Curse of The Sea Witch: Tides of Fate Part Two
Curse of The Sea Witch: Tides of Fate Part Two
Curse of The Sea Witch: Tides of Fate Part Two
by James Patrick
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Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
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TIDES OF FATE: PART TWO Not for resale. Permission granted to print or photocopy this document for personal use only.
About the Adventure
Curse of the Sea Witch is part two in a five-part Magic Underwater
series of aquatic adventures called the Tides of
Fate. Each adventure in the series can be played as It may not be necessary to change the effect of most
a stand-alone story or combined to create a longer spells underwater. Ultimately, how a spell functions
campaign. underwater is up to you as the DM.
Curse of the Sea Witch is designed for four For example, you may decide that spells that
characters of second level. The adventure is deal lightening damage such as witch bolt deal
designed to run for three to six hours. The damage as if the target creature had vulnerability
adventure begins with the characters having to lightning damage. Spells such as charm person
an audience with a plane-traveling genie who is would in most cases, function as normal.
afflicted by a life-draining curse. Use your best judgment when deciding how spells
If the players complete Curse of the Sea Witch, the work underwater, but try to keep it simple, and rule
adventure can be concluded or continued in part in the favor of the player characters when the rules
three, Call From the Depths. allow for it.
Spellbooks Underwater
Overview
In many cases ancient books were created using
Part 1: Meeting the Raja. The characters meet
thin leather pages, called parchment rather than
with a genie who has been cursed and he requests
from traditional paper like books we think of today.
their aid.
In a fantasy setting a spellbook is often subjected
Part 2: Search for the Sea Witch. The characters
to minor enchantments and alchemical processes
search in a corrupted reef and discover stone ruins
that strengthen the book further against damage
resembling a village.
from unusual and unexpected circumstances.
Part 3: The Coral Caves. Clues in the village
How water affects a spellbook is up to you as
should point the characters towards a network of
the Dungeon Master. Although it does limit their
subterranean tunnels below the village.
usefulness, you can require the wizard to leave
Part 4: Showdown with a Hag. The characters
his or her spellbook behind to avoid damaging it.
locate the source of the genie’s curse. They must
Remind the player that they can simply return
defeat the hag or deal with her some other way to
to the Raja’s palace to long rest and prepare new
remove the curse.
spells if they wish. Don’t forget that once a wizard
has spells prepared they don’t need the spellbook
with them to cast those spells during the day!
Amphibious Player
Characters The Forgotten Realms
This aquatic adventure is designed to be playable Campaign Setting
with characters created using only the Dungeons This adventure and the rest of the adventures in
& Dragons 5th Edition core rulebooks. Characters the Tides of Fate series take place in The Forgotten
do not need swim speeds, underwater breathing, Realms, in a part of the ocean called The Trackless
or any other similar feature to be successful in Sea. If you are running your game in The Forgotten
these adventures, although it will make some of the Realms the characters will be lost at sea somewhere
encounters significantly easier. between Chult and the Sword Coast. If you would
This doesn’t mean you should disallow players to like to learn more about the Forgotten Realms
make amphibious characters. Allowing players to check out the sourcebook Sword Coast Adventurer’s
create amphibious characters is the purview of the Guide by Wizards of the Coast.
Dungeon Master. Many of the characters in this adventure are
from a place called The Elemental Plane of Water. If
Underwater Spellcasting you are unfamiliar with the elemental Planes, it is
Without the aid of magic, a creature can cast only recommended you review Chapter 2 of the Dungeon
spells without verbal components while completely Masters Guide before going further.
submerged in water. However, a creature affected
by any magic that allows underwater breathing,
such as a cap of underwater breathing, or the water
breathing spell is not subject to such restrictions
and can cast spells normally.
3 Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
Other Settings Hired by Godfrey
After the conclusion of their last adventure, the
If you are running this adventure in a different characters spend several weeks unable to find work
campaign setting or using it for your own game, or rumors of reward. One day, in a busy tavern,
feel free to change the names of the characters, they meet a stylish noble by the name of Godfrey.
locations, and whatever other bits you feel would He claims to be the friend and servant of a powerful
make it fit into your game. genie who is in desperate need of aid. With the
promise of action, valor, and great reward the
characters agree to at least hear the genie out.
Getting Started Godfrey uses a magic scroll to teleport the player
characters to Raja Ranbir’s palace, on an island
Prior to starting the adventure, it is recommended
in the middle of the ocean. The genie provides
that you talk to your group and let them know that
delicious food and exquisite rooms for the evening
this adventure (and the rest in the series) take
with the promise of a morning audience. Not yet
place in and around water. Encourage the players
known to the characters, Raja Ranbir is desperate
to prepare for combat in the sea, which may be
and unwilling to send the characters home until his
vastly different than what they are used to.
curse is removed.
As the DM, you should review the rules for
underwater combat found in Chapter 9 of the
Player’s Handbook and the section covering
unusual adventure environments in Chapter 5 of Background
the Dungeon Master’s Guide before starting this
In Curse of the Sea Witch the characters are hired
adventure.
by a water genie called Raja Ranbir. The Raja was
It is also recommended if you are creating new
cursed by a prisoner he was transporting to the
characters that you allow the players to spend any
Citadel of Ten Thousand Pearls.
gold their character received as part of character
The prisoner, a sea hag named Ethel
creation on weapons, armor, or adventuring gear
Bonechewer, managed to escape from the palace
listed in the Player’s Handbook.
and returned to her lair, an ancient underwater
Characters Involvement Hooks city in an area called the Tainted Reef.
The Raja is dying from the curse placed upon
If you played the prior adventure Tides of Fate, no him. His failed attempts at capturing Ethel himself
hooks are necessary. Simply run the adventure are tormenting him into a state of desperation. As
normally and the story will pick up where you a last hope effort, he has requested an audience
left off. The following hooks are intended for new with the characters and hopes he can sway the
characters, or for characters coming into Curse of adventurers into helping him remove the curse
the Sea Witch from a different campaign or setting. before it’s too late.
The first hook assumes your characters are at
sea, the second assumes they are on land. Use
A Decadent Palace
whichever you feel is more appropriate or feel free Raja Ranbir lives in a massive magical palace that
to create your own. rests on the highest peak of Eorvu Island. The
palace itself rests on the shell of a giant sea turtle
Shipwrecked named Eorvu. The Raja’s palace is exquisite and
The characters were guards on a merchant ship, beautiful, well suited to carrying Ranbir and his
that was lost at sea in a storm and subsequently followers across the Elemental Plane of Water.
sunk in the Trackless Sea. After being lost at sea The Raja’s followers are composed of various
for several days in a small lifeboat, the characters humanoid races, many from across the planes.
came upon an exotic tropical island with a large The palace also contains fifty water elementals
palace, atop its single mountain. The palace that act as the Raja’s royal guard. Some
was home to a powerful genie who welcomed the elementals stand guard in important places, while
characters and sheltered them overnight. others patrol the hallways and corridors.
They have befriended the water genie who is When the palace is submerged in water, Ranbir
called Raja Ranbir, and he has sheltered them up can choose for the rooms and hallways to stay
to this point but he is sick, and needs their help. filled with breathable air.
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Eorvu Island Important NPCs
Raja Ranbir’s palace sits atop a small tropical Statistics and roleplaying information regarding
island. Although it may not be immediately obvious, Raja Ranbir, Eorvu the Eternal One, or Godfrey can
the island itself is on the shell of a gargantuan sea be found in the previous adventure, Tides of Fate.
turtle called, Eorvu the Eternal One. Ethel Bonechewer
Eorvu was born on the Elemental Plane of Water
thousands of years ago. Somehow, magical plants Ethel is an ancient and powerful sea hag living in
that have inhabited his shell have caused him to the trackless sea, with her quasit, Den-den. She
have an unnaturally long lifespan, and he has is cold, calculating, ruthless, and evil to the core.
grown to unprecedented size. Eorvu is very close to She has been making excursions into the Elemental
Raja Ranbir, and happy to ferry the palace across Plane of Water to cause chaos while furthering her
the planes. various unscrupulous goals.
A map and description of Eorvu Island appear in Recently on one such excursion she was captured
the first adventure of this series Tides of Fate. by Raja Ranbir who intended to transfer her to the
Citadel of Ten Thousand Pearls for a planar trial in
The Tainted Reef the court of the marid. Unfortunately, shortly after
Ethel Bonechewer has made her lair in a broad, being captured, Ethel escaped and cursed Raja
shallow area of the ocean only 50-200 feet deep. Ranbir in the process. She then returned to her lair
Once vibrant and beautiful, the hag has used her in The Tainted Reef to plan her next move.
magic to slowly taint the entire reef with viscous Personality Trait: I offer generous terms in my
green slime that clings to rocks and floats in the deals, but twist the outcome to my own desires.
water. Ideal: Independence. I neither require nor want
a coven. I have my own plans. (Evil)
The Ocean Village
Bond: My lair holds everything that is important
The reef contains an underwater village that was to me. Trespassers must be punished.
once home to a small group of proud sea elves. Flaw: I can’t resist flirting with a handsome man.
Using all the tools at her disposal, Ethel harassed
the village until the sea elves were forced to Iazad the Black Dragon
abandon their home. The sea elves fled through the Another creature calls the Tainted Reef home - a
vortex: an elemental portal to the Plane of Water, black dragon wyrmling named Iazad. Recently
located in the caverns beneath the village. hatched from an egg in Ethel Bonechewers home,
After driving the sea elves away, Ethel began Iazad now refers to the hag as its mother. Ethel
exploring the village and uncovering its secrets. She is raising the wyrmling dragon hoping to make it
used her weird magic to enlarge and transform a a powerful ally one day. Iazad is vicious and self-
regular sea anemone into a functional home that centered but naturally curious.
now sits in the town square.
Personality Trait: I get bitter if I’m not the center
of attention.
Ideal: Might. If I become strong, I can take what I
want – what I deserve. (Evil)
Bond: Everything I do is for mother.
Flaw: I am never satisfied with what I am first
given, I always want more.
5 Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
Curse of the and we were able to capture her. However, she is
crafty and managed to escape.”
What are the barnacles all over your body?
Sea Witch “The curse of the sea witch! A weird and terrible
magic she has inflicted upon me. It corrupts my
When the session begins read the following out loud
skin turning me hideous, causing a great deal of
to the players:
pain and… weakness.”
This incredible palace is an open-air maze of pristine
Where is Ethel now? “When she escaped the
Plane of Water we were able to track her here, to
white marble inlaid with gold. The walls contain
this shallow stretch of ocean below the island,
intricate carvings depicting various sea creatures and
however the area below is corrupted and full of
magical events. The sprawling complex is also a gallery slime. It has made finding her lair difficult. I have
of waterfalls and pools that glisten with blue light. sent some of my merfolk to explore the reef and to
Humanoids of various races, many that you recognize and find her, but none have returned.”
some that you don’t, move hastily around the halls and How can we remove the curse? “Only the hag
tend to your every need. Large creatures made of living, knows for certain. If you cannot persuade her to
moving, water guard the doors and patrol the hallways. tell you, simply killing her will do. Even if the curse
Eventually, several well-dressed servants arrive and greet remains, I would be satisfied knowing Ethel had
you, then escort you through the complex to an elaborate met her end.”
dining hall. The table here is set with an impressive Why should we help you? “I am quite wealthy
selection of sea food and tropical fruit that looks fresh
as you can see. If you return with proof of your
success I will bestow upon each of you a black
and delicious. Seated at the far end of the table, upon a
pearl, which I understand your kind finds quite
huge red pillow is an eighteen-foot-tall humanoid-shaped
valuable. You also may keep anything which you
figure. It has blue-green skin that is mostly composed of find in the possession of Ethel. I simply wish to see
small fish-like scales. Its face has glossy eyes and finned an end to this curse.”
ears. The creature has white hair that is pulled back into
Development. The characters will likely accept
a knotted pony tail and adorned with colorful sea shells.
the Rajas request. However if they wish to haggle
The massive being wears a luxurious sapphire vest and
the Raja is in a desperate position and willing
a turban of unmistakable quality. The fabrics seem to negotiate up to a point. He is willing to offer a
to ripple and move as if submerged in shallow waves. powerful magic item, called an elemental gem. The
Standing next to the creature is Godfrey, the servant emerald elemental gem can be used to conjure a
who first welcomed you to the palace. As you move into water elemental if the need arises. If the rewards
the room he shouts “Heroes! It is my great honor to are not enough to drive the characters to action,
welcome you to the court of Raja Ranbir! The Raja wishes the Raja, being a fickle marid, resorts to threats-
you make yourselves comfortable before beginning his swearing never to return them to land if they refuse
proposition. Please, enjoy The Raja’s food and drink, if to aid him.
you desire.” Creatures. Raja Ranbir is a marid suffering
from four levels of exhaustion that cannot be cured
except by removal of his curse. The Raja is too weak
Raja Ranbir will listen quietly as Godfrey introduces
to defend himself effectively and will not attack
him and give the characters a moment to get
the characters, or flee, even if attacked. Instead,
situated at the table (unless they choose to stand)
the Raja takes the dodge action each round in
before thanking them for coming before him.
combat. However, if combat erupts here, four water
The Raja will tell the characters the story of
elementals storm into the room on the first round
the terrible curse that has befallen him at the
of combat. The water elementals defend Raja Ranbir
hands of Ethel Bonechewer (see the section titled
at all costs, the elementals fight to the death.
“Background”). Ranbir then asks the characters to
Godfrey does not participate in combat, instead
find Ethel and destroy her, hopefully breaking the
he flees or dodges if able. If you need statistics for
curse before its too late.
Godfrey use the deep stalker from Volo’s Guide to
He will answer any questions the characters have
Monsters from Wizards of the Coast.
as best he can, and can give them the following
Underwater Breathing. Once the characters agree
information:
to locate Ethel Bonechewer and try to remove the
Who is Ethel Bonechewer? “Ethel is a powerful curse, Raja Ranbir uses what little of his strength
sea hag who was corrupting large sections of the he can muster to cast the spell water breathing on
Plane of Water. My people caught her by surprise the characters with his innate spellcasting feature.
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Into the Sea An Undersea Village
When the characters finish their audience with the When the characters reach the undersea village
Raja and prepared to leave read the following: read the following:
You make your way to the entrance of the castle where As you make your way through the mountains and
Godfrey stands waiting for you. The man escorts you valleys of corrupted coral, you come upon something
down the pristine white steps of the palace into a unexpected. A quaint village of small stony structures
beautiful tropical garden. A sandy path twists and turns rests at the bottom of the ocean. Several buildings of
from the garden down the mountainside to the ocean. various sizes and shapes are neatly arranged around a
As you approach the water, a pleasant breeze blows in single stone tower. Most of the structures are crumbling,
from the ocean as if the sea itself were welcoming you to and all but one is covered in the sludge and grime
it. Godfrey wishes you luck and turns to begin his walk common to the rest of the reef. In the center of the village
back up the sandy trail to the castle. is a gigantic sea anemone, its tentacles dancing gently
in the currents.
Godfrey leaves the characters on the sandy beach
at the edge of Eorvu Island. The characters will have to decide how to approach
When the characters are ready, they can dive into the village. They may attempt to swim above the
the water and begin searching The Tainted Reef. village and select a part to explore, or they may
approach low from one direction and try to use
Approaching the Tainted Reef the buildings to approach without being seen. Let
When the characters enter the water read the the characters be creative in how they approach
following: exploring the village.
Appendix C contains maps that show the layout
As you descend to the ocean floor you are engulfed in a of the undersea village. The sections that follow
thick cloud of colorful sea life. For a few moments you describe locations on that map.
cannot see beyond the abundance of tiny fish that swim
all around you. When you finally exit from the school of
fish a vast chromatic reef sprawls before you. The vivid
colorful coral mountains are splotched here and there
with dull murky slime. Clumpy strands of disgusting
green-black ooze float here and there, moving gently
with the oceans current.
7 Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
Optional Encounter: Iazad the Dragon
LOCATIONS IN THE This encounter can occur anywhere in the undersea
UNDERSEA VILLAGE village except the temple (area 6). If the characters
attempt to take a rest anywhere in the village use this
encounter. Alternatively, if it looks like the characters
1. Sea Anemone House are proceeding too quickly through the adventure you
can use Iazad any time before they reach the coral
When the characters approach the center of town caves.
read the following: Ethel Bonechewer has recently hatched a black
dragon wyrmling named Iazad. She is raising the
Ahead of you is a massive sea anemone. The creature wyrmling in The Tainted Reef where he has free run of
is chromatic and beautiful, but possesses millions of the entire reef. Iazad can speak Common and Draconic.
tentacles that flow peacefully with the current of the When the characters first arrive at the undersea
village Iazad is out exploring the far corners of the
water. Aside from being by far the largest of its kind
reef. If the characters are resting the wyrmling
that you have ever seen, it also has the peculiar trait returns during their rest. If Iazad sees any signs of a
of featuring a rotting wooden door at its base. A large disturbance he investigates. Otherwise, he enters the
muscled sea-monster stands guard. sea anemone house (area 1).
Development. Initially, Iazad is indifferent toward
the characters and mostly curious about them.
The sea anemone is an organic underwater home However, if they declare their intent is to kill Ethel
that Ethel Bonechewer created to serve as her lair. Bonechewer, or if they show him any disrespect, Iazad
Creature. Guarding the door of the sea anemone immediately becomes hostile and attacks.
is a merrow. The merrow is one of Ethel’s brutes If reduced below half his total hit points, Iazad
and is hostile to any unexpected intruders. If attempts to flee. If Iazad flees, or if the characters
combat breaks out here, the merrow guarding the persuade him not to fight them, he returns to Ethel at
temple detects trouble and arrives in 3 rounds to the planar vortex and tells her what he has seen. To
investigate. reach the coral caves, Iazad uses the secret passage
in the mausoleum (area 5). After delivering his
Stinging Tentacles. Any creature other than
information Iazad waits in The Underwater Island (area
Ethel that comes within 5 feet of any section 9).
other than the doorway is stung by the tentacles. Pacing. The encounter with Iazad is meant to
A creature stung by the sea anemone houses’ help the DM control the flow of the game. He can be
tentacles must succeed on a DC 15 Constitution removed from the adventure completely or moved
saving throw or take 14 (4d6) poison damage. On a somewhere more convenient. If you do use Iazad, make
successful save a creature takes half damage. If the sure you track his hit points in case the characters
poison damage reduces a creature to 0 hit points encounter him again later (see area 9).
the creature instead is reduced to 1 hit point and is
poisoned for 1 hour and is paralyzed while poisoned
this way.
The altar has broken shards of an egg shell
1a. Arcane Workshop scattered across it. With a successful DC 12
Intelligence check, a creature can determine the
When the characters enter the house read the
broken shell is from a black dragon egg.
following:
Creature. The chest in the corner of the room
As you enter this room, the door swings closed behind is a mimic that Ethel refers to as ‘Chomps.’ Ethel
keeps the mimic as a pet to guard her lair against
you. Small pores on the walls quickly begin to drain the
potential thieves. Chomps has the amphibious trait,
water from the room, the walls themselves quivering in
described below.
an unsettling way. This semicircular room has a small
Amphibious. The mimic can breathe air and
altar of some sort to your right. Skulls and bones hung water.
from string dangle from the ceiling of the small chamber. Secret Door. The bookshelf is a secret door that
To the left sits a black cauldron. Directly ahead is a can be detected with a successful DC 12 Wisdom
bookshelf constructed from soggy driftwood. In the far (Perception) check. A creature who investigates the
corner, between the bookshelf and the altar, is a large bookshelf and succeeds on a DC 11 Intelligence
chest. (Investigation) check will notice that one of the
books titled “Temple of the Shark God” is a fake and
will open the secret door when pulled.
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1b. Sea Hags Bedroom 3. Overgrown Garden
If a creature pulls the “Temple of the Shark God” This undersea garden looks as if it has not been
book the bookshelf slides open revealing a secret tended in quite some time. Rows upon rows of kelp
room. Read the following: now grow in large unruly strands.
Creatures. Hiding under the silt and dirt near
As you pull the book back there is an audible click, the middle of the garden is a giant crab that
and the bookshelf suddenly slides to the side to reveal has buried itself in the mud with its babies. If a
another small room. Inside the secret chamber is a slimy creature searches the garden the crab rises from
bed covered in algae, a ram-shackled cabinet and a table the dirt and attacks. In the second turn of combat
made from the huge skull of a whale. On the table are a swarm of crabs crawls up out of the hole the
the fossilized jaws of a small shark. giant crab created and attacks the nearest creature
other than the giant crab. The giant crab fights to
the death to defend its young.
This is where Ethel Bonechewer sleeps and stores
her more precious belongings. The shark jaws glow
Treasure. Sticking out of the dirt at the bottom
of the hole created by the giant crab is a robed
with an aura of transmutation magic if viewed with
skeleton that wears a shiny key on a slender chain
a detect magic spell.
around its neck. The key opens the secret door in
Development. The shark jaws are magically
the Wizards Tower (area 7a). The skeleton clutches
animated by Ethel’s weird magic and she uses
a dirty Enduring Spellbook (see Appendix B: Items).
it as a journal to record things she might forget.
This particular spellbook once belonged to the sea
When picked up and held by a creature the shark
elf wizard Shanairla Selevarun, and contains the
jaws become animated and speak in common. The
following spells: Alarm, Charm Person, Comprehend
magic that animates the jaws does not grant true
Languages, Detect Magic, Mage Armor, Protection
sentience, and the jaws will disperse information
from Evil and Good, Sleep, Arcane Lock, Tongues,
freely to anyone who asks if it knows the answer to
and Water Breathing.
their question.
The shark jaws know Ethel is currently in the
coral cave and can describe the entrance located in
the mausoleum along with the password to open
the secret door, which is “Whitewave” spoken out
loud in Common.
Treasure. The cabinet contains the following
items: 3 healing potions, a vial of anti-toxin, a vial
of acid, an alchemy kit, a herbalism kit, a healer’s
kit, a spell scroll of cure wounds, and a spell scroll of
speak with animals.
Deep Sashelas
2. Crumbling Statue
Also known as “Lord of the Undersea” and “the Dolphin
A crumbling, defaced statue covered in slime. A Prince.” Deep Sashelas is an elven deity of the ocean,
successful DC 15 Intelligence (History) check will sea elves, and knowledge. Deep Sashelas is credited
reveal the statue to be of the sea elf deity, Deep with gifting onto the sea elves the ability to live and
Sashelas. Repairing the statue, such as with the breathe underwater. He was a key figure in the
mending spell, reduces the DC of the check by 5. reshapring of reefs, islands, and volcanos in the ocean.
Deep Sashelas was the companion of the dolphin
goddess Trishina, which is the reason why sea elves
and dolphins tend to form cooperative relationships
frequently.
9 Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
4. Ruined Sea-Elf Houses 4d. Ancient Abbey
Several small houses lay in crumbling ruins. This ancient stone ruin once functioned as a living
Schools of tiny fish swim in and out of the broken space for the acolytes of the village temple. A search
stone roofs, walls and archways. of the interior will turn up several broken relics,
ornamental necklaces and idols of a religious
4a. Slimey House nature scattered around the room. The combined
This is a crumbling building that once served as value of the holy relics here is 100 gp. Apart from
shelter for several families of sea elves. It is now the relics, a large tome sits on an altar still perfectly
crumbling in on itself, and most of the roof has intact and untouched by corruption.
fallen into the building itself, covering the floor in Creatures. Two lightning-jellyfish float
debris. peacefully around this dark room. If a creature
Creature. An octopus lay in hiding under some comes within 5 feet of a lightning-jellyfish it will
rocky debris, waiting for a convenient meal. If attack, otherwise the jellyfish are indifferent to
the creatures search the debris, the octopus is creatures in the room.
startled and attacks. If the octopus is attacked by Holy Relics. The relics here depict dolphins,
a creature, it uses its Ink Cloud at the beginning of elves, and various other sea life. A character who
its next turn and then uses Dash as a bonus action succeeds on a DC 15 Intelligence (Religion) check
to attempt to flee. will be able to determine these items were using in
worship of Deep Sashelas.
4b. Artistic House Trap. The altar contains a mechanical trigger
An ancient, crumbling dwelling. Large barnacles linked to a hidden trap nearby.
and mossy kelp cling to broken statues and busts With a successful DC 15 Wisdom (Perception)
that decorate the walls and lay on the floor here. check, a character can spot the tiny holes in the
Ancient Art. A character may wish to identify eyes of a nearby dolphin statue. With a successful
the statues in this room. A successful DC 15 DC 11 Intelligence (Investigation) check, a character
Intelligence (History) check will reveal the elven can determine that the Holy Tome on the altar
style of the carvings, but the statues features are contains some sort of turn-mechanism trigger.
too badly eroded to be certain. Wedging some ball bearings, cloth, or a similar
Treasure. A character searching inside the object into the dart tube prevents the trap from
building thoroughly can attempt a DC 13 activating.
Intelligence (Investigation) check. Separate searches The back of the holy tome has a groove of a
of the area recover one of the following items on dolphin that fits into an identical protrusion on
each successful check. A statuette of a dolphin the top of the altar. Removing the book from the
carved from seashell (worth 25 gp) or a statuette of altar without first turning the book a quarter turn
a whale carved from whalebone (worth 150 gp). to the right, triggers the trap, releasing 3 darts.
Each dart makes a ranged attack with a +6 bonus
4c. Crumbling House against a random target within 10 feet of the altar
This building is caked with slick green-black slime. (vision is irrelevant for this attack roll). (If there are
A bright orange starfish clings to the doorway. The no targets in the area, the darts don’t hit anything.)
room inside is dark. A target that is hit takes 2 (1d4) piercing damage
Creatures. Attached to the entryway is a bright and must succeed on a DC 15 Constitution saving
orange starfish. For the starfish, use the statistics throw, taking 5 (1d10) poison damage on a failed
of an octopus but remove the “Ink Cloud” action. save, or half as much damage on a successess.
The starfish is indifferent to other creatures. Inside The Holy Tome. The book details the religious
this building are three quippers that swim in slow rites and rituals of the sea elves who once lived
circles. The quippers attack any creature that here, and worshiped Deep Sashelas. The book
enters the house. appears to have been magically preserved. If
Treasure. A thorough search of this home will a character searches the book for at least one
yield (1d4) pieces of jewelry worth 25 gp each. The hour, they discover the presence of a hidden door
rings, bracelets and baubles resemble dolphins, in the temple, along with the method to open
whales, crabs, and other ocean life inlaid with tiny it. A character searching specifically for such
pearls. Separate searches may yield additional information can accomplish the task more quickly,
treasure. However after 8 pieces of jewelry have and discovers the secret in just 5 minutes of
been recovered nothing else can be found. searching the book. The hidden door in the temple
can be opened by pulling all four secret levers at
once.
TIDES OF FATE: PART TWO Not for resale. Permission granted to print or photocopy this document for personal use only. 10
5. Large Mausoleum 6. Temple
When a character enters the large mausoleum for When the characters approach this building read
the first time read the following: the following:
Multiple sarcophagi line the walls on either side of this This building is strangely untainted by the slime and
dark and dreary tomb. On the opposite end of the room foul magic corrupting the reef.
a small well opens up in the floor. The well resembles a
decorative fountain with a stone fish affixed to the wall The remaining power of Deep Sashelas has
dipicted as leaping into it. The fish has pearls for eyes. preventing the building from being affected by the
foul curse poisoning the village.
This is the path Ethel Bonechewer uses to travel to Creatures. A merrow guards the entrance to
and from the coral caves below the village. this building unless it has left to reinforce the Sea
Creatures. Several sea elves are entombed here, Anemone House (area 1).
and Ethel has used her weird magic to corrupt 6a. The Shrine
their essences. If a creature other than Ethel enters
this building, the tortured spirits of two sea elves When the characters enter this building read the
emerge from their sarcophagus as two specters following:
and attack trespassers. Specters fight to the death
This beautiful shrine is pristine despite the evidence of
but do not leave the mausoleum. If there are no
decay ever-present in the rest of the reef. Inside, you find
creatures remaining in the mausoleum the specters
fade away and return to their sarcophagus. They an open hall flanked on either side by a row of pillars.
do not recover hit points. In life, the sea elves spoke Each pillar contains a leaping fish statue. The fish are
Elvish and Aquan. ornately carved and look almost lifelike. At the far end
Secret Door. The well at the far end of the room of the building atop a raised dais is a small shrine is
is a secret passageway that leads to the coral caves illuminated by some small glowing crystals at its base.
below. A character can detect the secret passage
with a successful DC 16 Wisdom (Perception) check If the characters attempt to rest inside the temple,
which will reveal water flowing up from the edges they do so safely.
of the bottom of the well. The trigger for the well is Secret Door. The shrine at the far end of the
a password that Ethel was able to recover from one room is a secret passageway. A character can detect
of the dead sea elves. She recorded the password in the presence of a secret door with a successful
her journal (see area 1b.) DC 16 Wisdom (Perception) check. The door can
Treasure. If a creature takes the time to pry the be opened by pulling all four of the fish statues at
pearl eyes from the fish statue each one is worth 25 once, which is detailed within the Sea Elves Holy
gp. Tome (see area 4d). Creatures who pass through the
secret door go through a narrow tunnel and emerge
in area 8.
11 Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
7. Wizards’ Tower 7b. Second Floor
This section of the tower seems stable, but many
When the characters approach this crumbling
small sections have fallen away or been broken
tower read the following:
away by falling debris from the floor above it. In the
This ancient tower looks extremely unstable. Through middle of the room is a stone altar with an ornate
and beautiful short bow resting on it.
the large missing portions of wall, you can see two floors
Treasure. The weapon found here is Sharkbane
remain intact. A large eel peeks out at you before darting
(See appendix B: Magic Items).
out into open water.
7c. Third Floor
This crumbling wizards’ tower is three stories tall. This section of the tower is the most unstable and
However gaping holes in the floor, ceiling, and walls looks as if parts of it may fall away at any moment.
allow unfettered access from one level to the next Creature. The ghost of a sea-elf wizard named
easily. Shanairla Selevarun haunts this level of the tower.
Creatures. A swarm of quippers swims through She speaks Common, Elvish, and Aquan. When a
all three layers of the tower. If anyone enters the strange curse befell the town, she stayed behind
tower the swarm merges together on whichever while the other villagers evacuated. Shanairla
floor they entered and attacks the nearest creature. believes that defeating Ethel will release her from
The swarm fights to the death and pursues her unfinished business. The ghost is initially
creatures who flee from the tower. friendly to characters who enter the third floor and
7a. First Floor will appear before them to request their aid against
the hag.
This floor seems to be the most well-preserved part Development. Shanairla Selevarun had hoped to
of the tower. Several stone workbenches around the find a cure for The Tainted Reef when she was alive.
room are covered in debris that appears to have However, she was unable to discover the source of
fallen from the levels above. Against one wall is a the corruption before she died. Now she haunts this
shallow well with a pearl-eyed fish depicted diving section of the tower, unable to leave.
from the wall down into the well. The ghost has encountered Ethel several times,
Secret Door. The well at the far end of the room and the hag has attempted to banish the ghost
is a secret passageway. In the fish’s mouth is a key repeatedly with no success. Ethel simply avoids the
hole that controls the mechanism. The mechanism tower for now, until she can find a way to dispose of
is also protected with an arcane lock, placed here the pesky ghost.
by the village’s wizard. The Dexterity check to Shanairla knows much about the underwater
bypass the magical lock using thieves’ tools is village and has been watching Ethel’s movements
30. Suppressing the magical lock somehow, as if from atop her tower. She can clue the characters in
with the knock spell, reduces the DC by 10 for 10 to the presence of the secret door in the first floor
minutes. of her tower. She lost the key when she died and
Treasure. If a creature takes the time to pry the will request the characters retrieve it and use it to
pearl eyes from the fish statue each one is worth locate and defeat Ethel Bonechewer. The key can be
25 gp. Among the ruins and rubble there are three found in the overgrown garden (area 3).
intact Enduring Spellbooks (see appendix B: Magic Treasure. Among the rubble are two intact
Items). The spellbooks found here are blank. Enduring Spellbooks (see Appendix B: Magic Items)
The spellbooks found here are blank.
TIDES OF FATE: PART TWO Not for resale. Permission granted to print or photocopy this document for personal use only. 12
Locations in The Coral
Caves
After swimming down the tunnel in areas 5, 6, or 7 9. Underwater Island
the characters emerge in one of the caves marked
When the characters enter this cavern read the
area 8 on the map.
following:
8. Coral Cave
This massive cavern is lit by crystals that hang from the
When the characters approach area 8 read the ceiling which is far above the water. In the center of the
following: cave, a small sandy hill rises from the water. A stone
statue at center of the island rises nearly to the roof of
As you swim down into the darkness, you see lights the grand cave. The statue resembles an elf with webbed
glowing in some sort of chamber below you. As you hands and feet, its mouth agape. A waterfall rushes out
draw closer you discover the opening to a cave made of of the statues mouth and crashes into the still water
beautiful chromatic coral. The coral has glowing crystals below. Standing atop the statue are four shadowy
jutting from the surface here and there providing a dim humanoid figures.
colorful light in this small cave.
The cavern is roughly 100 feet high at the center
A single narrow passage leads away from this and curves downward at the edges. The walls of
chamber. the cave are jagged and slippery making climbing
8a. Coral Tunnels nearly impossible.
In the center island stands a statue carved by the
These tunnels colors are enhanced by beautiful sea elves, from a natural stone formation that held
crystals that grow out of the coral. The crystals, put an elemental vortex. Atop the statue is a swirling
here by the sea elves, pulse with blue, purple, and vortex of pure elemental water. The vortex, which
orange, light. The light is dim light. leads to the Elemental Plane of Water, erupts with
Creatures. Each passage contains four merfolk water which flows down through a hidden passage
zombie that guards the passage. The merfolk and out of the statues mouth.
once served Raja Ranbir, and still wear the ornate Creature. If Iazad is alive (refer to the sidebar
flowing garbs common among his followers. He “Optional Encounter: Iazad the Dragon”), the black
sent the merfolk as messengers to try and convince dragon wyrmling is here. If the dragon sees the
Ethel to remove the curse, but none returned. Ethel characters approaching he will threaten them to go
killed all of them, and reanimated their bodies with no further or face consequences. If he was forced to
her weird magic. The zombies attack any creatures flee from the characters previously they may be able
other than Ethel and her minions. to convince Iazad to abandon the hag and flee the
caves with some creative role play and a successful
Charisma (Intimidation) check DC 17. Otherwise,
Coral Caves: General Features Iazad calls out to “Mother” warning her of intruders
before attacking the characters.
The coral caves below the village have the following
features unless stated otherwise. Climbing. The statue is covered in handholds
Glowing Crystals. The walls and ceiling of the cave which allow easy climbing. A creature can climb
are covered in glowing crystals planted here by the sea at half their movement speed if they succeed on a
elves before they fled their city. The crystals bathe the DC 10 Strength (Athletics) check. A creature with a
entire area in a dim-light. Some of the smaller crystals climb speed does not need to succeed on a check to
can be broken off as an action and held in a one hand climb at full speed. The statue is 60 feet high and
to provide light like that of a torch. will take most creatures without a climb speed 4
Cold Water. The water deep in these caves is not rounds to reach the top.
warmed by sunlight and is much colder than the water
on the surface. A creature cannot successfully short
or long rest here, unless the creature has resistance or
immunity to cold.
13 Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
9a. The Elemental Vortex
When the characters reach the top of the statue
read the following: Entering the Elemental Vortex
The vortex to the Elemental Plane of Water is a
Atop the statue stands a large pool that churns violently.
churning chaotic whirlpool. It is possible for the player
The water that rushes out of the turbulent vortex characters to travel through the vortex. What’s beyond
splashes into a small aqueduct and rushes through part the vortex is beyond the scope of this adventure.
of the statue. It forms a waterfall that flows from the The vortex might be one way, meaning any character
statue’s mouth and crashes into the placid water below. passing through the vortex will have to find another
way home. The vortex could be in an inhabited sea elf
Standing near the watery vortex is a decrepit looking
city, or in the lair of some powerful aquatic creature.
woman, she is speaking in a strange language to three You can read more about the Plane of Water in the
green-skinned monsters with shark-like features. Dungeon Masters Guide.
TIDES OF FATE: PART TWO Not for resale. Permission granted to print or photocopy this document for personal use only. 14
Returning to the Palace
When the characters return to the palace after
encountering Ethel Bonechewer, read the following:
You return to the palace and are escorted quickly to the Conclusion
great genie’s chambers. When you arrive, Raja Ranbir
The characters have encountered the legendary sea
sits before you looking at you expectantly. “Well, have
hag, Ethel Bonechewer, and lived. As the adventure
you done it? Tell me, is the sea-witch no more?” He asks ends read the following:
excitedly.
After removing the curse from Raja Ranbir, you depart
Raja Ranbir will respond differently depending on with Godfrey to return to land. He brings you to the edge
how the party dealt with Ethel Bonechewer. of the island where a strange vessel awaits you. Several
The characters are victorious dolphins have been harnessed together in a row not
unlike draft horses. The reins connect to what appears
With Ethel Bonechewer dead, the curse fades away
to be a small wooden boat. Along the bow and aft of the
from Raja Ranbir and his followers in 24 hours. The
tiny vessel, beautiful intricate carvings of merfolk are
Raja thanks the characters and rewards them as he
promised. detailed in the wood.
The Raja also offers for them to stay and feast
with him one final night before they return to shore. When the characters are settled, Godfrey takes the
If the players want to, let them have a short role reins and the dolphins pull the small craft off into
play session of feasting with the great genie. Make the sunset. The characters should advance to 3rd
sure to mention the Rajas followers approaching to level after completing the adventure.
thank the characters for their help. Generally, try to
make them feel heroic!
Continuing the Adventure
Treasure. Each of the characters receives a black If the players enjoyed Curse of the Sea Witch, the
pearl worth 500 gp. If characters haggled at the story continues in the next adventure Call From the
beginning of the adventure, the Raja throws in the Depths. When the characters arrive on Godfreys
emerald elemental gem. home island they quickly discover not everything
Ethel removed the curse but escaped is as it seems. An evil presence threatens to bring
dry land under the sway of the ocean. Will the
When she is near defeat, it may be possible to characters be able to stop it or will they struggle to
convince Ethel to remove the curse in exchange simply leave the island with their lives?
for letting her live. If Raja Ranbir discovered she
escaped he will be furious. Ending the Adventure
At first, the Raja will try to get out of rewarding
them. If they persist, he will concede and offer If you are running this adventure as a one-shot,
to transport the characters back to land. If they talk to your players about what their characters do
continue to pester him he will reward them as next. Godfrey can return them to the Sword Coast
originally promised. (Refer to the section above, or wherever else they wish. Perhaps they would
titled: “The characters were victorious.”) like to stay behind and sail the Elemental Plane of
It’s possible the party may lie to the Raja and Water with Raja Ranbir. If you are not going to play
convince him Ethel is dead. If that happens the again, work with each player to come up with a
Raja will reward them as normal. memorable ending for their character.
If Ethel is let go, she may seek revenge against the
characters in a future adventure.
If Ethel Bonechewer escaped
If the characters failed to kill Ethel and the curse
remains, Raja Ranbir will refuse to reward them
and they will be trapped on the island unless they
can find another way to escape.
If the characters convince the Raja that Ethel is
dead but that the curse simply did not go away, he
will still reward them as promised, although he will
be extremely unhappy.
If Ethel escapes, she may seek revenge in a future
adventure.
15 Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
Appendix A: Creatures
Actions
Amphibious. The dragon can breathe air and water.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage, and the
Actions target is grappled (escape DC 11). The crab has two
claws, each of which can grapple only one target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4)
acid damage.
Acid Breath (Recharge 5-6). The dragon exhales acid
in a 15-foot line that is 5 feet wide. Each creature in
that line must make a DC 11 Dexterity saving throw,
taking 22 (5d8) acid damage on a failed save, or half
as much damage on a successful one.
TIDES OF FATE: PART TWO Not for resale. Permission granted to print or photocopy this document for personal use only.
Ghost Etherealness. The ghost enters the Ethereal Plane
from the Material Plane, or vice versa. It is visible on
Medium undead, any alignment
the Material Plane while it is in the Border Ethereal,
Armor Class 11 and vice versa, yet it can’t affect or be affected by
Hit Points 45 (10d8) anything on the other plane.
Speed 0 ft., fly 40 ft. Horrifying Visage. Each non-undead creature within
60 feet of the ghost that can see it must succeed on
STR DEX CON INT WIS CHA a DC 13 Wisdom saving throw or be frightened for
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) 1 minute. If the save fails by 5 or more, the target
also ages 1d4 x 10 years. A frightened target can
Damage Resistance acid, fire, lightning, thunder; repeat the saving throws at the end of each of its
bludgeoning, piercing, and slashing from nonmagical turns, ending the frightened condition on itself on a
magical weapons. success. If a target’s saving throw is successful or the
Damage Immunities cold, necrotic, poison effect ends for it, the target is immune to this ghost’s
Condition Immunities charmed, exhaustion, Horrifying Visage for the next 24 hours. The aging
frightened, grappled, paralyzed, petrified, poisoned, effect can be reversed with a greater restoration spell,
prone, restrained. but only within 24 hours of it occurring.
Senses darkvision 60 ft., passive Perception 11 Possession (Recharge 6). One humanoid that the
ghost can see within 5 feet of it must succeed on
Languages any languages it knew in life a DC 13 Charisma saving throw or be possessed by
Challenge 4 (1,100 XP) the ghost the ghost then disappears, and the target
is incapacitated and loses control of its body. The
ghost now controls the body but doesn’t deprive the
Ethereal Sight. The ghost can see 60 feet into the target of awareness. The ghost can’t be targeted by
Ethereal Plane when it is on the Material Plane, and any attack, spell, or other effect, except ones that
vice versa. turn undead, and it retains its alignment, Intelligence,
Wisdom, Charisma, and immunity to being charmed
Incorporeal Movement. The ghost can move through and frightened. It otherwise uses the possessed
other creatures and objects as if they were difficult target’s statistics, but doesn’t gain access to the
terrain. It takes 5 (1d10) force damage if it ends its target’s knowledge, class features, or proficiency.
turn inside an object. The possession lasts until the body drops to 0 hit
points, the ghost ends it as a bonus action, or the
Actions ghost is turned or forced out by an effect like the
dispel evil and good spell. When the possession ends,
Withering Touch. Melee Weapon Attack: +5 to hit, the ghost reappears in an unoccupied space within 5
reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic feet of the body. The target is immune to this ghost’s
damage. Possession for 24 hours after succeeding on the
saving throw or after the possession ends.
Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
Lightning Jellyfish Marid
Tiny beast, unaligned Large elemental, chaotic neutral
Armor Class 9 Armor Class 17 (natural armor)
Hit Points 1 (1d4 - 1) Hit Points 229 (17d10 + 136)
Speed 20 ft., swim 20 ft. Speed 30 ft., fly 60 ft., swim 90 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 8 (-1) 8 (-1) 1 (-5) 1 (-5) 2 (-4) 22 (+6) 12 (+1) 26 (+8) 18 (+4) 17 (+3) 18 (+4)
Damage Immunities lightning Saving Throws Dex +5, Wis +7, Cha +8
Senses blindsight 20 ft., (blind beyond this radius Damage Resistances acid, cold, lightning
passive Perception 5 Senses blindsight 30 ft., passive Perception 13
Languages - Languages Aquan
Challenge 1/8 (25 XP) Challenge 11 (7,200 XP)
Water Breathing. The jellyfish can only breath while Amphibious. The marid can breathe air and water.
under water.
Elemental Demise. If the marid dies, its body
disintegrates into a burst of water and foam, leaving
Actions behind only equipment the marid was wearing or
carrying.
Sting. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 1 piercing damage, and the target must Innate Spellcasting. The marid’s innate spellcasting
succeed on a Constitution saving throw or take 2 ability is Charisma (spell save DC 16, +8 to hit with
(1d4) poison damage. spell attacks). It can innately cast the following spells,
requiring no material components:
Lightning Jolt (Recharge 5-6). One creature the
jellyfish touches within 5 feet of it outside of water, At will: create or destroy water, detect evil and good,
or each creature within 15 feet of it in a body of detect magic,fog cloud, purify food and drink
water, must make a DC 10 Constitution saving throw. 3/day each: tongues, water breathing, water walk
On a failed save, a target takes 4 (1d8) lightning 1/day each: conjure elemental (water elemental only),
damage. If the target takes any of this damage, the control water, gaseous form, invisibility, plane shift.
target is stunned until the end of the jellyfishes next
turn. On a successful save, a target takes half as Actions
much damage and isn’t stunned.
Multiattack. The marid makes two trident attacks.
Trident. Melee or Ranged Weapon Attack: +10 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 +
6) piercing damage, or 15 (2d8 + 6) piercing damage
if used with two hands to make a melee attack.
Water Jet. The marid magically shoots water in a
60-foot line that is 5 feet wide. Each creature in that
line must make a DC 16 Dexterity saving throw. On a
failure, a target 21 (6d6) bludgeoning damage and,
if it is Huge or smaller, is pushed up to 20 feet away
from the marid and knocked prone. On a success,
a target takes half the bludgeoning damage, but is
neither pushed nor knocked prone.
TIDES OF FATE: PART TWO Not for resale. Permission granted to print or photocopy this document for personal use only.
Merfolk Zombie Merrow
Medium undead, neutral evil Large monstrosity, chaotic evil
Armor Class 11 (natural armor) Armor Class 13 (natural armor)
Hit Points 22 (3d8 + 9) Hit Points 45 (6d10 + 12)
Speed 5ft., swim 30 ft. Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1)
Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
Mimic Octopus
Medium monstrosity (shapechanger), neutral Small beast, unaligned
Armor Class 12 (natural armor) Armor Class 12
Hit Points 58 (9d8 + 18) Hit Points 3 (1d6)
Speed 15 ft. Speed 5 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1) 4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3)
Skills Stealth +5 Skills Perception +2, Stealth +4
Damage Immunities acid Senses darkvision 30 ft., passive Perception 12
Condition Immunities prone Languages -
Senses darkvision 60 ft., passive Perception 11 Challenge 0 (10 XP)
Languages -
Challenge 2 (450 XP) Hold Breath. While out of water, the octopus can hold
its breath for 30 minutes.
Shapechanger. The mimic can use its action to Underwater Camouflage. The octopus has
polymorph into an object or back into its true, advantage on Dexterity (Stealth) checks made while
amorphous form. Its statistics are the same in each underwater.
form. Any equipment it is wearing or carrying isn’t Water Breathing. The octopus can breathe only
transformed. It reverts to its true form if it dies.. underwater.
Adhesive (Object Form Only). The mimic adheres to
anything that touches it. A Huge or smaller creature Actions
adhered to the mimic is also grappled by it (escape
DC 13). Ability checks made to escape this grapple Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft.,
have disadvantage. one target. Hit: 1 bludgeoning damage.
False Appearance (Object Form Only). While the Ink Cloud (Recharges after a Short or Long Rest).
mimic remains motionless, it is indistinguishable A 5-foot-radius cloud of ink extends all around
from an ordinary object. the octopus if it is underwater. The area is heavily
Grappler. The mimic has advantage on attack rolls obscured for 1 minute, although a significant current
against any creature grappled by it. can disperse the ink. After releasing the ink, the
octopus can use the Dash action as a bonus action.
Actions
TIDES OF FATE: PART TWO Not for resale. Permission granted to print or photocopy this document for personal use only.
Quasit
Tiny fiend (demon, shapechanger), chaotic evil Quipper
Armor Class 13 Tiny beast, unaligned
Hit Points 7 (3d4) Armor Class 13
Speed 40 ft. Hit Points 1 (1d4 - 1)
STR DEX CON INT WIS CHA Speed 0 ft., swim 40 ft.
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Skills Stealth +5 2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
Damage Resistances cold, fire, lightning; Senses darkvision 60 ft., passive Perception 8
bludgeoning, piercing, and slashing from nonmagical
weapons. Languages -
Actions
Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
Reef Shark Sahuagin
Medium beast, unaligned Medium humanoid (sahuagin), lawful evil
Armor Class 12 (natural armor) Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4) Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft. Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3) 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1)
Pack Tactics. The shark has advantage on an attack Blood Frenzy. The sahuagin has advantage on melee
roll against a creature if at least one of the shark’s attack rolls against any creature that doesn’t have all
allies is within 5 feet of the creature and the ally isn’t its hit points.
incapacitated. Limited Amphibiousness. The sahuagin can breathe
Water Breathing. The shark can breathe only air and water, but it needs to be submerged at least
underwater. once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically
command any shark within 120 feet of it, using a
Actions
limited telepathy.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions
target. Hit: 6 (1d8 + 2) piercing damage.
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.
Spear. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit 4 (1d6 +
1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.
TIDES OF FATE: PART TWO Not for resale. Permission granted to print or photocopy this document for personal use only.
Sea Hag
Medium fey, chaotic evil
Sahuagin Priestess
Armor Class 14 (natural armor)
Medium humanoid (sahuagin), lawful neutral
Hit Points 52 (7d8 + 21)
Armor Class 12 (natural armor)
Speed 30 ft., swim 40 ft.
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 11
13 (+1) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 13 (+1)
Languages Aquan, Common, Giant
Skills Perception +6, Religion +3
Challenge 2 (450 XP)
Senses darkvision 120 ft., passive Perception 16
Languages Sahuagin
Challenge 2 (450 XP) Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its
turn within 30 feet of the hag and can see the hag’s
Blood Frenzy. The sahuagin has advantage on melee true form must make a DC 11 Wisdom saving throw.
attack rolls against any creature that doesn’t have all On a failed save, the creature is frightened for 1 min-
its hit points. ute. A creature can repeat the saving throw at the
Limited Amphibiousness. The sahuagin can breathe end of each of its turns, with disadvantage if the hag
air and water, but it needs to be submerged at least is within line of sight, ending the effect on itself on a
once every 4 hours to avoid suffocating. success. If a creature’s saving throw is a successful or
the effect ends for it, the creature is immune to the
Shark Telepathy. The sahuagin can magically hag’s Horrific Appearance for the next 24 hours.
command any shark within 120 feet of it, using a Unless the target is surprised or the revelation of
limited telepathy. the hag’s true form is sudden, the target can avert
Spellcasting. The sahuagin is a 6th-level spellcaster. its eyes and avoid making the initial saving throw.
Her spellcasting ability is Wisdom (spell save DC 12, Until the start of its next turn, a creature that averts
+4 to hit with spell attacks). She has the following its eyes has disadvantage on attack rolls against the
cleric spells prepared: hag.
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt Actions
2nd level (3 slots): hold person, spiritual weapon
(trident) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
3rd level (3 slots): mass healing word, tongues one target. Hit: 10 (2d6 + 3) slashing damage.
Death Glare. The hag targets one frightened creature
Actions she can see within 30 feet of her. If the target can see
the hag, it must succeed on a DC 11 Wisdom saving
Multiattack. The sahuagin makes two attacks: one throw against this magic or drop to 0 hit points.
with her bite and one with her claws. Illusory Appearance. The hag covers herself and any-
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one thing she is wearing or carrying with a magical illu-
target. Hit: 3 (1d4 + 1) piercing damage. sion that makes her look like an ugly creature of her
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., general size and humanoid shape. The effect ends if
one target. Hit: 3 (1d4 + 1) slashing damage. 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.
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Specter Swarm of Crabs
Medium undead, chaotic evil Medium swarm of Tiny beasts, unaligned
Armor Class 12 Armor Class 13 (natural armor)
Hit Points 22 (5d8) Hit Points 22 (5d8)
Speed 0 ft., fly 50 ft. (hover) Speed 0 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 13 (+1) 10 (+0) 1 (-5) 5 (-3) 2 (-4)
Damage Resistances acid, cold, fire, lightning, Damage Resistances piercing, slashing
thunder; bludgeoning, piercing, and slashing from Condition Immunities charmed, frightened, grappled,
nonmagical weapons paralyzed, petrified, prone, restrained, stunned
Damage Immunities necrotic, poison Senses blindsight 10 ft., passive Perception 6
Condition Immunities charmed, exhaustion, grappled, Languages -
paralyzed, petrified, poisoned, prone, restrained,
unconscious Challenge 1/2 (100 XP)
Actions
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Swarm of Quippers Water Elemental
Medium swarm of Tiny beasts, unaligned Large elemental, neutral
Armor Class 13 Armor Class 14 (natural armor)
Hit Points 28 (8d8 - 8) Hit Points 114 (12d10+48)
Speed 0 ft., swim 40 ft. Speed 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) 18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)
Damage Resistances bludgeoning, piercing, slashing Damage Resistances acid; bludgeoning, piercing, and
Condition Immunities charmed, frightened, grappled, slashing from nonmagical attacks
paralyzed, petrified, prone, restrained, stunned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 8 Condition Immunities exhaustion, grappled,
Languages - paralyzed, petrified, poisoned, prone, restrained,
unconscious
Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Blood Frenzy. The swarm has advantage on melee Challenge 5 (1,800 XP)
attack rolls against any creature that doesn’t have all
its hit points.
Swarm. The swarm can occupy another creature’s Water Form. The elemental can enter a hostile
space and vice versa, and the swarm can move creature’s space and stop there. It can move through
through any opening large enough for a tiny quipper. a space as narrow as 1 inch wide without squeezing.
The swarm cant regain hit points or gain temporary Freeze. If the elemental takes cold damage, it
hit points. partially freezes; its speed is reduced by 20 feet until
Water Breathing. The swarm can breathe only the start of its next turn.
underwater.
Actions
Actions
Multiattack. The elemental makes two slam attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature in the swarms space. Hit: 14 (4d6) piercing target. Hit: 13 (2d8+4) bludgeoning damage.
damage, or 7 (2d6) piercing damage if the swarm has
half of its hit points or fewer. Whelm (Recharge 4-6). Each creature in the
elemental’s space must make a DC 15 Strength
saving throw. On a failure, a target takes 13 (2d8+4)
bludgeoning damage. If the target is Large or
smaller, it is also grappled (escape DC 14). Until this
grapple ends, the target is restrained and unable
to breathe unless it can breathe water. If the saving
throw is successful, the target is pushed out of the
elemental’s space.
The elemental can grapple one Large creature
or up to two Medium or smaller creatures at one
time with this ability. At the start of each of the
elemental’s turns, each grappled target takes
13 (2d8+4) bludgeoning damage. As an action, a
creature within 5 feet of the elemental can pull a
creature or an object out of it by succeeding on a DC
14 Strength check.
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Appendix B: Magic Items
Sharkbane
Enduring Spellbook Weapon (Short Bow), rare (requires attunement)
Wondrous Item, common This magical short bow is ornately carved from
shark’s bone. The shaft is adorned with dangling
This spellbook, along with anything written on its sapphire charms that resemble sprinting dolphins.
pages, can’t be damaged by fire or immersion in Beautiful runes are carved deep into the alabaster
water. In addition, the spellbook doesn’t deteriorate shaft. The runes read “Strength, Grace, Wisdom” in
with age. Elvish.
According to the legends, Sharkbane was crafted
by a powerful sea elf wizard whos name has been
lost to time. The bow was carried by a sea elf hero
named Aelrin Whitewave. After many years of
successfully adventuring along the Sword Coast,
Emerald Elemental Gem Aelrin returned home with this bow to defend his
people against a sahuagin baron and his army.
Wondrous Item, uncommon After the war, Aelrin took his closest followers to
This gem contains a mote of elemental energy. a remote part of the Trackless Sea, established a
When you use an action to break the gem, an small underwater settlement, and retired to live out
elemental is summoned as if you had cast the the last of his days.
conjure elemental spell, and the gem’s magic is lost. This magical short bow functions normally
This gem summons a water elemental when used. underwater. The bow can fire normal or magical
ammunition. If no ammunition is used, the bow
will fire a bolt of water. The water bolt deals magical
bludgeoning damage instead of the weapon’s
normal damage type. When you use this bow to
make a ranged attack roll against a beast that is
considered a shark or a wereshark, you gain an
additional +3 to the attack and damage roll against
that creature.
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Appendix C: Maps The Sunken Village
Not for resale. Permission granted to print or photocopy this document for personal use only. TIDES OF FATE: PART TWO
The Coral Caves
TIDES OF FATE: PART TWO Not for resale. Permission granted to print or photocopy this document for personal use only.