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Make My Day

An Adventure for Heroes Level 1-5

Make My Day
This adventure is meant to take players from
levels 1 to 5, but it may take them to any
number of places. Thats the wonder of
adventures, especially the written ones. The
words can take you anywhere as long as you
have the guts and the dice.
Im going to give you the map, the
crunch and the encounters for you to move
your players through this. Its up to you to do
the rest, to bring it to life. You are the
necromancer here. My Victor Frankenstein.
Listen below are new factions, a new
pantheon and a home base for the party, aptly
named the Make My Day. Its an exploration
cruiser. It can be made of wood, steel, magical
role, whatever the hell you want. It doesnt
matter (unless you want it to).
There are several ways to use this home
base. The way I designed it was to kick the
players into the adventure by giving them
something fun while also making them pay for
it, literally.
As the DM, you can choose to make
them keep track of fuel, hirelings, and monthly
payments. Or you can just make the adventures
they do be the payment.
How to they get this ship though? Well,
they are given it by the generous leader of the
Castle faction, the Dragon Knight. Legends say
he is the reason people ride dragons. Legends
also say that hes a dragon himself. Whatever,
right? The guys high up. He doesnt bother with
myths. What he does bother with are pirates
and the Sun Broke Sea has lots of them.
So he hires some adventurers! But he
doesnt really want to pay them, so instead he
tells them where a ship is and tells them they
can have it as long as they pay for it by taking
out the Pirates.
There! The party has a goal, they have a
ship and they have a starting location. What
more do you need? Well, I have all of that for
you. Its up to you to make the party care about
Yuletown and want to help. Ill give some ideas,
but each party is different.

So here we go! The party gets a free


ride to Yuletown, where the ship is said to be
docked.

The Sun Broke Sea


Not much is known about this area. Its fairly
rural area with only two cities, but other than
that, its a region filled with myth and legend.
Some say the sea is a recent creation of the Fall.
Some say that it used to be a continent before
the Sun god fell and cracked the earth. Some
say that the islands rose from the ocean after
an earthquake. No one is sure. No one really
remembers what happened before the Fall.

Yuletown
Lets talk about Yuletown. This is the biggest
encounter of the entire adventure. You see,
Yuletown isnt what it appears. All of the
people, every single one of them, are controlled
by a hive mind.
The hive mind does not want to kill the
party, it wants to absorb them. The hive mind
does not want any of its members to die, it will
do anything it can to avoid that.
Theres no simple way to do this but I
can give you some tips. First of all, Yuletown
should have somewhere between 50-300
people. Use the Acolyte stat block from the
Monster Manual with maybe a Priest thrown in
and a few soldiers, possible some others. Its
really up to you.
Secondly, think of the town as a large
film set. The hive mind is not human and
doesnt quite understand human nature.
Therefore scenes are typically clich or even
just unbelievable. The bartender just met the
party? He offers free drinks for the night. The
mayor needs his office cleaned? Hes offering a
hundred gold to anyone.
The town shares one mind so everyone
knows where everyone is and everyone knows
what everyone else knows. As soon as one of
the townsfolk knows the partys names,
everyone knows and uses them.

They set up scenes for the adventurers


and ideally they should lead to the party
thinking there is something wrong. As you will
read later, The Sun Broke Sea is not a normal
place. There is a lot going wrong.
Its your job to play the town in an odd
way and to give them chances to figure out
about the hive mind before the hive mind
makes it push to indoctrinate the party. It will
make its push either when they start to ask
questions and it feels threatened, or when the
adventurers get to level five and the hive mind
has learned enough to feel confident.
It does this by trying to capture the
party. They will not kill them but they will drop
them, drag them to a secure location, wake
them up and then indoctrinate them.
This is supposed to be intense. Its an
entire town working against the party. Upwards
of five hundred townsfolk taking up arms and
swarming buildings or attacking the boat. For
some great inspiration, check out Resident Evil
4.
Now, Im going to be honest with you, I
dont have much to this. In fact, this can be
entirely optional. Thats totally fine. But the
hope here is that you take this idea and run
with it. Take it and turn it into one of the things
that can end the adventure, or lead the
adventure into something bigger.
Make the town bigger or smaller. Make
the hive mind and object or an idea. Make the
town savable or not. Its up to you. I dont know
how you run games and I dont know your
party. How would they feel if they had to kill an
entire town? How would they feel if their ship
was sunk and the town was set ablaze all to
draw them into the open? How would they feel
if everyone was against them?
You can have a few townsfolk be

rogues, unaffected by the hive mind. They can


approach the adventurers and tell them how
things are weird. They can tell them about
legends of a spirit who wields its power through
mortal beings, a spirit who wants nothing more
than to feel its grip in the head of every living
creature in the realm.
Give the party a way to undoctrinate
people. Give them a device or a cantrip or a
poem that draws the spirit out. Give them a
way into the spirit world, a weak spot in one of
the adventure locations or out in the middle of
the Sea and let them face off against this
creature. Give it the stat block that you think it
deserves.
Above all, make it awesome. This
should be jarring and shocking and make the
party fear for their lives. Indoctrinate one of
them. Make them see the power. Have the
town hang those who cant be turnt. Have the
town fall on the party and beg for safety while
they hack at their armor with kitchen knives and
gardening tools.
Make it horrible and unforgettable.
As a side note, if youre having trouble
with NPCs from the town, dont sweat. I have
the same problem. Just snatch up Phandalin
and steal those NPCs, or use any other pregenerated town that Wizards of the Coast or
your friends have made. Hopefully that takes a
load off of your prep work and allows you to kill
your party! I meanyeah, fuck it, why not?

Factions
The various factions of the world are as follows:
The Un-Evil A group that believes in
the un-permanency of death. Though there is
no afterlife, they believe that death is only
something that happens and that with the
proper care one can live in un-death for many

Faction Rankings
Rank The Un-Evil The Sunbreakers
1
Ghoul
Nameless
2
Zombie
Heartless
3
Revenant
Soulless
4 Death Knight
Chosen
5
Lich
Sun Bro

Castle
The Dread End
Wyrmling
Moonbreaker
Drake
Earthcracker
Dragonrider
Sunstealer
Great Wyrm
Spaceeater
Dragonknight
Star Lord

The Lookouts
Newbie
Kinterguardian
Middle Skool
Old Skool
Grizzled Ancient

years after.
The Sun Breakers A group that
believes in the light and the power of the sun.
They arent necessarily Lawful Good, goodie
two-shoes, they just believe in light being a
source of power. They are an ancient order that
is said to be extinct.
Castle A group of descendants of the
ancient monarchies who still believe in being
united under a King or Queen and strive to
bring that ancient lifestyle back into the
forefront. They wage wars in the ways of
politics and honor.
The Dread End A group that knows
the end of the world is coming and want to
embrace it with a mix of chaos and order. They
seek to let the world run its course and go
against those who dont understand that some
things are futile.
The Lookouts A group of spiritualists
who have protected the ancient order of the
monks and continue to commune with the
spirits that are in everything. Together they
hope to stay out of the business of mortals and
stay on the good side of the spirits.

The Pantheon
There are no gods in this world, there are only
spirits. Animism is detailed in the Dungeon
Masters Guide and it tells you about how
spirits inhabit everything from a little pebble to
a mountain, etc.
Some people still pray to the dead gods,
who fell to the Material Realm in the Great Fall,
but most understand that those gods are the
past and the spirits are all that is left.
Here are some of the more well-known
and powerful spirits.
Rayquaza Spirit of the Air. Father of
all the draconic and a beacon of hope.
Worshippers of Rayquaza want nothing
more than to befriend a dragon.
Kyogre Spirit of the Ocean. A symbol
of mystery and the apocalypse.
Worshippers of Kyogre pray for the rain
that will flood the earth.

Groudon Spirit of the Sun. Bringer of


the sun and a symbol of death.
Worshippers of Groudon pray for the
day that never ends.
Arceus Spirit of the Universe. This is
the spirit that is most often prayed too
in life or death situations.
Dialga Spirit of Time. A common
prayer to Dialga is to have good health
as you get older.
Palkia Spirit of Space. Most people
arent sure if this spirit is even there
anymore. Most pray that Palkia well let
the stars shine again.
Celebi Spirit of Time Travel. This is a
common spirit to pray to if youre an
Arcane user. Celebi is known to meddle
with time. Also a guardian of the forest.
Latia/Latios Guardian spirits. These
two twins are guardian spirits of the
eons. They are said to watch over your
ancestors and your legacy. Also
considered messengers of the spirits.
They will often appear for other spirits
to deliver messages.
Deoxys Alien Spirit. Aberrations often
make prayers to Deoxys. Warlocks and
some Wizards do as well.
Lugia Spirit of the Ocean. Often cited
by sailors as their protector, but even
pirates give offerings to this great spirit.
Ho-oh Spirit of the Earth. Not many
people pray to this spirit, but it is the
spirit that has been cited as being seen
the most by travelers, soaring across
the sky.
Reshiram The spirits of truth. Paladins
favor this spirit.
Zekrom The spirit of ideals, more so
of freedom of ideas. The patron saint of
prisoners.
Kyurem Dead spirit. Often cited as the
reason for depression, both internally
and externally. Also known as a
balancing spirit.
Landorus Fertility spirit. Enough said.

Elemental Spirits These are lesser


spirits. Offerings are not normally made
to them EXCEPT Zapdos, who is lesser
known as the spirit of the currents. This
is not known by many, only Sailors.
o Articuno Ice
o Moltres Fire
o Zapdos Lightning
o Entei Earth
o Suicune Water
o Raikou Thunder
Protector Spirits Another set of lesser
spirits. Offerings are made to them in
times of need, before a battle, or when
someone wants retribution or revenge.
o Cobalion - Human
o Terrakion - Dwarven
o Virizion - Elven
o Keldo Gnomes and Halflings
Luck These are lesser spirits but many
people make offerings to them every
day. They are well known and often
cited as the reason for good luck.
o Azelf Willpower. Often given
offerings in times of dire need.
o Mesprit Emotion. Often given
offerings for understanding.
o Uxie Knowledge. Often given
offering by teachers and
intelligent monsters.
o Shaymin - Gratitude. Often
given offerings in the form gifts
from guests.
Muses Another set of well-known
lesser spirits. People tend to take these
as personal spirits and mistake their
abilities for their intervention.
o Jirachi Wishes. Often given
offerings before wish spells or
sphinx encounters.
o Victini - Victory. Often given
offerings after battle, not
matter the size.
o Meloetta Music & Dance. The
favored spirit of bards.
The Moon Spirits Little kids are told
to offer to Cresselia before they sleep
or they will be visited by Darkrai. Adults

know that they act on the cycles of the


moons.
o Cresselia Dreams. Often visits
people in dreams to give
direction.
o Darkrai Nightmares. Often
plagues people in dreams
whose conscious weighs on
them.
Disaster Spirits Spirits that are only
worshiped when disaster strikes.
Otherwise they are left in the
background. Some people believe thats
why they destroy.
o Thundurus
o Tornadus

Planar Cosmology
There are no other planes in this world. There
are no planar portals that take you to Ysgard or
anything like that. There is only The
Otherworld, a spirit world where all the other
planes from a normal DnD cosmology are
meshed and squished together, sometimes
breaking through into the material world in
weak spots, like deep caves, or far out into the
ocean. The spirits true forms exist in this
otherworld. They detail it a bit more in the
Dungeon Masters Guide.

The Adventure!
The adventure is split into several parts. First,
the party must get their new ship, the Make
My Day. Its been taken. After retrieving it they
can accomplish the task they were sent to do:
eliminate the pirate threat in the Sun Broke Sea.
After that they have a week to do what they
like; explore, search for treasure and take on
some quests from townsfolk. After that the
adventure is over, or well, its open to further
exploration outside of the Sun Broke Sea.

Part 1: Give me my boat back


The ship has occupants that dont belong. On
the deck of the boat are five kobolds, shambling
around with sunglasses on and umbrella hats to
block the sun. Taking them down should be
easy, but they are weak and they tend to run
under pressure. In fact, they run so easily its
hard to keep up with them! Its hard to find
them! They hide behind crates. In crates! They
run down into the ship screaming for help and
pouring grease on the stairs!
Down in the Dining Room sits four
kobolds and two winged kobolds. Theyre
talking about cooking some townsfolk for a late
lunch while digging through the different
seasonings and mispronouncing all of them.
Papericka? Sult? Peppre?
In the Cargo Bay are five kobolds, two
of which are riding giant lizards, the other three
are reading books about riding giant lizards.
They can be surprised but sound travels in this
ship. So if the other encounters went awry,
these guys are gonna be ready.
Lastly, on the Bridge are two Lizardfolk
who are arguing about who gets to call the
Pirate King about their finding. They will sell
each other out and even try to escape.
Treasure: Award the party 1,500xp for clearing
the boat, even if they end up not killing
anything.

The ship wont start!


Those damned pirates stole the Super
Awesome Starter Plug! Rush to the cove on the
other side of the island to get it back.
Standing outside the cove are two
Lizardfolk. They arent keeping their eyes out as
they are both trying on their new eyepatches.
And yeah, both of their eyes are fine.
Just inside the cove are four Kobolds
trying to wrangle their two Pteranodons. In the
next room over is a Sea Hag that was hired to
brew some potions. She comes into the room
when shes either sick of the noise or quits!
Just a little further into the cove, two
Bandits and their Blood Hawks are trying to tell
a Lizardfolk that the map is upside down and
that they dont speak draconic. In the bathroom
next to them are two Lizardfolk trying to get
their Giant Crab to poop out the key to the
crapper.
Running the whole shindig is a
Lizardfolk Shaman and his four pet Giant Crabs.
He makes the rounds on occasion, but really he
just wants to read his book. Its titled How to
Become a Pirate and is written by a man
named Baron Piratesbottom. He has the
starter plug on his person.
Treasure: Defeating the pirates and getting the
plug back, or just getting the plug back gives the
party 3,100xp and the ability to pilot the ship.

The Make My Day


Check the diagram! Youll see that there are
two dolphins, a submarine and a heliocopter.
These things are for fun but do not need to be
included. They are to be used for perception
checks only and can only be piloted by one
person each. If you think these things will lead
to problems with your party then ignore them.
They dont give bonuses to perception
checks, they just allow the party to search for
things in the air and under the water, both of
which can be fun and exciting. Think about how
cool it would be to have a random encounter in
the clouds, the party hanging from the
heliocopter? Or even under water, with the

party trying to hold their breath while fighting a


giant shark!
Lets talk about repaying it. There are
basically two ways I see. Ive mentioned one
above. Just simply ignore any gold totals and
have the Dragon Knight take adventures as
payment. This can lead to some party turmoil,
such as how many adventures do we have to
go on? or even them deciding to want to sell
the ship and forget this Dragon Knight. I say roll
with those. They can carry this adventure
passed fifth level.
The other way is to give them a gold
total, say 50,000gp, and give them a repayment
plan. Like this:

Repayment Time
Months

GP/month
12

4,166

24

2,083

60

833

120

416

This can be fun. It gives the party a real reason


to do adventures that they normally wouldnt,
just so they can make their payments.
If youre going with this idea, push it
even further. The ship comes with five crew
members who run it and keep it fueled. Use the
rules for hirelings in the PHB/DMG for prices.
Use the lifestyle prices for how much it costs to
stay on the ship and eat/drink and use the
prices in the DMG for travel prices (gas and
such).
This can put real weight on a party to
actually acquire treasure. It could also put a
damper on the game. Thats up for you to
decide.

Part 2: Pushing out the Dread End


After getting the ship from the dock, there are
three separate encounters: the raiding party
near Morgrave University, the party near the
Castle Fleet Wreckage and then theres Cryn,
the Minotaur captain.

The Raiding Party


The Raiding party is a simple wooden ship,
standard pirate affair. It is reeling from the

attack of a Red Dragon, its sails burning, its


crew injured. The party spots the Red Dragon
flying off as they make their approach.
Even with the attack the crew is
efficient and attempts to lure the party into an
ambush on deck by allowing them to board so
they can steal the partys boat.
Enemies: x8 Kobolds, x6 Lizardfolk and
x2 Giant Lizards. Two of the Kobolds ride the
Lizards and they are the first to board. They can
also abandon ship and swim to the Partys boat
and board it that way. This crew is effective and
should be played as such. Their ship circles
quick and fires to disable the Partys ship, not
destroy it.
Treasure: Whether the raiding ship was
sunk or not, the party can still search it for
treasure. They would find 500cp, 200sp and two
healing potions. Reward the party 2,700xp for
defeating the raiding party.

The Castle Fleet


Near the South Eastern corner of the Sun Broke
Sea, a fleet of Castle ships was sunk by an
unknown force. Ever since, the Lizardfolk crews
have been raiding the remains for treasure.
Enemies: x4 Lizardfolk, a Lizardfolk
shaman and a Lizard Queen. They fight to the
death to protect Cryns whereabouts, but if one
is kept alive he will break easily. Theres also
coordinates in the ship.
Treasure: Locked treasure chest (DC10)
with 500sp and 100cp. Award the party 3,000xp
for defeating the pirates.
After clearing the pirate ship, the party
now has the submarine. The sub holds two
people and is easily operated until it is being
attacked. It has two grabbing claws that can lift
up to 250lbs with no problem, but if pushed
with a DC 15 strength, the sub can lift 500 lbs.
The subs claws deal 2d4 damage and can
attempt to grapple at +2 to strength. Using the
sub, the party can go down to the wreckage of
the fleet and search for treasure. They can
make a check per person that goes under. A DC
13 perception spots something shiny!

d100

Shiny!

0-20
21-40
41-60
61-80
81-95
96-100

Nothing of Value
2d6 10 gp gems
2,100 cp
2d4 25gp art objects
1,050 sp
2d6 50gp gems
Down below, while searching for
treasure the party might run into any number of
enemies, such as sharks, Sahaugin, Merrow, etc.

Cryns Peak
Cryn is a Minotaur captain of the Dread End.
Hes in the Solar Fields to retrieve some
treasure. He is up there with his pet Vestige, the
Giant Rat. This is a deadly encounter with
deadly terrain and like the rest of the Dread
End, Cryn fights to the death.
Cryn attempts to shoot players off the
ledge and sicks Vestige to tackle people off the
ledge while he loads up the treasure.
Cryn is a Paragon monster, a term and
idea created by the Angry GM. For more
understanding on the term, check out his blog.
For real, its awesome. But it should be pretty
easy to understand just by looking at the stat
block.
Treasure: Theres a chest with 1,050sp
in it. Cryn also drops his Matador, a magical
firearm that was crafted from wood and metal,
forged to be used by a Dread End Pirate in the
sacking of ancient kingdoms.
It weighs 5lbs. It does not run on
gunpowder or bullets, it instead used charges. It
begins with 10. Firing one shot equates to 1
charge. Firing two shots at once requires 3
charges. Each shot fired is a ranged attack that
deals 2d10. After all charges are expended it
requires a Dwarf familiar with firearms or a
Dread Pirate Captain to refill.
Award the party 2,400xp for the defeat
of Cryn and his pet.

Aftermath
After completing the three encounters the
party receives a radio call from the Dragon

Knight saying that they did a good job and that


the Sun Broke Sea is safer because of them. He
gives orders to wait a few days to allow his fleet
to get there. From there hell give them their
next objective.
The Bronze Dragon will make an
attempt to get the party to join him. He offers a
spot on the Dread End and says that hell offer
1,000gp for the head of the Red Dragon that
has been terrorizing his crews.
This is a great time to start really
pushing the eeriness of Yuletown and to push
the other encounters on the party.

Part 3: The Fleets Coming


After the news of the Fleets approach, there
are more adventures to be done around the
Sun Broke Sea. There are a few ways you can
show them to the adventurers, such as telling
them about how they see the islands in turmoil
and ruin as they take out the pirates, or from
rumors in the Yuletown Tavern. As much as the
hive mind wants the adventurers, it also was to
know if there are more minds on the other
islands.
Below are the three adventures: The
Mystery of Morgrave University, The Infection
at Covetown and Dealing with the Dreamer.
Each have their own set up and will be detailed
in their individual section.

Morgrave University
Morgrave University used to be a prestigious
academy until it was destroyed in a freak
accident. No one who was there to see it is
alive, but a Ghostly lady in town will approach
the party and offer her familys wealth in return
for finding the cause. Shes actually a ghost and
she can be dead for any number of reasons.
Maybe she was bullied at the school? Maybe
shes a revenant? Maybe she was just killed at
the school?
From the outside, Morgrave appears to
have been bombed or blown up in some way.
Theres no obvious cause. But it was a Demonic
attack from the sky. There are faint signs that

the adventurers can see and you can decide to


make it more obvious or less obvious.
Entering Morgrave can be done several
ways. The main entrance still stands like a
monument to the past, while the bombings
from the opposing army have blown several
holes into the various rooms. If the party wants
to search for another entrance, ask them which
side they want to search, have them roll a
perception against a DC10. Theres a blown
open section into area 3, the main dining area
of the kitchen, the workshop in area 7, and in
the hallway between area 9 and 10.
1. The iron gates of Morgrave still stand,
looking as magnificent as the day they
were gifted to the school. The courtyard
though is blown and battered into a
mess of tangled rebar and splintered
wood. Two Scarecrows and two
Shadows dwell here and are alerted to
anyone who doesnt make a DC11
stealth check.
Theres a 30% chance that a Will-owisp dwells near the gates, bobbing and
bouncing joyfully, hoping for someone
to follow it to the Shadows.
Treasure: Reward the party 1,200xp for
defeating the enemies, with an extra
450xp is the Will-o-wisp is present and
killed. The Shadows have nothing on
them when they dissipate and the
scarecrows are stuffed with simple hay.
2. The study hall area is the largest area of
the school and connects to most of the
other areas. But explosions have
blocked certain sections off. Mainly, the
study hall area between 6 and 7 is
closed off to the rest of area 2 by a
large pile of wood and stone. The top
door on area 4 is covered by rubble,
and the entrances to the courtyard near
area 3 are closed off.

Five Zombies shamble about the desks


in the main area, drawn to any noise
and the smell of flesh and blood. They
can be ran from rather easily, but they
continue to chase, possibly drawing the
likes of 1d4 more zombies if not
dispatched.
Treasure: Reward the party 500xp for
defeating the zombies. One of the
zombies has a key to the workshop in
area 3. The rest have 10-12 copper on
their bodies.
3. This lecture hall has a hole in the roof
with a sloping section of stone that can
be used to enter. The workshop is
locked by a large steel lock which can
be broken with a strength check DC20.
The office, which is entered from the
outside, has a rotting corpse sitting at a
desk, with a crossbow bolt lodged into
his skull. Theres a scroll on his desk
that he had been scribbling on. It reads
Grazzt, greet me.
There are three Zombies in the lecture
hall, chewing on a few students who
seemed to have died of natural causes
in their chairs. An investigation check
DC15 shows that they died of
dehydration, just sitting in their chairs.
Treasure: Award the party 300xp for
defeating the zombies. The workshop
has a man petrified where he stands,
unlocking a safe that was hidden behind
a portrait of a beautiful elven girl. The
safe has 200gp in it, a journal written in
code and a hand crossbow.
4. The lecture hall is packed with
mummified students without the
wraps, just sitting at their desks, looking
down at the teacher who is petrified at
his podium. No one has any eyes.

5. The kitchen has a large dining area that


has its entire north-west wall blown
out, scattering chairs and destroying
tables. The three Ghouls that stalk the
kitchen in chef hats are unaware of
anything going on in the dining area.
Two of the Ghouls are prepping a meal
for the third of human eyes and skin.
The third looks oddly like Gordan
Ramsay.
Treasure: Reward the party 1,200xp for
defeating the ghouls. Their chef hats
allows you to conjure food and water
3/day.
6. The lecture hall here is dim and oddly
preserved. There are a lot of scribblings
on the walls and several large tomes
gathered in the corners. The desks have
been piled against the workshop door
and a light pounding can be heard on
the other side.
Hunched in the back south-east corner,
reading under the dim light of a candle,
is a twisted humanoid figure. He is
jumpy and reacts to questions with a
befuddled look and spouts of abyssal.
His face is twisted with two horns
coming from his forehead. He has been
twisted by demonic magic. Anyone who
can speak or understand abyssal will
hear him murmuring about the
Hellmouth. A religion check DC15 will
show that the evidence points towards
a demonic invasion.
7. The only way into this area is through
area 6 or from the library. This area has
a Ghoul feasting on the remnants of her
students.
Treasure: The ghoul is worth 700xp.
8. The Library is very much intact, with no
structural damage. But the interior is
quite disturbed, with entire shelves

spilled on the floors, desks stacked up


into towers and book shelves moved
into a maze-like structure.
Two Specter Variant Poltergeists inhabit
the room (they could be who the ghost
wants vengeance on). They taunt the
party while they are invisible, using
insults that focus on appearance, like
race, class or choice of weapon/armor.
They are not clever, but they work
together and toss books, shelves and
desks at the party.
Defeating them relieves the University
of the majority of its haunting and will
put the ghost in your debt. She will
offer to be your navigator. She gives
advantage to perception checks when
using the submarine or animal
companions to search the sea floor.
Treasure: Reward the party with
1,350xp for defeating the duo.
9. The vault is a large tower locked down
by a large steel door. Picking the lock
requires thiefs tools, DC20. The key to
this area is held by the pair in area 10.
Treasure: There is a chest filled with
150gp, 1,000sp and 500cp, as well as
Tomorrows Ghost, a helmet that, when
worn, grants foresight. Once per week
the wearer can scry and once per day
the wearer can detect thoughts.
10. This is the second tower of the
university, which used to be the office
of the dean. The roof is completely
opened up, allowing the natural light to
fill the area. A Ghast and a Ghoul play
dead in the small bit of shade on the far
side of the room. Anyone who gets
close enough will cause them to spring
up and attack.

A passive perception of 14 or higher will


allow a player to know that they are
faking. And a normal perception check,
DC15 will show the same.
Treasure: Reward the party with 975xp
for defeating the two. On their bodies is
the key to area 9.

Aftermath
After finding out that Morgrave was destroyed
by some kind of Demonic magic or attack, the
party will be left with lots of questions. This can
lead to further adventures, possibly even tying
in with Out of the Abyss.
You can give the Ghost Lady more
depth by having her ask to travel with your
party to help fight the demons.

Encounter on Bronze Isle


Corb is a giant who dwells on a small rocky
island in the Sun Broke Sea, who believes he is
stuck in a dream and the only way out is to kill,
destroy and generally fuck shit up until he is
woken up, i.e. killed. He does not believe in
suicide or giving up as he believes it is boring.
Floating around his head are four eyelike gems which are only magical because of his
connected to Morpheus, the ever-dreaminggiant. These eye rays have a variety of abilities
that Corb uses to manipulate villagers into
doing funny things, like dancing and singing and
murdering each other.
Everyone in town lives in fear of Corb
attacking the town, which he threatens to do
every day, literally yelling across the sea. This
encounter with him can start with him attacking
the village. If so, when his first pool of hit points
is gone he will retreat to his island and try to
rest. If he does, he will return at full hit points
the next day. If the party chases him, he will
fight to the death.
Treasure: Among the random
collections of useless stuff on the small island,
there is: 800 sp, 150 gp, a scroll of 2nd level and
a scroll of 3rd level. Each of the eyes floating
around Corbs head is worth 60 gp each and

they do not continue to be magical when he is


dead.
Gigantomachy II is a +1 Warhammer,
crafted by Morpheus personal Dwarven forger,
for Corbs use. It shrinks to fit the holders grasp
and is crafted entirely of marble. Leather is
wrapped loosely around the long grip and there
is a solid gold eye carved into the center, which
looks at whoever is being attacked.
Developments: The party might find out
about the hive mind before Corb is defeated, in
which case they might just let Corb destroy the
village, or even offer to help. Corb will accept
the help if the party gives a good offer (DM
discretion). If that happens, its up to the DM to
determine how it pans out. Corb will kill the
villagers relentlessly until one pool of health is
gone, then he will retreat.

Aftermath
After killing or not killing Corb, give the party a
strange dream about giants waking in a cave
and drawing the names of the party on the
walls in blood. Spooky.

Covetown Infestation
Covetown is a small port city on the
boomerang-shaped island to the south-east.
The recent destruction of a fleet of Castle ships
has caused the town to go black. Yuletown
hasnt had any contact in weeks and any ship
sent doesnt return.
A merchant in town will pay the party
to go investigate and the Pirate King will also
send them there to eliminate the Red Dragon
that has been tormenting the Dread End in the
area since its arrival.
Whatever their reason, when the party
gets there they will see that something terrible
has happened. The entire island has been taken
over by Myconid fungi, infecting its commoners
and animals alike.
Something else you can do: One of the
Castle fleet ships survived and set up
quarantine on the island, not allowing anyone
in or out because of the infestation. They will
let the party in though, with a warning that

even their best men havent come back and if


they promise to clear out the entire island. If
you use this little hook then give the party some
more gold or not. Whatever, its up to you.
Below I will list the encounters. You can
use the normal stat blocks for the creatures, but
I implore you to look at the spore servant stats
and adjustments and apply them to the
monsters. The whole idea behind this
adventure is for it to mimic a Last of Us style
setting, with a bit of zombie-horror thrown in.
The Red Dragon is entirely optional.
That is something to remember. If the party is
blowing through these encounters, then have it
start swooping in to take hits before flying off.
But if they are struggling, then let it just leave
because it doesnt feel like it wants to risk death
to these foolhardy adventurers.
1. On the beach of Covetown sits the
wreckage of a ship. Scattered around
are 20 Myconid Sprouts. Theyre sitting
motionless, hiding beneath wood
planks and fungal patches. They attack
as if provoked.
Treasure: Reward the party 800xp for
defeating the Sprouts. They have no
gold on them but scouring the treasure
could provide some. Roll on the
treasure tables however you see fit.
2. Just beyond the beach, where the trees
come in, rests a Sahaugin Servant and 2
Myconid Adults being driven by a
Myconid Sovereign. The forest is
covered by fungus and patches of bulbs
and mushrooms.
Treasure: Reward the party 1,500xp for
defeating the group. Destroying the
Sovereign doesnt get rid of the
infestation. The only way to get rid of it
is to get rid of the infected and let the
Fleet clear the forest.
3. In Covetown proper are the 20 surviving
townsfolk. They are servants to the

fungus and are encrusted into the walls


of their huts. They break free and attack
zombie style.
Treasure: Digging through the fungus
might get something for the party. But
the fungus destroys that which is
infects. So use your discretion.
4. Heading to the left from town theres
an Owlbear Servant stalking around. It
will hunt the party and attack when it
feels like it can get a meal.
5. 4 Sahaugin servants are waiting in the
trees near a small camp. Before the
fungus, they were scouting the coast for
a good spot to attack the town. They
were raiders, now theyre practically
mindless.
Treasure: One of them holds a trident
of fish command.
6. Near the beach head to the North is a
rowboat encrusted to the shore. A small
detachment of Castle troops are here.
Three Thug Servants led by a Hobgoblin
Servant. They have no treasure.
7. Heading to the right from Covetown
theres a wild Triceratops Servant. The
history of Covetown is rich with
dinosaur lore, or it was before the
fungus. Id talk more about it but its
not importantunless you want it to be.
Maybe throw in a T-rex that is fighting
with the Triceratops.
8. Near the Cliffside are 2 Lizardfolk
Servants and 4 Kobold Servants. They
are lost members of the Dread End. If
the party joined with the Pirate King
they would know that these pirates
were the ones who sunk the fleet and
that they were rewarded with a sizable
fortune.

Treasure: The fortune was mostly


blown on girls and booze, but about
100gp is left in the chest if the party can
find it.
9. The Young Red Dragon likes to kill and
he doesnt mind the fungus, even if it
has gone to his head a little. Hes a bit
mad, like the rest of the world, only his
madness makes him want to play with
his food. Hell fly over the island
breathing fire, swooping down for a
quick strike and soaring off before the
party can make an attack.
Killing it may prove difficult, but his
thirst for flesh will make it land
frequently to eat some commoners or
some hobgoblins washed up from the
wreckage. But defeating it grants the
party 5,900xp and whatever treasure is
lodged in its teeth.

Aftermath
After clearing the island of the infected persons,
or rounding them up, or doing whatever else
they think up in a moment of clever clarity, the
Fungus will be ready to be purged by the Castle
Fleet.
The party might have questions as to
why the fungus was being carried. Well, thats a
question for another adventure. Maybe one
that you come up with.

The End
There you have it. You have the ship, the
pirates, the giant, the university, the infected
island and the hive mind. What more could you
ask for? Your party should be at level five or
even higher if you dont have 5 people, and
they should be asking questions. Theres a lot
left to solve. Whyd the demons attack
Morgrave? Why was the Castle fleet carrying
that disease or whatever the hell it was? Where
did the hive mind come from and is it a sign of
worse to come?

You, as the DM, might be asking whats


next as well. Where does the party go? Well,
the Castle fleet arrives in the Sun Broke Sea
after the hive mind is taken care of (or maybe
they arrive before or during?). The Dragon
Knight is not there in person, but his youngest
dragon is. And that little punk tells the party
that to pay off the debt, their next goal is to
free the Dragon Tower to the north of the Gith
Dragon Riders that went rogue.
But maybe theyve had enough of
Castle and joined the Dread End. Well, the
Pirate King heard rumors of a dragon that
recently died on the coast to the west, leaving
behind a mass of treasure. But he also knows
that every dragon hunter and gold collector in
the world will also be heading for it.
Maybe they hate pirates too. Well then
they can hunt the demonic presence by heading
out of the Sea into the Skull Ocean to the east,
where the Angel Islands sit.
Or hell, they can go south and run into
any ole thing you can think of. Whatever it is, I
wish you luck.
God speed, Spiderman.

rest. If all pools of hit points have been reduced


to zero hit points, Cryn is killed.

Appendix A
Cryn
Large Paragon Monstrosity, Chaotic Evil
Armor Class
14
Hit Points
75/75
Speed
40 ft.
STR
18

DEX
11

CON
16

INT
6

WIS
16

CHA
9

Skills Perception +7
Senses Darkvision 60 ft., passive Perception 17
Languages Abyssal, Common
Challenge 6
Charge. (Berserker Mode) If the minotaur
moves at least 10 feet straight toward a target
and then hits it with a gore attack on the same
turn, the target takes an extra 9 (2d8) piercing
damage. If the target is a creature, it must
succeed on a DC14 Strength saving throw or be
pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The Minotaur can perfectly
recall any path it has traveled.
Reckless. (Berserker Mode) At the start of its
turn, the Minotaur can gain advantage on all
melee weapon attack rolls it makes during that
turn, but attack rolls against it have advantage
until the start of its next turn.
Paragon Action. Cryn gains one complete turn in
each combat round, including one reaction
between each turn, for each pool of hit points
he has lost. When a pool of hit points has been
reduced to zero, Cryn loses one turn each round
thereafter.
Paragon Hit Points. Cryn has multiple pools of
hit points, each of which is tracked separately.
All damage and healing must be completely
applied only to one pool of hit points. One pool
of hit points must be completely reduced to
zero hit points before any damage is applied to
another pool. When a pool of hit points is
reduced to zero, all ongoing conditions and
effect affecting Cryn end immediately. After a
pool of hit points has been reduced to zero, it
cannot receive any healing until after a long

Actions
Matador. (Normal Mode) Ranged Magic Attack:
+5 to hit, range 40/120 ft., one target. Hit: 2d10
piercing damage.
Greataxe. (Berserker Mode) Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 17
(2d12 + 4).

Gore. (Berserker Mode) Melee Weapon Attack:


+6 to hit, reach 5 ft., one target. Hit: 13 (2d8 +
4) piercing damage.
Vestige
Small paragon beast, unaligned
Armor Class
12
Hit Points
12/12
Speed
30 ft.
STR
7

DEX
15

CON
11

INT
2

WIS
10

CHA
4

Senses Darkvision 60 ft., passive Perception 10


Languages
Challenge 1/8
Keen Smell. The rat has advantage on Wisdom
(Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack
roll against a creature if at least one of the rats
allies is within 5 feet of the creature and the ally
isnt incapacitated.
Paragon Action. Vestige gains one complete
turn in each combat round, including one
reaction between each turn, for each pool of hit
points he has lost. When a pool of hit points has
been reduced to zero, Vestige gains one turn
each round thereafter.
Paragon Hit Points. Vestige has multiple pools
of hit points, each of which is tracked
separately. All damage and healing must be
completely applied only to one pool of hit
points. One pool of hit points must be
completely reduced to zero hit points before
any damage is applied to another pool. When a

pool of hit points is reduced to zero, all ongoing


conditions and effect affecting Vestige end
immediately. After a pool of hit points has been
reduced to zero, it cannot receive any healing
until after a long rest. If all pools of hit points
have been reduced to zero hit points, Vestige is
killed.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4+2) piercing damage.
Corb, the Dreamer
Huge paragon giant, neutral
Armor Class
Hit Points
Speed

17
84/84
40ft, 20ft hover

STR
23

CON
20

DEX
15

INT
10

WIS
12

CHA
9

Senses Darkvision 60ft., passive perception 14


Skills Athletics +12, Perception +4
Saving Throws Dex +5, Con +8, Wis +4
Languages Giant
Challenge 8 (5,400xp)
Stone Camouflage. The giant has advantage on
Dexterity (stealth) checks made to hide in rocky
terrain.
Paragon Action. Corb gains one complete turn
in each combat roung, including one reaction
between each turn, for each pool of hit points
he has lost. When a pool of hit points has been
reduced to zero, Corb gains one turn each
round thereafter.
Paragon Hit Points. Corb has multiple pools of
hit points, each of which is tracked separately.
All damage and healing must be completely
applied only to one pool of hit points. One pool
of hit points must be completely reduced to
zero hit points before any damage is applied to
another pool. When a pool of hit points is
reduced to zero, all ongoing conditions and
effect affecting Corb end immediately. After a
pool of hit points has been reduced to zero, it
cannot receive any healing until after a long

rest. If all pools of hit points have been reduced


to zero hit points, Corb is killed.
Actions
Warhammer. Melee Weapon Attack: +10 to hit,
reach 15 ft., one target. Hit: 19 (3d8 + 6)
bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range
60/240 ft., one taget. Hit: 28 (4d10 + 6)
bludgeoning damage. If the target is a creature,
it must succeed on a DC 17 Strength saving
throw or be knocked prone.
Dream Rays. Corb shoots up to two of the
following magical dream rays at one or two
creatures he can see within 90 feet of it. It can
use each ray only once on a turn.
1. Confusion Ray. The target must succed
on a DC 13 Wisdom saving throw, or it
cant take reactions until the end of its
next turn. On its turn, the target cant
move, and it used its action to make a
melee or ranged attack against a
randomly determined creature within
range. If the target cant attack, it does
nothing.
2. Paralyzing Ray. The target must succeed
on a DC 13 Constitiution saving throw
or be paralyzed for 1 minute. The target
can repeat the saving throw at the end
of each of its turns, ending the effect on
itself on a success.
3. Fear Ray. The target must succeed on a
DC 13 Wisdom saving throw or be
frightened for 1 minute. The target can
repeat the saving throw at the end of
each of its turns, with disadvantage if
Corb is visible to the target, ending the
effect on itself on a success.
4. Wounding Ray. The target must make a
DC 13 Constitution saving throw, taking
16 (3d10) necrotic damage on a failed
save, or half as much damage on a
successful one.
Reactions
Spell Reflection. If Corb makes a successful
saving throw against a spell, or a spell attack
misses it, the spectator can choose another

creature (including the spellcaster) it can see


withint 30 feet of it. The spell target the chosen
creature instead of Corb. If the spell forced a
saving throw, the chosen creature makes its
own save. If the spell was an attack, the attack
roll is rerolled against the chosen creature.

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