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Deep Water Havoc

An Adventure Collaboration by

Narrative Design & Collaboration Organization:


Constantine “Kelfecil” Christakis
Writing: Arthur De Martino

Map artist: Monster Artist:


Reclusive Cartographer Dusky Cat

2
Into the Deep
Olbia is on an uproar. The fabled Umi’s Moon fell into Latakar as the Astral
Observatorium had predicted, and the TInkerer Guild was ready to capture it for
gnome kind and start a golden age of tinkering. The Moon has enough power to
sustain complicated machinery for years to come.

Yet what the Observatorium failed to convey is where Umi’s Moon would land.
It fell into the nearby ocean, right into Nalar’s territory.

The gnomes are no stranger to the Nalar and their belligerent ways, many a
skirmish has been fought to keep them from reaching Olbia, driving them from
the beaches back to their home deep into the sea.

Yet this is the first direct action from Olbia against the Nalar. They must dive
deep into their civilization and rob them of a boon from the heavens. The
Tinkerer Guild claims this is for a greater good, one where the war can be
sidestepped entirely.

Yet the four brave souls ready to risk it all for that future will have to go through
hell first if they are to see this promised paradise.
Table of Contents Quick Adventure Info
This adventure is one of the many short adventures we release every
Into the Deep ............................................................ 3 week for free. Some quick information about it:
Introduction ...........................................................4
Background .............................................................. 6 Recommended Average Party Level (APL): 5
NPC Backstories................................................................. 7 General Theme: Underwater Exploration, Submarine Handling
Submarine Phase Roles......................................................9 Setting: Any, Starlight Chronicles
Time - Sessions to Finish: x2 session (~6 hours)
Adventure Hooks ................................................... 9
The submarine score .........................................................9 Adventure Summary
Prologue, Welcome to the Fluke ......................................9 Deep Water Havoc is a 5th edition adventure that is best played with
Act 1: Deep into the Dark ...............................................10 the four pre-made characters, the gnomes that are commandeering
Act 2: Route Split .............................................................12 the submarine. It is still possible to play it without the pre-made
Act 3: Bloody shore..........................................................13 characters though.
Epilogue ............................................................................14
Appendix: Stat Blocks ......................................... 16 In Deep Water Havoc, the players will have to find their way
OPEN GAME LICENSE Version 1.0a................. 26 through perilous waters onboard a submarine. They are tasked with
a mission of great importance and failure is not an option.
Art Credits Setting Info
All environmental filler art was generated using Midjourney AI. More information on the campaign setting can be found in the
available for free Of Starlight and Void supplement.

Introduction Maps Used


Kelfecil's Tales is all about strong and deep narratives. We create You can find the maps used in this adventure without the GM notes
stories and adventures inspired by art. We believe that well-designed at the following links:
narratives in TTRPGs can be extremely important if we want to
create memorable and meaningful stories. For that reason, we put a Submarine Map + Interior
lot of effort into designing our adventures, so that you and your Map 1: Algae Path - Fathen
players can later leave the table with something that will you find Map 2: Deep Points - Underwater Temple
difficult to forget. Map 3: Reef Path - Underwater Ruins

For more variants and gridless versions of the maps go to Reclusive


Cartographer’s Patreon.
DO YOU WANT TO ADD MORE MYSTERY, DRAMA
AND STARLIGHT TO YOUR ADVENTURES?

THEN SUPPORT ME ON PATREON TODAY


AND UNLOCK TONS OF TTRPG CONTENT!
Background Nalar and gadgets
It is recently that the Nalar learned of the power of gadgets
The prestigious Tinkerer Guild from Olbia is the crown and technology. They have adapted captured Olbia
jewel for the Gnome people. A matter of pride that has gadgets into all manners of war machines and weapons.
opened the doors for many would-be adventurers and
researchers. Their relationship is of cooperation, after all, This creates disparity, those who have access to
gadgets need to be tested in the field, and in turn, they technology rule as kings, while those denied these knick-
make the life of folks that put themselves in danger easier. knacks are sentenced to a life of servitude. With luck, they
get crumbs of power from their cruel masters, yet it is
One of the marvels from this Tinkerer Guild is ‘The quite uncommon.
Fluke’, a submarine with no equal. It is no surprise then
that it was handpicked to embark on a most dangerous You are either born into power in Nalar society, or you
mission: Travel deep into Nalar’s waters and retrieve the carve your path upwards by pillaging and evolving the
miracle from the skies, Umi’s Moon. understanding your people have of the world beyond the
ocean.
This is not something to be taken lightly. For a while now,
Olbia had several of its inventions and gadgets stolen by
the Nalar who are quite expansionist and hellbent on
hoarding whatever edge they can to outmatch their foes.
There is a war brewing, one that the Tinkerer Guild is
looking to win before it even starts. With the Umi’s
Moon, they could power up over a hundred machines,
protecting themselves from the Nalar menace.

Four of the brightest gnomes were recruited to partake in


this grand mission, each with a role to play.

Will this bold strategy nip the war in the bud? Or will it be
the opening salvo for a future onslaught?

6
NPC Backstories Strongwoman & Repairs - Meru
The youngest from the group, Meru succeeded her father
The following characters can be used as PCs for this in being a repair hand for the Tinkerer guild. Her stocky
adventure, their sheets are included. Otherwise, use them yet muscular figure allows her to wield huge wrenches
as NPCs and use the PCs as hired help for the four Gnome which is an asset to operate ‘The Fluke’ massive cogs.
heroes ready to embark on their journey of a lifetime.
She is extremely energetic and bright-minded, operating
under the philosophy of ‘Healthy mind, healthy body'.
Captain & Navigator - Coldik This is her first mission inside a submarine, so she is hard-
The veteran of the crew, Coldik has embarked on many focused to not muck this one up considering the prestige
journeys deep into the sea before. He has first-hand ‘The Fluke’ has in Olbion.
experience on how the Nalar got corrupted by their thirst
for knowledge, becoming belligerent and expansionist Despite this, Meru is no fighter. She can use her big
over time. wrench to smack things about, but she has no formal
training. That said, when she gets in a foul mood her
Coldik is a gnome who has seen it all. Nothing surprises muscles tense up and she can do impressive feats of
him, and he is very guarded with his emotions. Which strength.
often makes him look anti-social and aloof, bad traits for a
captain. • Unique Phrase: “Oi! Watcha doin’?!”
• Desire: Make her father proud.
In reality, he is like the rock, the ‘base’ of the team. He • Fear: Screwing up the mission due to her
knows everything about his mates, he did his homework. inexperience.
He subtly pushes them for the benefit of the mission. He • Misbelief: That she is in over her head. Even if she
seeks no praise nor banter, his focus is on the mission and does not believe it, she is more than capable to serve
getting everyone home alive and safe. under Coldik.
• Unique Phrase: “Focus on what’s ahead.”
• Desire: Serve his people until the bitter end.
• Fear: Losing someone under his care.
• Misbelief: That he must derive no joy from his
journey.

7
Master Tech & Explosives Expert - Keecli Helmsman & Medic - Fulkaz
Keecli is also a veteran of the Tinkerer guild and has even This long-bearded Gnome is a submarine veteran, being a
helped in a skirmish or two against the encroaching Nalar. helmsman on over two hundred voyages. Fulkaz was a
Though she is no combat soldier, her gadgets and gizmos student of the stars, learning how to channel their radiant
all share one thing in common: Explosions. energy into healing spells and gizmos, he has many of his
inventions being used by Olbia’s standing forces against
To Keecli, exploding is a way of life. She dedicated the the Nalar’s skirmishes.
flower of her youth to making explosives not only
destructive but beautiful and safe. It is no wonder why she A pragmatic prankster, Fulkaz has no ill will towards the
was assigned to ‘The Fluke’, for she was the one who Nalar, seeing them as a young faction that has just got
designed the torpedoes the submarine is carrying and she their hands into dangerous knowledge and powerful
is damn proud of it. technology. He wishes to foster diplomatic efforts to give
Nalar what they wish less violently.
She may seem single-minded pursuing the thrill of
exploding, truth is that is what she loves to do. She is still • Unique Phrase: “Pain is weakness leaving the body.
a master tinkerer who can make all sorts of gadgets on Just kidding, where does it hurt?”
command, just don’t expect her to hum a song while she • Desire: A Latakar free of war and strife.
does her work. When she needs to act seriously and create • Fear: When his duty clashes with his personal views.
things for the betterment of Obia, she does so quietly. • Misbelief: That his pranks are funny. They aren’t.

• Unique Phrase: “Is it time to ‘Ka-pang’ yet?”


• Desire: Keep her dream job as an explosives expert.
• Fear: Of being denied her right to explode things.
• Misbelief: That the only joy to be found in this world
is to explode things.

8
Adventure Hooks Once the players are acquainted with the regions of the
ship, ask them to assign their characters to each station. It
Here are some ways to introduce the adventure into your takes one full round to move from station to station, so
campaign: positioning is important.
• Olbia's Finest. Each player picks one of the four To execute the descent, the only role needed is the
Gnomes presented in this book. They have chosen to Command Chamber and the Periscope, with the
represent the Tinkerer’s Guild's biggest mission yet. Hydroponics, Engine Room, and Torpedo Room being
• Mercenary Help. The four gnomes are paired with optional for controlling the submarine, but they all help it
adventurers hand-picked by the guild to help them in a way. A Submarine Phase works like this: go through
venture deep into Nalar territory. each role in the order below, only activate a role if a
• Nalar’s Interference. The party's minds has been character is assigned to it, and someone needs to be at
tampered with by the Nalar’s telepathy. They Periscope and Command Chamber to move the
infiltrated the submarine, yet the characters regained submarine.
their consciousness as they were found as stowaways.
Once the rolls are made and the results have been
The submarine score recorded, move on to a Random Encounter (found in Act
1), in which players will put on their diving suits and deal
At several points in the adventure, checks will be made
with the situation. They can also choose to not deal with
towards the crew. Failing these checks has consequences
it, which causes 1d6 Points of Damage to the Submarine if
as described in the adventure, however, keep track of how
they choose to speed through it.
many failures happen.
If the Fluke takes around 30 points of damage, it is
destroyed, drowning the party in the depths of Nalar
The ending will change somewhat depending on how
territory.
many failures the Fluke had to endure.

Prologue, Welcome to the Fluke Submarine Phase Roles


When the player characters are about to enter the Fluke
Periscope
and embark on their journey, read this out loudly:
A character handling this duty must succeed in a DC 15
Perception Check to chart a clear path. Failing in this
ALL OF OLBIA IS HERE AT THE DOCK. A SMALL PARADE OF SHARPLY
causes the submarine to pass through difficult terrain. A
DRESSED GNOMES GOES AROUND THE BLOCK, A MARCHING BAND PLAYS
THE TUBA, THE YOUNG ONES RUN ALL ABOUT. CONFETTI AND
failure of 10 points or more causes the path to be
BALLOONS DOT THE SKY. IT IS WITH A CELEBRATION THAT YOU ARE
dangerous, causing 1 Damage to the submarine.
MARCHED INTO THE FLUKE. AND THERE SHE IS, THE BRONZE GODDESS
OF THE SEA HERSELF. THIS SUBMARINE MIGHT NOT LOOK LIKE MUCH Hydroponics
BUT THE HOPES AND DREAMS FOR A BETTER TOMORROW MAKE THAT A character handling this duty must succeed in a DC 15
BRONZE SHINE AS IF IT WERE GOLD. Investigation Check to patch up and let the water pressure
out of the submarine, doing so will heal 1 point of Damage
to the submarine and for one phase, ignore all negative
Have a Gnome soldier escort the group inside as the
modifiers from Damage.
marching band plays them off. The submarine is divided
in the following manner:
Engine Room
A character handling this duty must succeed in a DC 15
• Periscope - Smack dab at the center of the top floor
Athletics Check to help crank the many cogs in the
of the submarine, it is used for scouting
Engine, doing so allows the player to re-roll on the
• Command Chamber - A place for navigation and
‘Random Encounter’ table, denoting a speed boost.
steering, it also contains the Captain's quarters.
• Hydroponics - For water damage handling and risk
Torpedo Room
control, this is the lifeline of the submarine once its
A character handling this duty may decide to fire a
bronze walls are reached.
Torpedo, destroying a random encounter in a big
• Engine Room - Where the beating arcane heart
explosion. There are exactly 3 Torpedoes loaded up and
lives. It may need repairs as the journey goes along.
ready to go. Skip the encounter entirely if this happens.
• Torpedo Room - For handling projectiles used in
combat. The explosions produced by said torpedoes
Command Chamber
are a sight to see.
A character handling this duty must succeed in a DC 15
• Lab - Used to study anything that is collected along
Perception Check to reach the destination charted by the
the journey, it is here where the Umi’s Moon must sit
Periscope. The DC becomes 20 if it is going through
on the journey back.
difficult terrain, +2 for each damage sustained from the
• Diving Chamber - There are exactly 4 Diving Suits
ship. Failure means the submarine must deal with one
here that allow characters to breathe underwater and
additional random encounter before arriving at its
feel no pressure.
destination.

9
Once you run the players through the “Submarine To start the journey, players first need to reach Alpha, and
Phase” and they feel ready, read the following loudly: from there go to Beta, then finally Gamma.
Once they reach Gamma, they must make a choice that
YOU CAN HEAR THE STEAM ESCAPING OUTSIDE. THE CHEER AND CRIES will alter their route for Act 2.
OF JOY FROM THE CROWD MELT AWAY AS THE FLUKE MAKES ITS Moving from point to point takes time, providing some
DESCENT. THIS IS IT. DO OR DIE. OFF TO SOME DEEP WATER HAVOC respite. Each movement incurs a Short Rest for the party.
YOU GO!

To reach a point, the party must go through a “Submarine


Do a Submarine Phase, with the caveat that there are no Phase” and roll a d12 for one random encounter on the
‘random encounters’ for this first dive. Use this to show table below:
the structure of the sub-system to your players, for it will
be mighty important in the next chapter.
Random Deep Encounter

Act 1: Deep into the Dark 1d12 Encounter


X1 Water Elemental engulfs the Fluke,
The Command Chamber has a nice billboard mapping the 1 attempting to crush it under its pristine
journey. To properly approach where Umi’s Moon is body.
being guarded by the Nalar, the Fluke must pass through X1 Killer Whale is being used as a
three ‘deep points’. Deep Point Alpha, Deep Point Beta, makeshift ship by a group of x5 Zombies
and Deep Point Gamma. 2
dressed as pirates, they will attempt to
slam themselves into the Fluke,
demanding the crew to surrender their
Each of these points has certain particularities to them. goods.

Then, there will be a route split between a heavily guarded X1 Nalar Brute riding a mighty x1 Killer
3 Whale as a stead attempts to attack the
gate, or uncharted waters. submarine from atop his mount.
Finally, the party arrives at the Pit Temple, a research
institute the Nalar are using to guard Umi’s Moon.
X1 Plesiosaurus has been decked out to
be the ride of x1 Nalar Siren. The Siren
4
will attempt to persuade the group, asking
the party to return to the surface and
FIND ALL OF THE WORK BY THE RECLUSIVE CARTOGRAPHER ON THEIR leave her people alone. If she even senses
PATREON PAGE AND DISCOVER ALL OF THEIR AMAZING CONTENT!
hesitation, she will attack.

X3 Sahuagin brothers command a legion


5 of x10 Merfolk that infiltrates the Fluke
and tries to commandeer the submarine.

X1 Sea Hag commands her familiar, x1


6
Giant Octopus to attack the submarine
and rip out the engine for she wishes to
make the noise go away.

X1 Nalar Berserker riding X1


7 Plesiosaurus commands his hunting
animal, X1 Hunter Shark to attack the
invading submarine.

8
X6 Snap Dragon pursues the submarine,
attempting to make a meal out of it.

X10 Giant Piranha crosses paths with the


9 submarine, and they go into a feeding
frenzy, trying to bite into the fuselage.

X14 Foul Jellyfish suddenly appear on the


10
outside of the submarine. Their electric
shock can be dangerous for the
submarine engine.

11 X2 Nalar Warmachine spot the Fluke and


make their way for interception.

12 Calm waters.

10
Notice that even if the player assigned the Command ➤”Encounter!” X1 Nalar Warmachine, north of the
Chamber role misses their roll and needs to roll another submarine, is producing intense light, directly at the
random event to reach a point at every time they need to Fluke. This light gives any creature under it disadvantage
roll, there is a maximum of 6 encounters being able to on attack rolls and on Wisdom (Perception) checks that
happen. We suggest never repeating an encounter, re-roll rely on sight when you, the target of your attack, or
if you get the same result. whatever you are trying to perceive is in direct light being
produced by the Nalar Warmachine.
DEEP POINT ALPHA
When the submarine reaches this point, read the x4 Nalar Brutes are just behind said Warmachine,
following loudly: guarding it. They will advance with it and attack whoever
dares to try and stop the Warmachine.
THE ALPHA POINT IS THE GROUND. OR WHAT APPEARS TO BE. IN THE
MAPS YOU WERE GIVEN BY THE TINKERER’S GUILD THERE IS A MARKING Defeating the guards at the checkpoint allows the party to
FOR AN UNDERGROUND CAVE. TO ADVANCE FURTHER, YOU MUST MAKE advance, but now they are deep into Nalar territory. The
THE FLUKE TAKE THE PLUNGE.
Random encounter(s) produced from moving to Beta to
Gamma all have x2 Nalar Brutes added to it.
⦿ Into the dark. To do said plunge, the player character
assigned to the Commander Chambers must succeed in a DEEP POINT GAMMA
DC 20 Perception check. Failing this check still gets the When the submarine reaches this point, read the
Fluke through the cave and onto the next leg of the following loudly:
journey. But it does take 1d4 Points of Damage.
THIS IS IT. THE DEEPEST YOU WILL GO. DEEP POINT GAMMA. TO
PROCEED, A CHOICE NEEDS TO BE MADE. WILL YOU GO THROUGH THE
The random encounter(s) produced from moving from
REEF, THE EASIEST AND FASTEST WAY TOWARDS UMI’S MOON? THE
Alpha to Beta happen in Darkness. NALAR ARE WAITING FOR YOU THERE. OR WILL YOU TAKE THE LONG
WAY, THROUGH THE ALGAE DEPTHS?
DEEP POINT BETA
When the submarine reaches this point, read the
following loudly: After the players make their choice, proceed to resolve
them in Act 2.
THE DARK IS RUDELY BANISHED AS A BLINDING LIGHT REACHES THE
FLUKE. THIS IS THE POINT BETA ON YOUR MAP, A CHECKPOINT SET UP
BY THE NALAR. YOU WILL NEED TO FIGHT YOUR WAY THROUGH THIS, A
FIND ALL OF THE WORK BY THE RECLUSIVE CARTOGRAPHER ON THEIR
TORPEDO WOULD DESTROY THE CAVE SYSTEM, CRUSHING THE FLUKE AS PATREON PAGE AND DISCOVER ALL OF THEIR AMAZING CONTENT!
WELL HER FOES.

11
Act 2: Route Split ➤ “Encounter!” X1 Eel of the Depths supported by x5
Nalar Brutes, 1x Nalar Berserker and 1x Nalar Siren.
There are two possible roads toward the place where All of the Nalar are standing behind the Eel and will only
Umi's Moon is being guarded. The Algae Depths or the dare to charge the party once they see them distracted by
Reef Path. To reach them, the Submarine needs to travel the creature.
a 10-hour journey, giving the party time for a full rest.
They will surely need it. Defeating this tough encounter allows the party to
advance towards their destination.
ALGAE DEPTHS
Read the following as the party ventures forth towards
these depths: The Pit Temple
As the characters approach the temple, read the following
A SEA WITHIN A SEA, THIS VAST MASS OF ALGAE SEEMS IMPENETRABLE loudly:
AT FIRST. IT IS A REASSURING SURPRISE AS THE FLUKE PASSES BY IT
UNHARMED. YET WHAT LURKS INTO THESE MYSTERIOUS DEPTHS?
AMONG COLUMNS CARVED OUT OF CORAL, YOU SEE IT AT A DISTANCE.
THE PRIZE OF OLBIA, UMI’S MOON. THIS SPHERE MADE OUT OF HARD
Two Submarine Phases are needed to reach the Pit LIGHT ENERGY CAN BE SEEN WIRED BY SEVERAL COPPER CABLES, ALL
Temple. All of these phases are done under Difficult CONNECTING TO ENGINES SIMILAR TO THE ONES POWERING YOUR VERY
Terrain, and so are the encounters, filled every inch with OWN SUBMARINE. AS YOU APPROACH IT, SOMETHING UNUSUAL COMES
algae that makes it harder to move for all characters TO VIEW. THE MOON HAS SPLIT INTO TWO. ONE OF THEM IS
involved in the conflict. POWERING UP ENGINES WITH CABLES THAT LEAD BACK TO THE LIVING
SPACES OF THE NALAR. THE OTHER IS CONNECTED TO A LARGE ENGINE,
REEF PATH FILLED WITH SPIKES AND WITH NO APPARENT CABLES COMING FROM IT.
Read the following as the party makes their way through
the Reef Path:

THIS PATH IS LIVED IN, WITH SEVERAL BUILDINGS CARVED OUT OF GIANT
CORAL DOTTING THE LANDSCAPE. AS YOU TRAVEL FURTHER IN YOU CAN
SPOT THE CHECKPOINT JUST BEFORE THE PIT TEMPLE. THE NALAR
SECRET WEAPON IS HERE, A GIGANTIC EEL THAT ONLY HAS EYES TO THE
FLUKE.

It is possible to fire torpedoes against the Eel before the


encounter starts. Each torpedo shot halves the Eel’s hit
points, but it cannot kill it. The party must defeat it if they
wish to advance, trying to speed up the submarine gets it
trapped by the Eel.

12
The party needs to make a decision. They can retrieve
both halves of the moon, or leave one of them behind.
Act 3: Bloody shore
The journey back is a long one, almost a full day to return
- Taking both halves from the docks. It is also a much calmer journey. Umi’s
Their objective is complete and Olbia positions itself for a Moon glow is so intense and inside the magical spectrum
golden age led by the Tinker’s Guild. The Nalar see this as that most animals and creatures avoided the Fluke until it
an act of war and intensify their attacks from now on. The reached the beach shore where it would hand off the
Nalar begin seeing Gnomes as their natural enemies, to be artifact to the Tinkerer’s guild.
eradicated without a second thought.
There is just one problem. The Nalar know of this. And
- Leaving the half connected to the living spaces they set up a trap.
Nalar loses access to their war machines, and the very idea
of disconnecting the part of Umi’s Moon powering up the Read this out loud once the party reaches the shore:
living spaces leads to political upheaval. A faction seeking
to reform Nalar in a way that puts their people first, their THE DROP-OFF POINT WAS SUPPOSED TO BE WITH THE TINKERER’S
expansionist efforts second is born. GUILD. YET AS YOU EMERGE FROM THE OCEAN, YOU ARE GREETED BY
AN UNEXPECTED FACE. A NALAR SIREN WITH A SCARRED BODY,

- Leaving the half connected to the large engine WEARING A CLAM SHELL AS AN EYE PATCH BOWS TOWARDS YOU.

The Nalar blames Olbia for leaving their people in the


dark and doubles down on their war efforts to attack and Describing the area, it seemed like a battle had occurred.
occupy Olbia. However, they do so out of pragmatic Several gnomes have been outright killed, and many Nalar
desires not out of hate for gnome kind. brutes and berserkers are roaming about. The Nalar Siren
speaks.

MY NAME IS BALA. NOT THAT MATTERS TO YOU. FOR YOU SEE, YOU
STOLE WHAT THE HEAVENS DEEMED TO GIVE US, THE NALAR. OUR
FUTURE WAS TO BE A GILDED ONE. WE WOULD EXPAND AND CONQUER
THE SURFACE WORLD FOR THAT IS OUR GOAL. EXPAND. CONSUME.
LEARN. THOSE ABOVE US SAW US FIT TO RECEIVE THE GIFT OF NEVER-
ENDING ENERGY. OUR WAR MACHINES ARE TO WALK THESE LANDS AND
SUPPRESS ALL THAT WOULD DENY US TRIBUTE. TO CUT A LONG STORY
SHORT, GIVE ME UMI'S MOON. THIS WILL BE OLBIA'S FIRST TRIBUTE. I
WILL LET YOU LIVE IF YOU DO SO. EVERY MONTH WE WILL RETURN, I
EXPECT YOU TO PAY US WITH TECHNOLOGY AND GOLD. DO WE HAVE A
DEAL?

⦿ Bala’s Bargain. The players can simply give Umi’s


Moon back to Bala and doom Latakar to suffer a powerful
militaristic faction for years to come. If the characters give
Bala one-half of Umi’s Moon and succeed in a DC 25
Persuasion check, they can convince her to leave.

➤ “Encounter.” Anything else incurs the wrath of Bala.


She is x1 Nalar Siren and she is being escorted by 20x
Nalar Brutes and has a personal guard of x5 Nalar
Berserkers. She also has x2 Nalar War Machines on
her flanks. If the player characters removed the Umi’s
Moon half that was powering up the warmachines, they
will not be present for this encounter. If the player
characters fire a torpedo, they kill off x3 Nalar Brutes, 1x
Nalar Berserker, and halve x1 Nalar Siren’s health.

13
Epilogue Character Equipment
Delivering the Umi’s Moon, the city of Olbia fires back in COLDIK'S EQUIPMENT & TREASURE
a somber celebration, remembering those who fell to the Carried Gear [PHB, p. 143]: leather armor (AC 11),
Nalar as well as ushering in the bright future that only the shortsword, two (2) shortswords, hand crossbow and 20
Moon can bring. bolts, longbow and 20 arrows, belt pouch, set of common
clothes, rope (silk, 50 feet), belaying pin (club), a non-
The following variations of what happens next take place magical lucky charm. (This load is about 39 lbs.; add 1 lb.
as follows: per 50 coins carried.)

- At the end of the Adventure, the Fluke only has up Coins & Gems: 663 gold pieces (gp); 38 silver pieces (sp);
to 5 Points of Damage registered and the player 3 copper pieces (cp); 3 gems (worth 50 gp each)
characters deliver both halves of Umi’s Moon.
A massive statue depicting all characters posing atop the
Fluke will be erected in Olbia. Meditating for one hour MERU'S EQUIPMENT & TREASURE
under this statue gives Inspiration to any adventure Carried Gear [PHB, p. 143]: giant wrench, two (2)
willing to bask in the glory of this mission. spanner, five (5) javelins, explorer's pack (backpack, a
bedroll, a mess kit, a tinderbox, 10 torches, 10 days'
- At the end of the Adventure, the Fluke has more rations, waterskin, 50 feet of hempen rope on the side),
than 5 Points of Damage registered and the player smith's tools (anvil, hammers, tongs, etc.), belt pouch, set
characters deliver both halves of Umi’s Moon. of common clothes, set of traveler's clothes, a letter of
The player characters all become local celebrities among introduction from the Tinkerer's guild. (This load is about
Adventurers and adjacent folk, but are rather unknown 87 lbs.; add 1 lb. per 50 coins carried.)
among Olbia’s general populace, with the Tinkerer’s Guild
receiving most credit after they use Umi’s Moon to quickly Coins & Gems: 756 gold pieces (gp); 52 silver pieces (sp);
fix the Fluke. 50 copper pieces (cp); 2 gems (worth 50 gp each)

- The player characters only bring one half of Umi’s


Moon. KEECLI'S EQUIPMENT & TREASURE
The Tinkerer’s Guild is furious, firing them on the spot Carried Gear [PHB, p. 143]: chain mail armor (AC 16),
and trying to create whatever they can with just one half. shortsword, Shortbow, 20 arrows, and 20 explosive
Whatever benefit it could bring to Nalar x Gnome arrows, bomb making's tools (powder, beakers, etc.), belt
relations is ignored by the guild. But not by Olbia’s pouch, set of common clothes, set of traveler's clothes, a
magistrates, who would keep touch with the party. letter of introduction from the Tinkerer's guild. (This load
is about 143 lbs.; add 1 lb. per 50 coins carried.)
- The player characters give Bala their halves of
Umi’s Moon. Coins & Gems: 612 gold pieces (gp); 48 silver pieces (sp);
The characters are blamed for the mission failure and are 39 copper pieces (cp); 3 gems (worth 50 gp each)
exiled from Olbia. Propaganda is created to depict the
characters as Nalar conspirators.
FULKAZ'S EQUIPMENT & TREASURE
Carried Gear [PHB, p. 143]: scale mail (AC 14), shield
(AC +2), mace, smith's tools (anvil, hammers, tongs, etc.),
belt pouch, set of common clothes, set of traveler's clothes,
a letter of introduction from the Tinkerer's guild. (This
load is about 121 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 765 gold pieces (gp); 60 silver pieces (sp);
55 copper pieces (cp); 2 gems (worth 50 gp each)

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Appendix: Stat Blocks
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
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