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A Watery Grave

Adventure for a lvl 3-4 party

Sea Naga Commands one of her Scions (Volo 135) to invade an old tomb of a Dwarven hero, as it
crumbled and its presence became known. Her scion, Karlan, with a small army of Sea Spawn mine
their way into the tomb from the sea, and flood the tomb somewhat while inhabiting it. They find
documents and hear from the tombkeeper that there is an item of considerable power in the tomb,
but they have been unable to find it.

The Scion finally finds the item as the Adventurers make their way across the land. The magic
item begins opening a portal to the plane of Limbo, where the scion is hoping to find allies to
make a pact with.

The shaking from the opening of the portal has shaken the earth, and the party falls into a
sinkhole created from the fissures. There is a chance that the adventurers will come across
Graemir, a relative of the dwarf who tends to the tomb and keeps potential looters at bay. If he
is an ally, he can help the party identify traps or if he really believes so, he can direct them
to the Adventurers warhammer, Ogre-crusher (Sentient weapon).

The adventurers travel through the abandoned tomb, fighting through waves of sea spawn (Volo 189)
before eventually making their way into the resting chamber of the fallen adventurer. The party
should trade a few blows with Karlan and his two minions before they eventually decide to flee.
The party should see Karlan and his two Eel hounds (Tome of Beasts 166) abandon ship into the
water that leads back out to the ocean that were mined out by Karlan and his crew. If the portal
still stands, and he has no more options, he may also attempt to run into the portal. They can
either follow him through the hole, or try to make their way out of a collapsing tomb before it
consumes them.
PLOT HOOKS
The Characters running Hoard of the Dragon Queen can join during the caravan trip,
prefereable a day or two before the events of Adventuring life.

GETTING INTO THE TOMB The pulsating vibrations you have felt from underground have gotten much
stronger over the last hour. As it gets more worrying, the earth splits beneath your feet and the
soil immediately crumbles, you all take a rough tumble, tumbling between some rocks before finding
yourselves all face down in rubble The scent of.. Seawater.. fills the air. Unmistakable, Salty,
damp Seawater. Ahead of you lies a stone structure uncovered by the tremors.

Treasure Room Huge doors bar the entrance to the treasure room. There is a button mechanism that
used to activate the door, but the tremors caused the door to stop working. If the PCs want to
open the doors a strength check of 15 will be enough to open the doors quickly. A check will not
be needed if they work together and allow 30 minutes. If this is the case, then make it obvious
that the place continues to crumble as they waste time.

The doors eventually budge enough for you to squeeze through. Piles and Piles of gold lie in
piles in the room. The next thing that draws your attention is the wonderful masonry of the room,
and the walls are even lined with gold trimming. There is a weapon rack that holds a broadsword
and a beautifully crafted shield. In the wall directly in front of you, there is an ornate mural
of what appears to be a blue skinned muscular creature grinning defiantly hanging on the wall. In
the far corner there is a stone table with playing cards spread across the surface, some of them
seem to have been destroyed by water damage somehow.

Unless they were somehow able to open the door completely silently, they have alerted the two sea
spawn to their presence, who are hiding in wait behind some of the piles of gold. They will
attempt to strike with their poison quills if they get the chance

There is a puzzle prop that can be picked up from the shrine area that will give then the hint
they need to succeed at this puzzle. Smashing or breaking the mural of the Ogre will release a
mechanism that opens the way to Ogre-crusher.

Shrine There are 3 Sea Spawn in the area that are sitting on a bench in the room discussing the
puzzle that they were tasked to figure out. (The puzzle unlocks the secret door in the treasure
room) There are some wooden carvings of ships as well as some sharktooth necklaces laid upon a
stone monolith of a kraken that was recently built.

Torture Chamber This is where the PCs can meet Graemir. If the PCs come in from the South
witihout sneaking, he will shout to them and alert them of the trap that has been set.

This room has many rooms where prisoners were once kept when the structure was still being used as
a keep. Now it does little more than gain dust. If the PCs have thiefs tools, they can unlock
the cell with a successful Dexterity (Sleight of Hands) check of 12. Graemir will also aid them in
telling them the exact instructions (hopefully revealing to the more clever PCs his rogueish
abilities.)

If he is released, he will do what he can to help the PCs in the tomb as much as he can, detailing
what he knows.

About two weeks ago Karlan and his crew showed up and overpowered him, throwing him in the
cell.
He is the keeper of the tomb, as the fallen hero is a relative
As of this morning, the pulsating grew very powerful, and he has noticed that the crypt is
falling apart.

If he really likes the party then he may tell them

There is a powerful item somewhere in the treasure room, but its a real ass.
The leader already found some secret document that may be related to the item.

The Tomb There is a portal open in the middle of the room, a grey swirling surface that crackles
with streaks of black lightning. There is a coffin in the middle of the room with a stone relief
of shears on the tomb. There is an epitaph on the back wall. It reads,

Garland the great, protector of the just. He shall never lose his vigilance, even as he rests in
Stone. His morals are forever kept, recorded on Parchment, and in our memories. Indeed, the
impression he has made in his short life will remain long after his departure, as if cut into our
hearts by Shears.

There are also pools of water across the floor, and a deep pocket of water leading outside, that
was made by Karlan and his men himself. If things get rough, then they will attempt to escape via
this route.
With the PCs coming this far, Karlan, who looks just like a regular human at this point, will tell
them that he will not pursue them if they choose to leave at that moment. He knows that the portal
wont last for too much longer, and he is hoping that he can make a pact with creatures in limbo
before it destructs.

If it seems that the fight will go badly for him, he will use his shrieking ability and escape
through the water that leads out to the ocean. Warn any player who hops in about the danger of
drowning amongst other things.

Secret Room 1 There is a stone relief of a pile of documents on the door here. This has already
been opened by Karlan. It is a secret storehouse that even Graemir does not know about. There are
piles of gold strewed about the small room. Many blades (non-magical) are also laid about. Many
portraits of the dwarven hero himself. He uses the stone shears on the coffin in the tomb on the
wall to open the passage. He believes that he has already solved the full puzzle, but he is only
half of the way through.

Secret Room 2 This door is still unopened. There is a stone relief of a Mountain on the wall
here. There a metal nail protruding from the wall here. The answer here is to put a portrait from
the prior room on the wall to open the Secret room. Inside is simply an orb roughly the size of a
babys head, pitch black. If detect magic is used around the orb, it will shine so brightly that
it will be hard to see other auras while the orb is near.

Ogre Crusher Lawful Neutral

Can only be wielded by those within one step in alignment.

I have been waiting quite a long time for someone of your ilk to come. You are no hero.. Yet.
Just a fletchling. A Child. Whether you live to become a legend or die in a ditch in some nameless
province is unknown to me.. However If you make it out alive, I shall accompany you. -- Ogre
Crusher if wielded by an appropriate user.

Remove your filthy unworthy hands from me. I have waiting far too long to fall into your
godless grasp. For as long as I exist in this plane, I shall not bow to you. -- Ogre Crusher if
wielded by an inappropriate user.

1/Long rest

Hit the ground and creatures within 5 feet around you must make a dexterity saving throw
(10+str) or lose their balance and receive disadvantage on an attack or skill check on their next
turn or failing the save by 10 makes the creatures fall prone.
Becomes a + 1 weapon against Ogres.

Personality: He has a rigid sense that any who dares to oppose him should be shown no mercy. He
also believes that he should only be wielded by a true leader, and should the one who wields him
show cowardice or lack of leadership, he will be very vocal about it at first, eventually
rejecting the wielder if it continues.

His voice is booming and somewhat imposing. He will sometimes make demands of the wielder. take
me to the caves the man mentioned, I should like to see for myself. Kill the small
goblin first. His beady eyes irk me.
Net Trap

Simple trap (level 14, dangerous threat)

Trigger. A tripwire strung across a hallway is rigged to a large net. If the tripwire is broken,
the net falls on intruders. An iron bell is also rigged to the tripwire. It rings when the trap
activates, alerting nearby guards.

Effect. A net covering a 10-foot-by-10-foot area centered on the tripwire falls to the floor as a
bell rings. Any creature fully within this area must succeed on a DC 15 Dexterity saving throw or
be restrained. A creature can use its action to make a DC 10 Strength check to try to free itself
or another creature in the net. Dealing 5 slashing damage to the net (AC 10) also frees a creature
without harming the creature.

Countermeasures. A DC 15 Wisdom (Perception) check reveals the tripwire and the net. A DC 15
Dexterity check made with thieves tools disables the tripwire without dropping the net or
ringing the bell; failing the check causes the trap to activate.

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