
waters.”
Stronger Parties The Star (Guidance) - “Even in darkness, the sea-
If the party consists of six or more characters, or lights guide those who understand their song.”
possesses significant magical capabilities:
What Comes After
Add one giant crab to each cove encounter. When the reading ends, the players awaken
Increase key ability check DCs by 2. remembering their shared dream. They find Madame
Use maximum hit points for the Sea Spawn. Vess in her usual spot, studying her cards in
The Matriarch uses Crushing Wave every other contemplative silence. If approached about the dream,
round. she speaks without looking up:
Tiny crabs emerge every other round in the
lighthouse. “Ah, the sea’s chosen have awakened. The cards speak
Weaker Parties clearer on water, don’t they? But remember; they never tell
If the party has fewer than four characters or lacks us what will be, only what might. How you navigate these
maritime experience: waters is still your choice.”

5
The Lady Pirates Tarot Additional Effects
A card drawn from the Lady Pirates Tarot during this
Integration adventure has several subtle influences:
When using the Lady Pirates Tarot with this adventure, Mystical Resonance. The card glows faintly when near
the cards influence the entire party’s fate. important clues.
Drawing The Fool
Ancient Knowledge. Players have advantage on checks
If The Fool appears during the dream reading or at any to recall information about the Lady Pirates Tarot.
point during the adventure, the party gains one of the
following group benefits of their choice: Spirit’s Interest. The stowaway may react differently to
Shared Inspiration. Each party member gains one use
card holders during interactions.
of Inspiration, which can be used at any time during the Card drawings also follow standard rules explored in
trials. the supplement (see The Deck as a Magical Item and
The Deck as a Divinatory Tool in the full supplement).
Touch of Fortune. Better suited for smaller parties, this
blessing grants each party member two “luck points” Playing Without the Deck
that function like the Lucky feat. When making an If you don’t have access to the Lady Pirates Tarot deck,
attack roll, ability check, or saving throw, they can use the predetermined card readings provided in the
spend a luck point to roll an additional d20. When an Prophetic Dreams section. The mechanical effects
attack roll is made against them, they can spend a luck remain the same. Alternatively, you can use our online
point to roll a d20 and force the attacker to use that roll. drawing system (Preview accessible via our Kickstarter
Each luck point can be used only once, and unused page).
points vanish when the adventure concludes.

6
Part 1: Something in the Hold
trange occurrences have been plaguing the lower Central Storage

S
deck, specifically the cargo hold. A stowaway — Ropes, spare canvas, and ship’s tools occupy this area.
secretly the shapechanged trickster spirit — is Coils of rope hang from hooks on the support beams,
living there in hidden nooks, testing the crew’s and folded sails create shadowy alcoves. The deck
alertness. boards here show more wear, creaking noticeably under
weight.
Exploring the Hold A ship’s cat often lounges here, though it hisses and
When the party descends into the hold, read: flees when the stowaway is nearby. The temperature
drops noticeably in this section, and characters might
A humid, briny smell clings to the dimly lit space beneath
spot brief ripples in puddles of bilge water.
the deck boards. Crates and barrels are stacked in narrow Aft Cargo Space
rows, their wood creaking in rhythm with the ship’s gentle The deepest part of the hold contains valuable trade
sway. You catch fleeting shadows dancing against the lantern goods in locked crates. A sturdy cage here normally
light. Yet, when you focus, there’s nothing there. The air feels holds live animals for trade, though it’s currently empty.
charged, as though someone is watching from just out of The space feels more confined, with lower ceilings and
sight. fewer lanterns. This area shows the most signs of the
stowaway’s presence (see Investigation Methods).
Hold Features Hold Challenges
The ship’s cargo hold spans the length of the vessel’s The hold’s confined layout and the ship’s motion create
lower deck, divided into three main sections. Lanterns several challenges:
casting dim light are spaced along the central walkway. The space is dimly lit, requiring light sources or
Forward Hold darkvision to navigate effectively. Characters without
This section houses general cargo in neat rows of crates either suffer disadvantage on Investigation checks.
and barrels. The wooden crates bear merchant stamps Moving between the stacks of cargo requires careful
from various ports, while tar-sealed barrels contain movement. Running or sudden movements prompt a
preserved foods and fresh water. A narrow path winds DC 10 Acrobatics check to avoid stumbling. Failure
between the stacks, barely wide enough for one person. means falling prone and possibly disturbing the cargo.
The air here carries a mix of salt, tar, and wooden Characters can attempt to squeeze through gaps in the
musk. Characters investigating the crates find them cargo with a DC 12 Dexterity check, potentially creating
meticulously arranged - too meticulously for normal shortcuts through the space.
ship movement.

7
Investigation Methods allows a character to interpret their behavior. The ship’s
Characters exploring the hold can use several methods cat refuses to cross certain thresholds but sits watching
to uncover the stowaway’s presence. Each successful them intently, while rats avoid the central storage area
check reveals another aspect of the supernatural entirely. Both species show particular agitation near the
intruder and draws investigators closer to their quarry. sealed brass container among the fuel storage. Most
tellingly, any animal that spends more than a minute in
Shifting Cargo the aft cargo space begins vocalizing in unusual
When examining the hold’s contents, characters notice patterns reminiscent of old sea shanties.
supplies frequently appear in different positions than Cargo Manipulation
where they were left. A successful DC 12 Investigation Characters attempting to move through the cramped
check reveals a deliberate pattern to these movements. hold must navigate carefully. A DC 12 Acrobatics check
The crates arrange themselves in nested triangular allows safe passage through the tight spaces. Upon
patterns, each layer precisely balanced despite the success, the character notices that seemingly random
ship’s motion. Salt crystals form in the spaces between gaps between crates form perfect passageways when
moved items, creating intricate patterns that resemble approached from specific angles. These paths rearrange
maritime charts. Most tellingly, investigating characters themselves nightly, but always provide a circuitous
find that each new arrangement creates sightlines route to the aft cargo space. Failed checks cause cargo
pointing deeper into the hold, all converging on the aft to shift loudly, prompting nearby crates to rattle in a
cargo space. pattern resembling laughter.
Phantom Shanties
Stealthy Observation
Throughout the hold, characters occasionally hear Characters can attempt to move quietly through the
fragments of an unfamiliar sea shanty. A DC 14 hold with a DC 13 Stealth check. Success reveals subtle
Perception check allows a character to trace the disturbances in the air - ripples in hanging ropes,
haunting melody. The song seems to emanate from unexplained breezes carrying the scent of deep water,
empty air, its verses speaking of ancient pacts between and shadows that move against the lantern light. These
sailors and the sea. The lyrics shift between Common phenomena intensify near the aft cargo space, where
and Aquan, growing clearer near recently moved cargo. the boundary between mundane and maritime magic
When multiple investigators hear the song grows thin. Failed checks result in sudden, inexplicable
simultaneously, each perceives a different verse, yet all splashes of seawater from above, despite the hold being
variations harmonize perfectly. The music reaches its below waterline.
fullest clarity in the aft cargo space, where all verses
merge into a single, powerful melody. Progress Tracking
(Note: The Sails of Fate Kickstarter campaign includes The investigation proceeds through successes and
a stretch goal for professionally composed and recorded failures. Three successes indicate the party has
sea shanties that will be used throughout the campaign) gathered enough evidence to confront the stowaway,
while failures create increasingly hazardous conditions.
Unnatural Cold
First Failure: A poorly secured crate tips over. Each
Certain areas of the hold maintain an inexplicable chill. investigating character must succeed on a DC 12
A successful DC 15 Arcana check reveals that this cold Dexterity saving throw or take 1d4 bludgeoning damage
emanates from points where the material world touches from falling cargo.
the maritime spirit realm. The character realizes these
cold spots form a spiral pattern, starting near the Second Failure: A cracked barrel soaks part of the hold
forward hold’s entrance and circling inward toward the floor with lamp oil. The slick area turns a 10-foot-square
aft cargo space. When describing the cold spots, the space into difficult terrain. Any character who moves
character notices their breath misting regardless of the through the area must succeed on a DC 12 Dexterity
outside temperature. Metal surfaces accumulate a layer saving throw or fall prone.
of frost that melts and reforms in patterns resembling
waves, while the cold itself seems to pulse in rhythm Third Failure: The investigators’ activities disturb a
with distant tides. Small objects left in these areas precariously stacked pile of heavy crates. Each
become etched with tiny spiral patterns that match character in the hold must succeed on a DC 13
markings found in ancient maritime texts. Dexterity saving throw or take 1d4 bludgeoning damage
and be knocked prone as cargo shifts and tumbles in the
Animal Behavior confined space.
The ship’s cat and rats demonstrate unusual awareness
of the supernatural presence. A DC 12 Nature check

8
The Confrontation The Veil of Trials
When you decide the investigation has built sufficient When the stowaway reveals their presence, reality splits
tension, or when the players have gathered enough like water around a ship’s bow. A mystical barrier
clues, the spirit reveals itself. Choose a dramatically separates the trials and those chosen to face them from
appropriate moment and read: the mundane world. Read:
A figure in weathered sailor’s garb perches casually atop a A shimmering veil, like sunlight through water, ripples
stack of crates, one leg dangling. Their clothing shifts like outward from the stowaway. To the crew’s eyes, you simply
water between different shades of blue, and their eyes hold vanish - selected by the Lady of the Cards for these trials.
an otherworldly gleam. A worn deck of cards moves through Their mundane eyes cannot pierce this veil of fate.
their fingers with impossible fluidity.
So, when a PC attempts to involve other crew members,
the stowaway intervenes:
“These trials test those marked by fate. See how your
companions’ eyes slide past me? Only you chosen few can
perceive my true form or participate in these challenges. The
rest are… temporarily outside our little bubble of reality.”

During these trials, only chosen participants perceive


supernatural events. The crew experiences mundane
versions of each challenge, their minds automatically
rationalizing any inexplicable occurrences. While
physical interaction between these realities remains
limited, one figure moves freely between them -
Madame Vess, whose presence helps bridge the divide
between the ordinary and extraordinary.
Effects & Keepers
While the veil prevents most from perceiving the trials
directly, different individuals experience its effects in
distinct ways.
Madame Vess
Madame Vess maintains a unique position aboard the
Wavechaser. Though she presents herself as merely a
passenger with an interest in cartomancy, her true role
is that of a Keeper - one who maintains the boundary
between mundane and maritime magic. Her
relationship with Captain Blackwood spans years, built
on countless instances where her cryptic warnings
proved invaluable. The captain has learned to trust
Vess’s judgment implicitly, even when it means
Rather than fleeing or attacking, the stowaway greets overlooking inexplicable events aboard her ship.
the party with a mischievous grin. Read:
When supernatural events occur, Madame Vess acts as
a bridge between realities. Her presence on deck during
“Ahoy, sharp-eyed sailors. I’ve watched you, and now I see
strange occurrences provides a focus for the crew’s
you’re keen observers, yes? My lady has a little test for you—
rationalization - they attribute any oddities to her
three trials to prove your worth at sea. Complete them, and
mysterious nature without quite understanding why.
you’ll earn a gift. Refuse, and I’ll be on my merry way— She moves between the chosen participants and regular
though your ship may find itself even more…unsettled in the crew with careful grace, offering cryptic guidance to the
nights to come.” former while providing subtle misdirection to the latter.

9
Captain Blackwood The stowaway pauses and says:
Captain Blackwood exists in a state of perpetual tension
between awareness and ignorance. Her years at sea “Ah, the mundane world intrudes. Perhaps we should
have taught her to trust her instincts, and those instincts continue this discussion more… civilly? Unless you prefer to
tell her something profound occurs aboard her ship. explain to your captain why his hold is in disarray?”
While the veil prevents her from directly perceiving the
trials, she finds herself making decisions that
inadvertently aid the chosen - ordering crew away from If the party continues fighting, the stowaway retreats
certain areas, delaying departures, or adjusting course into the shadows, leaving only whispered words:
without clear reason. She trusts Madame Vess to guide
these impulses toward proper ends. “Violence proves nothing except your fear. We’ll speak again
when you’re ready to face proper trials.”
The Crew
The regular crew experiences a more complete The ship subsequently experiences supernatural
separation from supernatural events. When confronted mishaps. If the party ceases fighting, the stowaway
with evidence of the trials, their minds generate explains the trials as originally intended.
increasingly elaborate but mundane explanations. A
participant vanishing through a portal becomes a sailor
heading below decks. A battle with supernatural entities A Test of Mercy
If cornered, the stowaway attempts peaceful resolution.
appears as a routine training exercise. Even major Read:
events like ship damage during the Storm’s Deception
manifest as natural, if unusually convenient,
occurrences. As a result, NPCs perceive only mundane “I mean no harm—only a test for those who claim mastery
weather conditions during the trial. While routine over the sea. Put down your steel and hear me out.”
requests face no resistance, convincing crew members
to take unusual precautions requires a DC 12
Persuasion check. More urgent actions, such as A successful DC 13 Insight check reveals genuine
ordering an evacuation, demand a DC 15 Persuasion sincerity behind the spirit’s words.
check, as the crew struggles to grasp the true danger
hidden behind their rationalized worldview. Death and Consequences
If the party kills the stowaway, the adventure can
Attempting to directly reveal the truth proves futile. continue in two ways:
Those who try find their words twisted by the veil’s
magic, emerging as ordinary ship’s gossip. Only Ghostly Trials
Madame Vess can choose to temporarily thin the veil’s The spirit’s mischief continues in ghostly form. Crew
effect, allowing others brief glimpses of the maritime members report poltergeist activity—flickering lights
magic that flows beneath everyday reality. and shifting cargo—as the trials transform into spiritual
Combat Developments challenges.
If the party attacks, several events might unfold: Cursed Journey
If the party kills the stowaway, the spirit’s death curse
Evasive Tactics falls upon the ship. Compasses spin wildly, making
The spirit uses its mage hand and illusions defensively, navigation treacherous. Unnatural storms pursue the
perhaps ducking behind crates or temporarily vanishing vessel across the waves, while a more vengeful
in a swirl of seawater. A DC 13 Insight check reveals it’s incarnation of the stowaway appears during the darkest
not truly fighting but merely buying time. watches of the night. The crew finds no peace until they
either seek out someone capable of lifting such a curse,
Captain Intervention complete a modified version of the trials, or find some
If combat continues for more than two rounds, the way to make amends with the spirit realm.
normal ship’s operations begin to interfere with the
confrontation. Read:
“All hands to stations!” the captain’s voice carries from
above deck, her instincts sensing trouble without
understanding its true nature. “Weather’s turning foul!”

10
Part 2: Three Trials
he stowaway insists that any true child of the Rusty Spyglass. Though corroded by sea air, this

T
sea can handle three simple tasks: wisdom, spyglass’s lenses remain remarkably clear. You have
courage, and spirit. These trials take place over advantage on Perception checks that rely on sight to
the next day or two, leading the party from the spot details at sea. The advantage is lost if used more
ship to a nearby shoreline and finally to an than 1 mile from an ocean.
abandoned lighthouse.
Trial of Wisdom
Rewards During Trials The first trial tests the party’s skill at an ancient
As the party explores and overcomes challenges during maritime gambling game (a modified version of Liar’s
these trials, they may discover various maritime Dice), played against the fury of the storm itself. The
artifacts and trinkets. These minor magical items serve challenge takes place on the main deck under an
both as rewards for thorough investigation and as increasingly threatening sky.
potential aids in trials to come. Choose from the items
below when players successfully investigate areas or Storm’s Deception Game
complete significant tasks. The Setup
Barnacle-Encrusted Flask. This weathered flask is For this challenge, you need:
covered in living barnacles that continuously filter 5 six-sided dice for each player
seawater into a potent protective draught. A creature 5 six-sided dice for the Storm (DM)
can use an action to drink from the flask, gaining One cup or container per participant to hide dice
advantage on saving throws against poison for 24 hours. Ship condition tracker (starts at 30 hit points)
Once used, the flask refills at the next high tide.
Coral Ring. This delicate ring made of living coral
When the players agree to this challenge, read:
adapts to underwater pressure. While wearing this ring,
a creature can use an action to cast water breathing on The stowaway’s form shifts like disturbed water as they
itself. Once this property has been used, it can’t be used produce a set of worn wooden dice. Salt crystals cling to
again until the next dawn. their edges, and they move with an unnatural fluidity in their

Shell Necklace. This necklace of pearlescent shells


hands.”Every sailor worth their salt knows this game,” they

glows softly in darkness. While wearing it, you can use a say, their smile now sharp as a shark’s tooth. “But can you

bonus action to cast light once per day. beat the storm itself? The rules are simple, but the stakes…”
They gesture to the darkening horizon, where clouds gather
Waterlogged Logbook. Despite being soaked through, with supernatural speed.
this logbook’s pages remain legible. A creature studying
the book for at least 1 minute gains advantage on the
next Navigation check it makes within 24 hours. Rules of Play
The game proceeds in rounds following these steps:
Ancient Fishing Net. This well-preserved net bears
knots tied in mystical patterns. When you make a 1. All participants roll their five dice secretly under
Survival check related to aquatic environments, you can their cups
unfold the net and study these patterns to gain 2. The Storm (DM) makes the first bid
advantage on the check. Once this property has been 3. Play proceeds clockwise
used, it can’t be used again until the next dawn. 4. Each new bid must raise either the quantity or face
value
Sea Glass Charm. This smoothed glass appears to 5. Any player can challenge the previous bid
contain trapped waves. While wearing it, you have a +1 6. Losing a challenge means losing one die
bonus to AC against attacks from water-based 7. Play continues until only one participant has dice
creatures. This bonus is lost if you move more than 100 remaining
feet from a large body of water. Example Bid Sequence:
Driftwood Wand. Carved from wood weathered by “Three 4s” is a valid opening bid. Subsequent bids must
mystical tides, this wand holds residual maritime magic. increase either the quantity (“Four 4s”) or the face value
You can use an action to cast create or destroy water (“Three 5s”). Bids like “Three 3s” (lower value) or “Two
from the wand once per day. 5s” (lower quantity) are invalid.

11
Phase One (5-4 dice): Gathering Clouds
Alternative Rule: Individual Challenges
The Storm begins conservatively, establishing the
For a faster-paced game that gives each player a moment to
shine, consider this variant: Instead of a full game of Liar’s
supernatural stakes.
Dice, each player faces the Storm in a single round of play.
The party needs three victories to overcome the trial. If there Dark clouds swirl overhead, and a cold wind picks up. The
are fewer than five players, the party may choose who takes spirit’s dice gleam with a phosphorescent light as the Storm
additional turns, allowing for tactical decisions about who
announces its first bid.
might have the best chance against the Storm. This version
typically takes 15-20 minutes and emphasizes individual
moments of triumph or failure while maintaining the trial’s
theme of wisdom and judgment. The Storm’s tactics and
The Storm favors straightforward tactics:
consequences remain the same for each round. Opens with moderate bids (three or four of a kind)
Challenges obvious bluffs
Storm Effects Uses basic weather effects like gathering clouds and
rising winds
Each time the Storm wins a round, roll on the Ship Plays cautiously to demonstrate the game’s
Damage table. Additionally, check the Weather Effects mechanics
table each round.
Ship Damage Table If a player loses a die during this phase:
d6 Effect
1 Falling Debris. A piece of the crow’s nest breaks loose. Each A sharp gust of wind sweeps across the deck, carrying the
player must succeed on a DC 12 Dexterity saving throw or lost die over the rail. The water swallows it with an
take 1d4 bludgeoning damage. The ship takes 1d4 structural unnaturally loud splash.
damage.
2 Blinding Spray. A wave crashes over the deck. One random
player must succeed on a DC 12 Constitution saving throw Phase Two (3-2 dice): Rising Tempest
or be blinded until the end of their next turn. As its power wanes, the Storm grows more aggressive.
3 Deck Splinters. The storm’s fury damages the deck. One
random player takes 1d4 piercing damage, and the area The previously scattered clouds coalesce into a towering
around them becomes difficult terrain until the end of their thunderhead directly above the ship. Lightning flickers
next turn. within its depths, and the air grows thick with supernatural
4 Rigging Tangle. Loose ropes whip across the deck. Each
tension.
player must succeed on a DC 12 Strength saving throw or
be restrained until the end of their next turn.
5 Sudden Pitch. The ship lurches violently. Each player must The Storm’s gameplay becomes more aggressive:
succeed on a DC 12 Dexterity saving throw or be knocked
prone. The ship takes 1d4 structural damage. Makes bolder bids backed by displays of power
6 Wave Impact. A massive wave strikes the ship. Each player Uses weather effects to pressure uncertain players
takes 1d4 bludgeoning damage, and the ship takes 1d6 Times lightning strikes with dramatic reveals
structural damage. Targets players who show weakness or hesitation
Weather Effects Table
When revealing dice in this phase:
d4 Condition
1 Heavy rain (-2 to all Perception checks)
The Storm’s dice hover momentarily in the air, glowing with
2 Howling wind (must shout to communicate beyond 5 feet)
3 Lightning flashes (advantage on next visual check) inner lightning before showing their values.
4 Waves crash (DC 12 Dexterity saving throw or fall prone)
Phase Three (1 die): Nature Unleashed
The Storm’s Strategy With its last die, the Storm unleashes its full fury:
Unlike a normal game of Liar’s Dice, the Storm is both
player and environment. It demonstrates its
supernatural nature through increasingly dramatic The boundary between game and nature blurs. Each bid

displays as the game progresses through three distinct brings new manifestations of the Storm’s power, and the

phases. spirit’s dice crackle with barely contained energy.

12
The Storm now plays for keeps: Trial Transformation
Makes seemingly impossible bids If the game’s normal progression breaks down, the
Causes real damage to the ship on failed challenges challenge evolves into a desperate battle for survival.
Creates supernatural effects that hint at correct calls The ship groans as supernatural forces tear at its
Demonstrates omniscient knowledge of the sea seams, and the stowaway’s voice rises above the wind:
Weather effects sync perfectly with game actions: “Now we see your true worth. Games are for children - show

Thunder crashes precisely as dice are revealed me how you handle the sea’s fury!”

Waves surge in rhythm with rising bids


Lightning illuminates crucial moments The mundane game transforms into a dramatic
Wind howls in triumph or frustration sequence where the ship itself becomes the battlefield.
Salt-laden winds tear at the rigging, waves crash over
Development the deck with impossible force, and the very planks
The Storm’s Deception ends in one of two ways: beneath the party’s feet begin to splinter and twist.
Players Win If: The party must achieve three successes before
If any player eliminates the Storm’s last dice in the dice accumulating three failures to weather this supernatural
game, or if the party successfully navigates every assault. Each round, one character can attempt to
player’s individual challenge, all while preserving the address any of the following manifestations of the
ship from destruction, the stowaway’s grin widens as storm’s fury. Multiple characters can attempt to handle
the storm clouds recede. the same crisis, but each failure brings the ship closer to
breaking apart.
“Well played! The sea respects those who can weather her Wrath of the Rigging
games of chance.” The rigging attacks first. Crucial knots unravel
themselves as if pulled by invisible hands, sending sails
flapping wildly in the supernatural wind. Ropes whip
Each character gains Inspiration, and any damage to through the air with deadly force, threatening both crew
the ship mysteriously repairs itself. Proceed to and vital ship components. Those who reach for the
Resolution. thrashing lines find them unnaturally cold and slick with
sea spray. Characters might secure the rigging through
Storm Wins If:
If the ship drops below 10 hit points or the party fails to sheer strength, attempting to wrestle the ropes back
defeat the Storm, the stowaway’s eyes flash with an into position with a DC 13 Athletics check, or
eerie blue light as the ship groans beneath them. demonstrate their seafaring knowledge with a DC 12
Nature check to quickly weave sailor’s knots that hold
against the supernatural assault.
“Now we see your true worth. Games are for children - show
The Ocean’s Grasp
me how you handle the sea’s fury!”
The sea itself rises against them. Waves breach the
deck with unnatural precision, flowing not in natural
Proceed to Trial Transformation. patterns but in deliberate streams that seek to isolate
Special Tools and separate the party members. The water moves with
malevolent purpose, forming walls and whirlpools
Certain advantages may aid the players: across the deck. Characters can attempt to navigate
these treacherous waters with a DC 13 Acrobatics
Navigator’s Tools. May be used once per game to peek check to maintain their footing, or use their maritime
under any cup (DC 13). experience with a DC 12 Survival check to predict and
Assistance. Players can assist others’ challenges once
avoid the worst of the surge patterns.
per game, granting advantage. Splintering Doom

Lady Pirates Tarot. Card holders can force one reroll of


The deck begins to splinter beneath their feet. Planks
any participant’s dice. pull free from their mountings with sharp cracks,
creating gaps and unstable sections across the deck.
Sea spray shoots upward through the widening seams,
and the whole ship groans like a living thing in pain.

13
Characters might attempt to quickly brace critical their next trial begins with disadvantage on the first
sections with a DC 13 Athletics check to hammer loose three checks, their confidence shaken by the loss.
planks back into place, or use their knowledge of ship
construction with a DC 12 Investigation check to The regular crew, shielded by the veil effect, find
identify and reinforce key structural points. themselves safely aboard rescue vessels that happened
to be nearby, remembering only a particularly fierce but
The Mast’s Death Knell natural storm.
The great mast shudders with an awful crack. Timber
splits and frays where the mast meets the deck, each A destroyed ship has lasting consequences beyond
new fissure spreading like frost across glass. The these trials. Future access to maritime travel becomes a
splintering wood sounds almost like screams as the pressing concern, and the party must seek new
damage creeps higher up the mast. Characters can try arrangements for their continuing journey. The
to reinforce the mast’s base with a DC 14 Strength stowaway appears unsympathetic to this predicament.
check to hold the fracturing wood together, or After all, proper respect for the sea’s power was part of
coordinate a group effort with a DC 12 Persuasion this first test.
check to direct others in quickly rigging emergency
supports.
Helm of Havoc
The wheel becomes a deadly weapon as supernatural
forces seize control. It spins with crushing force, the
spokes becoming a blur of motion. Salt spray and wind
howl around the helm, creating a maelstrom that
threatens to tear the wheel clean off its mount.
Characters might wrestle for control with a DC 13
Strength check to force the wheel back on course, or
demonstrate their helmsman’s instincts with a DC 12
Wisdom check to work with, rather than against, the
wheel’s momentum.
Resolution
If Players Succeed:
If the party overcomes the Storm’s Deception through
clever play or weathers the transformation through
decisive action, the supernatural assault subsides.
An eerie calm descends as the stowaway materializes
from the sea spray, nodding in approval. Read:
The stowaway nods with approval. “Different paths can lead
to the same destination. You’ve proven yourselves… creative,
if nothing else.”

The stowaway’s form ripples like disturbed water as a


shimmering portal opens in the air before the party.
Through its crystalline surface, they glimpse a
horseshoe-shaped cove nestled among dark cliffs. The
doorway hovers at deck height, clearly meant for the
party to step through to their next trial.
If Players Fail:
If the ship is destroyed during the trial, a different path
forward emerges. The stowaway’s magic preserves the
party from drowning as the vessel breaks apart beneath
them. The raging waters sweep them toward their
destination, and they awaken hours later on the rocky
shore beneath the cove’s cliffs. This failure marks them,

14
Trial of Courage The Guardians Challenge
When the party steps through the portal (or if they Two Giant Crabs (see Appendix) patrol the shallows,
awaken on the cove’s shore after their ship’s displaying an unnatural intelligence in their movements.
destruction), the stowaway speaks: These ancestral guardians have defended this cove for
generations, testing those who would prove their worth
“Your wisdom has been tested,” they say, their form rippling to the sea.
like disturbed water. “Now we shall see if your courage
The crabs begin partially submerged, emerging only
matches it.” when intruders venture onto the slippery rocks. They
coordinate their attacks with practiced efficiency, one
They gesture to the scene before you. attempting to grapple while the other delivers precise
strikes. Their mastery of the terrain becomes evident as
they time attacks with incoming waves and use tidal
A horseshoe-shaped inlet opens before you, its waters
churning with unusual violence. Jagged rocks thrust up from
pools for cover.
the waves like broken teeth, and broken shells and bleached When reduced to half their hit points, the crabs execute
driftwood litter the thin crescent of shore, arranged in eerily a strategic retreat. One covers the other’s withdrawal as
they vanish into specific tidal pools, leaving trails of
deliberate patterns. The cove stretches roughly eighty feet in
diameter, forming a natural amphitheater. Two massive
bubbles and clicking sounds in their wake.
crabs patrol the shallows, their shells bearing strange Development
markings that almost look like carved symbols.
The encounter concludes in one of two ways:
If the Party Prevails.
Cove Features
If the guardian crabs are defeated, read:
The cove forms a natural arena roughly 80 feet across.
Waves crash against jagged rocks that line the entrance,
creating a treacherous semicircle of shallow water. A The fallen guardians’ shells split along impossibly precise

narrow strip of beach provides unstable footing at the lines. Among the fragments, you find perfectly preserved
cove’s rear, while deeper waters in the center drop to shells that pulse with a faint blue light, as if still connected
about 15 feet depth. to their former masters.

The terrain proves treacherous in several ways. The wet Each member of the party finds such a shell among the
rocks near the water’s edge become slippery with sea remains. These ancient tokens resonate with protective
spray, requiring careful movement. Deep pools dot the magic. Each can be crushed as a reaction when taking
shoreline, their depths varying between 5 and 10 feet, damage from a crab to gain resistance to that damage
providing cover for swimming creatures. Regular waves type until the start of their next turn.
make footing treacherous near the water, threatening to
pull the unwary into deeper waters. The water then begins to churn violently. Read:
The cove falls silent as the waves draw back unnaturally. A
deep thrumming vibration pulses through the water, and you
notice the remaining tidal pools beginning to bubble and
froth. Whatever rules these waters has deemed you worthy
of a direct challenge.

The Giant Crab Matriarch (see Appendix) emerges to


test their mettle personally.

15
An enormous crab, easily three times the size of the others,
The Matriarch’s Challenge
rises from the depths with terrible majesty. Ancient Rather than attacking immediately, the Matriarch
barnacles encrust its shell in patterns too regular to be watches the party in silence. It clicks its claws in
deliberate rhythm, waiting to see how they respond. The
natural, and its claws bear the scars of countless battles.
party may attempt to decipher the intricate markings
This is no mere guardian; this is the ruler of these waters,
along its shell, which seem to pulse faintly in the dim
and in its eyes you see an intelligence that sends chills down
your spine. The patterns carved into the surrounding rocks
light.
suddenly seem to hold greater meaning as the Matriarch’s A successful DC 13 History check reveals that these
own shell bears similar markings, pulsing faintly in the markings record ancient maritime rituals; gestures and
offerings used by mariners to show respect to the cove’s
filtered light.
greatest guardians. The carvings detail three
components of the ritual: the offering of carved
Continue with The Matriarch’s Challenge. driftwood bearing specific wave patterns, movements
that mirror the ocean’s tides, and words spoken in the
If the Party Falls.
Should the entire party fall unconscious, read: ancient tongue of the sea.
Among the scattered treasures, either in the Feeding
Salt water fills your lungs as consciousness fades. The last Grounds or in the cove, lie ceremonial items; pieces of
driftwood scored with practiced cuts, shells arranged in
thing you feel is being dragged across rough stone by
spiral patterns, and tablets marked with Aquan script. A
powerful claws, deeper into darkness…
successful DC 14 Investigation check reveals how these
items were used in the rituals depicted on the
The characters awaken in the Feeding Grounds, a Matriarch’s shell.
partially flooded cave. They have had time to rest, The party must now decide how they wish to prove their
regaining all hit points and expended resources as if worth, through combat or understanding.
they had completed a long rest. The ancient cave’s
energies have restored their strength, though the Path of Combat
memory of defeat lingers. Read: Should they choose combat, the Matriarch responds
with sophisticated tactics.
You wake on a raised stone shelf, surrounded by scattered
ship debris and waterlogged treasures. Phosphorescent In the opening phase, she remains near deep water,
commanding waves to crash against the shore while
algae casts an eerie blue glow across the chamber. The cave
tiny crabs emerge to harass spellcasters. As the battle
appears to be some kind of collection area or perhaps a
progresses and her health falls below half, she
larder. Ancient artifacts and barnacle-encrusted equipment
demonstrates mastery of her domain, using the waters
suggest you’re not the first to be judged in this place. for hit-and-run attacks that test the party’s adaptability.
When reduced to a quarter of her health, she unleashes
The walls bear intricate patterns carved by massive her Territorial Display - a final test to see if the party’s
claw marks, their meaning unclear at first glance. martial prowess truly marks them as worthy.
Several tunnels lead out of the chamber, including Path of Ritual
underwater passages. However, attempting escape Those who attempt the ritual face different challenges.
likely means failing the trial entirely. The ancient ceremony requires three demonstrations of
As the party begins to grasp their surroundings after understanding: carving specific wave patterns into
waking, the Matriarch emerges to face them. Read: driftwood that mirror those found throughout the cove
requires a DC 13 Nature check, executing the fluid
movements that echo the tides demands a DC 14
Water cascades off an enormous form as it emerges from Performance check, and speaking the ancient phrases
one of the larger tunnels. The creature moves with deliberate in Aquan tests with a DC 13 Arcana check.
grace, its shell catching the blue-green light of the algae.
Ancient intelligence gleams in its eyes as it studies you, Each successful demonstration causes the Matriarch’s
shell patterns to pulse with acknowledgment. Two
clicking its massive claws in what almost sounds like
successes prove sufficient understanding, while three
language. The patterns you saw in the cave now appear
failures exhaust her patience and force a trial by
across its shell, mirroring the markings of its domain.
combat.

16
Resolution Trial of Spirit
The trial’s outcome determines how the Matriarch’s As the cove’s waters settle, the stowaway’s attention
judgment affects the challenges ahead. turns to a distant point along the coast. Read:
If Players Succeed:
If the party earns her approval, whether through combat “In there lies the final test—where steel and spirit meet. The

or ritual, read: waves remember the keeper’s tale… will you?”

The Matriarch’s eyes flash with ancient wisdom. Through the thinning mist, a weather-worn lighthouse
stands atop the promontory a mile down the coast. A
Luminescent barnacles detach from her shell, swirling
narrow path winds along the cliffs from the cove to the
through the water toward you. As they touch your skin, they
lighthouse, while the waters between bristle with the
dissolve into patterns of glowing marks that fade slowly
same treacherous rocks that guard this stretch of
beneath your flesh, leaving behind a tingling sensation of shoreline.
connection to the sea’s oldest guardians.
The Lighthouse
This blessing allows them to break the Sea Spawn’s A weather-worn lighthouse (find the map in Appendix)
control over one crab each round during the final trial. stands atop the cliffs, its beacon long dark. Read:
If Players Fail:
If the party fails to overcome either challenge, read: Weather-worn stone rises from a bluff, waves crashing
against the rocks below. The once-proud lighthouse stands
silent, its beacon extinguished by time. A single metal door,
Consciousness returns slowly, accompanied by the steady encrusted with rust and barnacles, groans in the wind.
rhythm of waves on shore. Salt crusts your skin and clothes,
and the memory of defeat weighs as heavy as waterlogged
cloth. Though you live, the sea’s judgment leaves its mark. The Keeper’s Tale
The lighthouse holds many secrets, revealed through
Their demonstrated weakness reverberates. Any crabs various means. A DC 12 History check recalls its
under the Sea Spawn’s control deal an additional 1d4 construction 80 years ago during a maritime trade
damage with their attacks during the final trial. surge, and the mysterious disappearance of its last
keeper when shipping routes changed 15 years past.
Local fishermen tell tales of lights seen from the tower
during storms, despite its abandoned state. They speak
in hushed tones of unusually large crab populations in
the area, suggesting something unnatural guards these
waters.
Some records hint at darker matters. The keeper’s
obsession with immortality and rumors of a pact with
ancient sea spirits. The truth of these tales may lie
within.

17
Ground Floor: The Floods
DM Note: Reaching Upper Levels
The lighthouse rises four stories high, its abandoned form a
The lowest level stands partially submerged. Read:
testament to years of neglect. The structure consists of a
partially flooded ground floor for storage, the keeper’s Cold seawater covers the floor to a depth of two feet. Slick
quarters on the second floor, a service room beneath the algae coats the remaining visible surfaces. Storage crates
beacon, and the beacon chamber itself. either float or rest precariously on shelves, their contents
Two paths lead to the top: a series of internal stairs and long ruined by time and water.
hatches along the southern wall, and weather-beaten iron
maintenance rungs that trace the exterior from the keeper’s
The lighthouse’s ground floor is a circular chamber 30
quarters’ windows to the beacon room.
feet in diameter. Cold seawater covers the stone floor to
The Interior Path a depth of two feet, entering through cracks in the walls
The main spiral staircase leads to the keeper’s quarters,
which contain a ladder that descends to the service room
with each wave.
below the beacon. Taking this route inevitably brings The bulk of the ground floor served as the lighthouse’s
confrontation with the keeper’s corrupted form (See The storage area. Water-damaged crates and shelves line
Guardian’s Arrival). The narrow ladder and hatch allow only the walls. Along the northwestern corner stands the tool
single-file movement, making descent as perilous as ascent.
storage area, its contents now rusted beyond use from
The External Path years of salt spray and flooding. The eastern wall holds
Ancient iron maintenance rungs, which can be accessed long shelves that once stored provisions, their contents
from the keeper’s quarters on the first floor, trace a now reduced to waterlogged mush and rotted wood.
precarious path up the lighthouse’s exterior wall. They
ascend to the service room ceiling, which supports the In the southern area, rows of metal containers that once
elevated platform of the beacon chamber, where players can held fuel for the beacon above stand partially
attempt the alternative ritual route instead of direct combat submerged. Among the fuel containers stands one
(See The Keeper’s Salvation). The climb proves treacherous, sealed brass container bearing the lighthouse’s symbol
requiring three sequential DC 15 Athletics checks. Each failed
(DC 14 Investigation). This lighthouse oil serves two
check results in a fall unless the character is secured by rope.
purposes. As a ritual component (see The Keeper’s
Salvation), it’s essential for restoring the keeper. If used
Falls deal 1d6 damage per 10 feet fallen.

When the characters attempt the climb, everyone in the as a weapon, it functions as alchemist’s fire (as
group must make a DC 15 Stealth check. If at least half the described in the Player’s Handbook) that deals an
group succeeds, they avoid detection. If more than half fail, additional 1d4 radiant damage. Years of wave spray
the Sea Spawn spots them through the service room window have left thick crystalline deposits on the nearby wall,
as they ascend. It then emerges onto the service room ceiling
to confront the party.
untouched by the algae that coats most surfaces.
Features & Challenges
Strong winds impose disadvantage on Athletics checks. The
wind and spray help mask movement, granting advantage on The flooding has created several treacherous spots
Stealth checks, but each climbing check still requires one full throughout the chamber. In the center, hidden beneath
round due to the treacherous conditions. the murky water, a hole in the floor threatens to trap
unwary feet. The northwestern corner has developed a
Entry Points particularly slippery coating of algae on both floor and
The lighthouse offers two potential points of entry. walls. Near the door, incoming waves create a strong
current that can knock people off balance.
The main door is barred from inside. It can be broken The flooding forces careful movement. Characters must
down with a DC 15 Strength check, or its ancient lock move at half speed through the water, though they can
picked with a DC 14 Sleight Of Hand check using attempt to move at full speed with a DC 12 Acrobatics
thieves’ tools. Either method creates enough noise to check. Falling prone here means full submersion.
potentially alert what lurks within.
A partially broken stairway, carved into the cliffside, Debris floats treacherously in the murky water. A
winds along the rock face beside the lighthouse. character who moves without checking their path must
Navigating these weathered steps requires a DC 13 succeed on a DC 11 Dexterity saving throw or take 1d4
Athletics check. Characters who fail the check fall, damage from hidden hazards.
taking 1d6 damage. The stairway passes by one of the Rushing carelessly might lead to worse. Hidden holes in
ground floor’s windows, offering a way into the the floor deal 1d6 damage to those who don’t take
lighthouse without using the door. proper precautions.
Both paths lead into the lighthouse’s ground floor.

18
Periodic waves crash through the entrance, forcing sealed with a lighthouse symbol and a logbook
anyone caught in their path to succeed on a DC 12 containing encoded ritual instructions.
Strength saving throw or be pushed 5 feet deeper into
the chamber. The letter, written in shaky handwriting with several ink
blots and crossed-out sections, reads:
Second Floor: Keeper’s Quarters
Salt-crusted furnishings and scattered personal effects
tell tales of long abandonment. Read: My mind grows clouded with each passing tide. The sea’s
voice - oh, how it calls. I’ve sealed myself away from the
beacon room, knowing what lurks in the service chamber is
Salt deposits coat abandoned furniture, and personal effects no longer entirely me. But perhaps someone might succeed
lie scattered about. The wooden floor creaks ominously with where I failed.
each step, sections visibly rotted through.
I dream of Sarah’s ring catching the morning light, of
The lighthouse’s first floor housed its keeper, though Thomas playing with his little boat, of our portrait taken that
years of abandonment have left it in haunting disarray. spring day. Even my prayer beads offer no comfort now, and
Salt-laden air has corroded metal fixtures and coated my badge lies tarnished with my failure.
every surface with a crystalline crust. The old maintenance rungs still hold firm outside my
Living Space window. With the right offerings and the lighthouse’s
What was once a modest living area occupies the
eastern half of this floor. A simple bed frame, its blessed oil, the ritual might work. The salt spray knows the

mattress long rotted away, stands against the curved way.

wall. Beside it, a small wooden table lists to one side, its
surface bearing deep scratches in curious patterns. A If you read this, know that what I’ve become must not be

toppled chair lies nearby, its legs splintered as though what I remain.

thrown with great force. [Signature too weathered to read]

Personal effects still litter the space - a brass telescope


on the window sill, its lens clouded with age; several
leather-bound logbooks swollen with moisture; and a
collection of unusual seashells arranged in a deliberate
spiral pattern on a shelf.
From the keeper’s window, characters can spot the
maintenance rungs leading up to the beacon room.
While the lower sections have long since rusted away,
these upper rungs appear sturdier, though still
treacherous from years of salt exposure.
Study Area
The western portion served as the keeper’s study. A
heavy desk dominates this space, its surface covered in
star charts and navigation tools frozen in place by years
of salt deposits. The walls here bear dozens of sketches
- ships, star positions, and increasingly erratic drawings
of marine life that grow more disturbing as they
progress.
Most striking is a collection of carved pieces of
driftwood mounted on the walls. Each bears intricate
markings that seem to shift in the dim light, forming
what might be words in an ancient script. Fragments of
a torn maritime chart suggest the keeper was tracking
unusual wave patterns before their disappearance.
Hidden in a desk compartment (DC 15 Investigation),
characters find two significant items: a weathered letter

19
Ritual Preparations The Keeper’s Logbook
The ritual (see The Keeper’s Salvation) requires specific
components, each with their own significance to the keeper’s Day 89: Weather conditions clear and calm. Performed
life and the lighthouse’s operation. While finding all standard beam alignment check, adjusted 0.3 degrees south
components provides the best chance of success, the ritual to account for seasonal shift. Completed lens cleaning and
can be attempted with as few as three of the keeper’s brass polishing. Logged three vessel sightings: two fishing
personal items. Each missing item increases the ritual’s DCs
vessels, one merchant class. Oil reserves currently at 82%.
by 2. Similar objects might serve as substitutes - a sailor’s
compass for the wedding ring, any religious symbol for the
prayer beads - though using substitutions imposes Day 103: Severe storm conditions throughout watch.
disadvantage on ritual checks. The key components can be Visibility severely limited. Maintained double watch rotation
found throughout the structure, each requiring a DC 13 as per protocol. Beam confirmed visible at 18 nautical miles
ability check to retrieve: despite adverse conditions. Identified and repaired minor
Personal Items in the keeper’s quarters: leak in northwest window frame with fresh lead sealant. Oil
reserves stand at 76%.
A wedding ring hidden in a medicine cabinet’s secret
compartment (Investigation) Day 125: Completed routine maintenance inspection.
A wooden toy boat sealed in a wall cavity behind loose
Replaced two cracked prisms in secondary array. Observed
floorboards (Perception)
A family portrait protected by a ward behind maintenance unusual refraction pattern during replacement, possibly due
charts (Arcana) to temperature variation. Will continue monitoring. Oil
Prayer beads tangled in old equipment (Acrobatics) reserves at 70%.
An official badge within a corroded locker (Sleight of
Hand) Day 147: [Handwriting becoming uneven] The patterns in
the lens extend beyond their design purpose for focusing
Ritual Materials in ground floor storage: light. The old mariners understood this truth. Something
Lighthouse oil in a sealed brass container among fuel about the way the brass framework catches moonlight
storage (Investigation) demands further study. Have begun documenting unusual
Pure sea salt crystallized from wave spray on the southern refraction angles during night watch.
wall (Nature)
Day 184: [Writing increasingly cramped] Sarah appeared in
As for the logbook, it contains not only maintenance dreams again. Claims I could return home. If only… But the
records but encoded ritual instructions written in sea’s voice grows ever more insistent. The ritual shows
moments of lucidity and increasingly desperate promise, though precision remains essential. Framework of
observations about “movements in the deep” and
“voices in the spray.” lens assembly proves crucial. None must stray from its
influence during the working. Personal items must align with
If found, this logbook can show the characters an refraction points in perfect star formation.
alternative way to defeat the Sea Spawn without
resorting to violence (see The Keeper’s Salvation). Day 212: [Margins filled with wave patterns] Standard
maintenance completed. Oil reserves at 45%. Additional
observation: Discovered original markings beneath brass
frame corrosion. Patterns correlate with historical tide
tables. Alignment with lunar phases appears deliberate
rather than coincidental.

Day 233: [Water-stained pages] Further investigation of brass


framework revealed additional markings. Diagram matches
floor channel configuration in beacon room. Salt water flow
patterns during moonlight suggest… [text becomes illegible]

Subsequent pages contain detailed technical diagrams


showing precise component placement around the lens
assembly, interspersed with transcribed maritime prayers in
multiple hands. Though some sections have been rendered
illegible by water damage, sufficient information remains to
understand the ritual requirements.

20
Kitchen Corner A faint dripping echoes through the space as seawater
In the northern arc, a small kitchen area contains the seeps through invisible cracks, gathering in pools that
remnants of the keeper’s last days. Shelves hold reflect the dim light in unsettling patterns.
preserved foods in dusty jars, their contents turned to
unidentifiable masses. A cast iron stove bears deep rust Features & Challenges
marks, while copper pots hang from hooks, turned The circular chamber’s architecture offers both
green with verdigris. advantages and hazards during combat.
Notable here is a curious arrangement of items on the Sturdy workbenches line the walls, providing defensive
kitchen table - shells, colored glass, and pieces of coral positions one might duck behind for protection. These
forming what appears to be a ritual circle. At its center benches can be quickly vaulted over by anyone
sits a single playing card, waterlogged but somehow proficient in Athletics.
untouched by decay.
Racks of tools hang precariously on the walls - a sharp
Features & Challenges tug brings them crashing down, scattering their
Years of water damage have weakened the floor’s contents across the floor and making that area
structural integrity. Certain sections threaten to give treacherous to cross.
way entirely. A careful eye can spot the worst areas—
following the walls provides safe passage, while using The Beacon Room
rope grants advantage on any required stability checks. The lighthouse’s crown stands atop a circular chamber.
Its central portion rises as a ten-foot platform housing
Characters can attempt to find a safe path through the the beacon mechanism, a masterwork of maritime
room with a DC 12 Investigation check. Those who fail engineering now touched by decay, while a wide
to take precautions and cross damaged sections must circular area surrounds this elevation at the height of
succeed on a DC 11 Dexterity saving throw or plunge 5 the service room’s ceiling.
feet into the flooded crawlspace below, taking 1d4
damage. Eight angled glass panes form the platform’s walls, their
weathered iron frames still solid despite years of
Third Floor: The Service Room abandonment. Though salt-crusted, these windows once
This circular chamber stretches thirty feet in diameter, allowed the beacon’s light to guide ships through
positioned directly beneath the beacon room. Years of treacherous waters.
dutiful maintenance have left their mark on every
surface. At the chamber’s heart stands the great lens assembly -
six feet of brass and crystal prisms arranged in a precise
Workbenches line the curved walls in a careful array that once cast light twenty miles to sea. The
arrangement that speaks to decades of practiced mechanism bears unusual markings etched into its
routine. Each station holds specialized tools for the framework, their pattern matching those found in the
beacon’s upkeep - brass cleaning implements, delicate keeper’s quarters below.
lens-working equipment, and mechanical components
whose purpose has been lost to time. Detailed A narrow gallery encircles the lens mechanism, barely
maintenance logs fill shelves between the benches, their three feet wide. The metal grating underfoot shows
pages swollen with moisture and salt air. signs of corrosion but holds firm. Rust-spotted railings
provide meager security against the frequent gusts that
One of the room’s most prominent feature is the brass- buffet this height. Through gaps in the grating, one can
rimmed trap door in the ceiling, its elaborate glimpse the service room below.
mechanism designed to hoist heavy equipment to the
beacon platform above. Beneath this, a matching The gallery’s northeastern section appears deliberately
maintenance shaft descends to the lower floors, its cleared, with curious grooves carved into the floor
cover now corroded but still functional. radiating outward from the lens assembly. These
channels, when traced, form an intricate pattern that
In the room’s center, another maintenance shaft’s heavy seems to catch and hold water from the windows’
cover can be wrenched open, revealing a dark pit that constant spray.
drops to the floor below.
Four tall windows pierce the walls at cardinal points,
their iron frames groaning against perpetual sea winds.
Heavy shutters, long since rusted open, bang
arhythmically against the stone in stronger gusts.

21
The Guardian’s Arrival previously invisible cracks in the walls, pooling across
the floor. The Sea Spawn uses these growing puddles to
Characters encounter the Sea Spawn when they reach its advantage, commanding its crustacean allies to
the service room. The Sea Spawn’s power fluctuates emerge from any flooded area with but a gesture.
based on the party’s previous trials. Success in the
Storm’s Deception grants resistance against the Final Phase
creature’s water attacks, while failure leaves characters When truly pressed, at merely a third of its strength, the
vulnerable to its supernatural influence. Likewise, those guardian calls upon the full fury of the sea. Waves
who proved their worth to the cove’s guardians find themselves crash through the windows at regular
some crabs hesitating to follow the Sea Spawn’s intervals, threatening to sweep away any who stand
commands. Failure in that trial, however, strengthens unprepared.
the creature’s control over its minions, their attacks The Keeper’s Salvation
striking with unnatural precision.
Should the characters reach the beacon room safely
DM Note: through the external path, having gathered the
Characters who succeeded in the Storm’s Deception trial necessary components from their search of the
have resistance to the Sea Spawn’s Water Pulse ability. If they lighthouse, they can attempt to complete the ritual to
failed, the Sea Spawn has advantage on its first attack each
round. Success in the Trial of Courage allows you to have one
free the keeper without combat.
commanded crab ignore the Sea Spawn’s control each The ritual demands precise execution in the beacon
round. Failure causes commanded crabs to deal an extra 1d4 room’s confined space. Success requires careful
damage with their attacks. coordination between those working inside and outside
the lens assembly, while managing the constant threats
When the party enters the service room, read: of wind and sea spray.
The Alignment
In the chamber’s center, a figure lurches into view. Though
One character must brave the external gallery to
humanoid in shape, seawater constantly drips from its flesh, properly align the lens with moonlight. This requires
and barnacles dot its salt-crusted skin. Fragments of a careful observation and adjustment of the ancient
keeper’s uniform still cling to its form, and in its eyes, a mechanism’s position, watching how moonlight catches
haunting intelligence remains. The stowaway’s voice echoes: and refracts through the crystal array. A DC 15
“Here stands one who chose the sea’s power over their duty. Investigation check reveals the proper alignment. The
howling winds impose disadvantage on this check for
Show me you’re worthy of a better fate.”
anyone not properly secured.
The corrupted keeper, now a Sea Spawn (see The Components
Appendix), maintains fragments of its former life. The Within the chamber, another participant must arrange
creature moves with unsettling purpose, adjusting tools the keeper’s personal effects around the base of the lens
and mechanisms with the muscle memory of decades of assembly. Placing each component requires a DC 13
service. In moments when moonlight catches its eyes, Religion check as the ritual draws upon both maritime
flickers of human consciousness shine through, tradition and deeper, older powers. Finding the keeper’s
especially when the party mentions lighthouse duties. prayer beads grants advantage on these checks, as
touching them imparts intuitive knowledge of the
Tactics ritual’s patterns. The logbook’s diagrams can also grant
The battle unfolds in distinct phases as the corrupted advantage if successfully deciphered with a DC 15
keeper demonstrates its growing connection to the sea. Investigation check.
Initial Phase The keeper’s personal items prove particularly
The Sea Spawn begins by summoning its smallest challenging to position in the confined space. Each
servants, calling tiny crabs from beneath the floorboards placement requires careful balance and movement
while positioning itself between the party and the trap around the lens mechanism, with the constant wind
door above. These crabs emerge in small groups each threatening to disturb the careful arrangement.
round, scuttling forth to harass any who would Throughout the ritual, participants must maintain a
approach their master. constant chant of maritime prayers, their voices fighting
Mid-Battle Phase against the wind and waves. The words must remain
As the battle wears on and the guardian weakens to clear and precise, as the ritual’s power builds with each
two-thirds of its strength, its connection to the sea properly spoken verse.
grows stronger. Water begins seeping through

22
The Sea Spawn’s Response discharge might damage components vital to the ritual’s
Should the ritual’s progress draw the guardian’s completion. Any creature that takes damage while on
attention (most often when a participant’s hand slips or the beacon platform must succeed on a DC 12 Dexterity
their voice falters), the consequences prove immediate. saving throw or be pushed back 5 feet. If this would
The Sea Spawn ascends swiftly through the push it into the lens assembly or railings, it falls prone
maintenance shaft, emerging into the already crowded instead.
chamber with terrible purpose. Resolution
The party faces a choice. They can retreat to the wide Success in the ritual manifests dramatically. Moonlight
circular area surrounding the beacon platform, which caught in the lens flares with supernatural intensity,
would forfeit the ritual, or attempt to continue the ritual filling the chamber with brilliant blue-white radiance.
while fighting the Sea Spawn. While victory through The Sea Spawn, whether already engaged in combat or
combat ends the Sea Spawn’s threat, completing the still lurking below, finds itself drawn inexorably upward
ritual amid battle might restore more than just the into the beacon room. As the light washes over its
lighthouse’s peace. The keeper’s humanity, preserved in corrupted form, the keeper’s humanity begins to
the ritual’s components and the lighthouse’s ancient resurface, fighting against years of maritime corruption.
magic, could yet be salvaged. Trial Resolution
Combat on the Service Room Ceiling
Combat Success
If the party retreats from the beacon platform, the battle If combat proves victorious, read:
unfolds in the surrounding circular floor. The space is
30 feet in diameter, with the 10-foot-diameter beacon
platform rising from its center. The ceiling provides The creature dissolves into sea foam, leaving only the
ample space for combat, though the height’s fierce tattered remains of a keeper’s uniform behind. The
winds impose disadvantage on ranged weapon attacks. stowaway materializes, their expression thoughtful. “Victory
through steel—a path chosen by many, though perhaps not
Initial Phase
The Sea Spawn summons tiny crabs that skitter down the only way.”
from the beacon platform and along the curved walls. It
uses the chamber’s circular architecture to its With the Sea Spawn’s destruction, the lighthouse’s
advantage, moving along the outer edge while corrupted keeper finds final peace, though the mysteries
commanding its minions. of the maritime magic that transformed them are lost.
Mid-Battle Phase Ritual Success
When reduced to two-thirds of its hit points, the Sea Should the ritual succeed, read:
Spawn’s connection to the sea manifests. Water
coalesces from the air, forming floating globules that
orbit the platform. Any creature that starts its turn in the The lens flares with intense blue light. The Sea Spawn
chamber must succeed on a DC 12 Dexterity saving freezes, its form rippling as the keeper’s humanity fights to
throw or take 1d6 bludgeoning damage as the water resurface. The stowaway nods in approval: “There are many
lashes out. ways to prove one’s worth to the sea.”

Final Phase
At one-third of its hit points, the Sea Spawn draws all As the keeper’s humanity resurfaces, centuries of
available moisture into a churning vortex that encircles maritime knowledge and magic return as well. The
the beacon platform. The vortex fills a 5-foot-wide ring lighthouse’s ancient powers, and the keeper’s
around the platform. Any creature that starts its turn in understanding of them, remain preserved for those
the vortex or enters it for the first time on a turn must worthy of such secrets.
succeed on a DC 12 Strength saving throw or be swept In either case, the stowaway presents the party with
halfway around the platform and take 2d6 bludgeoning The Fool’s Compass (see Conclusion) and hints at
damage. A creature can attempt to cross the vortex with future adventures to come.
a DC 12 Athletics check.
Combat on the Beacon Platform If All Fails
Alternatively, players can continue the ritual while If the entire party is defeated in the lighthouse, they
fighting in the confines of the beacon platform. This wash up on a distant shore days later, haunted by vivid
proves more challenging; the precious lens mechanism memories of almost transforming into sea spawn. This
becomes a hazard, and any errant swing or magical counts as failing the trials, though they retain their
humanity.

23
Conclusion
Scaling Powers
If the Party Succeeds The compass’s abilities expand with its bearer:
If the characters complete all three trials, the stowaway
reveals its true form—a glimmering shapechanging At 3rd level, you can breathe underwater and gain a
spirit connected to The Fool tarot card. swimming speed equal to your walking speed. You gain
advantage on saves against rough waters and can
“Well done, landlubbers-turned-seafarers. My lady sees your understand but not speak Aquan.
worth. Take this compass and follow its wandering path.
At 5th level, you can cast Control Water once per day
Where it leads, may you find fortune, or perhaps more
trouble. Either way, the sea is yours to discover.”
without using charges.
At 7th level, you can summon Calypso’s Laugh for
They present the party with The Fool’s Compass, a new guidance once per week and cast Divination as a ritual
magic item. (requiring the compass instead of material
components), but only for questions relating to maritime
The Fool’s Compass matters. Additionally, you can sense approaching
Wondrous item, Uncommon (requires attunement) storms 1 hour in advance and determine their severity.
Cursed Property
If attuned to someone unworthy (DM’s discretion), the
compass leads them astray, imposing disadvantage on
all navigation checks until a Remove Curse spell is cast.
If the Party Fails
Should the party fail to complete the trials, the
stowaway shakes their head with disappointment. Read:
“The sea’s gifts are not for all who seek them. Return when
you’ve found the strength to face her tests.”
This brass compass appears ordinary but bears intricate
wave patterns around its edge. The needle glows in The party must leave empty-handed. The experience
darkness and occasionally spins in impossible may lead them to seek other paths to maritime power,
directions. whether through different keepers of sea magic or by
finding another way to prove themselves worthy of the
Attunement Requirements
Lady Pirates Tarot. While other magical compasses
The compass requires 1 hour at sea to attune. The exist, each demands its own trials from those who
attunement breaks if the bearer stays away from large would claim them.
bodies of water for more than 7 days.
The stowaway occasionally appears in their future
Basic Properties travels, watching to see if they grow worthy of a second
The compass functions normally but grants advantage chance.
on Survival checks related to maritime navigation. Its
needle points to the nearest safe harbor when Beyond This Adventure
underwater. Characters who obtain the Fool’s Compass can proceed
to the next module. The compass will guide them to the
Spellcasting Properties harbor, while their interactions with Calypso’s Laugh
The compass has 3 charges and regains 1d3 charges inform how certain NPCs react to their presence. Those
daily at dawn. You can expend charges to cast the who fail may still progress, but will need to find
following spells (save DC 13): alternate transport and face additional challenges in
Module 2’s opening sequence.
Locate Object (1 charge) - Maritime objects only
Create or Destroy Water (1 charge)
Water Breathing (2 charges)

24
Calypso’s Laugh Tactics
A mysterious spirit that tests those who travel the seas, While Calypso’s Laugh prefers avoiding direct conflict,
Calypso’s Laugh appears first as a stowaway before it fights cleverly when necessary.
revealing its true nature. Bound to The Fool card from
the Lady Pirates Tarot, it seeks worthy sailors through Opening Moves. Uses illusions and mage hand to create
trials of wit, courage, and spirit. distractions. Positions itself near escape routes while
Roleplaying Calypso’s Laugh
assessing opponents’ capabilities.
Pressed Advantage. Coordinates attacks with
The spirit approaches each encounter as both test and environmental hazards like waves or unstable flooring.
performance, delighting in the drama of its trials while Uses shapechanging to confuse targeting.
serving a deeper purpose.
Desperate Measures. When truly threatened, calls on its
Initial Contact. Appears as a weathered sailor, clothing
shifting like water. Speaks in riddles mixed with connection to the sea. Might flood areas, summon
maritime wisdom. Often arranges small objects in spiral marine life, or transform the battlefield itself.
patterns or leaves salt water in impossible places before
revealing itself. Calypso’s Laugh
Test Administration. Takes genuine interest in creative
Medium humanoid (shapechanger), unaligned

solutions. More impressed by ingenuity than brute


force. Offers cryptic hints through sea shanties or old Armor Class 12
Hit Points 27 (6d8)
sailors’ tales when parties seem truly stuck. Speed 30ft.

Combat Encounters. Prefers evasion to direct STR DEX CON INT WIS CHA
confrontation. Uses mage hand and illusions to stage 10 (+0) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 16 (+3)
“accidents” testing reflexes and judgment. If cornered,
attempts to redirect violence into a formal trial. Skills Deception +5, Insight +4, Investigation +4, Perception

After Success or Failure. Remains invested in those it


+4, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 14
tests, regardless of outcome. Might reappear during Languages Common, Aquan
future maritime crises to offer guidance or additional Challenge 1 (200 XP)
challenges.
Shapechanger. The stowaway can use its action to polymorph
Treasure into any Medium humanoid form or back to its true form.
The spirit carries a deck of cards that catches light
oddly—a physical manifestation of its connection to the Innate Spellcasting. The stowaway’s spellcasting ability is
Lady Pirates Tarot. Successfully completing its trials Charisma (spell save DC 13). It can innately cast the following

earns The Fool’s Compass, though it occasionally spells, requiring no material components:

grants other maritime trinkets to those showing At will: guidance, mage hand
particular promise. Maritime Deceiver. The stowaway has advantage on Charisma
Future Development (Deception) checks related to sailing or maritime knowledge.

The spirit can serve multiple roles in a campaign: Water Tongue. The stowaway can communicate telepathically
with beasts that live in water within 30 feet of it.
Quest Giver. Returns to test worthy sailors when Actions
maritime crises loom, offering magical tools in
exchange for service to the sea. Multiattack. The stowaway makes two melee attacks with its
shortsword or two ranged attacks with its hand crossbow.
Warning Herald. Appears before major oceanic
disasters, testing potential champions who might Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
prevent catastrophe. target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120


Mentor Figure. Guides those who’ve earned its respect, ft., one target. Hit: 5 (1d6 + 2) piercing damage.
teaching deeper secrets of maritime magic through
additional trials. Reactions
Cunning Action. On each of its turns, the stowaway can use a
bonus action to take the Dash, Disengage, or Hide action.

25
Cove Guardians Giant Crab Matriarch
Large beast, unaligned

Giant Crab Armor Class 15 (natural armor)


Medium beast, unaligned Hit Points 34 (4d10 + 12)
Speed 40 ft., swim 40 ft.
Armor Class 15 (natural armor) Space/Reach 10 ft./10 ft.
Hit Points 13(3d8)
Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4) Stealth Stealth +4
Damage Vulnerabilities thunder
Skills Stealth +4 Senses blindsight 30 ft., passive Perception 9
Senses blindsight 30 ft., passive Perception 9 Languages none
Languages None Challenge 1 (200 XP)
Challenge Challenge 1/8 (25 XP)

Amphibious. The crab can breathe air and water.


Amphibious. The crab can breathe air and water.
Call of the Deep (Recharge 5-6). The matriarch summons 1d4
Actions
tiny crabs that appear in unoccupied spaces within 20 feet. The
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. crabs act on the matriarch’s initiative.
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is
grappled (escape DC 11). The crab has two claws, each of Actions
which can grapple only one target. Multiattack. The matriarch makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 7 (1d8 + 3) bludgeoning damage, and the target is
Tiny Crab grappled (escape DC 13). The matriarch has two claws, each of
Tiny beast, unaligned which can grapple only one target.

Armor Class 11 Crushing Wave (2/Day). The matriarch releases a powerful surge
Hit Points 1 of water in a 15-foot cone. Each creature in the area must make
Speed 20 ft., swim 20 ft. a DC 13 Dexterity saving throw, taking 2d6 bludgeoning
damage on a failed saving throw, or half as much damage on a
STR DEX CON INT WIS CHA successful one.
2 (-4) 13 (+1) 11 (+0) 1 (-5) 8 (-1) 2 (-4)
Territorial Display (1/Day). Each creature within 30 feet must
Senses blindsight 30 ft., passive Perception 9 succeed on a DC 12 Wisdom saving throw or become
Languages None frightened until the end of its next turn.
Challenge 0 (10 XP)

Amphibious. The crab can breathe air and water.

Swarm Tactics. The tiny crab has advantage on attack rolls


against a creature if at least one of the crab’s allies is within 5
feet of the creature and the ally isn’t incapacitated.
Actions
Pinch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
Variant: Lighthouse Minions
When using tiny crabs as minions in the lighthouse battle, they
have 1 hit point and no saving throws. They always deal 2
damage on a hit and spawn in groups as described in the
encounter. They act on the sea spawn’s initiative count and can
be cleared with area effects automatically.

26
Lighthouse Guardian Sea Spawn
Some unfortunate souls, driven mad by isolation and
exposure to dark maritime magic, transform into these Medium monstrosity, neutral evil

twisted creatures. Sea spawn often lair in abandoned Armor Class 14 (natural armor)
coastal structures, drawing power from both the sea’s Hit Points 45 (7d8 + 14)
fury and their own fractured memories of humanity. Speed 30 ft., swim 40 ft.

In the case of the lighthouse guardian, this creature was STR DEX CON INT WIS CHA
once the keeper who maintained the beacon. As ships 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 9 (-1)
began favoring other routes, the lighthouse was
gradually abandoned. But the keeper remained, slowly Saves Str +4, Con +4
transforming as their isolation mixed with the ancient Skills Athletics +4, Perception +2
magics that often collect in such liminal spaces between Senses darkvision 60 ft., passive Perception 12
land and sea. Languages understands Aquan and Common but can’t speak
Challenge 2 (450 XP)

Lore Limited Amphibiousness. The sea spawn can breathe air and
A character can learn the following information about Sea water, but needs to be submerged at least once every 4 hours
to avoid suffocating.
Spawn by succeeding on a Nature check:

DC 10: Sea Spawn were once human, transformed by dark Actions


ocean magic. They retain fragments of their former lives, Multiattack. The sea spawn makes two attacks: one with its
which sometimes surfaces in their behavior. claws and one with its bite.
DC 15: Each Sea Spawn’s transformation is unique to
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
their circumstances. Those who slowly succumb often
Hit: 5 (1d6 + 2) slashing damage.
retain more of their intelligence and tactical acumen than
those rapidly transformed. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
DC 20: Some Sea Spawn can command lesser aquatic 6 (1d8 + 2) piercing damage.
creatures. Their influence is particularly strong over Water Pulse (Recharge 5-6). The sea spawn releases a pulse of
crustaceans, suggesting a fundamental link to the primal pressurized water. Each creature in a 15-foot cone must make a
forces of the ocean. DC 12 Dexterity saving throw. On a failed saving throw, a
creature takes 8 (2d6 + 1) bludgeoning damage and is pushed
10 feet away. On a successful saving throw, the creature takes
half as much damage and isn’t pushed.
Variant: Lighthouse Guardian
The sea spawn serving as the final guardian of the lighthouse
represents a more complex threat, having slowly transformed
while maintaining its post. It has these additional features:

Keeper’s Memories. The guardian retains fragments of its past


life as the lighthouse keeper. It obsessively protects the lens. If
anyone damages lighthouse equipment, the guardian’s
memories overwhelm it - until the end of its next turn, attack
rolls against it and its own attack rolls have advantage.

Innate Spellcasting. The guardian can innately cast control


water (save DC 12) once per day, requiring no material
components. It uses this primarily to direct waves through the
windows or flood sections of the floor.

Ritual Disruption. The guardian has advantage on attacks


against characters performing ritual checks and can use its
action to attempt to destabilize one ritual component (DC 15
to maintain component stability).

Crab Commander. The guardian has developed a supernatural


connection to crustaceans. It can command tiny crabs as a
bonus action. When it summons crabs, it summons 1d6
instead of 1d4. Commanded crabs gain a +2 bonus to hit when
attacking the guardian’s primary target.

27
The Lighthouse Map
Ground Floor

28
Keeper’s Quarters

29
Service Room

30
Beacon Chamber

31

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