```metadata title: 'ADVENTURE: Sirens of The Sorrow Song Shoals' description: '' tags: - '' systems: - 5e renderer: V3 theme: 5ePHB ``` \page # SIRENS OF THE SORROW SONG SHOALS ## QUICK PITCH The Siren’s Chest, a cargo ship full of gold and gems never made it to port. She was set to sail around the Tristus Canticuma, a chain of islands riddled with ships lost to hidden underwater dangers or dashed against the rocks when sailors are lured there by the creatures living among the wreckage. Rumor has it The Siren was chased by pirates into the deadly waters of the Shoals. If true, neither vessel returned to open sea.
Now all manner of treasure hunters and adventures are forming up groups and finding anyone willing to take them into the Sorrow Song Shoals... A Trip they are unlikely to return from. ## ADVENTURE SYNOPSIS Whatever town they players find themselves in, word reaches them that a treasure ship has sunk somewhere in the Sorrow Song Shoals. A local fishing captain watched as The Siren’s Chest was chased into the Shoals by what she believes was The Devil’s Shadow, a notorious Pirate Ship Captained by Branley Ward. Ward is known for his mercilessness and reckless abandon when it comes to taking other ships. Neither ship has been seen since and that was over a week ago. No one who sails the area believes that will change, those ships, like any that head into the shoals, have been wrecked upon the rocks.
Normally this would simply be another tragedy in a dangerous stretch of water. However, the amount of treasure lost in this particular tragedy has caught the attention of local treasure hunters and adventurers. There is a scramble among them to make it to the wreckage and make it back out with as much loot as possible. So this adventure begins with a mad dash to the shoals in order to beat the other teams to the treasure… or perhaps they will play the, let someone else take the risky path. But if they’re smart they’ll have spoken to the only eye witness. So if they follow her directions or convince her to take them to the spot, then maybe just maybe they’ll come out on top.
Once there they will have to take a small ship into the Shoals, avoiding the dangers in the waters and battling the horrors on the islands. Here they will be assaulted by undead, harpies, and other watery fey that want nothing more than to lure the players to their deaths. Once they locate the ship’s their problems will multiply. The Siren’s Chest has been partially sunk, and the Devil’s Shadow is stuck in a tidal pool between some rocks, although it looks serviceable, and there are still pirates on it. The bigger problem is the Siren Serpent that has made its home in the bay. And then maybe the other adventurer’s looking to cash in.
> - Target Party and Level: 4 level 7 players > - Expected Playtime Playtime: 4-5 Hours > - Tone: Treasure Hunt ## PROGRESSION OVERVIEW The opening should be pretty set, but after that there are a LOT of variables. Be prepared to help get them back on course should they try something really wacky. We’ll open with them hearing the news about the treasure ship. Followed by a scene of the Fisherman returning home. They will meet with her one way or another, likely the tavern, and then have some insider information. After that it is getting a boat and heading for the Shoals. Once there, they will deal with the Harpies, maybe a random encounter or two, and then meet a surviving sailor(s). They can point them toward the wreck, and warn them of the Serpent. As they approach the wreck they will see the Pirate Ship off in the distance separated by the low, but rising tide. They have options here. They can cut a deal with the Pirates or try to deal with the Sea Serpent themselves and be quick with the treasure. After that, maybe a tussle with the Pirates, if they don’t like the players or another competing party before heading home. ## PLAYING AN A.O.G. ADVENTURE If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendices.
## ACKNOWLEDGEMENTS - Wizards of the Coast and D&D for the amazing job they do providing RPG Content for us to use! - Original Story Written by Amplus Ordo Games - All Maps and Handouts were done by Amplus Ordo Games using Inkarnate - PDF Formatting done using The Homebrewery ``` ``` \page
## TABLE OF CONTENTS
### [SETUP INFORMATION](#p3) ### [ACT 0: Pre-Game](#p3) ### [ACT 1: The Siren’s Chest](#p4) ### [ACT 2: Trip to the Shoals](#p4) ### [ACT 3: Sorrow Song Sirens](#p6) ### [ACT 4: Deal With the Devil](#p9) ### [ACT 5: The Siren Serpent](#p9) ### [ACT 6: Sunken Chests](#p9) ### [CLOSING](#p10) ### [APPENDICES](#p11) ##### [- Playing an AOG Adventure](#p11) ##### [- Expanded Lore](#p12) ##### [- Maps](#p16) ##### [- Stat Blocks](#p20)
## Thanks for playing an AOG Adventure. I do want to take one last moment to sincerely thank you for playing an AOG Adventure. It means a lot to me as a creator. If you enjoyed it please leave me some comments on wherever you found this adventure. You can support more content like this by subscribing to our Patreon. [AOG Patreon](https://www.patreon.com/amplusordogames) ## SETUP INFORMATION ### SETTING: Kingdom of Cetnovia Cetnovia was once the world’s capital for magical ingenuity and advancement. But over the course of the past one hundred years it has spiraled into chaos, and is now overflowing with banditry and thievery. Its sitting ruler is a brutally skilled warrior, Warlord Devoria Serrano The Red Breasted, who cares little for her people. Culturally they are reminiscent of France and Spain. Racially they are predominantly Human 75% Human, with 15% Halfling, 5% Elf, 5% Other. Races other than humans tend to form their own separate communities and are often the target of Human raiders. They have a general attitude that says “If you’re not like me then you probably stole something from me.” Their faith has taken an odd turn and developed into a “Gypsy Like” Spirit Based form of Mysticism, that is heavily influenced by the Vistani, who travel through the area frequently. The local economy is mostly agrarian, with some more advanced levels of industry still thriving in the few larger cities. There is no real sense of law and order here, but there is some notion that beating the commoners to death would result in a backlash, and so they are under just enough brutality to keep them submissive. Warlord Serrano gives her warriors great freedom as long as they are paying their taxes. She is ruthless but very few would ever think of challenging her. The reigning philosophy of the land is “Take what you can today for tomorrow is a day on a fool’s calendar.”
### HOOKS - **Main:** The Hammerstone Mining Corp is looking to hire adventurers to recover their lost shipment. - **Backup:** The streets are full of rumors about a lost treasure ship - **Backup Backup:** The team is captured by pirates and forced to go looking for the lost ship or face execution. ### IMPORTANT LOCATIONS **Alchoneum:** A good sized town in the south of settleable Cetnovia. It is basically owned and operated by the Hammerstone Mining Corporation who has hundreds of miners working in the ore rich mountains surrounding the town. The roads have become quite dangerous for them to transport materials down recently and so in the past few years they have turned to ships.
**Eishum:** A farming and fishing community with a small port on the Eastern shores of Cetnoiva. It is a newer town, formed after the cataclysms that created the Void Water and Bay of Shallow Graves. It is run by a trio of Nobles who own the land in and around the town. The farmland is very fertile and the waters are good fishing, but with the capital just down the coast the port doesn’t see much incoming trade.
**Cetnovia City:** Cetnovia is an older city rich with cultural history and rife with moral rot and urban decay. It is a city of about 50,000 people and was home to some of the most accomplished mages in the world until the Weave Drought (Lore). The cityscape is dotted with towers and estates that were once home to the powerfully arcane. Now they’re hideouts for criminals and shelters for the homeless. It has “thriving” businesses, but those business pay burdensome taxes to the deep pockets of the crown. The Cetnovians love loud jaunty music and the arts, bnut drink heavily and and are prone to lewd behaviors. It is not uncommon to find someone drunk and naked in the streets. It is also not uncommon to find them dead, as the crime in most the city is on the verge of an becoming an epidemic.
**The Tristus Canticuma:** More commonly known as the Sorrow Song Shoals, the Tristus Canticuma is a desolate and dangerous stretch of rocky islands and shallow reefs. A century ago the southern half of the Cetnovia was pulled into the Realms of Terror. The ocean rushed in to fill the void and the resulting tidal wave decimated the land between the Highlands in the West and The Stolregard Barony in the East. The waters crashed over the land all the way to the Sea of Unity killing millions and washing away the fertil soils leaving behind a dangerous stretch of water and islands. The area since has attracted swarms of undead and is filled with creatures such as harpies and sirens that lure sailors and travelers to their deaths. There is a deep channel about a mile off the shores of the Shoals that does allow for safe passage, but it is nearly impossible to safely sail through the actual shoals and travelers avoid the area, although there are numerous reports of smugglers and pirates using the Shoals as hiding places. \page
**The Void Waters:** The area of the sea left behind when Southern Cetnovia was pulled into the Realms of Terror. This bizarre area earns its name on several levels, it is said under the water the land is unnaturally smooth as if it were scooped out by a spoon, it supports no life within its waters past a half mile from shore and birds will not cross over it (although spectral undead are encountered here frequently), and it has no weather other than a persistent mist that clings to the surface of the eerily calm sea. Ships simply do not cross the void waters, but rumors persist that those who do attempt to cross the Void Waters disappear, never to be seen again… lost forever in the mist.
**The Bay of Shallow Graves:** Cetnovia was once some of the richest farmland in the world. The Lavender Plains were covered with small towns farming villages. Then the Cataclysm erased the land and those living there leaving behind The Bay of Shallow Graves. The Bay is only a few feet deep at low tide and impassable by any large ships even at high tide. The swarms of undead sleeping below the water also greatly add to making the bay deadly to cross.
**The Ruins of Split Rock:** Once one of Cetnovia’s larger cities, Split Rock was destroyed by the Cataclysmic Tidal Wave. It is now a haunt for hordes undead who seem to be drawn to the area. Reports from treasure hunters say that the undead encountered there have little intelligence, but do seem to go about daily life mimicking routines. Attempts have been made to explore the ruins but these expeditions have a reputation of ending in tragedy.
**The Prison of Oburos:** Dating back nearly three centuries The Oburos Prison is one of the only structures to truly survive the Tidal Wave, and the only functional settlement in the Shoals. Situated on the southern edge of the Shoals the imposing dark gray structure rises up off one of the larger islands and looms over the scene ominously. Oburos is home to some of the worst and most dangerous criminals that Cetnovia or Stolregard have to offer. It is also a place that those governments use to make people, who may have potential usefulness, disappear. There are three layers of walls surrounding the prison tower. The inner contains the settlement, and other than the few services provided there, the population is made up almost entirely of guards and soldiers. The outer is a deep moated trench crossable by drawbridge, and filled with stinging anemones native to the area. The central ring is filled with jagged rocks and rusted iron spike creating terrain that would be quite difficult to cross. ### IMPORTANT NPCs **Henri Inistrance:** Employee for the Hammerstone Mining Corporation who is in town attempting to recruit adventurers to recover the missing cargo of the Siren’s Chest. Henri is a bit of a skittish bookworm wh does not like all the excitement this event has caused.
**Molly “The Elf” (Armolia Songwater):** A fisherman living in town. She and her two Gnome crewmates, Qimmi and Trimbly, are outcasts among their peers who think very little of the Gnomes and Elven woman. She was an eyewitness to the Siren’s Chest heading into the Shoals while being chased by The Devil’s Shadow. Molly is a kind and lonely soul. She is willing to help friendly players.
**Todger Jourr:** A surviving crewman of the Siren’s Chest. Todger and a few others have been captured by harpies. Todger is bold and brash, with a good head on his shoulders. He knew fighting the Serpend and the Pirates was a lost cause. Once she ship started sinking he led as man of the crew away as possible. Now it is just him and a few others.
**Captain Branley Ward**: Branley, is a fallen Aasimar and was born with a chip on his shoulder. While the majority of his kind become beacons of goodness, Branley took the opposite path. When the dreams and visions that were intended to inspire him and guide his path began he instead was tormented by them. The idea that he was destined for a path felt more like slavery than divine favor and so he turned quickly away from the light. He took up Piracy at a young age and his dark visage and fearful presence put him on the fast track to being a Captain. Branley is known for taking most any ship that comes into his path, even other Pirates should he feel it necessary. He isn’t merciless as long as those he engages are quick to raise the white flag. ## PRE-GAME The characters should likely know one another. If they do not then it is easy enough to make connections as there are quite a few adventurers in town who have arrived to hunt down the Siren’s Chest. If you are attempting trim time I recommend having one of the adventurers already be in possession of a boat. There should also be access to consumables that give them abilities to deal with the hazards a very watery environment presents.
Before this game begins there are a few things that need to be accomplished. First is to establish how the group relates to one another, and then establish which city they are starting off in.The starting city has no real bearing on the adventure other than how available certain adventuring commodities, such as potions and scrolls, would be. The Hammerstone Mining Corp out of Alchoneum, whom the cargo belongs to, is offering a 25% of value reward for all recovered cargo. Hidden among the ore is an Emerald the size of a melon. Its worth is easily in the tens of thousands. Although it is unrefined and easily missed by untrained eyes. This is the cargo the Hammerstone Corp is truly interested in recovering. Rumors have spread up and down the coast of the Siren’s Chest and where it went missing. These rumors and the promise of reward have created a frenzy of speculation and a rush of adventurers out into the Shoals. Some of whom should already have met tragic ends, but so far no one has seen the treasure ship. ## OPENING CUT-SCENE
"The Flag went up. Captain McGonagal knew what that flag meant. Surrender or be fired upon. He looked through the spyglass at the approaching vessel. There was no way to outrun the Pirate ship. They were carrying too much treasure. But maybe they could run, maybe hide... Problem is the only place they could possibly flee to was one of the most notorious places in the seas for bringing about the demise of those who traveled there."
\page
## ACT 01: Kargamon’s Maps This is an information gathering and preparation act. It really doesn’t matter which town the players start off in, they should engage in the following activities.
### EVENT: Player To Do List **Meet Henri:** Henri will be the main Quest giver for the adventure. He will offer them the standard 25% recovery fee for any cargo they are able to bring back.
**Equipment Shopping:** They should spend some time preparing for an adventure that will include some underwater activities.
**Information Hunting:** They should not head into the shoals all willy nilly. Many of those that have rushed off have not retuned. Potential sources include other adventurers, sailors, locals, ect…
**Get a Boat:** They need boats, two really, a small boat that can make landfall on the shoals and a larger boat to get them there. Many locals will be very resistant to selling their boats or services. This is by design as it will push them toward The Elf.
### **ABOUT:** The Siren’s Chest
The Siren’s Chest is a Clipper Class cargo ship captained by Nurak Shoresong, an experienced and trusted Goliath sailor and employed by the Hammerstone Mining Corp. The area is rich in minerals and often produces large gemstone yields which are carried by the Siren’s Chest to the capital for trade. The Siren’s Crest is a fast ship and typically can outrun trouble. She left Alchoneum almost two weeks ago and was due in port at Cetnovia within four days. It never arrived. Word of its loss spread quickly as she was heavily laden with precious metals and gemstones. Other vessels in the area reported no adverse weather, but that is no guarantee that a squall didn’t pop up. There was on possible sighting of the ship just past the Oburos Prison, but it cannot be confirmed. There are reports of Pirate Vessels in the area. Although there are always reports of Pirates. The trip around the Tristus Canticuma is known to be treacherous, and it is believed that the Siren’s Chest fell victim to one of the many dangers in the area. ### EVENT: The Elf “As you go about your business on the docks you notice an elegant ship coming into harbor. It is piloted by well muscled Elven Woman and crewed by two gnomes. You’ve watched many ships come and go from the harbor and it always draws a flurry of attention from the dock workers. No one rushes out to this ship. The woman steers the ship in and the gnomes moor it to the dock. They begin unloading barrels of fish, and again… no one moves to help her.”
Armolia Songwater (Molly “The Elf”) is a pleasant woman who captains the Crystal Wave with her two lady Gnome partners, Qimmi and Trimbly. The port work is almost exclusively male Humans with a sprinkling of Dwarves, and resent the ladies and their successes quite a bit. If approached politely she will give them them a first hand account of what she saw.
“We were out fishing the Shoals. The Harpies keep the other boats away, but their songs don’t bother me much so we fish those waters. We were just out of sight when we watched the Siren’s Chest sailing at top speed away from a larger ship flying a Jolly Roger. Looked like Branley Ward’s ship The Devil’s Shadow, but we stayed at a safe distance. Ward sinks fishing boats for laughs. If The Devil’s Shadow were chasing us I might put into the Shoals as well… maybe not… folks that go there don’t often return. That was over a week ago. Neither of those ships came back out… at least not in our sights.”
Molly can be recruited to take them back to the spot, she will not under any normal circumstances willingly take the Crystal Wave into the Shoals. Even though she is immune to the Harpies songs, the waters are too dangerous for larger vessels. If you want her to take the ship in then the characters have to get hostile with her or some external motivation should be provided.
## ACT 2: Trip to the Shoals Time for a boat trip and navigating the outer Shoals. The area around the shoals is always overcast and often rainy. It is not prone to storms but they do roll through from time to time. If a storm pops up, and ship captain will steer away from the Shoals, even if it means running into a storm. Captains would rather do that than get anywhere near the Shoals during bad weather. Once they get within a mile of the Shoals their captain will refuse to go any further. Unless they are sailing with Molly. She will take them much closer but not actually enter the area.
I recommend using the following tables. One for weather and one for Random Encounters. You should use the Weather table throughout the adventure. ### Weather Table (d20) - 1-2 Sunny and Calm - 3-4 Sunny and Windy - 5-8 Overcast and Calm - 9-15 Overcast and WIndy - 16-18 Rain - 19-20 Stormy ### Random Encounter Table 1 (d20) - 1-5 Dolphin or Whale Pod - 6-10 Trade Vessel - 11-13 Ship of Adventurers - 14-17 Ship Wreckage, Recent - 18-19 Sahuagin Attack - 20 Pirate Ship \page
## ACT 3: Sorrow Song Sirens The Characters will be dropped off by their transport and begin rowing into the actual shoals.
“As you row closer to shore the chop of the water builds. The swells of water reveal rocky outcroppings hidden just below the water. Ahead the sea is riddled with small islands covered with kelp and crawling with small sea creatures. Further ahead two sharp dark mountains just up on the horizon like the fangs of some beasts lower jaw.”
The shoals are filled with creatures that lure players to their deaths. There are large nests of harpies, some watery fey, and many undead. They should encounter some of these creatures along the path of their search. How many depends on you and the timeframe you’re running this in. There needs to be at least one encounter with Sea Harpies, where they will rescue some sailors from The Siren’s Chest who were being lardered by the Harpies.
**ENCOUNTER:** 8 Sea Harpies Sea Harpies are similar in many ways to a traditional harpy. They have a “Dirt Seagull” look about them and are a bit stronger. They can also dive into the water for cover and emerge nearby. They will use this tactic to pull characters out of vessels and separate them from their groups. These particular Harpies have captured at least one of the sailors from the Siren’s Chest, and are holding them in a cage up in the cliffs.
**EVENT:** Freeing Todger. Todger, and maybe a couple other sailors if you want, are being held in cages by the Harpies to be eaten later. They survived the wreck and the attack of the Siren Serpent and will tell the Players all about the ordeal if they are freed. They are weak and banged up from their ordeal, and so not in any real condition to travel back deeper into the Shoals. They will want to wait here for the players to return to recover and build a raft from the debris on the Harpies Island.
**TREASURE:** The Harpies will have some collected baubles in their nests from past adventurers whom they have snared. There would be lots of fish bones and humanoids. A successful “hard” search check would reveal signs of over twenty victims and their rusted and rotted gear. THey would be able to gather 200gp in jewelry and coins. They would also find a Scroll of Water Walking and Some Mariners Studded Leather.
Let me drop a few other pointers here. Remember to use the weather table, a storm while maneuvering a small boat through this area will be very dangerous. Crawing across the shoals or getting into the water in and of itself should be dangerous. There are many creatures in the seas that are poisonous and dangerous. Rip Tides, Kelp Forests, Jellyfish, Anomonees, Eels, etc… all can cause real problems real fast for players.
``` ``` ### Random Encounter Table 2 (d20) - 1-8 Lacedons - 9-10 Giant Crabs - 11-12 Eel Sirens - 13-14 Giant Octopus - 15-16 Banshee - 17-18 Scrags - 19 Sea Hags - 20 Vile Nerid
## ACT 4:Deal With the Devil This is going to be a decision making Act, and the place where the players will likely do something very unexpected. When they find the wreck of the Siren’s Chest it will quickly become obvious that getting to the treasure is not going to be a simple task. The ship is mostly submerged and there is a sea serpent hunting the water nearby. To make matters worse there is a Pirate Ship just on the other side of the area. It is trapped in a low tide pool, but there are still pirates on it.
“You come into view of the Siren’s Chest wreck. The ship has capsized and is mostly underwater. There is a large hole in the side of the vessel. And it appears it was ripped open from the outside by some creature. A creature that you get a glimpse of in the water surrounding the ship. You barely catch sight of it and aren’t quite sure what it is before it slips below the surface. And as if that wasn’t enough, you can see The Devil’s Shadow on the other side of the bay, it appears to be trapped in a tidal pool, for now… The tide is coming in and that will change the landscape substantially once it does.”
There are many ways this can go. The safest is to attempt to make a deal with the Pirates, but they may not want to out of fear of betrayal. Which is a real fear. Captain Ward will make a deal with them and help them kill the Serpent, but they will then turn on the players. If they attack the Serpent first they Pirates will wait the fight out and then attack the Players after the serpent is dead. They can attempt to sneak into the wreckage and loot the treasure. But that has it’s own problems as we will see in Act 5. ## ACT 5: The Siren Serpent This is an Act of Combat Encounters and the possibilities that they bring. I will start with the least complicated and move on from there. There is going to be a lot going on here, so prepare yourself for a large and hopefully dynamic combat.
**MAP:** The Siren's Lair
**ENCOUNTER:** Fighting the Pirates on their Ship (15 Pirates, 4 Pirate Veterans, 1 Captain Ward)
If negotiations go poorly or the players decide to eliminate the pirate threat they will fight them at their ship. The Pirates are mostly common bandits and will use their pistols and cannons against the players. They will not leave their ship and use it as cover. They will surrender if the battle is going poorly for them. \page
**ENCOUNTER:** Directly Attacking The Serpent (The Siren Serpent, 4 Aquatic Thralls, The Serpent summons 2 Thralls added each round)
The Siren Serpent is no mere beast. It is an intelligent creature that has several interesting attacks and has collected a number of thralls from aquatic beings. It will begin summoning them to the fight once the players engage. You can and should play the thralls as semi-classed individuals. Some can cast spells, others fight in melee quite well. Some of the Thralls will attempt to grapple the characters so that the Serpent can swallow or Enchant them.
**ENCOUNTER:** Sneaking into the Wreck (8 Thralls, The Serpent will attack after round 2 and will summon 1 Thrall every round)
If they sneak into the wreckage they can make it pretty far in. However the moment they begin disturbing the treasure they will attract the attention of the Thralls who will then attack them. The Serpent will begin bashing against the hull of the ship and break through at the start of round three. It will summon one new Thrall every round until it is killed. You can and should play the Thralls as semi-classed individuals. Some can cast spells, others fight in melee quite well. Some of the Thralls will attempt to grapple the characters so that the Serpent can swallow or Enchant them.
**ENCOUNTER:** Pirate Betrayal (15 Pirates, 4 Pirate Veterans, Captain Ward)
Once the Serpent is dead all the Pirates that are still alive will attempt to attack the players. They will default to the tactics described in _Fighting the Pirates on their Ship_. They will surrender if the battle is going poorly for them.
**ENCOUNTER:** Directly Attacking The Serpent with Pirate Help (The Siren Serpent, 4 Aquatic Thralls, The Serpent summons 2 Thralls added each round)
This scenario changes depending on the plan that the players and Pirates have worked out. The Pirates will suggest drawing the Serpent into range of the ship’s cannons. But they may cook something else up. You’re gonna have to just roll with whatever cockamamie plan they throw out there. This fight should flow very similar to _Directly Attacking The Serpent_ followed by _Pirate Betrayal_ ## ACT 6: Sunken Chests Time to loot the ship(s)! There are at least two ships worth looting here. The Siren’s Chest and The Devil’s Shadow. This would be a great place to put a ship graveyard, a collection of other vessels the Siren Serpent has lured in. I am only going to deal with the two ships central to the story and the lair treasure of the Serpent. If you would like to add more feel free! Also I have listed basic PHB gear for the Pirates, feel free to spice those up to be more pirate-y!
**REWARD: The Devil’s Shadow**
- The Ship itself is worth 10,000gp, but is damaged, it will take about four weeks to repair it by hand if they have the proper skills, less time if they spared some of the crew. - Basic cargo and belongings would be another 1200gp - Recently captured treasure worth another 1200gp.
- Most of the pirates have basic gear and trinkets. Leather Armor, Short Sword, and Hand Crossbow, and 2gp. - The Veteran Pirates would have a Rapier, Studded Leather, and Light Crossbow, plus 10gp - Captain Ward will have Two Fine Rapier’s (4x Cost), Exceptional Studded Leather (3 AC), and a Pirate’s Coat of Protection (Cloak of Protection), and a Heavy Crossbow, as well as 50gp
**REWARD: The Siren’s Chest**
Below the waves in the ruin of the Siren’s Chest the players can find a chest full of raw material containing gemstones, and several crates of valuable ores.
- This would be a total haul of 15,000gp worth of process material. In its current form it would sell for half. - Hidden among the ore is an Emerald the size of a melon. Its worth is easily in the tens of thousands. Although it is unrefined and easily missed by untrained eyes. This is the cargo the Hammerstone Corp is truly interested in. - There are bodies of drowned sailors and all of the other stuff one could find on a ship. You can make some rolls for the value of that on your own. - The only other thing of note would be a Buoy Stone that they may spot flating in the debris. A **Buoy Stone** is an enchanted stone that on command allows an attuned ship to sit higher in the water which helps speed it along, particularly when heavily laden.
**REWARD: The Serpent’s Hoard**
The Siren Serpent has collected some treasure in its bay.
- 4500gp in various coins - A Finely Made Bronze Crown, Gold bird cage with electrum filigree, Silver necklace with a gemstone pendant, Box of turquoise animal figurines - One of the figurines is an Owl Figurine of Wondrous Power - Potion of water breathing - Potion of greater healing
## CLOSING The players will have to decide how best to make it back to town. This is one of those moments as a DM where you weigh your time and whether or not more encounters or events play out as trivial or cumbersome. I usually fast track the players back. Ends the sessions on a high note. But you do you! They will have a few end game options pulling into port.
**EVENT:** Pirates! There are bounties out for dead Pirates. If they thought to take proof of kills they can collect these. 10gp per Pirate, and 300gp for Captain Ward. All in all the whole crew is worth 500gp. If they bring back The Devil’s Shadow that will count as enough to earn them half the Bounty. They can keep the ship but they do have to register it with a valid port authority. That will set them back 1000gp.
**EVENT:** The Hammerstone Mining Corp’s Cargo Maybe they turn this in, maybe they don’t. If they choose not to, they may have some legal trouble depending on prior agreements vs salvage rights.
**EVENT:** Settling up any outstanding debts with Molly. There is a chance they made some deals with Molly. She will need to be settled up with. She is also very interested in captaining The Shadow if the players need an experienced captain \page
# APPENDICES ## PLAYING AN A.O.G. ADVENTURE If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendicies. #### Homebrewed World First off, almost all my adventures are set in my Homebrew World of Taalist, particularly the Continent of Krenshad. Which the majority of has a very Gothic Art and Renaissance Period cultural feel to it. With some Greek and Middle Eastern CUltre from the same time period thrown in there for flavor. That said… Almost all of my Adventures can be easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it) can be accessed on our Discord for Patreon Members. #### The Lay Out I divide my adventures into “Acts”. An Act doesn’t necessarily reflect an amount of time, but more of an important series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over complicate simple matters and simplify the overly complex. #### Skill Check DCs I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean? So for reference the DC scale in 5E looks like this.... Very Easy DC5, Easy DC10, Medium DC 15, Hard DC 20, Very Hard DC 25, Nearly Impossible DC 30. When I list a DC I will tell you it is Hard. But Hard for one party may be easy for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality so if they get close they still accomplish their goal but there is a “but” to that success. An Example? Hard Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see but the guard you didn’t see heard something and is headed your way.” I think it adds more to the story that way. #### Search Checks I often reference Search Checks. What is a Search Check? When the players want to “search” something or for something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much easier. I got real tired of explaining to players who have been playing with me for years the difference between the two… just let them look for stuff! #### Opening Cutscene I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually really vague bits of information that give a glimpse into something that will maybe happen later, happened before the adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery. ``` ``` #### Setting, Background Info, and Hooks These portions can be used as you see fit. Each one is a little different, so it is hard for me to say how best to use them. Some will play better if you can get them into the hands of the players before the game. Others may have better influence when read just after the Cutscene. Some are really only relevant to moments in the story. But as in all things you do what is best for your game! That is always the way to go. #### Skill Challenges I use the idea of Skill Challenges a lot. What is that? It is an event in the game that isn’t quite an encounter and it isn’t a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to allow players to be creative in solving a problem. An example may help here. > - DM says “Your Boat is taking on water. What would you like to do?” > - Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so they fail. Too much water. > - Player 2 says “ wants to row harder with the crew to get us toward shore faster” They make an Athletics Check and roll an 18. So that is a success. > - Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the momentary reprieve allows a little drywork to happen and allow player 1 to reroll. > > *Stuff like this* \page
## EXPANDED LORE ### **Cetnovia**
**History:** A Small country in the South half of Krenahad bordering the Void Waters. The Cetnovians were originally refugees from the constant warring of the City States of the Kren Empire. Having no love of war they fled their home and settled across the sea in a land of lightly forested rolling hills. The Cetnovians enjoyed many centuries of relative peace advancing in the arts and agriculture. Although the country was almost destroyed when Hendruis The Black, a necromancer, created The Throne of Bones in the Southern Swamps and unleashed a plague of undeath on the country.
They were also dealt a major blow when shortly after the reunification of the Empire, when the Kren invaded them. Not caught fully unaware but woefully outnumbered the Cetnovian army and people were pushed back halfway through their country and would soon have succumbed to the vastly superior force of the Kren had not a series of major attacks from the Under-Kingdom forced the invaders to head home to defend their own lands. The Cetnovians quickly rebuilt and regrouped. They called to the Balinovians for aide and were answered. The Balinovians sent much of their navy to defend the weaker country to the south. The Cetnovians used advanced magics to strengthen the hulls of the Blainovian warships and when the Kren did return they were defeated before they ever made landfall.
The lands once again enjoyed a tense peace, but it did not last. The Kren have long eyed the fertile lands of the Cetnovians and when the Black Sunrise Cult drew the attention of the Balinovians away to the Northern Crater they once again invaded Cetnovia. Claiming the Throne of Bones in the south they used its power to create an army of undead and subjugated the people for the next five years.
They would likely have been in control for years to come if not for the actions of Deleran Callington and Pieter Bonniet's group of adventurers who wrestled the power of the throne away from the Kren and turned their own undead army against them. The remains of that army still roam the far southern swamps. For his bravery Callington was awarded Lordship of the Stolregard Barony, which he and his companions settled, founding the town of Deleran's Crossing. The guidance of the Callington's and the natural beauty of the Stolregards built the Barony into one of most idyllic places in Krenshad until the coming calamities isolated it.
During the War of the Pentad the Southern half of Cetnovia was pulled away into the Realms of Terror. Ocean water rushed into fill the void creating a massive Tidal wave that destroyed the central part of the nation separating Cetnovia from the Stolregard Barony. With most of their farmland washed away the Cetnoivans scrambled to recover. Under the leadership of King Gabriel Titanbrooke the Nation had almost fully recovered. Unfortunately The King of Worms managed to kill the King Titanbrooke and The Plague of Worms that followed left Cetnovia floundering for decades.
**Currently**: There is a general sense of lawlessness and banditry and thievery are as common as rain. It is currently held by Devoria Serrano The Red Breasted. A tyrant of no more than twenty five summers. Her skill in battle has become almost as legendary as are her bare breasts which she covers in the blood of those who have opposed her. She cares little for governing, but even less for challenges to her whims.
### **The Weave Drought** Forty years ago the rivers of magic went dry. No one knows why it happened, although there is great speculation that the Weave withdrew itself to prevent further abuses of its power. The disappearance of Magic caused havoc worldwide as many nations had built the foundations of their societies upon it. Some retained slivers of power, but rarely past rudimentary magics and cantrips. Even then the effort and skill required to cast such spell was great and extremely taxing to the caster. Practitioners of the magical arts whether they were Natural, Divine, or Arcane desperately sought a way to restore their powers. They captured and killed “magical” creatures conducting strange experiments designed to draw power from them. This was rarely successful, and instead drove many of these creatures into “extinction”. They also attempted to recycle the power in Magical items hoping to capture the essence within them. This was a more successful avenue, but even then the results were limited and temporary. What turned out to be most successful was the accepting of dark gifts from shadowy patrons. Hags and other fell beings seemed unaffected by the drought, and while at first they were hunted, they later were sought out so that they might bestow power on supplicants. And of course they did, but always at a high cost to those who came begging. The absence of magic gave rise to what is known as the Age of Red Steel. A time where Warlords brutally ruled the lands but the strength of their sword-arms.
But now, very recently, the power of the Weave has returned. Like a flood it washed over the lands, magical items, places, and creatures, long thought mundane, were now empowered, often in dangerous ways. The governments of the world have taken notice and have initiated a Magica Arms race of sorts. In many lands, those who can touch the Weave are taken captive and forced into the service of the ruling Warlord. In other places, they are assassinated by a nation’s rival in order to strip their enemies of the power they bring. Many casters go into hiding or gather around them an organization that values their skills and can offer them protection. Unfortunately a good many people who find they have power use it for selfish gains and end up causing much suffering for the common folk. And so those who can focus the Weave’s power are often treated with greater suspicion and often violent reactions. \page
# MAP: Cetnovia \page
# MAP: Random Shoal Map \page
# MAP: Sea Harpy Roost \page
# MAP: The Siren Serpent's Lair \page
## STAT BLOCKS ___ ___ >## Banshee >*Medium undead, chaotic evil* >___ >- **Armor Class** 12 >- **Hit Points** 58 (13d8) >- **Speed** 0 ft., fly 40 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (+2)|10 (+0)|12 (+1)|11 (+0)|17 (+3)| >___ >- **Saving Throws** Wis +2, Cha +5 >- **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** cold, necrotic, poison >- **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained >- **Senses** darkvision 60 ft., passive Perception 10 >- **Languages** Common, Elvish >- **Challenge** 4 (1,100 XP) >- **Proficiency Bonus** +2 >___ >***Detect Life.*** The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations. > >***Incorporeal Movement.*** The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. > >### Actions >***Corrupting Touch.*** *Melee Spell Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 12 (3d6 + 2) necrotic damage. > >***Horrifying Visage.*** Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours. > >***Wail (1/Day).*** The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. ___ ___ >## Eel Sirens >*Medium fey, chaotic neutral* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 31 (7d8) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|11 (+0)|15 (+2)|10 (+0)|18 (+4)| >___ >- **Skills** Persuasion +6, Sleight of Hand +5 >- **Damage Resistances** psychic >- **Damage Immunities** poison >- **Condition Immunities** charmed, frightened, poisoned >- **Senses** passive Perception 10 >- **Languages** Common, Sylvan >- **Challenge** 2 (450 XP) >- **Proficiency Bonus** +2 >___ >***Amphibious.*** The Siren can breathe air and water. > >***Innate Spellcasting.*** The Siren's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: > >At will: *minor illusion* >3/day: *phantasmal force*, *Charm Person* >1/day each: *Dominate Person* > > >***Invisible in Water.*** The Siren is invisible while fully immersed in water. > >***Magic Resistance.*** The Siren has advantage on saving throws against spells and other magical effects. > >### Actions >***Multiattack.*** The Siren makes two psychic touch attacks. > >***Psychic Touch.*** *Melee Spell Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) Necrotic damage. \page
___ ___ >## Lacedon >*Medium undead, chaotic evil* >___ >- **Armor Class** 12 >- **Hit Points** 22 (5d8) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|15 (+2)|10 (+0)|7 (-2)|10 (+0)|6 (-2)| >___ >- **Damage Immunities** poison >- **Condition Immunities** charmed, exhaustion, poisoned >- **Senses** darkvision 60 ft., passive Perception 10 >- **Languages** Common >- **Challenge** 1 (200 XP) >- **Proficiency Bonus** +2 >___ >### Actions >***Bite.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ___ ___ >## Huge Giant Crab >*Huge beast, unaligned* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 161 (14d12 + 70) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|15 (+2)|20 (+5)|1 (-5)|9 (-1)|3 (-4)| >___ >- **Skills** Stealth +5 >- **Condition Immunities** charmed, frightened, paralyzed >- **Senses** blindsight 30 ft., passive Perception 9 >- **Languages** — >- **Challenge** 8 (3,900 XP) >- **Proficiency Bonus** +3 >___ >***Amphibious.*** The crab can breathe air and water. > >***Banded Claw.*** On one of its claws, the crab wears a rune-covered copper band that makes it immune to being charmed, frightened, and paralyzed. The copper band is worthless as a treasure, as the magic is keyed to this crab. > >### Actions >***Claw.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 27 (4d10 + 5) bludgeoning damage, and the target is grappled, escape DC 14. The crab has two claws, each of which can grapple only one target. ___ ___ >## Vile Nerid >*Medium fey, chaotic Evil* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 120 (7d8) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|14 (+2)|15 (+2)|10 (+0)|18 (+4)| >___ >- **Skills** Persuasion +6, Sleight of Hand +5 >- **Damage Resistances** psychic >- **Damage Immunities** poison >- **Condition Immunities** charmed, frightened, poisoned >- **Senses** passive Perception 10 >- **Languages** Common, Sylvan >- **Challenge** 2 (450 XP) >- **Proficiency Bonus** +2 >___ >***Amphibious.*** The Nerid can breathe air and water. > >***Innate Spellcasting.*** The Nerid's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: > >At will: *minor illusion* >3/day: *phantasmal force* >1/day each: *fly*, *hypnotic pattern, Dominate Person* > > >***Invisible in Water.*** The Nerid is invisible while fully immersed in water. > >***Magic Resistance.*** The Nerid has advantage on saving throws against spells and other magical effects. > >### Actions >***Multiattack.*** The Nerid makes two psychic touch attacks. > >***Call of the Waves*** Once a Day the Nerid sings a hauntingly beautiful song heard above or below the waves, creatures that hear this melody must make a Chrisma Saving Throw (DC 15) or become charmed and move toward the Nerid. They can repeat this saving throw if they are put in harms way or attacked by the Nerid. Aquatic creatures and those at home on the sea (Sailors) have disadvantage against this ability. > >***Psychic Touch.*** *Melee Spell Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 18 (2d10 + 8) psychic damage. \page
___ ___ >## Giant Octopus >*Large beast, unaligned* >___ >- **Armor Class** 11 >- **Hit Points** 52 (8d10 + 8) >- **Speed** 10 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|13 (+1)|13 (+1)|4 (-3)|10 (+0)|4 (-3)| >___ >- **Skills** Perception +4, Stealth +5 >- **Senses** darkvision 60 ft., passive Perception 14 >- **Languages** — >- **Challenge** 1 (200 XP) >- **Proficiency Bonus** +2 >___ >***Hold Breath.*** While out of water, the octopus can hold its breath for 1 hour. > >***Underwater Camouflage.*** The octopus has advantage on Dexterity (Stealth) checks made while underwater. > >***Water Breathing.*** The octopus can breathe only underwater. > >### Actions >***Tentacles.*** *Melee Weapon Attack:* +5 to hit, reach 15 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. > >***Ink Cloud (Recharges after a Short or Long Rest).*** A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. ___ ___ >## Pirate >*Medium humanoid (any race), any non-lawful alignment* >___ >- **Armor Class** 12 (leather armor) >- **Hit Points** 11 (2d8 + 2) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+1)|12 (+1)|10 (+0)|10 (+0)|10 (+0)| >___ >- **Senses** passive Perception 10 >- **Languages** any one language (usually Common) >- **Challenge** 1/8 (25 XP) >- **Proficiency Bonus** +2 >___ >### Actions >***Short Sword.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage. > >***Hand Crossbow.*** *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 1) piercing damage. ___ ___ >## Pirate Veteran >*Medium humanoid Fallen Aasmair* >___ >- **Armor Class** 15 (studded leather armor) >- **Hit Points** 65 (10d8 + 20) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|16 (+3)|14 (+2)|14 (+2)|11 (+0)|14 (+2)| >___ >- **Saving Throws** Str +4, Dex +5, Wis +2 >- **Skills** Athletics +4, Deception +4 >- **Senses** passive Perception 10 >- **Languages** any two languages >- **Challenge** 2 (450 XP) >- **Proficiency Bonus** +2 >___ >### Actions >***Multiattack.*** The Pirate makes Two melee attacks: one with its scimitar and one with its dagger or Crossbow. Or the Pirate makes two ranged attacks with its daggers. > >***Long Sword.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage. > >***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage. > >***Ligth Crossbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. \page
___ ___ >## Pirate, Captain Ward >*Medium humanoid (Fallen Aasimir), Chaotic Neutral* >___ >- **Armor Class** 17 (studded leather armor) >- **Hit Points** 130 (14d8 + 70) >- **Speed** 30 ft. Fly 30 ft. Swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|18 (+4)|14 (+2)|14 (+2)|12 (+2)|14 (+2)| >___ >- **Saves** Str+5, Dex+6, Con+2, Int+2, Wis+3, Cha+3 >- **Skills** Athletics +4, Deception +4 >- **Senses** passive Perception 10, Darkvision >- **Languages** Common, Sylvan, Celestial, Infernal >- **Challenge** 8 (1000 XP) >- **Proficiency Bonus** +4 >___ >
>### Actions >***Multiattack.*** Ward makes Three attacks: Two with his main Rapier and one his offhand Rapier or Pistol. > >***Rapier.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 6) piercing damage. > >***Pistol*** *Ranged Weapon Attack:* +8 to hit, range 40/150 ft., one target. *Hit:* 9 (1d10 + 5) piercing damage. > >***Parry.*** Ward adds 5 to AC against one melee attack as a reaction. Ward must see the attacker. > >**Necrotic Shroud.** With an action unleash Necrotic energy, his eyes to turn into pools of darkness and two skeletal, ghostly, wings to sprout from his back. Other creatures he chooses within 10' that can see him must make a DC 14 Charisma save or become frightened until the end of his next turn. This lasts 1 minute or endeds as a bonus action. Once on each of his turns, Ward can deal 14 extra necrotic damage to one target when he deals damage to it with an attack or a spell. ___ ___ >## Sahuagin >*Medium humanoid (sahuagin), lawful evil* >___ >- **Armor Class** 12 (natural armor) >- **Hit Points** 22 (4d8 + 4) >- **Speed** 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|12 (+1)|12 (+1)|13 (+1)|9 (-1)| >___ >- **Skills** Perception +5 >- **Senses** darkvision 120 ft., passive Perception 15 >- **Languages** Sahuagin >- **Challenge** 1/2 (100 XP) >- **Proficiency Bonus** +2 >___ >***Blood Frenzy.*** It advantage on melee attack rolls against any creature that doesn't have all its hit points. > >***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. > >***Shark Telepathy.*** It magically command any shark within 120 feet of it, using a limited telepathy. > >### Actions >***Multiattack.*** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. > >***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage. ___ ___ >## Scrag >*Large giant, chaotic evil* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 84 (8d10 + 40) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|20 (+5)|7 (-2)|9 (-1)|7 (-2)| >___ >- **Skills** Perception +2 >- **Senses** darkvision 60 ft., passive Perception 12 >- **Languages** Giant >- **Challenge** 5 (1,800 XP) >- **Proficiency Bonus** +3 >___ >***Keen Smell.*** Advantage on Smell for Perception. > >***Regeneration.*** The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. > >### Actions >***Multiattack.*** The troll makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage. > >***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. \page
___ ___ >## Sea Hag >*Medium fey, chaotic evil* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 52 (7d8 + 21) >- **Speed** 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|16 (+3)|12 (+1)|12 (+1)|13 (+1)| >___ >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** Aquan, Common, Giant >- **Challenge** 2 (450 XP) or 4 (1,100 XP) if in a coven >- **Proficiency Bonus** +2 >- **Waterbreathing** >___ > >***Horrific Appearance.*** Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving. On a failed save, it is frightened for 1 minute. it can repeat the saving at the end of its turns, with disadvantage if the hag is in line of sight. If successful or the effect ends, the creature is immune to the effect for 24 hours. > >Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. > >### Actions >***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. > >***Death Glare.*** The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. > >***Illusory Appearance.*** The hag is covered by a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. >The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. ___ ___ >## The Siren Serpent >*Gargantuan monstrosity, Chaotic Neutral* >___ >- **Armor Class** 18 (natural armor) >- **Hit Points** 160 (15d10 + 45) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|18 (+4)|16 (+3)|16 (+3)|19 (+4)|18 (+4)| >___ >- **Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8 >- **Damage Immunities** poison >- **Condition Immunities** charmed, poisoned >- **Senses** darkvision 60 ft., passive Perception 14 >- **Languages** Celestial, Common >- **Challenge** 10 (5,900 XP) >- **Proficiency Bonus** +4 >___ > >### Actions >***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. *Hit:* 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. The Serpent follows a Bite Attack with a Swallow > >***Swallow.*** A creature of large or smaller size that is hit with a bite attack must make a follow up a DC 15 Dexterity Saving Throw or be swallowed. A Swallowed creature takes 4d6 Acid Damage at the start of their turn. > >***Spit Poison.*** *Ranged Weapon Attack:* +8 to hit, range 15/30 ft., one creature. *Hit:* The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. ___ ___ >## Siren Thrall >*Medium humanoid (merfolk), neutral* >___ >- **Armor Class** 11 >- **Hit Points** 11 (2d8 + 2) >- **Speed** 10 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|13 (+1)|12 (+1)|11 (+0)|11 (+0)|12 (+1)| >___ >- **Skills** Perception +2 >- **Senses** passive Perception 12 >- **Languages** Aquan, Common >- **Challenge** 1/8 (25 XP) >- **Proficiency Bonus** +2 >___ >***Amphibious.*** The Thrall can breathe air and water. > >### Actions >***Grapple*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage, and the target must make a DC 13 Athletics or Acrobatics check or become grappled. If Already Grappled the attack has advantage.