The Maritime Misadventures of the Red Siren (WIP)
When a cursed disease reawakens after centuries of dormancy, the secret rulers of Amn seek out freelancers to brave the waters and find the long-lost cure.
EEitherThe Maritime Misadventures of the Red Siren: Curse of the Black Mist - A Level 5 Short Adventure
Getting Started
For the GM: In his search for power even greater than a Death Knight, Kraevis discovered the formula for the Black Mist, a cursed disease that plagued the land centuries ago. Made by Larloch, the Shadow King, the Black Mist was actually a high-level living Necromancy spell that stole life from its victims, siphoning it to its caster. Caring not for collateral damage, Kraevis undertook the efforts necessary to resurrect the curse and took precautions against the method used to end the prior curse and defeat Larloch by securing the Breaker of Shadows (magic longsword, part 3), which was kept in Death King’s Grotto as a key to seal away a key component of the curse (Soulmonger crystal shard, part 3).
A cursed disease called the Black Mist made landfall at the coastal city of Velen in Amn. No realm in Faerun is wealthier than Amn, but long held imperial ambitions led to the crackdown on use of unofficial magic. Only priests of Cyric and the Cowled Wizards are permitted by law to use magic. However, because the Black Mist returned, the anonymous Council of Five are disturbed enough to seek outside expertise to find the cure. Privateers still have to follow the law of the land regarding magic, so they had only one place left to turn: Pirates. Here, you'll play as members of one of the ships commissioned for help: the Siren's Serenade, helmed by Sylvestra Redmane, who is better known as the Red Siren.
Disclaimer
Location and character names use the Forgotten Realms of Faerun as used in my home campaign as a base. Feel free to change any to suit your campaign/world. [Note: I'll likely switch the order and have the custom names as default and the Faerun equivalent in the Optional Mods section] Some suggestions, including place name changes, can be found in Optional Modifications.
This adventure is written as if the Heroes have been a part of Sylvestra's crew for a while and will stay pirates for the bulk of their career. If your players are using Heroes from previous games, work with them to figure out how and why they've joined the Siren's Serenade and gained the trust of its Captain.
Key NPCs
Captain Sylvestra Redmane (the Red Siren)
Sylvestra Redmane, Captain of the Siren’s Serenade, is a firebrand that thrives off of adventure, but is easily triggered and competitive.
Ancestry: Triton (half-Mermaid, half Sea Elf)
Appearance: Teal skin, long algae-red hair
Personality: Strong emotions, competitive, adventurous, easily triggered
Motivations: Freedom, Adventure, Lost Treasure
Leadership: Inspire Crew by rewarding those who achieve their own success
History (Optional): She once was seduced by an Elf bard that left. She had his kid, and males are now barred from the ship. Her son now the Captain of his own ship. (Ignore this if players don't want to play with that restriction)
Secret: Her mom is Queen Lantessa of a Merfolk city-state (birth name Silvessa). Sylvestra ran away from home to gain freedom from expectations.
In Combat: She counts as 2 Heroes for the purpose of determining /Hero values. When counting Sylvestra for Hero levels, ignore counting Companions for levels. Players can control her statblock if you wish, but you should ensure that use isn’t dominated by one player over the course of the adventure or campaign.

Attacks against her miss on a 1 or 2. Once per Round on a miss in Reach, use Cutlass once against the attacker.
Enemies in Reach 3 have Disadvantage on attacks.
- •Cutlass (3x).1d10+5
- •Flintlock Pistol.
(Range 8) 2d10+20. On miss: Can't be used again until a Turn is spent readjusting it.
Captain Luriana Saltwell (Yellowjacket)
Redmane’s eternal rival and Captain of the Excelsius, Luriana Saltwell has been a constant thorn in Sylvestra's side, interrupting her scores or beating her to the punch.
Ancestry: Human (Yellow Dragon in Human form)
Appearance: Buxom blonde, obnoxiously yellow overcoat
Personality: Big sister energy, oft misunderstood affection through teasing, loves to laugh, trivializes danger
Motivations: Entertainment, Stealing the Stolen for her Treasure Hoard
Leadership: Incite Crew’s greed to acquire the best loot
History: She “adopted” Sylvestra as her adorable little sea sister/eternal rival and befriended the sea serpent, Kaarkatoa, as a pet.
Secret: Her lack of human sense is because she’s a Yellow Dragon in human form
In Combat: She counts as 3 Heroes for the purpose of determining /Hero values. When counting Luriana for Hero levels, ignore counting Companions for levels. Players cannot use her statblock, as it contains secrets that the players aren’t supposed to know. It is not expected for her to reach 0 HP, but if that happens, the Salt of the Sea statblock is at the back in Bonus Statblocks.
Attacks miss her on a 1, 2, or 3.
Allied Pirates have Advantage on attacks while within Range 6 of Yellowjacket.
When attacking a Blinded Creature in melee, she can steal their belt instead, giving them Unbelted.
At 0 HP, transform into , but at Bloodied instead of full HP.
- •Salty Saber (3x).1d10+6.
On damage: Blinded until the end of their next Turn.
- •Flintlock Musket.5d10+10.
(Range 10). On miss: Can't be used next Turn and Salty Saber is reduced to (2x) for that Turn.
Luriana's primary goal in a fight is to steal the belt of the opposing captain or leader, unless she has already done so before. However, if their new belt is particularly fashionable or shiny, she may change her mind.
Kraevis, the Death Knight
In single-minded fervor for power, Kraevis sacrificed much of his human experience in order to achieve undeath as a Death Knight.
Ancestry: Human (now Undead)
Appearance: Skeleton, heavy armor, sharp corners, large blade
Personality: Strategic, callous, power hungry, verbose
Motivation: Power
Leadership: Complete domination and control of his minions
History: He sacrificed most memories to achieve undeath. He seeks to become a Death Knight + Lich. He found the Black Mist scroll in Warlock’s Crypt, the place where Larloch the Shadow King was defeated during the first Black Mist incident. He acquired the Breaker of Shadows to prevent the Black Mist from being stopped. He walked from Death King's Grotto to Skullface Island, turning sea life into undead thralls along the way.
Secret: He doesn’t realize he’s being played by Larloch, who left the scroll behind on purpose.
Additional Mechanics
Running High Level Ally NPCs
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Avoid stealing the Heroes’ thunder and set them up for success.
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Deal the first or middle strike against an enemy instead of the final blow.
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Only take the final strike if the enemy is one the Heroes haven’t really attacked yet.
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For roleplay purposes, Sylvestra is great at combat and motivating the crew, but she often defers to her most competent subordinates (the Heroes) in other matters because she’s easily triggered.
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If any of the Heroes have the ability to track down lost artifacts, do not mention Sylvestra’s magic compass and let them use their skills and spells to find the Breaker of Shadows.
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If Sylvestra somehow dies, nominate a Hero to become the new Captain.
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If Luriana somehow “dies,” as per her statblock, her Yellow Dragon form will be revealed. She will then flee and disappear until the Heroes face Kraevis. She will be recovered and back in “human” form again by then.
Jobs
Each Hero will be assigned a Job aboard the ship. The Jobs and their bonuses are as follows: (specifics TBD)
- First/Second Mate:
- Quartermaster:
- Navigator:
- Boatswain/Bosun:
- Carpenter:
- Cooper:
- Sailmaker:
- Gunner:
- Cook/Musician:
- Doctor:
Additional Weapons
- Cutlass: 1d6+DEX Slashing, Vicious
- Belaying Pin: 1d4+STR Bludgeoning, Light
- Boarding Axe: 1d6+STR Slashing, Light. Climb 2 when trying to climb a smooth wooden surface (such as the side of a ship).
- (Blackpowder Firearms will be added once we have a Dropbox draft of Monsters and More that includes it)
Sailing the High Seas
The Siren's Serenade
- Owner: Sylvestra Redmane
- Type: Brigantine
- ~300 tons
- 90ft long
- Top Speed: 11 knots/12.5 mph, can "reverse course" without losing time.
- Crew of 16 + Captain Redmane and the Players. The Crew is unspecialized, participating in all crew roles.
The Excelsius
- Owner: Luriana Saltwell
- Type: Frigate
- ~400 tons
- 150ft long
- Top Speed: 14 knots/16 mph
- Crew of 74 + Captain Saltwell. The Crew is specialized, and only 40 of them are combat trained. When on land, Luriana brings a team of 10 of these with her.
These are “nameless” NPCs that are controlled by the players in combat. Any fleshing out of the Crew is on the Players if they so desire. The Crew’s primary focus is to fulfill the basic functions of the ship, nothing more, nothing less. You can also establish one of the Crew as a named intermediary between the Heroes and the Crew. This would be the Boatswain (Bosun), and that role would be removed from the player options.
Adventure Locations and Encounters
Part 1: Death King's Grotto
Port of Waterdeep (Introduction)
Captain Sylvestra and Heroes wait at the port tavern after receiving a letter. They are waiting to speak with the Defender of the Harbor (DotH). The DotH arrives, and Sylvestra inquires about the cagey request: Amn wants “freelancers” to stop the spread of the Black Mist in Velen in exchange for a hefty reward: 5000 gold. Heroes are also free to ask questions of the DotH.
What DoTH knows:
- Amn. Ambitious, paranoid, outlaws magic except for priests of Cyric and Cowled Wizards.
- Cowled Wizards. Specialized mages in service of Amn’s merchant houses.
- Priests of Cyric. Worship Cyric, evil god of lies, trickery, and strife. They’re as paranoid and capricious as their god, and view him as the revealer of hidden truths the other gods want forgotten.
- The Black Mist. Drains lifeforce gradually. Made landfall in Velen, southwest neighbor. Amn suffered from the Black Mist centuries ago, doesn’t want a repeat.
- Velen. Duchy, freedom won from Tethyr, both are neighbors to Amn. Bard tales claim the capital city’s haunted.
If this is the players’ first time playing these characters and they haven’t done so yet, have them introduce their characters to each other at this point while they prepare to head out to Velen.
Enter Luriana
When the players finish the scene, the Excelsius magically careens to an aggressive stop at the dock, drenching everyone aboard the deck of the Siren's Serenade. Sylvestra fumes while Luriana looks over the railing, playfully teasing her.
"Aww, did widdle baby get wet? Toodles!"
Before anyone has a chance to start anything, Luriana is already exiting her ship and heading toward the DotH. Sylvestra prepares to leave post-haste to get to Velen ahead of her.
Port of Velen (Independent Duchy)
When they arrive at the port city of Velen in the morning, the Heroes pass through the edge of the Black Mist and roll the save against it. Visually, it is a smog reminiscent of nearly faded truck exhaust, when it can be easily seen through but is still identifiable. At the beginning of each following day while within its area, or reentering a day or more afterwards, they save against it again.
What the locals know:
- Ghosts of Velen. Coexist with the living. Show up only in shadow or at night. Old ghosts remember previous Black Mist. Can sense their essence fading away. Believe the original Black Mist is why Velen’s haunted.
- Death King’s Grotto. Nearby sea cave network where the previous Black Mist was created and later contained. Legends of its end reference artifact called Breaker of Shadows.
- Larloch the Shadow King. Nobody alive remembers Larloch, but the dead do. Former Netherese Sorcerer-King, now Lich. Creator of the Black Mist. Now wants to be left alone to master “the Art” (magic).
When a Creature enters an area suffused with the Black Mist for the first time or starts the day there, they must make a DC12 STR save or take 1d6 Necrotic and become Poisoned (magical healing ends), half damage only on success.
Death King's Grotto Locations
Cave Entrance. The miasma in the cave is denser here. Roll against the Black Mist again, even if they saved prior. Sensory details below exist throughout the entire complex.
- See: Slick, wet rock walls; 1d4-1 dead mages sprawled on floor of each chamber except the last (DC10 Lore: Cowled Wizard corpses, Examination: killed by greatsword).
- Smell: Salty, sea air; death rot.
- Hear: Crashing waves outside; steady drips inside.
Cowled Wizard Corpse Loot:
- Tome for Study of Magic schools [roll 1d6: 1-2) Fire; 3-4) Lightning; 5-6) Necrotic]
- Tome on Cyric, god of lies, trickery, and strife (and distorted, disparaging versions of the remaining pantheon of Faerun)
- Tome on the Outer Planes and its inhabitants (incl. demons)
- Money: 1d6-1 Gold per corpse
Room Highlights:
- The carved stairs to the east lead to the main tunnel to the Shadow Generator’s front entrance.
- On the north-eastern wall, climbable rocks lead to a tight tunnel that emerges from the north into the Shadow Generator room.
The curse of the malaise is more potent here, triggering another save, even if they passed the save ...
The Shadow Generator
In this chamber, a modified altar sits at the back of the room, lit by flickering magic torchlight.
- As soon as Heroes step into room, 1/Hero Shadows emerge from the darkened corners and attack.
- Roll Initiative as a Perception check to determine starting Actions.
- At the beginning of each subsequent round, summon 1/Hero more Shadows from the altar.
- Heroes can discover the runic artifact within the altar by succeeding on Assess, learning how to deactivate the runes for 24 hours (1 Action). If the player makes the connection that the altar is the source on their own, they automatically succeed on their Assess.
- The northern torch opens a secret door to a tight tunnel that leads back to the main grotto (Spot DC15, arc of light scratches on floor).
The room starts out with 1 Shadow per Hero. At the beginning of each subsequent round, an artifact n...
Vulnerable to Radiant magic. When in sunlight or takes Radiant damage, Disadvantage on next Turn.
Hidden while in Darkness (Spot DC 11).
Immune to Frightened, Grappled, Incapacitated, Poisoned, Prone, and Restrained. Immune to Necrotic magic.
- Draining Swipe.1d6 Necrotic.
On damage: STR is reduced by 1, and it dies if it is reduced to -5.
A Humanoid killed by Draining Swipe will spawn a new Shadow in 1 hour.
A Creature with a lowered STR stat recovers it back to what it was before after Resting. The kind of Rest required is set by the GM.
The Shadow Demon Guardian
In this chamber, a Shadow Demon guards a Shadow Barrier that prevents access to the back of the cavern. It controls 1 per 2 Heroes Shades.
- The Shadow Demon knows nothing other than its mission to protect the chamber from interlopers.
- The Shadow Demon is under a contract. If the Heroes can help the Demon weasel out of it, they can avoid a fight.
- (Optional) DC15 Lore: If the player wants to try, but they can’t think of a reasonable argument. A Hero with a background or tome in demonology or contracts rolls with Advantage.
- After the Shadow Demon is defeated or bypassed, the Heroes need to deactivate the Shadow Barrier to get to the final chamber.
Further into the grotto, a Shadow Demon commanding 1/2 Heroes Shades guards a Shadow Barrier that pr...
After the party defeats the Shadow Demon guard, they must figure out how to get past the Shadow Barr...
Vulnerable to Radiant magic. When in sunlight or takes Radiant damage, Disadvantage on next Turn.
Immune to Frightened, Grappled, Incapacitated, Poisoned, Prone, and Restrained. Immune to Necrotic magic.
Hidden while in Darkness (Spot DC 14).
- Umbral Claw.3d8+5 Psychic.
(Ignores Defense)
Hidden in Shadow or Darkness (Spot DC12) and can sink into and travel along shadows. Can't be targeted until it reemerges.
Vulnerable to Radiant magic. When in sunlight or takes Radiant damage, Disadvantage on next Turn.
Immune to Frightened, Grappled, Incapacitated, Poisoned, Prone, and Restrained. Immune to Necrotic magic.
- Draining Swipe (2x).2d6 Necrotic.
On damage: WIL is reduced by 1, and it dies if it is reduced to -5.
A Creature with a lowered WIL stat recovers it back to what it was before after Resting. The kind of Rest required is set by the GM.
Vulnerable to Radiant damage. Resistant to all other damage.
Necrotic damage increases the Barrier's HP by 10. A spellcaster with access to Necrotic spells can make a DC12 Lore check to reduce the HP of the Barrier by 20. Failing the check add 10 HP to the Barrier.
The Wight Messenger
When the Heroes arrive at the final chamber, they find a Wight waiting for them and engages in combat.
- There are 1/Hero Cowled Wizard corpses that had Specters raised from them.
- When the Wight sees that it is likely to be defeated, it sends a message to “Master” (Kraevis) that people have found the chamber looking for the artifact and survived. He finishes the message with, “I’ll be seeing you later, sir...” before he’s about to die.
After the battle, they can see that the Breaker of Shadows and whatever it was sealing have been removed:
- DC15 Lore: The empty “cage” is actually a defunct Treasure Guardian Golem used to contain a crystal of some kind.
- DC20 Lore: Specifically, a modified Swordkeeper Golem carrying a small Soulmonger crystal shard).
The Wight’s body contains a map that points to blank spots near the center of the Nelanther Isles:
- DC12 Examination to identify the correct marker; failure adds half a day to travel if using the travel montage
When the Heroes arrive at the final chamber, they find a Wight waiting for them. There are corpses e...
(1 use) On death: reset to 1 HP.
- •Draining Slash (2x).2d4+4.
On damage: Max HP reduced by same amount (Safe Rest ends).
- •Necrotic Bow (2x).3d4+4.
(Range 8)
- •Raise Specter.
Summon a Specter that the Wight controls from the corpse of a Creature slain by Draining Slash within the last minute. Revival from Sacrifice destroys the Specter by reintegrating it with the body.

The first time this dies, reset to 1 HP instead (excluding minions).
- Deathly Touch.1d4.
On damage: set HP to 0.
What's Next?
The Siren’s Serenade makes its way towards the artifact, followed by the Excelsius (it can first be seen half-way to the “correct” marker, catches up at end of journey). Each time a new day is started, remember to have the Heroes save against the Black Mist. To head to Part 2, you can do one of the following:
- Run a 1-day travel montage and skip to the next page (+0.5 days on Examination failure). OR:
- Use the Journey Rules (minus Adventuring Luck, from Monsters and More) for a 1+ day trek in 0.5 day increments. OR:
- Run a Hexcrawl (see Hexploration Travel Rules). It is at least 150 miles (6 Hexes) between Part 1 and Part 2.
Part 2: Death Storm on the Sea
Death Storm on the Sea (Introduction)
Captain Sylvestra and Heroes sail towards the map point. The Excelsius catches up. As they stare down, a sea storm whips up. Have the Heroes roll Initiative for starting Actions.
Round 1: It's Rainin' Crab!
- At the top of the Round, everyone needs to make a DC12 DEX save to avoid a pummeling by plummeting Zombie Giant Crab minions (4/Hero), taking 2d6 damage on failure. Heroes can use Defend against the damage if they fail the save.
- The Crabs’ Unliving, Undying triggers, leaving them as normal minions.
- Combat Order: Heroes -> Ally NPCs -> Enemy Monsters.
When the ships Siren's Serenade and Excelsius are suddenly thrust into a turbulent sea storm, ro...
(1 use) On death: reset to 1 HP.
- Claw.
1d6. On damage: Grappled (Escape DC11).
Round 2: A Buffeting Wind.
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At the top of the Round, DC12 STR save to stay in place or be Pushed 4 spaces in a random direction. (Note: Being stopped early causes 1d6 damage per space stopped short)
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All characters that fail the save are moved in the same random direction.
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Random Directions: Roll 1d8 for square/gridless or 1d6 for hex. North=1 and then clockwise for each face higher.
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On the Monsters' Turn: After any remaining Crabs, 1/Hero Zombie Sahuagin dive onto the decks from the sea and take their turns.
At the beginning of Round 2, all Creatures on the decks of both ships must make a DC12 STR save to s...
(1 use) On death: reset to 1 HP.
Advantage on attacks vs Bloodied Creatures.
- Torpedo Claws.
Swim 8 or Move 3, then Claw (2x). 1d6.
Round 3+: The Arrival.
- At the top of the Round when less than 4 Zombie Sahuagin remain, Kaarkatoa appears and wraps around both ships (see Map) and starts a Solo/Legendary battle.
- Sylvestra and Luriana are NOT counted as Heroes for this. If Companions fight in the battle, count them as ½ Hero each.
- On her turn, Luriana falls to her knees in shock and sorrow at seeing her old friend undead (gains Prone and Incapacitated).
- On her turn, Sylvestra takes to the helm of the Excelsius and commands one Deckhand to take the helm of the Siren’s Serenade to prevent crashing and capsizing.
Bringing Luriana Back into the Fight
- Luriana can be snapped out of her stupor with 3 successful Assess actions.
- First Success: Reduced to Prone, Slowed, and Dazed. On her turn, Luriana stands up, removing Prone, still overwhelmed.
- Second Success: Reduced to Dazed. Only defends herself as she tries to figure out how to save Kaarkatoa.
- Third Success: Convinced that it’s already too late because of undeath, the best thing to do is end its suffering (removes Dazed).
- (Note: Bringing Luriana into the fight is not necessary, but will make it significantly easier/safer.)
At the start of a Round when there are 3 or fewer Zombie Sahuagin left, ...
(1 use) On death: reset to 1 HP.
- •Tentacles (2x).2d6, Grappled.
Can Grapple up to 8 Creatures.
- •Ink Cloud.
(Underwater, Reach 3, AoE) Area is Obscured for 1 Round. Then Swim 12, ignoring Opportunity Attacks.
(1 use) On death: reset to 1 HP.
Ignores Opportunity Attacks while Swimming.
- •Icy Bite.2d6+1 Cold.
On damage: Slowed.
- •Sickening Claw (2x).1d6.
On damage: Dazed.
Adapted from Ghoul (Monsters and More).
Vulnerable to Bludgeoning. When Crit or damaged by Bludgeoning, zombified sea life dislodges according to the following 1d10 table.
- 1-5. 2/Hero
- 6-8. 1/2 Heroes
- 9-10. 1/Hero
Kaarkatoa wraps itself around both ships to attack its occupants, providing three targetable areas: the bow of the Excelsius where the head pokes out from the sea, the stern of the Siren's Serenade where the tail swipes, and across the center of both in a 3-space wide line where the body wraps around the deck.
- •Sea Spray (1 use).
(Cone 6 or Line 12 from Head) DC12 STR save or 3d10 Cold. On damage: Knockback 3.
- •Crab Missile.
Summon one and shoot it at a target in Reach 12. They must make a DC12 DEX save or take 1d10 damage. The Zombie Giant Crab then triggers its Unliving, Undying ability from taking damage when it lands next to the target.
- •Bite.
(Reach 4 from Head) 2d10. On damage: Grappled. Priority die is raised by 1 face vs Grappled targets.
- •Tail Swipe.
(Reach 4, AoE from Tail) DC12 DEX save or 1d10+5, Knockback 3 towards Body, starboard (right) or portside (left).
- •Rib Constrict.
(Reach 2, AoE from Body) DC12 DEX save or 2d10+5. On damage: Grappled. Priority die is raised by 1 face vs Grappled targets.
Sea Spray recharges, then:
Rock the Boat! All Creatures aboard the ship must make a DC12 DEX save or fall Prone and slide 5 spaces portside (left). If they would fall off the ship, they must spend an Action or make a DC12 STR save to catch themselves.
Kaarkatoa is falling apart! 40 more damage and its destroyed. Until then, it releases 2/Hero minions when Crit and uses Rock the Boat at the top of each Round, alternating direction each time, starting with starboard.
Note: This fight could include a lot of Companions. If including more than one Companion per Hero, then treat each Companion as 1/2 of a Hero.
Kaarkatoa may end up changing to the Titan rules once they are released.
What's Next?
When Kaarkatoa is defeated, the necromantic magic fueling the storm erupts, causing a tidal wave to launch the ships, crashing them on an unknown island and fall unconscious. They wake up the next morning on Skullface Island inside the damaged ship (Field Rest, roll the save against the Black Mist, and start Part 3).
Part 3: Skullface Island
Skullface Island (Introduction)
The Island Horde.
Captain Sylvestra and Heroes wake up inside the beached and partially wrecked ship. As soon as someone sees the skull-shaped ridge, everyone will realize that they’re in the correct location. On the island are wandering groups of undead, and there are several ways to handle it:
- Narratively. As a theater-of-the-mind montage, the party battles one Easy and one Medium encounter from the Number of 1s table below, after which they arrive at the mouth of the cavern.
- Dungeon Turns. Explore the island using theater-of-the-mind with Dungeon Turns + Journey Rules (from Monsters and More). The island is considered Perilous Terrain. On the player turn AFTER 3 successful turns by the Navigator, the party arrives at the mouth of the cavern. Each time at least one 1 is rolled on the Dungeon Turn, refer to the Number of 1s table below to reveal what the party ran into.
- Hexcrawl. Using the Hexmap above (not made yet), start the players in the hex that contains the Siren’s Serenade. Whenever the Crew chooses a new Hex to explore, roll a dice pool that starts with 1d6. Each time there are no 1s and/or the Heroes attract attention, the dice pool increases by 1d6. The pool resets to 1d6 when at least one 1 is rolled. When at least one 1 is rolled, refer to the Number of 1s table for the encounter they face. When the party enters the Hex where the mouth of the cavern is located, shift play to the mouth of the cavern map.
Number of 1s:
- 1. Easy: Shadowflame Skeleton, 3/Hero Skeletons.
- 2: Medium: Wraith, 4/Hero Skeletons.
- 3+: Hard: 1/Hero Hollow Knights.
After the party crash lands on the island, they must find their bearings and find the lair of Kraevi...

The first time this dies, reset to 1 HP instead (excluding minions).
- Grave Arrow.1d4+3(8ft ft)
Vulnerable to Bludgeoning and Thunder damage. Healed by Necrotic damage.
On death: (Reach 2, AoE) DC13 DEX save or 4d4+4 Necrotic damage, half on save.
- Grave Bolt (2x).2d4+5 Necrotic.
(Range 8)

The first time this dies, reset to 1 HP instead (excluding minions).
- Soul Rend (2×).1d4+10.(8ft ft)
On damage: deal 1 Wound.
Skullface Cavern Locations
Cave Entrance. Sensory details below exist throughout the entire complex.
- See: Salt-crusted rock walls.
- Smell: Salty, sea air.
- Hear: Crashing waves outside; low, subsonic hum deep within.
The Entrance. A 1-square wide, 4-square long bridge over a 4-square deep chasm of sharp rocks is all that leads to the entrance of the cave at ground level.
- If a Creature falls into the chasm, the fall damage dice are doubled.
- If the Heroes try to climb the outside straight up to the "eye sockets," they must succeed on a DC16 Might check.
- If they don't have proper climbing gear, the check is made with Disadvantage.
- On a failure, the Hero falls from a number of spaces up equal to half the total, rounded up.
- If they are aligned vertically with the chasm/"eye sockets," they fall an additional 4 spaces into the chasm (see earlier note).
- On a success, they come face to face with Kraevis.
- If Kraevis is unaware of their presence, they can fully climb up safely and skip ahead to the Cranial Cave.
- If Kraevis is already aware of their presence, he will knock Heroes down from the ledge into the chasm, causing maximum fall damage dice, 12d6 (see earlier note).
The Shadow Ichor Maw
A stalactite in the center of the cavern entrance is covered in dripping ichor. 3/Hero Ooze Minions (size: d6, ignores Defense from armor) emerge from the ichor pool (3x3 Area directly beneath) and attack the party.
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Roll Initiative as a Perception check to determine starting Actions.
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At the beginning of each subsequent round, summon 1/Hero more Ooze Minions.
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Heroes can discover the method to deactivate the Maw by succeeding on Assess, learning how to deactivate its runes for 24 hours (1 Action). If the Heroes solved the Shadow Generator in Death King’s Grotto, they automatically succeed on the Assess, as the method is the same.
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The Heroes can try to skip the fight by taking the stairs up to the next level, but the maw will continue to spawn Oozes until it’s deactivated or defeated, resulting in a flood of oozes merging into each other. On their way back out, the floor is now completely covered by a pool of acidic black ichor. Absent of any creative ways to escape, there remains the option to jump from “tooth” to “tooth” of the maw. Players can either make DC12 DEX saves to avoid psuedopods striking out from the pool at them as a Hazard, or they can attack the pool directly, which triggers direct attacks from the pool as a Monster. It is a Level 2 solo that has 30 HP/Hero, attacks with a Psuedopod (Reach 4, 1d6 Acid, ignores Defense from armor), can’t move, and is Vulnerable to Area of Effect magic.
The party enters the "mouth" of the skull-like "face" of the rocky outcropping. Inside, they find a ...
Takes a max of 1 damage per Turn (a successful Assess allows their next attack to bypass this). At the beginning of each Round, spawn 1/Hero Ooze minions (size:d6) from the Maw.
Nearby Oozes roll d12s instead of d6s and damage against them is reduced by 5.
Any Creature that enters its space is Grappled by the Maw (Escape DC 15)
A Hero can use Assess to identify the method to deactivate the Maw. When they do so, the Ooze minions will shift gear to protect the Maw from being targeted.
The Mindbender Maze
This room is a maze filled with hidden teleportation circles.
- There are 9 tiles across the entire maze room (the diamond icons on the map).
- The tiles are Hidden (Spot DC12).
- Assign numbers to the tiles like a NumPad/Phone layout with 1 being the bottom-left and 9 being the top-right.
- When a Creature steps on a tile, they take 1d8 Psychic (ignores Defense) and teleport to the tile number matching the damage rolled.
- If you roll below the number of the tile they are currently on, teleport them to that tile. If you roll at or higher than the tile they are on, then add 1 to the result and teleport them to that tile.
- A Creature can easily jump over the tile if they see it or have it pointed out to them.
Between the "maw" and the "cranium" lies a twisted maze with hidden teleportation plates spread thro...
The Ascent
The miasma in the cave is densest here. Roll against the Black Mist again, even if they saved prior.
As the party ascends the rough-hewn stairs into the "eye socket" chamber, the curse of the malaise i...
The Cranial Cave
Kraevis stands within the chamber, observing the island through one of the "eye sockets" on the cavern. If the players were spotted or fought at any point during the Island Horde, Kraevis is expecting them. Kraevis likes the sound of his own voice and begins to monologue about his plan. (Have fun with it and allow yourself to be melodramatic!)
- “So, you must be the survivors the messenger warned me about. I’ve been expecting you.
- Before anything else, a history lesson for those who will soon witness my ascension!
- Four score and one hundred years ago, Larloch the Shadow King unleashed the Black Mist.
- In doing so, he gathered enough souls from it through the Soulmonger shard to become the most powerful lich to ever roam this land.
- However, it drew the attention of those who considered themselves heroes.
- They discovered the means to expel the curse from the infected, imbuing it into a sword to strike him down.
- Larloch survived, but the components for the Black Death were sealed away, that is, until I found them.
- Larloch was a fool to rely solely on necromancy, and I intend to surpass him through becoming the next stage in the evolution of lichdom:
- To combine the arcane prowess of a Lich and the martial might of a Death Knight!
- The nameless hordes (innocent NPCs) are necessary sacrifices to fuel this future.
- As the weak, they deserve to die and serve their superiors in death.
- With Shadowbreaker locked away under my protection, the Black Mist will not fail this time.
- All must adapt to the new world order or die to feed it.”
If the Heroes interrupt Kraevis’ monologue to start the fight, Kraevis will say, “Impatient, are we?” after the first player finishes their turn. Kraevis will then continue his monologue one bullet point at a time during each of his turns as he engages in the fight.
WIL save instead of rolling for Initiative against Death Knights.
Enemies within Reach 1 can't regain HP. When healed, they suffer 1d10 damage instead.
Vulnerable to Radiant, after which the attacker becomes the focus of Kraevis' next attack.
- •Doomblade.
2d10+10 Necrotic (Req: DC12 WIL save to Interpose). On damage: +1 Wound.
- •Call Servants.
Summon 1/Hero Shadow minions (Drain. 1d10 Necrotic, ignores Defense) within Range 6.
- •Grave Strike.
Move 6 or swap places with a Shadow minion, then 1d10+5 Necrotic.
- •Hellfire Charge.
(Concentration) Move up to 3 and increase Hellfire Orb's Charge by 2.
- •Hellfire Orb.
(Range 8, Charge x Charge Area) DC12 DEX save or 1d10 + Charge Fire and Necrotic damage each, half on save. Charge starts at 2 and resets back to 2 upon use.
Kraevis exudes Necrotic energy, increasing Call Servants to 3/Hero.
Kraevis is fading! 50 more damage and he's defeated. Until then, the closest minion Interposes for him, regardless of distance or damage dealt.
Note: This fight could include a lot of Companions. If including more than one Companion per Hero, then treat each Companion as 1/2 of a Hero. If Captain Sylvestra is present, she counts as 2 Heroes.
Kraevis stands within the chamber, observing the island through the "eye sockets" on the cavern. If ...
Facing Kraevis
- If the players let him finish his monologue before initiating combat, Luriana will arrive and join the party.
- If they start combat immediately, Luriana will arrive at the top of round 3
- Luriana intends to help take down the Death Knight problem while it's still "small" after she realized what was going on.
- Kraevis' HP/Hero will reflect the later help from the very beginning, regardless of when it arrives, meaning that it's actually better to let him ramble.
The Battlefield.
- A huge rock in the center has a crystal set into its top. This crystal is the one stolen from Death King’s Grotto, which is a Soulmonger crystal shard. In its current state, it is Immune to all damage.
- A spherical magic barrier on a dais between the “eye sockets” holds a sword within. This sword is Shadowbreaker, also known as the Breaker of Shadows, and was used in conjunction with the golem in Death King’s Grotto to seal the Soulmonger crystal shard. The barrier must be dealt with in order to access the sword, and it is the same type of barrier as before.
Vulnerable to Radiant damage. Resistant to all other damage.
Necrotic damage increases the Barrier's HP by 10. A spellcaster with access to Necrotic spells can make a DC12 Lore check to reduce the HP of the Barrier by 20. Failing the check add 10 HP to the Barrier.
Shadowbreaker
1d8+STR Slashing or Radiant. On Damage: Ends one Curse afflicting the target of a Tier equal to or lower than the damage and heals them equal to the damage dealt. This healing does not resurrect targets killed by the damage except on Crit.
Undead and Shadow Creatures take damage instead from the healing of this weapon.
When Kraevis is Defeated/Victorious
-
If Kraevis somehow manages to win by forcing the Heroes to retreat to avoid death (or they die), Kraevis says “Witness, for my ascension is at hand!”
-
If Kraevis is defeated, he says, “It may not be perfect, but these souls should be sufficient to fuel my transformation!”
-
Immediately after he says one of those, he magically tethers himself to the crystal device. However, the creaking laugh of Larloch, the Shadow King, echoes throughout the cave:
- “Did you really think that you could gain power from MY work? All of the souls you have gathered belong to me! I must thank you for your diligence, but it is due time to collect.”
- The collected souls begin to rush out of the mounted crystal, cracking it, and the arcane tether rips out Kraevis’ remaining vigor, causing him to shrivel and disintegrate to dust as his undeath is channeled back to Larloch.
- “You have my thanks, adventurers. Until we don’t meet again.”
What's Next?
Kraevis is defeated, one way or another. Depending on how the Heroes tackled the prior chambers, there may be unfinished business inside. Alternatively, they could try to descend from the “eye sockets,” but if they fail (DC16 Might, Advantage with proper climbing gear), they could fall up to 12 squares into the rocky crags below.
Once the Heroes get back to the ship, some time will need to be spent getting it seaworthy again. Anyone that has been touched by the curse (failed at least one save against it) will still have lingering effects from it (Poisoned until healed by magic), but it will no longer cause damage/wounds. The Heroes can use the sword to cure those brave enough to put their trust in it. After that, the Heroes are free to set sail and return to Waterdeep for their reward. Any unused Quest Hooks can be used as a palate cleanser between this adventure and the next.
The Heroes may wish to take on Larloch, but he is beyond the scope of this adventure. Larloch would be at least a Level 15 Legendary threat. If so desired, you may save him as an endgame goal for the Heroes to defeat.
Optional Modifications
Mechanics: Rewarding Skill Investment
Only roll for Skill Checks outside of combat if there is uncertainty in the outcome and the Hero’s average (10+Skill Modifier) is less than the DC. Otherwise, they succeed and keep the focus and tension on the narrative instead of a random die roll.
Heroes: Allowing Male PCs
Remove the bit from Sylvestra’s backstory about the Elf lover and their son.
Heroes: Adjusting for no Healers
If there’s no one with healing abilities, Sylvestra has a stockpile of 10 basic Healing Potions to divvy out amongst the Heroes. She does not acquire any more until the adventure is completed.
Heroes: Adjusting for no Trackers
If there’s no one that’s good at tracking down stolen relics, Captain Redmane owns a compass that points in the direction of her heart’s desire once per day as her prized possession that she carefully guards.
Seeker's Compass
1/Day: Activating this compass points toward the user's heart’s desire for 1 hour, but does not give an indication of how far. If using a gridded map, travelling in the right direction is guaranteed for the first square or hex after activation.
Potentially featured in the Maritime Misadventures of the Red Siren.
Allies: Reducing Ally NPC Quantity
To reduce some of the mental load from both the GM and the players, as well as make combat rounds faster, you can exclude the Crew from any mission.
- For Death King’s Grotto, frame it as an elite squad infiltration (Sylvestra waits with the crew).
- For Death Storm on the Sea, frame it as the crew are assisting the Captain in keeping the ships afloat and in one piece.
- For Skullface Island, frame it as the crew are defending the wreck of the ship for when the Heroes (and possibly Sylvestra) return. Luriana either arrives alone to help, or not at all. Another option is to have Luriana show up if it looks like the party might be wiped out.
Make sure to decide whether or not to use Ally NPCs ahead of time, so that you can math out the “per Hero” encounters before the session.
Difficulty: Lighter Tone
The Black Mist causes no damage on save success. Reduce Hero count by 1 when using Sylvestra and/or Luriana in combat.
Difficulty: Grittier Tone
The Black Mist reduces their maximum HP by the damage dealt or causes 1 Wound instead. It also prevents Safe Resting within its Area until it is destroyed. The Black Mist is thick enough in the Cranial Cave to cause Obscured, but Kraevis is unaffected by it. Increase Hero count by 1 when using Sylvestra and/or Luriana in combat.
Travel: Scene Hopping
For snappy, efficient play or if you’re tight on time, you can skip travel between Parts. For the purpose of deteriorating health/wounds while running the Gritty Tone above, it takes a minimum of 1 day (150 miles) to go from Death King’s Grotto to the Death Storm on the Sea. (Note for Hex Sea Travel: 12-15 hrs/day in shifts, 11 knots/12.5 mph for Brigantine, 14 knots/16mph for Frigate).
Travel: Hexploration
For more extended play and sense of player agency, you can use the Hexcrawl Rules on the next/previous page to play out travel more granularly. On the plus side, this gives a greater opportunity for players to learn about each other’s characters, get to know the Captains, and feel more in charge of the adventure. On the flip side, extending out play will reduce the sense of urgency and result in the deaths of thousands of civilians. If using Hexcrawl, make sure to leverage the effects of the Black Mist against the party enough times for them to deal with the problem of their own volition (hopefully). Kill off a Hero’s backstory NPC relation from the Black Mist if necessary.
Converting to/from the Forgotten Realms
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Amn <-> Empire of Nym
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Cowled Wizards <-> Magisters of Nym
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Cyric <-> Amnon
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Council of Five <-> The Hidden Court/The Anonymous (“Amnon-in-us”)
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Larloch <-> Azraxus
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Soulmonger <-> Soul-siphon
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Warlock’s Crypt <-> Warlock’s Hollow
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Nelanther Isles <-> Azerran Isles
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Waterdeep <-> Freeport
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Defender of the Harbor <-> Harbormaster
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Velen <-> Margos or Fasmar
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Netheril/Netherese <-> Nephyra/Nephyri
Hexploration Travel and Quest Hooks (WIP)
Travel Rules
The Basics
Use a hex grid that is at least 8x8. Each Hex is roughly 25 miles. Each Hex Turn determines the amount of time it takes to reach the next Hex, which is affected by the ship type (ex: Siren’s Serenade can travel 1 Hex in 2 hours with Favorable conditions, but it takes 4 hours if Unfavorable conditions is rolled). The Hex Turn occurs when you choose to set out to a new Hex. The Black Death is centralized on the Skullface Island Hex, and its starting region radius is an additional 6 hexes wide. One of the initial perimeter hexes should include Velen.
Hex Turns
Each time the Crew travels to a new Hex, roll 3d12. The left d12 determines the Conditions, the center d12 determines Terrain (if unknown), and the right d12 determines the Encounter/Quest Hook. These same d12s are used to determine if you encounter rival pirates and which factions. The number of 1s rolled, on the d12s determines the overall difficulty of the Encounter if a Quest Hook (7+) is rolled.
- Easy: 50% of player levels
- Medium: 75% of player levels
- Hard: 100% of player levels
Additionally, the Crew can choose to use their next Hex Turn to engage in that quest instead of rolling. Each time at least one 1 is rolled, the region of the Black Death extends by 1 Hex.
Conditions Table (left d12)
- <1: Severe (can't move this Hex Turn)
- 1-6: Unfavorable (travel time is doubled)
- 7-12: Favorable (travel time is unaffected)
*Optional Seasonal Modifier added to the d12:
- Spring: +4
- Summer: +1
- Fall: -4
- Winter: -1
Terrain Table (center d12)
Only consult this table if the hex on the player map is marked as unknown open sea, where islands less than 1 square mile can be found.
- 1-7: Open Sea
- 8-10: Scattered Tiny Islets
- 11-12: Small Island
Encounter/Quest Hook Table (right d12)
If the Terrain of the Hex has a landmass (whether generated or predetermined), consult this table for a possible Quest Hook location. If you rolled a Quest Hook that has already been used, choose the closest available result.
- 1: One Deckhand dies from the Black Mist.
- 2: An event occurs when the Crew arrives (ex. windy squall, raging fire, chased by savage beasts/locals) that causes the next Hex Turn to be rolled with Disadvantage.
- 3: The Crew comes into contact with desperate travelers trying to flee the Black Mist.
- 4: The Crew loses track of their direction and becomes lost. Move to a random adjacent Hex that is not their intended destination.
- 5: The Crew finds locals who can offer them a place to Safe Rest, protected from the Black Mist underground by forgotten magic, but room is limited, so they must leave immediately afterward.
- 6: The Crew encounters something that is a boon toward their destination (such as a shortcut, secret map, or tailwinds). The next Hex Turn is rolled with Advantage
- 7: The Forgotten Lighthouse: See Quest Hook.
- 8: The Suspicious Islander: See Quest Hook.
- 9: Paradise Lost: See Quest Hook.
- 10: Sunken Chest of Wonders: See Quest Hook.
- 11: I Dream of Treasure: See Quest Hook.
- 12: Bronzebeard’s Lost Hoard: See Quest Hook.
Pirate's Aplenty!
Using the 3d12 from the Hex Turn, you can determine if rival pirates show up. The result frequency of each faction determines their Attitude toward the Crew. The local pirates include three factions: the Ogres, the Minotaurs, and the Lizardfolk. They are vicious and bloodthirsty, having no qualms about killing to get what they want. For simple roleplay differentiation, treat the Ogres as dumb brutes (like the Berserker), the Minotaurs as tactical fighters (like the Commander), and the Lizardfolk as crafty backstabbers (like the Cheat).
- Once: WANT! - Will race for the treasure/goal but won’t risk lives over it.
- Twice: NEED! - Actively desires the treasure/goal and will fight for it.
- Thrice: DIE! - They are after YOU more so than the treasure and want you dead.
Captain Luriana is always Want! and would rather make progress toward the goal than fight Sylvestra’s crew. If a fight breaks out, she disables instead of kills if she can manage it. However, if a fight includes local pirates, she will target them first with swift lethality.
The GM can override the rolled Attitude if the narrative calls for it, such as a first-time encounter (decrease hostility) or repeat encounter (increase hostility) with a faction.
Rival Pirates Table (and starting Captains):
- 1-2 = Captain Luriana (Excelsius, Humans)
- 3 = Captain Og (Broot, Ogres)
- 4 = Captain Mazero (Mazero’s Might, Minotaurs)
- 5 = Captain Vosska (Issklaanssa, Lizardfolk)
- 6-12 = None
Example Hex Turns
- Hex Turn 1: 8, 7, and 12 -> Favorable travel on the open sea with no appearances from rival crews.
- Hex Turn 2: 12, 10, and 2 -> Favorable travel to a small island where you are delayed by a forest fire en route to your destination, and Yellowjacket beats you to it.
- Hex Turn 3: 5, 12 (dropped from Disadvantage), 9, and 10 -> Unfavorable travel to a nearby island and discover the trail to the Sunken Chest of Wonders quest hook, but a crew of Lizardfolk pirates also want it and confront your crew on the shore.
- Hex Turn 4: 8, 7, and 12 -> After completing Sunken Chest of Wonders, you experience Favorable travel on the open sea, but you end up in a 3-way ship standoff against the Ogres and Minotaurs for the treasure you acquired.
Quest Hooks (A couple will be swapped with new quests and moved to a different adventure)
The Forgotten Lighthouse of the Crimson Caterwaulter:
A dilapidated lighthouse now houses a flock of Harpies led by the Crimson Caterwauler where she guards her prized "shinies." These are Sun King's Coins that she uses to light the lighthouse to draw in hapless sailors at night or during storms. When the Crew passes close enough to see the light, they come under the effect of an empowered Entice spell and are hypnotically drawn towards it, getting closer, even if they think they are heading away.
Encounter: Crimson Caterwauler (LVL 6) +
- Easy: 1/Hero Harpies
- Medium: 1.5/Hero Harpies (Round up)
- Hard: 2/Hero Harpies
Reward: 1d6 Sun King's Coins.
The Suspicious Islander:
A suspicious old man sits on the shore, singing old shanties of voyages past. A tower with a false princess rises in the middle of the island and fictitious children roam the fields around it, but at nighttime, they all become Ghosts of faded memories as the moonlight reveals the truth. When the Heroes get back to shore, they find the old man sitting there to be a Revenant, unable to die because he is unable to let go of those he lost while at sea.
Rewards: Wayfairer’s Helm (Revenant), Starshot Glaive (Princess Tower)
Paradise Lost:
On an island forest, a palm tree Dryad protects the Crystal of Verdant Bounty. She is harried by an elf that was infatuated with her, but his pride and anger at being spurned turned him into a Peryton.
Reward: Shard of Verdant Bounty
Sunken Chest of Wonders:
At the bottom of a reef just offshore, in the ruins of an old mermaid civilization less than a mile down, there lies a magic chest. In order to open the chest, one must release a secret burden they’ve been carrying and reclaim the pure heart of their childhood. The chest only appears open to those who have released a burden. Within the chest, there's a journal from a mermaid fascinated by those creatures who can “swim” above the sea.
Reward: Bangles of Sky-Swimming
I Dream of Treasure:
You stumble upon the entrance to a Kua-Toa treasure vault. However, taking treasure triggers the formation of a portal that summons Dream Kings (beholder-kin) until the portal is closed.
Rewards: Pocket Cauldron, Scroll of Dream, Scroll of Phantasmal Killer, Scroll of Creation, 3d12 x10 gems and objects worth 25 gold each
Bronzebeard’s Lost Hoard:
You discover the location of the lost hoard of Bronzebeard. However, it is defended by hordes of undead pirates (Skeletons, Zombies, and Ghouls).
Rewards: Randomized Treasure (3d12)
Gold equal to the total x10, plus
- 3: 1d12 x10 more Gold
- 4-6: 2d12 x10 more Gold
- 7-12: 3d12 x10 more Gold
- 13-23: 1d12 Gems worth 50 Gold each
- 24-25: Halberd of Halting
- 26-27: Dagger of Ennervation
- 28-29: Staff of the Tempest
- 30-31: Gravekeeper's Scythe
- 32-33: Titan's Bow
- 34: Selune's Tears
- 35: Vorpal Sword
- 36: The Perfect Stick
Rewards
Wayfairer's Helm
While wearing this cumbersome helm, you cannot lose track of where you are heading while at sea. You also gain Defense +1 and a Swim speed equal to your base Speed.
A magic item developed to help prevent sailors from getting lost. It fell out of favor and production once easier and cheaper methods were discovered.
Bangles of Sky-Swimming
Sky-Swimming ( * Actions): Swap your Fly speed and your Swim speed for 10 minutes per Action spent.
Created by a fledgling Mermaid craftsman that was fascinated by the creatures that "swim" through the sky. Only one set was ever made. As such, its value is greater than its effect.
Shard of Verdant Bounty
Vinelatch (1 Action): (Reach 3) DC13 DEX save or 1d6 damage and Restrained. Can spend 1 Action to pull a creature Restrained by it up to 3 spaces closer to the user, inflicting 1d6 damage per space moved.
Overgrowth: (3 Actions, 1 use): (Reach 10, AoE) Area becomes Difficult Terrain for enemies you choose for the encounter. While this is in effect, you can spend 1 Action to double the movement expenditure to Move through it. Recharge: Safe Rest while it is left in a stream in a sunlit grove with connection to the Feywild or other source of nature magic.
A shard of the Crystal of Verdant Bounty. The crystal is grown and maintained by Dryads to help foster plant growth near their grove.
Sun King's Coin
At-Will (1 Action): While touching a coin with a free hand, shine light equivalent to a torch, which lasts until turned off. Use again to turn off. While glowing, it gains the following abilities:
-
Radiant Warmth: While in your inventory, gain Resistance to Cold damage and melee attacks can have their damage type replaced with Radiant.
-
Hypnotic Allure: While carrying 1+ of these coins in a free hand, you can cast Entice where KEY equals the number of coins.
A coin salvaged from the wreckage of ships returning from the mysterious continent west across the sea (Maztica if using Forgotten Realms).
Pocket Cauldron
While Safe Resting, use this to brew your choice of 1 potion, to be consumed immediately:
- Elixir of Futuresight: This potion grants the drinker a brief, cryptic vision of a future event.
- Elixir of Requiem: This potion allows the drinker to relive a crucial memory from their past.
- Elixir of Time: Once every 100 years, the cauldron can brew a potion that can take the drinker back in time 1 day.
Starshot Glaive
1d10+STR Slashing or Radiant (2-handed, Reach 2 or Range 6)
Cosmic Convergence. +1d10 Radiant damage if the target is North of you.
Not much is known about this weapon aside from mentions in the texts of the ancient Starseekers, who learned how to forge it using knowledge gained from those they call the "Sky-People."
Halberd of Halting
1d10+STR Slashing (2-handed, Reach 2)
On Crit: Move reduced to zero for their next turn.
Dagger of Ennervation
1d4+DEX Piercing (Light, Thrown 4)
On Crit: Poisoned
Staff of the Tempest
1d8+STR Bludgeoning or Thunder (2-handed)
On Crit: Knockback KEY spaces
Gravekeeper's Scythe
2d4+STR Slashing or Necrotic (2-handed)
On Crit: Frightened and Silenced
Colossus Bow
1d6 per size category +STR Piercing (2-handed, Range 16, req. 2 STR)
Cannot be used by Tiny creatures.
Size Categories:
- Small: 1
- Medium: 2
- Large: 3
- Huge: 4
- Gargantuan: 5
Eviscerating Sword
1d8+STR Slashing (Vicious, 2-handed, 1-handed: Req. 2 STR)
On Crit: If HP is less than 10x LVL, HP is reduced to 0.
Enhanced Sharpness. Ignores 1 stage of Armor.
The creator of this weapon was expunged from all historical records of the time.
The Perfect Stick
1d4+KEY non-lethal Bludgeoning (Light)
On Crit: The target is stunned by its perfection, causing them to be Dazed for their next turn.
Perfection Perfected. Primary die is raised by 1.
Attempting to kill with this weapon causes it to break and become an Imperfect Stick ... which is just a normal, useless stick.
Selune's Tears
Grieving Lament. (1 Action) For 1 minute, those hostile to you within Reach 4 have Disadvantage on WIL saves.
Eternal Seal. (3 Actions, 1 each over 3 consecutive turns) A creature within Reach 2 must make a DC20 WIL save or become sealed within the artifact. Once sealed, the artifact becomes Sealed.
Note: Attempting to use the artifact while it is occupied will cause it to become Unsealed, releasing the held creature.
Scroll of Dream (1 use)
Tier 5 Spell
[] Name a target while preparing the spell for 1 minute, after which you become Incapacitated until the spell ends. If they are asleep, you appear in the target’s dream and can speak with them until they wake, up to a maximum of 8 hours. You can also visually shape the dreamscape how you wish. You can end the spell early at any time. The target recalls the dream perfectly upon waking.
[] If the target is awake, you can either end the spell or wait for the target to sleep, at which point you enter its dreams as above.
[] You can make the dream a nightmare instead. If you do so, you can deliver a message of less than 11 words.The target must make a WILL save vs your spell DC. Failure: The target gains no benefit from its rest and takes 3d6 Psychic upon waking.
Scroll of Phantasmal Killer (1 use)
Tier 4, 2 Actions
Concentration: Up to 1 min. Reach: 12
Frightening illusions only they can see haunt a target. 4d10 Psychic (ignoring Armor) on a failed WIL save and Frightened for the duration; half damage only on save. While Frightened this way, the target rolls the save again at the end of its turns with the same success and failure states.
Scroll of Creation (1 use)
Tier 5 spell
[] You pull wisps of material from the Shadowfell for 1 minute to create an object within Reach 6. It is either an object of vegetable matter (rope, wood, etc) or mineral matter (stone, metal, etc). The object can be no larger than a 1x1 cube, and it must be of a form and material that you have seen before.
[] The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail.
- Vegetable: 24 hours
- Stone/Crystal: 12 hours
- Precious Metal: 1 hours
- Gem: 10 minutes
- Legendary Substance: 1 minute
Bonus Statblocks
At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.
The Crimson Caterwauler increases the DC of Hypnotic Screech by +3 instead of +1.
The Crimson Caterwauler is not Slowed when force moving a Grappled unarmored creature. She can fly with up to 2 Medium or smaller unarmored creatures OR 1 Large unarmored OR 1 Medium or smaller armored creature.
- •Scratch & Grab (2x).
3d6, Grappled (Escape DC 13, or 16 if Grappling only 1 creature).
- •Drop on Rocks.
Fly up 5, then release a Grappled creature. If dropped over water, FALL damage is halved.
Scratch & Grab gains Vicious and Grappled is replaced with Knockback 2.
The Crimson Caterwauler's size is on the smaller end of Large.
At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.
Harpies are not Slowed when flying with a Grappled Medium or smaller unarmored creature.
- •Scratch & Grab.
2d6, Grappled (Escape DC11).
- •Drop on Rocks.
Fly up 4, then release a Grappled creature. If dropped over water, FALL damage is halved.
When they outnumber their prey, they will pair up to make it more difficult to escape their hold (in mechanics terms, they have to beat the Escape DC for each Harpy participating in Grappling that creature).
- •Critical Eye.
She raises the Primary die of her next attack by 1.
- •Slither Strike.
Move, Fly, and/or Swim 10, then 2d10av+10 (Vicious).
- •Hydro Cutter.
(Line 6) DC15 DEX save or 3d10+10 and Drenched (ignores Defense and Cover). Restrained targets automatically fail this save.
- •Frigid Gust.
(Reach 2, AoE) DC15 STR save or 4d10, Knockback 2, and Prone. Drenched targets take it as Cold damage and are also Restrained (Escape DC15) on failure and ends Drenched. She then Flies 5.
- •Salt Breath (1 use).
(Cone 8) DC15 DEX save or 5d10+10 and Blinded from hardened salt. Fail by 5 or more: also Suffocating (Drenched ends both).
Salt Breath recharges.
Yellowjacket is dying! 150 more damage and she dies. Until then, a raging sea storm surrounds her up to Reach 4. It is Difficult Terrain and Obscured to all except her and all other Creatures within become Drenched. Ranged attacks suffer Disadvantage.
Note Pronunciation (Y'all of a guh-tarr-ix)
Suffocating. A Suffocating Creature can hold their breath for a number of rounds up to their STR, after which they take 1 Wound at the end of each of their following Turns. Cannot speak while Suffocating.
Drenched. Soaked in at least 1 gallon of fresh water or 10 gallons of salt water. A Creature can spend an Action to dump the water on themselves or dive into a pool of it, if available, to gain the Condition.