TEXT: A CREEPING 
  TIDE 
  
  A CREEPING TIDE
  Saxford you say? Yea I know it.  Small outpost on 
  the far side o’ Lake Argos. Sure you want to go 
  there, stranger? Lot o’ death in Saxford, I hear. 
  Nay, not by beastmen nor barbarian… Saxfords’ 
  are taking their own lives. Why? Har! Might as 
  well ask why the sun sets at dusk, eh? Wodon 
  knows, wanderer. Wodon knows. 
  The Black Spire
  Saxford, a little known mineral harvesting outpost 
  situated on the fringes of the inland sea known as 
  Lake Argos, is in trouble.  
  But not trouble of the usual kind. Indeed, 
  barbarian and skorn (beastmen) assaults on the 
  settlement are curiously rare, such that the 
  standard palisade and ditch defences have been 
  dispensed with. Saxford’s danger is much older, 
  and vastly more insidious, than banal cannibal 
  raiders.  
  Since before the Second Age, the lakeside region 
  has been subject to a creeping and terrible doom, 
  emanating from beneath the waters of Lake Argos. 
  A few hundred metres from shore lurks a twisting 
  Spire of black, alien stone, an exceedingly rare  
  non-organic substance not of this galaxy.  
  The Spire acts as an unnatural amplifier, 
  strengthening or weakening the Veil in millennia 
  long cycles. Unfortunately for Saxford, the Veil 
  has been in decline for centuries, and is now at its 
  lowest ebb. Infinitely patient forces from beyond 
  are aware of this, and mean to exert their influence 
  on the region in cataclysmic fashion.  
  In this adventure, Saxford’s outlanders (exposed 
  to the Spire’s subtle taint for years) engage in 
  increasingly bizarre, hivemind like behaviour, as 
  they unwittingly summon a tsunami that will claim 
  the outpost, and everyone in it. 
  
  The party might become involved in this 
  adventure (i) as messengers delivering sealed 
  letters from House Menok to the alchemist 
  Ramiro (ordering him home immediately), (ii) as 
  researchers hired to determine why raiders keep 
  clear of the area, (iii) to study the hidden Spire 
  after finding reference to it in the Shenzu tome Yu 
  Shan Mingyun (Libram of Five Fates) or (iv) taking 
  shelter at the outpost during terrible weather on 
  the road to elsewhere. 
  Random Encounters 
  The GM decides the precise location of Saxford 
  in their campaign and the distance that must be 
  travelled to reach it. Some random encounters 
  appear below (by land trek or water voyage) for the 
  GM’s assistance:  
  Land Trek Encounters 
  1.
  A small party of 1d6+1 Skorn can be
  heard hooting and yelling nearby, careful
  to stay out of bow range. Over the next few
  hours, they draw 2d6 more of their kind
  every 
  hour, 
  until 
  the 
  beastmen
  outnumber their prey by 5:1. Then they
  attack. PCs knocked unconscious are
  quickly snatched up and carried away for
  eating. If more than half the Skorn are
  killed, the remainder retreat. For now.
  2.
  A searing heatwave settles in for a few
  days, 
  threatening 
  travellers 
  with
  dehydration and heatstroke. A Con
  (Athletics or Wilderness Lore) check is
  required to avoid 1 Con loss (at advantage
  if the PCs take precautions such as not
  travelling in the middle of the day, drink
  lots of water, etc).
  3.
  A low rumbling can suddenly be heard, as
  if the earth is shuddering. A sleeping
  Bulette is directly beneath the party. If the
  party moves carefully, they might slip away
  without waking the beast (Party Challenge,
  8 successes, focusing on Dex (Stealth), 
  Perc (Detection), Int (Animal Lore or 
  Wilderness Lore). 
  4.
  Smoke signals a nearby campfire. 5d6
  Thuels (barbarians) of the Still Wolf clan
  are settling in for a rest. Cromot, one of
  the teenage scouts out hunting for food, is
  hiding nearby (Perc (Det) check vs Dex 15
  to spot him).
  5.
  An archway made of two trees with
  intertwined branches stands in a small
  clearing. The trees are petrified with age,
  covered in vines, moss and other parasitic
  plants. Pierce the Veil reveals conjuration
  magic. Placing an offering of some kind
  draws a blessing from a forgotten spirit (a
  strangle fruit drops from a petrified
  branch, if eaten it acts as a random potion,
  once only).
  6.
  2d6 Ogres are out hunting, famished for a
  meal and complaining loudly. There is a
  50% chance they are upwind of the party
  and have already detected their scent. If
  defeated the ogres carry 1 x Carry Loot.
  Water Voyage Encounters 
  1.
  A lone Argosan Strangler (Midlands)
  attaches itself to the underside of the hull.
  Once darkness falls, it clambers aboard
  and seeks out a victim to drag beneath the
  depths. It attempts a degree of stealth, if
  possible.
  2.
  In the midst of the night, 1d4 PCs notice
  a faint siren song can be heard drifting on
  the wind. A Luck (Will) save is required
  to resist going above deck and diving
  overboard to reach the source. If
  unsuccessful, a Lake Harpy (as Harpy but
  fish like and amphibious) is waiting to
  drown and devour the victim in her
  3
  
  underwater lair. If all PCs save, an NPC 
  crew member is lost instead.  
  3.
  Favourable currents and strong winds gust
  today, doubling the ship’s travel speed.
  4.
  A Longship Raider (4d6+30 pirate crew)
  appear on the horizon, making a bee line
  for the adventurers’ ship. Drar Ferthan 
  might be bought off with treasure if
  convinced he would suffer heavy losses
  during boarding.
  5.
  Diseased rats are found below deck in the
  ship’s hard tack supply. All PCs must
  make a Luck (Con) check or suffer a
  random disease.
  6.
  Some of the crew get drunk one night
  playing cards and singing sea shanties. If
  any of the PCs join them, Ruher (Rogue
  1, Dex 13) attempts to pilfer something
  from them (ideally someone intoxicated).
  If caught out, Ruher offers his services in
  lieu of having his hand cut off (the
  Captain’s usual punishment for thievin’).
  Somethin’ Ain’t Right 
  Once the party draws close to Saxford (within 1 
  day’s travel), they begin to experience some 
  unusual oddities. The oddities may be removed 
  with Purge the Accursed, naturally subside in 1d6 
  months, or suspended for 2d6 rounds with Sever 
  Arcarnum.  Roll 1d10 on the following table every 
  2d6 hours (or other period the GM decides).  
  1.
  A random PC starts to notice that
  anything they drink has a strong metallic
  tang (as if there were blood or iron in it).
  2.
  Animals 
  (excluding 
  birds) 
  become
  extremely scarce (they have vacated the
  area or are hiding in their lairs). Hunting
  for such becomes extremely difficult
  (disadvantage on Int (Wilderness Lore)
  checks, and a great success is required). 
  Birds can still be found, but are eerily 
  silent.  
  3.
  A hireling’s or NPC’s (including pets) hair
  turns damp and limp, no matter the sun,
  towel drying, etc.
  4.
  A random PC leaves watery footprints
  between dusk and dawn. The water swiftly
  vanishes into soil or wood but lingers on
  stone. Wearing or removing boots has no
  effect.
  5.
  A random PC if afflicted with coughing up
  water from their lungs every 4d6 hours
  (disadvantage on actions if it occurs during
  a combat round).
  6.
  A hireling or other NPC (including pets)
  bleeds water in instead of blood. If
  injured, pouring water on the wound
  miraculously heals it within 1d8 hours.
  This effect ceases to operate if the
  character dies.
  7.
  A random PC no longer casts a reflection
  in liquids of any kind, and develops a
  phobia of being exposed to such.
  8.
  A random PC cannot quench their thirst,
  no matter how much they drink. After 24
  hours, resisting a drink requires a Will
  check (if successful, do not check again
  that day).
  9.
  Rain mixed with blood falls from the sky,
  staining everything for miles around. All
  PCs lose 1 Luck.
  10. A random PC suffers a moderate
  madness: “I never bathe, nor swim, nor 
  enter water of any kind. The clinging wet 
  attracts them, you see; the daemons of the 
  deep.” 
  4
  
  Map 
  Saxford 
  The outpost of Saxford is nineteen years old, an 
  enviable achievement in comparison to most 
  outlander settlements, given the ever present 
  threat of beastmen raiders.  
  Curiously, despite the potential dangers, assaults 
  on Saxford are improbably rare. Protected only by 
  a small stone fort, and standing retinue of soldiers, 
  it’s a wonder the outpost hasn’t been razed many 
  times over.  
  Yet the outlanders not only survive; they thrive. In 
  addition to record fish stocks and gold panning 
  success, Saxford is the unique supplier of Void 
  Salt: a fine black mineral deposited on nearby 
  shores (shed from the Black Spire hidden off the 
  coast and washed inland). A closely guarded  
  secret, Void Salt has latent magical properties that 
  may be unlocked with the correct alchemical 
  processes (see Area 12).  
  Unbeknownst to her residents, Saxford’s success 
  is inextricably linked to the Black Spire. Hidden 
  beneath the waves, the interdimensional edifice 
  radiates an invisible field of sorcerous energy for 
  approx two miles, subtly granting the residents 
  good fortune, and dissuading invaders from attack. 
  While they don’t comprehend the why, local 
  skorn and thuel clans have suffered enough ill 
  fortune to know that Saxford curses foreigners, 
  and keep their distance. At least one elder skald 
  recalls the dirge of the Doom Tide that swept 
  through the region many generations ago.  
  5
  
  The Joining 
  When the PCs arrive, the outlanders have been 
  exposed to the Spire’s energies for years, slowly 
  but surely corrupting their minds in subtle ways.  
  With the Doom Tide imminent, forces beyond 
  the Veil have dialled their influence up to eleven, 
  usurping the residents’ minds and effectively 
  seizing control of the outpost.  
  Since the last caravan two months ago, the 
  outlanders have been absorbed into a gestalt 
  consciousness; an aberrant mind melding that the 
  residents call the Joining. All of the townsfolk are 
  merged to a greater or lesser extent, susceptible to 
  instruction from Veil entities and able to feel each 
  other’s needs/emotions (sometimes even reading 
  each other’s thoughts).  
  The purpose of the Joining is twofold: (i) to ensure 
  co-operation between residents to invoke the 
  Doom Tide, and (ii) to influence and ensnare as 
  many victims as possible. The entire town is bent 
  upon these twin objectives. Once the party arrives, 
  they will do everything in their power to prevent 
  the PCs from leaving until the tide is summoned. 
  Signs of the outlanders’ illness however are 
  prevalent. Any time the party interacts with or 
  observes the local NPCs, there is a 50% chance of 
  strange behaviour. If such occurs, roll 1d20:  
  1.
  Two or more Joined speak in unison for
  a moment (a sentence), before reverting to
  normal. They are oblivious that they have
  done so.
  2.
  A Joined mumbles to themselves from
  time to time. A  Perc (Det) check catches
  “Embrace the tide, none can hide.”
  3.
  One or more Joined suddenly clutch at
  their head, dropping to one knee in pain.
  It passes after a moment. If queried, they
  blame it on “bad meat”.
  4.
  A Joined’s eyes take on a watery glaze for
  a moment, spilling drops onto the ground.
  The effect might be confused for tears.
  5.
  All nearby Joined suddenly emit a shrill,
  keening wail. They then revert to normal,
  oblivious to what just happened.
  6.
  A Joined in close vicinity projectile vomits
  up a large volume of lake water.
  7.
  A Joined chants “Into the deep, no 
  retreat” over and over for a few seconds,
  then scurries away, grinning inanely.
  8.
  A Joined breaks into low, spluttering
  laughter for a few seconds for no apparent
  reason. If queried, they explain it’s an
  inside joke they just remembered. Guess
  you had to be there.
  9.
  All Joined in close vicinity adopt an
  unblinking gaze for several minutes.
  10. A Joined blurts out an exasperated “Yes! 
  I’m listening!” (either to apparently no-
  one, or midway through conversation with
  a PC).
  11. A Joined bumps into a PC as if distracted,
  muttering something darkly beneath their
  breath (Perc (Det) check: “Into the lake, 
  no mistake.”)
  12. Nearby Joined have black stained hands
  or clothes, as if from soot or similar (in
  fact Void Salt, from panning earlier in the
  day).
  13. Two or more Joined meet and stare at
  each other for a long pause (enough time
  to exchange a few sentences), then
  immediately separate and head in
  opposite directions.
  6
  
  14. All Joined in the immediate vicinity act in
  unison for just a moment (eg they all turn
  their head to look at the PCs, all take a
  drink from their mug, etc), then revert to
  normal, oblivious to their conduct.
  15. A pack of hounds, chickens or other
  animals silently pass by, walking in perfect
  single file. Nearby Joined pay no heed.
  16. A Joined the party is speaking to (or that
  can be overheard) suddenly shifts tone of
  voice, becoming flat and robot like. This
  continues for a few sentences, then the
  speaker reverts to normal, unaware of
  what occurred.
  17. For a short period, all Joined stop
  referring to each other by their names,
  instead calling one another “Sethmul”. 
  They refer to the PCs as “Yan-Sethmul”. 
  If queried afterwards, they deny it ever
  happened. An Int (Arcane Lore) check
  recalls legends of an ancient (now extinct)
  race 
  of 
  undersea 
  dwellers 
  named
  Sethmul.
  18. A nearby Joined pauses to squat down
  and make strange gurgling, croaking
  noises in their throat, then inexplicably
  sprints away.
  19. A nearby Joined’s skin has a glistening
  sheen, as if wet. If touched however the
  effect disappears. The NPC and other
  Joined are oblivious.
  20. A Joined the PCs are speaking to
  interrupts them mid sentence to say
  “Father Morverd does not approve”, then
  excuses themselves, and departs.
  Doom Tide Ritual 
  The tide ritual has been underway for weeks, once 
  the Joining was strong enough to ensure the 
  outpost would work together to achieve it.  
  Under the direction of Father Morverd (Priest of 
  Shennog and Overseer of Saxford; see Area 15), 
  large numbers of residents gather at the keep each 
  night to participate. The ceremony takes 1d4 
  hours, extracting blood from the Joined and 
  mixing it with refined Void Salt from Area 11. The 
  foul smelling Bloodsalt is then rowed out onto 
  Lake Argos, and poured into the waters above the 
  Spire. Some Joined are so traumatized by their 
  experience on the lake that they end their own 
  lives shortly after.  
  When the PCs arrive, the tide ceremony has been 
  conducted every night for the last month. Just one 
  more offering is required to trigger the Doom 
  Tide. 
  Locations 
  Saxford’s inhabitants are primarily fisherman and 
  precious metal prospectors, until recently fierce, 
  independent outlanders. Unwittingly tainted over 
  the years by the Black Spire, they are now victims 
  of the Joining, and wholly devoted to conjuring the 
  Doom Tide. If a Joined must give their life to 
  complete the alien ritual, they gladly do so. 
  7
  
  Joined, AC 10, HD 1, Axe 1d8, Spear 1d6+1, or 
  Shortbow 1d6, 19: as weapon, S10 D10 C11 I10 
  P10 W9 Ch10 L4, Mv 30 ft. Joined never make 
  morale checks and will sacrifice themselves to 
  ensure the Doom Tide comes to pass.  
  Area 1 - Docks 
  The docks are mostly empty, other than 1d2 small 
  fishing craft (single mast sloops or whaleboats), 
  and the PC’s vessel (if they sailed to Saxford).  
  Most of the outlanders’ ships were scuttled a few 
  days before. The fishing boats that remain are 
  chained beneath the hull to the wharf’s underwater 
  pylons. Freeing a ship is difficult but not 
  impossible if the party is determined enough 
  (requiring the padlocks beneath the water to be 
  picked).  
  If the PCs arrive by ship, their craft’s rudder is 
  secretly disabled by Joined shortly afterwards. 
  Repairs require the ship to be drydocked (taking 
  at least a day).  
  3d4 dock workers are milling about, playing cards, 
  repairing wharves, or otherwise seemingly making 
  themselves useful (in fact they are present to keep 
  watch for ships and help with Void Salt panning 
  (see Area 2)).  
  Area 2 – Warehouses 
  The large warehouse facilities include three 
  portable loading cranes, shelving, crates and a 
  multitude of buckets, barrels, etc, typically used for 
  trade deals. 
  6d10+30 dock workers inhabit or linger about the 
  warehouses (an inordinately large number, given 
  Saxford’s population of approx 150 to 200). In 
  recent months, the labourers spend most of their 
  time panning for Void Salt by the shore. If PCs are 
  present during the day, they can’t miss the many 
  labourers panning along the shore.  
  2d6+20 guards are on duty at the warehouses day 
  and night, keeping watch over Void Salt hauls, and 
  escorting salt bottles to Ramiro (the alchemist in 
  Area 12).  
  Area 3 – Fishmongers’ Hall 
  The wooden Fishmonger’s hall has a carved shark 
  idol hanging above the door (made by Nersa, 80’s 
  crone, leathery skin, “I keeps them menfolk in line 
  and on time” as she is prone to say). Inside is a 
  large open space for fish scaling, preparation and 
  trade, plus an assortment of knives, nets, etc.  
  4d6 fishermen are half heartedly working on their 
  catches, fishing gear, etc, but since most of the 
  boats were scuttled, there’s not a lot of fish to go 
  around (highly unusual for Saxford; an Int 
  (General Lore) check might recall such if the party 
  did any research before leaving for the outpost).  
  Apart from knives, nets and fishing spears, a small 
  two man rowboat is hanging from the ceiling. 
  Bloodsalt delivered from Area 15 is conveyed to 
  the Spire by fishermen using the rowboat after 
  midnight.  
  Area 4 – Domiciles 
  Various wooden homes are clustered together 
  here, each containing 3d6 outlanders of several 
  vocations (labourers, fishermen, woodsmen, etc). 
  Each domicile contains a total of 1 x Carry Loot. 
  Area 5 – Nebebon’s Herbs 
  Nebebon (20’s, clean shaven, ruddy complexion 
  from too much drink) is the outpost’s herbalist, a 
  relative newcomer of two months, his predecessor 
  a recent suicide. In addition to being an alcoholic, 
  Nebebon is fond of Marpleweed (a pipeweed 
  calmative and disinhibitor), which he sells in small 
  tins for 5 sp. Healing poultices, anti-toxins, and 
  disease treatments are also available (50% chance 
  of 1d4, otherwise they take a 4d6 hours to brew). 
  Area 6 – Blacksmith 
  Geraint (short, heavy set, stubble, bad teeth) is 
  Saxford’s blacksmith, crafting tools, weapons, 
  armour, horseshoes, etc. He has 1d4 apprentices 
  working with him. There is generally 2d6 random 
  8
  
  tools, weapons, armour or shields about the shop. 
  Additionally, Geraint also has a cold iron mace, 
  and enough silver ore to forge two silvered 
  weapons. 
  Area 7 – The Sword & Board 
  The Sword & Board Inn & Tavern is a wooden 
  structure managed by Master Thorpe (30s, 6 ft, 
  athletic, bullying), serving wench Riga (40s, dark 
  haired, thin lipped, amicable) and cook Oxley 
  (short and strong, mute, signs). At the time the PCs 
  arrive, there are no other guests 
  (pure 
  coincidence) and plenty of vacant rooms (lock and 
  key, baths, plus door bar if requested). 
  The common room is relatively spacious, if hard 
  seated, with a generous fireplace. The Sword’s best 
  brew is Silversack Old (smokey whiskey with a 
  strong aftertaste). On the menu this week is: 
  •
  Seared Perch & Big ‘Taters.
  •
  Chicken Thing with Sweet Grit.
  •
  No Salad for Old Men.
  Area 8 – Food Market 
  The Food Market is made up of stalls in a wooden 
  hall. Generally speaking 4d6 farmers have an 
  assortment of meats and vegetables for sale or 
  barter. With the Doom Tide imminent however, 
  it’s slim pickings (most of the Joined spend at least 
  half of their day panning for Void Salt, instead of 
  attending to their usual chores). Observant PCs 
  (Perc (Det) check) might notice many of the 
  farmers have black stained hands (similar to soot, 
  but Void Salt residue). 
  Area 9 – General Store 
  Yelma (plump lady, anaemic, prone to dizzy spells 
  and fainting) runs the general store, running the 
  gamut of odds and ends outlanders need: clothing, 
  sewing gear, rope, lanterns, candles, oil, etc. There 
  is a 50% chance Yelma suffers a fainting episode 
  when the PCs are present. If so, and they attend to 
  her, the party might notice multiple precise cutting 
  marks around her calves (very fresh; made by 
  Morverd when extracting Yelma’s blood tithe the 
  night before, see Area 15). 
  Area 10 – Panners’ Association 
  Saxford’s prospectors, drawn to the settlement on 
  account of its extraordinarily high find rate, 
  typically cut, polish, and make their precious metal 
  trades here. Oliver the jeweller (lanky, glasses, 
  crooked smile, fair dealer) buys much of the 
  product, shipping it back to the closest city.  In the 
  last few weeks, the trade hall has generally been 
  empty; all of the panners (and Oliver) are out 
  collecting Void Salt. A strongbox in a hidden 
  compartment (Perc (Det) check to locate) contains 
  2 x Valuables (quality lock, -2 penalty on Dex 
  (Traps & Locks) checks). 
  Area 11  - Temple 
  Saxford’s wooden church has shrines dedicated to 
  the Midlander pantheon, but the Shennog altar 
  (goddess of night, darkness, mystery, deceit, 
  madness) is the only one with offerings decorating 
  it (flowers, coins, sealed prayer scrolls, etc). There 
  are generally 2d6 Joined in the church day or 
  night, attending to Shennog related ceremonies. 
  The church is maintained by Brother Dunkley 
  (40’s, 5’ 8”, prominent jaw, long winded), second 
  in charge to Father Morverd who now spends most 
  of his time in the keep as Overseer. If queried 
  about Shennog’s obvious favour, Dunkley 
  explains Captain Caera’s recent suicide has 
  sparked a raft of offerings to appease the goddess. 
  Area 12 – Alchemist 
  Ramiro the alchemist (tall 6’1”, slim, Karok albino 
  exile, with black dyed hair) lives here with his 1d4 
  apprentices, conducting the secret processes 
  required to unlock the latent magic within the 
  Void Salt.  
  1d4+3 guards are stationed here at all hours, the 
  salt (refined and raw) kept in an iron strongbox 
  bolted to the floor in a sealed room (very difficult 
  locks, imposing disadvantage on Dex (Traps & 
  Locks) checks and requiring a great success). At 
  9
  
  the time of the adventure, only a few small vials 
  remain (3d6 x 100 gp worth); the rest have been 
  consumed in the tide ritual (see Area 15).  
  Ramiro, AC 10, HD 3, Knife 1d4 + poison 19: as 
  weapon, S7 D10 C8 I16 P10 W14 Ch11 L9, Mv 
  25 ft. Ramiro may add poison to his knife as part 
  of an attack (Ghoulsheen Admixture, 3 doses). He 
  never makes morale checks and will sacrifice 
  himself to ensure Doom Tide comes to pass.  
  Area 13 – Barracks 
  The western barracks houses 2d6 + 30 soldiers at 
  any one time, up to half of which will typically be 
  on patrol or sentry duty in nearby borderlands.  
  Sergeant Walker (30s, balding with square 
  features, dark red cloak, lion motif sword) leads 
  the guard, after Captain Caera recently ended her 
  own life.  
  Guardsmen, AC 14 (heavy chain), HD 1, Sword 
  1d8+1, Spear 1d6+2 or Shortbow 1d6 19: as 
  weapon, S13 D10 C12 I10 P10 W10 Ch10 L4, 
  Mv 30 ft. The guard never make morale checks 
  and will sacrifice themselves to ensure the Doom 
  Tide comes to pass.  
  Sergeant Walker, AC 16 (heavy chain & shield), 
  HD 3, Silvered Sword 1d8+3 or Shortbow 1d6 19: 
  as weapon, S17 D13 C12 I10 P13 W11 Ch14 L8, 
  Mv 30 ft. Sgt Walker has the Fighter Protector 
  style, and may choose from the following twice per 
  combat: Charger, Opportunist, Two Hander. He 
  is immune to morale and will sacrifice himself to 
  ensure the Doom Tide comes to pass.  
  Area 14 – Empty 
  This old brothel is now empty, the prior occupiers 
  departed for the nearest city after one of their 
  number recently suicided. The building is two 
  storey, with locked front and rear, and boarded up 
  windows. 
  If broken into, departed Meedra’s belongings can 
  be found sitting in a pile on her old bed (folded 
  clothes, silver bracelets (13 gp) and dove brooch 
  heirloom (17 gp). A journal in spidery handwriting 
  keeps a ledger of her clients, but also refers to 
  disturbing dreams in her last weeks (a tentacled 
  titan that rises from the lake to swallow the land). 
  The last entry is dated a month ago.  
  Area 15 – Keep 
  This stone walled keep is Saxford’s main defence 
  against serious attack. Thick stone ramparts allow 
  bowmen, boiling oil and four ballistae (one on 
  each corner) to be unleashed against attackers.  
  Inside the walls is Father Morverd’s residence, 
  ration stores, guest quarters, additional barracks, 
  five cell dungeon,  and a private shrine to Shennog. 
  In addition to Morverd, at least 4d6 guards are 
  present. During a ritual, another 4d10 + 40 Joined 
  are also in attendance.  
  10
  
  The tide ritual is conducted here each night under 
  Morverd’s careful ministrations (when outsiders 
  are present in the town, it is conducted in secret) 
  and the Bloodsalt conveyed to Area 3 by Morverd 
  1d6+6 guards (none of the Joined know that the 
  Doom Tide will trigger tonight, only that it is 
  imminent).   
  Suspicious PCs might prevent the midnight 
  rowboat (see Area 3) from reaching the Spire to 
  deliver the final offering. If so, the party postpones 
  disaster until the offering can be made. If the 
  offering is never made (because it is lost, and 
  Father Morverd killed preventing new offerings, 
  etc) the party successfully averts a terrible disaster 
  (see Aftermath for more).  
  Father Morverd, Boss Monster, AC 12, HD 4 
  (46 hp), Staff 1d6+1, 19: Morverd channels the 
  void, triggering a DDM effect, S13 D9 C9 I11 P9 
  W15 Ch15 L11, Mv 30 ft. Morverd has Off Turn 
  Attacks, Stronger Luck and Major Exploit 
  Protection. He may choose from the following 
  Cultist Blessings three times per combat: Unholy 
  Smite, Lay on Hands, Sever Arcarnum, Place of 
  Perfect Night, Shennog’s Blessing. 
  If defeated, the Keep includes a strongbox 
  (locked) in a hidden floor compartment (Perc 
  (Detection check with -2 penalty to find), 
  containing 1 x 5 HD Lair Treasure and 1 x Potion. 
  Doom Tide Stage 1 
  Stage 1 of the Doom Tide involves a 40 ft high 
  wave of water crashing into Saxford at dawn, 
  surging inland for approximately 900 feet.  
  1d4+1 minutes before it arrives, the water on the 
  beach recedes by several hundred feet, stranding 
  boats and fish on the sand, and exposing the top 
  half of the Black Spire. Thirty seconds before it 
  strikes, the wave is preceded by a deafening roar 
  (loud enough to wake anyone sleeping).  
  The tidal wave is similar to a surging river, 
  sweeping away everything in its path. Saxford is 
  obliterated; buildings, animals and people helpless 
  against the devastating flood. The wave is too fast 
  to be outrun (horseback or otherwise), and flattens 
  all buildings other than the stone walls of the Keep. 
  The tide is magical in nature, and does not extend 
  more than a mile either side of Saxford. All Joined 
  are automatically killed and their bodies claimed 
  by the lake, which drags their corpses back to the 
  Spire (their bodies vanish). PCs knocked 
  unconscious suffer a similar fate unless rendered 
  aid. 
  Adventurers on the walls of the keep are safe from 
  the tsunami. PCs anywhere else (including aboard 
  ships, which are capsized and torn apart) are 
  caught in the deadly tide. 
  For hirelings or other allied NPCs, roll d100: 
  whatever percentage results is the percentage of 
  survivors (randomly determine who). The party 
  may choose to make a Group Luck save to prevent 
  up to 1d3 specific NPCs from drowning, if 
  desired.  
  For PCs, surviving the Doom Tide is run as a Party 
  Challenge (hard; 11 successes), focusing on 
  Athletics, Acrobatics, Sailing, Wilderness Lore, 
  Leadership, and any other skills the GM 
  determines appropriate (having regard to PC 
  actions).  
  Each failed check requires a roll on the Tsunami 
  table (all PCs must roll, separated in the turbulent 
  waters). The first failed check is a d8, the second 
  d10, and the third failed check d8+4. 
  Roll 
  TSUNAMI 
  1 
  Struck by fast moving building/tree 
  debris; 1d12 damage.  
  2 
  Crushed against a building wall or 
  other unyielding object; 3d6 damage.  
  11
  
  3 
  Keeps head above water but utterly 
  exhausted; lose 1d4 Str and Con.  
  4 
  If the PC survives they suffer an 
  extreme phobia of water (applies 
  whenever relevant, treat as a serious 
  madness for recovery purposes). 
  5 
  Bruising and lacerations cause 2d6 
  damage, and the PC goes into shock 
  (1d4 Int and Will loss). 
  6 
  The PC is injured by sharp debris; roll 
  on the Injuries & Setbacks table. 
  7 
  Sucked beneath a fallen tree or 
  building rubble. Make a Luck (Dex) 
  save to wriggle free each round. Check 
  for drowning as if fighting underwater 
  (the unrelenting water is exhausting to 
  resist).   
  8 
  The PCs is tumbled about underwater, 
  slamming into various hard/sharp 
  objects (2d6 damage). In addition, a 
  valuable piece of equipment is lost 
  (weapon, shield, or other item – 
  determine randomly). 
  9 
  Pinned beneath the waves by a heavy 
  object; a Str (Athletics) or Dex 
  (Acrobatics) check at disadvantage is 
  required to break free. Check for 
  drowning as if fighting underwater (the 
  turbulent water is exhausting).   
  10 
  1d3 7 ft sharks, whipped into a frenzy 
  by all the broken bodies, attack the PC! 
  (as Giant Shark but 3 HD, 2d6 dmg). 
  11 
  Driven below the surface and tumbled 
  over and over for 1d4+2 rounds, 
  suffering 1d8 damage each round. 
  Check for drowning as if fighting 
  underwater.  
  12 
  The PC is reduced to zero hp. 
  Without help they will surely drown. 
  PCs rendered unconscious may be at risk of 
  drowning depending on their location and 
  circumstances. If it is necessary to determine 
  where one PC is relative to another, roll 2d6 
  (modifiers at the GM’s discretion): 
  2d6 
  PC LOCATIONS 
  2-3
  On their own. 
  4-5
  Within sight and hearing of at least 
  one other PC (same building, or if 
  outside 3d4 x 20 ft). 
  6-8
  Within sight of at least one other PC 
  (same room, or if outside 2d4 x 20 
  ft). 
  9-10
  Within sight and hearing of at least 
  one other PC (same building, or if 
  outside 2d6 x 20 ft). 
  11-12
  11-12: On their own. May make a
  Luck save to miraculously float into
  an ally’s line of sight in 1d3 rounds.
  If the PCs succeed in the Party Challenge, or 
  otherwise survive, they have found themselves a 
  safe place to wait out the flood waters. The tide 
  recedes after a few minutes, vanishing as quickly as 
  it came, leaving only ruin in its wake. 
  Doom Tide Stage 2 
  4d6 minutes after the tide recedes (during which 
  time the PCs might look for allies, survivors, 
  retrieve their gear, retreat further from the shore, 
  etc), 1d4+3 Crabmen and 1d4+1 Monstrous Crabs 
  emerge from the lake. 
  The Crabmen are hunting for survivors, intending 
  to drag them back to the Spire and drown them 
  (the victims vanish, never to be seen again).  
  Crabmen, AC 14, HD 3, Claw 2d4, 19: the 
  crabman’s whip begins choking the PC (use 
  suffocation rules), S17 D13 C12 I8 P10 W11 Ch7 
  L6, Mv 30 ft inc swimming.  
  Crabmen are the demonic merging of the 
  drowned Joined in recent weeks, and the crabs that 
  feasted upon their corpses. They are immune to 
  cold based damage and non-magical weapons 
  other than cold iron. Fire causes double damage.  
  12
  
  Monstrous Crab, AC 16, HD 4, Claw 2d6, 19: 
  the crab tears a random limb off the target (below 
  elbow or knee, Luck (Dex or Con) save resists), 
  S19 D10 C14 I3 P10 W10 Ch5 L7, Mv 40 ft inc 
  swimming.  
  Monstrous Crabs are 8 ft monstrosities with iron 
  like carapaces and gigantic snapping claws. They 
  are swift swimmers and equally quick on land, 
  scurrying about with a sideways motion. They may 
  burrow into soft sand at 10 ft per round.  
  Aftermath 
  If Father Morverd is killed and the Doom Tide 
  prevented, the Joined continue to act strangely for 
  the  next week. About half drown themselves in 
  the lake, but the other half return to normal within 
  the month. The Spire’s energies wane, and 
  otherworldly forces rue the day the adventurers  
  became embroiled in their plans! Within the year, 
  the Spire sinks into the lake bed, and begins a new 
  cycle of strengthening the Veil. 
  If the Doom Tide triggers, Saxford is destroyed 
  with no trace remaining, save for the stone walls of 
  the keep. Searching the decimated region has a 
  75% chance of locating some kind of loot 
  (randomly determine from amongst the various 
  buildings). A successful PC Luck check also allows 
  adventurers to retrieve most personal items they 
  might have lost during the tsunami. No outlanders 
  bodies are ever found (absorbed by the Spire and 
  transported elsewhere). As sole survivors of 
  Saxford’s cataclysm, the party might earn some 
  fame/infamy at the GM’s discretion. 
  13
  
  CREDITS 
  Author: 
  Stephen J. Grodzicki, Copyright © 2019 Pickpocket Press. 
  Layout, Proofing, 
  Stephanie Grodzicki 
  Art Curation: 
  Artwork: 
  Cover art copyright Jayaraj Paul, used with permission. 
  Some art copyright Matt Morrow, used with permission. 
  Cartography Stock Art © Derek Ruiz / Elven Tower Cartography, used with permission. 
  Some artwork copyright Gary Dupuis, used with permission. 
  Ink splashes copyright Shutterstock, used with permission. 
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