The sunken ruins of Ishau
Tomb of Annihilation
Contents
Contents ................................................................................. 2 Appendices
Introduction ...................................................................... 3
Appendix A: Treasure ..................................................33
Ishau ............................................................................................ 3 Appendix B: Maenad Characters ......................34
Using This Supplement...........................................................3
Preparing for the Adventure ...................................................4 Maenad Traits..........................................................................34
Underwater Adventures ..........................................................4 Appendix C: NPCs and Monsters ......................35
Advice to the GM.......................................................................5
Crook .........................................................................................35
Part One - Refuge Bay Dolphin ..................................................................................... 35
Exploring Refuge Bay ..................................................7 Giant Carnivorous Butterfly.................................................36
Giant Crayfish..........................................................................36
Random Encounters................................................................7 Hulking Crab...........................................................................37
Locations in Refuge Bay ...........................................9 Kelpie .........................................................................................38
Morkoth .....................................................................................39
Explorer’s Camp.....................................................................10 Rock of Tethyr..........................................................................40
Old Lake...................................................................................10 Sea Hags of Ishau...................................................................40
Ishau ..........................................................................................10 Sea Spawn Pirate...................................................................41
Selkie .........................................................................................42
Part Two - Ishau Vegetan Mummy.....................................................................42
Exploring the Ruins of Ishau ............................12 Wolf-In-Sheep’s-Clothing .......................................................43
Appendix N: Sources & Credits ..........................44
General Features....................................................................12
Random Encounters..............................................................12
Treasure Hunting....................................................................12
Locations in the Ruins of Ishau .....................14
A. Temple Island.....................................................................15
B. Temple of Tamaqua...........................................................15
C. North Island........................................................................19
D. Port.......................................................................................19
E. Overlook..............................................................................20
F. South Island........................................................................20
G. The Decapus......................................................................20
Part Three - The Morkoth's
Island
Exploring the Morkoth’s Island ...................22
General Features....................................................................22
Random Encounters..............................................................22
Locations on the Morkoth’s Island ...........25
Great Barn...............................................................................26
Conservatory ........................................................................... 27
Pirate Camp.............................................................................27
Forest ........................................................................................ 27
Mansion ....................................................................................28
Development (Schemes of the Morkoth)30
Curio Table..........................................................................31
2
Introduction Using This Supplement
ISHAU IS A CITY DESCRIBED BRIEFLY IN The Sunken Ruins of Ishau is designed for a group of four
Tomb of Annihilation. Only a few lines are or five player characters between 4th and 6th level. During
dedicated to the location in that adventure, the characters’ expedition in search of the lost city of Omu
promising treasure hoarded by sea hags amidst (see “The Land of Chult,” in Tomb of Annihilation) they
sunken ruins. This supplement is written for might come across Ishau, either by choice or through other
Dungeon Masters who want to include Ishau in means.
their campaign.
This supplement assumes that you have the D&D fifth Adventure Hooks
edition core rulebooks (Player’s Handbook, Dungeon Here are some hooks that may lead characters to Ishau:
Master’s Guide and Monster Manual) as well as Tomb of
Annihilation. The sea hags of Ishau polymorph and capture a party
member or NPC. A friendly selkie and fellow victim of
Text that appears in a box like this is meant to be read aloud the hags, has witnessed the abduction. See “Exploring
or paraphrased for the players when their characters first Refuge Bay”.
arrive at a location or under a specific circumstance, as Lerek Dashlynd of the Lords’ Alliance recruits the
described in the text. adventurers to investigate a missing pair of
Waterdhavian halflings. Five tendays ago, the two
The Monster Manual and Tomb of Annihilation contain stat eccentric brothers Frannick and Goddio Goodbarrel set
blocks for most of the creatures found herein, and a out for an expedition to the sunken city. They have not
handful of new monsters appear at the end of this returned and no word has reached Lerek, so he fears
supplement. When a creature’s name appears in bold type the worst. He offers a 500 gp reward to find out what
that’s a visual cue pointing you to its stat block in the happened to the expedition, and an additional 1500 gp
Monster Manual. If a stat block appears elsewhere, the text for returning the expedition’s valuable equipment: an
tells you so. apparatus of Kwalish that they had on loan from the
Lords' Alliance.
Spells and equipment mentioned in the adventure are In their search for Omu, the characters can seek out
described in the Player’s Handbook. Magic items are many oracular NPCs such as Saja N’baza, Nanny Pu’pu
described in the Dungeon Master’s Guide. or Grandfather Zitembe in Port Nyanzaru. Any of these
can deliver the following prophecy:
Ishau
Three moons ago a being of utter vileness was snatched
Just off the shores of Refuge Bay lie the sunken ruins of an from the edge of the negative plane. That evil is here, deep
ancient city. Thousands of years ago a race of pure in the jungles of Chult. I sense that you will find it in the lost
elemental fire descended from the Peaks of Flame, led by a city of Omu, but I dare not look deeper. For to gaze into its
champion named Ludnes. In defiance of their hateful god eyes - even in dreams - is to tempt insanity.
Aestor, they tempered their inner rage by letting themselves But there is another. A shard of a dead god that once made
be swallowed by the sea. When Ludnes’ people returned to its home between the planes is now tethered to Faerûn by
shore, they were no longer flame but rather flesh, flecked the same magic that summoned this terrible evil. It is
with living crystal that sparkled brightly in the sun, a hidden deep beneath the sea near the ruins of an ancient
reminder of their dual heritage. city east of the Nsi Wastes.
They built their settlement across a series of interlinked Zindar in Port Nyanzaru offers a bounty for three pirate
islands, sand and mud banks on the coast of Chult, ships but also mentions a fourth ship: the Decapus.
connected to rivers that led into the mainland. According to his reports, the Decapus tried to attack a
Flaming Fist vessel under the cover of a great storm but
The settlement expanded into a thriving city. Its culture was forced to retreat. No one has heard from the
evolved, incorporating parts of Chultan religion to form a Decapus since and it is presumed to have sunk
unique cult. Its inhabitants, dubbed maenads by the somewhere in Refuge Bay. Zindar offers the normal
Chultans, erected temples to honor both Ubtao and their bounty (2000 gp) to anyone who can verify this.
own water deities. Long before Port Nyanzaru existed,
Ishau - part aquatic marshland, part urban sprawl - became
a thriving gateway to Chult. Until disaster struck.
Perhaps it was the ire of their scolded god, perhaps it
was a dark ritual from the jealous neighboring yuan-ti
kingdom of Hisari, or perhaps it was just the inevitable
force of nature, but one fateful day Ishau’s central island,
already sagging under the weight of the city’s temples,
succumbed to liquefaction. The clay soil turned to liquid
and the buildings atop it collapsed into the water. Their city
lost, the maenads sailed off to establish new settlements in
distant lands. For a while, a few hardy residents clung on to
their homes, but the last vestiges of the city sank into the
sea during the Spellplague.
3
Preparing for the Underwater Adventures
Adventure
Rules Refresher
Adventurers might want to prepare for this excursion, The following rules apply underwater:
especially after finding out that it will involve underwater
treasure hunting. Here are some options that are available A creature can hold its breath for a number of minutes
to them. The penalties for fighting underwater can wreak equal to 1 + its Constitution modifier (minimum of 30
havoc on a party’s efficiency, so the DM can use these to seconds). When a creature runs out of breath, it can
even the odds. survive for a number of rounds equal to its Constitution
modifier (minimum 1 round). At the start of its next turn,
Equipment and Magic Items it drops to 0 hit points and is dying.
Wakanga O'tamu sells potions of water breathing for Ranged attacks suffer from disadvantage unless made
400 gp each. He also sells a magically diluted version with a crossbow, net, javelin, or a weapon that is thrown
that lasts 30 minutes for 200 gp. like a javelin. Any ranged weapon automatically misses
He can provide spell scrolls of alter self (aquatic) for if the distance to the target exceeds its normal range.
200 gp. Creatures underwater have resistance to fire damage.
If the party is in good standing with him, he is willing to The following penalties apply only to creatures without a
part with a spell scroll of water breathing for 500 gp. natural swim speed:
Ekene-Afa’s merchants sell mariner’s kits for 20 gp
each. Each comes with a pair of flippers, a snorkel made For every hour of swimming, a creature needs to
from bamboo, a waterproof bag, and a belt that can be succeed on a DC 10 Constitution saving throw or suffer
filled with air to increase buoyancy. one level of exhaustion.
A boat can be bought or chartered to serve as a base of Melee attacks suffer from disadvantage unless they are
exploration in the bay. Divers can secure themselves to made with a dagger, javelin, shortsword, spear, or
the boat with rope for extra security, and use it to safely trident.
store their valuable equipment. Captain Ortimay of the Each foot of movement costs one extra foot.
Brazen Pegasus offers a return trip to Ishau for 75 gp,
plus a tithe for Aremag the dragon turtle who guards the Freediving
Bay of Chult. A dive of 30 feet takes 2 rounds. A character with a
Characters can try their luck in the black market. Constitution modifier of +1 can spend half a minute before
Perform the usual checks (see “Port Nyanzaru, Things needing to come up for air.
to Do,” in Tomb of Annihilation) and roll on the Black
Market table to determine what the characters find (do See the Exploration Time table for more timing
not modify the price listed). information. A mariner’s kit adds an effective +1 to a
The following option requires The Tortle Package, character’s Constitution modifier for the purpose of
available on the Dungeon Masters Guild: It is said that determining exploration time.
the Snout of Omgar in the south houses a temple to
Umberlee where pilgrims can be blessed with the ability The bottom of the old lake (400 feet) is impossible to
to breathe underwater. See “Dwangaru, the Crab Pool,” reach for characters without magical assistance. Even
in The Tortle Package. characters who could theoretically hold their breath long
enough to survive the almost 4-minute descent will find the
pressure on their lungs unbearable.
Black Market (roll once for each column)
d6 Item Seller
1 cap of water breathing (450 gp) A Harper mage sympathetic to the characters’ goals
2 cloak of the manta ray stolen from a noble (350 gp) A suspicious looking tabaxi minstrel
3 gloves of swimming and climbing that have been used in A Zhentarim spy looking to fund an expedition to search
a burglary (250 gp) for Artus Cimber
4 mariner armor (any type, 400 gp plus the cost of the A dwarven veteran, given an Ytepka token for past
normal armor) transgressions
5 ring of swimming (300 gp) One of Kwayothé’s succubus consorts undermining the
other merchant princes
6 Multiple items: roll twice to see what’s on offer Roll again, but the illicit dealings catch the attention of a
merchant prince
4
Exploration Time 90 feet depth Advice to the GM
(trench)
Con 30 feet depth Hooks for the Aquatically
Modifier (Ishau) Challenged
A party that is ill-equipped for diving may be unable to
+0 1 round (6 seconds) - reasonably progress through the module. Here are some
options to help the adventurers along:
+1 6 rounds (half a minute) -
The halfling camp contains a working apparatus of
+2 16 rounds (one and a 8 rounds (one Kwalish which includes potions of water breathing. See
half minutes) minute) “Locations in Refuge Bay”.
The selkie, Fidhni, can be befriended in the sunken city
+3 26 rounds (two and a 18 rounds (two and is able to cast water breathing on the characters.
half minutes) minutes) See “Exploring Refuge Bay”.
At low tide, the upper level of the Temple of Tamaqua is
+4 36 rounds (three and a 28 rounds (three visible from the ocean’s surface. Freeing Rurrem allows
half minutes) minutes) access to water breathing while Goddio can lead
adventurers to his apparatus of Kwalish. See “Locations
Magic in the Ruins of Ishau”.
The following optional rule can be used to deal with spells The hags will gladly turn the party into sea spawn in
that require verbal components. If the spell requires the return for a favor or magic item. See “NPCs and
target to hear the caster (such as the command spell) it Monsters”. They particularly like offering this bargain to
automatically fails unless the caster has a natural swim a character who is on the verge of drowning and have a
speed. Other spells that require a verbal component supernatural ability to locate such characters, appearing
function as normal underwater, but casting such a spell just in time to prevent their death.
reduces the time left before the caster runs out of breath by
1d10 rounds (or 1d6 * 10 seconds outside of combat). Encounter Difficulty
All encounters in this module are balanced for a party
Armor between levels 4 and 6. However, characters of level 4 are
It is up to you to determine which types of armor are fit for significantly less powerful than characters of levels 5 or 6.
swimming. As a rule of thumb, medium armor can be used The encounters are designed so that whenever there's a
with some assistance such as a mariner’s kit, while heavy random number of enemies, you can use the lowest
armor requires exceptional strength or magical assistance. number on the dice to guarantee a fair fight for a low level
party.
For instance, if the party encounters 1d4 + 3 sea spawn
pirates, a fight with 4 of them will not be Deadly for a
fourth level party.
5
Part One
Refuge Bay
6
Exploring Refuge Bay
Random Encounters Treasure. The carvings on the boat depict a group of
figures pushing a barge into a lake. The barge is depicted
Plesiosauruses lurk in Refuge Bay, using the old canals of as filled with various offerings such as food, art and jewelry.
Ishau to conceal their large bodies and ambushing prey, The figures are inlaid with tiny glittering gemstones and
including the reef sharks that prowl the city’s ruins and its although many are gone the remaining 1d6 gems can be
surroundings. From their base in the old temple, three pried loose and are worth 10 gp each.
hags perform evil rituals. Cursed pirates scavenge the
ocean for treasure. Inside the barge lies a cult helmet (20 gp), a golden ewer
(250 gp) and a ring inlaid with lapis lazuli (10 gp) amidst
For each hour spent exploring Refuge Bay or the ruins of remains of previous meals.
Ishau, roll a d20. On a result of 16 or more a random
encounter occurs. Determine what the characters In Deep Water. The giant octopuses are hiding in a
encounter by rolling on the Refuge Bay Random crevice that leads to a moderately sized cavern. If they
Encounters table. If the characters find themselves in over ambush a character, they try to grapple that character and
their head you are encouraged to use additional creatures drag it back into the cavern. The entrance is narrow and
such as a hungry plesiosaurus or a group of helpful barely large enough for a single Medium-sized creature to
dolphins to turn the tide. pass through.
Some of the encounters have variations for deep water. If Huge Crab
the players roll for an encounter while exploring one of the
canals or the old lake you may opt to use this variation Hidden in the sand is 1 hulking crab (see “NPCs and
instead. Monsters”), protecting 1d3 - 1 juveniles (giant crabs). A
character with a passive Nature (Intelligence) score of 15
Refuge Bay Random Encounters can spot the crab and avoid disturbing it. Otherwise, the
hulking crab surprises a random character.
d8 + d4 Encounter
Kelpie
2 Kelpie
You spot a toppled pillar in the sand. It is in remarkably
3 Dolphins pristine shape, save for a blanket of moss and the multitude
of tiny colored fish that surround it. Through the muddy
4 Skeletal shark water, you observe a bizarre scene - crushed by the pillar
and struggling to break free is what looks like a horse.
5 Huge crab
The “horse” is really a kelpie (see “NPCs and
6 Giant octopus Monsters”), one of the sea hags’ minions. It is not
restrained by the toppled pillar in the slightest. The kelpie
7 Plesiosaurus will use its drowning hypnosis ability to force one of the
characters to come to its aid. When the character is close
8 Sea spawn enough it drops its disguise and tries to engulf the
character in living seaweed.
9 Sharks
In Deep Water. The kelpie takes on humanoid form and
10 Vegetan mummy tries to drown a character by luring it deeper into the
depths.
11 Sea hag
Plesiosaurus
12 Selkie
Read the following to the players as they catch a glimpse of
Dolphins a hunting plesiosaurus:
The party encounters a pod of 3d4 dolphins (see “NPCs From the darkness of a nearby canal, a massive serpentine
and Monsters”). The dolphins are friendly and curious and maw emerges to ambush a school of fish. After snatching
if treated well they follow the characters for one hour, its prey, the long slender neck retreats back into the depths.
although they will not enter the deep waters or the temple
of Tamaqua.
In Deep Water. Ignore this encounter in deep water.
Giant Octopus In Deep Water. A group of 1d4 + 1 plesiosauruses decide
that the characters are their next meal. Any characters
The characters find an overturned wooden ritual barge except those with a passive Wisdom (Perception) score of
with intricately carved details lying mostly intact on the 14 or higher are surprised as the monsters emerge from
ocean floor. the depths.
This barge is the home of 1d2 giant octopuses.
Characters that inspect the barge from a distance can spot
an octopus on a successful DC15 Wisdom (Perception)
check. If undetected, the giant octopuses ambush any
character that swims too close.
Sharing the cephalopods' lair are small, bony fish. They
enjoy a symbiotic relationship with the octopuses, feeding
on the remains of the creatures' meals. If the octopuses are
disturbed, 1d3 swarms of pycnodont fish (swarms of
quippers) attack the source of the disturbance.
7
Sea Hag Vegetan Mummy
One of the sea hags, Alluvium, is rummaging through the A group of 1d3 vegetan mummies (see “NPCs and
ruins, accompanied by 2d3 sea spawn pirates (see “NPCs Monsters”) patrol this area and attack any living beings
and Monsters”). The hag blends in with her minions thanks they encounter.
to her illusory appearance ability. She knows that she is
outmatched without the help of her sisters, and has no
qualms about sacrificing the sea spawn’s lives to protect
her own.
In Deep Water. All living things instinctively avoid the
hags, so they have no problem exploring the deep canals.
They do fear the morkoth, however, and will not enter the
depths of the old lake.
Treasure. Alluvium carries a bag of teeth. If the
characters find this item, remove it from the treasure in the
hag’s lair. See “Locations in the Ruins of Ishau”.
Sea Spawn
The characters run into a group of 1d4 + 3 sea spawn
pirates (see “NPCs and Monsters”). The pirates are out
hunting or scavenging for parts.
Selkie
Pacing nervously along the ruins is a seal with a dark gray
fur. This is Fidhni, a selkie (see “NPCs and Monsters”)
from a colony her people call Iryth: a low, gently-rolling
thick-jungle-clad island to the northeast. Not too long ago
the sea hags captured her mate Rurrem (see “Locations in
the Ruins of Ishau”), and she has followed them back to
their hideout. Fidhni is not particularly trusting of
strangers but she knows that she can’t deal with the
hags alone. She uses her seal form to try to ascertain
the characters’ nature. If she determines them to be
good-hearted she reveals herself and informs them
of her plight.
Fidhni knows the location of the temple of Tamaqua,
as well as where to find the sunken wreck of the
Decapus, but she does not know where her beloved
is kept.
Sharks
You see something moving in the murky waters
around you... sharks.
A group of 1d6 + 2 reef sharks circle the characters like
aquatic vultures. They follow the party for an hour. They do
not attack unless provoked, but if at any point one of the
characters is wounded, the smell of blood causes the
sharks to descend upon the party in a frenzy.
In Deep Water. If reef sharks are encountered in the
deep there is a 50% chance that they are being stalked by a
hungry plesiosaurus.
Skeletal Shark
The hags have found the carcass of a particularly large
specimen and revived it through dark magic. The skeletal
shark is an unthinking, unrelenting, ravenous killing
machine, and it has set its sights on one of the characters.
The skeletal shark is a giant shark, with these changes:
It is a lawful evil undead creature.
It has the following traits: it has vulnerability to
bludgeoning damage, immunity to poison and
exhaustion, and darkvision out to a range of 60 feet.
8
Locations in Refuge Bay
Map 1: Refuge Bay
9
The following locations are keyed on map 1. Barrels
Explorer’s Camp Scattered remains of smashed barrels litter the area. One is
still standing upright with multiple scratches and dents, but
Trail curiously intact.
Rocky dunes mark the end of the beach. Behind them the The barrel is actually an apparatus of Kwalish, which
jungle rises like a wall, uninterrupted except for a single Frannick used to hide from the sea spawn. Any character
passageway. A trail has been carved here, leading into the that manages to open the apparatus spots the halfling’s
mainland. body inside. A character who has a passive Wisdom
(Perception) of 13 or higher also spots the cause of the
The trail leads past the dunes and into the jungle. A halfling’s demise: a poisonous snake has slithered its way
successful Wisdom (Survival) check of DC 10 reveals into the machine and is now hiding underneath the corpse.
various tracks: an ankylosaurus, boots and a cart, but also
piscine marks such as webbed feet and crab-like legs. Treasure. The apparatus of Kwalish is still functional
and can be controlled by the characters. Inside is a hidden
Following the trail leads to the explorer’s camp a few compartment with 2 potions of water breathing, which
hundred feet into the jungle. requires a Wisdom (Perception) check with DC 10 to
discover.
Campsite
Old Lake
You enter a small clearing where you find a ravaged camp.
Half of a torn tent is still fastened to a nearby tree, while The ocean floor starts sloping down steeply and opens up
various pots, pans, and archeological paraphernalia lie into a black watery hole of unknown breadth and depth. As
strewn about. A few feet from the rubble you see the you peer into the darkness you can’t help but feel that
carcass of an ankylosaurus. Mushrooms grow near it and something is staring back at you.
thick vines cover it as if it is being swallowed by the jungle
itself. Smashed barrels are scattered in another corner of the What used to be a lake is now a 2000 feet wide, 400 feet
camp. deep crevice in the ocean. Without magical aid, characters
are unable to dive to the bottom of the lake without
This is the camp of Frannick and Goddio, two halfling blacking out from lack of oxygen.
treasure hunters who were on an expedition to Ishau.
Unfortunately for them, their presence angered the sea When descending the lake, roll once on the Refuge Bay
hags who sent their sea spawn lackeys to ambush the Random Encounters table as the party reaches the halfway
camp. The sea spawn ransacked the camp and kidnapped point at 200 feet.
Goddio (see area 6 of the temple in “Locations in Ishau”).
Frannick hid in one of the barrels, but his halfling luck was When nearing the bottom of the lake, characters notice a
not on his side that day (see “Barrels”). curious light in the depths. The water ends abruptly, similar
to what one would see at the surface of the ocean. Noticing
Ankylosaurus Carcass this requires a successful Wisdom (Perception) check with
DC 15. A character who fails the check by 5 or more swims
The ankylosaurus was slain in battle and has now become too close to the inverted surface of the water and falls
fertilizer for 1d2 opportunistic assassin vines (see Tomb of through. An apparatus of Kwalish that is descending at full
Annihilation) which lash out at any character that gets too speed requires succeeding on an Intelligence saving throw
close. with DC 20 to avoid piercing through the barrier and
crashing down onto the surface below.
Tent
Inside the air bubble at the bottom of the old lake lies an
True to their pirate nature, the sea spawn stole most of the entire island, discussed in part 3: “The Morkoth’s Island”.
halflings’ coin, maps, and drink. Only rotting food, travel
equipment, and broken archeological equipment remains. Ishau
Treasure. Characters who search the area have a chance The sunken city is located a mile from the shore and takes
to find some items that the sea spawn missed. Any an hour to reach by means of swimming. It is described in
character who succeeds on a Wisdom (Perception) check detail in part 2: “The Ruins of Ishau”.
with DC 10 finds a charter of exploration issued by the
Flaming Fist. Characters who beat the check by 5 or more
also find an intact spyglass in the foliage.
10
Part Two
The Ruins of Ishau
11
Exploring the Ruins of Ishau
General Features It is also possible to dive deeper into one of the canals.
These may harbor more interesting treasure as old
Most of the ruins lie on the ocean floor buried under a layer Ishauans would rarely dive after items lost in the canals.
of sand. Characters that dare the 30-foot dive from the Such excursions are riskier, even if only because of the 90
surface find that the water is murky and charged with feet of water between the diver and the surface. Roll on the
floating sand and mud. Visibility is limited to 30 feet while Ruin Contents table, rerolling any result of 30 or less.
exploring the ruins. While the mudbrick houses of ancient
Ishau have dissipated long ago, remnants of stone Aquatic Monster
buildings survive. Exotic fish make their homes in broken
walls buried in sand. Shrines sit among coral reef, some The ruin is the nest of a sea-borne monster.
still housing broken relics of forgotten gods. Statuary peeks
out from the ocean floor, covered in seaweed and swarming Ruin Occupant Monster
with shellfish.
d6
Ancient Ishau was built on islands interlinked by a
network of canals. Many of these canals still exist, some 1-2 1 water elemental
with their old stone reinforcements. A diver may suddenly
find the ocean floor giving way to a 60-foot deep trench. 3-4 1d2 giant snapping turtles
Following the edge of such a trench is a good way to orient (See Tomb of Annihilation)
oneself in the murky depths. Many of the canals flow to the
remains of a large lake to the west of the city. Visibility 5-6 2d4 + 5 mud mephits
inside these canals is limited to 15 feet, and characters
suffer Disadvantage on Wisdom (Perception) checks or a -5 Desecrated Ground
penalty to their passive Wisdom (Perception).
This area has been visited by the hags or their cronies.
In the middle of the city lies the ruin of the city’s greatest Objects that were once beautiful have been ruined, stolen
building: the temple of Tamaqua. The temple is three or destroyed. The characters find nothing but broken
stories high and on a clear day the stone top of its great bowls, bent daggers, shattered jewelry, and vandalized
entrance gate can be seen above the ocean’s surface by any statuary.
character with a passive Wisdom (Perception) score of 12
or higher. Morkoth Clue
Random Encounters The characters find a piece of the morkoth’s island,
separated when it was pulled into Chult but still infused
For each hour spent exploring the ruins of Ishau, roll a d20. with magic. A bubble, about a foot wide, contains clean air
On a result of 16 or more a random encounter occurs. See and a chunk of grassy earth. A single butterfly sits amidst
“Exploring Refuge Bay”. the leaves of grass.
Treasure Hunting A character can pop the bubble which causes a brief
vision of one of the locations on the morkoth’s island (your
Characters can spend time searching the ruins and discretion). Afterward, the character is instinctively drawn
statuary. Searching takes 30 minutes. This represents time towards the old lake to the west.
spent finding a promising site, digging through sand, and
examining findings. Roll a d100 and consult the Ruin
Contents table.
Ruin Contents Ruin Contents
-
d100
1-40 Aquatic monster
41-55 Desecrated ground
56-70
71-82 Treasure
83-92 Sunken vessel
93-97
98-100 Shrine
Morkoth clue
12
Shrine Sunken Vessel
Buried in the dirt is a partially intact shrine to a maenad Roll on the Refuge Bay Random Encounters table to see
hero or god. Sailors used to pay tribute at these shrines and what creature makes its home in this abandoned barge,
ask for safe travels. Casting identify on a shrine or a and roll twice on the Treasure entry below to determine its
successful DC 20 Intelligence (History) check determines hoard.
the correct tribute. A shrine's blessing lasts until the next
sunrise, and during that time the shrine's power lies Treasure
dormant. See the Ishauan Shrine table for details.
The site yields 1d6 Ishauan artifacts such as amulets,
ancient coins, lamps, statuettes or jewelry. Each item is
worth 20 gp.
Ishauan Shrine Tribute
d6 Shrine
1 Ubtao, in his form Trace the path on a maze carved into the statue to gain 10 temporary hit points and
as a mighty Chultan advantage on Intelligence related checks and saving throws.
warrior.
A character that donates a gemstone worth at least 10 gp to Maquora is overcome with a
Maquora, depicted sense of calm. While under the effect of this blessing the character can hold its breath for
2 as a merfolk woman. twice as long as normal and has advantage on saving throws versus being frightened or
charmed.
3 Divine Siblings, two A donation of food and drink causes the dirt and muck around the character to magically
infants sharing a disperse, granting full vision out to 60 feet.
crib.
The Jungle dwarf, a Entertain the dwarf with a song or dance to gain the effects of a protection from good and
nude dwarven figure evil spell versus aberrations, fiends, evil fey, and undead. This requires a successful
4 wearing a plumed Charisma (Performance) check of DC 12, made with disadvantage if the character does not
crown. have a swim speed.
Tamaqua, in her Drinking from a cup held by the statue allows the character to breathe water as if it were
5-6 form as a Chultan air.
warrior.
13
Locations in the Ruins of Ishau
Map 2: Ishau
14
The following locations are keyed to map 2: Ishau. North Side Statuary
A. Temple Island The statues here are 15 feet tall. Two of them are visible.
The central island used to contain many temples as well as Statue of Aestor
the homes of wealthy Ishauans. Now it serves as the base
of operations for a coven of sea hags who have This statue is of a man sitting on a seat of exquisitely
meticulously defaced any remnants of its proud history. sculpted flames. His facial expression is an exaggerated
sneer as he stares down from his throne. He is wearing full
The first time the characters search for treasure in this armor and holding a hammer and sword. On his head sits a
location, treat a result of “no result” as “desecrated broken crown.
ground”.
Characters who inspect the statue notice an intricate flame
B. Temple of Tamaqua motif etched in the stonework.
Scouting the Temple Statue of Tamaqua
The characters are most likely to find the temple of
Tamaqua in one of two ways. This headless statue is of a woman standing in regal posture,
no doubt overlooking the hustle and bustle of Ishau in
If they spend any time searching the western area of the better days. In one hand she holds a bowl.
temple island they discover the raised floor of the old
landing. Read the text for area 1, “Landing”. Characters who inspect the statue notice an intricate wave
Alternatively, the characters might spot the upper level motif etched in the stonework, as well as a maze motif on
of the north wing or the large stone archway peeking the bowl. Her head lies some 30 feet away in the sand.
above the ocean surface and investigate from there. Scratch marks defile her face as if her eyes have been
If the characters decide to swim around the temple they clawed out.
learn the following:
South Side Statuary
As the shape of the old temple comes into view, you can
see that it consists of three sections. The middle is two These statues are half as tall as the ones on the other side
stories high and supported by pillars. The north wing is of the landing. Most have shattered during whatever
mostly intact, with an additional level under a broken slanted disaster sunk the city. One can be found half-buried in sand,
roof that nearly reaches the ocean’s surface. Sharks circle its toppled from its base.
peak. The south wing’s upper level is ruined and crumbling.
You see something large making its way through the dark Statue of Ludnes
waters there. Leading into the main entrance to the west of
the temple is a walled off section with two old fountains. From its place in the sand, the statue points a broken arm
upwards towards the surface of the ocean, its eyes and
Exploring the north wing takes the characters to the mouth wide with terror.
shark-infested waters outside of area 6, “Prison”.
Exploring the south wing will put the characters face to Close inspection shows scratch marks where the arm has
face with the undead guardian of area 8, “Defiled been broken off at the wrist, as well as on the statue’s face,
Shrine”. which has been desecrated by the hags to appear to be
Entering through the garden brings the characters to terrified. In its original form, this statue depicted a call to
area 2, “Garden,”. arms. If placed upon its mount, the statue points towards
The back entrance on the eastern side is detailed in Aestor, across the landing.
area 9, “Podium”.
1. Landing Treasure. A keen character can spot tiny indentations
across the entire statue. These used to hold small
You come upon a clearing on the ocean floor where the dirt gemstones, but all have been removed. A character who
gives way to patches of cracked marble. A large stone head succeeds on a DC 12 Wisdom (Perception) check can find
lies unblinking in the sand. In the distance, its headless body 1d6 such gems that the hags have missed. Each is worth 10
stands on a marble slab. gp.
In its heyday, this great landing was the first thing that 15
travelers would see as they approached from the river. A
raised walkway, 90 feet wide and 250 feet long, tiled in
marble. The landing passes through the 30 feet high stone
archway that marks the temple of Tamaqua. Characters
who follow the landing soon see the remains of the great
archway appear in the distance.
Statues of gods and heroes used to stand watch along
the sides of the landing. Most have been broken beyond
recognition but a few are still somewhat intact.
Map 3: Temple of Tamaqua
16
2. Garden If the hags are aware of the characters’ approach, they
may be hiding in their nests waiting to ambush. If the coven
As you pass through the gate you find yourself in an open is incomplete, then the remaining hags have hastily
square surrounded by pillars. To the north and south, the gathered their treasure and fled to the guard room
pillars merely section off this area from the rest of the (location 5). A character might catch a glimpse of a slimy
ocean. The pillars to the east form the foundation of a tail-fin exiting up the stairwell. Hags that are caught
temple, leading into the ground floor. Resting on top of unaware can be resting in their nest or rummaging through
them is the 10-foot high outer wall of the upper level. All of the junk or pots to find an item used in some hag trickery. A
the stonework is covered in layers of seaweed, gently particularly unlucky group might run into the hags in the
flowing in the ocean’s current. Two crumbling fountains middle of one of their dark rituals, swimming in circles
stand in the corners of this area. around a shark or plesiosaurus carcass, or an alabaster
mask atop a pile of seaweed.
The basins of the old fountains are home to a pair of giant
crayfish (see “NPCs and Monsters”). These beasts were Cocoons. The “cocoons” are made by the hags and serve
traditionally used for guarding religious sites, often as resting places. See the treasure section to determine
magically imbued with intelligence and prolonged any treasure in the nests.
lifespans. These two have been placed here by the hags to
warn them of intruders. One of the crayfish is wearing a Pots. There are nine pots in the stack, and each holds
cord with a hag eye attached (see the "Hags" entry in the the mummified remains of (part of) a creature. These are: a
Monster Manual). If a character approaches the fountains zorbo, an almiraj, a kamadan tail, a grung, an eblis, a
or the entrance to the temple, the crayfish rear their bodies froghemoth leg, a su-monster skull, a jaculi and bits of a
and pincers menacingly, exposing the hag eye necklace. flail snail shell.
Development. If the characters are spotted by the hag Cage. The crabs are harmless and the cage opens easily
eye, any hags currently in the temple hide and those who with a latch.
are swimming nearby make their way back to their sisters.
Treasure. Rummaging through the hags’ nests reveals:
Treasure. The hag eye can be taken and used to barter a philter of love
with the hags, blind them at an opportune moment, or at a (nonmagical) jar of eyeballs
the very least covered so that the party can move unseen. a bag of teeth (see “Appendix A: Treasure”)
a scroll of ray of sickness in a watertight tube
3. Atrium a mutilated statuette of Tamaqua (her hands and feet
are removed and a large maw with sharp teeth is carved
The central room of the temple must have been quite into her face)
imposing at one time. It is two floors high, with a 10-foot an adamantine coated dagger (worth 500 gp - whenever
walkway forming a mezzanine on the upper level. The lower the dagger hits an object, the hit is automatically a
level is surrounded by pillars, behind which you can see critical hit)
glimpses of dark chambers. Everything here is submerged in a small wooden box filled with snails
slimy water.
The upper level is reachable through winding stairs in both
the north and south wings, although characters can simply
swim up to reach it. There is a large exit to a balcony over
the eastern podium on the second floor, as well as small
doorways into the upper levels of the northern and
southern wing.
4. Hag Lair
This dark room is littered with debris, seaweed and fish
bones. Filth and offal float through the murky water. Stone
pots are stacked haphazardly in one corner, while another
holds a crude bamboo cage, a swarm of crabs trapped
inside. Stuck to each of the room’s walls, except the
entryway, is a humanoid-sized cocoon made of seaweed and
trash. In the back of the room, an opening leads into a
winding stairwell that climbs upwards.
This is the sea hags’ lair. Any number of the sisters can be
found here, although they usually take turns hunting or
gathering, as spending too long in the same room
invariably leads to infighting.
17
5. Devotee Room 7. Mummy Room
This room is still in good shape. A small exit to the north This room is covered in a 3-foot high pile of seaweed. The
leads into a stairwell going down, and a doorway to the stone walls surrounding it are completely filled with
south leads to the raised walkway in the atrium. There is a scribblings, scratched into the stonework. Here and there a
hole in the ceiling where you can see the water break as if white disc can be seen protruding from the mass of
looking up from the bottom of a well. Humanoid figures in seaweed. There is a small opening at the end of the room
tattered clothes swim back and forth below the hole, gills that leads to a stairwell that goes up.
and fins visible through the rips in their vestments.
The scribblings are in Aquan and describe various seelie
The most devoted followers of the sea hags make their fey incantations. Treat this room as desecrated ground. A
quarters here. 1d2 + 1 sea spawn pirates (see “NPCs and character that digs through the seaweed finds similar
Monsters”) and 1d2 sea spawn fanatics (cult fanatics with symbols scratched in the floor.
a swim speed of 30 feet and the ability to breathe air and
water) are guarding the prisoners above. All are The hags use this room to cultivate vegetan mummies.
unquestioningly loyal to the hags. These monsters are created by defiling and cursing ancient
6. Prison Ishuan death masks and placing them in the pile of weeds.
There are currently 1d3 + 2 such masks in the pile. Two
You emerge from a pool in a crumbling stone attic. Even are clearly visible but the others are almost entirely
though this room is completely submerged, the water does covered and require a succesful DC 13 Wisdom
not enter through the many gaps in the walls and ceiling. (Perception) check to find. If a character takes one of the
Chained to the wall by crude shackles are two figures. A masks, read the following:
human male with an iron collar around his neck, and a
halfling male, bound by his wrists. A third set of shackles As you gently remove the mask from its bed of seaweed, the
hold a corpse, now just bones and scraps of leather. green slimy mass comes to life and extends out to grab it
from you!
The hags have cast a ritual on this room which keeps the
air breathable and stops water from flowing in. The room Have all players roll for initiative. On initiative count 15, the
is only a few feet below the ocean surface and becomes seaweed grabs all of the masks that are not moved out of
visible during low tide. A character that peers through the reach. If a mask is held by a character, that character can
holes sees one of 1d6 + 4 reef sharks that circle the attempt a DC 15 Strength (Athletics) or Dexterity
temple. A dispel magic spell can dispel the bubble, causing (Acrobatics) saving throw to avoid the mask being grabbed.
water (and sharks) to flood into the room. The seaweed binds to any masks it successfully grabs to
form a vegetan mummy (see “NPCs and Monsters”).
Prisoners. The man is Rurrem, a selkie (see “NPCs and These mummies have not fully gestated and have only 29
Monsters”) who has been captured by the hags. His people hit points each.
have a colony on the northeastern island of Iryth. Even
though the elders of his tribe warned against approaching Treasure. The masks are humanoid faces with
the old ruins, he gave in to his curiosity. During his distressing, exaggerated features thanks to the hags’
exploration, he was captured by one of the sea hags. The tampering. Each is covered in tiny holes that can hold small
iron band is fastened around his neck so that transforming gems but the hags have removed most. A typical Ishaun
into a seal does not free him. mask has 1d4 gemstones remaining, and each is worth 10
gp. The magic that curses these masks lingers for months,
The halfling is Goddio (CN halfling scout), one of the two and if one of them comes into contact with enough
halfling explorers that were investigating the sunken city seaweed or other vegetation, a vegetan mummy forms in
(see “Locations in Refuge Bay”). The hags caught wind of 1d6 days.
their intrusions and sent their minions to raid the camp.
Goddio was captured, while Frannick fled and hid in the 8. Defiled Shrine
apparatus of Kwalish, a magical device that the two have on
loan from the Lords' Alliance in return for a share of the The walls of the stairwell break away and you find yourself in
treasure they would find in the ruins. If Goddio learns of the open ocean again. A few feet above you stand the
Frannick’s fate he is overcome with grief and vows revenge. ruinous remains of the southern wing of the temple. There
is no roof to speak of, and the outer walls are broken and
The hags want to turn their prisoners into sea spawn. chest-high. The northern wall is intact and leads to the
The ritual only works on a willing target, so they have been walkway on the upper level of the temple hall. Everything
torturing, starving, threatening and bargaining with here is covered in dirt and muck, and small aquatic critters
Rurrem and Goddio to break their spirits. such as crabs and cuttlefish are scurrying about. A statue
stands in the middle of the room, buried knee-deep in
Corpse. The shackled corpse is a trap, and a detect muck. Circling it is a large, skeletal shark, floating silently
magic spell detects an aura of necromancy. If any of the through the ocean.
prisoners are freed the skeleton animates, shakes off its
shackles, and attacks. Casting dispel magic undoes this
trap.
18
Instead of destroying this shrine, the hags have bound a If the characters exit through the balcony, read:
skeletal shark to it. Blasphemous incantations are
scratched on the walls, floor and all across the statue. Treat You exit the temple and find yourself on a stone balcony
this area as desecrated ground (granting the shark overlooking the ocean floor. In the distance lie the ruins of
advantage to all saving throws). old Ishau.
Shark. The skeletal shark is a giant shark with these Or if the characters approach from outside, read the
changes: information under "Scouting The Temple" and add:
It is a lawful evil undead creature. You see a stone balcony protruding from the upper floor of
It has the following traits: it has vulnerability to the central section, and pillars supporting the lower.
bludgeoning damage, immunity to poison and
exhaustion, and darkvision out to a range of 60 feet. C. North Island
As long as it is in desecrated ground and has at least 1
hp remaining, the shark can regenerate 20 hp at the The northern island was home to Ishau’s middle class and
start of each of its turns. traders. Being a bit further from the hag’s lair, some sites
Statue. The statue is of Maquora, the mother, in her are still in good shape.
animal form. She is represented by a hippo standing on its
hind legs. If a character digs out the base of the statue they The first time the characters search for treasure in this
find a plate resting at her feet. The statue is covered in location, treat any result of “no result” as “treasure”
scratches and marks made by the hags. The first character instead.
that pays homage to Maquora either by casting hallow or
protection from evil on the statue or by placing an offer D. Port
worth at least 50 gp on the plate receives the following
benefit: for the next 8 hours, that character moves through On the bottom of Ishau’s old docks lie many shipwrecks.
and breathes water as if they were on land. Some are ceremonial barges, offered as gifts to Tamaqua.
Some are ancient vessels that were sunk voluntarily as old
9. Podium age made them obsolete. There are even a few boats that
This used to be a town square where city residents would form undersea walls, placed there in a desperate attempt
gather to hear sermons from the temple’s priests. If the by the Ishauans to halt the encroaching sea.
characters arrive from the bottom floor of the temple, read:
The first time the characters search for treasure in this
You exit the temple through the row of pillars and find location, treat any result of “no result” as “sunken vessel”
yourself outside of the ancient structure. The marble floor is instead.
covered in sand. Ten feet above you overhangs a stone
balcony that leads to the second floor of the atrium. In the
distance lie the ruins of old Ishau.
19
E. Overlook The pirates stick to a mostly humanoid routine. At night
many of the crew (1d4 + 3 sea spawn pirates, see “NPCs
This overlook used to present a scenic view of the lake, and Monsters”) are sleeping here, curled up in hammocks,
allowing Ishauans to watch ships sailing out for the rivers below crates and overturned lifeboats, or just drifting
and into the mainland. through the murky waters. During the daytime there are
1d4 + 1 sea spawn pirates loitering while the rest is out
The first time the characters search for treasure in this hunting, gathering wreckage, running errands for the hags,
location, treat any result of “no result” as “morkoth clue” or in the messroom.
instead.
Treasure. The pirates still keep their old loot, useless as
F. South Island it now may be. The rotting crates contain 2168 cp, 8 silver
bars (25 gp each) and 5 adamantine ingots stamped with
The southern island, like the northern island, was home to dwarven runes (10 gp each).
the common folk of Ishau, as well as the native Chultan Captain’s Quarters
population. There were many smaller temples here, The captain's quarters are in the aft (back) part of the ship.
dedicated to various incarnations of Ubtao. It contains two rooms, a private dining area, and a
bedroom.
The first time the characters search for treasure in this
location, treat any result of “no result” as “shrine” instead. Private Dining Room
G. The Decapus This used to be the captain’s private dining area, but since
the messroom at the front of the ship is buried in rubble
One ship in the old docks of Ishau is not like the others. A the entire crew uses this area.
broken pirate ship lies rotting in the sand and is the home
base of captain Rock of Tethyr and his cursed crew. If it is daytime then 1d4 + 3 sea spawn pirates (see
“NPCs and Monsters”) are enjoying a leg of octopus. Rock
Long ago the pirates made a deal with the hags of Ishau of Tethyr (see “NPCs and Monsters”) tends to eat alone but
in order to save their lives. They had attacked a Flaming on his rare lucid days, he might join his crew.
Fist vessel but were outmatched by the might of Baldur’s
Gate. Taking heavy damage they fled under the cover of a At night there are two guards stationed here although
raging storm but found themselves treading water and they do not take their duties very seriously.
sinking. Just as they were about to say their prayers to
Umberlee and brave the stormy seas in their paltry There is nothing to find here save for some fish guts and
lifeboats, the hags emerged from the surrounding waters. the odd piece of cutlery.
They promised to save the pirates’ lives if they vowed to
serve the hags, or face storm and sharks if they did not. Captain’s Room
Rock pledged allegiance and the three sea hags performed
a ritual that turned the pirates into sea spawn. Now the Captain Rock of Tethyr spends most of his time here
pirates live under the sea in their old ship and obey the contemplating his curse. He is accompanied by 1d4 - 2
hags. (minimum 0) sea spawn pirates. His quarters feature a
collapsed bed, a small desk, and an open parrot cage that
As a map for the wreck of the Decapus you can use the houses a decaparrot named Crook. see “NPCs and
map in “Appendix C: Maps” of the Dungeon Master Guide. Monsters” for the statistics for these creatures.
Upper Deck Treasure. One of Rock’s desk drawers contains the
The upper deck of the Decapus has been ravaged by sea logbook for the Decapus. The book is ruined and
and time. Rotting floorboards separate the midsection of unreadable, but its leather cover is still identifiable and can
the boat from the cargo hold below, with cracks wide be used as proof for Zindar.
enough for a medium sized creature to squeeze through.
Messroom
The mast has broken off and overhangs the side of the The messroom was located on the front of the ship, but
ship, forming a walkway from the ocean bed to the deck. when the ship crashed to the bottom of the sea, this room
collapsed under the weight of the top deck’s steering wheel.
The front of the ship slants downward, and the wheel has It is now a jumble of splintered wood and debris. A variety
collapsed into what used to be the dining area. of sea life has created a unique ecology here, but the room
is otherwise abandoned.
What’s left of the ship is held together by the sea spawn’s
handiwork. Ishuan ships are constantly harvested by the The damage is so large that the cargo hold, as well as the
pirates to repair their own rotting vessel. A group of 1d4+1 upper deck are accessible to any creature of medium size
sea spawn pirates (see “NPCs and Monsters”) are here or smaller by squeezing through the rubble.
working on the ship.
Cargo Hold
Broken crates and barrels are all that’s left of the pirates’
supplies and loot. Rotting hammocks, lined with seaweed,
are tied between pole masts and inner walls. A gaping hole
in the outer wall, 10 feet in diameter, opens to the ocean
outside.
20
Part Three
The Morkoth's Island
21
Exploring the Morkoth’s Island
AHUNDRED DAYS AGO, THE LICH
Acererak discovered a creature of immense Morkoth Island Encounter
evil in the negative plane. Through profane
magic he pulled the creature through the 2d4 Encounter
astral and into the material plane, binding it 2 Plesiosaurus
deep within the Tomb of the Nine Gods in 3 Pirates
Omu. What Acererak did not know, or 4 Flora
perhaps did not care about, is that another entity was 5 Fauna
caught in that ritual. A traveler gliding through the domain 6 Modrons
of dead gods, spawned from the flesh of a fallen deity. A 7 Giant butterfly
being known as the morkoth. 8 Secret tunnel
The morkoth is an obsessive hoarder, scouring the Giant Butterfly
planes for artifacts that match its eccentric desires. It now
finds its transdimensional island in shambles and trapped
in Chult, bound by the same magic that holds the atropal in
the Tomb of the Nine Gods.
General Features The carcass of a deer-like animal blocks the road ahead.
Perched on the dead beast are various butterflies, each the
The morkoth’s island lies on the bottom of the old lake, size of a man. They leisurely flaunt the gorgeous markings
inside a magical bubble of breathable air. It is shaped like a on their wing as they feast, seemingly undisturbed by your
hill. At the edges, a rocky shore leads into a pitch black wall approach.
of water. Instead of a sky, there is a gently oscillating blue
watery membrane. The height of this “sky” varies between A group of 1d6 + 2 giant carnivorous butterflies (see
100 feet at the bottom of the hill to 50 feet at its top, giving “NPCs and Monsters”) have left their home in the
the island a slightly claustrophobic feel. conservatory and are feasting on a recent kill. They leave
the characters alone, but passing them unharmed requires
The island has a pleasant atmosphere, less warm and a Dex (Stealth) check that exceeds their passive Wisdom
humid than the Chultan jungle. Cobblestone paths wind (Perception). In addition, any character that focuses on a
their way through carefully constructed gardens where butterfly for too long risks being affected by its hypnotic
plants and trees grow in orderly configurations. The pattern ability.
gardens are immaculately kept. Weeds are nowhere to be
found. Modrons
Four landmarks stand out in these surroundings and can The characters run into a modron scouting party consisting
be spotted by characters entering from the top of the air- of one tridrone, two duodrones, and four monodrones. All
bubble. On the top of the hill is a paved square with a large are armed with improvised weapons made from tools and
wooden barn. Built on the southeastern slope sits a white cleaning implements such as hammers, screwdrivers,
mansion connected to a large exhibition hall. On the brooms, etcetera (treat these the same as their dagger or
western slope, near the top, stands a great glass fist attacks, they do not have any javelins).
conservatory. The northern ridge of the hill is host to a
forest, with trees reaching as high as the watery sky- The modrons are on a mission to repair the
surface. conservatory, restore power to the containment cells in the
zoo, or free their master from the mansion. See the Great
Random Encounters Barn in “Locations on the Morkoth's Island” for details on
the modrons’ motivations.
Whenever the characters enter a new area on the island, or
if they spend a large amount of time in a single area (for Pirates
example by taking a short or long rest), roll a d20. On a
result of 18 or higher, a random encounter occurs. Use the A group of pirates has been sent by the hags to investigate
Morkoth Island Encounter table to determine the type of the undersea island. The group consists of four sea spawn
encounter. pirates (see “NPCs and Monsters”):
First mate Henrik, a type 6 male pirate with human
body and legs, three additional sets of crab-like limbs
sticking out of his midriff, giant pincer claws for hands and
two eyestalks protruding from his head. Henrik is
unfailingly loyal to Rock of Tethyr and despises the sea
hags. He would give his right pincer for a good keg of ale.
22
Mary-Louise, a type 3 female pirate covered in gills and Secret Tunnel
a large maw with multiple rows of needle-thin teeth. Mary-
Louise thinks murder is the solution to any problem. A few feet off to the side of your current path you notice
something odd. Set in a stone outcropping is a perfectly
Emil Puttanesca, a type 8 male pirate the size of a circular opening, about 4 feet high. It allows access to a
halfling with a colorful coiled shell growing from his back. brass tube that seems to lead directly into the hill.
As a man, Emil would stab his own mother in the back for
the right price. In his cursed state, his greed has become The modrons utilize a secret network of tunnels to
nearly all-encompassing. discreetly move across the island. One of the entryways to
this tunnel network has been damaged and is now clearly
Toady, a type 1 male pirate shapeshifter who can use an visible. Medium or smaller characters can crawl through
action to turn into a giant toad or back into his sea spawn these tubes towards any of the locations on the island.
form. While transformed he retains his hit points and Finding one’s way through the tunnels is not trivial, so have
intelligence and drops any items he is carrying. Toady is not the navigator of the party make an Intelligence (Survival)
the brightest, and the others treat him as their lackey. check, with advantage if that character is a dwarf, and
compare the results with the Tunnel Navigation table.
There was a fifth in the party but she died when their
camp was raided in the night (see the Pirate Camp in Tunnel Navigation
“Locations on the Morkoth's Island”).
Result Outcome
When the players encounter the pirates there is a 50%
chance that they are engaged with some other denizen of 1-8 Arrive at a random location
the morkoth’s island (roll 1d4 + 3 and consult the Morkoth
Island Encounter table). 9-11 Arrive at the location described directly above
the intended destination
Scaling The Encounter. You can increase the difficulty
of the encounter by replacing Henrik's stats with those of a 12-14 Arrive at the location described directly below
bandit captain and replacing Mary-Louise's stats with the intended destination
those of a berserker. Both retain their swim speed and
ability to breathe underwater. 15+ Arrive at the intended destination
Flora The doorway on the other side can easily be slid open. It
automatically closes after one minute and is almost
The morkoth has stocked its island with many exotic forms impossible to find again. Unless the characters mark the
of plant life, some of which can be surprisingly dangerous. door or force it to remain open, finding it again requires a
Roll 1d6 on the Flora table to determine the type of plant successful DC 20 Wisdom (Perception) check.
the characters run into. If the party is moving carefully then
any character with proficiency in Nature or Survival can Fauna
spot the nature of the plants before getting too close on a
successful DC 13 Int (Nature) or Wis (Survival) check, with The morkoth has an impressive collection of wildlife
disadvantage if the plant has the false appearance property. gathered from places far and wide, which it keeps on
If the characters fail to identify the threat they are display in magical containment cells in the forest area.
surprised as the plant ambushes them. When the island crashed into Chult the cells were broken
and the animals now roam free. Roll 1d6 on the Fauna
Flora Plant type table to see which animal most closely resembles the beast
that the party encounters, followed by a roll of 1d6 on the
1d6 Significant Diversion table.
1 Shambling mound (1)
2 Assassin vine (1d2) (see Tomb of Annihilation) Fauna
3 Tri-flower frond (1d4 + 2) 1d6 Animal type
(see Tomb of Annihilation) 1 Elephant (1)
2 Polar bear (1d2 + 1)
4 Mantrap (1d3 + 2) Hulking crab (1)
(see Tomb of Annihilation) 3 (see “NPCs and Monsters”)
Giant elk (1d4)
5 Yellow musk creeper (1d2 + 1) 4 Wolf (1d6 + 9)
(see Tomb of Annihilation) 5 Griphon (1d3 + 1)
6
6 Awakened tree (1d2 + 2)
Plesiosaurus
A plesiosaurus swims too close to the edge of the bubble
and is pulled through. It comes crashing down along with a
large gulp of seawater before the membrane repairs itself.
The creature takes 7d6 (24) damage from the fall.
The wounded beast is helpless, its flipper-like limbs
unable to shift its weight on land. It may lash out at
characters that get too close.
23
Significant Diversion
1d6 Diversion
Highly Aggressive. Smooth black skin, an external exoskeleton, no visible eyes, and acid for blood. Whenever a
1 creature deals melee damage to this beast, that creature must succeed on a DC 10 Dexterity saving throw, taking
2d6 (7) acid damage on a failed save or half as much on a success.
2 Extra Limbs. Whenever this creature takes the Attack action it can make an additional attack.
3 Reptilian. The creature has the spider climb trait and is an ambush predator with an additional +3 bonus to its
Stealth ability.
Parasitic. The creature has elongated limbs and feeler tentacles. When it damages a creature, the target must
succeed on a DC 7 Constitution saving throw or be infected. These eggs will hatch in 1d4 hours, and thereafter
4 larva-like grubs will begin to devour the host, causing extreme pain and 1d4 damage per round for 1 minute, after
which the grubs crawl out. Any spell or item that cures diseases can be used to kill the grubs.
Mitosis. The creature’s internals are visible through transparent skin. As an action (recharge 5-6) it can split into
5 two smaller versions of itself. The new creatures have half as many hit points as the original. It continues doing
this until it outnumbers the characters, at which point it tries to make a meal out of them.
Benign. The creature is tame and looks mostly like its regular counterpart. It produces a fluid with potent healing
6 properties through glands on its body and will instinctively attempt to rub this substance on any wounds it
detects in others. It can do this once per long rest, healing 1d8+2 damage.
24
Locations on the Morkoth’s Island
Map 4: The Morkoth's Island
25
The following locations are keyed to map 4: the Barn Interior
morkoth's island.
The walls, floor, and ceiling on the inside of the barn are
Great Barn covered in cogs as if standing inside a giant watch. The
centerpiece of this machinery is a hanging mobile, made of
Plaza massive interlocking metal gears, attached to the ceiling like
a clockwork chandelier.
The hill is topped by a carefully paved square, 25 feet wide
and 100 feet long, surrounded by a walkway winding Inside the barn are various crates filled with mundane
through elegant flowers and trees. equipment for repairs and cleaning. Workbenches suited
The intricate patterns of the gardens slope down towards for wood and metal line the walls. There are control
the trees that surround the island. In the distance, the sea stations built into the structure at various positions. Each
rises upwards along the boundaries of the magic that keeps has an array of levers and knobs, as well as a glass box
this place from being engulfed. There is a forest to the inside which multicolored lights move around constantly.
north, its tallest trees almost lapping at the top of the dome, Thick tubes spring from these constructions and dig into
as well as a broken conservatory to the west, and a mansion the earth.
to the east. Also visible from this vantage point are
unfamiliar and alien beasts wandering the landscape. The barn is swarming with modrons. 23 monodrones
are taking orders from seven duodrones who in turn are
At the northeastern corner of the square, the walkway directed by two tridrones. A singular quadrone is perched
reaches a large barn surrounded by trees. on one of the big metal cogwheels and oversees the
Barn operation.
The inhabitants of this 70 feet long barn are being accosted
by some of the island’s monstrous inhabitants. Roll 1d4 The Modrons
times on the Morkoth Island Encounter table to determine
the nature of the entities that have confined the modrons to These modrons were collected by the morkoth using the
their quarters, rerolling any results that don’t make sense. gate to Mechanus in its mansion (see the “Mansion”
location). They marched aimlessly across its islands for
Example predators years until their quadrone leader did something unique: it
made a decision. It knew that without a greater goal, the
A pack of 4 hungry wolfoids (wolves with the modrons would falter and waste away, so it gave its fellows
parasitic diversion, see the Significant Diversion new meaning. They would serve as the island’s custodians,
table in the entry for wild animal) is howling at performing repairs, managing the animals, and tending to
the door while 3 giant carnivorous butterflies (see the gardens. The modrons all but took over the
“NPCs and Monsters”) circle overhead. management of the island, forming a thriving community
Meanwhile, 1d3 - 1 yellow musk creepers are within the old barn.
slowly making their way up through the
undergrowth at the side of the barn, aiming to Parlaying with the Modrons
snatch one of the wolfoids.
All modrons speak Common in addition to their own
There are three ways into the barn: language.
The cobblestone path leads to a set of large double
doors at the front of the barn, which is locked tight. The odds of successfully communicating with a modron
They require a DC 15 Dexterity (Thieves’ Tools) check are directly proportional to the rank of that modron.
to unlock, followed by a DC 10 Strength (Athletics) Distracting monodrones annoys the duodrones who point
check to force open, or a DC 18 Strength (Athletics) characters towards a tridrone. Tridrones are able to hold a
check to be forcefully opened while locked. conversation but when faced with complicated questions
There is a smaller door at the back of the barn, through refer characters to the quadrone.
the trees. It requires a DC 12 Dexterity (Thieves’ Tools)
or DC 15 Strength (Athletics) to open. Modrons aren’t big on naming but if the characters insist,
The modrons have dug a secret tunnel a few feet down they can call the quadrone “1000”. It can recount the
the side of the hill, which their scouting parties are history above in detail, discuss modron plans, and offer the
using to sneak in and out. It can be discovered with a characters aid in return for their help.
DC 13 Wisdom (Perception) check.
Modrons refuse to open any of the doors until the Modron Quests
monsters have been dealt with.
The modrons are facing a host of problems, brought about
by the island’s crash:
Most of the acedia cells in the forest have been
disrupted, freeing many of the morkoth’s trophies (see
the “Forest” location)
The conservatory has been shattered, letting the
butterflies escape (see the “Conservatory” location)
The modrons have not heard from their master since
the crash (see the “Mansion” location)
Intruders from outside have entered the island and are
running amok (see the “Pirate Camp” location)
26
If the heroes offer to help the modrons, “1000” sends a Development. On their way out of the conservatory, a
squad of four monodrones and two duodrones to aid giant carnivorous butterfly lands on the back of one of the
them. The modrons follow any orders to the best of their characters. If it is startled at any point it jabs its proboscis
abilities but will not leave the island nor turn against the into the character’s neck.
morkoth.
Pirate Camp
If the characters successfully accomplish one or more
tasks for the modrons, “1000” personally accompanies This area of the garden has been roughed up - the grass is
them to the morkoth’s lair in the old mansion in order to trodden into dirt and nearby plants have been uprooted and
put in a good word for them. discarded. In the center of the patch of mud, some rocks
form a campfire. Scattered around it are bones and other
Development. If a modron dies, a nearby modron of one debris. There are five rotten bedrolls present. A few feet
rank lower is instantly upgraded to that modron’s rank. from the camp is a mound of dirt fenced by palisades.
Duodrones sent to aid the characters are replaced by
nearby monodrones, until there are none left. Monodrones Pirates. If the pirates are present they are sitting around
cannot be replenished, so “1000” is understandably the campfire, roasting some exotic and rare animal that
reluctant to send too many to their deaths. If “1000” they captured in the forest, and drinking rum. See the
himself escorts the characters and is killed, a new “Pirates,” random encounter in “Exploring the Morkoth's
quadrone will be waiting for them at the barn. It will be Island” for details on the group’s composition.
called “2000”. The replacement quadrone is not
necessarily as inclined to help the characters as its Grave. The mound contains the remains of a sea spawn
predecessor was. pirate (see “NPCs and Monsters”), one of the group that
was caught by an assassin vine and strangled before the
Conservatory others could free her. Her rotting corpse has a distinctive
fishtail, but nothing of value. Her name was Kaethryn.
You stand before a 30 feet high glass dome. Great curved
marble pillars rise from the outer rim of the dome and meet Modron Quest. The modrons hope that bringing the
at its top. Each is carved with intricate images of flowers and characters along is enough to scare away the pirates and
butterflies. Set between the pillars are glass windows, will calmly explain this to the sea spawn. The sneaky
allowing the interior to remain well lit. Only a few of the pirates are not particularly susceptible to modron logic, but
windows are intact, most are cracked or shattered. they are interested in the little robots and have been trying
to capture one for their hag patrons.
The conservatory is packed with large-leafed plants, exotic
flowers, and vines running up the inside of the pillars. A 5- Forest
foot path winds through the garden and around a small
fountain in the middle. A well-kept forest covers the edges and a large part of the
northern side of the island. Pebble paths and little wooden
Throughout the conservatory, a great many butterflies fences wind their way through large trees of maple, oak, and
and moths of various sizes flutter about. They seem birch. Some of the higher trees reach all the way up to the
unperturbed by visitors, landing on characters’ watery sky.
outstretched arms, backs or even heads, especially if the
characters offer any sweet drinks. Carefully placed along Acedia Cells. The forest area is littered with these
the upper ring, some 20 feet up, are butterfly pupae, some constructions. An acedia cell consists of a circular pedestal,
of which are as large as a man. about 10 feet high and with a radius of 5 feet. Above the
pedestal, some 10 feet up, floats a fist-sized crystal.
In addition to these benign butterflies, the conservatory Pedestals typically hold some otherworldly creature,
contains 1d6 + 2 giant carnivorous butterflies (see seemingly frozen in time. A plaque on the pedestal informs
“NPCs and Monsters”). Despite their size, their natural the reader of some details about the creature and where
camouflage makes them difficult to spot. A Wisdom the morkoth procured it. As the characters explore the
(Perception) roll of 10 is needed to detect a single one, forest, they notice that many pedestals are empty, their
while a 15 detects half and a score of 20 spots all of the crystal shattered or lying a few feet away in the grass.
butterflies. The butterflies may leave the characters alone,
but if one is threatened they all attack. Modron Quest. As an action, a modron is able to re-
activate an acedia cell. When activated, roll 8d8. If a
Modron Quest. If any modrons accompany the creature that’s standing on the pedestal has fewer hit
characters, they produce a large net, made of interwoven points remaining than the number rolled, it falls into stasis
strands of strong, silvery mithril. The modrons proceed to and is frozen in place.
hoist the net over the shattered drome and fasten its
corners with metal spikes. Carrying out the work takes
about 20 minutes.
Repairing the conservatory is risky business. Partway
through the repairs, 1d2 hungry bearoids (polar bears with
multiple spiky, almost spider-like limbs; replacing their
usual claw attacks with three limb attacks that deal
piercing instead of slashing damage) attack. One round
after the bearoids appear, 1d2 giant carnivorous
butterflies decide to make a snack out of the monodrones
on the roof.
27
The modrons are very anal about matching the correct 2a. Gallery Square (second floor)
creature with the correct cell. Use the “Fauna” encounter The stone archway leads into the top of the gallery. A sand
from the Morkoth Island Encounter table to determine the painting runs across the wall here. It depicts an abstract
target for a cell. Tracking the correct creature requires a representation of a lake with logs floating to the shore.
DC13 Survival (Wisdom) check. A failed roll indicates that Male and female deities stand on the logs, with white corn,
the party finds the wrong creature (another roll on the table yellow pumpkin, gray beans, and black tobacco brought as
can determine the nature of the mistake). Of course, once gifts.
tracked down, a creature still needs to be lured into the
trap. From here a set of double doors lead into the upper level
of area 3, the exhibition hall.
Mansion
A waist-high balustrade surrounds the walkway and
Built into the gently sloping eastern hillside of the island is a allows characters to observe the ground floor gallery
portly mansion. Its fine white facade gleams in the light of square (see area 2b). On the far end of the room, another
the seascape overhead. An exhibition hall, two stories high, walkway has a similar doorway which leads to area 4, the
spans from its central building. A cobblestone walkway aquarium.
under an arch of blooming flowers and vines provides
passage to a set of ornate double doors. Modron Quest. If any modrons are with the characters,
they point out that the morkoth’s chambers are through the
The walkway circles the entire building and passes through lower gallery and immediately start making their way
little gardens and statuary areas. Every few feet there are towards it, providing the monster that resides there with a
high, narrow windows set into the stone that offer a view delicious feast.
inside. A character can smash one of the windows and 2b. Gallery Square (first floor)
climb through, finding themselves in the exhibition hall
(see area 3: “Exhibition Hall”). The floor here is cracked and pushed up by large roots,
1. Entrance Hall exposing the earth beneath. Plants and flowers grow
The double doors open into a well-kept entryway with a through them. What looks like a lone almiraj, a bunny with
high ceiling, supported by four decoratively sculpted pillars. two short horns, sits on a tree stump in the middle of the
Set along the walls are framed paintings of various room.
landscapes, ranging from realistic depictions of snowy
mountains to impressionist deserts. In the center of the The lower level contains two doors set in the northern wall,
room, a stairway leads to a stone archway that connects to below the walkway, that both lead to the lower level of the
area 2A. exhibition hall (area 3).
Set in the eastern wall are two windows, one on each The southern wall contains two spherical glass windows
side of the stairway. The northern window provides a view that allow a view into the morkoth’s aquarium beyond (see
of the Exhibition Hall (area 3), and the southern window area 4). They reveal a fully submerged hall, filled with exotic
shows the lower level of the Gallery Square (area 2). fishes, jellyfish, and other aquatic critters swimming
amongst beautiful coral reef and anemones. From within
Grandfather Clock. Against the south wall stands a this watery office, a tentacled monstrosity is staring
stately grandfather clock. Unmoving gears can be seen outwards.
behind its pendulum. Arcane sigils on the tower reveal that
this is no ordinary clock. A character who succeeds on a Cute Little Bunnyoid. One of the morkoth’s prized
DC 15 Intelligence (Investigation or Arcana) check can exhibits, the wolf-in-sheep’s-clothing (see “NPCs and
determine its true nature: this is a portal in direct Monsters”), has taken up residence in the lower level of the
connection with the Clockwork Nirvana of Mechanus. gallery square. A terrified morkoth is cowering in its room
beyond, afraid to face the monstrosity. As soon as any
There is a keyhole set in the dial, used for winding the character sets foot on the floor here, one of the tentacles
clock. The morkoth carries the key, but any character who will lash out and try to drag that character towards the
succeeds on a DC 10 Dexterity (Thieves’ Tools) check can monster’s mouth. See “NPCs and Monsters” for details on
wind the clock. This causes the gears to start turning. Each the wolf-in-sheep’s-clothing.
player rolls initiative, and you roll 2d4 + 2 to determine
how often the bell strikes. At the end of a player's turn, the Scaling The Encounter. You can use these
bell strikes once, and 2 monodrones and 1 duodrone are modifications to tweak the difficulty of this encounter:
pulled from Mechanus into the museum
A wolf-in-sheep's-clothing with 180 hp and no legendary
The modrons act on initiative count 0, at which point actions is a CR 6 (2,300 XP) monster.
they deduce that chaotic elements are in play and the only A wolf-in-sheep's-clothing with 300 hp and 2 legendary
reasonable response is one of aggression. New modrons do actions is a CR 8 (3,900 XP) monster.
not speak Common, so bringing them into the fold without
the help of the morkoth or the other modrons is
challenging.
28
Map 5: The Morkoth's Mansion
29
3. Exhibition Hall It wants the wolf-in-sheep’s-clothing to be dispatched, or
if possible returned to its cell in the forest area. It has
You lay your eyes on what can only be described as a no real sense of gratitude if the wolf-in-sheep’s-clothing
sprawling maze of curio. This great hallway is two stories is already dead.
high, with the upper level consisting of a 5 feet wide If the characters arrived via apparatus of Kwalish then
walkway with a small railing. the morkoth craves the item for its collection.
The lower floor is filled to the brim with display cases of The morkoth has sensed the sea spawn invaders on its
various sizes, holding all sorts of creatures and objects. island - removing them would please it greatly,
More pieces hang from the ceiling by thick ropes, and the especially if the pirates are currently looting the
walls are covered in paintings. The centerpiece, featured exhibition hall (area 3).
prominently on top of a raised pedestal, is a large
overstuffed walrus. What the morkoth offers
Exhibits. Most displays hold cultural items such as The morkoth uses information on Omu and the
musical instruments, articles of clothing, tiny statues, or Soulmonger as a bargaining chip. If pressed, it might
banal equipment. The others contain creatures ranging even reveal the nature of the atropal.
from common to exotic, oftentimes posed in dioramas The morkoth might be willing to part with one of its
depicting their natural habitat. A character proficient in items. Characters can use the “Curio Table” section to
Nature can easily identify that these have been taxidermied. determine what they find. The walrus and grandfather
The “Curio Table” section provides inspiration if the clock are off-limits, although if a character asks about
characters want to examine the exhibition in more detail. the stuffing inside the walrus the morkoth is indifferent
as long it is suitably replaced, for instance with hard-
Pirates. If the characters have not yet run into the group boiled eggs.
of 4 sea spawn pirates (see “NPCs and Monsters”) sent by The morkoth can send a contingent of modrons to
the sea hags, they are here rummaging through the accompany the characters on their travels.
morkoth’s belongings. For information on the pirates, See
the “Pirates” random encounter in “Exploring the Fighting the morkoth
Morkoth's Island”.
The morkoth is not spoiling for a fight. Its powers have
Walrus. At first glance, the walrus looks like some sort of been severely diminished by Acererak’s binding spell. Yet
giant variety of the creature, but further inspection reveals even with its reduced magical capabilities, it is a strong
that it is simply a regular sized walrus that has been filled physical opponent. The morkoth has the statistics of a
with too much stuffing. In reality, this walrus holds a cache normal morkoth (see "NPCs and Monsters") with the
of 45 rhodochrosite gemstones worth 10 gp each. The following changes:
morkoth is either unaware or doesn’t care.
It is a 3rd-level spellcaster (4 1st level slots, 2 2nd level
4. Aquarium slots).
This room is only accessible from the second floor. It holds It has no lair actions.
a large aquarium, filled with an assortment of fish, jellyfish, Its challenge rating is 7 (2,900 XP)
crabs, anemones and coral reefs. A walkway spans the
length of the room from the northern door to the southern Development (Schemes of
wall. Multicolored frogs sit on lily pads that float on the the Morkoth)
surface. Characters who enter the pool find that they can
breathe normally, as if under the effect of a water breathing The morkoth is as intelligent as it is egomaniacal. If left to
spell. its own devices it will soon recover and start expanding its
influence. Its first order of business will be to win the sea
The aquarium is the morkoth’s lair within the island, hags over to its cause, using a combination of hypnosis,
where it spends its time floating among the stars and threats, and promises. It then orders its force of pirates and
seeking more treasures for its eclectic collection. If the modrons to rebuild the Decapus and sail towards the
wolf-in-sheep’s-clothing has not been dealt with, the hidden pirate alcove of Jahaka Anchorage.
morkoth is cowering in its aquarium, eyeing the monster
through one of the windows set in the gallery square. Once the other pirate captains are subjugated to the
morkoth’s will and absorbed into its sea spawn army, the
A morkoth is a foul, greedy aberration, but it is also smart morkoth’s fleet will sail for either Fort Beluarian or Port
and knows when to strike a bargain. In this case, the Nyanzaru. If it is successful in conquering the city, the
characters can prove particularly useful. morkoth settles comfortably into its role as tyrant-ruler of
Chult, even if the characters later destroy the Soulmonger.
What the morkoth wants
The morkoth desires the destruction of the Soulmonger.
The magic that binds the atropal to Chult has locked its
island in Refuge Bay.
30
Curio Table
The following table can be used when rummaging through the morkoth’s many displays. Some items have magical effects,
although there is an equal chance for any given item in the morkoth’s collection to be magical as there is for it to be mundane.
Curio
d20 item
Obsidian figurine of a many-armed goddess. She carries a sword in one hand, the severed head of a devil in
1 another. Magical Effect (Conjuration). Bathing the figurine in blood summons a marilith which obeys a single
command before going on a rampage. The figurine is consumed as a material component of the ritual.
Wooden totem pole of a tabaxi. Two fish swim upwards from its feet towards its head. The whole is elaborately
painted in red, black, white and yellow, and the eyes are formed from sea snail shells. Magical Effect
2 (Transmutation). Placing the pole on the grave of a fallen comrade causes that creature to reincarnate as per the
reincarnate spell in 2d6 days. The totem pole is consumed as a material component of the ritual.
Painted war shield depicting several elements including warlike animals and natural phenomena such as morning
3 stars and rainbows. Magical Effect (Abjuration, requires attunement). The shield bestows the wearer an additional
+2 bonus to its AC versus spears and clubs.
4 Carved and painted framed wooden screen, with a set of ivory dice. The screen radiates illusion magic. Magical
Effect (Illusion). A bard can use the screen to produce a tiny illusory image by telling a story.
Carved wooden hobby horse, draped with beige cloth. The head is fixed to a pole, with another stick to control
5 the jaw. Magical Effect (Conjuration). The horse has the statistics of a figurine of wondrous power - goat of
traveling.
Mask of an old dwarf with braided hair, mustache, and beard, with wrinkles and part-opened mouth. Magical
Effect (Illusion, Transmutation). A character who wears the mask looks like a dwarf, regardless of their actual race,
6 similar to a disguise self spell with DC 15. Wearing the mask for 7 days causes the wearer's race to permanently
change to dwarf.
Carved wooden ironing board. It has a curved handle terminating in scroll shapes at each end. The panel
7 decoration includes the figure of a bird and a basket of flowers. Magical Effect (Transmutation). Any piece of
clothing ironed using this board and a rolling pin is magically warded from being soiled or creased for 1 day.
Ceremonial headdress, almost 8 feet tall, made from many layers of woven cloth draped around a wooden pole.
8 Magical Effect (Enchantment, Curse). A character who dons the headdress needs to succeed on a DC 12 Wisdom
saving throw or suffer the effect of an Otto’s irresistible dance spell.
Metal helmet mask with a rubber strap, surmounted by a wooden aeroplane superstructure. The propeller is
9 unattached. Magical Effect (Transmutation, requires attunement). Once a day the helmet allows its wearer to cast
feather fall.
Flat mask, similar to the ones worn by Batiri goblins, but of a much higher quality and craftsmanship. It
resembles the beak of a hornbill. At a weight of over 50 pounds, it is impractical to wear for any character with a
10 Strength score less than 15. Magical Effect (Divination, requires attunement). A character wearing the mask can
nominate up to its Charisma modifier worth of creatures. Those creatures can sense its location as long as they
are on the same plane of existence.
Large headpiece featuring a skeleton sitting in a golden throne, with skulls at its feet. It is edged with purple
11 tassels and a black fringe, and gold-colored metallic paper. The throne is made out of solid gold and is worth 500
gp.
12 Footed bowl, with a round-flat base. The bowl is painted with various abstract motifs and geometric patterns in
rusty red, black and white. Magical Effect (Necromancy). Any food placed in the bowl immediately starts to rot.
13 Buckskin shirt with integral fringing around the hem and the cuffs. It is decorated with panels of polychrome
beadwork and attached locks of hair. It has the statistics of leather armor.
Three carved wooden figures depicting spirits of earth, winds, and water. Magical Effect (Conjuration). By drawing
a circle and placing two of the statuettes inside, an elemental is summoned that obeys its summoner’s
commands and lasts for 1 hour. The figurines then lose this power until the next dawn. The combinations are:
14 earth + wind: dust mephit
earth + water: mud mephit
wind + water: ice mephit
15 Taxidermy mount of a golden eagle.
31
d20 item
Clappers made from bone, in the form of a pair of hands with forearms. Each plaque has a hole at the base,
probably to allow them to be tied together. Magical Effect (Evocation, requires attunement). The clappers have 3
16 charges. A user can expend a charge to cast thunder wave as an action, increasing the damage dealt by 1d8 for
each additional charge used. The clappers regain one charge each dawn.
17 Taxidermy mount of a wolf’s head.
18 Model of a footlong prehistoric fish, with an armored head taking up about a third of the body length and being
almost as wide as it is long. The head is jawless and the eyes are situated close together at the top of the skull.
Musical horn. This exquisite slender horn is leather covered, with ivory ferrules. A decorative gold motif adorns
19 the leather. Magical Effect. the horn has the statistics of an instrument of the bards, with the following additional
spells: aid, healing word, hunter’s mark, and thunder wave.
20 Dessicated sahuagin corpse. A successful DC 10 Intelligence (Investigation) check suggests that the specimen is
constructed mainly of papier-mache and parts of fish.
32
Appendix A: Treasure
Bag of Teeth
Wondrous item, uncommon
This bag is made of stitched fishskin leather and can be
closed with a drawstring. It is filled with sharp fish teeth.
You can use an action to empty the bag. If the teeth are
submerged in water after being removed from the bag, they
turn into a swarm of quippers. The quippers are friendly
to you and your companions and act on your turn. You can
use a bonus action to command the quippers to attack. The
quippers vanish at the next dawn or when they are reduced
to 0 hit points.
The bag magically refills with teeth at dawn.
Swarm of Quippers Medium swarm of tiny beasts, unaligned
Armor Class 13 Blood Frenzy. The swarm has advantage on melee
Hit Points 28 (8d8-8) Attack rolls against any creature that doesn't have all
Speed 0 ft., swim 40 ft. its Hit Points.
STR DEX CON INT WIS CHA Actions
13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
Damage Resistances Bludgeoning, Piercing, Slashing Bites. Melee Weapon Attack: +5 to hit, reach 0 ft.,
Condition Immunities Charmed, Frightened, Grappled, one creature in the swarm's space. Hit: 14 (4d6)
Paralyzed, Petrified, Prone, Restrained, Stunned piercing damage, or 7 (2d6) piercing damage if the
Senses Darkvision 60 Ft., passive Perception 8 swarm has half of its Hit Points or fewer.
Languages -
Challenge 1 (200 XP)
Water Breathing. The swarm can breathe only
Underwater.
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
through any opening large enough for a Tiny Quipper.
The swarm can't regain Hit Points or gain Temporary
Hit Points.
33
Appendix B: Maenad Characters
Maenads are a race of contradiction. They are at once extremely reserved and wildly emotional. Maenad culture is based on a
strict regime of self-control as a means of keeping their turbulent inner emotions in check. When a maenad does lose control,
these emotions often surface in the form of intense bravery or violence.
Legend has it that maenads were once a race of pure passion, and only learned to contain their frenzy after overthrowing
their own deity.
Maenads are tall and wiry, standing over 6 feet tall and typically weighing around 200 pounds. A maenad's skin is flecked
with bits of living crystal, giving them a striking luster in the right light.
Maenad Traits
As a maenad, you gain the following traits:
Ability Score Increase. Your Constitution score increased by 2, and your Charisma score increases by 1.
Age. Maenads mature at the same rate as humans.
Alignment. Maenads know that self-control is the best path to a fulfilling life. Thus they lean strongly towards law.
Size. Maenads are tall and wiry, often standing over 6 feet tall. Your size is medium.
Speed. Your base walking speed is 30’.
Psionic Resistance. You have resistance to psychic damage.
Outburst. Once per day you can let go of your inhibitions to gain a boost of raw physical power. As a bonus action, you can
enter a rage which lasts for one minute or until you fail to attack an enemy on your turn. While the rage lasts you have
advantage on Strength checks and deal an additional damage per hit equal to half your proficiency bonus. If a class feature
already allows you to rage then this feature increases the number of times you are allowed to do so by one per day.
Languages. You can speak, read and write Common and Maenad, a language governed by strict rules of grammar that uses
the Elvish alphabet.
Suggested Male Names. Aiolos, Alekto, Damazo, Dardanos, Kephalos.
Suggested Female Names. Astraea, Eunomia, Kassandra, Kirke, Melaina.
Legend of the fire god
Since you were young you’ve heard the stories of your people. How you were created by a raging fire god, made
from lava and rock atop a burning mountain. How your people rebelled against their master, were tempered by
the seas and eventually brought the god down. These stories have been handed down for generations, but in each
retelling they lost a little bit of detail, a little bit of truth.
You have spent many years visiting remote maenad settlements across the known world, listening to their
stories, tracing them back to ancient ruins and temples, uncovering hidden lore. Now you have learned that the
fiery mountain of myth might be located on the peninsula of Chult, in a volcanic range known as the Peaks of
Flame. What’s more, you’ve managed to uncover an old map of Chult. On this map the inlet known as Refuge Bay
is noticeably smaller than it is on modern maps, and a settlement named Ishau resides on its coast. Could this
have been the home of the very first maenads?
34
Appendix C: NPCs and Monsters
Crook Dolphin
When captain Rock made his deal with the sea hags, his Dolphins are clever, social marine mammals that feed on
loyal parrot Crook suffered the same fate as his crew and small fish and squid. An adult specimen is between 5 and 6
was turned into an aquatic monstrosity. Ten tentacles feet long.
sprout from a mass of colorful fins surrounding a vicious
hooked beak. The decaparrot is fiercely territorial and Dolphin
tolerates only its master in its vicinity.
Medium beast, unaligned
Decaparrot
Armor Class 12 (natural armor)
Small monstrosity, unaligned Hit Points 11 (1d8 + 2)
Speed 0 ft., swim 60 ft.
Armor Class 14 (natural armor)
Hit Points 52 (15d6) STR DEX CON INT WIS CHA
Speed 15 ft., swim 30 ft. 14 (+2) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 7 (-2)
STR DEX CON INT WIS CHA Skills Perception +3
8 (-1) 14 (+2) 10 (+0) 4 (-3) 10 (+0) 7 (-2) Senses blindsight 60 ft., passive Perception 13
Languages -
Skills Acrobatics +4, Perception +2, Stealth +4 Challenge 1/8 (25 XP)
Senses darkvision 60 ft., passive Perception 12 Charge. If the dolphin moves at least 30 feet
Languages - straight toward a target and then hits it with a
Challenge 2 (450 XP) slam attack on the same turn, the target takes an
extra 3 (1d6) bludgeoning damage.
Actions Hold Breath. The dolphin can hold its breath for
20 minutes.
Multiattack. The decaparrot makes three attacks:
two with its bite and one with its tentacles. Actions
Bite. melee weapon attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Tentacles. melee weapon attack: +4 to hit, reach 5 one target. Hit: 5 (1d6 + 2) bludgeoning damage.
ft., one target. Hit: 6 (3d4 - 1) bludgeoning
damage. The target is also grappled (escape DC
14) unless the decaparrot is already grappling a
creature. Grappled targets can move freely, but as
long as the decaparrot is latched on to a creature
it has advantage to bite that creature.
35
Giant Carnivorous Giant Crayfish
Butterfly
Venerated by ancient cultures and often used as guardians
These giant insects are as beautiful as they are deadly. in tombs or dungeons, it is said that giant crayfish can live
When they find their prey, they expose their multicolored forever.
wings. The intricate patterns induce a hypnotic trance in
the victim, paralyzing it. The monster then lands on its Giant Crayfish
meal and injects a razor-sharp proboscis which delivers a
potent acid that liquifies flesh, allowing the butterfly to Large beast, unaligned
consume it.
Armor Class 15 (natural armor)
Giant Carnivorous Hit Points 45 (7d10 + 7)
Butterfly Speed 30 ft., swim 30 ft.
Large beast, unaligned STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 1 (-5) 9 (-1) 3 (-4)
Armor Class 13 Skills Stealth +3
Hit Points 22 (4d10) Senses passive Perception 9
Speed 10 ft., fly 40 ft. Languages -
Challenge 2 (350 XP)
STR DEX CON INT WIS CHA Amphibious. The giant crayfish can breathe air and
8 (-1) 16 (+3) 11 (+0) 1 (-5) 9 (-1) 15 (+2) water.
Skills Stealth +5 Actions
Senses blindsight 30 ft., passive Perception 9
Languages - Multiattack. The giant crayfish makes two claw
Challenge 1 (200 XP) attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft,
Spider Climb. The carnivorous butterfly can climb one target. Hit: 7 (1d10 + 2) bludgeoning
difficult surfaces, including upside down on damage, and the target is grappled (escape DC
ceilings, without needing to make an ability check. 12). The giant crayfish has two claws, each of
which can only grapple one target.
Actions
Proboscis. Melee Weapon Attack: +5 to hit, reach
5 ft, one target. Hit: 5 (1d4 + 3) piercing damage,
and the target must make a DC 10 Constitution
saving throw, taking 11 (2d10) acid damage on a
failed save, or half as much damage on a
successful one.
Hypnotic Pattern (1/Day). One creature who sees
the pattern must make a DC 14 Wisdom saving
throw. On a failed save, the creature becomes
charmed for one minute. While charmed, the
creature is incapacitated and has a speed of 0. The
effect ends for an affected creature if it takes
damage from any source other than the
carnivorous butterfly's proboscis, or if someone
else uses an action to shake the creature out of its
stupor. If the affected creature takes damage from
a proboscis attack, it may reroll its save.
36
Hulking Crab
Larger than a typical giant crab, a hulking crab has a body
that's up to 20 feet in diameter. Its shell is often covered
with coral, anemones, ship wreckage, or some other sort of
detritus salvaged from the ocean floor.
Hulking Crab Amphibious. The crab can breathe air and water.
Huge beast, unaligned Shell Camouflage. While the crab remains motionless
Armor Class 17 (natural armor) with its eyestalks and pincers tucked close to its
Hit Points 76 (8d12 + 24) body, it resembles a natural formation or a pile of
Speed 20 ft. swim 30 ft. detritus. A creature within 30 feet of it can discern its
true nature with a successful DC 15 Intelligence
STR DEX CON INT WIS CHA (Nature) check.
19 (+4) 8 (-1) 16 (+3) 3 (-4) 11 (+0) 3 (-4)
Skills Stealth +2 Actions
Senses blindsight 30 ft., passive Perception 10
Languages - Multiattack. The hulking crab makes two attacks with
Challenge 5 (1,800 XP) its claws.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit 20 (3d10 + 4) bludgeoning damage,
and the target is grappled (escape DC 15). The crab
has two claws, each of which can grapple only one
target.
37
Kelpie
A kelpie is a form of intelligent, aquatic plant life that
resembles a pile of wet seaweed. It is able to shape its body
into various forms, often assuming the aspect of a
magnificent white horse in order to lure people into deep
water.
Kelpie Actions
Medium plant, neutral evil Multiattack. The kelpie makes two slam attacks
Armor Class 14 (natural armor) Slam. Melee Weapon Attack: +4 to hit, reach 10 ft.,
Hit Points 67 (9d8 + 27) one target. Hit: 11 (2d8 + 2) piercing damage. If the
Speed 10 ft., swim 30 ft. target is a Medium or smaller creature, it is grappled
(escape DC 12).
STR DEX CON INT WIS CHA Drowning Hypnosis. The kelpie chooses one
14 (+2) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 10 (+0) humanoid it can see within 150 feet of it. If the
Damage Resistances bludgeoning, fire, piercing target can see the kelpie, the target must succeed on
Condition Immunities blinded, deafened, exhaustion a DC 11 Wisdom saving throw or be magically
Senses blindsight 60 ft., passive Perception 13 charmed while the kelpie maintains concentration, up
Languages Common, Sylvan to 10 minutes (as if concentrating on a spell). The
Challenge 4 (1,100 XP) charmed target is incapacitated, and instead of
Amphibious. The kelpie can breathe air and water. holding its breath underwater, it tries to breathe
Seaweed Shape. The kelpie can use its action to normally and immediately runs out of breath, unless it
reshape its body into the form of a humanoid or can breathe water. If the charmed target is more than
beast that is Small, Medium, or Large. Its statistics are 5 feet away from the kelpie, the target must move on
otherwise unchanged. The disguise is convincing, its turn toward the kelpie by the most direct route,
unless the kelpie is in bright light or the viewer is trying to get within 5 feet. It doesn't avoid
within 30 feet of it, in which case the seams between opportunity attacks. Before moving into damaging
the seaweed strands are visible. The kelpie returns to terrain, such as lava or a pit, and whenever it takes
its true form if takes a bonus action to do so or if it damage from a source other than the kelpie or
dies. drowning, the target can repeat the saving throw. A
False Appearance. While the kelpie remains charmed target can also repeat the saving throw at
motionless in its true form, it is indistinguishable the end of each of its turns. If the saving throw is
from normal seaweed. successful, the effect ends on it. A target that
successfully saves is immune to this kelpie's
hypnosis for the next 24 hours.
38
Morkoth Morkoths exist to acquire, and they give up possessions
only if doing so helps their hoard grow. A morkoth knows
Ancient and devious, morkoths are voracious collectors. every object in its collection and can track its possessions
They are driven by greed and selfishness, mixed with a through the planes. Someone who dares to steal from a
yearning for conflict. Morkoths desire anything they don't morkoth, or breaks a deal with one, will know no rest until
possess, have no scruples about taking what they crave and the morkoth is slain or all promises are kept.
endeavor to keep everything they collect.
Morkoths look like humanoids with large, bulging eyes,
Each morkoth has an extraplanar island where it keeps set above a beak like a squid. They have legs like a lobster
its hoard. It travels the planes, amassing the valuables, and eight octopus-like tentacles. For more information on
oddities, and castoffs of the multiverse to make its morkoths, see Volo's Guide to Monsters.
collection ever more complete.
Actions
A morkoth spends its time watching over its collection
and plotting to acquire more possessions. The creature Multiattack. The morkoth makes three attacks: two
shows no mercy to those that try to steal from it, but it can with its bite and one with its tentacles or three with
be bargained with by a visitor that offers the morkoth its bite.
something it desires. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage.
Morkoth Tentacles. Melee Weapon Attack: +6 to hit, reach 15
ft., one target. Hit: 15 (3d8 + 2) bludgeoning
Medium aberration, chaotic evil damage, and the target is grappled (escape DC 14) if
it is a Large or smaller creature. Until this grapple
Armor Class 17 (natural armor) ends, the target is restrained and takes 15 (3d8 + 2)
Hit Points 130 (20d8 + 40) bludgeoning damage at the start of each of the
Speed 25 ft., swim 50 ft. morkoth's turns, and the morkoth can't use its
tentacles on another target.
STR DEX CON INT WIS CHA Hypnosis. The morkoth projects a 30-foot cone of
14 (+2) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 13 (+1) magical energy. Each creature in that area must make
a DC 17 Wisdom saving throw. On a failed save, the
Skills Arcana +9, History +9, Perception +10, Stealth creature is charmed by the morkoth for 1 minute.
+6 While charmed in this way, the target tries to get as
close to the morkoth as possible, using its actions to
Damage Resistances bludgeoning, piercing, and Dash until it is within 5 feet of the morkoth. A
slashing from nonmagical attacks charmed target can repeat the saving throw at the
end of each of its turns and whenever it takes
Senses blindsight 30 ft., darkvision 120 ft., passive damage, ending the effect on itself on a success. If a
Perception 20 creature's saving throw is successful or the effect
ends for it, the creature has advantage on saving
Languages telepathy 120 ft. throws against the morkoth's Hypnosis for 24 hours.
Challenge 11 (7,200 XP)
Amphibious. The morkoth can breathe air and water. Reactions
Spellcasting. The morkoth is an 11th-level spellcaster.
Its spellcasting ability is Intelligence (save DC 17, +9 Spell Reflection. If the morkoth makes a successful
to hit with spell attacks). The morkoth has the saving throw against a spell, or a spell attack misses
following wizard spells prepared: it, the morkoth can choose another creature
Cantrips (at will): acid splash, mage hand, mending, (including the spellcaster) it can see within 120 feet
ray of frost, shocking grasp of it. The spell targets the chosen creature instead of
1st level (4 slots): detect magic, identify, shield, the morkoth. If the spell forced a saving throw, the
witch bolt chosen creature makes its own save. If the spell was
2nd level (3 slots): darkness, detect thoughts, shatter an attack, the attack roll is rerolled against the chosen
3rd level (3 slots): dispel magic, lightning bolt, creature.
sending
4th level (3 slots): dimension door, Evard's black
tentacles
5th level (3 slots): geas, scrying
6th level (1 slot): chain lightning
39
Rock of Tethyr Game Statistics
The son of a Waterdhavian trader, Rock grew up in Tethyr For the hags’ statistics, use the sea hag entry from the
where he gained his nickname. At a young age, Rock left Monster Manual.
for the island of Chult to seek fame and fortune. There he
discovered an aptitude for piracy and quickly rose through
the ranks until he, along with a group of loyal followers,
boarded and stole a trading vessel carrying silver from the
Chultan mines back to the mainland. As captain of his new
ship, he terrorized the ports of Chult.
Rock is notorious for his volatile temper and harsh
punishments for disobedience, as well as his cunning. Tales
tell of Rock eating his foes, forcing his allies to drink with
him at sword-point, and in one instance escaping from an
Amnian prison by forging a letter from the other pirates of
Jahaka Anchorage. The trader guild released him on the
stipulation that he would cease his raiding, a promise he
broke that same night by stealing a new ship.
Now, the captain of the Decapus spends his days under
the sea, plotting his revenge. The oath he swore to the hags
has magically bound him to the ocean, and even though
there is nothing he would rather do than break it, he is
incapable of returning to the
surface.
A remove curse spell would free
captain Rock from his torment (and
with multiple castings, his crew) but he
is irredeemably evil and, thanks to a few
years spent as an aquatic abomination, not a
little bit insane. He will try to steal the characters’
ship (if they have any) and resume his pirating
ways.
Game Statistics
Treat Rock of Tethyr as a bandit captain with the
following modifications:
His curse has increased his toughness, giving him
the maximum hit points for his hit dice (100).
His natural armor gives him an AC of 17.
He has a swim speed of 30 ft.
He has darkvision out to 120 ft.
He can breathe air and water but needs to be
submerged in the sea at least once a day for 1 minute to
avoid suffocating.
Sea Hags of Ishau
The sea hags are recent residents of sunken Ishau,
having arrived during the years of the Spellplague
when the barriers between the Feywild and the
Prime Material plane weakened. They do not
know much of its history, nor do they care, but
they do take gleeful delight in vandalizing any
remnants of ancient beauty they can find.
Alluvium carries a bag of teeth (see “Appendix A:
Treasure”). She likes to pull out single teeth to create
quippers with which she spies on friends and foes alike.
Feculence enjoys charming sailors and having them fall in
love with her, just to see how far she can push them into
depravity.
Putrescence considers herself the artist of the group and
owns a jagged adamantine knife which she uses to gleefully
vandalize her surroundings.
40
Sea Spawn Pirate
Captain Rock's cursed crew haunt the ruins of Ishau and its
surrounding waters. Limited Amphibiousness. The sea spawn pirate can
breathe air and water but needs to be submerged in
Sea Spawn Pirate the sea at least once a day for 1 minute to avoid
suffocating.
Medium humanoid, neutral evil
Actions
Armor Class 11 (natural armor)
Hit Points 32 (5d8 + 10) Multiattack. The sea spawn pirate makes two attacks
Speed 20 ft., swim 30 ft. with its cutlass, then it makes one attack using its
piscine anatomy, if appropriate.
STR DEX CON INT WIS CHA Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft.,
15 (+2) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 8 (-1) one target. Hit: 5 (1d6 + 2) slashing damage.
Senses darkvision 120 ft., passive Perception 10 Piscine Anatomy. See the Sea Spawn Pirate Piscine
Languages Aquan, Common Mutations table for details on this feature.
Challenge 1 (200 XP)
Sea Spawn Pirate Piscine Mutations
d8 mutation
1-2 Various fins and gills all but hide the last signs of humanity in this cursed creature, but no special modifiers apply.
The pirate makes two attacks with its cutlass as normal when it takes the attack action.
3 Humanoid legs and arms are attached to the upper torso and head of a shark and can bite a man in half. Melee
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
The pirate has writhing octopus tentacles where its legs would be. Melee Weapon Attack: +5 to hit, reach 10 ft.,
4 one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or
smaller creature. Until this grapple ends, the pirate can't use its tentacles on another target.
Colorful venomous quills protrude from the pirate’s spine. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be
5 poisoned 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.
The pirate has a massive pincer replacing one of its hands. While this claw does not confer any bonus to melee
combat, it can be snapped shut to produce an intense burst of sound. The pirate creates a sonic wave in a 15-
6 foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 11
(2d10) thunder damage on a failed save, or half as much damage on a successful one. This ability has Recharge 5-
6.
7 This bottom-dwelling pirate is covered in camouflage, allowing it to bury itself in sand to hide as a bonus action.
It gains a total of +4 on its Stealth ability if it does so.
8 The pirate’s body is bent over and twisted in a thick, lobster-like shell, giving it a +4 bonus to its AC.
41
Selkie Vegetan Mummy
Selkies are gentle seal spirits of the sea able to assume Vegetan mummies are abominations created by the sea
humanoid form. Selkie tales are popular among pirates, hags in a ritual that infuses an Ishauan death mask with
always featuring heartbreak, unexpected reversals, and a evil and binds it to nearby weeds. The mask slowly sucks
warning about meddling with magical forces of the sea. the life out of the plants and it needs to refresh its body
Selkie tribes are semi-nomadic, traveling a course that constantly. Another creature’s remains can sustain a
stops by several undersea grottos and coral caves. vegetan mummy for many days.
Occasionally, the selkies beach themselves on secluded
islands to recuperate after a particularly hard voyage. Along Vegetan Mummy
the way, they pick up many trinkets, particularly from
sunken ships, and selkies who have contact with natives or Medium plant, neutral evil
colonists often end up trading alongside ships underway or
at local port celebrations. Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Selkie Speed 20 ft., swim 30 ft.
Medium humanoid, neutral good STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
Armor Class 12 (13 in seal form)
Hit Points 27 (5d8+5) Saving Throws Wis +2
Speed 30 ft. (10 ft., swim 40 ft. in seal form) Damage Resistances bludgeoning, piercing, and
STR DEX CON INT WIS CHA slashing from nonmagical weapons
12 (+1) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 14 (+2) Condition Immunities blinded, deafened, charmed,
Skills Deception +4, Perception +4, Persuasion +4 exhaustion
Senses darkvision 60 ft., passive Perception 14 Senses blindsight 60 ft., passive Perception 10
Languages Aquan, Common Languages -
Challenge 1/2 (100 XP) Challenge 3 (700 XP)
Shapechanger. The selkie can use its action to Actions
polymorph into a specific Medium human or back
into its true form (that of a Small seal). Other than Multiattack. The vegetan mummy can use its
its size and AC, its statistics are the same in each Dreadful Glare and makes one attack with its
form. Any equipment it is wearing or carrying isn't drowning touch.
transformed. It reverts to its true form if it dies. Drowning Touch. Melee Weapon Attack: +5 to hit,
Innate Spellcasting. The selkie's spellcasting ability reach 5 ft., one target. Hit: 10 (2d6 + 3)
is Wisdom (spell save DC 12, spell attack +4). It bludgeoning damage plus 10 (3d6) necrotic
can innately cast the following spells without damage. A creature hit by a vegetan mummy’s
material components: Drowning Touch must succeed on a DC 12
1/day: augury, cure wounds, lesser restoration, Constitution saving throw or immediately start
water breathing suffocating, even if that creature is not submerged
or normally able to breathe water. The creature
Actions can remain conscious for a number of rounds
equal to its Constitution modifier before it drops
Bite (Seal Form Only). melee weapon attack: +3 to to 0 hit points. While the creature is drowning it
hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing suffers from disadvantage on attack rolls and
damage ability checks. A lesser restoration spell can undo
Cutlass (Human Form Only). melee weapon attack: the effect, as well as destroying the vegetan
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) mummy that inflicted it.
slashing damage Dreadful Glare. The vegetan mummy targets one
Shortbow (Human Form Only). ranged weapon creature it can see within 60 feet of it. If the
attack: +4 to hit, range 80/320 ft., one target. Hit: target can see the vegetan mummy, it must
5 (1d6+2) piercing damage succeed on a DC 11 Wisdom saving throw against
this magic or become frightened until the end of
the vegetan mummy's next turn. If the target fails
the saving throw by 5 or more, it is also paralyzed
for the same duration. A target that succeeds on
the saving throw is immune to the Dreadful Glare
of all vegetan mummies for the next 24 hours.
42
Wolf-In-Sheep’s- The wolf-in-sheep’s-clothing has likewise adapted its
Clothing body to resemble a tree stump, while its mobile and
grasping tentacle roots appear to be nothing more than
This predator comes from a distant world that is abundant gnarled tree roots, and its eyestalks appear to be vines or
with a type of bunnyoid that closely resembles the fleshy plant growths.
growth atop its body. It wiggles and displays this bait to
lure others of this kind - or creatures which prey upon them Actions
- to it.
Multiattack. The wolf-in-sheep’s-clothing makes 2
Wolf-In-Sheep’s- attacks with its crushing root tentacles. Then, if it has
Clothing grappled any enemies, it will open its toothy orifice,
drag one creature towards it, and perform a bite
Large plant, neutral attack.
Crushing Root Tentacle. Melee Weapon Attack: +8 to
Armor Class 12 (natural armor) hit, reach 50 ft., one target. Hit 13 (2d8 + 4)
Hit Points 360 (48d10 + 96) bludgeoning damage and the target is grappled
Speed 10 ft. (escape DC 18).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit 17 (5d6) piercing damage.
19 (+4) 10 (+0) 15 (+2) 4 (-3) 13 (+1) 6 (-2)
Legendary Actions
Saving Throws Wisdom +6
Skills Perception +6 The wolf-in-sheep's-clothing can take 3 legendary
Condition Immunities deafened, exhaustion actions, choosing from the options below. Only one
Senses passive Perception 16 legendary action option can be used at a time and
Languages - only at the end of another creature's turn. The wolf-
Challenge 9 (5,000 XP) in-sheep's-clothing regains spent legendary actions at
the start of its turn.
False Appearance. While the wolf-in-sheep’s-clothing Tentacle. The wolf-in-sheep's-clothing makes one
remains motionless, it is indistinguishable from a crushing root tentacle attack.
normal cute little bunnyoid on a stump. Bite. The wolf-in-sheep's-clothing drags one creature
Appendices. For each 60 damage the wolf-in-sheep’s- that is grappled by it towards its maw and makes a
clothing has taken, it loses one of its legendary bite attack.
actions. If it has no legendary actions remaining, it Sprout Eye (Costs 2 Actions). The wolf-in-sheep's-
loses one of its attacks instead. clothing secretly regrows one of its eyestalks in a
Eyestalks. The wolf-in-sheep’s-clothing has 5 nearby space.
eyestalks that are camouflaged as normal plants. A
creature can spot an eyestalk with a successful DC 14
Wisdom (Perception) check. Eyestalks have AC 12
and 20 hp. If all eyestalks are destroyed, the wolf-in-
sheep’s-clothing suffers from the blinded condition.
43
Appendix N: Sources & Credits
THIS ADVENTURE DRAWS INSPIRATION
from various D&D modules both classic and
modern, as well as historical sources.
Tomb of Annihilation, by Christopher Perkins, Will Doyle, Steve Winter, et al.
For the location, the Soulmonger, and many monsters.
Sunken Cities - Egypt’s Lost Worlds, by Franck Goddio and Aurélia Masson-Berghoff.
For the city and its history.
Volo’s Guide to Monsters, by Mike Mearls, et al.
For additional monsters, chief among which the morkoth.
Tales from the Yawning Portal, by Kim Mohan, Mike Mearls, et al and Storm King's Thunder, by Christopher Perkins, et al
For additional monsters such as the crayfish, hulking crab, and kelpie.
Expanded Psionics Handbook, by Bruce R. Cordell and Races of the Mind: Maenad, by Josh Sjothun.
For the maenad race and their culture.
Stormwrack - Mastering the Perils of Wind and Wave, by Richard Baker, Joseph D. Carriker jr., Jennifer Clarke Wilkes.
For underwater rules and treasure.
Tortle Package, by Christopher Perkins.
For layout inspiration, the decapus, and the boon of Umberlee.
The Discerning Merchant’s Price Guide, by Dave Eisinger.
For prices on useful magic items.
Buccaneer's Bestiary, by Aaron “Quickleaf” Infante-Levy.
For the Selkie stats.
Ed Greenwood (Twitter).
For the name of the island near Refuge Bay (Iryth).
The history of Rock of Brasil.
For the pirate captain’s story and personality.
The Horniman Museum.
For the morkoth’s island and its many curiosities.
Expedition to the Barrier Peaks, by Gary Gygax.
For the wolf-in-sheep’s-clothing.
The Angry GM.
For his bifurcated two-headed snake which inspired the wolf-in-sheep’s-clothing’s stats.
GMBinder.
For the layout of this adventure.
Dungeon Painter Studio, by pyromancers.com and the Dungeon Delving tileset, by John Fallara.
For the map-making software.
This adventure features artwork by Emily Abeydeera.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Harald Maassen and published under the Community Content
Agreement for Dungeon Masters Guild.
44
Hags
Pirates
Morkoth
Near the jungles of Chult, beneath the waves of
Refuge Bay, lies a ruined city. Evil hags and
their minions make their home among the
ancient relics.
Even deeper down, at the bottom of an old
undersea lake, an otherworldly monstrosity
guards its eclectic hoard of oddities. What
does it know about the Soulmonger?
Design: Harald Maassen
Art: Emily Abeydeera
A DUNGEONS & DRAGONS adventure for
characters between levels 4-6
For use with the fifth edition Player's
Handbook, Monster Manual, and Dungeon
Master's Guide
Requires the Tomb of Annihilation adventure
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