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Key Details from the Article:
- Pattern of crimes:
- Started small ("a barrel of oysters here, a broken crate there")
- Increased in frequency ("happening almost every night")
- Growing sophistication (noted by Jakon Felder as "organized, coordinated")
- Focus on warehouse thefts and vandalism
- Strange graffiti on warehouse walls
- The Tideborn:
- Operates at night
- Uses the district's "labyrinthine alleys and waterways"
- Has connections among dockworkers
- Successfully evades increased City Guard patrols
Building from these details, here's the true situation:
The Tideborn is a secret society of former dockworkers who discovered something ancient beneath the district's waters during routine dredging. The "thefts" are actually them gathering specific materials needed to access or awaken whatever they found - the stolen goods would be things like specialized rope, preserved foods, mining equipment, and navigational tools. The graffiti isn't mere vandalism but markers indicating safe passages through the underwater tunnels they've discovered.
The rising crime wave is a cover for their real operation: they're methodically mapping and excavating an underwater site while establishing supply lines and safe houses throughout the district. The reason the City Guard's increased patrols are "more performative than practical" is because they're looking in the wrong places - above water.
- The tavern serves as an unofficial gathering place for dock workers, particularly those working evening shifts
- The City Watch used to maintain a regular presence here but have been mysteriously absent lately
- Most patrons work evening shifts and come in after dark, making this an unusually busy late-night establishment
- Regular patrons have noticed some of their colleagues suddenly having extra money or disappearing entirely
A weathered wooden building rises right on the waterfront, its unique circular windows reminiscent of ship portholes casting warm light onto the street. Inside, fishing nets hang from dark wooden beams above tables made from repurposed barrel ends. The bar itself is crafted from salvaged ship timber, still bearing traces of barnacles. Several dockworkers occupy the corners, speaking in hushed tones, while a broad-shouldered man moves between the tables with the practiced balance of a sailor.
Notable Personages:
- Larin Tesker - Tavern owner, broad-shouldered with calloused hands, frustrated by recent changes in the district
- Garret "Saltbeard" Moray - A grizzled dockhand who watches newcomers with quiet scrutiny and keeps mental notes of who comes and goes
- Mira "Red" Voska - A sharp-tongued shipping clerk whose work with ledgers has helped her notice unusual patterns in recent dock traffic
- Lars "Three-Finger" Jorin - A brooding ex-smuggler whose old contacts have been whispering about strange happenings in the harbor
- Bran "Gulls" Harker - A twitchy informant who's recently become nervous about information he's overheard
party: Port Haven
creatures:
- [[Dockworker, Larin Tesker]]
- [[Dockworker, Saltbeard]]
- [[Dockworker, Red]]
- [[Dockworker, Three-Finger]]
- [[Dockworker, Gulls]]
-
Larin Tesker moves between tables while conversing
- Initially dismissive: "We're paying taxes for protection, but where are the guards when we need them?"
- Possible approaches:
- Direct Persuasion (DC 17) to overcome his distrust of authority
- Insight check (DC 15) reveals his concern about losing the Watch's protection
- Investigation check (DC 14) spots the "Reserved for Evening Watch" brass nameplate
- If trust is gained, shares the story of Merrel's strange appearance and the phosphorescent algae
-
Mira "Red" Voska works on ledgers at a corner table
- Will share shipping records showing unusual patterns if approached diplomatically
- Her records show specific cargo keeps disappearing - all tools useful for underwater work
-
Lars "Three-Finger" Jorin
- Requires successful DC 15 Intimidation or suitable bribe to talk
- Can reveal locations of unused smuggling tunnels that the Tideborn might be using
-
Bran "Gulls" Harker
- Perception check (DC 13) to notice him trying to eavesdrop on conversations
- If caught and persuaded (DC 14), admits to seeing strange lights in the harbor at specific times
name: Dockworker
source: Custom
size: Medium
type: humanoid
subtype: any
alignment: neutral
ac: 12
hp: 9
hit_dice: 2d8
speed: 30 ft.
stats:
- 14 # STR
- 12 # DEX
- 13 # CON
- 10 # INT
- 11 # WIS
- 10 # CHA
skillsaves:
- athletics: 4
- perception: 2
- deception: 2
senses: passive Perception 12
languages:
- Common
- Thieves' Cant
cr: "1/4"
bestiary: true
traits:
- name: "Sea Legs"
desc: "The dockworker has advantage on ability checks and saving throws against being knocked prone or moved against their will."
- name: "Tavern Fighter"
desc: "The dockworker is proficient with improvised weapons and deals an extra 1d4 damage when wielding them."
actions:
- name: Club
desc: "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."
attack_bonus: 4
damage_dice: 1d6
damage_bonus: 2
- name: Knuckle Duster
desc: "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."
attack_bonus: 4
damage_dice: 1d4
damage_bonus: 2
- The stall represents one of the more prosperous fish merchants, evidenced by its prime location and quality stock
- Nymora pays protection money to local gangs but has recently noticed they seem less interested in collecting
- The barrel that was raided contained oysters that are particularly difficult to harvest, requiring experienced deep-water divers
- A series of similar thefts have occurred at other stalls, but only targeting specific types of seafood
A long wooden counter stretches beneath a striped awning at the busy corner where market meets wharf. Unlike the cluttered neighboring stalls, this one displays fish and shellfish with surprising precision in labeled bins of crushed ice. Large wooden barrels line the back wall, their stenciled labels indicating different fishing grounds. The fresh catch glistens atop beds of ice, and the air carries the clean, briny smell of the sea.
Notable Personages:
- Nymora Deftwain - A wiry woman with salt-bleached hair who moves with efficient precision, known for her encyclopedic knowledge of local fishing grounds
- Tem "Scales" Harrow - A youth who handles deliveries between the stall and various ships, often overhearing dock gossip
- Madam Sestra - Owner of the neighboring spice stall who has noticed strange activities during her pre-dawn setup
- Old Pike - A battle-scarred harbor cat who's taken up residence under the stall's counter
-
Nymora Deftwain continues sorting fish while talking, frequently interrupted by customers
- Initially comments on the theft: "They made straight for my best stock - outer bank oysters. Do you know how dangerous those are to harvest? Three hours of dive time just to fill half a barrel."
- Possible approaches:
- Help her serve customers (Performance or Sleight of Hand DC 13) to earn uninterrupted conversation
- Nature check (DC 15) discussing outer bank marine life reveals unusual recent changes in harvesting patterns
- Investigation check (DC 14) to notice distinctive scratch marks leading from the barrel to the water's edge
- Success reveals: "The outer bank oysters have been strange lately - coated in some kind of glowing slime. Started about the same time the thefts did."
-
Tem "Scales" Harrow can be found loading or unloading deliveries
- Insight check (DC 12) reveals he's nervous about something he's seen
- If approached carefully, shares that he's noticed people diving at the outer banks at unusual hours
-
Madam Sestra keeps to her own stall unless approached
- Can describe strange lights seen on the water before dawn
- Investigation check (DC 15) of her spice stores reveals similar thefts of specific preserved seaweeds
-
Old Pike (if party can speak with animals)
- Knows about people using the underwater passages beneath the docks
- Can describe the smell of "deep water" on the thieves' boots
name: Fish Merchant
source: Custom
size: Medium
type: humanoid
subtype: any
alignment: neutral
ac: 11
hp: 8
hit_dice: 2d6
speed: 30 ft.
stats:
- 10 # STR
- 12 # DEX
- 11 # CON
- 13 # INT
- 14 # WIS
- 12 # CHA
skillsaves:
- insight: 4
- nature: 3
- perception: 4
senses: passive Perception 14
languages:
- Common
cr: "1/8"
bestiary: true
traits:
- name: "Market Wisdom"
desc: "The merchant has advantage on Insight checks related to trade and commerce."
- name: "Keen Eye"
desc: "The merchant has advantage on Wisdom (Perception) checks related to examining goods or spotting forgeries."
actions:
- name: Knife
desc: "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage."
attack_bonus: 3
damage_dice: 1d4
damage_bonus: 1
- The warehouse primarily stores goods awaiting customs processing and employs multiple security measures:
- Guards patrol in pairs on set routes every 15 minutes
- Magical alarm wards on all external doors
- Locked gates separate different storage sections
- Two guard posts maintain constant oversight of the main floor
- Recent break-ins have bypassed valuable trade goods for seemingly less valuable equipment
- Several crates bear markings from the "Deepwater Survey of 1422" - a failed expedition to map unusual formations in the outer harbor that ended in the disappearance of several divers
- Security reports show no alarms triggered and no guards encountered the intruders
- The loading dock shows signs of frequent water damage, despite being above the tide line
- Night watchmen report increased unease about working after dark, though none can explain exactly why
Looming over the waterfront, this massive stone building stands apart from its wooden neighbors. Iron-reinforced doors bear the mark of the Harbor Authority, while high windows admit thin shafts of light. Inside, towering shelves create narrow canyons filled with crated cargo, while hemp rope and tar scent the air. A small office overlooks the main floor from a wooden platform near the back wall. Two guard posts flank the main entrance, and pairs of guards make regular rounds through the aisles.
Notable Personages:
- Jakon Felder - The meticulous warehouse foreman who never goes anywhere without his ledger and keyring
- Serra Vale - A night watchwoman whose recent patrol reports have grown increasingly uneasy
- Darvin "Crates" Moss - A veteran cargo handler who's noticed an odd pattern in which ships have been targeted
- Thaddeus Bright - A frustrated security mage who maintains the warehouse's magical wards
-
Jakon Felder continues his rounds while talking
- Initially remarks on the peculiar nature of the thefts: "They broke into a secure storage area, passed right by crates of imported silks and spices, and instead made off with old salvage equipment and survey tools. Who does that?"
- Possible approaches:
- Athletics check (DC 14) to help move crates while talking, earning access to his records that show exactly what was taken
- Investigation check (DC 16) of the secure storage area reveals salt water residue around the locks
- History check (DC 15) to recognize the "Deepwater Survey of 1422" markings and recall the ill-fated expedition
-
Serra Vale patrols the upper catwalks
- Can be convinced to share her patrol notes (Persuasion DC 13)
- Her notes reveal the loading dock floods during high tide, despite being well above the water line
- Investigation check (DC 15) of her patrol route reveals unusual water patterns suggesting harbor access
-
Darvin Moss
- Investigation check (DC 14) shows he's noted which ships' cargo has been targeted
- The targeted vessels all made stops at specific deep-water anchorages before docking
- Can identify unusual symbols that have started appearing on targeted crates
- The symbols match some of the graffiti appearing around the district
-
Thaddeus Bright
- Found in his small office checking ward-stones with evident frustration
- Arcana check (DC 15) reveals the wards are functioning perfectly but show no signs of being bypassed or dispelled
- Investigation check (DC 16) of his ward logs shows the thefts happen during high tide
- If both checks succeed, realizes the thieves must be entering through a route that predates and bypasses the current security system
name: Warehouse Guard
source: Custom
size: Medium
type: humanoid
subtype: any
alignment: lawful neutral
ac: 14
hp: 11
hit_dice: 2d8+2
speed: 30 ft.
stats:
- 13 # STR
- 14 # DEX
- 12 # CON
- 11 # INT
- 13 # WIS
- 10 # CHA
skillsaves:
- perception: 3
- investigation: 2
- athletics: 3
senses: passive Perception 13
languages:
- Common
cr: "1/4"
bestiary: true
traits:
- name: "Alert"
desc: "The guard has advantage on initiative rolls and can't be surprised while awake."
- name: "Warehouse Knowledge"
desc: "The guard has advantage on Investigation checks made to find hidden objects within the warehouse."
actions:
- name: Shortsword
desc: "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."
attack_bonus: 4
damage_dice: 1d6
damage_bonus: 2
- name: Light Crossbow
desc: "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage."
attack_bonus: 4
damage_dice: 1d8
damage_bonus: 2
- Located in the warehouse's loading dock storage area
- An old drainage system runs under the loading dock, originally designed to prevent flooding
- The thieves have removed several heavy grates in the drainage system
- The drainage tunnels connect to older infrastructure beneath the harbor
- At high tide, water backs up through these drains instead of out
- The access point bypasses all magical wards, which only cover doors and windows
- This explains why the loading dock shows water damage above the tide line
Beneath rows of crates in the loading dock storage area, wide stone gutters run along the floor, disappearing into dark drainage tunnels. Heavy iron grates cover most of these drains, but some show signs of recent tampering. The air here is thick with the smell of salt water, and the stones around the drains are perpetually wet despite being well above the water line.
- Investigating the Drains
- Initial inspection requires:
- Moving heavy crates (Athletics DC 15) to access the drainage gutters
- Investigation check (DC 14) to notice recently loosened grating
- Perception check (DC 15) to spot tool marks and rope marks on the grates
- Examining the tunnels reveals:
- Recent activity has worn away decades of rust on the grates
- Traces of phosphorescent algae around the tunnel entrance
- Clear signs that the tunnels have been regularly used
- At high tide, the tunnels fill almost completely with water
- Initial inspection requires:
- The Tideborn marks their safe passages with distinctive glowing graffiti made from phosphorescent algae ink
- Each mark appears as a ship's porthole with decorative wave patterns
- The marks are viewpoints - looking through the "porthole" from the right angle reveals a cave entrance
- The marks connect to a network of sea caves leading to the Tideborn's central chamber
- Local residents have formed watch groups looking for vandals, particularly at night
The warehouse district's weathered walls tell the story of Port Haven's maritime history through layers of shipping marks, guild symbols, and routine graffiti. Among these ordinary markings, distinctive porthole designs draw the eye, their blue-green pigments carrying an unusual sheen. Each porthole is ringed with intricate wave patterns, and when viewed from specific angles, they frame distant cave entrances in the harbor walls like windows to hidden paths.
Notable Personages:
- Rina "Canvas" Tesh - A street artist documenting the unusual marks in her sketchbook, fascinated by their artistic properties
- Harbormaster Jace Winters - Growing increasingly concerned about the correlation between the marks and recent thefts
- Brendan Stark - A former mercenary leading one of the more zealous citizen watch groups hunting vandals
-
Felder's Warehouse
- Most visible mark, 20 feet up on seaward wall
- Frames the drainage tunnel entrance
- Tunnel extends 100 feet before hitting a recent cave-in
- Investigation reveals deliberate collapse
-
Harbor Mouth
- Inside abandoned harbormaster's lookout
- Only visible at dawn
- Cave guarded by territorial Giant Octopus
- Can be bypassed using stolen deep-water oysters as distraction
-
Northern Wharf
- Under main pier, visible at low tide
- Cave entrance threatened by strong currents
- Requires stolen survey tools to time safe passage
- Failed swimming checks risk being swept out to sea
-
Old Lighthouse Base
- Behind water damage in crumbling foundation
- Only visible in darkness
- Partially flooded passages with limited air
- Stolen salvage gear needed to create air pockets
-
Rina "Canvas" Tesh
- Found sketching the warehouse mark
- Possible approaches:
- Offer art supplies or coins (1gp) to view her sketches
- Performance check (DC 14) demonstrating artistic knowledge
- Success reveals locations of other marks in her detailed drawings
-
Harbormaster Winters
- Initial response: "These aren't normal gang marks. They keep showing up exactly where we've adjusted the tide markers."
- Investigation check (DC 15) of his tide tables shows marks appear at locations with specific tidal patterns
- If provided with Rina's sketches, realizes the marks indicate safe passage times
-
Citizen Watch Confrontation
- Triggers when the party attempts to examine high marks
- Brendan Stark arrives with 2d4 angry citizens
- Initial response: "You there! Come down from there now! We've had enough of these vandals!"
- Can be defused with:
- Persuasion check (DC 15) to convince them of legitimate investigation
- Showing official authorization from Harbormaster or City Guard
- Intimidation check (DC 17) to make them back down
- If diplomatic efforts fail, watch group attacks
The sound of boots on cobblestones echoes down the alley as a group of angry citizens emerges from the shadows. At their head strides a broad-shouldered man in a worn leather cuirass, his scarred face tight with barely contained fury. Behind him, dock workers and merchants brandish makeshift weapons - belaying pins, fishing gaffs, and lengths of heavy rope.
"Caught in the act!" the leader bellows, jabbing an accusing finger toward you. "We've watched these walls for weeks, waiting to catch you vandals. No more defacing our district!" The mob tightens formation as they approach, hemming in the alley's exit. Their leader's hand rests meaningfully on the pommel of a well-worn sword.
creatures:
- Watch Leader
- 2d4: Angry Citizen
name: Watch Leader
source: Custom
size: Medium
type: humanoid
subtype: any
alignment: lawful neutral
ac: 15
hp: 27
hit_dice: 5d8+5
speed: 30 ft.
stats:
- 15 # STR
- 14 # DEX
- 12 # CON
- 11 # INT
- 13 # WIS
- 14 # CHA
skillsaves:
- intimidation: 4
- athletics: 4
- perception: 3
senses: passive Perception 13
languages:
- Common
cr: "1"
bestiary: true
traits:
- name: "Tactical Leadership"
desc: "As a bonus action, the watch leader can give one ally advantage on their next attack roll."
actions:
- name: Multiattack
desc: "The watch leader makes two melee attacks."
- name: Longsword
desc: "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage."
attack_bonus: 4
damage_dice: 1d8
damage_bonus: 2
- name: Heavy Crossbow
desc: "Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage."
attack_bonus: 4
damage_dice: 1d10
damage_bonus: 2
name: Angry Citizen
source: Custom
size: Medium
type: humanoid
subtype: any
alignment: neutral
ac: 12
hp: 11
hit_dice: 2d8+2
speed: 30 ft.
stats:
- 13 # STR
- 12 # DEX
- 12 # CON
- 10 # INT
- 10 # WIS
- 10 # CHA
skillsaves:
- athletics: 3
senses: passive Perception 10
languages:
- Common
cr: "1/8"
bestiary: true
traits:
- name: "Pack Tactics"
desc: "The citizen has advantage on attack rolls against a creature if at least one of the citizen's allies is within 5 feet of the creature and isn't incapacitated."
actions:
- name: Club
desc: "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."
attack_bonus: 3
damage_dice: 1d4
damage_bonus: 2
- Located in a run-down tenement building near the docks
- The ground floor consists of a narrow hallway with Mrs. Huddle's apartment serving as both residence and building office
- The building's front entrance is poorly lit, with a perpetually damp entranceway from poor drainage
- The third-floor apartment shows signs of hasty abandonment - drawers left open, clothes scattered
- A faint phosphorescent residue can be found on some discarded boots and clothes
- Hidden compartments (DC 15 Investigation) contain equipment for late-night diving
- The apartment has been searched before by someone else, evidenced by subtle signs of careful rifling
- A water-stained map hidden under loose floorboards shows several marked locations in the harbor
- Strong smell of salt water despite being several blocks from the harbor
The building's entrance opens into a dim hallway lit by a single oil lamp. The floorboards creak underfoot, and the wallpaper peels in long strips from the damp walls. To the right, a door stands ajar, warm lamplight and the smell of cats spilling out. A tarnished brass plaque reads "Building Manager - Mrs. E. Huddle."
Three flights up, Merrel's apartment door hangs slightly ajar, its lock recently forced. Inside, the single room apartment lies in disarray - clothes strewn about, furniture askew, and drawers hanging open. Moonlight through the room's single window catches the damp patches on the wooden floor. Despite the chaos, there's a methodical feel to the destruction, as if someone searched the place carefully before making it look ransacked.
Notable Personages:
- Mrs. Huddle - The elderly landlady whose cluttered ground-floor apartment doubles as building office, surrounded by decades of meticulous records and numerous cats
- Ren Pike - A neighbor across the hall who works opposite shifts from Merrel and noticed strange comings and goings
- Sgt. Voss - A City Watch sergeant who's been taking regular payments from shipping interests to avoid thorough investigations of dock-related crimes
-
Mrs. Huddle
- Found in her cluttered apartment that doubles as the building office
- The room is cramped with decades of rent ledgers, cat beds, and doilied furniture
- A desk near the door holds current tenant records and a strongbox for rent
- Initial response: "Merrel? Nice enough fellow, always paid on time. Started coming and going at odd hours about a month ago."
- Possible approaches:
- Offering tea and patience (no check needed) gets her talking about strange sounds from above
- Persuasion check (DC 12) to look through her meticulous rent ledgers
- Her cats are agitated by the smell of salt water from Merrel's apartment
- Success reveals Merrel always paid in newly minted coins, unusual for a dockworker
-
Ren Pike
- Works night shift at the docks
- Perception check (DC 14) notices he's wearing one of the Tideborn's marks as a tattoo
- If confronted (Intimidation DC 15), admits to watching the apartment for the group
- Flees if the party sees his tattoo, potentially leading to a chase
-
Sgt. Voss
- Investigation check (DC 15) notices him pocketing a small pouch of coins during his "investigation"
- Can be convinced to share City Watch findings (DC 14 Persuasion)
- Initially dismissive: "Just another dock worker who skipped town owing money."
- If confronted with evidence of bribery (Intimidation DC 15):
- Admits to taking payments from the Merchant's Guild to "keep the peace"
- Claims several Watch officers have been warned to avoid thorough investigations of dock-related crimes
- Doesn't know who's behind the payments, only that they come through legitimate business owners
name: City Watch Sergeant
source: Custom
size: Medium
type: humanoid
subtype: any
alignment: lawful neutral
ac: 15
hp: 22
hit_dice: 4d8+4
speed: 30 ft.
stats:
- 13 # STR
- 12 # DEX
- 12 # CON
- 13 # INT
- 14 # WIS
- 14 # CHA
skillsaves:
- insight: 4
- investigation: 3
- persuasion: 4
senses: passive Perception 12
languages:
- Common
cr: "1/2"
bestiary: true
traits:
- name: "Command Presence"
desc: "The sergeant's allies have advantage on saving throws against being frightened while within 30 feet of the sergeant."
actions:
- name: Shortsword
desc: "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."
attack_bonus: 3
damage_dice: 1d6
damage_bonus: 1
- name: Command
desc: "The sergeant targets one creature within 60 feet who can hear them. The target must succeed on a DC 12 Wisdom saving throw or follow a one-word command on its next turn."
Perfect - this gives us a great "body horror" reveal for the cultists and explains both their success and desperation. Let me draft these locations and encounters:
- Network of partially flooded tunnels under the docks
- Water drips constantly from limestone formations, creating unsettling echoes
- Patches of phosphorescent algae provide dim illumination
- Air is thick with salt spray and the smell of rot
- Scattered evidence of smuggling operations (rope ends, broken crates)
- Several passages show signs of recent collapses, forcing specific routes
The tunnel opens into a series of connected chambers, their limestone walls glistening with constant moisture. Patches of pale blue-green algae cast an eerie glow across the rough stone surfaces. The sound of dripping water echoes from multiple directions, making it difficult to pinpoint any specific noise. Scattered pieces of wooden crates and lengths of rope suggest regular use, despite the inhospitable environment.
Two transformed cultists are moving contraband from their hidden cache. They've begun showing clear signs of their transformation:
- Patches of scales visible on their necks and hands
- Slightly protruding eyes with a glossy sheen
- Webbing between their fingers
- Raspy voices that sound like they're gargling water
Combat Environment:
- Chamber is 40 feet wide, with a 15-foot ceiling
- Floor is uneven and slick (DC 12 Acrobatics to move at full speed)
- 2-foot deep water in parts creates difficult terrain
- Stalactites can be brought down with targeted attacks (AC 12, 10 HP)
- Falling stalactite deals 2d6 damage in 5-foot radius (DC 15 Dex save)
- Cultists use terrain to their advantage:
- Taking cover behind formations (+2 to AC)
- Using deep water to escape if seriously wounded
creatures:
- 2: Tideborn Cultist
What first appeared to be wet clothes clinging to their form reveals itself as patches of silvery scales erupting through splitting skin. Their neck pulses with visible gills, and webbing stretches between splayed fingers that end in sharp, bony points. Most disturbing is their face - eyes bulging and glassy like those of a fish, mouth slightly agape to reveal rows of needle-like teeth. When they move, there's a wet sound of flesh shifting in ways it was never meant to, and water continuously beads and drips from their skin despite the air being merely damp.
- Large natural cavern, partially flooded
- Ancient stone platform rises from the water
- The relic (a corroded bronze trident that pulses with sickly green light) stands in a barnacle-encrusted holder
- Walls covered in phosphorescent algae patterns that seem to move and shift
- Water is 10 feet deep around the central platform
This vast chamber stretches nearly sixty feet across, its domed ceiling lost in darkness above. A rough stone platform rises from dark waters, connected to the entrance by a narrow natural bridge. Patterns of luminescent algae crawl across the walls in hypnotic designs. At the platform's center, mounted in a mass of barnacles and coral, stands a bronze trident that pulses with an unnatural green glow. The air here feels thick and wrong, carrying the heavy scent of the deep ocean.
The High Cultist has progressed furthest in their transformation:
- Lower body already transformed into a mass of tentacles
- Scales cover most of their visible skin
- Eyes have become entirely black
- Voice sounds like waves crashing on rocks
Combat Space Features:
- Central platform is 20 feet in diameter
- Natural bridge is 5 feet wide (DC 12 Acrobatics to run across)
- Deep water surrounds platform (disadvantage on attacks for non-swimming creatures)
- Four barnacle-covered pillars (AC 15, 20 HP) support unstable ceiling sections
- Destroying a pillar causes rubble to fall in a 10-foot radius
- DC 15 Dex save or take 3d6 bludgeoning damage
Additional Threats:
- 2 partially-transformed cultist acolytes
- Swarms of piranhas (2) that the High Cultist can summon
- The relic itself pulses with transformation energy:
- At initiative count 20, random character must make DC 13 Con save
- Failure means growing fish-like features and disadvantage on next action
creatures:
- 2: Transformed Tideborn Cultist
- Tideborn High Cultist
- Piranha
Recent Contraband (in various crates and chests):
-
Luxury Goods
- Silk bolts from Eastern kingdoms (worth 75gp each, 4 bolts)
- Silver goblets with pearl inlay (worth 25gp each, 6 goblets)
- Exotic spices in sealed jars (worth 50gp total)
- Fine wines from southern vineyards (worth 10gp per bottle, 12 bottles)
-
Illegal Items
- Dream lotus powder in small vials (dangerous narcotic)
- Forbidden scrolls from the Shadowfell (3 scrolls)
- Monster parts for black market alchemists
- Crude silver ingots with uncertain markings (stolen?)
-
Weapons Cache
- Crate of crossbow bolts (150 bolts)
- Well-maintained shortswords (4)
- Daggers with poisoner's grooves (6)
- Light crossbows in oiled wrapping (2)
name: "Tideborn Cultist"
size: "Medium"
type: "humanoid"
subtype: "any race"
alignment: "neutral evil"
ac: 13
hp: 27
hit_dice: "5d8+5"
speed: "30 ft., swim 30 ft."
stats:
- 12 # STR
- 14 # DEX
- 12 # CON
- 13 # INT
- 14 # WIS
- 11 # CHA
skillsaves:
- stealth: 4
- athletics: 3
- religion: 3
damage_resistances: "cold"
senses: "darkvision 60 ft., passive Perception 12"
languages: "Common, Deep Speech"
cr: "2"
traits:
- name: "Amphibious"
desc: "The cultist can breathe air and water."
- name: "Deep Dweller"
desc: "The cultist has advantage on saving throws against the pressure and cold of deep water."
- name: "Watery Step"
desc: "The cultist can move across any liquid surface as if it were solid ground."
actions:
- name: "Multiattack"
desc: "The cultist makes two melee attacks."
- name: "Coral Dagger"
desc: "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) cold damage."
- name: "Net"
desc: "Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) also frees the target and destroys the net."
reactions:
- name: "Watery Shield"
desc: "When the cultist is hit by an attack, they can use their reaction to pull moisture from the air, gaining +2 AC against that attack. If this causes the attack to miss, the attacker takes 2 (1d4) cold damage."
name: "Transformed Tideborn Cultist"
size: "Medium"
type: "humanoid"
subtype: "any race"
alignment: "neutral evil"
ac: 14
hp: 45
hit_dice: "7d8+14"
speed: "30 ft., swim 40 ft."
stats:
- 14 # STR
- 16 # DEX
- 14 # CON
- 12 # INT
- 14 # WIS
- 11 # CHA
skillsaves:
- stealth: 5
- athletics: 4
- perception: 4
damage_resistances: "cold"
senses: "darkvision 60 ft., passive Perception 14"
languages: "Common, Deep Speech"
cr: "3"
traits:
- name: "Amphibious"
desc: "The cultist can breathe air and water."
- name: "Slippery"
desc: "The cultist has advantage on ability checks and saving throws made to escape a grapple. Additionally, they can squeeze through spaces as if they were one size smaller."
- name: "Fish-Scale Hide"
desc: "The cultist's AC includes their Dexterity modifier. The scales also give them resistance to cold damage."
actions:
- name: "Multiattack"
desc: "The cultist makes two attacks with their barbed spear."
- name: "Barbed Spear"
desc: "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet toward the cultist."
- name: "Ink Cloud (Recharges after a Short or Long Rest)"
desc: "As a bonus action, the cultist exudes a cloud of inky darkness in a 10-foot radius. The area is heavily obscured for 1 minute or until a strong current disperses it. After releasing the ink, the cultist can use the Dash action as a bonus action."
name: "Tideborn High Cultist"
size: "Large"
type: "monstrosity"
alignment: "neutral evil"
ac: 16
hp: 90
hit_dice: "12d10+24"
speed: "20 ft., swim 50 ft."
stats:
- 18 # STR
- 16 # DEX
- 14 # CON
- 14 # INT
- 16 # WIS
- 12 # CHA
skillsaves:
- stealth: 6
- athletics: 7
- religion: 5
damage_resistances: "cold; bludgeoning, piercing, and slashing from nonmagical attacks"
condition_immunities: "frightened"
senses: "darkvision 120 ft., passive Perception 16"
languages: "Common, Deep Speech"
cr: "6"
traits:
- name: "Amphibious"
desc: "The cultist can breathe air and water."
- name: "Magic Resistance"
desc: "The cultist has advantage on saving throws against spells and other magical effects."
- name: "Cursed Transformation"
desc: "When the cultist drops to 0 hit points, their body rapidly dissolves into sea foam."
actions:
- name: "Multiattack"
desc: "The cultist makes either three melee attacks with the Corrupted Trident or two ranged attacks with it."
- name: "Corrupted Trident"
desc: "Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 7 (2d6) cold damage. If the attack was ranged, the trident magically returns to the cultist's hand immediately after the attack."
- name: "Depth Charge (Recharge 5-6)"
desc: "The cultist hurls the trident into the ground or water, creating a blast of pressurized water in a 15-foot radius centered on the point of impact within 30 feet. Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 21 (6d6) force damage and is deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. The trident then returns to the cultist's hand."
- name: "Call of the Deeps (1/Day)"
desc: "The cultist points the trident at a creature they can see within 60 feet. The target must succeed on a DC 15 Strength saving throw or be pulled up to 30 feet straight toward the cultist and restrained by spectral tentacles. A restrained creature can use its action to make a DC 15 Strength (Athletics) check, freeing itself on a success."
legendary_actions:
- name: "Trident Throw"
desc: "The cultist makes one ranged attack with their Corrupted Trident."
- name: "Ink Cloud"
desc: "The cultist releases a cloud of magical darkness that spreads in a 15-foot radius around them. The area is heavily obscured until the start of the cultist's next turn."
- name: "Call the Depths (Costs 2 Actions)"
desc: "The cultist magically calls forth a swarm of piranha. The swarm appears in an unoccupied space within 60 feet and acts on the cultist's initiative count."
When a regular cultist dies:
"She waits in spaces between shadows..." "The light dims. The light dims. All light dims before her eternal dark." "The void beneath the world hungers for the surface..." "Her children already walk among you, wearing faces you trust..."
When the transformed cultists die:
"The tide rises black under a sunless sky..." "Every shadow is her door, every darkness her domain..." "She comes with the final sunset, when all days end as one..." "The Duskmother's embrace cannot be denied... all children return to her..."
When the High Cultist dies (should be the most disturbing and specific):
"I see her now, vast beyond the dark, ancient before shadow... we are all her progeny, and she calls us home..."