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T
he Eye of the Leviathan is an adventure designed a powerful brine vampire. The adventure is set in and
for use with the 5th edition of the first fantasy around a small fishing port located on the windswept
roleplaying game. It is intended for four to six craggy cliffs of an ocean. The author draws on two inspi-
8th-level characters and can be completed in a rations for this adventure: The Pearl, by John Steinbeck,
single session. A variety of character classes is suggested and an unnamed adventure plot by the author’s astonish-
to tackle the challenge of solving the despicable murder ing wife, Lisa.
of an innocent, and thwarting the diabolical schemes of
Background
T
he quaint fishing village of Port Scuttle is situated Elendira’s offer of the pearl’s sale. Instead, he was attract-
along the temperate rocky shoreline of the coast. ed to the dire call of the pearl itself, an evil minor artifact
On the banks of a protected natural harbor are called the Eye of the Leviathan. Lord Iychthus is actually
weather-beaten docks, cobblestone roads, and a a brine vampire from the inky depths of the ocean, and
ramshackle collection of wooden and stone buildings. A is working for a mysterious cabal bent on claiming the
few hundred folk hardened by the relentless battering artifact for their own nefarious designs.
winds and sea, most of which ply the open waters for a Lord Iychthus easily tracked down the whereabouts of
living, call the village home. Although the locals are insu- the pearl from the locals shortly after arriving at the port.
lar, they do welcome passing ships heading up and down Passing himself off as a gem merchant, he arranged to
the coast laden with all manner of trade goods. These meet Elendira in a tavern, The Cocked Cockle, to bar-
ships often anchor in the harbor for a day or night while gain for the pearl. She did not bring the gem with her,
re-supplying for the remaining journey, the crews partak- but provided the prospective buyer with detailed sketches
ing in raucous revelry in one of the local taverns. and measurements. During the meeting, Elendira resist-
Elendira is a poor local fishmonger who resides in a di- ed his charming guile and not only refused to sell him
lapidated two-story building on the harbor front, with the pearl, she outright rebuffed his request to be invited
her blind stepfather upstairs. There was always something into her house to examine the gem himself. Lord Iych-
“odd” about the awkward young lass, but folks never thus could sense the child’s supernatural resistance to his
could put a crooked finger on what. A few weeks back, charm, and suspected (correctly) some type of latent fey
while filleting a massive tilefish, Elendira extracted a mas- power. Although she promised to consider his generous
sive pearl from its gullet. The lustrous sphere was a full offer for the pearl, Lord Iychthus stormed out of the tav-
6 inches in diameter, the darkest shade of ebony, with ern frustrated. But soon, he hatched a scheme to acquire
drab green swirls. Enraptured by its beauty, and the sinis- the pearl, and perhaps the girl, for his masters.
ter tug of something else, she proclaimed her find to the Lord Iychthus required a pawn, and Mathias, a local cleric
locals, and soon all knew of her good fortune. Surely a of Pelagia, was an easy choice, especially since he enjoyed
pearl that massive would be worth a fortune in gold, and invigorating nightly swims in the harbor. The vampire
the lass had filleted her last smelly fish. But none in the charmed the priest during one of these swims, and partic-
port had the funds or desire to purchase such a treasure. ularly enjoyed corrupting a man of the cloth into serving
Soon, she put the word out to traders: the pearl was for as a lackey. Unable to enter the fishmonger’s domicile on
sale—for a fair price! his own, he commanded the priest to confront Elendira
Within a tenday a merchant ship arrived, around the and take possession of the pearl. In addition to recovering
same time a thick clinging fog settled into the harbor. the pearl for his new master, Mathias was to “convince”
But the merchant, Lord Iychthus, was not responding to her to join Lord Iychthus to fulfill a greater destiny.
ACTIONS ACTIONS
Multiattack: The ancient galeb duhr makes two slam Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one
attacks. target. Hit: 12 (2d6 + 5) bludgeoning damage.
Slam: Melee Weapon Attack: +9 to hit, reach 5 ft., one Each of these squat, stony creatures has rough-hewn
target. Hit: 16 (3d6 + 6) bludgeoning damage. humanoid features. They lumber forth with effort on
Animate Boulders (1/Day): The ancient galeb duhr blocky legs and uncaring lifeless eyes.
magically animates up to four menhirs it can see within
60 feet of it. The menhirs remain animated for as long Awarding Experience
as the ancient galeb duhr maintains concentration, up If the characters defeat the ancient galeb duhr, or use the
to 1 minute (as if concentrating on a spell). holy symbol to cease its attack and discover the hidden
The ancient galeb duhr towers at nearly 9 feet tall. path, divide 3,900 XP between the characters.
Its stony body is somewhat shaped like a curvaceous
female humanoid, adorned with scattered patches of
vibrant mosses.
ACTIONS
Multiattack: Mathias makes two fist attacks.
Fist: Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) bludgeoning damage. If
the target is the creature against which Mathias has
sworn vengeance, the target takes an extra 14 (4d6)
bludgeoning damage. Instead of dealing damage,
Mathias can grapple the target (escape DC 13) provided
the target is Large or smaller.
FIFTH EDITION FANTASY • eye of the leviathan 19
AREA 4 – THE BLACK ORCHID Regional Effects
The Black Orchid is a small galley measuring 90 feet long
The Black Orchid is considered Lord Iychthus’s lair, and
by 30 feet wide. There is a forecastle, quarterdeck, main
therefore has the following regional effects:
deck, hold level, and bilge level. The ship sports a single
mast, adorned with a black sail. The prow is shaped like • The ship attracts an increased population of carrion
several twisted tentacles. gulls, bilge rats, and even vampire squid.
• During the day, a 1,000-foot diameter cloud of thick
General Features billowing fog surrounds the ship. This area is consid-
Anchor Chain. A massive anchor, attached to a stout ered lightly obscured.
chain, holds the Orchid in place. The anchor chain can • Lord Iychthus is aware of all creatures in contact with
be climbed with a successful DC 12 Strength (Athletics) the ship, so he can’t be surprised. As long as he is on
check. the ship, this awareness can be used to take lair actions
Wooden Construction. The Black Orchid is primarily each turn.
composed of ebonywood, a dark hardwood that is some-
what resistant to rotting following exposure to water. Un-
less one of the crew tosses a rope ladder over the side,
climbing the hull requires a successful DC 16 Strength Lord Iychthus’s Lair Actions
(Athletics) check. Being of wood construction, the ship
is susceptible to burning, but the general dampness of On initiative count 20 (losing initiative ties), Lord
the wood adds a degree of difficulty to the process. After Iychthus can harness the power of his lair (the Black
working for about 10 minutes’ time, a suitable amount Orchid) to cause one of the following effects:
of oil or alcohol (three or more flasks) and combustible
• A part of the ship (the rigging, an oar, or a door)
material, there is a 75% chance the ship catches on fire.
animates to attack a nearby creature. Treat this as a
Doors. Ship doors are labeled in the text if they are locked melee weapon attack with a +8 to hit. If the attack
or unlocked. Somewhat flimsy, these doors have AC 14, hits, it causes 10 (2d6 + 3) bludgeoning damage.
10 hit points, and can be broken open with a successful
• A nearby sail, net, or rope attempts to entangle up
DC 12 Strength check.
to two targets no more than 10 feet apart. Each tar-
Portholes. All interior cabins have at least one porthole. get must succeed a DC 17 Dexterity saving throw
These are usually open, although opening a closed port- or become restrained (escape DC 17).
hole only requires a successful DC 10 Strength check. A
• A part of the ship (the railing or a deck board)
Small or smaller creature can squeeze through a porthole
uses a special melee attack to shove or trip a target.
as an action.
The target must make a contested Strength (Ath-
Crow’s Nest. This perch is about 100 feet above the main letics) or Dexterity (Acrobatics) check against the
deck. It can be reached by climbing the rigging with a ship’s equivalent Strength check (+10). Failure in-
successful DC 10 Strength (Athletics) check. A Black dicates the target takes 5 (1d6 + 2) bludgeoning
Orchid pirate is stationed here on look-out, although he damage and is either knocked prone, or if within
sometimes (40% of the time) dozes off. 5 feet of the ship’s railing, is shoveled over the side
Crew. The ship is crewed by 11 Black Orchid pirates, of the ship and into the water. In this case, allow
eight pirate zombies, a pirate captain, and a death the shoved target a DC 20 Dexterity saving throw,
priest. Some of this force was likely encountered in Pela- with success indicating the target grabbed the rail-
gia’s Temple (area 2), and the rest are on the ship in vari- ing and now dangles over the side of the ship.
ous locations as described in the key below.
AC: 11 AC: 12
Hit Points: 16 (3d8 + 3) Hit Points: 36 (8d8)
Speed: 0 ft., swim 50 ft. Speed: 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 5 (-3) 10 (+0) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 3 (-4)
Skills: Perception +2 Damage Resistances: bludgeoning, piercing, slashing
Senses: blindsight 30 ft., passive Perception 12 Condition Immunities: charmed, frightened, grappled,
Languages: - paralyzed, petrified, prone, restrained, stunned
Challenge: 1/2 (100 XP) Senses: passive Perception 10
Languages: -
Water Breathing: The vampire squid can only breathe
underwater. Challenge: 1/2 (100 XP)
AREA 4-1 – MAIN DECK Cutlass: Melee Weapon Attack: +4 to hit, reach 5 ft.,
The main deck actually comprises the three decks. The one target. Hit: 5 (1d6 + 2) slashing damage.
quarterdeck is at the aft (rear) of the ship, while the fore- Light Crossbow: Ranged Weapon Attack: +4 to hit,
castle deck is at the fore (front) end of the ship. A short range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing
stairway from the main deck leads to each. The mast is lo- damage.
cated on the main deck, and 100 feet overhead is a crow’s
nest (not depicted), typically occupied by a single pirate. Awarding Experience
A 10-foot-square hatch leads to the hold level (area 4-6).
For each pirate defeated, award the characters 50 XP.
Hanging off the sides of the hull are four large rowboats,
each equipped with oars and suitable for six passengers.
Two of these might be missing, used by the crew that en-
countered the characters in the Temple. Doors lead to the
crew’s quarters (area 4-2), Captain Finderhook’s quarters
(area 4-3) and Marek’s quarters (area 4-4).
Ballistae. Two ballistae are mounted on swiveling bases
on the forecastle, already loaded. Two crates of heavy
bolts, each holding 15 missiles, are nearby. Each weapon
requires a crew of two, and it takes an action to load, and
an action to aim and fire.
Heavy Bolt: Ranged Weapon Attack: +6 to hit, range
120/480 ft., one target. Hit: 13 (2d12) piercing damage.
During the day, 1d6 Black Orchid pirates are on the
various decks engaging in mundane tasks. The remaining
pirates are in area 4-2, and respond in 1d3 rounds. Unless
on alert, at night only 1d2 pirates are on the main deck.
The chest contains a silver dagger set with rubies (worth REACTIONS
125 gp), a wooden box holding 375 gp, a bottle of el-
ven wine (worth 55 gp), a marble statuette of a mermaid Parry: The pirate captain adds 2 to his AC against one
(worth 275 gp), and a case of 12 silver-tipped crossbow melee attack that would hit him. To do so, the pirate
bolts. captain must see the attacker and be wielding a melee
weapon in his off hand.
PIRATE CAPTAIN FINDERHOOK A wiry human wearing black leather armor studded
Medium humanoid (human), neutral evil with hard barnacles flashes a quick smile. He has wild
AC: 17 (+1 studded leather armor) black hair held in place with a silk bandana, and a
trimmed goatee on an otherwise clean-shaven face. He
Hit Points: 71 (11d8 + 22)
brandishes a pair of cutlasses, one with a bright blade,
Speed: 30 ft. the other dark and dull as night.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Awarding Experience
If the party defeats the pirate captain, divide 700 XP be-
Saving Throws: Str +3, Dex +6, Wis +2
tween the characters.
Skills: Athletics +3, Deception +4
Senses: passive Perception 10 AREA 4-4 – MAREK’S QUARTERS
Languages: Common The door to this chamber is locked (Marek carries the
Challenge: 3 (700 XP) key), or it can be picked with thieves’ tools and a success-
ful DC 15 Dexterity check.
Special Equipment: Finderhook wears +1 studded
The quarters beyond are spacious, adorned with a simple
leather armor and carries a cutlass of life stealing, a wooden bed, a table, several chairs, and a wooden altar,
normal cutlass, and a light crossbow (with 20 bolts), all attached to the deck. The altar is pushed against the
plus a set of keys. back wall, with a few pillows scattered in front of it. On
Two-Weapon Fighting: When Finderhook takes the altar are several wax candles, and a silk cover (worth
the Attack action and attacks with his cutlass of life 45 gp). The altar is hollow, and a successful DC 13 Intel-
stealing, he can use a bonus action to attack with a light ligence (Investigation) check reveals the trip to slide it
melee weapon that he’s holding in the other hand. open. Inside are several books on the worship of foul evil
deities, two silver incense burners shaped like a demonic
ACTIONS head (each worth 75 gp), and a case of nine sticks of in-
cense (worth 110 gp). A copper offering plate (worth 7
Multiattack: The pirate captain makes two attacks
cp) still holds 17 sp.
with his cutlass of life stealing.
Cutlass of Life Stealing: Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage. When a 20 is rolled on the attack roll, this
Developments
A group of pirate zombies are used to per-
form rowing and other menial tasks on the
ship. These undead were likely encountered
during Event #1 (area 2), and there is no
chance they can be found here.
I EMBARK ON MY WAY.