![]() The entrance to the cave looks like any other crevasse in the miles-long coral reef. The sharks use their pack tactics ability to stay together and increase their chance of inflicting damage on the characters. Like the octopuses above, the reef sharks are trained by the sahuagin to attack intruders. The PCs have one round to react before the four reef sharks descend and attack. When the PCs make the turn around the last rock formation and aim for the reef, any character with a passive Perception score of 12 or more sees the unmistakable silhouette of four sharks circling overhead. These octopuses are trained by the sahuagin to attack any humanoids in the waters near the reef, and they fight to the death. When the PCs are between the rocks, a pair of giant octopuses emerge from crevasses on either side of the “path” and attack the PCs. The PCs must swim straight ahead for 200 yards and go between two rock formations. If the PCs leap into the water, the crabs follow. When the walk down the sloped path the lower area where they should enter the water, the hungry crabs emerge from their tunnels and attack. Unfortunately, a group of 10 giant crabs lair in many small tunnels that riddle the cliff side. The PCs need to enter the water at a low (15’ above the water level) cliff. Refer to the color map for the following area descriptions. However, even characters with a 25-foot movement speed will still reach the reef within 30 minutes of entering the water. Remember that, unless a character has an ability that grants a specific swim speed, their speed while swimming is half their normal movement speed. ![]() The PCs will need to swim underwater, so they’ll need to use one of their two potions to reach the reef. However, the girl has scrawled a crude map that will lead the characters between rock formations under the water to direct them to the specific cave entrance where the sahuagin have their lair. Getting to the reef is the first problem. The PCs will need to be careful, however, to ensure that they don’t get trapped under water without access to one of the potions. The girl’s dreams indicate that the magic in the coral reef causes steams of magical bubbles to flow up from crevasses at certain points in the caves within the reef, and inhaling these bubbles also work as potions of water breathing. ![]() Complications: The townsfolk can have managed to trade with local traders for two potions of water breathing for each character.Someone needs to go into their lair and destroy them. A young girl rumored to have the gift of second sight has dreamed of something large and evil slumbering deep beneath the waves, and she believes the sahuagin are attempting to awaken it. Hook: Sahuagin have been raiding the towns and villages along the coast recently, and the townsfolk are getting desperate.There should be some towns and/or villages nearby along the coast. Location: The coral reef is located about a thousand yards off the shore on the coast of an ocean (or at least a very large sea).This week I present to you a dungeon for 4th-level characters, Dungeon #4: The Coral Reef. I will provide very rough maps for some-but not necessarily all-of the adventures.I will try to suggest alternate creatures from the MM in case the DM does not have access to the book in which the creature appears or access to DnD Beyond. I will not include stat blocks-the DM will need, at the least, the Monster Manual. I will use any creature published by Wizards of the Coast and available on DnD Beyond. ![]() Level-appropriate treasure, rolled entirely randomly, will be included.Each dungeon will include one or two traps and/or hazards, separate from the monster encounters.Not all the encounters will necessitate a battle-the players will usually be free to choose how to deal with the monsters within the dungeon.Each dungeon will have a series of encounters with various numbers and types of creatures, plus one solo creature.The encounters in the adventure will be enough to provide a single level’s worth of experience points.I don’t intend any of these to be event-based. These adventures will most likely be a series of small dungeon environments.In writing these adventures, I will keep the following design guidelines in mind: Note that is an experiment-I have no idea if I will continue through all twenty levels or not, though I will make a serious attempt to complete this project. This series contains short, single-level D&D 5E adventures that people can grab when they don’t have a lot of time and need something quick and fun to run that night. This is part of a series of posts, Dungeon-A-Week, that I started a few weeks ago.
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