Adventure: The Lost Tear of Poseidon
Written by Miles England
How to use this Adventure:
This is an adventure made for use in Dungeons and Dragons 5e.
This adventure is made for a party of 2-4 players with characters who are level 3-5.
The adventure can be modified to suit different group needs.
Text highlighted in blue is meant to be read aloud by the Dungeon Master.
Hook:
“The legendary pirate ship known as The Flying Dutchman sank decades ago, rumored to hold The Lost Tear of Poseidon, a magical crystal of the sea. However, it is also said to be guarded by Davy Jones himself. You are hired by a mysterious patron to dive into the wreck and retrieve the Lost Tear of Poseidon to stop the haunting plaguing nearby waters, and free the lost souls aboard the ship.”
Adventure Flow:
Entry & Flooded Deck
The players dive down and enter the half-submerged deck of the shipwreck.
Players are quickly forced into danger and must defeat a monstrous brine spawn!
Cargo Holds
Players find 2 chests. One contains treasure, the other is an aquatic mimic!
Players decide which chests to open or avoid, facing combat or reward accordingly.
Secret Tunnel
Players find a hidden tunnel behind a broken wall or underwater hatch in the cargo hold.
The tunnel has a cursed buccaneer guarding it.
Captain’s Quarters — Final Boss Fight
Davy Jones awaits, a terrifying half-man sea monster with control over kraken tentacles and cursed magic.
Players must defeat Davy Jones and claim the Lost Tear of Poseidon.
Players must choose whether to use the Lost Tear of Poseidon to destroy Davy Jones permanently and free the souls of the drowned or to forgive him and allow him to move on to the afterlife.
Entry and Flooded Deck
“You dive down into murky waters and descend into a flooded deck. You must each use the Gillvine potions supplied by your patron to breathe, move, attack, and communicate as if you were above water. As you land on deck you see a large, glowing tentacle moving around slowly. Suddenly, it lashes out towards you! Prepare for your first combat.”
The characters must succeed in fighting off the brine spawn (stat block below) The brine spawn only has one attack, and because it is a melee attack the characters are able to fight more easily when using ranged attacks. Once the characters defeat the brine spawn allow them to do a DC 10 Intelligence (investigation) check. If they succeed they find ink left behind by the brine spawn which can be collected with a bottle, vial, or similar item.
Cargo Holds
“You continue to a small trapdoor. You find it is locked, and will have to improvise to open it.”
After the characters have figured out a way to open the trap door they find they have made it into the cargo room.
“You have made it into the cargo room. Inside are 2 unlocked chests, one with a rusted lock and a mossy exterior, and the other cracked and covered with barnacles.”
Have the characters pick a chest to open. If they open the cracked chest with barnacles they have to face an aquatic mimic (stat block below). If they choose the rusted chest with moss they find 20 gold pieces and decide how to divide it amongst themselves. After they open their chests continue reading.
“In front of you you see an unlocked trap door. You open it without incident and see a long, narrow tunnel.”
Secret Tunnel
“The tunnel is lit with dim, flickering lights that almost scream to turn back. As you go through you hear a deep, continuous groaning noise from afar. After what feels like hours you see an eerie spectral light ahead. In front of you is a Cursed Buccaneer, cutlass at the ready.”
Like the Brine Spawn the Cursed Buccaneer (stat block below) specializes in melee attacks which, like the Brine Spawn, can be used to the player's advantage. Allow the players to roleplay and battle before reading on.
“Ahead is a door. On a crooked, corroded sign you see the words ‘Captain’s Quarters’ in bold.”
Captain’s Quarters — Final Boss Fight
“Waiting in the captain’s quarters is none other than the infamous Davy Jones himself—
the awful fusion of man and sea monster, his form twisted by dark pacts. Barnacles cling to his coat, and his eyes glow faintly like ghostly lanterns. In his presence, the temperature seems to drop. This is the one who imprisons the souls of drowned sailors, the captain of the deep. He does not rise to greet you. Instead, he speaks in a deep voice that echoes of a thousand years: ‘I've been expectin' ye.’”
Allow the players to roleplay as they wish. When they have finished fighting Davy Jones (stat block below), tell the players they find the Lost Tear of Poseidon held tightly in his hand, and that they must choose to use its power to either forgive Davy Jones and allow him to move on to the afterlife, or punish him for his misdeeds. If the players forgive him, tell them that he smiles and slowly fades away, and that their health is replenished by a blessing. If the players choose to punish him, tell them he bursts into flames and all of the lost souls aboard the ship are allowed to move on to the afterlife.
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