The Curse of the Coral Reef: a seaborne adventure for D&D

 A floating village with bamboo huts on a tropical sea.

 Overview

The players are hired by the fishing community of the floating sea village of Seabreeze to investigate a mysterious curse that has befallen their coral reef. The villagers believe that the curse is causing the fish to disappear, and that it is only a matter of time before their village is destroyed. The players must navigate the treacherous waters of the coral reef, uncover the source of the curse, and put a stop to it before it's too late.

Act 1: The Investigation

The players arrive in Seabreeze and are immediately approached by the village elder, who explains the situation and asks for their help. The players are given a map of the coral reef and are told to investigate three key locations: the sunken ship, the deep trench, and the underwater cave. The players must navigate the dangerous waters of the coral reef, avoid underwater hazards, and search for clues to the source of the curse.

The sunken ship

The sunken ship lies at the bottom of the ocean floor, about 50 feet below the surface. It was once a mighty galleon, but now it is a rusted and broken wreck, covered in seaweed and barnacles. The ship is approximately 100 feet long and 30 feet wide, and it is lying on its side, with the bow pointing towards the shore.

As you approach the ship, you can see that the hull is heavily damaged, with gaping holes and twisted metal. The masts have long since fallen, and the rigging is tangled and broken. The deck is littered with debris, including shattered crates, barrels, and ropes. The ship's wheel is still intact, but it is rusted and unusable.

As you swim closer to the ship, you can see that there are several openings in the hull, allowing you to enter the ship's interior. The largest opening is at the bow, where the hull has been ripped open by some unknown force. The interior of the ship is dark and murky, with only faint traces of light filtering in through the openings in the hull.

As you explore the ship, you can see that it has been looted and ransacked, with most of the valuable items taken. However, there are still some items of interest scattered throughout the ship, including a treasure chest that has been left behind, and a few weapons and tools that have been discarded.


The trench

The deep trench under the sea near Seabreeze is a vast and foreboding chasm that plunges down into the depths of the ocean. The trench is approximately 500 feet wide and 1,000 feet deep, and it is shrouded in perpetual darkness, with only faint traces of light filtering down from the surface.

As you approach the trench, you can see that it is surrounded by steep cliffs and jagged rocks. The walls of the trench are covered in strange and otherworldly creatures, including bioluminescent plants and animals that glow with an eerie blue light.

As you descend into the trench, you can feel the pressure of the water increasing, and the temperature dropping. 

As you explore the trench, you can see that it is home to a variety of strange and wondrous creatures, including giant squid, angler fish, and schools of glowing jellyfish. The creatures are adapted to the extreme environment of the trench, and they are both beautiful and terrifying to behold.

At the bottom of the trench, you can see that there is a small cave system, leading deeper into the earth. The caves are treacherous and dark, but they are rumored to contain great treasure and ancient artifacts.


Underwater cave

The underwater cave near Seabreeze is a hidden and mysterious location, hidden deep beneath the waves. The entrance to the cave is located on the ocean floor, approximately 300 feet from the shore. It is a small opening in the rockface, barely large enough for a single person to enter.

As you swim towards the entrance, you can see that the cave is shrouded in darkness, with only faint traces of light filtering in from outside. The water is cool and clear, and you can see strange and otherworldly creatures swimming around you, including schools of glowing fish and shimmering eels.

As you enter the cave, the darkness becomes absolute, and you can't see more than a few feet in front of you. The cave is filled with strange rock formations and underwater stalactites and stalagmites, creating a surreal and otherworldly landscape.

As you explore the cave, you can see that there are several small tunnels branching off from the main chamber, leading deeper into the earth. The tunnels are treacherous and narrow, and you must swim carefully to avoid getting stuck or injured.

As you venture deeper into the cave system, you can see that it is home to a variety of strange and wondrous creatures, including bioluminescent insects, blind cave fish, and even a rare species of octopus. The creatures are adapted to the extreme environment of the cave, and they are both beautiful and terrifying to behold.

At the end of one of the tunnels, you can see that there is a small chamber, containing a treasure trove of ancient artifacts and valuable items. The items range from ancient pottery and coins to rare gems and precious metals.


Act 2: The Source of the Curse

After investigating the three locations, the players discover that the curse is caused by a group of evil sea creatures that are using dark magic to drain the life force from the coral reef. The players must battle their way through the sea creatures' lair, fight off their minions, and confront the sea creatures themselves. Along the way, they must also solve puzzles and overcome obstacles to reach the heart of the sea creatures' lair.


The Lair

Chamber 1: The entrance to the sea creatures' lair is a large, open chamber, filled with seaweed and barnacles. The walls are covered in slimy algae, and the floor is littered with debris, including pieces of broken shipwrecks and discarded fishing nets. The chamber is dark and murky, with only faint traces of light filtering in from the surface.

Chamber 2: The second chamber is a long and narrow tunnel, leading deeper into the lair. The walls are slick and slimy, and the tunnel is filled with strange and otherworldly creatures, including schools of glowing fish and shimmering eels. The tunnel is treacherous and narrow, and you must swim carefully to avoid getting stuck or injured.

Chamber 3: The third chamber is a large and spacious room, containing a variety of strange and wondrous creatures. The creatures are adapted to the extreme environment of the lair, and they are both beautiful and terrifying to behold. There are giant squid, angler fish, and schools of glowing jellyfish, among many others. The creatures move slowly and gracefully, creating a surreal and otherworldly atmosphere.

Chamber 4: The fourth chamber is a small, cramped space, containing a treasure trove of ancient artifacts and valuable items. The items range from ancient pottery and coins to rare gems and precious metals. The chamber is guarded by a fierce sea serpent, who will stop at nothing to protect its treasure.

Chamber 5: The final chamber is the lair of the sea creatures' leader, a powerful and fearsome creature that rules over the lair with an iron fist. The chamber is dark and foreboding, with only faint traces of light filtering in from the surface. The creature is surrounded by a retinue of loyal followers, and it will not hesitate to attack anyone who disturbs its lair. The chamber contains a variety of strange and otherworldly artifacts, including ancient tomes and mysterious relics, which the creature uses to maintain its power and control over the sea creatures.

Act 3: The Final Battle

After defeating the sea creatures, the players must face off against the mastermind behind the curse: a powerful wizard who is using the life force of the coral reef to fuel his dark magic. The players must use all their skills and powers to defeat the wizard and put a stop to the curse once and for all. If they succeed, the coral reef is restored to its former glory, and the villagers of Seabreeze can continue to thrive.

Coral Reef Wizard

Medium humanoid, any race, any alignment

Armor Class: 14 (mage armor)
Hit Points: 120 (16d8 + 48)
Speed: 30 ft.

STR: 10 (+0)
DEX: 14 (+2)
CON: 16 (+3)
INT: 20 (+5)
WIS: 14 (+2)
CHA: 12 (+1)

Saving Throws: Intelligence +9, Wisdom +6
Skills: Arcana +9, History +9, Insight +6
Senses: passive Perception 12
Languages: any five languages

Spellcasting:

The coral reef wizard is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The wizard has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, hold person, misty step
3rd level (3 slots): dispel magic, fireball, lightning bolt
4th level (3 slots): banishment, greater invisibility, ice storm
5th level (2 slots): cone of cold, telekinesis
6th level (1 slot): chain lightning

Actions:

Life Drain: The coral reef wizard can drain the life force from a creature within 30 feet of it. The target must make a DC 17 Constitution saving throw, taking 24 (7d6) necrotic damage on a failed save, or half as much damage on a successful one. The coral reef wizard regains hit points equal to the damage dealt.

Legendary Actions:

The coral reef wizard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The coral reef wizard regains spent legendary actions at the start of its turn.

Cantrip: The coral reef wizard casts a cantrip.

Spellcasting: The coral reef wizard casts a wizard spell.

Teleport: The coral reef wizard teleports up to 60 feet to an unoccupied space it can see.

Description:

The coral reef wizard is a powerful and malevolent spellcaster who has made a pact with dark forces to gain control over the coral reef. The wizard is using the life force of the reef to fuel its dark magic, causing the coral to wither and die.


Conclusion

The Curse of the Coral Reef is a challenging and rewarding adventure that takes players on a journey through the treacherous waters of a tropical fishing community in a floating sea village. With a mix of exploration, combat, and puzzle-solving, this adventure is sure to provide a fun and engaging experience for players of all levels.

What kind of sea creatures are causing the curse?

The kind of sea creatures that are causing the curse in this adventure can be tailored to the preference of the players and the Dungeon Master. However, here are some examples of sea creatures that could be used:

  •     A group of evil merfolk who have made a pact with dark powers to gain control of the coral reef.
  •     A colony of giant crabs that have mutated due to exposure to a mysterious substance that is polluting the waters.
  •     A school of intelligent octopuses that have developed a taste for magic and are using their powers to drain the life force from the coral reef.
  •     A group of undead sea creatures that have risen from the depths to wreak havoc on the living.
  •     A powerful sea serpent that has been awakened by the disturbance caused by the fishing community and is seeking revenge on those who have disturbed its slumber.


Evil Merfolk

Medium humanoid (merfolk), chaotic evil

Armor Class: 13 (natural armor)
Hit Points: 52 (8d8 + 16)
Speed: 10 ft., swim 40 ft.

STR: 12 (+1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 12 (+1)
WIS: 13 (+1)
CHA: 14 (+2)

Skills: Perception +3, Stealth +5
Senses: darkvision 60 ft., passive Perception 13
Languages: Aquan, Common

Actions:

Multiattack: The evil merfolk can make two attacks with its trident or one attack with its bite and one with its trident.

Trident: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage or 8 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Charm Person (1/day): The evil merfolk can cast charm person as a 1st-level spell once per day.

Innate Spellcasting: The evil merfolk's innate spellcasting ability is Charisma (spell save DC 12). The evil merfolk can innately cast the following spells, requiring no material components:

At will: darkness
1/day each: water breathing, water walk

Description:

Evil merfolk are a malevolent subrace of merfolk who have turned to dark powers to gain control of the coral reef. They are skilled swimmers and fighters, using their tridents and sharp teeth to attack their enemies. They are also known to use their innate spellcasting abilities to cast darkness and charm person to confuse and bewilder their foes. Evil merfolk are chaotic and unpredictable, and will stop at nothing to achieve their goals.


Mutated Giant Crab

Large beast, unaligned

Armor Class: 15 (natural armor)
Hit Points: 93 (11d10 + 33)
Speed: 30 ft., swim 30 ft.

STR: 19 (+4)
DEX: 14 (+2)
CON: 16 (+3)
INT: 1 (-5)
WIS: 10 (+0)
CHA: 2 (-4)

Skills: Athletics +8, Stealth +4
Senses: blindsight 30 ft., passive Perception 10
Languages: —

Actions:

Multiattack: The mutated giant crab can make two attacks with its claws.

Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the mutated giant crab can't use its claws on another target.

Constrict: The mutated giant crab deals 9 (2d6 + 2) bludgeoning damage to a creature it is grappling.

Acid Spray (1/day): The mutated giant crab can release a spray of acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Once it uses this ability, it can't use it again until it finishes a short or long rest.

Description:

Mutated giant crabs are massive crustaceans that have grown to enormous size due to exposure to a mysterious substance that is polluting the waters. They are aggressive and territorial, attacking anything that enters their territory. They are known for their powerful claws, which can grapple and restrain their enemies, and their ability to release a deadly spray of acid. Mutated giant crabs are unaligned and are not easily tamed or controlled. They are a dangerous threat to any who venture too close to their lair.


Magic-Draining Octopus

Large aberration, chaotic evil

Armor Class: 16 (natural armor)
Hit Points: 110 (13d10 + 39)
Speed: 10 ft., swim 60 ft.

STR: 16 (+3)
DEX: 16 (+3)
CON: 16 (+3)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 10 (+0)

Skills: Arcana +8, Stealth +7
Senses: darkvision 60 ft., passive Perception 12
Languages: Aquan, Common, Deep Speech

Magic Resistance: The magic-draining octopus has advantage on saving throws against spells and other magical effects.

Actions:

Multiattack: The magic-draining octopus can make three tentacle attacks or use its Ink Cloud and make one tentacle attack.

Tentacle: Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or lose 1d4 spell slots of the highest level it has available. The target chooses which spell slots to lose. A target that has no more spell slots is unaffected by this ability.

Ink Cloud (1/day): A 20-foot-radius cloud of ink extends all around the magic-draining octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use its swim action to move up to half its swimming speed.

Description:

Magic-draining octopuses are large, intelligent creatures with a taste for magic. They have developed the ability to drain the life force from the coral reef, using their powerful tentacles to attack and weaken their enemies. They are resistant to magic and can release an ink cloud to obscure their movements and escape from danger. They are also capable of speaking Aquan, Common, and Deep Speech, and are known to be cunning and manipulative. Magic-draining octopuses are chaotic and evil, and will stop at nothing to satisfy their hunger for magic.


Undead Sea Creatures

Medium undead, neutral evil

Armor Class: 12
Hit Points: 27 (6d8)
Speed: 20 ft., swim 40 ft.

STR: 16 (+3)
DEX: 12 (+1)
CON: 10 (+0)
INT: 2 (-4)
WIS: 6 (-2)
CHA: 5 (-3)

Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft., passive Perception 8
Languages: —

Actions:

Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) bludgeoning damage.

Undead Fortitude: If damage reduces the undead sea creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead creature drops to 1 hit point instead.

Description:

Undead sea creatures are undead creatures that have risen from the depths to wreak havoc on the living. They are typically formed from the corpses of sea creatures that have been submerged for a long time, and as a result, they are often covered in algae and barnacles. They have an insatiable hunger for flesh and will attack any living creature they come across. Undead sea creatures are immune to poison and can withstand a significant amount of damage before being destroyed. They are neutral evil and will stop at nothing to satisfy their hunger.


Awakened Sea Serpent

Huge monstrosity, chaotic evil

Armor Class: 18 (natural armor)
Hit Points: 330 (20d12 + 180)
Speed: 50 ft., swim 80 ft.

STR: 28 (+9)
DEX: 14 (+2)
CON: 26 (+8)
INT: 3 (-4)
WIS: 16 (+3)
CHA: 6 (-2)

Skills: Perception +10
Senses: darkvision 120 ft., passive Perception 20
Languages: —

Actions:

Multiattack: The awakened sea serpent can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 9) piercing damage plus 14 (4d6) poison damage.

Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 9) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 9) bludgeoning damage.

Frightful Presence: Each creature of the awakened sea serpent's choice within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 awakened sea serpent's Frightful Presence for the next 24 hours.

Swallow: The awakened sea serpent can swallow a Large or smaller creature that it has grappled with its bite. The creature is swallowed whole and takes 21 (6d6) acid damage at the start of each of the awakened sea serpent's turns. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the awakened sea serpent, and it takes 21 (6d6) bludgeoning damage plus 21 (6d6) acid damage at the start of each of the awakened sea serpent's turns. If the awakened sea serpent takes 30 damage or more on a single turn from the swallowed creature, the awakened sea serpent must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the awakened sea serpent.

Legendary Actions:

The awakened sea serpent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The awakened sea serpent regains spent legendary actions at the start of its turn.

Detect: The awakened sea serpent makes a Wisdom (Perception) check.

Tail Attack: The awakened sea serpent makes a tail attack.

Swim: The awakened sea serpent moves up to its swim speed without provoking opportunity attacks.

Description:

The awakened sea serpent is a giant sea creature that has been disturbed by the fishing community and is seeking revenge on those who have disturbed its slumber. It is a fearsome opponent, with powerful jaws that can crush bone and venomous fangs that can poison its prey. It can also use its claws and tail to attack its enemies, and can swallow them whole if it manages to grapple them with its bite. The awakened sea serpent is a chaotic evil creature, and will stop at nothing to destroy those who have awakened it.


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