TEXT:  
   
  Voices from the Deep 
   
  “Give us what we want or more ships will be sunk and crews taken,” say monsters from the deep. 
  The authorities might give in. Somebody needs to stop them.  
  Part 2 of the Terror from the Deep trilogy. 
   
  A 4-Hour Adventure for 11th-16th Level Characters 
   
    
   
   
   
   
   
    
  Chris S. Sims 
  Author 
   
  Adventure Code: CCC-BMG-HULB04-02 
  Optimized For: APL 14 
  Version: 1.0 
   
  Producer: Baldman Games 
  Hulburg Administrator: Pieter Sleijpen  
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick, Lysa Chen 
   
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  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  2 
   
  Introduction 
  Welcome to Voices from the Deep, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system. 
   This adventure starts in the town of Hulburg, then 
  moves out into the Moonsea. Kraken-worshipping 
  monsters from the depths have taken prisoners, 
  whom the characters must rescue from a magical, 
  watery prison at the bottom of the sea. 
   This adventure is designed for three to seven 11th 
  to 16th level characters and is optimized for five 
  characters with an average party level (APL) of 14th. 
  Characters outside this level range can’t participate in 
  this adventure.  
  Adjusting the Adventure 
  This adventure provides suggestions for adjusting for 
  smaller or larger groups, characters of higher or lower 
  levels, and characters that are otherwise more 
  powerful than the adventure is optimized for (14th 
  level). You’re not bound to these adjustments; they’re 
  for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the levels of all the 
  characters and divide by the number of characters, 
  rounding .5 or greater up. This number is the group’s 
  APL. To gauge party strength, consult the Party 
  Strength table. 
   
  Party Strength 
  Party Composition 
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   
  Encounters offer adjustments for party strength. If a 
  recommendation isn’t appropriate for your group, you 
  don’t have to adjust. 
  Before Play 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes on what 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. Familiarize yourself with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure such as note cards, a DM 
  screen, miniatures, and battle maps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure, such 
  as backgrounds, traits, flaws, and so on. 
  Dungeon Mastering 
  You have an important role in facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life. To play your role, keep the following in mind: 
   You’re Empowered. Make decisions about how the 
  group interacts with the adventure. Adjusting or 
  improvising is encouraged, provided you maintain the 
  adventure’s spirit. This empowerment doesn’t allow 
  you to implement house rules or change those of the 
  Adventurers League, however. Rules should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience level 
  of your players, not the characters. Try to feel out or 
  ask what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have the 
  opportunity to shine. 
   Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and 
  clues so players can attempt to solve puzzles, engage 
  in combat, and roleplay interactions without getting 
  frustrated over a lack of information. Give players 
  little victories for figuring out good choices from 
  clues. Watch for stalling. Play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a full 
  play experience. 
   One way to move the action ahead is to give the 
  players an easy time mopping up minions. The sea 
  spawn and merrow in this adventure fit into that 
  category. It’s better for a monster that’s not a feature 
  creature in an encounter to die a little early than it is 
  to account for every hit point. 
  
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  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  3 
   
  Adventure Primer 
  Hulburg 
  Hulburg is built on ruins. Like other settlements in the 
  perilous Moonsea region, Hulburg has been sacked, 
  abandoned, and resettled several times. Lord Eorl 
  Hulmaster, a greedy noble from Mulmaster, 
  established the new town and owns much of it. 
   Amid the ruins, Hulmaster, his followers, and other 
  settlers have established a manor, a residential area, 
  and a harbor. The manor is a wooden fortress on the 
  edge of the ruins. Hulmaster and his retainers live 
  within the manor, but the lord’s family still lives in 
  Mulmaster.  
   Tent City, as the locals call the residential area, is a 
  2-mile trek through ruins from the manor. A sprawl of 
  ramshackle structures, many made of cloth, Tent City 
  rests on a flat bluff overlooking the Moonsea. Most 
  citizens live and work in this area, which has a deep 
  well and is built on the ruins of a stone fortress.  
   On the shore below and south of Tent City is the 
  Harbor District. A trail leads down to the harbor from 
  Tent City, through a wooden palisade. Most buildings 
  in the harbor are of a permanent sort, including guard 
  posts, a tariff office, and warehouses owned and run 
  by Lord Hulmaster. 
   Hulburg life is frontier life. Most people struggle day 
  to day, working as miners in Hulmaster’s gem mine in 
  the northeastern hills, or as porters or other sorts of 
  laborers. Crime is common, as is vigilante justice. The 
  lord’s soldiers are inadequate to keep the peace. 
  Organized gangs fill the void, keeping a semblance of 
  order, each gang looking out for its own. 
  Background 
  Previously in Hulburg (see HULB3-1, HULB3-2 and 
  HULB3-3), an alhoon named Berach meddled with tar 
  stones, a strange mineral found in Hulmaster’s gem 
  mines. The mind-flayer lich’s actions inadvertently 
  weakened the barrier erected around an ancient rift 
  to the Far Realm. This weakening, in turn, awakened 
  the rift’s guardians and their master, a mighty aboleth 
  named Zuilp'ithuh. The guardian wants the rift closed 
  once again. 
   The albino aboleth Zuilp'ithuh is an odd guardian. 
  Somehow its fate is tied to the rift, and it is obsessed 
  with keeping it sealed (as its destruction has proved 
  impossible). Its motivation is unclear. If asked, 
  depending on its mood, it might explain that it likes 
  Faeru n, as it is without the chaotic taint of the Far 
  Realm, or else that long ago somebody placed an 
  unbreakable geas on it. The true origin might even be 
  hidden from the perfect memory of the aboleth. 
  Regardless, by now it has become a matter of pride, 
  and Zuilp'ithuh will not allow the seals to crack and 
  the rift to open, no matter what. It is still a monster 
  though, using whatever means necessary to achieve 
  its goal, including mass murder and dark rituals. 
   The aboleth sensed that an artifact within the ruins 
  of Hulburg, the Orb of Creation, was the cause. 
  Zuilp'ithuh sent minions into Hulburg to acquire the 
  orb, as well as sacrifices needed for a ritual to reseal 
  the rift. 
   This adventure follows the events of HULB04-1 
  Whispers from the Deep. In that scenario, adventurers 
  investigated the disappearance of the aboleth’s 
  minions in the ruins around new Hulburg. A cult of 
  the demon prince Dagon had the orb. Zuilp'ithuh’s 
  forces sought to reclaim the orb from the cult. Events 
  in this adventure assume the investigators retrieved 
  the orb, which ended up in the hands of Hulburg 
  authorities.  
   Zuilp'ithuh wants the orb. The aboleth sought out 
  descendants of its ancient servants among worshipers 
  of Varklothan, a kraken asleep in the Moonsea’s 
  depths. Zuilp'ithuh played on the instinctive impulse 
  buried in those descendants to serve it and convinced 
  the cult leader, Kwalos, that the aboleth and the 
  kraken cult want the same thing. 
   Six ships have disappeared near Hulmaster in the 
  past month. Only two ships headed for the port made 
  it through. Surrounded by dangerous wilderness, 
  Hulmaster can’t rely on overland shipping. Supplies 
  run low. Worse in Lord Hulmaster’s mind, cargo sits 
  on the docks or in warehouses, making him no coin.  
   The last ship to come in rescued a lone sailor, Vel 
  Gahnto, from the deep, who delivered an ultimatum: 
  no ship will make port in Hulmaster until the Orb of 
  Creation is delivered to the monsters who have taken 
  the passengers of the lost ships as prisoners. 
  Series 
  HULB4-2 Voices from the Deep is the second part in the 
  Terror from the Deep trilogy, in which the characters 
  deal with the minion of the aboleth Zuilp'ithuh in its 
  attempt to reseal an ancient rift into the Far Realm.  
   The first part is HULB4-1 Whispers from the Deep in 
  which the characters learn something fishy is going 
  on, involving monsters of the deep. In the third part, 
  HULB4-3 Call of the Deep, the adventurers deal 
  directly with the aboleth, although whether they make 
  an alliance and help reseal the rift or choose another 
  path is up to the characters. 
   It is assumed the characters play the trilogy in 
  order. If the players have not yet played HULB4-1, the 
  authorities have no idea what the Orb of Creation is. 
  They are trying to find the object while the characters 
  free the victims before it is too late. Playing HULB4-2 
  
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  after the third part makes sense only as a string of 
  flashbacks or a task undertaken by another group. 
   
  HULB4 at Winter Fantasy 2018 
  When HULB4 is run at Winter Fantasy 2018 as part of the DDXP 
  track a fourth adventure is part of the series: HULB4-S Shouts 
  from the Deep. The adventures run in the following order: 
  • HULB4-S Shouts from the Deep 
  • HULB4-1 Whispers from the Deep 
  • HULB4-2 Voices from the Deep 
  • HULB4-3 Call of the Deep 
  Overview 
  This adventure runs in a linear fashion at the start, 
  getting the characters to the site quickly. After that, 
  the path of exploration is up to them. 
   Part 1. Meeting. The characters have a meeting 
  with their patrons. Mara introduces Vel, whom they 
  might realize is more than he seems. A folding boat is 
  offered as a tool and potential reward. 
   Part 2. Ambush. The group makes it to the site. 
  Creatures from the deep emerge to attack. 
   Part 3. Deep Gaol. Walls of rock, coral, and magical 
  bubbles make up the prison, and magic gates seal in 
  the prisoners along with interloping would-be 
  rescuers. A massive magical effect covers the whole 
  area in airy water, making it a lot easier to survive for 
  surface dwellers (see part 3 for details). 
   One or more characters must absorb the gaol’s keys 
  (the jewel keys, see the section of that title in part 3) 
  from the guardians in order to open the central 
  shrine, destroy the dungeon, and gain freedom. 
   Part 4. Shrine of Varklothan. In the Deep Gaol’s 
  main shrine, the kraken priest Kwalos uses the power 
  of his sleeping “god” to maintain the dungeon and 
  hold its prisoners for use in Zuilp'ithuh’s ritual. 
   Conclusion. When the dungeon collapses, airy 
  water dissipates upward, carrying air breathers with 
  it. The characters can then make their way back to 
  Hulburg. Goreth Toothless meets the returning 
  rescuers and warns of unnatural developments in the 
  ruins of Old Hulburg, setting up the next adventure. 
  Hooks 
  Danatar Ahrendsen sends for characters who helped 
  Hulburg in the past (especially those who played 
  HULB4-1), asking them to meet on an upcoming 
  evening in the Ships Guildhall. Those who’ve been in 
  town for a while already know the rumors about the 
  missing ships and Vel Gahnto. Danatar says the 
  meeting concerned a plan to, once again, help solve 
  the problems facing Hulburg. 
   If the characters have disparate ties or little past 
  with Hulburg, they can still be drawn into the 
  adventure with ease. Danatar seeks out reputable 
  heroes, and such powerful adventurers fit the bill.  
   Alternatively, the characters could be approached 
  by faction contacts, such as Mara Betry (Zhentarim), 
  Janus Grainger (Order of the Gauntlet), or Goreth 
  Toothless (Emerald Enclave). Janus also reaches out to 
  members of the Lords’ Alliance. Lord Hulmaster is 
  considering giving in to the monsters’ demands, so he 
  needs to be kept out of the loop on this plan. 
   In addition, any of the NPCs might contact Harpers, 
  or a mysterious note might appear in a Harper 
  character’s room or belongings. Such a note 
  encourages the Harper to join the mission to save the 
  prisoners and discover what Hulburg’s antagonists 
  are up to. 
   If you need to introduce any important NPCs as part 
  of the hooks, the “Meeting” section used to start the 
  adventure describes each one. 
   
  Locations and NPCs 
  The following NPCs and locations feature in this adventure. 
   
  Danatar Ahrendsen (DAHN uh-tahr AH-rend-sehn). Danatar 
  is an archmage. He had a mental breakdown in HULB3, where 
  his mind was fractured through a mind flayer’s magic only to 
  be restored through the hard work of the adventurers. Danatar 
  hasn’t fully recovered from this ordeal. 
   
  Zuilp'ithuh (ZU-ilp-IT-huh). The powerful and ancient 
  aboleth, Zuilp’ithuh is the guardian of a sealed rift into the Far 
  Realm in Hulburg’s ruins. Zuilp’ithuh wants to keep the rift 
  sealed and needs the Orb of Creation to do so. The aboleth is a 
  monster, though, caring little about how it achieves its goals.  
   
  Zuilp’ithuh doesn’t appear in this adventure, but some of 
  the creatures in the shrine of Varklothan have seen it or know 
  its name, and they know they have kidnapped the sailors for it. 
   
  Shrine of Varklothan (VAHRK-loe-thahn). Most of the 
  adventure is set in a temple dedicated to the sleeping kraken 
  Varklothan. The underwater site is covered in a magical effect 
  that makes it possible for people to breathe there. Within, 
  cultists work for Zuilp’ithuh, convinced they have a shared 
  purpose. They’re correct, in a way, since the kraken wouldn’t 
  want an open rift to the Far Realm. 
   
  Kwalos (KWAH-loss). Kwalos is a tall, spiny, and tentacled 
  sea spawn who despises air-breathers. Arrogant and 
  domineering, he leads the cult within the Shrine of Varklothan. 
  Feared and respected by his fellow cultists, he is convinced 
  helping Zuilp’ithuh serves his lord’s purpose. 
  
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  Part 1 – Meeting 
  When the players are ready, their characters gather at 
  the Ships Guildhall to meet with their patrons. 
  You arrive at the Ships Guildhall overlooking the docks in the 
  Harbor District to meet your potential patrons: Mara Betry, 
  leader of the Ships Guild; Danatar Ahrendsen, a civic-minded 
  mage; and Janus Granger, a priest of Tyr and representative of 
  the Order of the Gauntlet. Past the front entrance, which leads 
  to a rowdy bar and a boarding house, is a stairway on the 
  outside of the building. The building and stairs switch from 
  stone to wood on the upper story. A wooden door on the 
  upper landing rings a ship’s bell as it opens. Beyond is a large 
  room that’s a combination office and meeting hall. 
  Conspirators 
  Use the following sections to describe and portray the 
  NPCs. These people know about the lost ships and the 
  demand from the deep, and each has a different 
  personal take on the situation. Mara, Danatar, and 
  Janus agree that Lord Hulmaster must be preempted 
  in appeasing the extortionists. They’ve circumvented 
  his authority in organizing this meeting and mission. 
  Mara Betry 
  MAH-rah Bet-REE 
  Mara Betry sits at a rough desk. A human with tawny skin, 
  she’s tall, robust, and fit. She dresses in colorful, loose clothing 
  and tasteful jewelry befitting a merchant of comfortable 
  means. Silver streaks her bushy, raven hair. Her blue eyes are 
  sharp and wise, crow’s feet forming around them when she 
  smiles as you enter. She stands. 
  Mara quickly introduces the others in the room.  
    A Damaran, Mara is clear-spoken, gregarious, and 
  discerning. As leader of the strongest gang in the 
  Harbor District (the Ships Guild), and a former 
  merchant captain, she has a reputation for fairness, 
  efficiency, and smarts. Danatar came to Mara to set up 
  this mission. Mara sees it as an opportunity to protect 
  the city, gain respect and power, and teach Hulburg’s 
  enemies to leave the town alone. 
  Danatar Ahrendsen 
  DAHN uh-tahr AH-rend-sehn 
  If the players know Danatar, you can describe him in 
  less detail. 
  Danatar, a middle-aged human with tan skin, leans on a 
  gnarled walking stick in front of Mara’s desk. He wears 
  disheveled, faded robes over his tall, thin frame and a turban 
  on his head. Numerous pouches hang from his shoulders and 
  belt. His salt-and-pepper beard and eyebrows are wild, but his 
  brown eyes are cheerful. 
  Danatar, a Chondathan archmage, is amiable but frail. 
  He’s willing to share his knowledge without getting 
  lost in minor details, although he usually knows those 
  details. Danatar wants to prevent Lord Hulmaster 
  from giving the Orb of Creation to the kidnappers by 
  any means necessary. 
  Janus Grainger 
  JAH-nus GRAIN-jer 
  An elderly human standing at the desk corner opposite 
  Danatar, Janus is bald, clean shaven, wizened, and pale, but his 
  bearing is that of a warrior. He wears a fine arming coat and 
  trousers, as well as a knightly cloak, and has a longsword with 
  an ornate scabbard and grip at his belt. 
  Janus is kind and generous, but he stubbornly holds 
  that Hulburg cannot give in to terror. Therefore, he 
  supports Danatar’s plan to rescue the abductees and 
  bring justice to their abductors. He cares less about 
  the Orb itself than the principle of resisting evil. 
  Vel Gahnto 
  VEL GAHN-toe 
  Vel is the sailor who delivered the ultimatum. 
  Vel is a young human with tan skin and uncombed brown hair 
  and beard. His dark eyes are wide and haunted. Wearing loose 
  sailor's garb, he sits awkwardly in a wooden chair to Mara’s 
  right. The scarf around his head allows his spiky hair to poke 
  through the top. 
  Vel is awkward and emotionally flat, like he’s still in 
  shock. Make sure the players notice he’s weird—see 
  the “Development” section. Truthfully, he claims to 
  hail from Mulmaster. He lies about sailing on the 
  Slippery Quipper, a merchant cog out of that city lost 
  on the way to Hulburg. In truth, Vel is a deep scion in 
  league with the villains. He came to Hulburg as a spy, 
  and with an inside position on this mission, he plans 
  to make sure it fails. 
   
   
  
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  Discussion 
  Mara tries to move ahead with the meeting. 
  After introductions, Mara says, “Now that everyone knows eve-
  ryone, let’s get down to business.” 
   
  Just as she finishes, the door opens with another tolling of 
  the ship’s bell. A bent figure shrouded in hides and fur deco-
  rated with feathers and bones, carrying more pouches than 
  Danatar, shuffles in backward, closing the door. The smell of 
  earth and herbs wafts through the room. Mumbling, the figure 
  slowly turns, revealing a grey face surrounded on all sides by 
  bushy white hair. A half-orc. 
   
  “Yes, yes, I’m late. I know,” he says, waving a wrinkled hand 
  while looking upward. 
   
  Everyone stares, except Janus, who looks at Mara and Dana-
  tar apologetically. “This is Goreth Toothless,” Janus says. “I told 
  you about him. He’s . . . a friend.” 
   
  Goreth notices everyone else for the first time. He smiles a 
  toothless grin and says, “Oh, yes . . . that’s me . . . uh . . . greet-
  ings. Don’t let me interrupt.” 
  Goreth is a half-orc druid who came to the ruins of 
  Hulburg because he sensed something otherworldly 
  stirring. He is wise and perceptive, but he hears spirits 
  and reacts to them, making him seem to talk and 
  giggle to himself. He usually camps in the ruins, 
  keeping watch for anything unnatural that might fit 
  his premonitions. 
  Details 
  Mara gives the group a list of the ships lost (use 
  Handout 1), then focuses on Vel, prompting him to tell 
  his story. He describes the Deep Gaol, which is a few 
  hours southeast of Hulburg in good sailing conditions. 
  The area is hard to miss once viewed: a wide stretch 
  of sea that bubbles and froths in an unnatural way. 
  The prisoners are120 feet down on the seafloor in a 
  structure of rock, coral, and “airy water” (Vel’s words). 
  Having been inside part of the prison, Vel knows 
  people can breathe and move easily within, but he 
  says he doesn’t remember many details. The monsters 
  referred to a person named Kwalos as their leader, but 
  Vel claims to know only that Kwalos is revered as if he 
  is a religious leader. If he’s questioned further, see the 
  “Development” section. 
   Mara lays out the plan for the group to rescue the 
  prisoners with Vel as a guide. Danatar offers a folding 
  boat (use Handout 2) from one of his pouches, saying 
  the party can keep the device if the mission succeeds. 
  The three patrons agree to provide any mundane gear 
  the group needs. They offer no other payment, though 
  Mara gives the party salvage rights, so the characters 
  can keep whatever they find. 
   Mara also suggests teaching the kidnappers a 
  lesson. Janus takes a similar view, although his angle 
  is one of bringing justice to victims and wrongdoers 
  alike. Danatar emphasizes the need to avoid giving 
  monsters the Orb of Creation, an artifact that has 
  capabilities no one is quite sure of yet. 
  Development 
  Anyone who asks and makes a DC 21 Wisdom 
  (Insight) check against Vel gets the feeling something 
  is off about him. His nervousness is infectious. 
  Further, if something that should elicit an emotional 
  response happens, he reacts a moment after everyone 
  else, as if watching to see how he should react. 
   Vel can give details about the dungeon. However, he 
  gives only enough information to satisfy the letter of 
  the question and tells half-truths to hide what he 
  really knows. He’s quick with a reason why he doesn’t 
  know more, such as not seeing much, being held long, 
  or being afraid. If Vel is questioned and less than 
  forthcoming about details, a character who succeeds 
  on a DC 16 Wisdom (Insight) check gets the feeling 
  he’s hiding something.  
   For example, he can’t describe what he thinks of his 
  ship’s captain because he just signed on. He doesn’t 
  know why the monsters chose him to deliver the 
  ultimatum—they just did. He doesn’t know what the 
  Slippery Quipper was carrying and doesn’t care. He’s 
  not a merchant or a quartermaster, after all. 
   Magic can be used on Vel, but he objects, becoming 
  increasingly combative (and still emotionally off) if 
  pressed, saying that he’s not comfortable guiding folk 
  who don’t trust him. Janus sides with him out of 
  kindness, while Danatar and Goreth observe. Mara 
  sides with those who want to use magic if their 
  request is reasonable. 
   A couple spells are important. If someone can use 
  detect thoughts on Vel, his surface thoughts eventually 
  reveal his true nature. Detect magic can detect the 
  jewel key Vel’s forehead skin absorbed when he 
  changed into human form (an effect of the inability to 
  remove an attuned jewel key). No one can see the key 
  directly unless he resumes his true form. 
   If Vel thinks his ruse is about to be exposed, he flees 
  to the docks, so he can escape into the sea. He takes 
  on his true form if he must, using Psychic Screech to 
  put other NPCs out of commission for a round. Don’t 
  roll saving throws for the NPCs; instead, put them out 
  of commission so the players can be the focus. 
   Vel is willing to die rather than be captured and 
  interrogated. If he is caught alive, Vel is unwilling to 
  reveal much. He believes the would-be rescuers will 
  
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  7 
   
  die if they go to the Deep Gaol. Vel also knows who 
  Kwalos is, where the shrine is, and how the jewel key 
  works, but he knows few other details. He doesn’t 
  know about the jewel key’s curse.  
   When the characters notice the jewel key, you can 
  read or paraphrase the following text: 
  A blue-black crystal the size of a plum pulses in the center of 
  the creature’s forehead, parts of it squirming like tiny 
  tentacles. 
  Those who defeat Vel can claim his jewel key. See the 
  next section for details on the item. 
  Jewel Keys 
  Guardians in the dungeon have jewel keys implanted 
  in their bodies. These dark crystals of coherent, inky 
  water pulse and swirl, changing shape slightly as they 
  do. The keys are obviously magical; detect magic 
  reveals an aura of transmutation magic. 
   Someone who holds a jewel key and focuses 
  attention on it senses it must be attuned to a specific 
  creature to be used. Attuning takes 1 minute of 
  concentration and causes the key to implant in the 
  attuned being’s forehead, moving like a tentacled 
  creature and flowing like water around worn objects 
  to do so. An attuned being is a key-bearer until the 
  attunement ends. 
   A key-bearer can end the attunement by repeating 
  the attunement process with the desire to end 
  attunement. Death also ends the attunement. 
  However, see the “Curse” section.  
   When the attunement ends, the jewel key can be 
  removed from the former bearer easily, as if the key 
  were a quartz crystal. 
   The effects of attuning to the jewel key do not stack 
  with other magical items, it does not take up an item 
  slot, and attuning a key does not count against a 
  character’s attuned item limit. 
  Benefits 
  Being attuned to a jewel key has benefits that magic 
  such as the identify spell can reveal. A key-bearer 
  learns these benefits once attuned. An air-breathing 
  key-bearer can breathe water, and vice versa. If the 
  key-bearer lacks a swim speed, the bearer gains one 
  equal to its walking speed. The jewel key can’t be 
  removed from a key-bearer while it’s attuned. 
   Each key also allows its key-bearer to open sealed 
  gates in the dungeon. Without attunement, jewel keys 
  can’t perform this function. Three attuned jewel keys 
  are required to open the gate to the shrine, although 
  one creature could choose to attune to all three keys. 
  Curse 
  A key-bearer who doesn’t serve and worship in 
  Kwalos’ cult is subjected to a curse. This curse 
  becomes apparent only when its effect occurs. A 
  cursed bearer can’t regain hit points unless mostly 
  underwater. While not so immersed, a bearer takes 1 
  acid damage every 10 minutes. In the airy water, 
  neither effect is apparent. The bearer is also 
  vulnerable to psychic damage and has disadvantage 
  on saving throws against effects created by creatures 
  loyal to Kwalos’ cult that can render the bearer 
  frightened. In key-bearers, such powers invoke vague 
  visions of massive tentacles writhing in muck and 
  dark water, glimpses of sleeping Varklothan. 
   Removing the curse from a key-bearer breaks the 
  attunement to the jewel key, ending the benefits and 
  curse. If the group defeats Kwalos in the shrine, they 
  destroy the Deep Gaol’s focus, which collapses the 
  structure and destroys the jewel keys. However, in this 
  case, or if attunement ends without the curse being 
  removed, the submersion-based effects of the curse 
  linger while the erstwhile bearer remains inside the 
  Deep Gaol and for 24 hours thereafter. 
   Kwalos’s defeat removes a key’s magic. It runs from 
  an attuned creature’s head like ink and water. 
  
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  Part 2. Ambush 
  The characters depart whenever they want. Mara 
  suggests starting early in the morning. 
   If the characters might unmask Vel during the trip, 
  he leaps into the water if threatened, using psychic 
  screech there to warn his master, Kwalos.  
   If Vel is with the group, he points out when they 
  near the destination, going to the ship’s bow. 
   To introduce this encounter, read or paraphrase the 
  following text: 
  The sailing is easy, with wind out of the east and the weather 
  clear. The vessel makes good time to the southeast. Four hours 
  after setting out from Hulburg, you arrive. Amid the gentle 
  swells, the sea bubbles and froths. 
  Establish a few facts. Ask the players what their 
  characters do as they arrive, and establish where each 
  character is on the boat. The group should also decide 
  whether they allow the ship to sail into the bubbling 
  water. 
   Shortly thereafter, characters who have a passive 
  Perception of 15 or higher and are at the side of the 
  ship’s deck notice the water near their vessel churns 
  with activity: shapes move below the surface just 
  before the upcoming attack. A character who doesn’t 
  notice is surprised when . . . 
  Pale orange tentacles erupt from the water. Something big 
  slams the boat, rocking it violently. Fishlike humanoids, some 
  with patches of translucent skin, start to board your vessel. 
  Characters must make DC 10 Dexterity saving throws; 
  those who fail fall prone, and. anyone who fails by 5 or 
  more is thrown into the water. Vel tumbles 
  soundlessly over the bow intentionally. 
   A sea-spawned froghemoth with coloration like 
  that of an octopus attacks from under the folding boat. 
  Six sea spawn board the vessel as well. Vel changes 
  into his true deep scion form and surfaces to call for 
  help near the side of the vessel where it’s hard to see 
  him without leaning over the gunwale. He attacks 
  anyone trying to help him, dragging an opponent 
  overboard (DC 13 Strength saving throw). Otherwise, 
  he climbs back into the boat to join the fray. 
   If necessary, use boxed text from the “Meeting” 
  section to reveal and describe Vel’s jewel key. 
  Odd Appearances 
  Astute characters who know about deep spawn and 
  scions should realize the monsters’ translucent skin is 
  odd. If a player asks about the skin, a character who 
  has proficiency in Arcana or Nature can identify this 
  sign of an aboleth’s touch with a successful DC 15 
  Intelligence check using the associated skill. 
  Tactics 
  The froghemoth and Vel are the feature creatures. So, 
  for simplicity’s sake, all the sea spawn bite. 
   Monsters aim to force the characters into the sea 
  and capture the group for later sacrifice. A running 
  battle might ensue in which some characters are 
  dragged toward the dungeon while others give chase. 
  A pursuit likely occurs eventually regardless: if the 
  froghemoth is reduced to fewer than half hit points, it 
  withdraws to the dungeon gate. Other monsters 
  follow.  
   Use the rules for underwater combat from chapter 
  9 of the Player’s Handbook if needed. Don’t let those 
  rules slow play for too long, though. Even if fighting 
  starts in regular water, the battle should move to airy 
  water as soon as possible. See the “Airy Water” 
  section for details on this water. 
   
  Adjustments 
  This encounter is intended to be on the easy side of medium, 
  so few adjustments should be made for strong groups. Weaker 
  parties need more help. In any case, you can start with fewer 
  sea spawn and add more if the fight seems too easy. 
   
  Very Weak. Multiattack allows the froghemoth to make one 
  tentacle attack and one tongue or bite attack. It has 120 hit 
  points. If the characters have a hard time damaging it, have its 
  retreat occur sometime in the fourth round no matter what its 
  hit points. The fight starts with three sea spawn. 
   
  Weak. Limit the froghemoth as above, except it has 150 hit 
  points. On its second turn, and every other turn thereafter, its 
  Multiattack functions normally. The fight starts with four sea 
  spawn. 
   
  Strong. Replace four sea spawn with merrow. 
   
  Very Strong. Add a scrag to the assault. However, monitor 
  the battle so the scrag doesn’t add too much difficulty. 
  Development 
  This encounter ends once the monsters flee. If all the 
  monsters die before fleeing, a localized vortex draws 
  Vel’s corpse down toward the dungeon gate below 
  (area 1 on the map). Characters can follow to the 
  dungeon entrance 120 feet below the surface. When 
  they do, go to Part 3. 
   If no one takes an opportunity to retrieve the 
  folding boat, the vessel sinks, unharmed, just behind 
  the characters and can be easily claimed. The players 
  shouldn’t be allowed to lose it. 
  
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  Airy Water 
  The dungeon and waters surrounding it have peculiar 
  properties referred to as airy water. This magically 
  altered water allows creatures, whether terrestrial or 
  aquatic, to operate as if in their native environment. 
  Kwalos channels this mighty magic from the dreams 
  of the kraken Varklothan, focusing it in the dungeon's 
  central shrine. The magic can be undone only there. 
   The following features apply to airy water: 
  Breathing 
  A creature that can breathe air or water can breathe 
  in airy water. If a creature needs to be immersed in 
  water, it is immersed while in the airy water. A 
  creature that would be adversely affected by 
  immersion in water is not so affected in airy water. 
  Vision 
  Airy water doesn’t distort or impact vision. Sunlight 
  penetrates to the seafloor at the dungeon site. 
  Movement 
  In airy water, movement depends on what types of 
  speed a creature has. In any case, creatures can move 
  in three dimensions. A creature that has a swim speed 
  or fly speed can use that speed in the airy water as if 
  swimming or flying, respectively. Without a swim 
  speed, a creature can swim at full speed if it succeeds 
  on a DC 10 Strength (Athletics) check. This check is 
  unnecessary if the creature can pull itself along a 
  surface—such creatures can climb at full speed. On 
  the seafloor, a creature can move at its walking speed. 
   A creature in airy water takes no damage from 
  falling. Airy water supports a falling creature like 
  water normally does.  
  Combat 
  Despite being underwater, combat in airy water uses 
  no special rules. The intent is that the characters can 
  move and fight normally, and if they wish, they can 
  move in three dimensions. Some terrain that would 
  normally be difficult or otherwise problematic to 
  access can be used more easily. This feature is 
  intended to make the adventure fun and should not 
  prove frustrating for players. 
  Details 
  Mundane fire doesn’t burn in airy water, but 
  alchemical and magical fire does. Other aspects of 
  reality function more like they occur in air than in 
  water in airy water. Dry objects become wet very 
  gradually. Substances not already suspended in the 
  airy water mingle with the airy water very slowly and 
  poorly. For instance, a person could pour a cup of ale 
  in the airy water, and have a cup of ale rather than ale 
  dispersed in or mixed with the surrounding water. 
  
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  Part 3. Deep Gaol 
  The party arrives, chasing monsters or their sinking 
  corpses. As the group descends, you can read the 
  following, which the characters can see clearly due to 
  the airy water: 
  A bizarre structure becomes visible through the bubbles: a 
  labyrinth of coral and rock around a circular area of deeper 
  water. Sunken ships and wreckage rest on the seafloor near 
  this structure. 
  When the would-be rescuers reach the entrance, give 
  them Handout 3. They arrive at the gate into area 1 
  (see the DM map in Appendix 3). Read the following 
  text: 
  A 12-foot arch carved to resemble spiny tentacles reaching up 
  from the seafloor forms a doorway here. Violet light pulses in 
  the crevices of the carving, and inky liquid squirms in the 
  archway like a living and tentacled thing. 
  If the characters are pursuing monsters, the creatures 
  turn to make a last stand. A voice booms out of the 
  dungeon in Aquan. Those who don’t speak Aquan 
  comprehend the commands on a telepathic level. 
  Booming from beyond the door, a thunderous voice says, 
  “Subdue them in the name of Varklothan! Return as 
  conquerors or not at all.” 
  Characters who arrive victorious, not in pursuit of any 
  monsters, receive a different greeting. Paraphrase if 
  this greeting comes after the first. 
  Booming from beyond the door, a thunderous voice says, “Take 
  up the jewel key and enter. I know your purpose. You’ve 
  doomed yourselves by coming here.” 
  Characters who hear one of these greetings for the 
  first time have visions, invoking deep dread. Each 
  listener must succeed on a DC 16 Charisma saving 
  throw or be frightened for 1 minute. While frightened 
  in this way, a creature won’t willingly open or enter 
  the gate. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. If no combat is in progress, have 
  frightened characters recover quickly and proceed. 
   When the characters enter the gate, go to area 1. 
  Features 
  The Deep Gaol is full of airy water, and it has other 
  common features as described in this section. 
  Forbiddance 
  The central shrine is the focus of a forbiddance spell, 
  which censures celestials and prevents teleportation 
  and planar travel into, but not within or out of, the 
  Deep Gaol. The spell lasts until dispelled, and it can be 
  dispelled only in area 6. 
  Gates 
  Sealed gates (G) carved to look like the front gate 
  compartmentalize the Deep Gaol. Inky water in each 
  such archway is hard as iron. Detect magic can reveal 
  such a door is potent a combination of abjuration and 
  conjuration magic. The magic of the door is connected 
  to the magic of the whole structure. 
   A creature can force itself through a gate (other 
  than the one at area 6) with a successful DC 30 
  Strength (Athletics) check, taking 10 (3d6) force 
  damage whether the check succeeds or fails. However, 
  while moving through the door, the creature must 
  succeed on a DC 15 Dexterity saving throw or become 
  restrained in the doorway. Any creature that ends its 
  turn restrained in this way takes 10 (3d6) force 
  damage. A restrained target can use an action to make 
  a DC 15 Strength (Athletics) or Dexterity (Acrobatics) 
  check (the creature’s choice), escaping on a success.  
   The knock spell can suppress a gate’s magic (except 
  for the gate into area 6) for 1 minute, causing a visible 
  change of water cohesion in the door. The tentacled 
  ink remains, however. Moving through the door has 
  effects like successfully forcing through the door with 
  a Strength (Athletics) check. 
   One jewel key can open any of the gates except for 
  the one leading to the shrine (area 6). When a key-
  bearer uses an action to will a gate open, the ink 
  within the doorway disappears and the gate becomes 
  as pliable as water by the start of the opener’s next 
  turn. Concentrating to open a gate is like 
  concentrating on a spell, but doing so also draws 
  opportunity attacks. If the key-bearer takes any action 
  other than moving, the gate closes instantly. A gate 
  remains open while the key-bearer wills it to, as if 
  concentrating on a spell. 
  
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  Structure 
  Parts of the Deep Gaol’s structure are coral, rock, or 
  ship wreckage. Some of the structures are natural 
  caves, and anyone who has proficiency in Nature 
  knows such caves don’t form underwater, so these 
  caves were not always under the Moonsea. Most of the 
  rock is carved with scenes depicting a kraken or other 
  sea monsters attacking ships, settlements, and other 
  monsters. The remains of floor tiles indicate some 
  areas were once leveled and paved. 
   Many other structures, such as the ceilings (25 feet 
  high unless otherwise noted), are made of magic 
  water 15 feet thick, translucent due to bubbles and 
  hard as stone. Breaking through these barriers 
  without magic is impossible. A disintegrate spell can 
  destroy a portion of the wall as if it were any object. A 
  disintegrated wall returns to normal in 1 minute. 
   The characters can get an impression of the 
  structure from above, hence the Player Map. In fact, 
  the group could reconnoiter the dungeon by walking 
  on its roof and looking through, although the view is 
  clear enough to provide only a vague idea of each 
  area’s contents. If the characters spend too much time 
  outside the dungeon, Lantor and its followers come to 
  hunt the intruders down (see area 4). 
  Resting 
  Kwalos has psychic dominion over the Deep Gaol, and 
  can telepathically “see” into open areas through his 
  followers. His minions rest in area 3, so their minds 
  are unconscious or dimmed. Kwalos usually ignores 
  the area, so he might allow a short rest to pass 
  without pestering the characters. However, resting 
  longer in the dungeon is impossible. Disturbing 
  psychic visions or dreams prevent a fruitful long rest.  
   Further, when Kwalos notices the characters have 
  holed up for longer than a short rest, he sends hunters 
  after them. If Lantor lives, the scrag and its entourage 
  are those hunters. Otherwise, after a few hours, a 
  group of creatures like the group in part 1 arrives in 
  the dungeon to capture or slay any intruders.  
   If you prefer, this new hunter group can be made up 
  of three scrags along with a few merrow and several 
  sea spawn.  
   These encounters don’t have to be difficult, but they 
  do prevent resting. Such a group can arrive in the Gaol 
  intermittently until the characters give up trying to 
  rest or succumb to the repeated assaults. 
  Creatures 
  Here are details on the creatures in the dungeon. 
  Prisoners 
  People who survived the sinking ships are prisoners 
  in the dungeon. Most of these passengers, tradesfolk, 
  sailors, and merchants are commoners. Although they 
  aren’t caged or bound, neither are they useful allies in 
  a fight against the Deep Gaol’s denizens. When combat 
  starts, prisoners run for cover.  
   However, feel free to spice up the story with a 
  plucky NPC or two who aid the characters in combat. 
  You can also use some of the NPCs to help weaker 
  groups make it through the dungeon or challenge 
  stronger groups by forcing them to protect the NPCs. 
  Named NPCs have statistics in appendix 2. These 
  statistics are intended to help you improvise rather 
  than to restrict storytelling with the NPCs. Tour 
  narrative comes first, before the listed mechanics. 
   The prisoners are more help when it comes to 
  information. Here’s what the prisoners know: 
   
  • Sailors who’ve passed through this region regularly 
  know the airy water is very recent, no older than a 
  couple months or so. 
  • All the creatures here worship a god they call 
  Varklothan. A character who has proficiency in 
  Arcana (DC 20), History (DC 15), or Religion (DC 
  20) might know the name with a successful 
  Intelligence check using the associated skill and DC. 
  Varklothan is an ancient kraken that supposedly 
  sleeps somewhere in the Moonsea. The creature is 
  thought to be a legend rather than a real being. 
  Whether the myth is true is immaterial here. 
  • All the prisoners know of Lantor, the scrag warlord. 
  • Only those kept by the sea hags know the true 
  nature of those monsters. 
  • The high priest, a sea spawn named Kwalos, is 
  preparing for a ritual. 
  • Monsters have mocked the prisoners with the fact 
  that they’ll be sacrificed for the ritual. 
  • A large, tentacled creature (describe an albino 
  aboleth, since the prisoners wouldn’t know it as an 
  aboleth) came to the Deep Gaol recently. No one 
  knows if the creature is still here.  
  • The prisoners aren’t caged or bound because the 
  “doors” in the dungeon are sealed. Only those with 
  jewel keys can open them. None of the prisoners 
  know of the doors’ magical weaknesses. 
  
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  Monsters  
  Because Kwalos can sense creatures in and near the 
  dungeon, and he used his booming voice to greet the 
  characters, the monsters here are prepared for 
  intruders. The monsters would rather capture the 
  characters for sacrifice than kill them. A character 
  who drops to 0 hit points falls unconscious and is 
  stable. If angered or otherwise motivated, a monster 
  might decide to deliver killing blows unless the other 
  characters surrender. Play up the reasons for this 
  deviation. 
   The monsters in this adventure are distorted and 
  mutated in keeping with the sea, and all of them 
  (particularly sea spawn) should be described with 
  features that suggest undersea fauna. For example, the 
  froghemoth in the “Ambush” encounter had octopus 
  coloration. Other sea spawn might have fish scales, 
  chitin, tentacles, barnacles, or a mix of these features. 
   Some monsters have translucent skin or patches of 
  it. Add this skin feature to some of your descriptions. 
  This detail hints at the ultimate villain, the aboleth 
  Zuilp'ithuh. If a player asks about the skin, a character 
  who has proficiency in Arcana or Nature can identify 
  this sign of an aboleth’s touch with a successful DC 15 
  Intelligence check using the associated skill. 
   In keeping with the idea of moving the adventure 
  along, minion monsters (sea spawn and merrow) 
  might retreat to area 3 once tougher creatures with 
  them are defeated. Monsters can move through the 
  two gates nearest area 3 at will. 
   The monsters in the dungeon know a little more 
  than the prisoners. For example, they know the ritual 
  is on behalf of Zuilp'ithuh, but none of them, including 
  even Kwalos, know the entire reason for the ritual. All 
  the monsters fear the aboleth. 
  Kwalos, the Kraken Priest 
  KWAH-los  
  The kraken priest Kwalos rules this site. He is a tall, 
  spiny, and tentacled sea spawn dressed in robes of sea 
  plants, gold, and jewels. He believes he serves the will 
  of his deity, the kraken Varklothan, by helping the 
  aboleth Zuilp'ithuh. Kwalos is a fanatic. He won’t 
  release anyone while his lair remains whole, and his 
  lair can’t be destroyed while he lives. 
   During play, Kwalos can sense what’s happening in 
  the Deep Gaol. He can interject commentary, mockery, 
  and other communication using his power to project 
  his voice throughout the dungeon. Use this ability as 
  you see fit. 
  1. Entry 
  When the characters enter the gate, Kwalos seals it. 
  The gate creaks and crackles, the inky patch in it disappearing.  
   
  “Fools,” says the booming voice. “Now you’ll never escape! 
  I’ll enjoy watching my devoted test themselves against you!” 
  The gate out of the dungeon has become a wall. The 
  only reliable way out is forward. 
  A rough chamber opens here, with passages leading out sides 
  besides the one you entered. The cave-like room has a hole in 
  its ceiling, 15 feet up. Ancient stone tiles can be seen through 
  the sand on the floor, and carvings of a kraken and other mon-
  sters adorn the walls, which are overgrown here and there with 
  sea life.  
   
  “Aye, yer in it now,” says a one-legged half-orc woman 
  standing near the wall opposite the gate. “Like the rest of us. 
  Yer leaving in spirit, or old Kwalos is. Lady Luck permitting,” she 
  says, then kisses a coin medallion she wears, “it’ll be him in-
  stead of us, seeing how you thrashed the gate guards.” 
   
  The speaker is wrinkled and scarred, dressed in the garb of a 
  sailor from Mulmaster. She stands effortlessly, her walking 
  stick, or perhaps a cudgel, tucked into her sash. “Pola’s my 
  name . . . .” 
  Pola is a middle-aged Tharan half-orc, first mate of a 
  ship named Confounder, and a priest of Tymora. She 
  watched the gate guards leave for the ambush and has 
  witnessed all that has passed. Seeing the characters 
  defeat the monsters has given Pola renewed hope. She 
  normally stays in area 3, but she came out for a look 
  when she heard all the commotion.  
   An old salt, Pola is a trove of regional knowledge. 
  You can use Pola to impart any information you want 
  the players to know, but they should have to ask her 
  for it. She knows the legend of Varklothan, and she has 
  seen all the monsters here, including Zuilp'ithuh. Pola 
  knows where the jewel keys are. She suspects the hags 
  are more than they seem, but she thinks they’re sea-
  spawn cultists with magic powers. Pola heard Ulemay 
  say the aboleth’s name when talking about the coming 
  ritual as something “Zuilp'ithuh wants.” The ritual has 
  to do with a magic orb. (“Unusual those sea-spawn 
  cultists can speak,” Pola mentions.) 
   The priest can recommend area 3 as a shelter once 
  it’s cleared of guards. Pola also knows where the 
  passages from this chamber and area 3 go. She can 
  warn the characters about what to expect, but she 
  doesn’t know hidden details, such as the presence or 
  working of a blood font (see area 2). 
  
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   Pola also volunteers to gather the prisoners for 
  escape when the characters rescue them from their 
  various holding areas. 
  2. Hag Coven 
  Three sea hags—Ulemay (OO-leh-MAY), Lucida (LOO-
  sid-AH), and Dalilah (duh-LIE-lah)—work here to help 
  prepare for Kwalos’s ritual. They’re disguised when 
  intruders arrive. 
  Among patches of seaweed, this chamber contains weird struc-
  tures of coral or stone, such as pedestals, tables, and other fur-
  nishings. A few are normal, probably from the broken half of a 
  sunken ship on the far side of the room. Shelves have been 
  carved into the southern wall. 
   
  Merrow keep watch while sea spawn make concoctions, pick 
  seaweed, pluck tiny fish from a swirling shoal, or perform other 
  tasks. Most prisoners huddle in the broken ship’s open hold. 
   
  A particularly ugly and bent sea spawn with translucent 
  patches of skin holds a bowl while peeling some tattooed flesh 
  from a half-elf sailor’s bald head. He shivers with pain, but he 
  grits his teeth and doesn’t cry out. 
  Three merrow and five sea spawn attack directly. 
  Ulemay, Lucida, and Dalila split up to have multiple 
  attack vectors. As combat begins, they speak: 
   Ulemay stops peeling skin and says, “They’ve come 
  to stop us, poor dears. Or is it to join us?” 
   Lucida says, “They’ll join us, oh yes. What a hideous 
  party we’ll have with such fresh morsels.” 
   Dalila points to an attractive character, saying, “Oh, 
  what we’ll do with them! Scrape the pretty right off.” 
  Tactics 
  The hags continue to mock and comment during the 
  battle. Until one of them falls, they use their actions to 
  cast spells. They use a variety, starting with eye bite, 
  then phantasmal killer on one target or lightning bolt 
  on a cluster. A hag might follow up with polymorph to 
  turn a character into a harmless animal. For their 
  reactions, they use counterspell, especially to counter 
  damaging area spells. A hag that counters a spell is 
  particularly gleeful about it. 
   The hags reveal their true appearance one at a time. 
  It’s best for when a hag must deal with a melee threat 
  or fall back on her powers when shared spellcasting is 
  no longer available.  
   Merrow and sea spawn run interference for the 
  hags. Priority one is keeping the hags out of melee and 
  free to cast spells. After repeated exposure, the sea 
  spawn are immune to the hags’ Horrific Appearance.  
   The hags aren’t interested in perishing here. If it 
  looks like they’ll be killed, they surrender. 
  Shared Spellcasting 
  While all three hags are within the chamber, or within 
  30 feet of one another if the blood font is disabled (see 
  that section), they can each cast the following spells 
  from the wizard spell list (spell save DC 13, +5 to hit). 
  They share the spell slots among themselves. Spells 
  listed here are the ones they might use during this 
  battle. See “Hag Covens” in the Monster Manual for a 
  broader list of story related spells, such as scrying. 
  Because of this trait, each hag has a challenge rating of 
  4 (1,100). 
   1st level (4 slots): witch bolt 
   2nd level (3 slots): hold person 
   3rd level (3 slots): bestow curse, counterspell, 
  lightning bolt 
   4th level (3 slots): phantasmal killer, polymorph 
   5th level (2 slots): no spells 
   6th level (1 slot): eyebite 
   A character who has proficiency in Arcana discerns 
  how Shared Spellcasting works with a successful DC 
  14 Intelligence (Arcana) check (no action required). 
  The character knows that taking out one hag renders 
  the others unable to cast spells. 
  Blood Font 
  One of the pedestals here holds a font in which the 
  blood of the hags and merrow intermingles. In the 
  blood is a perfect diamond the size of a human eye.  
   Effects. While this font remains intact, several 
  effects apply to the hags. The hags need only to be 
  within this room to use their Shared Spellcasting. 
  They have advantage on saving throws against magic 
  that affects only one of them, such as banishment or 
  the dismissal option for dispel evil and good. In 
  addition, whenever any hag takes damage, the 
  damage (but no other effect) is divided equally among 
  all the hags, rounded down. A hag can use her action 
  to deal 22 (4d10) necrotic damage to a merrow in the 
  room, regaining hit points equal to the damage the 
  merrow takes, up until the merrow has 0 hit points 
  remaining. A hag that steals hit points from a merrow 
  can’t maintain concentration on a spell.  
   Revelations. Blue-black tentacles of energy connect 
  creatures sharing or trading damage with the font, 
  revealing its magic. To detect magic, the font has an 
  aura of necromancy, and detect magic reveals the 
  diamond and blood as focuses. Someone who uses 
  detect magic and has proficiency in Arcana knows 
  what the font is doing and that the focuses must be 
  disabled. Otherwise, discerning the font’s function 
  
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  requires scrutinizing it (a Search action) and 
  succeeding on a DC 14 Intelligence (Arcana) check. 
   Countermeasures. If the diamond is removed from 
  the font, the hags can steal hit points from the 
  diamond’s holder, but the font otherwise continues to 
  function. The font ceases to work if the blood is spilled 
  and the diamond is removed from it. Breaking the 
  diamond also disables the font. Someone can use an 
  action to break and topple the pedestal by succeeding 
  on a DC 25 Strength (Athletics) check. Other creative 
  solutions might remove the blood from the font, such 
  as a precisely aimed gust of wind. The diamond has AC 
  10; resistance to all damage; immunity to necrotic, 
  poison, and psychic damage, as well as damage from 
  area attacks; and 15 hp. 
   The hags used the diamond as a spiritual focus, but 
  they also chose it because its obvious value protects it 
  from greedy would-be attackers. The hope of anyone 
  who tries to preserve the diamond is in vain. It cracks 
  apart if the hags die or it moves more than 100 feet 
  from the font. 
  Hag Eye 
  Ulemay wears a hag eye amulet. The character with 
  the highest passive Perception score notices it during 
  the second round. Alter the following text if her true 
  form has been revealed. 
  The large, bent sea spawn wears a string of pearls with a giant-
  sized eyeball as a pendant. 
  Anyone who scrutinizes the amulet during combat (a 
  Search action) notices the jewel key imbedded in it. A 
  character who has proficiency in Arcana and succeeds 
  on a DC 14 Intelligence (Arcana) check (no action) 
  knows what the amulet is. Detect magic can reveal it 
  has an aura of divination magic. 
   Attacking or grabbing the hag eye while Ulemay 
  wears it requires a hitting Ulemay with disadvantage 
  on the attack roll. Taking the eye after grabbing it 
  requires a successful DC 13 Strength or Dexterity 
  (Sleight of Hand) check. Destroying the eye requires 
  dealing it 1 damage that isn’t poison or psychic. It has 
  AC 10 if someone attempts to attack it while it’s not 
  on Ulemay. If the eye is destroyed, each hag takes 16 
  (3d10) psychic damage and is blinded for 24 hours. In 
  addition, the jewel key comes free from the eye. 
   If blinded, the hags surrender, begging for their lives 
  in return for the jewel key. If given the opportunity, 
  however, they take hostages or otherwise try to harm 
  the characters. For example, if all the hags are alive, 
  Ulemay touches the character receiving the jewel key 
  and casts bestow curse using a 5th-level spell slot. 
  Features 
  The area has the following features. 
   Broken Ship. The rudder, quarterdeck, and hold of a 
  broken merchant cog rests, leaning, on the seafloor. A 
  lower deck is about 10 feet up, and the quarterdeck 
  another 10 feet, almost to the ceiling. The wheel and 
  part of a mast have been broken off and lie nearby. 
  The prisoners huddle within the lower hold for cover 
  during the fight. 
   Furnishings. The area contains furnishings such as 
  a couple stone-slab tables, chairs and couches of coral 
  or wood, and two coral pedestals. One in red is the 
  blood font and the other holds a mirror made of dark, 
  polished metal. These objects create little obstacle 
  given the airy water. Some can be used for cover. 
   Seaweed and Shoal. Patches of long seaweed 
  (green) and a shoal of tiny fish (orange) provide a few 
  lightly obscured areas. 
   Prisoners. The bald half-elf, Rikur, a bosun aboard 
  the sunken cog Slippery Quipper, comes forward when 
  the group wins. Rikur doesn’t know anyone named Vel 
  Gahnto. He is willing to gather prisoners wherever the 
  characters want them to go. 
   Thirteen other prisoners are kept here. All the 
  prisoners bear marks of treatment like Rikur’s, with 
  the prettiest the most abused.  
  Treasure 
  The hags store their treasure on the carved shelves. 
   Valuables. The shelves hold reagents and foul 
  substances. Among can be found an ornate spyglass 
  (1,000 gp), 8 flasks of alchemist’s fire (50 gp each), 2 
  potions of superior healing (8d4 + 8 hp regained), and 
  a brass coffer holding 24 half-pound gold trade bars 
  from a Mulmaster mint (coffer 3 pounds, 40 gp; bars 
  12 pounds, 600 gp). The hag eye necklace holds 27 
  large, irregular pearls of varying colors (50 gp each). 
  On one pedestal is a polished scrying mirror (250 gp). 
  Diamond chips from the blood font are still worth 
  1,000 gp. 
   Jewel Key. The hag eye pendant has a jewel key 
  embedded in the back. The hags didn’t trust one 
  another enough for only one of them to have 
  attunement to the jewel key. The unified magic of the 
  hag eye, which the hags take turns wearing, provided 
  the solution. 
  Adjustments 
  This encounter is intended to be medium in difficulty. 
  One tactic you can use to ease the danger is that the 
  hags don’t care about their minions, so catching sea 
  spawn with a lightning bolt means nothing to the hags 
  
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  but might take pressure off the group. Plus, it’s 
  entertaining when evil monsters beat each other up. 
   Very Weak. The sea hags have no merrow and only 
  three sea spawn as guards. Avoid using spells that 
  deny actions. 
   Weak. Include two merrow and no more than four 
  sea spawn fight. The hags can’t use the blood font to 
  damage the merrow. Avoid spells that deny actions. 
   Strong or Very Strong. A hidden chuul, buried in 
  the seafloor, emerges to fight. The chuul is connected 
  to the blood font, allowing the hags to steal the chuul’s 
  hit points. For very strong parties, start out allowing 
  the hags to steal hit points using bonus actions. 
  Return to using actions if that seems too strong. 
  3. Prison and Larder 
  This large cave-like area has walls that curve inward about 20 
  feet overhead but no ceiling. Carvings of sea monsters and a 
  kraken adorn the walls. Along the northern walls are debris, 
  boxes, and casks. In other walls, merrow and sea spawn rest on 
  stone or coral shelves. Prisoners, most sick or injured, sprawl or 
  sit on the floor. 
  Three merrow and five sea spawn rest here. They are 
  alert only if other minions have retreated to this area. 
  Once the monsters are gone, this area is a safe place 
  for a short rest. 
  Prisoners 
  The monsters left the sick, injured, or frail prisoners, 
  nine in all, in this area. These abductees huddle in the 
  northeast, and they need help to escape. Among them 
  are six corpses left to lay where they died.  
  Features 
  This chamber has only a couple features. 
   Seaweed. A bed of seaweed (green) provides a 
  lightly obscured area. 
   Stores. Goods stored here include food and drink, 
  along with other mundane supplies and weapons 
  taken from the prisoners. It’s up to you what can be 
  found here, but nothing is particularly valuable. 
  Adjustments 
  This encounter is intended to be trivial. You can 
  increase the monster numbers by half (round down 
  for strong, up for very strong), but you don’t need to. 
  4. Warlord Throne 
  Lantor, a scrag loyal to Kwalos, holds court here. Read 
  or paraphrase the following, amended as appropriate: 
  The bow of a merchant cog is planted in the seafloor here, the 
  quipper figurehead looking toward the surface. A broken mast 
  and crow’s nest lie beside it. Also at hand are a couple over-
  turned lifeboats, one cracked in half.  
   
  Perched on the figurehead is a massive troll with fishlike fea-
  tures and an inky jewel in its forehead. A rope holds a two-
  pronged harpoon on the creature’s back. The troll gnaws on a 
  humanoid’s femur. 
  Normally, another scrag is here, squatting in the 
  crow’s nest. Four sea spawn also keep watch. 
  Tactics 
  The monsters attack intruders with straightforward, 
  brutal tactics. Lantor reserves his harpoon to hurl at a 
  troublesome ranged attacker.  
   During the battle, Lantor demands to know who 
  killed “Froggy,” referring to the froghemoth. Over the 
  course of this dialog, the scrag makes clear what 
  Froggy is. Lantor helped capture the beast and wants 
  revenge for its slaying, focusing attacks on anyone 
  who admits to killing it and promising prolonged 
  suffering. The warlord won’t back down while the 
  admitted Froggy slayer is still conscious, and might 
  threaten fallen characters with death to force 
  someone to admit fault. 
  Features 
  The area has the following features. 
   Ship Bow. Sitting so its upper deck is slanted at 
  about 70 degrees, the cog bow is about 12 feet high at 
  the top of the quipper figurehead. Most of the 
  prisoners hide in the wreckage. 
   Seaweed. Patches of long seaweed (green) provide 
  a few lightly obscured areas. 
   Prisoners. Fifteen prisoners are kept here sticking 
  together for safety. Among them is Kendric, a halfling 
  sailor from a ship called Hippocampus. He considers 
  himself to be a swashbuckler; his abilities may or may 
  not be overstated. Kendric also follows Tymora. 
  Treasure 
  Lantor has considerable treasure. 
   Valuables. Lantor keeps loot in the crow’s nest. 
  Within, a severed head still wears an ornate eyepatch 
  made of carved dragon bone to look like a skull with 
  red garnet for eyes (300 gp). Piled around a shattered 
  
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  coffer are 40 half-pound silver trade bars (100 gp), 20 
  half-pound gold trade bars (500 gp), and two half-
  pound platinum trade bars (500 gp). These bars also 
  bear the mark of a Mulmaster mint. Amid the bars is a 
  scattering of coins (360 gp) and gems (4 pounds, 
  4,000 gp).  
   Jewel Key. The jewel key is on Lantor’s forehead. 
  Adjustments 
  This encounter is intended to be on the hard side of 
  medium difficulty. 
   Very Weak or Weak. Remove the extra scrag. 
  Lantor has merrow (one for very weak, two for weak) 
  and sea spawn (three for very weak, five for weak) as 
  backup. 
   Strong. Lantor has an additional entourage of two 
  merrow and two sea spawn. 
   Very Strong. Add another scrag. If that turns out to 
  be too tough, reduce the extra scrag’s hit points. 
  5. Approach 
  When the characters head for the shrine, read or 
  paraphrase the following: 
  Ahead, a gate archway pulses with violet light, and ink squirms 
  in the liquid portal. 
  Three jewel keys must be used to open the final gate. If 
  the group lacks three jewel keys, trying to open the 
  gate fails, and the key-bearer knows why. Separate 
  key-bearers must focus on opening the gate together. 
  Doing so otherwise works like opening any other gate 
  in the dungeon.  
   When the gate opens, read or paraphrase the 
  following text: 
  The thunderous voice speaks again. “Still you rush toward 
  doom. Come, then. Open the way, and face me, Kwalos, heir to 
  the ancients and Voice of Varklothan! Face me and die!” 
  Proceed with part 4 (see area 6 on the map). 
  Part 4. Shrine of Varklothan 
  Kwalos waits for the characters in area 6. 
  The central shrine is a deep, round depression like an arena. 
  Despite the monstrous wall carvings, similarly carved pillars, 
  and the stairs leading to its floor, natural formations indicate 
  this area was once a cave. 
   
  On the floor, which is paved with stone obscured with sand, 
  is an altar made of black material veined with purple crystal 
  that faintly glows. A pedestal of the same stone, shaped like an 
  eruption of tentacles, holds a font in the altar’s center. Looking 
  at the altar makes your head hurt. 
   
  Behind it is a tall, lanky sea spawn draped in seaweed and 
  crusted with barnaclelike growths. His wide, fishlike eyes stare, 
  unblinking, and his beard is a mass of tentacles like those of a 
  jellyfish. Four squidlike tentacles sprout from his side, two un-
  der each humanoid arm. He wears a gorget of gold, coral, and 
  black pearls arranged to resemble radiating tentacles, as well as 
  similar bracers. 
   
  “The sacrifices arrive,” he says, but his mouth didn’t move. 
  His voice is in your mind. 
   
  He gestures to the chuuls that flank him on either side. They 
  move to intercept. 
  Two chuuls, servants of Zuilp'ithuh, guard Kwalos. The 
  blood font here connects them to him. 
   Let the players question whether Kwalos’s voice 
  was literally aloud or only in their heads. Neither 
  confirm nor deny. 
  Tactics 
  Kwalos remains mobile, relying on his reaction-
  denying attacks and spells. He shouts with Voice of 
  Varklothan first, saying, “Varklothan sleeps, and you 
  are but his fitful dreams!” 
   After that, the theme is tentacles. Kwalos uses his 
  spell slots along with legendary actions to drop 
  Evard’s black tentacles and keep that spell up. He uses 
  arms of Hadar in a similar way. Describe these spells 
  as manifestations of the kraken’s power or tentacles, 
  so the players see Kwalos’s connection to this 
  sleeping, distant “god.” 
   Kwalos no longer concerns himself with capturing 
  the interlopers; he wants them dead. If he thinks 
  defeat is inevitable, he casts circle of death, placing the 
  area to catch as many of his foes as possible. The circle 
  manifests as the opening of a gigantic, monstrous eye. 
  Kwalos doesn’t consider his own survival or that of 
  the chuuls, declaring everyone present a sacrifice. 
  
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  Altar 
  The weird altar is a magic object. 
   Effects. The altar is the focus of the magic creating 
  the dungeon and a hallow spell focused against 
  celestials. Whenever a creature that doesn’t follow 
  Varklothan or serve Zuilp'ithuh enters the shrine, that 
  creature must succeed on a DC 16 Charisma saving 
  throw. On a failure, for the duration of the encounter, 
  whenever the creature takes damage within 60 feet of 
  the altar, the creature’s pain is amplified, so it takes 10 
  (3d6) extra psychic damage, but never more psychic 
  damage than triggering damage. This effect lasts until 
  the creature leaves the area, but it will have to make 
  the saving throw again if it re-enters. 
   Revelations. The altar reveals itself as the source of 
  the unholy magic. When a creature takes extra psychic 
  damage, the violet crystal in the altar glows briefly, 
  and the altar emits a bizarre growling noise along 
  with vibrations in the water. The intensity of the 
  display increases with each affected creature. 
   To detect magic, the altar has an aura of evocation. 
  Someone who sees the aura and has proficiency with 
  Arcana or Religion understands the nature of the 
  magic with a successful DC 10 Intelligence check 
  using the appropriate skill (no action required). A 
  character who succeeds by 5 or more knows the 
  source is a hallow spell. Without detect magic, the 
  same deduction is possible, but coming to it requires 
  using a Search action to scrutinize the altar and a 
  successful DC 15 check. 
   Countermeasures. A hallow spell can be dispelled 
  with dispel magic. If the hallow spell is dispelled, each 
  monster here takes 10 (3d6) psychic damage. This 
  psychic damage doesn’t cause the dispeller to take 
  damage from Kwalos’s Thought Shield. 
  Blood Font 
  The pedestal on the altar holds a font of Kwalos’s 
  blood mixed with that of the chuuls. The font also 
  contains a large, rare diamond (which cracks if Kwalos 
  dies or it is moved more than 100 feet from the font). 
  This font functions like the hags’ blood font, but it 
  connects Kwalos to the chuuls, allowing him to share 
  his damage with them. He can’t steal their hit points. 
  Features 
  The area has the following features. 
   Ceiling. Because the shrine is within a depression, 
  the ceiling is 45 feet from the floor.  
   Pillars. Carved to resemble entwined tentacles, 
  these 22-foot-tall pillars hold up nothing. A couple 
  have fallen over. 
   Seaweed. Patches of long seaweed provide a few 
  lightly obscured areas. 
  Treasure 
  Kwalos’s jewelry is worth 4,000 gp. Diamond chips 
  from the blood font are worth 1,000 gp. 
  Adjustments 
  This encounter is intended to be hard to deadly. 
  Kwalos is more concerned about preserving his allies 
  than the hags were, but he’s still evil enough to 
  consider damaging a friend to kill a foe. 
   Very Weak. Kwalos should be hard enough against a 
  very weak party. You can add a few sea spawn for him 
  to use the blood font with for show. Consider limiting 
  damage from the altar to 3 (1d6). 
   Weak. A weak party should be able to handle 
  Kwalos and one chuul. Monitor the action, and have 
  the chuul die early if the situation seems too hard. 
  Consider limiting damage from the altar to 5 (2d4). 
   Strong or Very Strong. A few merrow might also be 
  in attendance here. For very formidable groups, three 
  chuuls guard Kwalos. 
  Development 
  When Kwalos dies, the following happens: 
  A rumbling moan comes from the altar, and its light goes out. 
  Jewel keys disperse like ink in water. The airy water vibrates 
  and thickens as the whole structure groans. 
  The dungeon’s structure breaks down 2 rounds later, 
  giving the characters time to take a couple actions 
  each. When the dungeon breaks, read the following: 
  Water, real water, rushes in at the floor level. Then, with a 
  massive crackling sound, the airy water collapses from 
  underneath and surges toward the surface. 
  Airy water rushing out of the dungeon pushes 
  creatures and loose material rapidly upward. The 
  lingering magic of the airy water protects creatures 
  from the sudden pressure change. 
  Moments later, you float on choppy water amid massive 
  amounts of flotsam. Prisoners cling to the debris, which has 
  intact lifeboats among it. 
  
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  Three lifeboats (one from wreckage outside the 
  dungeon area) are part of the flotsam, although if you 
  have the time, and the characters had an easy time up 
  until now, you can have them forced to build a raft 
  while under attack by surviving cultists (who were 
  out on a patrol earlier).  
   Unless the group mended (or now mends) the 
  damaged boat from area 4, one of the lifeboats 
  present is unusable.  
   Each lifeboat can hold eight prisoners, and twenty-
  nine need a ride. The folding boat can hold fifteen 
  comfortably, but twice that number can squeeze 
  aboard. 
  Conclusion 
  When Pola sees the remains of the chuuls among the 
  debris, she comments on them. As an aside, anyone 
  who has proficiency in Arcana or History and 
  succeeds on a DC 14 Intelligence check with the 
  appropriate skill knows chuuls once served aboleths 
  and not krakens, suggesting they are unusual minions 
  for a servant of a kraken deity. 
   The characters need only to gather their wits and 
  rescues, and head for shore. On approach to Hulburg, 
  read the following text: 
  The ruins of Hulburg are in sight. Near the shore, a raven 
  wheels and flies toward you, and soon, it lands on your ship. 
  White feathers adorn its neck.  
  The raven is Goreth Toothless, and he uses his beast 
  form’s Mimicry trait to speak without changing shape. 
  “I am Goreth, yes!” croaks the raven. “You’ve earned glory, but 
  it must wait. I found . . . something . . . unnatural . . . in 
  Hulburg’s ruins. Yes! A rift! The aberrant leaks into our world. 
  We must warn the others. Deal with this threat. Yes? Yes!” 
  The adventure ends here, although everyone makes it 
  back to Hulburg. Any lingering curses end 24 hours 
  after the destruction of the Deep Gaol. Characters 
  have time to recuperate before the next adventure. 
  
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  Rewards 
  Each player should note rewards on an adventure log 
  sheets. Give the players your name and DCI number so 
  they can record who ran the session for them. 
  Experience 
  Award experience points using the tables here. 
  Combat 
  Total up combat experience for each foe overcome. 
  Divide by the number of characters in the battle. 
  Foe 
  XP per Foe 
  Kwalos 
  10,000 
  Scrag warlord 
  5,900 
  Froghemoth 
  5,900 
  Scrag 
  1,800 
  Sea hag 
  1,100 
  Chuul 
  1,100 
  Deep scion 
  700 
  Merrow 
  450 
  Sea spawn 
  200 
  Story 
  For story-related experience, grant each character the 
  shown amount. 
  Story Event 
  XP 
  Reveal Vel during “Meeting” 
  200 
  Disable a blood font 
  225 
  Dispel the hallow spell 
  450 
  Rescue the prisoners 
  900 
  Mend an extra lifeboat 
  300 
  Treasure 
  Characters receive the following treasure, divided as 
  evenly as possible. 
   
  Item 
  GP Value 
  Bone eyepatch 
  300 
  Brass coffer 
  40 
  Coins 
  360 
  Diamond chips 
  2,000 
  Gems 
  4,000 
  Kwalos’s jewelry 
  4,000 
  Ornate spyglass 
  1,000 
  Pearls 
  1,350 
  Scrying mirror 
  250 
  Trade bars 
   Gold 
  1,100 
   Platinum 
  500 
   Silver 
  100 
    
   
  Total 
  16,000 
   
  Consumable magic items can be divided however the 
  group sees fit. You can determine randomly if the 
  group can’t decide. The D&D Adventurers League 
  Dungeon Master’s Guide tells how to distribute other 
  magic items. 
  Folding Boat 
  Wondrous item, rare 
  This object appears as a wooden box that measures 
  12 inches long, 6 inches wide, and 6 inches deep. It 
  weighs 4 pounds and floats. It can be opened to store 
  items inside. This item also has three command 
  words, each requiring you to use an action to speak it. 
   One command word causes the box to unfold into a 
  boat 10 feet long, 4 feet wide, and 2 feet deep. The 
  boat has one pair of oars, an anchor, a mast, and a 
  lateen sail. The boat can hold up to four Medium 
  creatures comfortably. 
   The second command word causes the box to 
  unfold into a ship 24 feet long, 8 feet wide, and 6 feet 
  deep. The ship has a deck, rowing seats, five sets of 
  oars, a steering oar, an anchor, a deck cabin, and a 
  mast with a square sail. The ship can hold fifteen 
  Medium creatures comfortably. 
   When the box becomes a vessel, its weight becomes 
  that of a normal vessel its size, and anything that was 
  stored in the box remains in the boat. 
   The third command word causes the folding boat to 
  fold back into a box, provided that no creatures are 
  aboard. Any objects in the vessel that can’t fit inside 
  the box remain outside the box as it folds. Any objects 
  in the vessel that can fit inside the box do so. 
  Renown 
  Each character receives 1 renown. Those who belong 
  to the Lords’ Alliance gain 2 renown for acting boldly 
  to solve a problem rather than acquiescing to a weak 
  authority figure. (Lord Hulmaster is unlikely to be as 
  appreciative in future dealings.)  
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers League 
  Dungeon Master’s Guide. 
   
  
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  Appendix 1. Monsters 
   
  Vel Gahnto (Deep Scion) 
  Medium humanoid (shapechanger), neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +6, Insight +3, Stealth +3 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Primordial, Common 
  Challenge 3 (700 XP) 
  Shapechanger. Vel can use his action to polymorph into 
  a human-sea spawn hybrid form with tentacles for hair, 
  or back into his human form. Equipment he is wearing or 
  carrying doesn't transform. Vel reverts to human form if 
  he dies. 
  Amphibious. Vel can breathe air and water. 
  Actions 
  Multiattack. In humanoid form, Vel makes two melee 
  attacks. In hybrid form, Vel makes three attacks: one 
  with his bite and two with his claws. 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. 
  Bite (Hybrid Form Only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing 
  damage. 
  Claw (Hybrid Form Only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing 
  damage. 
  Psychic Screech (Hybrid Form Only; Recharges after a 
  Short or Long Rest). Vel emits a terrible scream audible 
  within 300 feet. Creatures within 30 feet of Vel must 
  succeed on a DC 13 Wisdom saving throw or be stunned 
  until the end of his next turn. In water, the psychic 
  screech also telepathically transmits the Vel’s memories 
  of the last 24 hours to Kwalos, regardless of distance, 
  provided Vel and Kwalos are in the same body of water. 
  Sea Spawn 
  Medium humanoid, neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 20 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  8 (−1) 
  15 (+2) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
   
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Aquan and Common but can't 
  speak 
  Challenge 1 (200 XP) 
  Limited Amphibious. The sea spawn can breathe air and 
  water, but needs to be submerged in the sea at least 
  once a day for 1 minute to avoid suffocating. 
  Actions 
  Multiattack. The sea spawn makes three attacks: two 
  unarmed strikes and one with its Piscine Anatomy. 
  Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Piscine Anatomy. The sea spawn has one or both of the 
  following attack options, based on its anatomy. You can 
  decide or roll a d6 for each spawn. 
  1–4 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  5–6 Tentacle. Melee Weapon Attack: +4 to hit, reach  
  5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage, and if the target is a Medium or smaller 
  creature, it is grappled (escape DC 12). Until this 
  grapple ends, the sea spawn can't use this tentacle 
  on another target. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  21 
   
  Froghemoth 
  Huge monstrosity, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 184 (16d12 + 80) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  13 (+1) 
  20 (+5) 
  2 (−4) 
  12 (+1) 
  5 (−3) 
   
  Saving Throws Con +9, Wis +5 
  Skills Perception +9, Stealth+5 
  Damage Resistances fire, lightning 
  Senses darkvision 60 ft., passive Perception 19 
  Languages — 
  Challenge 10 (5,900 XP) 
  Amphibious. The froghemoth can breathe air and water. 
  Shock Susceptibility. If the froghemoth takes lightning 
  damage, it suffers several effects until the end of its next 
  turn: its speed is halved, it takes a −2 penalty to AC and 
  Dexterity saving throws, it can't use reactions or 
  Multiattack, and on its turn, it can use either an action 
  or a bonus action, not both. 
  Actions 
  Multiattack. The froghemoth makes two attacks with its 
  tentacles. It can also use its tongue or bite. 
  Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage, and 
  the target is grappled (escape DC 16) if it is a Huge or 
  smaller creature. Until the grapple ends, the froghemoth 
  can't use this tentacle on another target. The 
  froghemoth has four tentacles. 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 22 (3d10 + 6) piercing damage, and if the 
  target is a Medium or smaller creature, it is swallowed. A 
  swallowed creature is blinded and restrained, has total 
  cover against attacks and other effects outside the 
  froghemoth, and takes 10 (3d6) acid damage at the start 
  of each of the froghemoth's turns. 
   The froghemoth's gullet can hold up to two creatures. 
  If the froghemoth takes 20 damage or more on a turn 
  from the inside, the froghemoth must succeed on a DC 
  20 Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, each of which falls 
  prone in a space within 10 feet of the froghemoth. If the 
  froghemoth dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse using 10 
  feet of movement, exiting prone. 
  Tongue. The froghemoth targets one Medium or smaller 
  creature that it can see within 20 feet of it. The target 
  must make a DC 18 Strength saving throw. On a failed 
  save, the target is pulled into an unoccupied space 
  within 5 feet of the froghemoth, and the froghemoth 
  can make a bite attack against it as a bonus action. 
   
  Merrow 
  Large monstrosity, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 45 (6d10 + 12) 
  Speed 10 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  15 (+2) 
  8 (–1) 
  10 (+0) 
  9 (–1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Abyssal, Aquan 
  Challenge 2 (450 XP) 
  Amphibious. The merrow can breathe air and water. 
  Actions 
  Multiattack. The merrow makes two attacks: one with 
  its bite and one with its claws or harpoon. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) slashing damage. 
  Harpoon. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 
  4) piercing damage. If the target is a Huge or smaller 
  creature, it must win a Strength contest against the 
  merrow or be pulled up to 20 feet toward the merrow. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
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  Sea Hag (Coven) 
  Medium fey, chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 66 (7d8 + 21; above-average hp intentional) 
  Speed 20 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+2) 
  13 (+1) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Aquan, Common, Giant 
  Challenge 4 (1,100 XP) 
  Amphibious. The hag can breathe air and water. 
  Horrific Appearance. Any humanoid that starts its turn 
  within 30 feet of the hag and can see the hag’s true form 
  must make a DC 13 Wisdom saving throw. On a failed 
  save, the creature is frightened for 1 minute. A creature 
  can repeat the saving throw at the end of each of its 
  turns, with disadvantage if the hag is within line of sight, 
  ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the hag’s Horrific Appearance for 
  the next 24 hours. 
   Unless the target is surprised or the revelation of the 
  hag’s true form is sudden, the target can avert its eyes 
  and avoid making the initial saving throw. Until the start 
  of its next turn, a creature that averts its eyes has 
  disadvantage on attack rolls against the hag. 
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
  Death Glare. The hag targets one frightened creature 
  she can see within 30 feet of her. If the target can see 
  the hag, it must succeed on a DC 13 Wisdom saving 
  throw against this magic or drop to 0 hit points. 
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like an ugly creature of her 
  general size and humanoid shape. The effect ends if the 
  hag takes a bonus action to end it or if she dies. 
   The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could appear 
  to have no claws, but someone touching her hand might 
  feel the claws. Otherwise, a creature must take an action 
  to visually inspect the illusion and succeed on a DC 16 
  Intelligence (Investigation) check to discern that the hag 
  is disguised. 
   
  Chuul 
  Large aberration, chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (–3) 
  11 (+0) 
  5 (–3) 
   
  Skills Perception +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages understands Deep Speech but can’t speak 
  Challenge 4 (1,100 XP) 
  Amphibious. The chuul can breathe air and water. 
  Sense Magic. The chuul senses magic within 120 feet of 
  it at will. This trait otherwise works like the detect magic 
  spell but isn’t itself magical. 
  Actions 
  Multiattack. The chuul makes two pincer attacks. If the 
  chuul is grappling a creature, the chuul can also use its 
  tentacles once. 
  Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. If the 
  target is a Large or smaller creature, it is grappled 
  (escape DC 14). Until this grapple ends, the chuul can’t 
  use this pincer against another target. The chuul has two 
  pincers. 
  Tentacles. One creature grappled by the chuul must 
  succeed on a DC 13 Constitution saving throw or be 
  poisoned for 1 minute. The target is paralyzed while 
  poisoned in this way. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  23 
   
  Lantor, Scrag Warlord 
  Large giant, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 189 (18d10 + 90) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  20 (+5) 
  9 (–1) 
  12 (+1) 
  15 (+2) 
   
  Skills Perception +2 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Aquan, Common, Giant 
  Challenge 10 (5,900 XP) 
  Amphibious. Lantor can breathe air and water. 
  Indomitable (2/Day). Lantor can reroll a saving throw it 
  fails. It must use the new roll. 
  Keen Smell. Lantor has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Regeneration. Lantor regains 10 hit points at the start of 
  its turn. If Lantor takes acid or fire damage, this trait 
  doesn’t function at the start of Lantor’s next turn. Lantor 
  dies only if it starts its turn with 0 hit points and doesn’t 
  regenerate. 
  Actions 
  Multiattack. Lantor makes three attacks: one with its 
  bite and two with its claws. Lantor can replace one claw 
  attack with a harpoon attack.  
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage. 
  Harpoon. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 
  5) piercing damage. If the target is a Huge or smaller 
  creature, it must win a Strength contest against the 
  Lantor or be pulled up to 20 feet toward Lantor. 
  Legendary Actions 
  Lantor can take 2 legendary actions, choosing from these 
  options. Only one legendary action option can be used 
  at a time and only at the end of another creature's turn. 
  Lantor regains legendary actions at the start of its turn. 
  Attack. Lantor makes a weapon attack. 
  Bully. Lantor targets one ally it can see within 30 feet of 
  it. If the target can see and hear Lantor, the target can 
  use its reaction to make one weapon attack, gaining 
  advantage on the attack roll. 
  Scrag (Aquatic Troll) 
  Large giant, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (–2) 
  9 (–1) 
  7 (–2) 
   
  Skills Perception +2 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Giant 
  Challenge 5 (1,800 XP) 
  Amphibious. The scrag can breathe air and water. 
  Keen Smell. The scrag has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Regeneration. The scrag regains 10 hit points at the start 
  of its turn. If the scrag takes acid or fire damage, this 
  trait doesn’t function at the start of the scrag’s next 
  turn. The scrag dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate. 
  Actions 
  Multiattack. The scrag makes three attacks: one with its 
  bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  24 
   
  Kwalos, Kraken Priest 
  Medium humanoid (sea spawn), neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 150 (20d8 + 60) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  16 (+3) 
  10 (+0) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Wis +7, Cha +9 
  Skills Arcana +5, Perception +7, Intimidation +8 
  Damage Resistances lightning, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Condition Immunities frightened, paralyzed  
  Senses darkvision 120 ft., passive Perception 17 
  Languages understands Abyssal, Aquan, and Common 
  but can’t speak; telepathy 120 ft. 
  Challenge 13 (10,000 XP) 
  Amphibious. Kwalos can breathe air and water. 
  Innate Spellcasting. Kwalos’s innate spellcasting ability is 
  Charisma. He can innately cast the following spells (spell 
  save DC 16), requiring no material components: 
  At will: command, detect magic, disguise self 
  1/day: circle of death 
  Legendary Resistance (3/Day). If Kwalos fails a saving 
  throw, he can choose to succeed instead. 
  Spellcasting. Kwalos is a 14th-level spellcaster. His spell 
  casting ability is Charisma (spell save DC 16, +8 to hit 
  with spell attacks). He regains expended spell slots when 
  he finishes a short or long rest. He knows the following 
  warlock spells: 
  Cantrips (at will): eldritch blast (see Actions), mage hand, 
  prestidigitation, Varklothan’s shocking grasp (see 
  Actions) 
  1st–5th level (3 5th-level slots): armor of Agathys, arms 
  of Hadar, contact other plane, control water, 
  counterspell, darkness, detect thoughts, dispel magic, 
  Evard’s black tentacles, misty step, witch bolt, 
  telekinesis 
  Thought Shield. Kwalos’s mind can be read by telepathy 
  or magic only if he allows it to be. A creature that deals 
  Kwalos psychic damage takes the same amount of 
  damage he does. 
  Actions 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 7 (2d4 + 2) bludgeoning damage, and if 
  the target is a Medium or smaller creature, it is grappled 
  (escape DC 14). Until this grapple ends, Kwalos can't use 
  this tentacle on another target. Kwalos has two tentacles 
  that can function as weapons this way. 
  Varklothan’s Shocking Grasp. Melee Spell Attack: +8 to 
  hit (advantage against a target wearing metal armor), 
  reach 5 ft., one target. Hit: 13 (3d8) lightning damage 
  plus 13 (3d8) thunder damage, and the target can’t take 
  reactions until the start of its next turn. Kwalos can’t 
  make opportunity attacks with this melee attack. 
  Eldritch Blast. Ranged Spell Attack: +8 to hit; range 120 
  ft.; three blasts, each at one target. Hit: 9 (1d10 + 4) 
  force damage. A Large or smaller creature struck by the 
  blast must succeed on a DC 16 Strength saving throw or 
  fall prone. 
  Voice of Varklothan (Recharge 6). Kwalos opens his 
  mouth to loose the voice of Varklothan, which is audible 
  within 300 feet. Creatures of Kwalos’s choice that can 
  hear him must succeed on a DC 16 Charisma saving 
  throw or be frightened for 1 minute. A frightened target 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. A creature 
  that succeeds on the saving throw can’t be frightened by 
  the Voice of Varklothan for 24 hours. 
   In addition, once per day, Kwalos can cause targets 
  within 60 feet of him that can hear the voice to take 17 
  (5d6) psychic damage plus 17 (5d6) thunder damage on 
  a failed saving throw, or half as much damage on a 
  successful one. 
  Reactions 
  Entropic Ward (Recharges after a Short or Long Rest). 
  When a creature makes an attack roll against Kwalos, he 
  can impose disadvantage on that roll. If the attack 
  misses you, his next attack roll against the creature has 
  advantage if he makes it before the end of his next turn. 
  Legendary Actions 
  Kwalos can take 2 legendary actions, choosing from the 
  options here. Only one legendary action option can be 
  used at a time and only at the end of another creature's 
  turn. Kwalos regains spent legendary actions at the start 
  of its turn. 
  Arms of Hadar. Kwalos casts arms of Hadar as a 3rd-level 
  spell without spending a spell slot. 
  Attack. Kwalos casts a cantrip. 
  Varklothan’s Tentacles (Costs 2 Actions). Kwalos casts 
  Evard’s black tentacles. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  25 
   
  Appendix 2. NPCs 
  This section contains statistics for the NPCs you might 
  use in this adventure. Besides Pola, unless these 
  people find weapons (see area 3), they fight only if 
  they must, using unarmed strikes and dealing only 1 + 
  Str bonus bludgeoning damage. 
  Commoner 
  Medium or Small humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
  Pola 
  Medium humanoid (half-orc), chaotic good 
  Armor Class 9 
  Hit Points 27 (5d8 + 5) 
  Speed 20 ft. (missing one leg) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  9 (–1) 
  12 (+1) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
   
  Skills Medicine +4, History +5, Persuasion +3. Stealth +1, 
  Religion +5 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Aquan, Common, Orc 
  Challenge 1 (200 XP) 
  Relentless Endurance (Recharges after a Long Rest). 
  When Pola is reduced to 0 hit points but not killed 
  outright, she can drop to 1 hit point instead. 
  Spellcasting. Spellcasting. Pola is a 4th-level spellcaster. 
  Her spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). Pola has the following cleric 
  spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): bless, cure wounds, sanctuary 
  2nd level (3 slots): calm emotions, lesser restoration 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
  
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  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  26 
   
  Rikur 
  Medium humanoid (half-elf), neutral 
  Armor Class 11 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  14 (+2) 
  13 (+1) 
  10 (+0) 
  11 (+0) 
  15 (+2) 
   
  Skills Athletics +3, Insight +2, Nature +2, Perception +2, 
  Persuasion +4 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Aquan, Common, Elvish 
  Challenge 1 (200 XP) 
  Fey Ancestry. Rikur has advantage on saving throws 
  against being charmed, and magic can’t put him to sleep. 
  Cunning Action. Rikur can use a bonus action to take the 
  Dash, Disengage, or Hide action. 
  Actions 
  Multiattack. Rikur makes two melee attacks: one with 
  his dagger and one with his rapier. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  Kendric 
  Small humanoid (halfling), chaotic neutral 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Acrobatics +4, Deception +5, Perception +4, 
  Persuasion +5, Sleight of Hand +4, Stealth +4 
  Senses passive Perception 14 
  Languages Common, Halfling 
  Challenge 1 (200 XP) 
  Brave. Kendric has advantage on saving throws against 
  being frightened. 
  Cunning Action. Kendric can use a bonus action to take 
  the Dash, Disengage, or Hide action. 
  Halfling Nimbleness. Kendric can move through the 
  space of any creature that is of a size larger than him. 
  Lucky. When Kendric rolls a 1 on an attack roll, ability 
  check, or saving throw, reroll and use the new roll. 
  Sneak Attack (1/Turn). Kendric deals an extra 7 (2d6) 
  damage 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 of Kendric’s that isn’t 
  incapacitated and Kendric doesn’t have disadvantage on 
  the attack roll. 
  Actions 
  Multiattack. Kendric makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  27 
   
  Appendix 3. Deep Gaol DM Map 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  28 
   
  Handout 1. Lost Ships 
  The following sailing ships (all cogs) have gone missing on their way to Hulburg. 
  Ship 
  Type 
  Cargo 
  Confounder 
  Merchant 
  Building materials, supplies, and settlers 
  Fire Drake 
  War 
  Armaments, Lord Hulmaster’s payroll, supplies, and a few soldiers 
  Magpie 
  Merchant 
  Food, liquor, and supplies 
  Slippery Quipper 
  Merchant 
  Food, supplies, settlers, and Vel Gahnto 
  Sprightly (merchant cog) 
  Merchant 
  Building materials, food, supplies 
  The Hippocampus  
  Merchant 
  Food and supplies 
   
   
  
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  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  29 
   
  Handout 2. Magic Item 
  Folding Boat 
  Wondrous item, rare 
  This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 
  pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring 
  you to use an action to speak it. 
   One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one 
  pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. 
   The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship 
  has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The 
  ship can hold fifteen Medium creatures comfortably. 
   When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in 
  the box remains in the boat. 
   The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. 
  Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that 
  can fit inside the box do so. 
   
  
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  CCC-BMG-HULB04-02 Voices from the Deep 
   
   
  30 
   
  Handout 3. Player Map 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-41 HULB 4-2 - Voices from the Deep.pdf