Aid from NPCs
Lothar and the other refugees are concerned primarily
with freeing their home from the clutches of the Cult
of Ghatanothoa and the ghouls. As such, their actions
during any confrontation will take that motivation into
account.
NPCs take the Dodge action on the first and second
rounds of battle. On the third round, they attack from
range if able; otherwise, they take the Dodge action. On
the fourth and subsequent rounds, they continue as before,
unless they have been targeted by an attack, in which case
they will engage the attacker in battle with melee weapons
if they cannot escape to use ranged attacks.
Development. The cultists have called in the aid of their
deep one allies to patrol the surrounding jungles in search
of dissidents and evacuees.
Creatures. Four deep one warriors (page 37) patrol
the jungles.
Scene 5B. Deep One
Packmaster
The throaty roar of apes shatters the plodding monoto-
ny of the march through the dense, mosquito-infested
jungles. Canopy still quaking, four boulders, each large
enough to crush a human, hurtle toward you.
Make four attacks, determined randomly among whoever
is taking the leader, at +5 to hit, inflicting 6 (1d6+3) blud-
geoning damage on a hit.
A tetrad of armored apes, led by a shuffling, batrachian
humanoid materializes from the foliage. The crea-
ture–covered in necklaces, bracelets, and piercings of
bone and teeth–lopes forward on ranine legs. With a
croaking battle cry, the deep one joins the fray.
Development. The deep one and its beasts lie in wait for
troops to pass within range of their rocks. The players may
be stealthy enough to pass unmolested, requiring opposed
Dexterity (Stealth) vs. Wisdom (Perception) checks, but
their charges are not so lucky and will be targeted in their
place. Clever and/or sneaky PCs might be able to keep
their forces back out of range while they go deal with the
ambush party.
Creatures. A deep one packmaster (page 34) and four
deep one hybrid apes (page 33) wait to ambush the PCs.
Scene 6B. Vigilantes from
Kava’s Respite
The PCs encounter Zakkarija and his retinue as outlined
in Sidetrek – Vigilante’s Respite.
29
The Battle for ◊◊ Round 5. If the PCs are still battling their adversaries,
Farzeen they are joined by the remaining forces, who make
short work of the now retreating ghouls and cultists. If
Designer’s Note. The battle for Farzeen is intended Upton is still alive at this point, he is born down under
to be primarily cinematic in nature and can be ad- the weight of the islanders, who finally put an end to his
judicated partly or entirely as such at the GM’s dis- crassness.
cretion. The events described below keep the PCs a
key part of the action while allowing the assault to When the PCs vanquish their last foe or five rounds have
unfold around them. passed, the remaining ghouls and cultists sense that
the tide has turned and retreat. Read, or paraphrase the
When the PCs raise the gate, or see it being opened if they following:
are in the jungle, read or paraphrase the following:
Lothar’s sonorous baritone reverberates through the
The looks of amazement and bewilderment on the fac- battlefield. “They’re breaking ranks! They flee like the
es of the ghouls and cultists at the gate tell you every- craven dogs they are!” The captain of the Watch gath-
thing you need to know: Lothar’s plan has worked, and ers his troops, the remaining islanders, and the priests
there is hope. The portal to Farzeen rises unbidden, of Light before turning to you all. “We’ve won this
and without hesitation the refugees storm the battle- battle, my friends! You’re heroes of Farzeen!” And with
ments to take their home back from the foul creatures this last statement, cries of “huzzah!” fill the air.
that drove them from it.
Creatures. PCs inside the city continue to battle the
True to their training, the islanders work in lethal forces as determined in Scene 7a. If the PCs came to
packs, each with a guard taking point and dictating the Farzeen via the jungle, roll twice on the table from scene
tactics. The priests of Light provide support, healing 2 to determine the forces they must battle. The raiding
wounds as soon as they are inflicted, impeding their islanders battle a contingent of ghouls and acolytes loyal
foes, and calling upon the favor of their divine powers to the cultists.
so that each blade strikes true.
Conclusion
The frenetic chaos, sheer numbers, and righteous fury
of the refugees has given them the advantage, and Through trials, tribulations, and countless battles, the
within moments they gain the upper hand. PCs have taken the first steps in reclaiming Farzeen from
the clutches of the Cult of Ghatanothoa. The PCs have
Development. The PCs have their own enemies to learned that the cultists’ allies include the nearby deep one
contend with. The battle rages around them, unfolding as colony, that there are forces at work that threaten to shake
outlined below. their understanding of reality, and that a friend and ally
has betrayed them. They are uncertain what happened to
◊◊ Round 1. At the end of this round, Upton joins the fray Captain Censa, or if she was corrupt all along.
if he has not already.
The day is won. The folk of Farzeen are made of stern
◊◊ Round 2 through 4. At the beginning of the round, stuff, and with the aid of the PCs, Lothar, and the priests
Censa now barely recognizable as a deep one hybrid of the Goddess of Light, they rally to retake what is theirs.
menticidist (page 31), appears and makes her new An epic battle ensues, fortune shines on the refugees, and
allegiance known. Seeing Censa this way prompts the the invaders must flee before their righteous fury. They
PCs to make a DC 13 Wisdom saving throw or gain retreat into the city to their source of strength, the newly
1 level of dread that lasts for one hour; a PC who had constructed Citadel.
a close relationship with Censa makes this save with
disadvantage. Censa doesn’t hesitate to join the fight, Experience Points
casting eyebite on the party’s bard/sorcerer/wizard and
choosing the sleep effect. If the party does not include At the end of this episode, all PCs gain sufficient
such a character, she instead chooses the strongest experience to reach 8th level.
warrior. She maintains her distance from the group and
retreats the following round, maintaining concentration
on the effect and selecting another target. She has no
intention to fight to the death and will flee if threatened
with defeat.
The face of Captain Censa appears, but it is only vague-
ly familiar. Her features are much changed since last
you saw her. Her face is rounder, her eyes–now black
pits of the void–protrude, and her body crackles with
barely contained eldritch power.
30 Act 2.3: Rebellion
Appendix: NPCs, Spells, and Items of Interest
Censa, Deep One
Hybrid Menticidist
Censa’s inauspicious encounter with deep ones shortly
before her first steps on the shores of Farzeen awoke
within her a longing that she had previously been able to
suppress. In their lidless eyes and batrachian rumbles, a
disquieting kinship awoke, and after securing repairs for
the Folly, Censa answered the call of the ocean.
In her transformation, Censa has embraced her deep
one heritage and her role as a subjugator of their enemies.
Bolstered by her alien heritage, pact with Ghatanothoa,
and considerable personal power, Censa has become the
de facto leader of the deep one incursion of Farzeen.
Playing Censa, Prophetess: Censa relishes her role
within the Cult of Ghatanothoa with the gusto of a newly
converted zealot. She will do anything to further the agen-
da of her patron and her newly found family.
Censa’s favored tactic is to appear at a distance, en-
chant a powerful foe, and have them do her bidding
while she watches from safety. She will
not hesitate to use her plane shift or
teleport abilities to escape danger.
Appendix: NPCs, Spells and Items of Interest 31
Censa, Deep One Hybrid its eyes again. If the creature looks at her in the meantime, it
Menticidist must immediately make the save.
Medium humanoid (deep one, human), neutral evil Innate Spellcasting. Censa can cast the following spells (spell
DC 18, +10 to hit with spell attacks):
Armor Class 19 (natural armor)
At will: detect thoughts, false life
Hit Points 170 (20d8 + 80)
1/day: eyebite, mass suggestion, pipes of madness (SPCM
Speed 30 ft., climb 30 ft., swim 30 ft. 110), plane shift or teleport
STR DEX CON INT WIS CHA Secret of Time’s End. When Censa reduces a creature to 0
13 (+1) 14 (+2) 18 (+4) 15 (+2) 10 (+0) 20 (+5) hit points, she gains 5 temporary hit points. Whenever Censa
deals damage with a warlock spell, the target’s hit point
Saving Throws Cha +10, Con +9, Wis +5 maximum is reduced by the damage dealt until they take a
short rest. If the target’s hit point maximum reaches 0, it dies.
Skills Acrobatics +7, Nature +7, Perception +5, Persuasion
+10, Survival +5, Yog-Sothothery +10 Spellcasting. Censa is a 15th-level spell caster and Charisma
is her spellcasting ability (spell DC 18, +10 to hit with spell
Senses darkvision 90 ft., passive Perception 15 attacks). She knows the following spells:
Languages Common, Aklo, Deep Speech Cantrips (at will): eldritch blast (3 bolts), mending, minor
illusion, prestidigitation
Challenge 13 (10,000 XP)
1st–5th (Four 5th-level slots): banishment, confusion,
Agonizing Blast. When casting eldritch blast, Censa adds her compulsion, counterspell, dominate person, enthrall, hold
Charisma modifier to the damage it deals on a hit. monster, hypnotic pattern, kiss of Dagon (SPCM 106),
lethargy of Tsathoggua (SPCM 106), melt flesh (SPCM 107)
Born of the Sea. Censa has advantage on all skill and ability
checks related to sailing, swimming, and the like. Designer’s Note: The GM is encouraged to add an additional
2-4 spells as appropriate for the campaign.
Unearthly Mutation. Censa can breathe air or water.
ACTIONS
Magical Adept (1/Day). Censa can regain an expended spell
slot as a bonus action. Multiattack. Captain Censa makes three melee attacks: two
with her shortsword and one with her bite.
Magic Resistance. Censa has advantage on saving throws
against spells and other magical effects. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage
Mummifying Gaze (3/day). When a creature that can see
Censa’s eyes starts its turn within 60 feet of her, she can Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one target.
force it to make a DC 15 Constitution saving throw if she Hit: 3 (1d4 + 1)
isn’t incapacitated and can see the creature. A creature that
fails the save begins to mummify and its Dexterity score is REACTIONS
reduced by 1d4. If this reduces its Dexterity score to 0, it is
mummified as if by Ghatanothoa’s Mummification. Magical Defiance. When a creature hits Censa with an attack,
she casts a cantrip on the attacker if it is within range.
Unless surprised, a creature can avert its eyes to avoid this
effect at the start of its turn. If the creature does so, it can’t
see Censa until the start of its next turn, when it can avert
32 Appendix: NPCs, Spells and Items of Interest
Deep One Hybrid –
Ape
Interbreeding between deep ones and the beasts of Far-
zeen’s coastal jungle has produced some horrific mon-
strosities, but few more terrible than the deep one
hybrid apes. These shaggy, man-sized apes have
begun to show signs of their abyssal trans-
formations: their eyes are milky and bulging,
their skin slimy, their hands and feet webbed.
Primordial Armor. Thick chitinous plates
and hard scales have erupted from the apes’
matted fur, giving them the appearance of
primordial sea monsters or squamous horrors
of the deep.
Shrewd Predators. Hybridization with the
deep ones has uplifted these apes to a level
of sapience unseen among the baser beasts of
the jungle. They study their opponents with an
unnerving alien intelligence and even seem to un-
derstand humanoid speech.
Deep One Hybrid – Ape
Medium beast (deep one), chaotic evil
Armor Class 19 (natural armor)
Hit Points 39 (6d8+12)
Speed 20 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 9 (-1) 12 (+1) 7 (-2)
Skills Athletics +5, Perception +3,
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can’t speak
Challenge 1 (200 XP)
Hold Breath. The deep one hybrid ape can hold its breath
for 1 hour.
Sea Longing. The deep one hybrid ape has advantage on
Strength (Athletics) checks made to swim. However, every
week that it spends more than 10 miles from the sea, it
must succeed on a DC 10 Wisdom saving throw or its
Wisdom score is reduced by 1 until it travels to the sea.
ACTIONS
Multiattack. The deep one hybrid ape makes two fist
attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, ranged 25/50 ft.,
one target. Hit: 6 (1d6+3) bludgeoning damage.
Appendix: NPCs, Spells and Items of Interest 33
Deep One –
Packmaster
This foul batrachian humanoid seems more at ease in the
jungle than other deep ones. It has decorated its slimy
hide with necklaces and bracelets of bone and teeth, and it
wears a cloak of mud-spattered furs.
Surf and Turf. The evidence of this deep one’s frequent
forays onto land gather around it in the form of its hybrid
progeny. Mighty apes of the jungle, corrupted and trans-
formed by the deep one’s abyssal influence, gambol and
hoot in response to every passing noise. The packmaster’s
hideous brood is a physical expression of the unspoken
truth of the deep ones: all life comes from the sea, and to
the sea shall it all return.
Deep One – Packmaster 1st level (4 slots): cure wounds, hunter’s mark
Medium humanoid (deep one), chaotic evil 2nd level (2 slots): pass without trace, silence
Armor Class 16 (natural) Bolster Hybrids. All beasts with the deep one tag within
60 feet of the deep one packmaster gain a +2 bonus on
Hit Points 90 (12d8 + 36) initiative rolls and saving throws. They also gain the Pack
Tactics ability if they do not already have it.
Speed 20 ft., swim 40 ft.
Pack Tactics. The deep one packmaster has advantage on
STR DEX CON INT WIS CHA attack rolls against a creature if an ally is within 5 feet of the
16 (+3) 12 (+1) 16 (+3) 14 (+2) 17 (+3) 13 (+1) creature and the ally isn’t incapacitated.
Saving Throws Dex +3 Actions
Skills Animal Handling +5, Nature +4, Perception +5, Reli- Multiattack. The deep one makes two attacks: two with its
gion +4, Stealth +3 claws, or two with its trident, or one with each.
Damage Resistances cold Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Senses darkvision 60 ft., passive Perception 15
Net. Ranged Weapon Attack: +5 to hit, range 5/15 ft.,
Languages Common, Deep Speech one creature. Hit: Target is restrained until freed. A DC 10
Strength check or 5 slashing damage dealt to the net (AC
Challenge 4 (1,100 XP) 10) frees the restrained creature.
Amphibious. The deep one can breathe air and water. Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5
Deep Dweller. The deep one has advantage on Stealth ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing
checks while underwater. In addition, it can’t be harmed by damage or 7 (1d8 + 3) piercing damage if used with two
water pressure. hands to make a melee attack.
Use Magic Device. The deep one ignores all class Reactions
requirements on the use of magic items.
Command Hybrid. When a beast that has the deep one tag
Spellcasting. The deep one packmaster is a 5th-level within 30 feet of the deep one makes an attack, the deep
spellcaster. Its spellcasting ability is Wisdom (spell save DC one goads it into making one additional attack against the
13, +5 to hit with spell attacks). It has the following ranger same target, regardless of whether or not the beast has
spells prepared: Multiattack.
34 Appendix: NPCs, Spells and Items of Interest
Appendix: NPCs, Spells and Items of Interest 35
Deep One Hybrid –
Constrictor Snake
The fecundity of the deep ones knows few limits, and the
tropical snakes of Farzeen are no exception to that rule.
The deep one hybrid constrictor snakes of Farzeen have
developed shark-like teeth, a powerful tail attack, and the
armor plating of their primordial ancestors.
Deep One Hybrid –
Constrictor Snake
Huge beast (deep one hybrid), chaotic evil
Armor Class 19 (natural)
Hit Points 76 (8d12 + 24)
Speed 30 ft., climb 15 ft., swim 30 ft.
STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 16 (+3) 9 (-1) 12 (+1) 7 (-2)
Skills Perception +3, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Percep-
tion 13
Languages understands Common
Challenge 3 (700 XP)
Hold Breath. The deep one hybrid constrictor snake can
hold its breath for 1 hour.
Sea Longing. The deep one hybrid snake has advantage
on Strength (Athletics) checks made to swim. However,
every week that it spends more than 10 miles from the sea,
it must succeed on a DC 10 Wisdom saving throw or its
Wisdom score is reduced by 1 until it travels to the sea.
ACTIONS
Multiattack. The deep one hybrid snake makes two attacks:
one bite and one tail slam.
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage
Tail Slam. Melee Weapon Attack. +7 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the
target is a medium or smaller creature, it is grappled and
restrained, and the snake can’t grapple another target.
A grappled creature automatically takes 14 (2d8 + 5)
bludgeoning damage at the beginning of its turn from
constriction.
36 Appendix: NPCs, Spells and Items of Interest
Deep One – Warrior
Far more hideous even than the typical deep ones, which
combine all the ugliest elements of fish and frog into a
sinister humanoid form, deep one warriors are hulking
brutes with gaping, jagged maws and thick, bulky hides.
Bred for Battle. Deep one warriors are as variable in
form as other denizens of the oceanic abyss. Some are
protected by crustacean carapaces while others grow thick
bony plates like the primordial fish of the ancient oceans.
One warrior might have the needle-toothed mouth of an
angler fish while another may have a shark’s jaws. These
monstrosities are reflections of all the untold terrors that
lurk in the stygian depths.
Deep One – Warrior
Medium humanoid (deep one), chaotic evil
Armor Class 17 (natural)
Hit Points 67 (9d8 + 27)
Speed 25 ft., swim 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 11 (+0) 16 (+3) 12 (+1)
Skills Athletics +5, Perception +5, Religion +2, Stealth +3
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Common, Deep Speech
Challenge 3 (700 XP)
Amphibious. The deep one can breathe air and water.
Deep Dweller. The deep one has advantage on Dexterity
(Stealth) checks while underwater. In addition, it can’t be
harmed by water pressure.
Use Magic Device. The deep one ignores all class
requirements on the use of magic items.
Actions
Multiattack. The deep one makes three attacks: one with its
bite and two with its claws or trident.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing
damage or 7 (1d8 + 3) piercing damage if used with two
hands to make a melee attack.
Appendix: NPCs, Spells and Items of Interest 37
Domniku – Elder
Priest of Light
As a child, Domniku was remanded into the care of the
priests and priestesses of Light to be raised in their
traditions. His parents—his father, a sailor lost at sea, and
his mother, a victim of unfortunate circumstance—were
unable to care for him, and in their absence a young priest-
ess, Pompea, took the child as her ward and surrogate
son. Domniku is a brilliant priest with an encyclopedic
knowledge of rites and traditions of the Goddess of Light.
His devotion to the Goddess of Light is only surpassed by
his loyalty to Pompea.
Domniku is something of an oddity on the island of Far-
zeen. His often sun-burnt fair skin, towering height, and
pale blonde hair speak of ancestors from far to the north.
The priest spends much of his time sequestered in the
archives of his order and overseeing the liturgical duties of
less senior clergy.
LDiogmhntiku – Elder Priest of Spellcasting. Domniku is an 8th-level spellcaster. His
spellcasting ability is Wisdom (spell cave DC 14, +6 to
Medium humanoid (human), neutral good hit with spell attacks). He has the following cleric spells
prepared:
Armor Class 13 (studded leather)
Hit Points 52 (8d8 + 16) Cantrips (at will): guidance, light, resistance, sacred flame,
Speed 30 ft. spare the dying
STR DEX CON INT WIS CHA 1st level (4 slots): bless, cure wounds, detect poison and
11 (+0) 12 (+1) 14 (+2) 18 (+5) 18 (+4) 14 (+2) disease, faerie fire, healing word, lethargy of TsathogguaSPCM,
protection from evil and good, shield of faith
Saving Throws Wis +6, Cha +4
Skills Insight +6, Religion +9, Yog-Sothothery +6 2nd level (3 slots): aid, enhance ability, lesser restoration,
Senses passive Perception 14 prayer of healing
Languages Common
Challenge 4 (1,100 XP) 3rd level (3 slots): beacon of hope, create food and water,
daylight, green decay ,SPCM mass healing word, remove curse,
Searing Radiance. When casting sacred flame, Domniku adds sending
his Wisdom modifier to the damage dealt on a hit.
4th level (2 slots): death ward, divination, guardian of faith
Actions
Morningstar. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 4 (1d8) piercing damage.
38 Appendix: NPCs, Spells and Items of Interest
Flesh Fly Fast Acting Leprosy
This horrid fly is the size of a cat, with a hairy brownish Leprosy is a skin disease that causes permanent damage
carapace and bulging, multifaceted eyes. It flits in errat- to the nerves, inhibiting natural healing and often leading
ic spirals, emitting a maddening buzzing sound. These to disfigurement. Because the disease has no natural
vermin transmit debilitating diseases with their filthy cure and presents such obvious and unpleasant physical
mouthparts. symptoms, lepers are often shunned and isolated by
society.
Ghoulish Familiars. With their morbid attraction
to decay and immunity to diseases, ghoul spellcasters Under normal circumstances, leprosy is not as
sometimes keep flesh flies as pets. A ghoul of 3rd level or contagious as often feared: any humanoid creature must
higher who casts the find familiar spell can choose to gain succeed on a DC 5 Constitution saving throw once
the service of a flesh fly in place of the other choices of every 24 hours they are in close contact with an infected
familiar. individual or a carrier of leprosy, with failure resulting in
infection. Leprosy manifests slowly, with the infected
Flesh Fly showing no symptoms of the disease for 2d6 years.
Some creatures, such as the flesh flies of Farzeen, spread
Tiny beast, unaligned a fast-acting form of leprosy that can manifest in as little
as 1d4 days.
Armor Class 13
Symptoms of leprosy include skin lesions, numbness,
Hit Points 3 (1d4+1) thickened skin, wounds that don’t heal, and deformity
of joints and extremities. The infected creature has
Speed 10 ft., climb 10 ft., fly 40 ft. disadvantage on all saving throws made to avoid
exhaustion, regains only half the normal number of hit
STR DEX CON INT WIS CHA points from spending Hit Dice, and regains no hit points
4 (-3) 16 (+3) 12 (+1) 1 (-5) 7 (-2) 3 (-4) from finishing a long rest. In addition, their hit point
maximum is reduced by 1d8 hp until the disease is
Condition Immunities disease cured.
Senses blindsight 30 ft., passive Perception 8 Treatment. Once a humanoid is infected with leprosy,
it can only be cured through magical means, such as the
Languages – spell lesser restoration.
Challenge 1/8 (25 XP)
Spider Climb. The flesh fly can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage, and the target must make
a DC 11 Constitution saving throw against disease or
contract fast-acting leprosy (see sidebar).
Reactions
Avoid the Swatter. The flesh fly abruptly flies away from an
attack that would otherwise hit it, moving up to its fly speed
without provoking opportunity attacks.
Appendix: NPCs, Spells and Items of Interest 39
Flesh Golem, Eternal Service. While the flesh of its body may come
Tcho-Tcho from any number of sources, the shrunken head that
guides this monster is always fashioned from one of its
This shambling brute is expertly stitched together from creator’s fallen kin. Sometimes the head comes from a
the bodies of dozens of individuals, forming a grotesque renowned chieftain who wished to continue serving the
specimen of Tcho-Tcho flesh-crafting. A shrunken head tribe after death. Other times it is the head of a rogue fam-
sits above its incongruously broad shoulders, its eyes and ily member who rejected the Tcho-Tcho way of life, only to
mouth stitched shut with sinew. be bound to it eternally in a sort of posthumous penance.
Bio-Magic Weapon. The Tcho-Tcho are experts in Among the Tcho-Tcho, all must serve as they are required.
modifying and weaponizing their own bodies, but when
working with dead flesh, they push their craft beyond the
limits of the mortal form. This golem bristles with sharp-
ened bone spurs that ooze venomous ichor, spreading
foul toxins with every blow. Its internal organs have been
converted into a bio-factory that extrudes acidic webbing,
which it launches from a concealed incision in its chest.
Each flesh golem is unique, and Tcho-Tcho society views
these constructs more as works of art than as weapons.
Flesh Golem, Tcho-Tcho The golem’s creator, if within 60 feet of the berserk golem,
can try to calm it by speaking firmly and persuasively. The
Medium construct, neutral golem must be able to hear its creator, who must take an
action to make a DC 15 Charisma (Persuasion) check. If the
Armor Class 14 (natural armor) check succeeds, the golem calms. If it takes damage while
still at 40 hit points or fewer, the golem might go berserk
Hit Points 93 (11d8 + 44) again.
Speed 30 ft. Immutable Form. The golem is immune to any spell or effect
that would alter its form.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Damage Immunities acid, lightning, poison; bludgeoning,
piercing, and slashing damage from nonmagical attacks that Magic Weapons. The golem’s weapon attacks are magical.
aren’t adamantine
Actions
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Multiattack. The golem makes two bone spur attacks.
Senses blindsight 60 ft. (naturally blind), passive Perception Bone Spurs. Melee Weapon Attack: +7 to hit, reach 5 ft., one
10 target. Hit: 7 (1d6+4) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 9 (2d8)
Languages understands Tcho-Tcho but can’t speak poison damage on a failed save, or half as much damage on a
successful one.
Challenge 5 (1,800 XP)
Caustic Web (1/Day). Ranged Weapon Attack: +4 to hit,
Berserk. Whenever the golem starts its turn with 40 hit range 30/60 ft., one creature. Hit: 10 (3d6) acid damage and
points or fewer, roll a d6. On a 6, the golem goes berserk. the target is restrained by webbing. At the start of each of
On each of its turns while berserk, the golem attacks the the target’s turns until it is freed, it takes another 10 (3d6)
nearest creature it can sense. If no creature is near enough acid damage. As an action, the restrained target or another
for the golem to move to and attack, the golem attacks an creature within reach can make a DC 13 Strength (Athletics)
object, with preference for an object smaller than itself. check, bursting the webbing on a success. The webbing can
Once the golem goes berserk, it continues to follow this also be attacked and destroyed (AC 10, hp 5, vulnerability
pattern of behavior until it is destroyed or it regains all its hit to fire damage, immunity to acid, bludgeoning, poison, and
points. psychic damage).
40 Appendix: NPCs, Spells and Items of Interest
Appendix: NPCs, Spells and Items of Interest 41
Momao
Momao is a lifelong resident of Farzeen and an islander to
the core of her being. She is fiercely loyal to the people of
Farzeen, exercises limited self-control, and has a tendency
to react impetuously and vociferously to perceived slights
to those she cares about. These traits have brought her
to the attention of the magistrate more than a few times
since she joined the Watch upon reaching adulthood.
Momao is beloved by her neighbors and serves the dual
purpose of surrogate daughter and second-in-command
for Captain Wenza. Momao will not hesitate to sacrifice
her well-being to protect an innocent or a cause that she
believes in.
Momao is statuesque, taller than most of the men in the
Watch, and has the powerful build of a lifelong swimmer.
She proudly bears the scars of her previous fights on her
dark skin. Dark brown dreadlocks ring her face when they
are not held back by a leather cord.
Momao
Medium humanoid (human), neutral good
Armor Class 18 (breastplate and shield)
Hit Points 52 (8d8+16)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 10 (+0)
Skills Athletics +5, Insight +6, Investigation +4, Perception +6
Senses passive Perception 16
Languages Common
Challenge 3 (700 XP)
ACTIONS
Multiattack. Momao makes two melee or ranged attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) slashing damage.
Javelin. Ranged Weapon Attack: +5 to hit, ranged 30/120 ft.,
one target. Hit: 6 (1d6+3) piercing damage.
42 Appendix: NPCs, Spells and Items of Interest
Obed Velt Obed Velt
Obed Velt has been a staple of life on Farzeen since he ar- Medium humanoid (human), neutral good
rived in port decades ago, as the only survivor from the di-
sastrous final voyage of the Dark Maiden. Quickly getting Armor Class 13 (studded leather) or 16 (with barkskin)
his bearings in the port city, Obed opened for business as
a shipwright. He was initially one of many, but due to his Hit Points 33 (6d8+6)
skill, efficiency, and cutthroat prices, he quickly became
the only shipwright in town. Speed 30 ft.
Islanders know what to expect in their dealings with STR DEX CON INT WIS CHA
Obed: he will be gruff, fair, impatient, and true to his word. 13 (+1) 12 (+1) 12 (+1) 11 (+0) 16 (+3) 9 (-1)
He never makes a promise he cannot keep and expects
the same of others. He has little time for or interest in Saving Throws Int +2, Wis +5
dishonesty or taking advantage of those unable to defend
themselves. Skills Athletics +3, Nature +2, Perception +5, Survival +5
The islanders are unclear on Obed’s age. His heav- Senses passive Perception 15
ily-wrinkled, perpetually-sunburned face and his wild,
snow-white hair and beard seem like those of a man with Languages Common, Druidic
decades on the sea, and yet his spry step and obvious
physical strength resemble those of a man in his prime. Challenge 2 (450 XP)
Obed’s preternatural affinity for the ocean is no secret, but
the true scope of his druidic powers is not widely known Spellcasting. Obed is a 5th-level spellcaster. His spellcasting
by the folk of Farzeen. ability is Wisdom (spell save DC 13, +5 to hit with spell
attacks). He has the following spells prepared:
Cantrips (at will): druidcraft, mending, shillelagh
1st level (4 slots): animal friendship, create or destroy water,
cure wounds, speak with animals, thunderwave
2nd level (3 slots): barkskin, enhance ability, gust of wind,
spike growth
3rd level (2 slots): water breathing, wind wall
ACTIONS
Quarterstaff. Melee Weapon Attack: +3 to hit (+5 to hit with
shillelagh), reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning
damage, 5 (1d8+1) bludgeoning damage if wielded with two
hands or 7 (1d8+3) bludgeoning damage with shillelagh.
Aquatic Wild Shape. Obed assumes the shape of any beast
with a swimming speed that has a challenge rating of 1 or
lower. He can remain in this shape for up to 2 hours. This is
otherwise identical to the druid’s wild shape ability.
Appendix: NPCs, Spells and Items of Interest 43
Pompea – High was once quick to
Priestess of Light laugh, lend a helping
hand, and answer
Pompea assumed the role of high priestess of Light when any call for aid, for
the former leader of the order stepped down from the Pompea’s visions
position a generation ago. Her life as the high priestess have stolen her
was uneventful until her dreams were invaded by dark, joviality, replacing
ominous portents months ago. Unsure of the meaning be- it with thoughtful
hind the dreams, Pompea relinquished many of her duties sobriety.
to her trusted aide, Domniku, and began her explorations
of the Dreamlands in earnest, searching for answers and
meaning in her visions.
Pompea’s unlined brown skin and smooth pate contrib-
ute to her seeming agelessness. Aside from a few laugh
lines, she appears virtually the same as the young woman
she was decades ago. Gone, however, is the woman who
PLoigmhptea – High Priestess of hit with spell attacks). She has the following cleric spells
prepared (all listed spells are cleric spells for Pompea):
Medium humanoid (human), neutral good
Cantrips (at will): guidance, light, dancing lights, resistance,
Armor Class 12 sacred flame, thaumaturgy
Hit Points 72 (16d8) 1st level (4 slots): bless, command, cure wounds, faerie fire,
lethargy of TsathogguaSPCM, protection from evil and good,
Speed 30 ft. sanctuary, sleep
STR DEX CON INT WIS CHA 2nd level (3 slots): aid, blindness/deafness, continual flame,
9 (-1) 14 (+2) 10 (+0) 12 (+1) 20 (+5) 17 (+3) dream guideSPCM, spiritual weapon, suggestion
Saving Throws Wis +8, Cha +6 3rd level (3 slots): beacon of hope, clairvoyance, daylight,
dispel magic, hypnotic pattern, major image
Skills Arcana +4, Insight +8, Perception +8, Religion +7,
Yog-Sothothery +8 4th level (3 slots): confusion, conjure dream-dwellersSPCM,
divination, guardian of faith
Damage Resistances psychic
5th level (2 slots): dream, modify memory, scrying
Damage Immunities radiant
6th level (1 slot): true seeing, wave of oblivionSPCM
Condition Immunities blinded
Actions
Senses passive Perception 18
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Languages Common one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1)
bludgeoning damage if wielded with two hands.
Challenge 6 (2,300 XP)
Dream Visions. Pompea briefly connects a waking creature’s
Master Dreamer. Pompea can knowingly travel in her mind with their dream form, flooding their mind with
sleep to the Dreamlands. She can bring only miniscule confusing dream-memories. One enemy within 30 feet must
mundane items without value between the waking world make a DC 16 Wisdom saving throw, becoming stunned
and the Dreamlands. She has access to all her dream form’s for one round on a failure. Creatures without a dream form
memories, and her dream form has access to all her waking and creatures whose dream forms and waking forms are the
memories. She can wake herself up at will in the Dreamlands. same are unaffected by this ability.
She can will herself to appear in the dreams of sleeping
creatures known to her within 10 miles of her physical Dawn’s Caress (1/day). Pompea presents her holy symbol,
form, and at her discretion she can cause those creatures to calls on the Goddess of Light for her healing touch, and
remember her visit when they wake. creatures of her choosing that are within a 30-foot radius
regain 6d8 hit points. Additionally, each target is allowed an
Searing Radiance. When casting sacred flame, Pompea adds immediate saving throw against any negative conditions that
her Wisdom modifier to the damage dealt on a hit. are affecting them.
Spellcasting. Pompea is a 12th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 16, +9 to
44 Appendix: NPCs, Spells and Items of Interest
Priest of
Ghatanothoa
This priest is clad in heavy brown robes adorned with fiery
orange eldritch symbols of Ghatanothoa. The studded
leather and sheathed sword peeking out from beneath the
robes suggest that these cultists are ready to fight for their
faith.
Underground Cultists. The hidden power behind the
Priesthood of Ghat, priests of Ghatanothoa are fanatic
cultists of the Great Old One of natural disasters and living
sacrifices. Since the dread mummifier moved from its
prison overlooking the sunken land of Mu to its new home
deep beneath Kaza, these devotees of destruction have
secretly worked to bring about Ghatanothoa’s return.
Priest of Ghatanothoa
Medium humanoid (any), any evil
Armor Class 14 (studded leather)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 12 (+1)
Skills Intimidation +3, Perception +7, Religion +2
Senses passive Perception 17
Languages Common
Challenge 3 (700 XP)
Dark Devotion. The priest has advantage on saving throws
against being charmed or frightened.
Magical Adept (1/day). As a bonus action, the priest may
regain an expended spell slot.
Spellcasting. The priest is a 5th-level spell caster and Wisdom
is their spellcasting ability (spell DC 14, +6 to hit with spell
attacks). The priest knows the following spells:
Cantrips (at will): chill touch, light, sacred flame, thaumaturgy
1st level (4 slots): bane, command, inflict wounds, lethargy of
Tsathoggua (SPCM 106),
2nd level (3 slots): enhance ability, hold person, silence
3rd level (2 slots): song of Hastur, spirit guardians
ACTIONS
Multiattack. The priest makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Appendix: NPCs, Spells and Items of Interest 45
Ravager Ghoul
Pallid grey skin barely contains the bulk of this muscular,
ghoulish brute. Grown strong and powerful after subter-
ranean feasts, this ghoul has become bold and aggressive.
It advances menacingly with bared teeth and extended
claws, ready and eager to kill again.
Ravager Ghoul Grave Nose. The ghoul has advantage on Wisdom
(Perception) checks that rely on smell to notice or recognize
Medium monstrosity, chaotic evil corpses, decaying things, meat, and undead creatures.
Armor Class 16 (breastplate) Inured to Disease. The ghoul is immune to nonmagical
diseases and has advantage on saving throws against magical
Hit Points 85 (10d8+40) diseases.
Speed 30 ft., burrow 10 ft., climb 30 ft. Reckless. At the start of its turn, the ravager ghoul can gain
advantage on all melee weapon attack rolls during that turn,
STR DEX CON INT WIS CHA but attack rolls against it have advantage until the start of its
18 (+4) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 7 (-2) next turn.
Skills Athletics +6, Perception +3 Scrounger. The ghoul has advantage on Wisdom (Perception)
and Intelligence (Investigation) checks to find objects in
Senses darkvision 60 ft., passive Perception 13 rubble or undergrowth, buried, or otherwise hidden from view.
Languages Common, Ghoul ACTIONS
Challenge 3 (700 XP) Multiattack. The ravager ghoul makes two attacks: one with its
bite and one with its claws or two with its claws.
Psychic Feast. The ghoul can feed for 1 minute on the corpse
of a humanoid or monstrosity with flesh at least 24 hours Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
dead to absorb some of the lingering traces of memory and Hit: 6 (1d4 + 4) piercing damage.
knowledge that the creature possessed in life. This adds a +1
bonus on a skill of the ghoul’s choice that the creature was Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
proficient in. The ghoul gains only one bonus from any given Hit: 11 (2d6 + 4) slashing damage. If the ravager ghoul hits
corpse. At the GM’s discretion, a particularly ancient corpse with both claw attacks, it may use a bonus action to make a
might grant a larger bonus or a bonus to more than one skill. bite attack on the target.
The ghoul can maintain three separate bonuses. If it uses this
trait when it already has the maximum number of bonuses, it
must forget one of the current bonuses in order to replace it
with one from the new corpse.
46 Appendix: NPCs, Spells and Items of Interest
Tunneler Beetle Tunneler Beetle
This stout, thickly armored beetle is the size of a cow. It Large beast, unaligned
has a pair of powerful, chitinous mandibles that it uses
equally well to bore through soil or slice its prey. The Armor Class 14 (natural armor)
ghouls of Farzeen use these giant beetles as pack animals Hit Points 32 (5d10+5)
and tunnel diggers in their subterranean warrens, some- Speed 30 ft., burrow 10 ft.
times referring to them as “corpsegrinders.”
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 4 (-3)
Senses blindsight 30 ft., passive Perception 8
Languages –
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 13 (3d6+3) slashing damage.
Appendix: NPCs, Spells and Items of Interest 47
Upton
Two months before the PCs washed ashore onto fair Far-
zeen, the ghoul known only as Upton deboarded the cargo
ship Fowl Misgivings and disappeared into the tunnels
below the island. Upton’s history beforehand is not known,
but his skills with deception, thievery, and obfuscation
cannot be denied.
Upton is a narcissist of the highest order. He has never
met his equal, and he sees everyone as objects to be ridi-
culed, manipulated, and discarded when their usefulness
is at an end.
Despite his bestial countenance, Upton’s clothing, bear-
ing, and grooming are always impeccable. The dichotomy
of his mannerisms and physicality can be disconcerting to
less worldly travelers, and he is quick to take advantage of
their discomfort and confusion.
Upton might grant a larger bonus or a bonus to more than one skill.
Upton can maintain three separate bonuses. If he uses this
Medium monstrosity (ghoul), chaotic evil trait when he already has the maximum number of bonuses,
he must forget one of the current bonuses in order to replace
Armor Class 16 (studded leather) it with one from the new corpse.
Hit Points 78 (12d8+24) Scrounger. Upton has advantage on Wisdom (Perception)
and Intelligence (Investigation) checks to find objects in
Speed 30 ft., burrow 10 ft., climb 30 ft. rubble or undergrowth, buried, or otherwise hidden from view.
STR DEX CON INT WIS CHA Sneak Attack (1/Turn). Upton deals an extra 14 (4d6) damage
10 (+0) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 16 (+3) when he hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of an ally
Skills Acrobatics +7, Deception +9, Perception +7, Sleight of that isn’t incapacitated and Upton doesn’t have disadvantage
Hand +7, Stealth +7, Yog-Sothothery +4 on the attack roll.
Senses darkvision 60 ft., passive Perception 17 ACTIONS
Languages Common, Ghoul, thieves’ cant Multiattack. Upton makes three attacks: one with his bite and
two with his claws or three attacks with his shortsword.
Challenge 5 (1,800 XP)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Cunning Action. Upton can use a bonus action to Dash, Hit: 6 (1d4 + 4) piercing damage.
Disengage, or Hide.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Grave Nose. Upton has advantage on Wisdom (Perception) Hit: 6 (1d4 + 4) slashing damage.
checks that rely on smell to notice or recognize corpses,
decaying things, meat, and undead creatures. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Inured to Disease. Upton is immune to nonmagical diseases
and has advantage on saving throws against magical diseases. REACTIONS
Psychic Feast. Upton can feed for 1 minute on the corpse Uncanny Dodge. Upton halves the damage that he takes from
of a humanoid or monstrosity with flesh at least 24 hours an attack that hits him. He must be able to see the attacker.
dead to absorb some of the lingering traces of memory and
knowledge that the creature possessed in life. This adds a
+1 bonus on a skill of Upton’s choice that the creature was
proficient in. Upton gains only one bonus from any given
corpse. At the GM’s discretion, a particularly ancient corpse
48 Appendix: NPCs, Spells and Items of Interest
Xandru
Xandru is the enforcer of the necrophages of Farzeen and
universally feared by all who have had the misfortune of
meeting him. He is quick to anger, unable and uninterest-
ed in tempering his actions, and responds to slights and
troubles with the mindless fury of a hurricane. There is no
reasoning with Xandru: if you have something he wants,
he will take it as violently and with as much bloodshed as
possible. All problems have a solution and that solution is
the frenzied application of sheer, unadulterated violence.
Xandru is an impressive hulk: seven feet tall and
covered in slabs of muscle. A patchwork of scars, old and
new, laces every visible inch of his body. Xandru bears the
marks of past battles with pride: an ear partially amputat-
ed by the jaws of a foe; gaps in his ghastly bite from miss-
ing and broken teeth; and swaths of burn marks across
his face and head that prevent hair from growing. Each
disfigurement serves as a reminder of a creature he
has fought, overcome, and devoured.
Appendix: NPCs, Spells and Items of Interest 49
Xandru rolls against him have advantage until the start of his next
turn.
Medium monstrosity (ghoul), chaotic evil
Scrounger. Xandru has advantage on Wisdom (Perception) and
Armor Class 16 (adamantine breastplate) Intelligence (Investigation) checks to find objects in rubble or
undergrowth, buried, or otherwise hidden from view.
Hit Points 127 (15d8 + 60)
Smell Magic. Xandru automatically notices magic items
Speed 40 ft., burrow 10 ft., climb 30 ft. and spells within 60 feet. He has advantage on Wisdom
(Perception) checks to notice magic traps.
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 12 (+1) Adamantine Armor. While wearing his adamantine breastplate,
Xandru is immune to critical hits.
Saving Throws Str +8, Con +7; -1 on saving throws against
confusion, insanity, and madness ACTIONS
Skills Athletics +8, Perception +4, Yog-Sothothery +4 Multiattack. Xandru makes three attacks: one with his bite and
two with his weapons. He can use his Cannibalize or Howl of
Senses darkvision 60 ft., passive Perception 14 Lunacy in place of his bite.
Languages Common, Ghoul Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (2d4 + 5) piercing damage.
Challenge 5 (1,800 XP)
Greataxe (aka Sidesplitter). Melee Weapon Attack: +9 to hit,
Dark Devotion. Xandru has advantage on saving throws reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage.
against being charmed or frightened. Sidesplitter does an additional 3 (1d6) slashing damage to
monstrosities.
Psychic Feast. Xandru can feed for 1 minute on a humanoid
or monstrosity corpse with flesh at least 24 hours dead Cannibalize (1/Day). Xandru consumes a portion of humanoid
to absorb some of the lingering traces of memory and flesh he carries or from a humanoid corpse within 5 feet.
knowledge that the creature possessed in life. This adds a When he does so, he gains 5 temporary hit points that last for
+1 bonus on a skill of Xandru’s choice that the creature was 1 hour. As long as he has these temporary hit points, he has
proficient in. Xandru gains only one bonus from any given advantage on Constitution saving throws.
corpse. At the GM’s discretion, a particularly ancient corpse
might grant a larger bonus or a bonus to more than one skill. Howl of Lunacy. Xandru unleashes a terrifying howl. Up to
Xandru can maintain three separate bonuses. If he uses this four creatures of his choice within 60 feet that hear it must
trait when he already has the maximum number of bonuses, each succeed on a DC 14 Wisdom saving throw or become
he must forget one of the current bonuses in order to replace magically frightened for 1 minute. Each frightened creature
it with one from the new corpse. makes another saving throw at the end of each of its turns,
ending the condition on itself on a success. Xandru can’t
Grave Nose. Xandru has advantage on Wisdom (Perception) choose the same creature again until he finishes a long rest.
checks that rely on smell to notice or recognize corpses,
decaying things, meat, and undead creatures. REACTIONS
Inured to Disease. Xandru is immune to nonmagical diseases Vengeful Strike. When Xandru takes damage from a creature
and has advantage on saving throws against magical diseases. that is within 5 feet of him, he can use his reaction to make a
melee weapon attack against that creature.
Reckless. At the start of his turn, Xandru can gain advantage
on all melee weapon attack rolls during that turn, but attack
50 Appendix: NPCs, Spells and Items of Interest
Vigintipod
This tentacled horror was ripped out of a fevered night-
mare, resembling the unholy amalgamation of an octopus
and a monstrous sea worm. It has an array of ten tentacles
on each end of its thick, tubular body, and it moves by
arching and lengthening itself like a gigantic inchworm.
It can firmly grip a solid surface with its hind-tentacles,
allowing it to lash out with its full body length in any
direction. Its fore-tentacles surround a circular mouth of
grinding bony plates.
Rolling Retreat. These benthic abominations typically
live in the darkest ocean depths, but they can wash up
near shores to prey on land-dwelling creatures. When its
prey is firmly in its grasp, the vigintipod forms its body into
an upright hoop and quickly rolls back into the sea, where
it drowns and devours its meal at its leisure.
Vigintipod Water Breathing. The vigintipod can only breathe underwater.
Large aberration, neutral Actions
Armor Class 16 (natural) Multiattack. The vigintipod makes four attacks: three with its
Hit Points 114 (12d10 + 48) tentacles and one with its bite.
Speed 10 ft. (80 ft. when rolling), climb 10 ft., swim 30 ft.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one
STR DEX CON INT WIS CHA target. Hit: 8 (1d8+4) bludgeoning damage. If the target is
19 (+4) 13 (+1) 18 (+4) 6 (-2) 14 (+2) 7 (-2) a Medium or smaller creature, it is grappled (escape DC 14)
and restrained until the grapple ends. The vigintipod can only
Saving Throws Con +7 grapple one target at a time, and grappling a target does not
Skills Perception +5, Stealth +4 reduce the number of tentacle attacks it can make.
Damage Resistances bludgeoning
Condition Immunities charmed, frightened Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Senses darkvision 120 ft., tremorsense 90 ft., passive Percep- Hit: 11 (2d6+4) slashing damage.
tion 12
Languages – Ouroboros Roll. Curling its body into a hoop and grasping
Challenge 6 (2,300 XP) its tentacled ends together, the vigintipod rolls rapidly away,
moving up to 80 feet in a straight line. This movement does
Eldritch Physiology. Due to the vigintipod’s malleable and not provoke opportunity attacks. The vigintipod can take
alien nature, any critical hits against it become normal hits. one grappled creature with it without suffering a reduction
Hold Breath. Out of water, the vigintipod can hold its breath in its move speed. If this movement passes through another
for up to 4 hours. creature’s space or an area of difficult terrain, the vigintipod
(and any creature in its path) must make a DC 10 Dexterity
saving throw or immediately stop its movement and fall
prone.
Appendix: NPCs, Spells and Items of Interest 51
Magical Items monstrosity—social, combat, or otherwise—it transmits
its desire for the destruction of the foul creature(s) above
Dagger of Throwing all things. If the wielder does not satisfy the weapon, a
conflict may arise.
Weapon (dagger), uncommon
Wandolfin’s Ledger
The dagger of throwing immediately flies back to your
hand after being used as a ranged weapon. The dagger Text, rare
is considered magical for the purpose of overcoming
resistance. Ability Check DC 20
Sidesplitter Ability Checks +2 History, +2 Yog-Sothothery
Weapon (greataxe), legendary (requires attunement by a Save DC 15
humanoid)
The fragmentary bundle of handwritten notes, illustra-
Physical description. The leather grip wrapping of the tions, and diagrams comprising the Wandolfin Ledger
greataxe shows the discoloration of heavy, frequent use. details the author’s journey through the Dreamlands.
The exposed portions of the haft bear the unmistakable Wandolfin meticulously recorded his explorations of the
appearance of Farzeen’s ebon-hued hardwood, the M’bya surrounding dreamscape. Interpretation of the writings is
tree. The weapon’s heft speaks to use by wielders of im- made more challenging due to the author’s intermingling
mense, ogre-like size and strength. of events in Farzeen, the Dreamlands, prophetic visions,
and suppositions on the island’s eldritch history. With
The most distinct feature of the weapon is its blade. enough time, patience, and study, many secrets of Far-
The meteoric alloy used to fabricate the head defies all zeen’s past can be uncovered within the ledger.
attempts at identification. Its surface reflects images with
an oily distortion, and yet, it is always dry and cool to the Formula. The book contains the formula for elder sign.
touch. A lidless, hircine eye is inscribed on the face of the You get a +2 bonus on ability checks made to cast this
blade, which bears a remarkable resemblance to the serra- spell as a formula while consulting the text.
tions of a selachian predator from the depths.
Other spells. This book contains the following spells:
You gain a +1 bonus to attack and damage rolls made sleep, dream guide (SPCM 101), and dream. If one of
with this magical weapon. Additionally, Sidesplitter inflicts these spells is on your class list, you can learn a spell in
an additional 1d6 necrotic damage to monstrosities. Side- this book in place of one of your spells known of the same
splitter has the following additional properties. or higher level by succeeding on an Intelligence (Arcana)
check to research the new spell.
Soul Strike. Sidesplitter’s most feared power is its
ability to channel its wielder’s inner strength, in the form
of hit dice, into strikes of magnificent destructive capabili-
ty. When successfully striking a creature, you may expend
a number of hit dice up to your Charisma modifier (min-
imum of 1) to deal additional necrotic damage. Roll the
dice expended, and the attack inflicts that much additional
necrotic damage.
The die for the additional damage is the same as the
wielder’s hit die. For example, a barbarian using this
feature would roll a d12, while a rogue would roll a d8.
The wielder cannot be taken to negative hit dice in this
manner; if they have no more hit dice to spend, the ability
cannot be used.
Bloody thirst. If the wielder of Sidesplitter inflicts
a critical hit on a monstrosity, the wielder must use the
greataxe’s soul strike feature or initiate a conflict. If the
conflict is failed, Sidesplitter forces the wielder to expend
1d4 hit dice with a soul strike.
Sentience. Sidesplitter is a sentient lawful neutral
weapon with an Intelligence of 11, a Wisdom of 8, and
a Charisma of 15. It has hearing and normal vision out
to 30 feet. The weapon can understand Common and
communicates with its wielder by transmitting emotions
empathically.
Personality. Sidesplitter’s purpose is to destroy mon-
strosities, and it pursues that goal with the single-minded
determination of a construct. In any encounter with a
52 Appendix: NPCs, Spells and Items of Interest
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Open Game License 53
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54 Open Game License
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ii
Table of Contents G. Elder Influence. . . . . . . . . . . . . . . . . . . . . . . . . 22
H. Alcove . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Act 3: Clean Up Crew . . . . . . . . . . . 1 Sidebar – Losing the Fight . . . . . . . . . . . . . . . . . . . 23
Adventure Synopsis . . . . . . . . . . . . . . . . . . . 1 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . 23
Act 3.1: The Citadel . . . . . . . . . . . . 3 Act 3.3: True Sacrifice . . . . . . . . . 25
Episode Synopsis. . . . . . . . . . . . . . . . . . . . . . 3 Sidebar – Sneak vs. Fight . . . . . . . . . . . . . . . . . . . . 25
Sidebar – Pacing and Survival. . . . . . . . . . . . . . . . . . 3 Episode Synopsis. . . . . . . . . . . . . . . . . . . . . 25
Prologue. Magistrate Alwigi’s Taunting
Scene 1. Catching Our Breath. . . . . . . . . . 4 Monologue . . . . . . . . . . . . . . . . . . . . . . . . 26
Scene 2. Caught in the Open!!. . . . . . . . . . . 5 Scene 1. The Rescue. . . . . . . . . . . . . . . . . . 26
Interlude. Visions from Beyond. . . . . . . . . . 5
Scene 3. The Citadel. . . . . . . . . . . . . . . . . . 8 Sidebar – Scrolls of Protection from Ghatanothoa . . 27
Sidebar – Attacking the Citadel. . . . . . . . . . . . . . . . . 9 Scene 2. The Citadel. . . . . . . . . . . . . . . . . 27
The Curtain Wall. . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Mounted Ghoul Patrol. . . . . . . . . . . . . . . . . . . . . . . 9 A. Hero Storage. . . . . . . . . . . . . . . . . . . . . . . . . . . 27
The Portal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 B. Southern Guard Room. . . . . . . . . . . . . . . . . . . . 28
The Bailey. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 C. Southern Quarters. . . . . . . . . . . . . . . . . . . . . . . 28
The Dome. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 D. Closet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Sidebar – Finding the Tunnel. . . . . . . . . . . . . . . . . 10 E. Shrine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
F. Secret Room Storage. . . . . . . . . . . . . . . . . . . . . . 29
Scene 4. Tunnels to the Citadel. . . . . . . . 10 G. Northern Guard Room . . . . . . . . . . . . . . . . . . . 29
H. Northern Vault . . . . . . . . . . . . . . . . . . . . . . . . . 29
A. Tunnel Entrance . . . . . . . . . . . . . . . . . . . . . . . . . 11 I. Deep One Quarters. . . . . . . . . . . . . . . . . . . . . . . 30
B. The Squeeze . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 J. Steaming Pool. . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
C. Ambush in the Tubes! . . . . . . . . . . . . . . . . . . . . . 11 K. The Magistrate’s Office. . . . . . . . . . . . . . . . . . . . . 31
D. Decision Time. . . . . . . . . . . . . . . . . . . . . . . . . . . 11 L. A River Runs Through It. . . . . . . . . . . . . . . . . . . 32
E. Placid Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 M. Stairway. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
F. Rubble Strewn Cavern . . . . . . . . . . . . . . . . . . . . . 11 N. Antechamber. . . . . . . . . . . . . . . . . . . . . . . . . . . 32
G. Dagon’s Playground. . . . . . . . . . . . . . . . . . . . . . . 11 0. Human Aspect. . . . . . . . . . . . . . . . . . . . . . . . . . 32
H. To the Citadel. . . . . . . . . . . . . . . . . . . . . . . . . . . 12 P. Ghoulish Aspect. . . . . . . . . . . . . . . . . . . . . . . . . 32
I. Undersea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Q. Deep One Aspect. . . . . . . . . . . . . . . . . . . . . . . . 32
R. Outer Being Aspect . . . . . . . . . . . . . . . . . . . . . . 32
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . 12
Scene 3. Back to the Leaders
Act 3.2: Symbolic Sacrifice. . . . . . 13 of Farzeen. . . . . . . . . . . . . . . . . . . . . . . . . 33
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . 33
Episode Synopsis. . . . . . . . . . . . . . . . . . . . . 13
Scene 1. The Sub-basement of Appendix: NPCs and Items
Ghatanothoa’s Citadel . . . . . . . . . . . . . . . 14 of Interest. . . . . . . . . . . . . . . . . . . 35
A. The Grate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Brother Ph’athgn. . . . . . . . . . . . . . . . . . . 35
B. An Oasis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Deep One Hybrid – Giant Shark . . . . . . . . 37
C. Cultist Quarters . . . . . . . . . . . . . . . . . . . . . . . . . 15 Deep One Warrior. . . . . . . . . . . . . . . . . . . 38
D. Hall of Feasts. . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Devil’s Coach Beetle. . . . . . . . . . . . . . . . . 39
E. Corpus Repository. . . . . . . . . . . . . . . . . . . . . . . . 15 Lingyi. . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
F. Temple Entrance . . . . . . . . . . . . . . . . . . . . . . . . . 18 Pompea – High Priestess of Light . . . . . . 42
Sidebar – Chekhov’s Cthulhu . . . . . . . . . . . . . . . . . . 18 Priest of Ghatanothoa . . . . . . . . . . . . . . . 43
G. The Chancel. . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Ravager Ghoul. . . . . . . . . . . . . . . . . . . . . 44
H. Pit of Worship. . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Witch of Ghatanothoa. . . . . . . . . . . . . . . . 45
Sidebar – The Statue of the Goddess of Light. . . . . . . 19 Ylenia, Zoog Shadow Protector . . . . . . . 46
Sidebar – The Cultists Win (for Now) . . . . . . . . . . . 20 New Magic Items . . . . . . . . . . . . . . . . . . . . 47
I. Archimandrite’s Sanctum . . . . . . . . . . . . . . . . . . 20
J. Escape!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Coin of Piping. . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Die of Strange Geometries . . . . . . . . . . . . . . . . . . . 47
Scene 3 – The Basement of Icon of Cthulhu. . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Ghatanothoa’s Citadel . . . . . . . . . . . . . . 20 Scrolls of Protection from Ghatanothoa. . . . . . . . . . 48
Trident of the Deep . . . . . . . . . . . . . . . . . . . . . . . . 48
A. Entrance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
B. Prayer Chamber. . . . . . . . . . . . . . . . . . . . . . . . . 20
C. Prayer Chamber . . . . . . . . . . . . . . . . . . . . . . . . . 21
D. IA! IA! Cthulhu. . . . . . . . . . . . . . . . . . . . . . . . . . 21
E. Summoning Room. . . . . . . . . . . . . . . . . . . . . . . 22
F. Nave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Sidebar – Precautions. . . . . . . . . . . . . . . . . . . . . . . 22
iii
iv
Act 3: Clean Up Crew
A Cthulhu Mythos adventure for 4–5 characters of 8th–10th level
Adventure Synopsis The deep ones’ involvement in the machinations of the
Cult is confirmed beyond any shadow of a doubt, and the
In the aftermath of the Battle for Farzeen, the PCs realize depravity of the ghouls is laid bare for the PCs as they
that the time has come to press their advantage. By explore the citadel searching for an escape. They escape
following the retreating forces of the ghouls and cultists, to the relative safety of the jungle and return to Farzeen to
they come upon a citadel in what was an open square just be reunited with the islanders. They have much to discuss
days ago. The citadel, the product of the cultists’ fevered with the leaders of the city before they can return to the
offerings, is an unwelcome surprise to the PCs. The Albatross for a much overdue rest.
fortress-like structure is both heavily guarded and nigh
impregnable. Beating a hasty retreat, the PCs return to the
subterranean tunnels for an alternative route of ingress
only to find that the necrophages that plagued their ear-
lier efforts have given way to a new ally of the cultists:
the deep ones. Three custodians of the deep re-
main behind to guard the subterranean entrance
to the citadel, each more powerful than the last.
After defeating the final antediluvian protector,
the PCs find a way into the citadel.
The lower levels of the fortification feature
dangers, traps, and inhabitants the likes of
which the PCs have never seen. The quar-
ters on the bottommost floor are curiously
empty, as if the cultists have been called
away for some other purpose. The PCs soon
learn the reason; they discover a room of ac-
rid fumes, an acidic basin, and the statue of
the Goddess of Light poised for annihilation.
The statue’s rescue from imminent destruc-
tion results in both the excoriating death of
the cultists and, unexpectedly, the structural
deterioration of the sub-basement.
Rushing to the safety of the upper floors,
the PCs find a wealth of knowledge, a trapped
being of malevolent intent, and an icon to
Ghatanothoa’s progenitor, the great Cthulhu.
With each revelation, the sense of dread grows, and
the PCs begin to fear that they have underestimated
the power of the Cult. Their worst fears are confirmed
when they encounter the seat of Ghatanothoa’s power—
its Elder Influence—and the Great Old One’s minions
overwhelm the champions of Farzeen.
The PCs taste bitter defeat for the first time in
their quest, and face the prospect of undying tor-
ment as preserved victuals for the necrophages
of Farzeen. Alwiġi, confident in his victory, uses
the PCs as a captive audience to gloat over his
masterful planning and imminent success. An
odd creature (a rat-like thing the size of a cat
with a tentacled proboscis) appears unbidden
to the mummified PCs, fulfills a contract to
break their curse, and promptly disappears. Freed,
the PCs can now make their own way out of the citadel,
statue of the Goddess of Light in tow.
Clean Up Crew 1
There was not any pounding now, but only the unearthly roaring and
hissing of waters tumbling into the rift. The smoke of that rift had changed
to steam, and almost hid the world as it grew denser and denser. It seared
my face and hands, and when I looked to see how it affected my compan-
ions I found they had all disappeared. Then very suddenly it ended, and
I knew no more till I awaked upon a bed of convalescence. As the cloud of
steam from the Plutonic gulf finally concealed the entire surface from my
sight, all the firmament shrieked at a sudden agony of mad reverberations
which shook the trembling aether. In one delirious flash and burst it hap-
pened; one blinding, deafening holocaust of fire, smoke, and thunder that
dissolved the wan moon as it sped outward to the void.
And when the smoke cleared away, and I sought to look upon the earth, I
beheld against the background of cold, humorous stars only the dying sun
and the pale mournful planets searching for their sister.
—- H. P. Lovecraft
2 Clean Up Crew
Act 3.1: The Citadel
A Cthulhu Mythos adventure for 4–5 8th-level characters
Episode Synopsis Pacing and Survival
The Battle for Farzeen has been won! The PCs did what Act 3 is the beginning of the end for the city of Farzeen.
heroes do: they fought valiantly against overwhelming The Cult of Ghatanothoa is deeply entrenched within
odds, inspired the folk of Farzeen to lay waste to the invad- their society, and while the citizens of Farzeen have been
ers, and laid to rest the vile ghoul, Upton. In a matter of able to take back their homes and portions of the city,
minutes, the carnage ended, the sounds of battle replaced their struggles have only just started.
with the wheezing of exhausted warriors, cries of the in-
jured, and tears of survivors. The PCs have a mission, and The cultists are not concerned with a mere land grab.
they are the only ones remaining to do it; Lothar and the Their endgame is nothing less than the resurrection of
leaders of Farzeen must stay behind to tend the wounded Ghatanothoa from its incarceration within the bowels
and catch their breath. of the island. With the statue of the Goddess of Light in
their possession, they have control of the PCs’ last, best
Time is of the essence, and the PCs can pause just long hope for stopping the Great Old One. The Cult’s strength
enough to ensure the safety of their compatriots before grows with each moment as its Elder Influence expands,
pressing onward. They track the ghouls to a newly-con- bringing Ghatanothoa closer to the world.
structed military structure, guarded by all manner of
ghouls, insectoid mounts, and the appendages of Ghatan- The PCs should be aware that they are racing
othoa itself: the iniquitous rootlings. At the prompting of against the clock, and that their only hope to prevent
an unexpected vision, the PCs search for another, subtler Ghatanothoa’s ascension is to stop it before the Cult’s
means of ingress into the Citadel. Through luck, magic, machinations progress too far. The time constraints
skill, and dogged persistence, the PCs return once more aid in building the tension within the story, and add an
to the tunnels beneath Farzeen in search of an entrance to extra layer of challenge and resource management. The
the heavily-defended stronghold. repercussions of a short rest are minimal, but if the
PCs insist on taking a long rest, they risk the Cult and
The deep ones have infiltrated and claimed the subterra- its minions overrunning the island while the Great One
nean passages for their own, and the PCs must battle their emerges from Kaza while they lick their wounds.
Act 3.1: The Citadel
3
way through a triumvirate of deep one guardians. The first The aftermath of the epic battle has left the PCs depleted
is a squad of warriors, easily avoided by those unafraid to and with several choices on how best to proceed. The
squeeze into a dank, dark, and dingy tunnel. The second, islanders, for their part, are in no state to press their hard-
a bishop of great power called Yregnal, lies in wait for fought victory.
the PCs. She uses their caution against them, preparing
herself with powerful magics prior to unleashing her Development. The end of the Battle of Farzeen
righteous fury on them. Finally, they face an antediluvian marks the completion of the first step toward taking back
creature born under the waves millennia past and grown Farzeen, defeating the Cult of Ghatanothoa, and sending
to colossal proportions. Foes vanquished, the weary and the Great Old One back to its earthly prison. The players
wary PCs find a door leading to a natural tunnel, at the top should determine where their efforts should be focused.
of which is a grate. The grate is just large enough to admit Consult the following should they choose any of the below
them to the lowermost level of the Citadel. activities:
Scene 1. Catching Our Breath ◊◊ A id the wounded. Any aid offered to the wounded,
either through spells or skills, is graciously accepted.
The forces of Farzeen have triumphed over the cultists PCs who follow this course work tirelessly to save as
and their allies, at least for now. Amidst the chaotic cel- many of the refugees as they can from death. After
ebrations, Lothar finds the PCs. Read or paraphrase the hours of work, they have saved countless lives. For their
following, efforts, it is recommended you reward such PCs with
inspiration.
As the last of the cultists and ghouls flee inward
toward Kaza, you have a moment to take in your ◊◊ Interrogate the wounded. There are ample oppor-
surroundings. The carnage is staggering. Your allies’ tunities to interrogate captured ghouls and cultists
forces are severely depleted and to a person look of Ghatanothoa. A successful opposed Intimidate or
significantly battered. You catch sight of newly-made Persuasion skill check reveals the following:
friends among the casualties and fatalities.
◊◊ T he cultists of Ghatanothoa know useful information
A grim-faced Lothar approaches. “We’ve suffered but cover it up with wild shouts of faith and insane
greatly for the victory.” A hitch in his voice and the devotion:
set of his jaw underscore the anguish and pain he’s
feeling, as clearly as if he’d cried these words to the »» “ Great Ghatanothoa has heard our prayers, and the
heavens. “The traitors and corpse-eaters have left, but servitors have come to aid our cause! All will fall
this fight is far from over.” before their enfeebling gaze!” Ghatanothoa’s roo-
tlings, sensing their master’s imminent return, have
appeared in the tunnels of Farzeen in droves.
»» “ Our undersea allies have sent the mind-witch and
with her, their children!”
• A fter revealing the above clue, the cultists can
verify that Censa is the “mind-witch” aiding them.
They know little of her, as she is a recent convert
to the cause, other than the ease with which she
controls the actions of others.
»» I f asked about the Goddess of Light, the cultist’s face
darkens and reddens as they spew forth a string of
vitriolic zealotry about the “false goddess,” whose
very concept is anathema to Ghatanothoa.
»» “ Before I was chosen by Lunzjata, I followed that
pale imitator deity, Ghat.” Most of the common
priests of Ghat are largely pawns and catspaws
of Ghatanothoa, although there are some cultists
amongst their numbers.
• If asked who Lunzjata is, the cultist stops
speaking immediately and refuses to answer
any further questions. Other islanders, however,
quickly and easily identify Lunzjata as the head
of the priests of Ghat.
◊◊ Ghouls are less fanatical than the cultists but can
offer less information:
»» As soon as the ghoulish forces began to migrate from
the tunnels beneath Farzeen, the deep ones and their
ilk moved in. Before, they always left the ghouls and
the tunnels alone. Clearly, something has changed.
4
»» If asked directly, there is a 1 in 6 chance that an in- 1d12 Complication Type
terrogated ghoul knows of a tunnel system that leads 1 Body Corpses from the earlier battle bar
to the bowels of the Citadel.
your way. The bodies count as 10
◊◊ P ursue the retreating forces. A gravely injured feet of difficult terrain. Participants
Momao catches your eye. “Get them. Get every last one succeeding on a DC 15 Dexterity
of them! They must pay for what they’ve done!” Contin- (Acrobatics) check can avoid the
ue to Scene 2. obstacles.
2 Rubble Upturned cobblestones and the
◊◊ R est and recover. The PCs’ tactical decisions may rubble of demolished buildings
have taken a significant toll on their resources and lie strewn across the street. The
ability to continue the battle against the Cult and its rubble counts as 15 feet of difficult
ghoulish allies. The demand fully occupies the priests terrain, and participants taking
of Light and Obed’s own magic. The PCs must rely on a Dash action this round must
their inherent abilities to recover. If the PCs rest here, succeed on a DC 12 Dexterity
skip Scene 2. Caught in the open! During a rest, the (Acrobatics) check or fall prone at
PCs have a waking vision, see Interlude: Visions from the beginning of their movement.
Beyond. 3 Sink Hole Your path leads to a sink hole.
Make a DC 10 Dexterity saving
»» Taking a short rest. The ghouls and cultists have throw to navigate the opening. On
sufficient time to retreat to the safety of the Citadel, a failed save, you fall 1d6 x 5 feet,
call in reinforcements, and make preparations for the taking 1d6 bludgeoning damage
next attack. per 10 feet fallen, and land prone.
4 An Enemy A waiting ghoul (SPCM 325)
»» Long rest. The Cult of Ghatanothoa has begun the attacks the first non-ghoul it sees.
cascade of events that they believe will call forth the 5 Mini-quake Kaza quakes, and the ground shifts
Great Old One from its imprisonment. The players beneath your feet. All participants
should be aware that eons-old machinations will unfurl must make a DC 10 Dexterity
whether they are present to witness them or not. saving throw. On a failed save, they
start their turn prone.
Treasure. At the GM’s discretion, the PCs may find up 6 Javelin The chase takes you past a corpse
to one potion of greater healing per PC by searching the pierced by 1d3 javelins. The corpse
corpses of the fallen ghouls and cultists. If the PCs take does not present an obstacle, but
the time to loot all of the bodies, they find a total of 2d100 the javelins can be retrieved for
gp. free or thrown as an attack.
7 Choice The quarry can choose to move in
Scene 2. Caught in the open! one of two directions. Roll twice
on this table. The quarry chooses
The forces of Ghatanothoa guarding the gate retreat which result to take.
toward the safety of the Citadel, but if the PCs act quickly, 8-12 No Complication
they might catch up before the cultists can reach it. Alter-
natively, if the PCs had other priorities after the Battle for Interlude. Visions from
Farzeen, they encounter a jungle patrol that is returning to Beyond
the citadel.
During a short or long rest, the PCs experience a shared
Development. PCs that pursue the fleeing forces of
Ghatanothoa should utilize the chase rules (see Act 1.2). dream (or a waking vision, if they do not sleep) of the
The complications for this chase are listed below:
happenings at the heart of the Cult of Ghatanothoa. In this
Complications. The streets of Farzeen offer several
complicating factors to keep the PCs on their toes. For vision, they see Magistrate Alwiġi, Captain Censa, and two
each round of the chase, roll on the following table to de-
termine what complication confronts the participants. unfamiliar figures embroiled in a heated discussion.
Creatures. A large group of five ghouls (SPCM 325), Images form in your mind’s eye of Alwigi and Censa
three cult fanatics, and two priests of Ghatanothoa (page arguing with a human woman you’ve not seen before
41) are heading for the Citadel. If attacked, the creatures and a gnarled ghoul of antediluvian age. Their counte-
will stop and retaliate. If captured alive, they can offer the nances shimmer and distort as if by the rising currents
same information as their compatriots in Scene 1. of great heat off the Cabal desert sands. Snippets of
garbled conversations reach your ears.
Treasure. One of the priests has a spell scroll with the
following spells: greater restoration, remove curse, and “…ready very soon…”
bane. Each creature has 1d6 x 2 gp.
“…stopped before… You brought them, you deal…”
“Seal… tunnels!”
Act 3.1: The Citadel
5
With the final remarks, Censa pointedly leaves the their homes and businesses only to find them in a state
tetrad, disappearing into the shadows. Astonishingly, of chaos, assaulted by marauding ghouls. If the PCs do
the ghoul turns her head and locks eyes with you. Her not seek out the counsel of Lothar, the leaders of Farzeen
gnarled face twists in a kind of smirk and she gestures search them out.
as though casting a quick spell. The vision abruptly
ends. At some point soon after the vision, Domniku approach-
es the party to thank them for their assistance, offer aid in
T he unidentified women in the vision are Lunzjata, the the form of healing spells, and explain that the PCs must
high-priestess of Ghat, and Zyd, a grave sage (SPCM 327) take the battle to the cultists on their own. Read or para-
of great power. Lunzjata is well-known to the inhabitants phrase the following:
of the island, and identifying her from the vision should
not prove difficult. What is unknown, outside of the Cabal, “The folk of Farzeen will come to your side when we
is that Lunzjata is, in fact, an eremite (SPCM 309). are able, but for now we must recover from the trials
endured while you forge ahead. Kristofru Theuma
Only the ghouls of the island know Zyd, and they view believes his grimoire contains the key to defeating
her with equal parts reverence and fear. Attempts to un- Ghatanothoa. We will study it and send word when
earth her true identity by interrogating a ghoul are made more is known.”
with disadvantage.
The Citadel
Development. The PCs should be able to ascertain
that they have some time—a few days at most—to prepare Tracking the cultists and ghouls back to the citadel poses
themselves and find a means to infiltrate the Citadel. no difficulty, and the PCs may end up there immediately af-
They should also realize by this time that an assault from ter retreating from attackers or even in the midst of battle.
the surface is suicidal. Even a cursory inspection of the
defenses gives that unmistakable impression. The Citadel itself has only recently appeared, as though
it burst from the ground fully formed in the middle of Far-
Prior to revisiting subterranean Farzeen, the PCs have zeen. Despite its crude and rushed construction, the Cita-
the opportunity to take a short rest and/or explore the del is the most secure structure in Farzeen. The combined
town. After the battle, the citizens are mak- power of the cultists, ghouls, and their deep one allies
ing their way back to made quick work of their task. There are no allowances to
aesthetics, convenience, or its surroundings.
6 Act 3.1: The Citadel
Its purpose, for which it is perfectly suited, is to protect to attack them. Because of their lax attention, they have
Ghatanothoa’s disciples and hide their unspeakable acts. disadvantage on skill checks to notice hidden creatures.
Attacking the Citadel Creatures. There are four ravager ghouls (page 42)
mounted on devil’s coach beetles (page 37) patrolling the
It should be readily apparent to the players that attacking exterior the Citadel. The walls are manned as outlined in
the citadel head-on may not be the best tactical option the previous section. If the ghouls on the exterior patrol
they have. If the PCs insist on breaking into the Citadel are overrun, reinforcements will not appear from within
via the front door, it should be very difficult for them, if the Citadel.
not impossible.
Treasure. One of the ravager ghouls has adamantine
If the PCs are defeated near or inside the Citadel, the weapons. The ghouls each have 1d10 sp.
forces of Ghatanothoa gather the bodies, stabilize them,
and bring them to their leaders, where they subject them The Portal
to the mummification process of Ghatanothoa. The
session ends with a fade to black and the knowledge that The single, sealed-shut entrance of blackest obsidian
they are at the mercy of the cultists. Begin again with Act has no apparent mechanism to open it. The walls are
3.3. veritably covered in petroglyphs of crashing waves,
unsettling eyes that seem to follow you, tentacular
The Curtain Wall appendages, and whirling images that swirl as you try
to examine them.
You are struck momentarily by the awe-inspiring sight
of a military structure that just days ago was not pres- PCs immediately recognize the symbols and engravings as
ent. Thick, rough-constructed stone walls, battlements those they encountered in the underground temple of Ghat-
with jagged crenellations, and crudely hewn parapets anothoa (see Act 1.4). The faintest twinges of Ghatanothoa’s
stand in stark contrast to the surrounding architecture. influence emanate from the wiklamite doors. All characters
within 10 feet of the door must make a DC 12 Wisdom
Each of the four exterior walls of the Citadel stretch 200 saving throw or gain one level of dread for the next hour.
feet around and rise 30 feet high, with a protective battle-
ment at the corners. The walls are an amalgam of earth, Development. The doorway to the interior is massive,
rocks, bones, and other less identifiable components. heavy, and barred from within. When unlocked, opening
the stone requires a 20 Strength, or two PCs with a posi-
Development. If the PCs approach the Citadel cau- tive Strength modifier working together, to open. The door
tiously and stealthily, they see ghouls mounted on bee- is magically sealed by arcane lock (cast at 8th level) and
tles the size of draft horses patrolling the exterior of the can only be opened via a dispel magic or knock (also cast
structure. A successful DC 12 Wisdom (Perception) check at 8th level).
reveals that ghouls and cultists guard the battlements as
well. The door has AC 19, 99 HP, immunity to psychic and
poison damage, resistance to piercing damage, and a
The wall itself is nearly 10 feet thick, making it too mas- damage threshold of 12. The defenders on the wall will
sive for spells such as stone shape, and the wall is such use cover to their maximum benefit, and those within will
that any creature standing atop it has three-quarters cover not open the door under any circumstance.
while attacking and full cover immediately if they duck
behind a crenellation (requiring only 5 feet of movement Creatures. The walls are manned as outlined in the
from a firing position). previous section.
Creatures. Each 100-foot section of the wall is The Bailey
manned by four ghoul scouts and four cult fanatics. They
use the cover to their advantage as outlined above. If the PCs are able to navigate past the initial barrier, they
see a no man’s land just beyond and another smaller barri-
Mounted Ghoul Patrol cade on the other side.
The unmistakable clicks and clacks of elephantine There is a thirty-foot expanse of bare street surround-
mandibles reach your ears as your mind tries to make ing a wall that, other than its length, is identical to the
sense of what your eyes are seeing. An onyx beetle, the one that you have just navigated. As with the larger
size of draft horse, carries a rider. The creature’s undu- wall, this barricade is manned by archers and cultists.
lating, insectile stride, is disconcertingly swift. Their eyes lock with yours as they unleash their held
attacks.
The abomination’s ghoulish passenger scans their
surroundings with the apathetic mannerisms of one The interior barricade is roughly half as long and only 15
relegated to superfluous billet. feet high. The battlements, cover-providing balustrades,
and sentinels are still present.
The ghouls patrolling the Citadel believe their position
unassailable, and that no one would be foolish enough Creatures. Each section of the walls is manned with
two ghoul scouts and two cult fanatics. They use the
cover to their advantage as outlined above.
Act 3.1: The Citadel
7
8 Act 3.1: The Citadel
Tunnels to the Citadel
Act 3.1: The Citadel
9
The Dome Finding the Tunnel
A dome of faintly glowing, putrescent green wiklamite The exact location of the tunnel’s entrance is left to the
stands in the center of a courtyard. The eldritch sym- GM. The players should be encouraged to devise a plan
bols and petroglyphs enveloping the dome tremble that gives them the best opportunity to find the tunnel
and shudder as you try to make sense of them. system that leads them where they need to go.
The formulae covering the half-circle may hide addi- • Canvasing. PCs wandering the caverns, privies, and
tional secrets, but without a closer inspection, you’re
unable to learn more. other entrances to the tunnels should, with enough
time, eventually find their way to the correct tunnels.
PCs examining the dome learn the following. Skill checks The path is sure to be fraught with dangers (see
attempted more than 10 feet away from the dome have the tables in SPCM 414-416 for suggested random
disadvantage due to its erratic nature. encounters). Groups choosing this method are likely to
have 1d4 random encounters prior to progressing to
Intelligence (Investigation) Scene 4.
• Interrogate a ghoul. As mentioned in Scene 1, if asked,
◊◊ DC 15 – You perceive a faint seam along the western there is a 1 in 6 chance that a ghoul knows of a tunnel
portion of the dome. system that leads to an underground entrance to the
Citadel.
◊◊ DC 18 – There is no locking mechanism of any sort. • Interrogate a cultist. The cultists are not aware of any
specific tunnels that lead to the Citadel. Even if they
Wisdom (Yog-Sothothery) wanted to help, they can’t.
• Magic. The players may find a creative use for the
◊◊ DC 10 – The symbols and iconography are related to spells they have at their disposal that allows them to
the veneration of Ghatanothoa. find the tunnels more efficiently. As always, the GM
is encouraged to reward creativity, outside-the-box
◊◊ DC 15 – The dome is a conduit of the Great Old One’s problem solving, and cooperative play.
Elder Influence (SPCM 162). • A sk around. The islanders of Farzeen know rumors and
stories of caverns reaching far into the depths of the
◊◊ DC 18 – Some of the images are from ancient Mu, a island, as well as the creatures said to inhabit them. If
lost continent and the last known location of Ghatan- the PCs are able to provide additional details gathered
othoa’s imprisonment, by other means, such as that the cave is inhabited by
deep ones and their ilk, they have a 1 in 8 chance of
The oily residue of Ghatanothoa’s influence impregnates finding a native who can point them to the correct cave.
the wiklamite dome and its environs. All characters within A successful DC 15 Wisdom (Insight) check tells the
10 feet of it must make a DC 14 Wisdom saving throw or PCs when/if the NPC’s story rings true and if the cave
gain two levels of dread for the next hour. they speak of is the one the PCs seek.
• Research. Kristofru Theuma’s library at the Albatross is
Development. Rootlings patrol the grounds of the Cita- but one of many sources of information the PCs can
del, prepared to defend their master’s cultists. When a PC use to find the tunnels. For every hour spent searching
attacks or interacts with the dome in any way, they issue the houses, inns, bars, and other businesses, the PCs
forth from the ground. The dome itself has AC 21, 79 HP, have a 1 in 4 chance of finding enough clues to find an
immunity to psychic and poison damage, resistance to entrance to the tunnels in Scene 4.
nonmagical bludgeoning, slashing, piercing damage, and a
damage threshold of 12. slightly warmer than the surface.
Creatures. Three rootlings (SPCM 195) burrow up Tunnels. The tunnel system has been created by lava
from the grounds of the bailey and immediately set upon
the PCs, attempting to mummify them. The rootlings will tubes from Kaza. The tunnels are ovoid in shape and wide
not pursue retreating PCs, and if the PCs escape or take
to the air, they immediately burrow out of sight. enough for a Medium creature to traverse. The surfaces of
Designer’s Note. Regardless of the method chosen, the tunnels are uniform, porous, and extremely rough due
the pacing of the session should ultimately decide
when the PCs find their way to the tunnels. Make sure to the nature of their creation. The tunnels are between 7
the PCs reach the tunnels with enough time to com-
plete this chapter. and 10 feet high; the caverns are three to four times that
Scene 4. Tunnels to the size.
Citadel
Light. There are no natural light sources in the tunnels
This section of tubes has the following characteristics
unless specifically stated otherwise. and characters using a light source to explore are easily
Climate. The air in the tunnels is damp, salty, and there identified regardless of their Stealth checks. It is not
is a slight breeze toward area H. There is a briny quality to
the atmosphere from the nearby sea, and the tunnels are uncommon for the deep ones and other denizens of the
tunnels to attack from the beyond the reach of torches,
using the darkness to their benefit for surprise and stealth.
10 Act 3.1: The Citadel
A. Tunnel Entrance E. Placid Pool
The long and winding tunnel leads you toward the Tendrils of steam reach from inky-black water into
Citadel and deep into the bowels of Farzeen. A warm, heavy, moisture-laden air that is difficult to breathe.
fetid, effluviant wind reminds you not only of the The temperature grows with each step you take closer
nearby volcanic activity but the tunnels’ frequent role to the still pool dominating the grotto.
as depository for refuse, offal, and waste.
Yrengal, a deep one zealot, has taken up residence in the
T he deep one guardians of the Citadel have not ventured warm, salty waters of the basin. The creature is powerful
this far from their posts and, while unpleasant, this section and wary: unless exceptional care has been taken, the PCs
of tunnel is relatively safe. will not catch him unawares.
B. The Squeeze Development. If Yregnal suspects the PCs are in the
tunnels, he prepares himself for confrontation by casting the
The very thought of squeezing through the claustro- following spells: death ward, spiritual weapon, and bless. If
phobia-inducing tunnels makes your palms sweat, the battle is going poorly, he casts semblance of the Key and
heart race, and breath come in stuttering bursts. the Gate to summon Porphos Yogash from Act 1.4, Scene 4.
Development. The PCs may squeeze their way through Porphos’s reaction to being summoned depends heavily
these tunnels; if they do so, they avoid any encounters with on her previous interactions with the PCs. If their inter-
the inhabitants of area C. actions were hostile or if they had no interactions, she
attacks immediately. If they parted on favorable terms,
C. Ambush in the tubes! she may hold back long enough for the PCs to make her
a better offer. She may abstain from battle, but under no
PCs using a light source are surprised as a squad of deep circumstances will she directly attack Yregnal
ones ambushes them from just beyond the reach of their
torches. Creature. Yregnal, a deep one bishop (SPCM 297) re-
sides in this pool, attacking all intruders. Porphos Yogash,
You have no time to react as a trio of tridents soars a charnel whisperer (SPCM 326), may join the fray.
from the void toward you. The vibratory chirrups of
deep ones echo loudly enough to cover your sounds of Treasure. Yregnal possesses a perfectly formed peri-
disbelief from the sudden attack. dot in the shape of a trapezohedron. The gem is 3 inches
tall, 1.8541 inches wide, and flawless. If Porphos did not
Development. The deep ones wait in the darkness for attack or otherwise aided the PCs, she insists on it as
PCs they know are coming. They have had sufficient time payment. If denied, she turns hostile and attacks. The gem
to camouflage themselves and take maximum advantage has no innate magic but a mundane value of 2,000 gp. Due
of the surroundings. PCs with darkvision detect the deep to its perfect geometries, it is priceless to someone who
ones prior to the attack with a successful DC 15 Percep- recognizes its eldritch potential.
tion and avoid being surprised.
F. Rubble Strewn Cavern
Creatures. Three deep one warriors (page 36) ambush
the party. They begin combat at range with thrown tridents Flakes, shards, and chips of rock cover every bit of the
prior to closing the distance to engage in melee. cavern floor. There are pieces as small as a finger and
others as large as a human body.
D. Decision Time
The stone ceiling and walls of this cavern are particularly
Stepping from the tunnel into the “T” shaped intersec- frangible and prone to flaking off in large sheets. The floor
tion of a large cavern, the salty tang in the air intensi- is treacherous and is treated as difficult terrain.
fies. The faint sounds of dripping condensation echo
from the eastern corridor. Development. Spells that inflict thunder damage, inflict
area of effect damage, or cause significant vibrations
The ancient, mangled remains of a three-armed gnorri shake loose the shale-like stone above. All creatures in the
warrior lie in the far western part of the cave. cavern must make a DC 12 Dexterity saving throw, taking
7 (2d6) bludgeoning damage on a failed save, or half as
Development. If the PCs make excessive noise during much damage on a success.
their exploration of the caves, the inhabitant of area E
comes to investigate the sounds. G. Dagon’s Playground
Treasure.The desiccated gnorri body crumbles at a The largest cavern you’ve come across yet spreads out
touch, leaving only a handful of bones, 1d3 pearls (worth before disappearing into the darkness beyond your
15 gp each), and a stoppered, adamantine bottle contain- sight. There is a thick salinity in the air suggesting a large
ing an abhoth slime (SPCM 122). body or bodies of sea water. All you can make out is a
pool being swallowed by the gloom. By traversing a se-
ries of wall hugging pathways, you can avoid the water.
Act 3.1: The Citadel
11
A DC 15 Wisdom (Perception) check reveals the following: Creature. As soon as the first target is within his reach,
Brother Ph’athgn (page 33) will attack. Brother Ph’athgn
If not for the echoing properties of the cave, you is an intelligent, ancient predator of immense cunning and
may have missed it completely. A small sound, barely guile. While he prefers to devour foes with his bite attack,
audible, of water swelling and lapping softly on the he will not hesitate to use his potent abilities as a caster to
banks of the cave comes from the expansive pool to control his enemies and prevent their escape.
the west.
Treasure. Within the maze of undersea tunnels be-
Each pool in the cavern is connected via underwater tubes tween the pools is a trident of fish command. The trident
and is occupied by the Citadel’s final deep one guardian, can be found by a creature spending 10 minutes searching
Brother Ph’athgn. The guardian waits in the pools for the tunnels and succeeding on a DC 12 Intelligence check.
intruders, attacking all indiscriminately. His reach is such
that there is no safe passage through the cavern. H. To the Citadel
Development. While submerged, Brother Ph’athgn has The tunnel leads steeply upward to heavy, iron-band-
advantage on Dexterity (Stealth) checks to avoid detection ed door that has been affixed to the cavern wall. The
due to his deep dweller trait. To travel underwater from sandy path leading to the door is curiously smooth and
one pool to an adjacent pool requires him to expend 40 manicured, as if no one and nothing has ever come
feet of movement. Under no circumstances will he allow this way.
the PCs to reach the door to the Citadel, but he will not
chase them out of this area. The door leads to a circular room 10 feet in diameter. The
room is at the bottom of a naturally occurring chimney
50 feet high, at the top of which is a grate that leads
to the Citadel. The walls have ample hand
and footholds to climb (DC 12 Strength
[Athletics]).
Development. The door to this room is
locked (DC 20 Dexterity [Thieves’ Tools]) but
not trapped in any way. It has AC 19, 36 HP, im-
munity to psychic and poison damage, resistance
to piercing damage, and a damage threshold of 6.
I. Undersea
The submerged tunnels eventually lead directly to the
sea. There are no pockets of breathable air, and when
the tunnel opens to the sea it does so at a tremendous
depth. To travel from the tunnels to the sea requires
that the traveler be able to cover several miles under-
water.
Conclusion
Forged in conflict, honed in battle, and sharpened
through countless trials, the PCs stand on the prec-
ipice of great things. At the bottom of the chimney,
bleeding but stalwart, they stand ready to invade
the Cult’s seat of power and put an end to rebirth of
Ghatanothoa. They know not what horrors they will
face, only that the people of the island depend on their
strength, courage, and tenacity. The Citadel awaits the
heroes of Farzeen.
Experience Points
At the end of this episode, all PCs gain sufficient
experience to reach 9th level.
12
Act 3.2: Symbolic Sacrifice
A Cthulhu Mythos adventure for 4–5 9th-level characters
Episode Synopsis the iconic glowing statue of the Goddess of Light in a vat
of acid. The time for action is nigh!
Fresh off their victories over a triad of deadly deep one
guardians, the PCs are poised to strike a final, decisive Having resisted all other attempts to the destroy the
blow against the cultists of Ghatanothoa. They scale a nat- icon, the cultists have devised a means to use Kaza’s
ural chimney closed off by a grate and, once through, they boiling acid to dissolve it in a destructive rite dedicated to
find themselves in the lowermost level of the Citadel. The Ghatanothoa. The PCs save the statue, but in doing so,
PCs quickly learn to expect danger at all turns and that the they release the acid on the ill-prepared cultists. Cultists
deadliest hazards may be natural ones. They contend with fall to the acid, dissolving in short order, and as the organ-
traps and the questing tendrils of a roper, then explore a ic ooze seeps into the ground, it weakens the foundations
series of empty rooms where cultists dwell. The rooms and walls, triggering a partial collapse.
hold clues, treasures, and esoterica.
The route of egress blocked, the PCs carry forward,
After navigating the southern wing of the Citadel’s statue in tow, searching for an exit from the sub-basement.
depths, they come upon a massive room of great signifi- Among other cultists’ quarters, they find the sanctum sancto-
cance. Curiously quiet, there are remnants of feasts, fiery rum of Lunzjata, which contains a wealth of knowledge and
orations, and an armoire that could be the key to a devious secrets. The properties of the statue of the Goddess of Light
plan. In the southern corner of the chamber, they find a are referenced obliquely, but one thing is clear: the Cabal
locked room, and within it the ghouls’ most valued posses- wants it destroyed at all costs! Finally, the PCs encounter a
sions. The northern corner holds a pulpit. A basin in the staircase, no worse for the collapse, and proceed upward.
center wall catches the steaming, emerald-green volcanic
acid. With the first step onto the next level, the PCs feel the
very air around them change into something cold and
The sounds of chanting and heavy lifting reach their threatening. In their initial explorations, they come upon
ears, coming from a pair of massive, ornate doors that three rooms of dread purpose, one occupied by a night-
lead toward a central room. Beyond, PCs come face-to- marish creature seeking to escape its bondage. Each room
face with their enemies, who are intent on melting down reveals tantalizing clues to the activities of the cultists, but
none more so than a statue of ineffable Cthulhu!
Act 3.2: Symbolic Sacrifice 13
There are powers beneath Farzeen far greater than the Pacing
PCs, which they discover when they come face to face
with the Elder Influence of Ghatanothoa. In a hopeless The GM is encouraged to foreshadow the destruction
battle, the PCs are overrun and mummified by rootlings of the statue of the Goddess of Light throughout the
and the Influence’s own unspeakable powers. The PCs are party’s exploration of the sub-basement. There are many
doomed to an eternal existence as the mummified proven- devices that may be utilized to achieve this goal, the
der of the necrophages of Farzeen, and their minds on the simplest of which is to include snippets of chanting in
cusp of breaking, when a voice in the darkness calls out, room descriptions. Additionally, Wisdom (Perception)
giving them a sliver of hope. rolls intended for other purposes may include the
aforementioned chanting. Thematic foreshadowing can
Scene 1. The Sub-Basement of be effective too: the lighting might literally dim the
Ghatanothoa’s Citadel longer it takes the PCs to find the ritual chamber, or
lanterns might go out or torches gutter without seeming
This section of tubes has the following characteristics cause. If the PCs are lackadaisical in the meandering
unless specifically stated otherwise. explorations of the citadel, the statue may already be in
the acid when they barge into area H.
Climate. The air in the tunnels is noticeably drier than
the other tunnels the PCs have explored. The volatile acid B. An Oasis
from area H has evanesced, tainting the air and giving it
a sharp, odorous tang that makes deeps breaths almost Tendrils of steam rise from the blue-green surface of
painful. The smell of rotten eggs permeates every perme- the underground pond that fills this room in its entire-
able surface. ty. A series of steps lead into it.
Passageways. The passages, rooms, and spaces of the The still, glasslike waters are marred only by a small,
sub-basement have been cut from the existing tunnel rocky outpost in its center, its surface craggy and
system. The ceilings rise 7 to 10 feet high and the unremarkable.
floors are even.
Ghouls, cultists, and other occupants of the
Light. To accommodate the human cultists, Citadel strictly avoid the underground oasis, for a
torches, braziers, and other sources of light horrid monstrosity makes its home on the island,
provide the equivalent of dim light to all areas. patiently awaiting prey. The ghouls, in an effort to
A. The Grate appease the creature, have degraded the steps
sufficiently that they will crumble at the light-
Crawling from the grate brings back fresh est step, pitching the unwary into its grasp.
memories of surfacing from the innards of Development. The steps to the pond are
Farzeen into the cells of the Stockade. cunningly disguised to appear as normal
Unlike those instances, there are no stone. Characters who succeed on a DC
bars, polymorphed abominations, 18 Wisdom (Perception) check detect
or ghoulish fiends waiting for your an unusual concavity to the steps and
arrival. also notice the boulder affixed above. A
successful DC 18 Dexterity (Thieves’
Instead, you see a long hallway of Tools) check disarms the boulder trap.
worked stone leading into the dis- There is no way to make the steps safe.
tance. The sickly flames of crackling The steps immediately collapse when
torches provide enough illumination any Medium or larger creature steps
for you to see to its terminus. You on them, causing them to fall into the
identify three doors, all on the same water; the victim must succeed on
side, spaced evenly down the a DC 15 Dexterity saving throw to
length of the corridor. avoid stumbling into the pool. Ad-
ditionally, unless the trap has been
To your immediate right, a disarmed, the boulder swings
short hall leads to a set of down, knocking all characters
stairs that descend into a still standing in the hallway into
large pool of water. the pool, taking 1d6 bludgeoning
damage from the impact. A
Virtually all the inhabitants of successful DC 13 Dexterity
this level of the Citadel are allows a creature to avoid
participating in the ritual the rock.
destruction of the statue of The acidic liquid in the
the Goddess of Light (see pool is boiling hot. Crea-
area H).
14 Act 3.2: Symbolic Sacrifice
tures that enter the liquid take 1d6 fire damage and 1d6 D. Hall of Feasts
acid damage for each round of exposure. Cushions, blankets, and other finery are arranged in
three distinct circles, as if for a grand repast. Tap-
Creatures. A roper makes its home on the island. Its estries hang from the ceiling, giving a semblence of
privacy to the gourmands. Knives, forks, spoons, and
tendrils are of sufficient length that it can reach any crea- other serving utensils of burnished metal are deliber-
ately arranged in each area around a central clearing.
ture within area B and the nearby hallway. The roper has All that’s missing are the guests, and the victuals to be
set in the place of honor. A basin of brilliant, luminesce
found that most creatures do not survive the trip through emerald liquid lies on the far western wall. The air
above the basin shimmers, as if from a great heat.
the pool, but it will happily attack creatures in the water
If the PCs venture closer to examine the area, they see the
or that scramble onto the island to escape the burning following:
waters. It will never leave the island for any reason. In the dim light, you hadn’t initially noticed the state
of the finery, which speaks of great age. The cloth is
Treasure. There is no treasure on the island, as most threadbare, mold growing in spots, and smells of wet
decay. The cutlery begs for a thorough polish, and
items do not survive the harsh environment of the pool dried foodstuffs cling tenaciously to the tines of the
forks and blades of the knives.
for very long. PCs who search the depths of the pool find
The PCs are witness to the remnants of a ghoul banquet.
a ring of evasion with a successful DC 18 Intelligence An infrequent event, the necrophages typically reserve
their most powerful and prized victuals for service prior to
(Investigation) check. undertaking momentous decisions.
C. Cultist Quarters Development. The liquid in the basin is a potent,
super-heated acid, which flows from an orifice in the wall
The quarters of the cultists are spartan and identical, just above the level of the liquid, while a drain in the bot-
tom prevents the basin for overflowing. The drain leads to
containing bunk beds, a writing desk, and a small chest for the much larger acid pit in area H.
each inhabitant. Any non-magical metal item submerged in the acid cor-
rodes rapidly. For each round submerged, the item takes
Development. Each of these rooms has a pair of locked a permanent -1 to damage rolls or AC. Weapons are de-
stroyed when they reach -5, and armor is destroyed when
(DC 12 Dexterity [Thieves’ Tools]) chests that the inhabi- its AC is reduced to 10. Wooden or other organic weapons
or armor disintegrate faster; they are destroyed after two
tants of the room use to store their valuables. The chests cumulative rounds of exposure. Special metals like mithril
or adamantine corrode at half the rate.
can be forced open with a successful DC 14 Strength
The lightest touch of the liquid inflicts 1d6 acid damage
check or smashed (AC 15, 17 HP). and full submersion inflicts 10d6 acid and 4d6 fire dam-
age per round of exposure.
Treasure. The GM should roll or choose from the table
E. Corpus Repository
below to determine the contents of a given chest. No mag-
Bodies stacked like cords of wood reach the ceiling. Row
ic item should appear in more than one chest. after row of cadavers are neatly arranged, labeled, and
filed away for future consumption. The putrescent smell
d20 Contents you’ve come to expect from the recently dead is absent,
1 Wrapped in a bloody rag is a stained, rusty replaced by a musty odor reminiscent of an ancient text.
There are dozens, possibly hundreds of bodies in the
dagger, which resists all efforts to clean it or storage room, each missing a portion of its flesh.
remove the rust. It functions as a vicious dagger. Some of the bodies are little more than a collection of
2 A ledger containing page after page of rambling extremities connected by bones and ligaments.
prose extolling the virtues of Ghat. The final half-
dozen pages switch their focus to Ghatanothoa. This repository is reserved for storage of the most ancient,
3 A small pouch containing 4d10 copper pieces revered, and precious bodies, like a ghoul’s wine cellar.
that have been painted gold to hide their true
value. Development. Under normal circumstances, the door
4 A ship’s manifest dated four months previous. is locked (DC 18 Dexterity [Thieves’ Tools]) and closely
There is an extensive list of names, only one of
which you recognize—Upton.
5 A pair of pearl earrings (worth 15 gp each).
6 A crude wiklamite carving of a many-tentacled
creature with five legs, five arms, swept-back
wings, and a bloated belly.
7 A floridly illustrated wind fan with stormy
seascapes covering both sides lies at the bottom
of the chest beneath a set of slickers.
8 A crumbling page from a Mythos tome of
the GM’s choice. The page is tantalizingly
incomplete.
9 A scroll of protection from evil and good.
10 A two of clubs from a deck of illusions is mixed
in with a deck of cards.
11 A set of whale bone dice (worth 10 gp) are in the
pocket of a pair of worn trousers.
12–16 A spare set of cultist’s robes.
17–20 The chest is empty
Act 3.2: Symbolic Sacrifice 15
16 Act 3.2: Symbolic Sacrifice
Act 3.2: Symbolic Sacrifice 17
Chekhov’s Cthulhu Characters who succeed on a DC 15 Wisdom (Per-
ception) check notice that half a dozen bodies have been
“Chekhov’s Gun” is a dramatic principle that states that recently vivisected.
every element in a story should be necessary, and any
extraneous elements should be removed. This principle A successful Wisdom (Medicine) check reveals the
has been considered during the creation of Ghoul Island, following:
and the container of acid is but one of several such
elements within this adventure path. Players may be ◊◊ DC 12 – as a successful Perception check.
wondering about the purpose of this pit of acid, and they
are about to find out, to their horror. ◊◊ DC 15 – many of the bodies in the repository are
ancient.
guarded at all times. When the PCs arrive, the ghoulish
guardians have been called away temporarily, creating ◊◊ DC 18 – the bodies have been skillfully and habitually
a rare stretch of time where it is not actively watched. butchered for the same, specific cuts.
Breaking down the door (AC 17 and 18 HP) risks drawing
the attention of two ghoul ravagers from area H. ◊◊ DC 22 – there are bodies present that predate the Pact;
these must have been brought to Farzeen by the origi-
nal ghouls, generations ago.
GM Note. A ghoul NPC immediately knows all of the
above, without a skill check, and can confirm that
these bodies are highly valuable to any ghoul.
Treasure. A ghoulish PC may harvest 1d2 + 1 portions
of ancient, preserved flesh with 10 minutes of work. For
the purposes of the ghoul’s psychic feast power, the por-
tions harvested are ancient (SPCM 19) and provide two
insights or double the proficiency bonus (GM’s discretion).
Each body is neatly labeled, in ghoulish script, to indicate
the skills the body possessed in life.
F. Temple Entrance
Two doors, each wider than a human is tall and twice
that in height, bar your passage to the chamber beyond.
The pitch-black hardwood of the doors bears a striking
resemblance to the handle of Lothar’s axe, Sidesplitter.
Set within the doors are adamantine inlays, engravings,
and thousands of eyes carved from wiklamite. The
goatlike eyes follow your movements, blinking ponder-
ously when you unwittingly stare too long.
Characters getting close enough to the wall to examine
hear an indistinct susurrus of chanting on the other side.
The intonations are coming to a crescendo.
Development. The doors to the pit of worship are nei-
ther locked nor trapped. They are, however, tremendously
heavy, requiring a combined 22 Strength to open. Opening
the doors is a noisome affair and alerts the occupants of
the room.
Cultist’s Robes
In deference to their dire god’s propensity to mummify
its idolaters, the cultists of Ghatanothoa have developed
a means to mitigate the risk to themselves and their
flock. The robes of a true believer of Ghatanothoa have
a hood of such heft that no light or image can be seen
through it, effectively blocking their deity’s power. That it
also renders them sightless is of little consequence.
18