TEXT: “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 1 
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 1 
   
  Dungeon Age 
  “KRAKEN CORPSE DELVE” 
  an adventure for low-level play (1-3) 
  Written and illustrated by Joseph Robert Lewis © 2020 
   
  INTRODUCTION 
  Everyone says the world is dying. 
  Today you meet a stranger who 
  has already seen it happen. She 
  has traveled back through time to 
  save the world…but only if you 
  can save her! 
  An eldritch woman from the 
  future begs you to save her from 
  her sister, who wants to drag her 
  back to her own time.  
  To close the time portal, you 
  must climb down through the 
  buried corpse of a kraken. The 
  prize? A giant diamond worth 
  10,000 GP…if you can pull it out 
  of the portal! 
  ONE-SHOT 
  This adventure is intended as a 
  one-shot, but it can easily be 
  inserted into a campaign.  
  The “delve” takes place in a dry 
  sea bed or lake bed, which can be 
  located just about anywhere on, 
  or under, the ground. 
  DESIGN NOTES 
  This adventure is intended for 
  low-level characters (1-3). It is 
  primarily geared for exploration 
  and combat, with a handful of 
  social encounters. 
  It runs 3 to 5 hours. 
  There are several NPCs and 
  many unique magical items.  
  LAYOUT 
  The DM’s read-aloud text looks 
  like this. It’s brief! 
  Descriptions of locations focus 
  only on key adventure items. 
  You may assume that any 
  “missing” details are obvious, 
  such as a pot in a kitchen. 
  Items that are further explained 
  in their own bullet or section are 
  bolded and underlined. 
  Creature statistics are at the end 
  of each area/section. 
  OBVIOUS NOTE 
  The names and settings used in 
  this adventure are drawn from 
  the world of Dungeon Age. 
  Obviously, you can and should 
  change whatever you want to fit 
  in your campaign setting.  
  The creatures in this adventure 
  range in challenge rating from 
  easy to deadly. Obviously, you 
  can and should adjust the stats 
  and numbers of creatures to 
  meet the skills of your players or 
  your style of play. 
  But you already knew that, right? 
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 2 
   
  CREDITS 
  “Kraken Corpse Delve” is published by Joseph 
  Robert Lewis under the Open Game License 
  vers 1.0a Copyright 2000 Wizards of the 
  Coast, Inc. 
  Product Identity: The following items are 
  hereby identified as Product Identity, as 
  defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: 
  All trademarks, proper names (characters, 
  etc.), dialogue, plots, storylines, locations, 
  characters, and artwork. Elements that have 
  previously been designated as Open Game 
  Content are not included in this declaration. 
  Open Content: Except for material 
  designated as Product Identity (see above), 
  the game mechanics of this game product are 
  Open Game Content, as defined in the Open 
  Game License version 1.0a Section 1(d). No 
  portion of this work other than the material 
  designated as Open Game Content may be 
  reproduced in any form without written 
  permission. 
  “Kraken Corpse Delve” © 2020 Joseph Robert 
  Lewis, All Rights Reserved. 
  Cover art “The anatomy of Nautilus 
  pompilius” by L.E. Griffen, 1898. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards 
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  END OF LICENSE 
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 3 
  NOTES FOR THE DM 
  INTRODUCTION 
  This is an adventure for low-level 
  characters, but you can always 
  double the damage dice for larger 
  or stronger parties.  
  The PCs simply need to climb 
  down inside the kraken corpse 
  and grab the diamond to close 
  the time portal. 
  This emphasizes exploration and 
  combat, with a few social 
  encounters as well. 
  THE PLOT 
  Weird sisters Ajerel and Xeyal 
  live in the distant future at the 
  end of the world.  
  Ajerel has traveled back in time 
  to find a way to stop the sun 
  from dying. Xeyal wants to stop 
  Ajerel from changing history.  
  Neither is right or wrong, so 
  you’ll just have to pick a side! 
  IS THIS ADVENTURE 
  FAIR AND BALANCED? 
  No! Some areas are pretty darn 
  safe, they just look dangerous. 
  Other areas might kill someone 
  pretty quickly. 
  HOW LONG IS THIS? 
  Between 3 and 5 hours. It 
  depends on how many areas the 
  PCs choose to explore. 
  EXPLORATION 
  The PCs will delve down into the 
  corpse of a giant sea creature 
  (kraken) buried under a dry lake 
  bed. This creature has decayed, 
  collapsed, and petrified. It has no 
  sensible layout, but the “rooms” 
  are fixed in place.  
  The DM maps will give you a 
  sense of where various places 
  are. Some places occur more 
  than once. Let the players feel 
  lost. Encourage them to make 
  their own rough map. 
  COMBAT 
  There are many opportunities for 
  combat built into the locations. 
  Most of the time, the PCs have 
  the opportunity to avoid a 
  combat encounter, or at least 
  prepare for it, if they are paying 
  attention. 
  TREASURE 
  There is a lot! Money and gems, 
  mostly, but also a few magical 
  items as well.  
  HOW TO RUN THIS 
  A few things to know: 
   The corpse is divided into
  levels: Limbs, Apertures,
  Organs, and Shell. Each level
  has several areas, such as the
  Claws or the Brain.
   When the PCs move, they
  must declare whether they are
  moving between levels, or
  crossing one level. They can
  move in any vertical or
  compass direction, unless the
  area says otherwise.
   The maps are intended for
  DM use only. Each “area” is
  like a cave or wilderness space
  with no doors or windows.
  The PCs need to pick a
  direction and move to
  discover the areas.
  PREP WORK 
  As always, I encourage you to 
  skim the whole adventure to 
  have a sense of it. The actual 
  “delving” adventure is pretty 
  straight-forward. 
  The complicated part is the set-
  up: Somewhere in this big dead 
  squid is a portal to the future. A 
  big diamond is holding it open.  
  The adventure assumes that the 
  PCs want the diamond or to help 
  one of the sisters (or both). 
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 4 
   
  NPCS 
  There are only a few! 
   Ajerel, a strange woman from 
  the future who wants to save 
  the dying sun…somehow. 
   Xeyal, a strange woman from 
  the future who wants to stop 
  Ajerel from changing history. 
   Sister Akandra, a very old 
  priestess who has no idea 
  what is going on. 
   Havian, a sad chitin miner, 
  the last of his kind. 
   Remora, a hibernating 
  suckerfish mermaid. 
  There are notes for each NPC to 
  help you roleplay them. 
   
  WHAT IS THE DC? 
  Short answer: It’s 13. 
  Longer answer: There are no 
  skill checks or saving throws 
  listed in this adventure. 
  Skill checks and saving throws 
  were left out to encourage more 
  organic play and narrative 
  problem-solving.  
  But if you like rolling dice (and 
  who doesn’t?), then a DC 13 
  works well for just about every 
  skill check or saving throw in this 
  adventure (for 5e). 
   
  BACKGROUND LORE 
  In the distant future, at the end 
  of time, in the Last Age, 
  everything is dead. All plants and 
  animals, even the sun itself. 
  Only the cosmic horrors called 
  the yugharim remain, tentacled 
  leviathans crawling across a vast 
  gray desert, eternally dreaming 
  beneath the uncaring stars. 
  The last few survivors of 
  humanity worship the yugharim. 
  These people are immortal, their 
  bodies mutated to resemble their 
  masters. They possess telepathy 
  and telekinesis, in addition to 
  their tentacles. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TODAY  
  A woman from the future named 
  Ajerel has come back in time to 
  change history and prevent the 
  eventual death of the planet. 
  This is unimportant. 
  Ajerel has left open a time 
  portal to the future. The portal is 
  located deep inside the buried 
  shell of a dead kraken. 
  This is very important. 
  On the other side of the portal, 
  her sister Xeyal is summoning 
  dream-beasts to go through the 
  portal and bring back the fugitive 
  Ajerel. 
  The time portal is held open by 
  an enormous diamond.  
   
  STORY HOOKS 
  You arrive at the shore of an 
  ancient sea bed, now a cracked 
  clay mud flat. In the center of the 
  plain leans a stone tower.  
  At its base, three huge tendrils of 
  dull gray stone wrap around the 
  tower. In an upper window, you 
  see flashes of blue light and 
  wisps of violet smoke.  
  Wood crashes. A woman shouts. 
  What do you do? 
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 5 
   
  THE TOWER IN THE MUD FLATS
  DM NOTES 
  Where is this?  
   A stone tower leaning in the 
  center of a cracked clay lake 
  bed in the middle of nowhere 
   The dead kraken is buried 
  beneath the tower 
  What happens here? 
   Future-woman Ajerel is 
  upstairs fighting off violet 
  dream-beasts 
   She explains the time portal, 
  the dream-beasts, and the 
  diamond reward 
   
   
   
   
  TOWER TIME! 
  A cracked brown mud flat lies 
  before you. Delicate blue 
  flowers and tiny red crabs dot 
  the dry earth. In the distance, a 
  tower leans dangerously askew.  
  Three huge gray tendrils pierce 
  the earth to wrap around the 
  tower. In an upper window, 
  you see flashes of blue light 
  and wisps of violet smoke. A 
  woman shouts in anger! 
   Flowers.Sea holly. Attracts 
  butterflies. Smells nice. 
   Crabs. Would take two dozen 
  to make a sandwich. 
   Tower. 30ft tall. Crumbling 
  brown stone. Ancient ruin. 
   Light. Resembles blue 
  lightning. Magic! 
   Smoke. Violet, does not drift 
  far from the window. Strange! 
   Enter. The door of the tower, 
  canted at an angle, stands 
  open. The interior is cloaked 
  in shadow. 
   
   
   
   
   
  GROUND FLOOR 
  A jumbled tunnel of broken 
  stonework leads down into the 
  earth where the floor should 
  be. From below, a massive gray 
  tentacle snakes up around the 
  walls to the upper level.  
   Tunnel. Leads down to the 
  dead kraken, Level 1: Limbs. 
   Tentacle. Thick as your 
  waist. Solid stone with golden 
  flecks (pyrite, or fool’s gold). 
  Serves as a ramp to the 
  Upper Floor. 
  EVENT: 
  A small cloud of violet smoke 
  runs by you. It barks, “Don’t 
  interfere!” and scrambles up the 
  tentacle to the upper floor. Blue 
  light flickers. The ceiling 
  BOOMS and pale dust rains 
  down on you. 
   Cloud. A dream-fox. Difficult 
  to see clearly. Blurry, unreal. 
  Violet fur, golden eyes. 
   Barks. It speaks with a 
  woman’s voice in a strange 
  accent (Xeyal’s voice). 
  The sounds of a struggle 
  continue from above. Grunts. 
  Thumps. Sizzles. 
   
   
   
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 6 
   
  UPPER FLOOR 
  Sand and splinters litter the 
  cracked boards. An acrid 
  stench fills the air. Five violet 
  foxes lie still on the floor, 
  smoking silently.  
  Across the room, a golden-
  skinned woman hurls one last 
  violet fox to the ground and 
  incinerates it with blue lightning 
  from her hand. 
   Stench. The smell of burnt 
  flesh and thwarted desire. 
   Foxes. Dead dream-foxes. 
  Violet fur, gold eyes. As the 
  moments pass, they slowly 
  fade out of existence. 
  Woman. Ajerel.  
   6ft tall, slender, gold skin, 
  black eyes full of stars. 
   Seven large tentacles on her 
  hairless scalp, wrapped in neat 
  buns. Five small tentacles for 
  fingers. One tiny pink tentacle 
  for a tongue.  
   Wears a dusty black dress.  
   Highly intelligent, passionate. 
  Entirely sincere. A bit naïve. 
   Speaks with a strange accent 
  no PC has heard before. 
   Does not eat or age.  
  Innate Spellcaster:  
   Message, Mage Hand, and 
  Shocking Grasp. 
   Shield, Detect Thoughts, 
  Lightning Bolt, Telekinesis.  
  Dialogue Prompts: 
   Who are you?  
  “My name is Ajerel, but that 
  doesn’t matter right now. All 
  that matters is that I need to 
  get far away from here. My 
  sister Xeyal is hunting me. 
  She must not find me, or else 
  our world will surely end in 
  darkness and silence.” 
   What are you?  
  “I am human, like you. I only 
  look different because I serve 
  the yugharim. In the future, 
  all humans look like this. All 
  who survived the dying of the 
  sun, that is.” 
   What is happening?  
  “I have traveled back in time 
  from the Last Age to change 
  history and save our world. 
  But I left the time portal 
  open, and now my sister 
  Xeyal is sending her dream-
  beasts to bring me back to 
  our future. Will you help me? 
  Will you stop her? At least 
  stall her so I can escape?” 
   Who is Xeyal? 
  “My sister? She believes the 
  end of our world is fine and 
  wants to stop me from 
  changing history!” 
   What are you going to do? 
  “For now, I will hide. In a few 
  years, when I am sure my 
  sister cannot find me, I will 
  search for a way to extend the 
  life of our world, perhaps by 
  preserving the sun itself.” 
   What’s in it for us?  
  “People in this Age value 
  gems, yes? Well, there is a 
  large diamond holding the 
  time portal open. If you 
  remove the diamond, that will 
  close the portal and save us all 
  from Xeyal. You may keep 
  the diamond as my reward to 
  you. It is...about the size of 
  your head.”  
  Value: 10,000 GP 
   Where is this diamond? 
  “Follow the petrified tentacles 
  down to the corpse of the 
  kraken. That is where I just 
  escaped from. Somewhere 
  deep in that creature’s body is 
  the portal, and the diamond.” 
   What are the violet foxes? 
  “They are dream-beasts 
  summoned by Xeyal to 
  capture me and drag me back 
  to the portal. She creates 
  them in her mind, but they 
  are very real, and can take 
  many shapes. They all speak 
  with her voice.” 
  If you demand proof: 
   Ajerel offers to share her 
  memories by clasping hands 
  with one person. 
   You see a world of dust and 
  darkness, ruled by horrific 
  mountains of eyes and flesh. 
   You gain a weak telepathic 
  gift, range 5 ft. 
  If you leave Ajerel here: 
   She flees into the wilderness. 
  Hard to find. Harder to catch. 
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 7 
   
  TOWER CREATURES
  Ajerel 
  1,000 xp 
  Medium humanoid 
  AC 
  HP 
  Move 
  Chaotic neutral 
  15 
  70 
  30 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 12 (+1) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 
  Spellcaster. Spell bonus +7, Spell save DC 15. 
  At will: Message, Mage Hand, Shocking Grasp, Shield, 
  Detect Thoughts, Lightning Bolt, and Telekinesis.  
  Eldritch Aura. When a creature ends its turn within 5 
  ft of Ajerel and can see her eyes, the creature instantly 
  takes 2 psychic damage. 
  Strangling Grasp. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. 
  Description. Human, tall. Gold skin. Starry night eyes. 
  Tentacles for hair and fingers. Ageless. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dream-Fox 
  50 xp 
  Small fey 
  AC 
  HP 
  Move 
  Chaotic neutral 
  13 
  10 
  30 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 
  6 (-2) 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Last Words. When the fox dies, it looks its killer in 
  the eyes and describes the time (soon) and place (awful) 
  of their death. This is always false. 
  Description. A purple fox with gold eyes. Difficult to 
  perceive. Looks blurry. Feels too soft. 
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 8 
   
  KRAKEN CORPSE, LEVEL 1: LIMBS
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 9 
   
  DM NOTES 
  Where is this?  
   Just below the surface of the 
  mud flats, underneath the 
  leaning tower, above the 
  Apertures 
   Four Limb areas plus two 
  adjacent rocky areas 
  What happens here? 
   Explore limbs 
   Meet Havian the chitin miner 
   Meet Sister Akandra the 
  ancient priestess of Rahav 
   Talk to Xeyal through a 
  dream-fox 
  What’s up with Xeyal? 
   She thinks the future is fine 
  the way it is: the sun died, all 
  mortals died, the cosmic 
  horror yugharim took over 
   The world is a gray desert, but 
  the future-people spend their 
  time in a dreamscape of 
  infinite beauty and possibility 
   Why mess with a good thing? 
   
   
   
   
   
   
   
  KRAKEN CORPSE 
   This primordial behemoth lies 
  dead, petrified, and pyritized 
  beneath the mud flat.  
   Corpse is over 20 Ages old  
  (very old).  
   Parasites gnaw and scavengers 
  dig at the glittering remains. 
  ARRIVAL 
  When the PCs first come down 
  here, roll 1d4 to determine where 
  they land: 
  1. Tentacles 
  2. Legs 
  3. Claws 
  4. Fins 
  5. Fossils 
  6. Temple 
  From there, the PCs can choose 
  to move north, south, east, and 
  west to explore this level. 
  OR they can find a way down to 
  the next level. 
  OR they can climb back up to 
  the tower. 
   
   
   
   
  1  TENTACLES 
  Bright golden tendrils as thick 
  as your waist stand in a frozen, 
  tangled forest. Fist-sized rusty 
  beetles gnaw on the stalks. 
  Tiny crystalized cilia drip with a 
  milky white fluid. An armored 
  body hangs from a curled arm 
  above you. 
   Tendrils. Dead kraken 
  tentacles that have been 
  pyritized (fossilized into 
  pyrite, or “fool’s gold”). 
   Beetles. Ferrophages. They 
  eat the iron in the pyrite. Very 
  slow, safe to touch. If placed 
  on pure iron or steel, they 
  quickly consume it.  
   Fluid. A fast-acting neuro-
  toxin. Causes Paralysis for 1 
  minute. Can be collected in 
  vials. It is tricky to avoid 
  touching the thorny cilia. 
   Body. 20 ft up, difficult to 
  pull free. Skeleton in corroded 
  bronze armor (worthless). A 
  purse falls from the gauntlet, 
  containing 57 GP.  
   Down. PCs can slide down 
  the gaps in the tentacles to 
  Level 2. Each PC will be 
  paralyzed by the neurotoxin 
  for 1 minute. 
   
   
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 10 
   
  2  LEGS 
  Jagged insectoid legs stretch out 
  20 feet above you. Their chitin 
  armor plating is cracked in 
  places. White coral nodules 
  gleam near the cracks. An 
  elderly man sits on a rusty 
  bucket, leaning on a pickaxe. 
   Chitin. Can be harvested to 
  make shields and breastplates 
  that are immune to Cold. 
   White coral. 1d6 chunks 
  worth 50 GP each. Can be 
  ground into powder and 
  inhaled to cast Haste on 
  oneself for 1 minute. 
   Cracks. If you poke inside, 
  then 2d6 scavenger mites 
  flood out and attack. Havian 
  laughs at you. “Greenhorns!” 
   Man. Havian, 64. Bald, 
  sweaty, work clothes. Tired, 
  sad. This chitin miner says, “I 
  used to have a crew, but they 
  quit. I can’t blame them. The 
  world is dying. Why work in a 
  filthy place like this?” 
   Loot. Three sacks of chitin 
  plates, worth 500 GP each. 
   Ajerel? He says, “I heard 
  some noise a while ago, but it 
  could have been anything. 
  Corpses make all sorts of 
  funny sounds and smells.” 
   Down. No way down from 
  here. The chitin floor is too 
  hard. Find another way. 
  3  CLAWS 
  Four spiny claws as large as 
  lions lie piled on each other. 
  Blue coral spikes glisten on the 
  chitin blades. A violet smoky 
  shape wriggles violently in the 
  grasp of one claw. 
   Claws. Dead, but they snap 
  shut if touched, like bear 
  traps. Three are open. Cause 
  1d6 damage. 
   Chitin. Can be harvested to 
  make serrated daggers and 
  scimitars that deal +1 damage. 
   Blue coral. 1d6 chunks worth 
  50 GP each. Can be ground 
  into powder and inhaled to 
  gain advantage on all 
  Strength-based checks and 
  attacks for 1 minute. 
  Shape. A dream-fox struggling 
  to get free and hunt down Ajerel.  
   It cries out in a woman’s 
  voice (Xeyal), “Set me free! 
  Help me capture Ajerel before 
  she destroys our world, both 
  past and future!” 
   She offers, “Bring me Ajerel, 
  and earn any reward you 
  desire! Wealth, power, 
  anything!” (Sincere!) 
   Down. A jagged breach in the 
  chitin floor leads down to 
  Level 2: Aperatures.  
   
   
  4  FINS 
  Translucent sails of flesh stand 
  pyritized, rising into the 
  darkness in motionless golden 
  ripples. Their edges sizzle with 
  dim flickers of white light. A 
  harpoon hangs from an ancient 
  wound above you. 
   Sails. Inside the pyritized 
  exterior, the inner flesh is still 
  soft, and can be harvested to 
  make leather armor that is 
  immune to Lightning. 
   Edges. Deal 1d6 lightning 
  damage upon contact. 
   Harpoon. 15 ft up, difficult 
  to get free. Ancient ebony 
  harpoon with return-line. 
   Down. PCs can slide down 
  between the sails to Level 2. 
  Roll 1d6: on a 1, everyone 
  takes 2 lightning damage. 
   
  EBONY HARPOON 
  From a bygone Age, this 
  strangely crafted spear has a 
  thin line attached. Can be 
  thrown up to 20 feet for 1d10 
  damage. If you roll a 10 for 
  damage, the target falls Prone 
  and you can drag them 
  toward you with the line. 
  Value: 500 GP 
   
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 11 
   
  5  FOSSILS 
  At the edge of the corpse’s 
  limbs, you find a shining array 
  of curling silver bones 
  embedded in the clay walls. 
   Bones. The undead skeleton 
  of an Argent Swordfish. 
  Touch the bones and the 
  skeleton animates, trying to 
  break free of the clay wall.  
   You have 1 minute before it 
  can attack.  
   In the mean time, you can try 
  to harvest its silver blade 
  “nose” worth 300 GP or its 
  various smaller bones worth 
  25 GP each. 
   Down. No way down from 
  here. Find another way. 
   
  SWORDFISH BLADE 
  This naturally formed rapier is 
  made of solid silver-bone.   
  Value: 1,000 GP 
   
   
   
   
   
   
   
   
   
   
  6  TEMPLE 
  At the edge of the dead kraken, 
  firelight flickers brightly from a 
  slanted rectangular entrance in 
  the clay walls. 
   Entrance. Black granite 
  pillars and lintel. Olde 
  Common runes say, “All are 
  welcome.” Blessings on the 
  pillars only allow living 
  humanoids to enter the 
  chamber beyond. 
   Chamber. Red flames crackle 
  merrily in two bronze braziers 
  hanging from the slanted 
  ceiling. Carvings of fish, 
  ships, and winged people 
  cover the walls. A fragile, 
  winkled figure in a dusty blue 
  robe sits and prays softly.  
   Carvings. The ships are 
  ancient styles of rowed 
  galleys. The winged figures 
  are classical, stylized images of 
  angels. The fish are 
  enormous, with jutting jaws 
  full of needle teeth.  
   Fossilized shells are 
  embedded in the walls. 
   Age. This shrine is thousands 
  of years old. 
   
   
   
   
   
   
   
   
   
   
   
  Figure. Sister Akandra, 
  impossibly old and frail. 
   Blind, toothless, hunched, 
  trembling, but always smiling. 
  Faint rasping voice.  
   She has no sense of time or 
  being underground. Knows 
  nothing about the kraken. 
  Sustained by her saintly cheer 
  and holy copper amulet. 
   Welcomes you “sailors” to 
  this Shrine of Rahav. (None 
  of you have heard of the angel 
  Rahav, the cult is so ancient.)  
   “Come! Warm yourselves by 
  the fire and share your tales of 
  adventure on the high sea!” 
   Loot. Sister Akandra’s antique 
  copper angel amulet. If you 
  take it, then Sister Akandra 
  collapses into a pile of dust 
  with a kindly smile. 
   Down. No way down from 
  here. Find another way. 
   
  AMULET OF RAHAV 
  This magical item is a simple 
  copper likeness of a winged 
  figure. The wearer is Immune 
  to Cold and no longer needs 
  to eat food.  
  Value: 2,000 GP 
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 12 
   
  LEVEL 1 CREATURES
  Argent Swordfish (skeleton) 
  500 xp 
  Large undead 
  AC 
  HP 
  Fly 
  unaligned 
  12 
  25 
  40 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 16 (+3) 14 (+2) 
  1 (-5) 
  10 (+0) 
  4 (-3) 
  Undead Frenzy. The swordfish has advantage on 
  melee attack rolls against any creature that doesn't have 
  all its hit points. 
  Multiattack. The swordfish makes two attacks. 
  Impale. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (3d6) piercing damage. 
  Thrash. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  two targets. Hit: 7 (2d6) bludegoning damage. 
  Description. A large silver skeleton of a swordfish 
  flying through the air. 
   
  Dream-Fox 
  50 xp 
  Small fey 
  AC 
  HP 
  Move 
  Chaotic neutral 
  13 
  10 
  30 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 
  6 (-2) 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Last Words. When the fox dies, it looks its killer in 
  the eyes and describes the time (soon) and place (awful) 
  of their death. This is always false. 
  Description. A purple fox with gold eyes. Difficult to 
  perceive. Looks blurry. Feels too soft. 
   
   
  Scavenger Mite 
  50 xp 
  Tiny beast 
  AC 
  HP 
  Move 
  unaligned 
  13 
  3 
  30 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  10 (+0) 12 (+1) 
  1 (-5) 
  7 (-2) 
  3 (-4) 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Description. Fist-sized insect. Eight legs. Round belly. 
  Sickly yellow-white shell. Red eyes. 
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 13 
   
  KRAKEN CORPSE, LEVEL 2: APERTURES
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 14 
   
  DM NOTES 
  Where is this?  
   Below the Limbs and above 
  the Organs 
   Four Aperture areas plus two 
  adjacent cave areas 
  What happens here? 
   Explore the apertures 
   Meet Remora, the suckerfish 
  mermaid 
   Talk to Xeyal through the 
  Rapid Eye Monsters 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  KRAKEN CORPSE 
   This primordial behemoth lies 
  dead, petrified, and pyritized 
  beneath the mud flat.  
   Corpse is over 20 Ages old  
  (very old).  
   Parasites gnaw and scavengers 
  dig at the glittering remains. 
  ARRIVAL 
  When the PCs first come down 
  here, roll 1d4 to determine where 
  they land: 
  1. Beak 
  2. Eye 
  3. Funnel 
  4. Gills 
  5. Dusty Cave 
  6. Watery Cave 
  From there, the PCs can choose 
  to move north, south, east, and 
  west to explore this level. 
  OR they can find a way down to 
  the next level. 
  OR they can climb back up to 
  the level above. 
   
   
   
   
   
  1  BEAK 
  A monstrous armored beak 
  gapes open, its edges crusted in 
  ancient dried blood. Inside, the 
  dusty gullet leads deeper into 
  the dead kraken. The huge beak 
  twitches slightly. 
   Beak. 20 ft wide. If you enter, 
  each PC rolls 1d6. On a 1, the 
  beak snaps shut causing 3d6 
  damage. The beak then opens 
  and the PC falls inside.  
   Note: The beak can be 
  braced open with a metal 
  object, but any other material 
  will snap and shatter. 
   Down. PCs can climb down 
  through the gullet to reach 
  Level 3: Organs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 15 
   
  2  EYE 
  The unblinking eye stares 
  blindly into the darkness. The 
  taut surface of the green iris 
  shudders irregularly like a 
  drum beaten from within. 
   Eye. 15 ft diameter.  
   Shudders. Three Rapid Eye 
  Monsters (dream-beasts) 
  swim within the cold vitreous 
  fluid of the kraken’s eye. They 
  are hunting Ajerel. 
   Pierce the eye. Release a 
  small flood of cold fluid and 
  the REMs. Also reveals a 
  bony passage deeper down. 
   REMs. All speak with one 
  voice and one mind (Xeyal). 
  Again, they ask the PCs to 
  help capture Ajerel and 
  preserve the future.  
   “The yugharim are wonderful 
  overlords! They can grant you 
  immortality, dream-walking 
  powers, and all the tentacles 
  you could ever want!” 
   If the PCs do not agree to 
  help her, the REMs attack.  
   Down. PCs can climb down 
  through the eye socket to 
  reach Level 3: Organs. 
   
   
   
   
   
   
   
  3  FUNNEL 
  A wide muscular tube lies 
  partially collapsed and half 
  filled with cold sand. A striped 
  creature lies attached to the 
  outside of the tube. 
   Tube. 20 ft diameter, 50 ft 
  deep. A pyritized funnel for 
  jetting around underwater. A 
  dozen rusty beetles gnaw on 
  the glittering fool’s gold. 
   Creature. Parasite Nymph 
  named Remora (suckerfish 
  mermaid). 8 ft long. The back 
  of her head is attached to the 
  funnel. White and blue striped 
  scales, silver hair, needle teeth.  
   Still alive, in hibernation, 
  awaiting a return to the sea! 
  Apply water to skin to revive 
  her. Begs you to take her to a 
  body of water, or she will 
  return to endless hibernation.  
   She may become confused in 
  her desperation and try to eat 
  the PCs.  
   She wears a magical seahorse 
  necklace. 
   Down. No way down from 
  here. The way is blocked by 
  densely concreted sand. Find 
  another way. 
   
  REMORA’S NECKLACE 
  This magical seahorse 
  pendant makes the wearer 
  Invulnerable whenever they 
  are asleep. 
  Value: 1,500 GP 
  4  GILLS 
  Layers upon layers of broad 
  feathery gills lie in mottled 
  clumps, blocking a wide 
  entrance to the kraken shell 
  below. Tiny pale bodies 
  wriggle in the lifeless fronds. 
   Gills. Thin, lightweight, dry 
  and brittle, easily cut through. 
   Bodies. A swarm of 
  Vermesh Spawn are feeding 
  on the dry remains. They 
  attack anything that touches 
  them. PCs can collect 1d6 
  samples worth 50 GP each to 
  the right collector. 
   Down. PCs can cut a path 
  down through the gills to 
  reach Level 3: Organs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 16 
   
  5  DUSTY CAVE 
  Beyond the edge of the corpse, 
  mica flakes glitter in a small 
  cave of black granite. A dark 
  skeleton lies on the ground 
  wearing a black leather belt, 
  one leg trapped in a crevice, its 
  crumbling bones covered in 
  dusty brown starfish. 
   Skeleton. Human, male, 
  centuries old. If the body is 
  moved in any way, 2d6 
  starfish crawl up from the 
  crevice and “attack”. They are 
  slow and utterly harmless. 
  They are, after all, starfish. 
   Starfish. 5 limbs, dead, dry, 
  brittle. If a person grinds five 
  starfish into powder and 
  consumes them, they will 
  regrow one missing limb. 
   Down. No way down from 
  here. Find another way. 
   
  SHARKSKIN BELT 
  This magical belt allows the 
  wearer to breathe underwater. 
  The wearer also gains 
  Darkvision 60 ft. In addition, 
  the wearer feels an unnatural 
  compulsion to keep moving, 
  and is unable to stand still in 
  one place. 
  Value: 500 GP 
   
   
   
   
   
  6  WATERY CAVE 
  Beyond the edge of the corpse, 
  a pool of clear water rests in a 
  circular well in the black 
  granite. A bright white glow 
  shines up from the well, casting 
  dancing waves of light across 
  the rock walls. 
   Pool. 15 ft across, circular. 
  Descends 30 feet straight 
  down. Water is very salty, 
  making bodies float. 
  Descending is difficult.  
  Halfway down, tiny red 
  barnacles cover the walls, their 
  edges sharp as razors.  
   If you are cut, the barnacles 
  smell the blood and release 
  spores as a dense red cloud.  
   3d6 barnacles attach to your 
  skin, giving you +1 natural 
  armor and a craving for salt. 
  You cannot be poisoned by 
  drinking salt water. 
   Removing 1 barnacle causes 
  you 1 damage. 
   
   Light. A white candle (flare) 
  burns brightly on the sandy 
  floor of the well.  
   Down. No way down from 
  here. Find another way. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DROWNING FLARE 
  When placed in water, this 
  magical candle ignites with a 
  dazzling white radiance that 
  produces no bubbles or 
  smoke. When removed from 
  water, the candle goes out and 
  cannot be lit. The candle 
  never consumes itself. 
  Value: 500 GP 
   
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 17 
   
  LEVEL 2 CREATURES
  Rapid Eye Monster 
  200 xp 
  Small aberration 
  AC 
  HP 
  Move 
  Chaotic evil 
  10 
  10 
  60 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  14 (+2) 10 (+0) 
  8 (-1) 
  12 (+1) 
  6 (-2) 
  Hypervision. The REM cannot be surprised or flanked. 
  Targets cannot hide or take partial cover from it. 
  Multiattack. The REM makes four (4) talon attacks. 
  Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d6) slashing damage.  
  Description. Cat-sized mass of unblinking bloodshot 
  eyeballs. Dashes on eight large furry spider legs. 
   
  Remora, the Parasite Nymph  
  200 xp 
  Medium humanoid 
  AC 
  HP 
  Swim 
  Neutral 
  11 
  10 
  40 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 
  Senses. Passive Perception 12 
  Amphibious. Remora can breathe air and water. 
  Haunting Scales. Ranged Spell Attack: +6 to hit, 20 ft 
  radius. Hit: 3 (1d6) psychic damage. 
  Barbed Spines. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 7 (2d6) piercing damage. 
  Description. Eight-foot long mermaid. Blue and white 
  scaled skin. Needle teeth. Silver hair. Attaches the back 
  of her head to a large predator and eats its scraps. 
   
   
   
  Starfish  
  1 xp 
  Tiny beast 
  AC 
  HP 
  Move 
  unaligned 
  1 
  1 
  1 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (-4) 
  2 (-4) 
  8 (-1) 
  2 (-4) 
  8 (-1) 
  2 (-4) 
  Gentle Pat. Melee Weapon Attack: +0 to hit, reach 1 
  ft., one target. Hit: 0 bludgeoning damage. 
  Seriously. It’s a starfish. 
  Description. Five-armed starfish. Rough brown skin. 
   
  Vermesh Spawn 
  25 xp 
  Tiny aberration 
  AC 
  HP 
  Move 
  Chaotic evil 
  12 
  3 
  10 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  14 (+2) 10 (+0) 
  2 (-4) 
  4 (-3) 
  4 (-3) 
  Senses. Blindsight 60 ft. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d6) piercing damage. 
  Shriek. Ranged Spell Attack: +6 to hit, 15 ft cone. Hit: 1 
  psychic damage. 
  Description. Finger-sized white worm. Ring of pink 
  teeth around its tiny maw. 
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 18 
   
  KRAKEN CORPSE, LEVEL 3: ORGANS
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 19 
   
  DM NOTES 
  Where is this?  
   Below the Apertures and 
  above the Shell 
   Six Organ areas  
  What happens here? 
   Explore the organs 
   Talk to Xeyal through the 
  Vivid Butterfly and the Lucid 
  Hare 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  KRAKEN CORPSE 
   This primordial behemoth lies 
  dead, petrified, and pyritized 
  beneath the mud flat.  
   Corpse is over 20 Ages old  
  (still very old).  
   Parasites gnaw and scavengers 
  dig at the glittering remains. 
  ARRIVAL 
  When the PCs first come down 
  here, roll 1d6 to determine where 
  they land: 
  1. Brain 
  2. Heart 
  3. Kidney 
  4. Stomach 
  5. Egg Sac 
  6. Ink Sac 
  From there, the PCs can choose 
  to move north, south, east, and 
  west to explore this level. There 
  are no rocky areas around the 
  corpse here. 
  OR they can find a way down to 
  the next level. 
  OR they can climb back up to 
  the level above. 
   
   
   
   
   
   
  1  BRAIN 
  You stumble into a dim maze 
  of silvery webbing. A small 
  rabbit, its glittering fur rippling 
  in shades of lavender, balances 
  impossibly on a single silver 
  strand. It nods politely and 
  whispers, “Hello there.” 
   Maze. Huge neurons are 
  fragile and easily cut through. 
  Rabbit. Lucid Hare. A dream-
  beast summoned by Xeyal to 
  hunt down Ajerel.  
   Xeyal’s voice whispers, 
  “Knowledge! Wealth! Power! 
  Bring me the fugitive Ajerel, 
  and I will give you anything 
  you desire!”  
   This is perfectly true. If the 
  PCs bring back Ajerel, the 
  Lucid Hare grants them any 
  one reward they ask for.  
   Note: The PCs must ask 
  carefully, because the Lucid 
  Hare is a monkey-paw-style 
  jerk about granting wishes.  
   Why? “Ajerel has traveled 
  back in time to pervert 
  history, to destroy paradise! 
  Nothing more can I reveal, 
  lest I change history myself.” 
   Combat. The hare simply 
  vanishes if attacked. 
   Down. No way down from 
  here. The floor here is solid 
  pyrite. Find another way. 
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 20 
   
  2  HEART 
  You squeeze into six narrow 
  chambers of hardened blue 
  meat connected by pyritized 
  iris-valves. Curdled blue lumps 
  cover the rocky ground. Bright 
  red tumors protrude from the 
  golden walls. 
   Chambers. Walls are thick, 
  slow to cut through. If you 
  attack the walls, then 1d6 
  blood pucks attack you. 
   Blue lumps. Clotted copper 
  blood. Can cure any magical 
  or non-magical disease. 
  Collect 1d6 vials.  
   Red tumors. 2d6 dormant 
  blood pucks. Awaken 
  violently if touched, or if the 
  walls are damaged. 
   Down. PCs can crawl down 
  through the main artery to 
  reach Level 4: Shell. 
   
   
   
   
   
   
   
   
   
  3  KIDNEY 
  You enter a long chamber of 
  dark red flesh covered in white 
  striations. A sticky yellow fluid 
  clings to the walls and floor. A 
  jagged green crystal sits 
  embedded in the wall. But…! 
  A six-foot magenta insect 
  hovers in your path, its radiant 
  wings beating the air slowly as 
  though treading water.  
   Chamber. Walls are soft, easy 
  to cut through. 
   Fluid. Ancient kraken waste. 
   Crystal. Kraken kidney stone, 
  pure emerald, size of a fist, 
  worth 500 GP.  
  Insect. Vivid Butterfly. A 
  dream-beast summoned by Xeyal 
  to hunt down Ajerel.  
   Its wings are blinding.  
   Xeyal’s voice booms, 
  “Behold! Only I am real, and 
  you are but my fleeting and 
  meaningless dream!”  
   All PCs are Stunned by this 
  revelation that they are mere 
  dream-stuff. They must 
  somehow prove to themselves 
  that they are real to proceed.  
   Options include injuring 
  themselves, failing to fly, etc. 
   Combat. The butterfly simply 
  vanishes if attacked. 
  Down. No way down from here. 
  Kraken waste clogs the bottom. 
  Find another way. 
  4  STOMACH 
  You slide into a warped 
  chamber of rubbery walls. A 
  bubbling pool of acid lies 
  ankle-deep on the uneven floor. 
  A dozen half-digested mounds 
  lie quivering in the acid, 
  obstructing the tunnel leading 
  farther down.  
   Chamber. Large tears in the 
  rubbery walls reveal paths for 
  lateral movement. 
   Acid. Too weak to damage 
  proper boots anytime soon. 
  Burns bare flesh, 1 damage 
  per minute. 
   Mounds. Twelve undead 
  creatures, strangely preserved 
  by the digestive process. 
  Seven pickled kettle crabs, 
  four pickled pirates, and one 
  pickled War Snail.  
   Loot. Strapped to the Snail’s 
  shell is a dissolving leather 
  saddle. In the saddle bag: 37 
  gold coins, 1 ivory ring, and 
  some rotten pistachios. 
   Down. PCs can crawl down 
  through the digestive tract to 
  Level 4: Shell. 
   
  RING OF SNAIL SPEECH 
  This magical ivory ring allows 
  the wearer to speak with 
  snails.  
  Value: 50 GP 
   
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 21 
   
  5  EGG SAC 
  You wade into a long, narrow 
  chamber. Head-sized spheres 
  lie piled up to your waists. Red 
  flickers of energy reveal dark 
  silhouettes writhing inside the 
  translucent spheres. 
   Chamber. Walls are fragile 
  and easily cut. 
   Spheres. Kraken eggs, ready 
  to hatch. Offspring are 
  ravenously hungry. If an 
  offspring were tamed, it 
  would be a powerful ally in 
  marine environments. 
   Movement. For each PC that 
  moves through the space, roll 
  1d6. On a 1, the PC slips and 
  1d6 Kraken Young burst out 
  to attack! 
   Down. The PCs can easily 
  walk out the lower passage to 
  Level 4: Shell, if they survive 
  crossing the chamber. 
   
   
   
   
   
   
   
   
   
   
   
  6  INK SAC 
  You splash into a dark 
  chamber filled neck-high with 
  a cold black liquid that reeks of 
  copper and dead flowers. A 
  lone body floats near the far 
  end of the space. 
   Chamber. Walls are fragile 
  and easily cut. 
   Body. Dead sailor, millennia 
  old. A human corpse, its eyes 
  and mouth stretched wide in a 
  final silent scream of pain. 
  Upon closer inspection, there 
  are small spiral shells and 
  clusters of dead worm-like 
  tentacles erupting from his 
  cold flesh. 
   Movement. The ink is high, 
  and the bottom is slippery. If 
  anyone slips and submerges, 
  even for a second, roll for an 
  Ink Mutation. 
   Down. The PCs can swim or 
  wade out through the far end 
  to Level 4: Shell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ink Mutations. Roll 1d6. 
  1. Gill slits open around your 
  neck and ribs. You are now 
  amphibious and can breathe 
  underwater. 
  2. Your left eye swells and turns 
  black. Gain Darkvision 60 ft 
  with this eye. 
  3. Seven tiny tentacles dangle 
  and curl from your chin. 
  4. Your right ear hardens into a 
  spiraling nautilus shell. 
  Saltwater drips from it. It 
  sounds like the ocean…all 
  the time. 
  5. Your head hair becomes 
  bioluminescent and sheds 
  dim blue light for 10 ft at all 
  times. Cut hairs continue to 
  glow for 1 week. 
  6. An ink sac forms in the roof 
  of your mouth. Once per 
  day, you can spit ink at a 
  target up to 10 ft away to 
  blind them for 1 minute. 
  Your teeth are permanently 
  stained indigo. 
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 22 
   
  LEVEL 3 CREATURES
  Blood Puck 
  100 xp 
  Tiny elemental 
  AC 
  HP 
  Fly 
  Neutral evil 
  10 
  10 
  30 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  12 (+1) 12 (+1) 
  8 (-1) 
  10 (+0) 10 (+0) 
  Death Burst. When the puck dies, it explodes in a 
  burst of clots. Each creature within 5 feet of it takes 3 
  (1d6) poison damage. 
  Toxic Aura. Any creature that ends its turn within 5 ft 
  of the puck takes 3 (1d6) poison damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d6) slashing damage. 
  Description. Winged monkey. Glistening red skin. 
   
  Kraken, young 
  300 xp 
  Small monstrosity 
  AC 
  HP 
  Move 
  unaligned 
  15 
  35 
  30 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 14 (+2) 12 (+1) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
  Resistances. Cold, Thunder 
  Senses. Blindsight 30 ft., Passive Perception 10 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (3d6) piercing damage.  
  Thrash. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  two targets. Hit: 7 (2d6) bludgeoning.  
  Description. Cat-sized shellfish. Crab legs and claws, 
  squid tentacles, rippling fins. Snapping beak.  
   
   
   
  Kettle Crab, pickled 
  50 xp 
  Medium undead 
  AC 
  HP 
  Move 
  unaligned 
  10 
  5 
  15 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 14 (+2) 10 (+0) 
  1 (-5) 
  8 (-1) 
  2 (-4) 
  Amphibious. The crab can breathe air and water. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (2d6) bludgeoning damage. 
  Description. Kettle-sized crab. Rotting, slimy. 
   
  Pirate, pickled 
  100 xp 
  Medium undead 
  AC 
  HP 
  Move 
  Chaotic neutral 
  10 
  5 
  15 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 
  Multiattack. The pirate makes two melee attacks. 
  Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (2d6) slashing damage. 
  Description. Zombie in nautical dress. Rotting, slimy. 
   
  War Snail, pickled 
  200 xp 
  Large undead 
  AC 
  HP 
  Move 
  unaligned 
  15 
  15 
  15 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  6 (-2) 
  18 (+4) 
  6 (-2) 
  10 (+0) 
  6 (-2) 
  Flame Belch. Ranged Weapon Attack: +6 to hit, 15 ft 
  cone. Hit: 14 (4d6) fire damage. 
  Description. Camel-sized snail. Glittering blue skin. 
  Pearlescent white shell. Rotting, slimy. 
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 23 
   
  KRAKEN CORPSE, LEVEL 4: SHELL
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 24 
   
  DM NOTES 
  Where is this?  
   Below the Organs  
   Three shelled chambers, 
  in order 
  What happens here? 
   Explore the shell 
   See/fight dream-foxes and 
  night terrors 
   Meet Xeyal in person 
   Get the diamond? 
   Visit the future? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  KRAKEN CORPSE 
   This primordial behemoth lies 
  dead, petrified, and pyritized 
  beneath the mud flat.  
   Corpse is over 20 Ages old  
  (really, very, extremely old).  
   Parasites gnaw and scavengers 
  dig at the glittering remains. 
  ARRIVAL 
  When the PCs come down here, 
  they must proceed from Gallery 
  to Den to Core. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1  GALLERY OF PEARLS 
  Thousands of white pearls are 
  cemented to the iridescent walls 
  of the chamber.  
  Tiny violet motes float lazily 
  through the air.  
   Pearls. For each minute you 
  work at them, you recover 
  1d6 pearls worth 25 GP each. 
   Motes. Dream-stuff. 
  Harmless, but make you yawn 
  and blink heavily. They get 
  denser as you proceed. 
  Encounters: 
  For each minute spent in this 
  chamber, roll 1d6: 
  1-3 Nothing.  
  4-5 A violet dream-fox runs past 
  you to hunt Ajerel. 
  6 
  A Night Terror slithers 
  into the chamber and 
  attacks! 
   
  Onward. A jagged breach in the 
  wall leads deeper down to the 
  Den of Jaws. 
   
   
   
   
   
   
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 25 
   
  2  DEN OF JAWS  
  Dozens of shark jaws hang 
  gaping from the curving walls 
  and arched ceiling, all coated in 
  black jade shining darkly against 
  the silvery shell.  
   Jaws. If you spend 1 minute 
  to break a jaw free of the wall, 
  it slams shut on the PC like a 
  bear trap for 2d6 damage. The 
  jaw shatters into black jade 
  fragments worth 300 GP. 
  Encounters: 
  For each minute spent in this 
  chamber, roll 1d6: 
  1 
  Nothing.  
  2-4 A violet dream-fox runs past 
  you to hunt Ajerel. 
  5-6 A Night Terror slithers 
  into the chamber and 
  attacks! 
   
  Onward. A jagged breach in the 
  wall leads deeper down to the 
  Nacreous Core. 
   
   
   
   
   
   
   
   
   
   
  3  NACREOUS CORE 
  A watery portal of blue energy 
  dances on the pearlescent wall. 
  Through the portal, you see a 
  golden woman. At the base of 
  the portal, a large diamond sits 
  wedged into the floor. 
   Portal. Doorway in time. A 
  tall oval large enough for a 
  Medium creature to step 
  through comfortably. 
   Diamond. Big as your head. 
  Worth 10,000 GP. Pull it out 
  of the ground to close the 
  time portal forever. 
  Woman. Xeyal.  
   6ft tall, slender, gold skin, 
  black eyes full of stars. 
   Tentacles for hair and fingers.  
   Wears a dusty red dress.  
   Highly intelligent, passionate. 
  Angry, desperate, sincere. 
   Does not eat or age.  
  What Xeyal does: 
   Stands just 10 ft away on a 
  dark cliff under the night sky. 
   Begs the PCs to bring Ajerel 
  back here. Offers them any 
  one wish. Allows the PCs to 
  step into the portal if they 
  want to see the future world. 
   If the PCs reach for the 
  diamond, she attacks. She is 
  now willing to step through 
  the portal to defend it. 
   
   
  ?  INTO THE PORTAL 
  You step out onto the edge of a 
  dark cliff. A gray desert lies a 
  hundred feet below you.  
  Overhead, a white flare hovers 
  in a sea of dazzling stars.  
  In the distance, vast living 
  mountains crawl across the 
  endless silent dunes. 
  Facts:  
   When: You are now millions 
  of years in the future, in the 
  Last Age. The white flare is 
  the dying ember of your sun. 
  This darkness is high noon. 
   Where: You are standing on 
  the Dead Sun Massif in the 
  center of the Great Sand 
  Sea. The living mountains 
  are the dreaming cosmic 
  horrors called yugharim. 
   If you remove the diamond 
  from the portal now, you are 
  trapped here. 
  Sanity Check: 
   Roll 1d6. On a 1, your mind 
  breaks under this vision of the 
  future. You must spend one 
  full week resting to recover. 
  You are now permanently 
  afraid of the dark. 
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 26 
   
  LEVEL 4 CREATURES
  Dream-Fox 
  50 xp 
  Small fey 
  AC 
  HP 
  Move 
  Chaotic neutral 
  13 
  10 
  30 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 
  6 (-2) 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Last Words. When the fox dies, it looks its killer in 
  the eyes and describes the time (soon) and place (awful) 
  of their death. This is always false. 
  Description. A purple fox with gold eyes. Difficult to 
  perceive. Looks blurry. Feels too soft. 
   
  Night Terror 
  500 xp 
  Large fey 
  AC 
  HP 
  Move 
  Chaotic neutral 
  17 
  30 
  30 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 14 (+2) 12 (+1) 
  8 (-1) 
  10 (+0) 
  8 (-1) 
  Damage Immunities. Psychic 
  Nightmare Scales. When a creature ends its turn 
  within 5 ft of the terror and can see its scales, the 
  creature is instantly Frightened until the end of their 
  next turn. 
  Multiattack. The terror makes two attacks. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (3d6) piercing damage. 
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., two 
  adjacent targets. Hit: 7 (2d6) bludgeoning damage. 
  Description. Giant black cobra with jagged armor 
  plating. Crawling all over with white maggots. No visible 
  eyes. Multiple rows of splayed and fanged mandibles 
  dripping with violet ichor. 
  Xeyal 
  1,000 xp 
  Medium humanoid 
  AC 
  HP 
  Move 
  Chaotic neutral 
  15 
  70 
  30 ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 12 (+1) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 
  Spellcaster. Spell bonus +7, Spell save DC 15. 
  At will: Message, Mage Hand, Shocking Grasp, Shield, 
  Detect Thoughts, Lightning Bolt, and Telekinesis.  
  Eldritch Aura. When a creature ends its turn within 5 
  ft of Xeyal and can see her eyes, the creature instantly 
  takes 2 psychic damage. 
  Surreal Landscaper. At the end of each round, Xeyal 
  transforms a 10x10 ft area into a whirlpool of sand or 
  a patch of crystalized spikes. Creatures in the 
  whirlpool must spend their Action to escape or else 
  drown. Creatures in the spikes move at half speed and 
  take 1d6 piercing damage for each 5 ft area they cross. 
  Summon Dream-beast. Xeyal summons one (1) 
  Night Terror or two (2) Dream-foxes to assist her. 
  Strangling Grasp. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. 
  Description. Human, tall. Gold skin. Starry night eyes. 
  Tentacles for hair and fingers. Ageless. 
   
   
   
   
   
   
   
   
   
   
  
  “Kraken Corpse Delve” 
  A Dungeon Age Adventure 
  Page 27 
   
  TREASURE
   
  AMULET OF RAHAV 
  This magical item is a simple copper likeness of a 
  winged figure. The wearer is Immune to Cold and 
  no longer needs to eat food.  
  Value: 2,000 GP 
   
  DROWNING FLARE 
  When placed in water, this magical candle ignites 
  with a dazzling white radiance that produces no 
  bubbles or smoke. When removed from water, the 
  candle goes out and cannot be lit. The candle 
  never consumes itself. 
  Value: 500 GP 
   
  EBONY HARPOON 
  From a bygone Age, this strangely crafted spear 
  has a thin line attached. Can be thrown up to 20 
  feet for 1d10 damage. If you roll a 10 for damage, 
  the target falls Prone and you can drag them 
  toward you with the line. 
  Value: 500 GP 
   
   
   
   
  REMORA’S NECKLACE 
  This magical seahorse pendant makes the wearer 
  Invulnerable whenever they are asleep. 
  Value: 1,500 GP 
   
  RING OF SNAIL SPEECH 
  This magical ivory ring allows the wearer to speak 
  with snails.  
  Value: 50 GP 
   
  SHARKSKIN BELT 
  This magical belt allows the wearer to breathe 
  underwater. The wearer also gains Darkvision 60 
  ft. In addition, the wearer feels an unnatural 
  compulsion to keep moving, and is unable to stand 
  still in one place. 
  Value: 500 GP 
   
  SWORDFISH BLADE 
  This naturally formed rapier is made of solid 
  silver-bone.   
  Value: 1,000 GP 
   
   
   
  Copyright © 2020 Joseph Robert Lewis  ▪  Artwork and maps by Joseph Robert Lewis  ▪  Edition: November 2020  
  This is a work of fiction. Names, characters, places, and incidents either are products of the author’s imagination or are used fictitiously. 
  Any resemblance to actual events, locales, or persons, living or dead, is entirely coincidental.  
  www.dungeonage.com 
  www.josephrobertlewis.com 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dragon Age/Dungeon Age - Kraken Corpse Delve.pdf