TEXT: Encounters in the 
  Infinite Planes
  Encounters For All Tiers Across the Planes
  Volume II:
  Plane of Water
  
  Encounters For All Tiers Across the Planes
  Volume II:
  Plane of Water
  Written & Designed by  “Weird Dave” Coulson
  Cartography by Dyson Logos
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  Encounters in the 
  Infinite Planes
  
  Plane of Water | ENCP02
  3
  Introduction
  The endless, depthless ocean of the Plane of Water 
  holds mystery and adventure aplenty for those 
  willing to dive into its waves. Dangers and treasures 
  float amidst the churning currents that constantly 
  push and pull the elemental plane in a never-ending 
  dance of motion, and sometime that motion breaks 
  the surface of the Sea of Worlds that serves as the 
  plane’s top layer. The blazing sun overhead filters 
  down into the Sea of Light, the upper aquatic 
  regions, where most of the activity on the plane takes 
  place.
  But below that, in the Darkened Depths, shadows 
  gather in the sunless realm where no light touches. 
  Evil things dwell there away, ancient and mysterious, 
  and planar sages are unclear if the Plane of Water 
  has a bottom or simply continues on towards infinity.
  Whether characters dive into the Sea of Light 
  or travel further into the Darkened Depths, 
  adventure opportunity abounds on the Plane of 
  Water. Breathing water is a necessity for much of 
  the plane’s regions, but pockets of opportunity exist 
  all over. Sailors ply the waves of the Sea of Worlds 
  above the plane’s depths, while the City of Glass 
  – cosmopolitan hub of the Inner Planes – offers 
  excitement, intrigue, and danger for any group of 
  characters.
  Encounter Descriptions
  You can find a brief description of the encounters 
  below along with their appropriate tier (tier 1 is for 
  levels 1 to 4, tier 2 is for levels 5 to 10, tier 3 is for 
  levels 11 to 15, and tier 4 is for levels 16 to 20).
  Blood Tide of the Joyful Hunter (Tier 3). 
  Sekolah, shark god of the sahuagin, has passed 
  through the Plane of Water leaving a bloody tide in 
  its wake. The sahuagin are stirred to frenzied action!
  Bubbles of Murder (Tier 2). At the Bubbles and 
  Baubles Festival in the City of Glass, murder is afoot, 
  and the characters must find the killer before they 
  strike again.
  Citadel of Corthis (Tier 2). The currents pull the 
  party into the clutches of a strange whirlpool with a 
  mysterious citadel at its center.
  Hunger of the Blasphemous Dark (Tier 4). The 
  Darkened Depths holds many secrets, but one in 
  particular draws the party into a dangerous pit of 
  cold madness and lingering death.
  Pearl of the Padishah (Tier 4). A long-lost pearl 
  owned by the Great Padishah of the Marids has 
  turned up, and a clever advisor needs the party’s help 
  to retrieve it.
  The Kraken’s Tongue (Tier 1). Olhydra has 
  agents all over the City of Glass, and one group of 
  them are looking to test out a new weapon.
  Promise of Shelluria (Tier 1). Misguided 
  followers of Eadro in the City of Glass need 
  assistance in finding the path to their divine home.
  Rumble at the Shark Tooth (Tier 3). The Shark 
  Tooth is a famous tavern with an eclectic and 
  dangerous clientele, and the party gets involved in a 
  web of intrigue between powerful forces.
  Sorrow of Captain Khallas (Tier 1). An 
  abandoned ship floating on the Sea of Worlds 
  holds the lamenting story of a lost captain and her 
  mutinous crew.
  The Sunken Star (Tier 2). Long ago, the Silver 
  Star sailed the oceans but it went down with a great 
  prize. It rests now in the Graveyard of Sails waiting 
  for the characters, but other forces seek it – and 
  protect it.
  Encounter Layout
  Each encounter is presented with a name followed 
  by its tier (1 through 4) and its ideal location on 
  the plane. The details of the encounter follow, with 
  only as much background as is needed to run the 
  encounter at the table – other details are left to the 
  DM decide. 
  Most encounters are broken up into one or 
  more scenes, and the information on those scenes 
  include suggestions on how to focus on the three 
  core pillars of play (Combat, Exploration, Social). 
  The suggestions are there to help bring the scene 
  alive for the players that may want to focus on other 
  options to complete the encounter and to offer the 
  DM tips to make the encounter unique.
  The encounters are based on tier and not 
  specific level to accommodate as many variations of 
  character abilities as possible and to help highlight 
  the fact that they do not have to be solved with 
  combat.
  Encounters in the Infinite Planes 
  Volume II: Plane of Water
  
  ENCP02  |  Plane of Water
  4
  Underwater Combat
  Many of the encounters in the Plane of Water take 
  place underwater. The guidelines for underwater 
  combat can be found in Chapter 9 of the Player’s 
  Handbook.
  Effects in the City of Glass
  The City of Glass is a wonder of magic and sorcery 
  built by the marid genies long ago. Within the 
  confines of the City of Glass (including the Freezer), 
  the following traits are in effect:
  •	
  Creatures that can only breathe underwater 
  can breathe normally.
  •	
  Creatures with a swimming speed have a 
  flying speed at the same rate.
  Monster Statistics
  The appendix includes the monster statistics for the 
  unique creatures found in this volume, which are 
  noted in bold^. Otherwise, monsters in bold can 
  be found in the Monster Manual, monsters listed 
  as bold* can be found in Volo’s Guide to Monsters, 
  and monsters listed as bold+ can be found in 
  Mordenkainen’s Tome of Foes.
  Monsters of the Plane of Water
  The below lists the distinct monsters native to the 
  Plane of Water by challenge rating. You can use the 
  list to help build additional encounters or to add 
  to an existing one as you see fit. Other monsters 
  exist in the Plane of Water as reskinned elemental 
  versions of their Material Plane counterparts (water 
  scorpions, water rocs, water griffons, etc.).
  Monsters
  Challenge (XP)
  Dolphin, merfolk
  1/8 (25 XP)
  Sea elf, locathah
  1/4 (50 XP)
  Giant sea horse, reef shark, 
  sahuagin
  1/2 (100 XP)
  Giant octopus, sea spawn, swarm 
  of quippers
  1 (200 XP)
  Merrow, plesiosaurus, sahuagin 
  priestess, sea hag, sea worm
  2 (450 XP)
  Deep scion, killer whale, electric 
  sea worm, sahuagin hunter
  3 (700 XP)
  Kelpie, nereid
  4 (1,100 XP)
  Giant shark, sahuagin baron, 
  scrag, sea lion, water elemental, 
  wereshark
  5 (1,800 XP)
  Caller from the deeps, water 
  elemental myrmidon
  7 (2,900 XP)
  Eye of the deep, greater water 
  elemental
  8 (3,900 XP)
  Elder sea worm
  9 (5,000 XP)
  Aboleth, megalodon
  10 (5,900 XP)
  Marid, morkoth
  11 (7,200 XP)
  Storm giant
  13 (10,000 XP)
  Dragon turtle
  17 (18,000 XP)
  Leviathan
  20 (25,000 XP)
  Kraken
  23 (50,000 XP)
  
  Plane of Water | ENCP02
  5
  Blood Tide of the 
  Joyful Hunter
  Tier 3, Sea of Light
  The ferocious sahuagin are among the most feared 
  denizens of the aquatic depths, and in the Plane 
  of Water they are in their true element. Their 
  bloodthirsty god, Sekolah, swims in the endless 
  sea of the elemental plane, though truthfully the 
  supremely powerful being seems to care little for the 
  sea devils that worship it. 
  Nonetheless, the sahuagin who inhabit the Plane 
  of Water in the Sea of Light track Sekolah’s passage 
  closely using magical powers. When the great shark 
  behemoth kills a beast from the Darkened Depths, 
  it drags the body towards the surface leaving a 
  bloody trail in its wake. This tide of blood summons 
  sahuagin hunters from all over and pushes them into 
  a frenzy.
  Setup
  Sekolah swims through the Sea of Light with 
  several monstrous denizens of the Darkened Depths 
  clutched in its maw. The blood from the creatures 
  fills the water behind the shark god, creating a Blood 
  Tide that is pursued by an elite band of sahuagin 
  hunters. The tide washes over a band of merfolk 
  scavengers traveling with their most recent find, and 
  the sea devils move quickly to attack the unprepared 
  creatures.
  Using the Encounter
  The sahuagin can be a threat to characters of any 
  tier as they swarm over creatures, settlements, and 
  anything else that stands in their way. Sekolah swims 
  through the Plane of Water at its own pace, more 
  a force of nature than an opponent, and it can pass 
  through nearly any region beneath the surface. Thus, 
  the Blood Tide can occur almost anywhere, and the 
  characters happen to be close to one as a powerful 
  sahuagin hunting party catches the scent of merfolk 
  scavengers.
  The merfolk scavengers may be the actual targets 
  sought by the characters for some other purpose, 
  or they could merely be unlucky targets in Sekolah’s 
  bloody wake.
  Blood Tide Rises
  The encounter begins with Sekolah passing close 
  by, nothing more than a shadow, but the giant 
  shark god’s leaves a trail of blood water in its wake 
  that rocks the characters. Read or paraphrase the 
  following to begin.
  A massive shadow rises up from the depths of 
  the sea, moving quickly and deliberately, but too 
  far away to make out any details. The thing must 
  truly be titanic, however, as a powerful wave 
  washes over you a few moments after it passes. 
  Behind the wave, the sea takes on a metallic 
  taste and a red mist spreads out around you like 
  a living cloud.
  This is the Blood Tide, the result of Sekolah’s 
  passing with a mouth full of fresh meat. The entire 
  area is considered lightly obscured. After a few 
  moments, a hunting party of sahuagin following the 
  Blood Tide come upon the characters, surprising 
  them if possible with Dexterity (Stealth) rolls against 
  the party’s passive Perception. The hunting party 
  consists of eight sahuagin hunters^ and three giant 
  sharks.
  While in the area of the Blood Tide, the sahuagin 
  and sharks have advantage on saving throws and 
  cannot be frightened or charmed. They fight until 
  killed, never back down or retreat, and they use 
  every advantage they can find in combat. Any 
  character facing the creatures can tell the Blood Tide 
  has seeped into their bodies, infecting them with 
  powerful urges.
  Drinking Sekolah’s Wake
  Characters, seeing the determined nature of the 
  sahuagin facing them in the Blood Tide, may be 
  tempted to drink deeply from the waters around 
  them. This must be a conscious and deliberate act 
  of consuming the blood-rich tide. Any that choose to 
  do so feel the bloody water seep into their muscles. 
  They gain advantage on saving throws and cannot be 
  frightened or charmed while in the area of the Blood 
  Tide.
  Unfortunately, they are also marked as followers 
  of Sekolah. Sahuagin priestesses attack non-
  sahuagin on sight that have consumed Sekolah’s 
  wake, and sea elves treat such characters as 
  outsiders or enemies. The effect lasts for 1d4 days 
  before being purged normally from the body. A 
  remove curse spell can remove the taint as well.
  
  ENCP02  |  Plane of Water
  6
  Merfolk in Trouble
  With the first hunting party of sahuagin dealt with, 
  the characters hear a conch shell being blown a 
  short distance away, further up the Blood Tide. 
  Characters native to the Plane of Water or that have 
  dealt with the merfolk before recognize the sound as 
  a common alert possessed by most traveling merfolk.
  Swimming to investigate through the Blood 
  Tide puts the party a short distance away from the 
  beleaguered band. There are six merfolk swimming 
  protectively around a large sled constructed of 
  hardened coral, with two giant seahorses at the 
  rein. The dismembered bodies of three merfolk float 
  in the waters around the group, victims of massive 
  bite attacks.
  The merfolk spot the characters unless they are 
  hidden and call for aid. At that moment, another 
  hunting party of sahuagin swoop in. This group 
  consists of four sahuagin hunters^, two sahuagin 
  priestesses, two giant sharks, and a megalodon^.
  Aftermath
  Sekolah is a force of nature on the Plane of Water, 
  and the merfolk and other travelers that move 
  among the currents of the Sea of Light know the 
  risks. Nonetheless, the merfolk scavengers are happy 
  to have assistance from the characters – they surely 
  would have perished without their timely aid!
  The merfolk would be glad to have the characters 
  along as escort for the rest of their journey. Perhaps 
  they were heading towards the City of Glass or a 
  merfolk settlement somewhere in the Sea of Light.
  Treasure
  The scavengers have just returned from a shipwreck 
  that was on its way to the Graveyard of Sails, a 
  lucky find for them, and they can provide general 
  directions on how to get back there if the characters 
  needed or wanted. The merfolk otherwise don’t have 
  much to offer, but they do give the party 250 gp in 
  gems they had recovered.
  Playing the Pillars: Merfolk in Trouble
  Combat. The priestesses start combat by hurling 
  guiding bolts at the party in an effort to deal 
  damage from a distance. The megalodon and giant 
  sharks follow the commands of the sahuagin, who 
  recognize the party as a worthier foe than the pitiful 
  merfolk. For their part, the merfolk keep near their 
  sled but can offer a few spear throws to aid the 
  characters.
  Exploration. The merfolk scavengers had just 
  looted a wreck that contained some unusual stones. 
  Characters near one of the dead merfolk floating 
  nearby can make DC 15 Wisdom (Perception) 
  checks to notice a pack with stones attached to the 
  belt of the severed merfolk torso. Inside are three 
  stones of light.
  Social. Under the effects of the Blood Tide, the 
  sahuagin and sharks are ferocious and out for blood 
  with no opportunity for talk or communication. 
  Casting remove curse on a sahuagin removes 
  that creature from the combat as it swims away in 
  confusion (this does not work on the sharks).
  
  Plane of Water | ENCP02
  7
  Bubbles of Murder
  Tier 2, City of Glass
  The City of Glass holds a great number of festivals 
  throughout its annual cycle, but few are as colorful 
  and impressive as the Bubbles and Baubles Festival. 
  Merchants from all over the city put their most gaudy 
  pieces on display as massive bubbles fill the air, 
  colorful and scintillating. Music and laughter ring 
  through the districts and the three day long festivities 
  culminate with a massive bubble beneath the peak of 
  the dome that protects the city, where it bursts and 
  rains down color and wonder on everyone.
  This year, however, dark actions are afoot, and 
  the characters find themselves uniquely positioned 
  to stop a killer taking down merchants during the 
  festivities.
  Setup
  Fendan Silvercoral is a sea elf merchant with a 
  streak of bad luck behind him. He has come to the 
  City of Glass to sell exotic shells and pearls on five 
  separate occasions, and each time some disaster 
  has struck his wares or his shop. There was nothing 
  sinister or deliberate behind the disasters, but each 
  time there was another merchant who stepped in to 
  fill the void with similar goods.
  Frustrated and angry, Fendan returned to his 
  home after the last trip with resentment in his 
  heart. On the trip, he heard a voice call out from the 
  Darkened Depths and against sane judgement he 
  sought it out. His journey took him down into the 
  lightless sea where a shadowy face promised him 
  everything he could want. In his weakened and angry 
  state, Fendan fell quickly to the seductive voice and 
  readily agreed.
  The shadowy face gave the sea elf a special scroll 
  with instructions to speak the words aloud five times 
  to exact his revenge on the merchants who wronged 
  him. Fendan returned to the City of Glass just as 
  the Bubbles and Baubles Festival started, and he 
  used the scroll three times on his rivals. Each time, 
  a shadow demon came into being and assassinated 
  the target horrifically, but also Fendan lost more and 
  more of his soul with each use.
  Using the Encounter
  The murder spree of Fendan Silvercoral has already 
  begun by the time the encounter starts, and it’s 
  possible the characters have already heard of the 
  three strange and sudden deaths. The merchants are 
  not related by geography and didn’t know each other, 
  so the Knights of Glass have not linked them yet, and 
  with the Bubbles and Baubles Festival in full swing 
  they have their hands busy with general security. 
  They definitely don’t want to start a panic, but they 
  could use the help when the third murder occurs.
  One key component of the Bubbles and Baubles 
  Festival is ambient light within the City of Glass is 
  reduced, allowing the beautifully iridescent bubbles 
  to glow and shimmer in the dim sky above the city. 
  The entire city is cloaked in dim light for the period 
  of the festival.
  Bubbles, Baubles, and Death
  On the start of the third day of the Bubbles and 
  Baubles Festival in the City of Glass, the characters 
  find themselves unwitting witnesses to a horrific 
  murder by a shadow demon. They have an 
  opportunity to defeat the creature as it flees, though 
  its summoned time is limited. Read or paraphrase 
  the following to begin.
  The Bubbles and Baubles Festival is in full swing 
  at the start of its third and final day! The sky 
  above the City of Glass is magically darkened 
  to resemble twilight in order to enhance the 
  hundreds of multicolored bubbles that dance and 
  float overhead in a hypnotizing ballet of beauty 
  and color. Merchants from all over the city have 
  put their most gaudy items on display in honor 
  of the colorful festival and the streets are full of 
  travelers and residents alike.
  Have each character make a Wisdom (Perception) 
  check (at disadvantage because of the dim light). 
  Whomever rolls the highest spots a merfolk 
  merchant 100 feet away holding a glowing shell 
  in his hand suddenly become enveloped in a thick 
  shadow, his face showing terror before being 
  engulfed. Three shadow demons attack the 
  merchant silently, and nobody else has noticed the 
  event yet.
  If the characters investigate, they arrive to see the 
  shadows behind the merchant stall dissipate and the 
  merfolk lay dead on the ground, terror stricken on 
  his face. The shadow demons tries to slink away but 
  at that moment a particularly large bubble appears 
  overhead, bathing the stall in bright light for a 
  moment. The characters can see the demons moving 
  away behind the stall and deeper into an alley before 
  the bubble pops and dim light returns.
  The shadow demons have instructions to flee if 
  confronted but their malicious nature gets the better 
  of them. They face the characters in combat but they 
  dissipate naturally after 5 rounds, dissolving into 
  nothing with a harsh cackle.
  
  ENCP02  |  Plane of Water
  8
  The Law Arrives
  Knights of Glass can be summoned by the characters 
  or other residents, arriving in 1 minute upon the 
  scene. The patrol consists of five LN merfolk guards, 
  and after they arrive one goes to fetch a captain. A 
  minute later, Captain Gervigg (LN merfolk knight) 
  shows up and asks the characters questions about 
  what happened. He is a reasonable investigator and 
  he has taken it upon himself to find the shadow killer, 
  as he calls the murder.
  If the characters describe the incident with 
  the shadow demons, Captain Gervigg is grim but 
  believes them fully. He had suspected a creature of 
  shadow was the culprit, and a shadow demon was 
  high on his list. He invites the characters to a nearby 
  watchtower to help puzzle through the case as he 
  needs all the help he can get.
  Trail of the Shadow Killer
  Captain Gervigg explains the following points to the 
  characters.
  •	
  Three merchants have been killed since the 
  Bubbles and Baubles Festival started. They 
  have been all around the Crystal District and 
  the only link between them is they each sell 
  shells and pearls. Full dossiers are written 
  up for each victim.
  •	
  Each death appears to have been been 
  caused by terror. No physical marks were 
  found, but witnesses report stalls fell dark 
  moments before they were last seen.
  With this most recent murder, Captain Gervigg feels 
  the situation is escalating quickly. The finale to the 
  Bubbles and Baubles Festival is only 4 hours away 
  and the merfolk knight believes in his gut that the 
  killer is going to strike again. He asks for help in 
  combing through the dossiers to find some link he 
  has missed.
  In order to find the link, the characters must 
  peruse the dossiers and succeed on 6 DC 16 ability 
  checks. Each check requires an hour of time, and 
  up to three characters can make the check per 
  hour. How the characters go about the search is 
  up to them but may include Intelligence (Arcana), 
  Intelligence (Investigation), Wisdom (Insight), and 
  Wisdom (Perception) checks.
  Once successful, the characters find the link: a sea 
  elf merchant named Fendan Silvercoral. He doesn’t 
  live in the City of Glass, but once the characters have 
  the name another merfolk guard chimes up that he 
  saw the sea elf five days ago after an altercation with 
  another merchant, a locathah named Noda Ram. 
  The sea elf was staying at the House of Sea Stars, 
  a boarding house for sea elves. Captain Gervigg 
  commands a squad of five LN merfolk guards and 
  heads to the House of Sea Stars, and asks the 
  characters to find and protect the other merchant.
  Under the Great Bubble
  The characters head out and arrive at Noda Ram’s 
  stall just as the crowds gather all over the City of 
  Glass to watch the building of the great bubble 
  overhead. Noda Ram is friendly and barely recalls 
  anything about Fendan Silvercoral.
  After a few minutes, the great bubble grows bigger 
  and all attention is turned skyward as music fills the 
  air. Then four shadow demons emerge from around 
  the stall, eager to kill Noda Ram and the characters.
  Aftermath
  One the shadow demons are defeated, the Bubbles 
  and Baubles Festival reaches a crescendo as the 
  great bubble in the sky pops. Multicolored rain falls 
  down all over the City of Glass as the populace 
  cheers wildly. Captain Gervigg and his merfolk 
  guards arrive a few minutes later to report that 
  Fendan Silvercoral has not been seen for a few days.
  Afterwards, Fendan gives himself over to the 
  darkness completely, He spends time in the Abyss 
  where his new master dwells, but he never forgets 
  the party and makes plans to end their lives.
  Playing the Pillars: Under the Great 
  Bubble
  Combat. The shadow demons use their shadowy 
  actions to the best of their ability, hiding and 
  attacking from out of sight. They don’t mind taking 
  a bit of psychic damage to stay hidden below the 
  ground as well. If things go badly for the demons, 
  they focus their attacks on Noda Ram to fulfill their 
  mission.
  Exploration. Some nearby stalls have large barrels 
  filled with iridescent soap used to create the bubbles 
  that float over the city. A character can use an action 
  and a bubble wand (large paddles with holes cut 
  in the center) to fill a 10-foot cube with glowing 
  bubbles. Until the start of the character’s next turn, 
  the area within the cube is considered bright light.
  Social. Noda Ram is a terrified locathah merchant, 
  but she can be convinced to help with a DC 15 
  Charisma (Intimidation or Persuasion) check. She 
  has a nonmagical light crossbow and a trident, but 
  she can take the Help action or use one of the bubble 
  wands to create areas of bright light.
  
  Plane of Water | ENCP02
  9
  Citadel of Corthis
  Tier 2, Sea of Light
  The tritons of the Plane of Water are a silent 
  vanguard against the evils dwelling in the vast 
  endless sea. They’ve fought countless unknown 
  battles against kraken, sahuagin, and other 
  loathsome monsters of the underwater realm, and 
  the fact that so many evil forces have been forced to 
  the Darkened Depths can be attributed directly to 
  triton influence.
  The relics of those countless wars remain 
  scattered across the Plane of Water, however, and for 
  some the fight has never ended.
  Setup
  Corthis was once a powerful triton knight that 
  led special units of warriors in precision strikes 
  against a multitude of deep-sea foes. He was proud, 
  arrogant, and capable, and that became his downfall 
  when he heard of a small citadel run by an aboleth 
  that was conducting horrible experiments. He took 
  a handful of soldiers and broke into the citadel with 
  noble intentions.
  The aboleth was smart, however, and its defenses 
  were strong. At the bottom of the citadel the creature 
  let loose its final creations, but the magic went awry 
  and a powerful wave of black energy from the Far 
  Realm washed out over the citadel. The aboleth was 
  killed, though its mind was thrown into a nearby 
  tapestry, but Corthis survived as a vortex of swirling 
  water consumed the site. Consumed by rage, the 
  triton knight sought a way out, but the aboleth’s dark 
  magic seeped into his body. It consumed him utterly, 
  transforming him into a blackguard, and the citadel 
  fell away into the Sea of Light.
  Corthis, now a twisted and insane parody of his 
  former self, is sustained by the magic of the citadel. 
  Horrific monsters spawn around him constantly and 
  he fights it all with stubborn will.
  Using the Encounter
  The Citadel of Corthis can be placed nearly 
  anywhere in the Sea of Light, and can serve as a 
  quick diversion for a group of characters travelling 
  to another destination through the water. Few beings 
  know the extent of the triton’s influence over the 
  denizens of the Plane of Water, and while Corthis 
  has been corrupted, if he can be saved he can be a 
  powerful aquatic ally for the party.
  Alternately, when the aboleth’s magic can be 
  undone, Corthis can escape and live to fight another 
  day. Twisted by powerful forces, the blackguard may 
  try to martial new forces in an ill-conceived battle 
  against otherwise good creatures.
  Ride the Vortex
  The encounter begins with the characters getting 
  swept up into a sudden vortex that pulls them down 
  into the ancient aboleth citadel. Read or paraphrase 
  the following to begin.
  The azure depths of the Sea of Light stretch out 
  endlessly, marked by rippling currents and the 
  occasional series of rising bubbles. Suddenly, the 
  water around you churns violently as a narrow 
  vortex of swirling sea slams into your position, 
  appearing very much like an underwater 
  tornado. The strong current pulls you around 
  and around while dragging you down deeper into 
  its core.
  The vortex is generated by the stone in the bottom 
  of the citadel. For the purposes of this encounter, 
  the characters don’t have a chance to escape unless 
  extraordinary circumstances are used. They are 
  quickly deposited without harm to the top of the 
  citadel, area A.
  The entire citadel is flooded with water. The 
  ceilings are 10 feet unless otherwise noted and the 
  stone is magically hardened to prevent unnatural 
  tampering.
  A. Citadel Top
  The vortex delivers the characters unharmed to 
  the top of the citadel. It is constructed of a pale 
  blue-green stone, with the swirling power of the 
  underwater tornado surrounding it on all sides. The 
  powerful current it generates prevents any creature 
  from swimming more than 30 feet up and constantly 
  buffets the sides.
  Characters that look down over the edge see 
  the citadel’s top is wider than its central tower, 
  preventing much from being gleaned about the next 
  lowest level. The structure rests on a chunk of stone 
  floating aimlessly in the Sea of Light.
  
  ENCP02  |  Plane of Water
  10
  An obvious stone trap door provides the only 
  reliable exit into the citadel. A crude stone ladder is 
  carved into the chute that leads down to area B, from 
  which the sound of vague gibbering can be heard.
  B. Observation Level
  This level was used by the aboleth’s guardians 
  to watch for intruders. The windows remain, 
  but they look out onto the side of the vortex only. 
  Moving between the two rooms of this level are five 
  gibbering mouthers, the remnants of the aboleth’s 
  ancient experiments. These variants breathe water 
  and air but they otherwise have the same statistics 
  as regular versions. They fight until killed, knowing 
  somewhere in their gibbering brains that they’ll 
  respawn later.
  A spiral staircase carved out of the natural stone 
  of the citadel leads down to area C.
  C. Feeding Level
  The aboleth used this level to keep its dangerous 
  minions fed and away from its main operational 
  areas further down. The door behind the spiral stairs 
  is stone and propped open, the chamber beyond 
  holding nothing but the remnants of large broken 
  seashells.
  The door leading to the stairs leading to area 
  D is stuck, requiring a DC 16 Strength check to 
  force open. The hall and stairs are covered with 
  thick green slime, but it doesn’t impede swimmers 
  descending to area D.
  D. Security Caves
  This area was the last line of defense against the 
  monsters that occupied the upper levels of the 
  citadel. Corthis doesn’t go in here much anymore, 
  preferring instead to roam area E in search of 
  gibbering mouthers, but the guardian remains intact. 
  Any creature swimming down from area C that 
  doesn’t speak the passphrase (now long forgotten) 
  awakens the pair of water elementals that surge 
  forward out of the side cave.
  Like above, the door leading to area E is stuck 
  (DC 16 Strength check to force open).
  E. Ancient Cells
  The main level of the citadel was used by the aboleth 
  to keep its experiments under lock and key. With 
  the release of its power, the cells broken open. Each 
  chamber along the exterior wall of the citadel has 
  narrow stone bars for walls, now slime encrusted 
  with the doors broken open. There are a total of five 
  gibbering mouthers lurking around the cells.
  Corthis, a CN triton blackguard, wanders this 
  level in a continual tormented battle against the 
  gibbering mouthers and his own hubris. He fights 
  the characters initially, seeing them as agents 
  of the long-dead aboleth, but turns his attention 
  towards the mouthers if they are also engaged in 
  combat. Corthis remains deeply suspicious about 
  the characters, but if they can prove they are not 
  servants of the aboleth, he relents though he doesn’t 
  share information.
  F. Tapestry of the Master
  Stairs lead down into the rocky depths of the 
  citadel’s base. Here is where the aboleth worked 
  its terrible experiments, and ultimately where it fell 
  victim to its own power. However, it didn’t die, at 
  least not fully. Its consciousness was transferred over 
  to the tapestry that hangs on the wall, which depicts 
  a shadowy tentacled form rising up from a black gulf.
  The aboleth speaks in a watery, sloshing voice 
  telepathically with the characters. Corthis refuses 
  to go down the stairs, and he fully believes the party 
  is working against him if they try to go down. He 
  doesn’t follow but plans on attacking the characters 
  when they come back up (if they come back up).
  The aboleth, who only identifies itself as 
  the Master, curses the triton and his forces for 
  interrupting its valuable experiments. It begs to 
  know what is happening on the upper levels, where 
  its guardians were last seen. The Master listens 
  carefully and chortles horribly if told about the 
  gibbering mouthers – clearly its experiments into the 
  Far Realm were successful!
  The Master seeks to end its imprisonment in the 
  tapestry, but the tapestry is immune to damage. It 
  knows that the vortex stone in the next room is the 
  key, and it directs the characters to the secret door so 
  that they can break the stone and release the vortex. 
  It also releases the Master from the tapestry, sending 
  its evil soul back out into the Plane of Water. 
  
  Plane of Water | ENCP02
  11
  Treasure
  As a gift, the Master promises the party a wand of 
  lightning bolts if they agree to destroy the vortex 
  stone – it unwraps the item from a hidden fold and 
  lets it float to the party. Alternately the party can find 
  the wand if they search the tapestry and make a DC 
  14 Intelligence (Investigation) check.
  G. Vortex Stone
  Piles of broken beakers, bottles, unguents, and 
  other alchemical supplies lie floating about the main 
  room. A side passage leads to a small cave where 
  in a porous green stone rests on a small pedestal 
  in the center. The Master directs the characters to 
  destroy the stone, which has 10 hp and immunity to 
  bludgeoning, piercing, and slashing damage.
  Aftermath
  Once destroyed, the vortex surrounding the citadel 
  collapses instantly and all of the gibbering mouthers 
  dissolve into disgusting (but harmless) pink pools. 
  Corthis is released, and if he is still alive the force the 
  magic being undone shoots him out of a weakened 
  wall section. Does he survive? It’s up to you and how 
  he interacted with the party during their exploration 
  of the citadel.
  Playing the Pillars: Citadel of Corthis
  Combat. The gibbering mouthers gang up on 
  characters as much as possible, hurling globs of light 
  at opponents and attacking wildly against blinded 
  targets.
  Exploration. The Master’s alchemical storage in 
  area G can provide clues as to what the aboleth was 
  up to so long ago. The experiments involved infusing 
  elementals with extracted stuff from the Far Realm, 
  a plane of pure madness and abhorrent evil. The 
  notes and samples from the area would alarm any 
  aquatic sage in the City of Glass.
  Social. Corthis can be belligerent, arrogant, and 
  boastful, which can grate on most people, but 
  the triton was truly one of the good ones at one 
  point. The Far Realm taint released by the aboleth 
  fractured his mind and now he sees enemies 
  everywhere, but characters looking to calm him can 
  use magic or a tough DC 20 Charisma (Persuasion) 
  check to get him to listen to reason. Under no 
  circumstances does he enter area F, but he doesn’t 
  view the party with suspicion anymore and gives up 
  more details about the citadel as he knows them.
  
  ENCP02  |  Plane of Water
  12
  Citadel of Corthis Map
  1 Square = 10 feet
  A.
  B.
  C.
  D.
  E.
  F.
  G.
  
  Plane of Water | ENCP02
  13
  Hunger of the 
  Blasphemous Dark
  Tier 4, Darkened Depths
  The mysterious Darkened Depths of the Plane of 
  Water hold secrets and dangers to an unfathomable 
  degree. One particularly dangerous location is the 
  Sunken City of R’lyeh, where Cthulhu the Great 
  Old One sleeps and dreams eternally amidst 
  broken cyclopean masonry. Cthulhu’s kin, known 
  as star spawn, also dwell in R’lyeh, and they take a 
  more active role in dragging down the multiverse 
  into depths of madness and death. To that end, 
  Yokagoggor the Blasphemous Bulk in its black-filled 
  pit hungers and seeks to devour life itself, and only 
  a group of experienced heroes can turn back its foul 
  designs.
  Setup
  Yokagoggor (YO-kug-ugh-gore) is an ancient star 
  spawn proto-ooze that dwells in R’lyeh, inside a 
  deep pit known in certain mystical texts as the 
  Blasphemous Dark. Since it came from the Far 
  Realm so long ago, it has sent out its mind across the 
  multiverse, trying to invade the brains of mortals to 
  lure them into the Darkened Depths of the Plane of 
  Water.
  And finally it has touched upon something. Its 
  psychic tendrils reached out across the planes and 
  caressed the mind of an unsuspecting victim, driving 
  the target insane while drawing out their very life 
  force. Yokagoggor relished the fear and quickly 
  moved to other nearby targets, infecting more and 
  more as it fed on the madness.
  Using the Encounter
  The lair of a star spawn proto-ooze awaits the 
  characters in the Darkened Depths, a dangerous 
  prospect for even a band of high-level adventurers. 
  Drawing the characters into the encounter can be 
  as straightforward as threatening someone they 
  care about with Yokagoggor’s maddening influence, 
  which can be blocked by certain magic but eventually 
  spreads out like a disease.
  Reaching R’lyeh in the Plane of Water can be as 
  involved or as simple as the characters’ capabilities 
  demand. Magical research points out Yokagoggor as 
  the culprit dwelling somewhere in R’lyeh called the 
  Blasphemous Dark, but little more can be gleaned. 
  By this tier, the party likely has garnered enough 
  allies and magical tools to make the trip little more 
  than a comment, but the Sunken City defies direct 
  transportation magic.
  Cyclopean Ruins of R’lyeh
  The characters arrive at R’lyeh in the Darkened 
  Depths of the Plane of Water. The subtle 
  phosphorescence radiates from the ruins of 
  the sunken city, pushing back the otherwise 
  impenetrable darkness to spread dim light over the 
  entire area. Everything in R’lyeh, including the Pit of 
  Blasphemous Dark, is submerged underwater.
  Read or paraphrase the following to begin.
  The unyielding blackness of the Darkened 
  Depths gives way to a sickly green illumination 
  emanating from a series of jumbled stone 
  blocks. The site becomes clearer as you swim 
  and you see that it is the remnants of some 
  titanic city that are glowing, its sheer size and 
  scale dwarfing even giants. Pillars, blocks, and 
  deliberately cut ramps and arches spread out, all 
  glowing with an eerie green light that is neither 
  comforting nor natural.
  This is the Sunken City of R’lyeh wherein dwell 
  ancient star spawn from the Far Realm. Cthulhu 
  sleeps somewhere in the cyclopean ruins, but the 
  characters have a direct goal in mind – the Pit of 
  Blasphemous Dark which holds Yokagoggor and its 
  insidious clutch on the frail sanity of mortals.
  Navigating the ruins of R’lyeh to find the Pit of 
  Blasphemous Dark requires an hour and a group 
  DC 20 Wisdom (Perception) check. On a failure, the 
  party fails to find it and everyone must make a DC 
  18 Wisdom saving throw as the alien power of the 
  sunken city infects their brain. Those that fail suffer 
  18 (4d8) psychic damage.
  The save must be repeated every hour the 
  characters remain in R’lyeh. Once the party has 
  found the Pit of Blasphemous Dark, they gaze into 
  a great pit in the stone ground of the city where the 
  darkness slips around like an ooze inside.
  Passing down into the 100-foot deep pit is 
  unsettling and requires a DC 18 Intelligence saving 
  throw. On a failure, characters lose 1d4 points of 
  Wisdom as their very sanity is eaten away. Any lost 
  Wisdom points within R’lyeh return after a long 
  rest outside of sunken city, and cannot be regained 
  through magical means while in the area. The 
  submerged pit drops the party in area A below.
  
  ENCP02  |  Plane of Water
  14
  There is a secret way into the Blasphemous Dark. 
  If the party searches around after finding the great 
  pit, they can make DC 17 Wisdom (Perception) 
  checks. On a success, the character spots a collapsed 
  building nearby that looks to hold a set of stairs 
  leading down. The path is blocked by a star spawn 
  hulk+ (with a swimming speed of 30 feet and the 
  Amphibious trait) that moves to attack any intruders. 
   
  Pit of Blasphemous Dark
  Yokagoggor dwells in the Blasphemous Dark below 
  R’lyeh, a vestige of a forgotten epoch in the Far 
  Realm forced into the Plane of Water when the 
  sunken city was pulled across the multiverse. It 
  oozes evil and corruption and its lair reflects that.
  There are two types of doors in the Pit of 
  Blasphemous Dark. The ones marked on the map 
  as regular doors are curtains of thick blackness 
  – passing through one is unsettling but is not 
  threatening or dangerous. The sections of wall 
  marked with an S are curtains of blasphemous dark 
  separating areas. They are easily found but passing 
  through one requires a DC 18 Intelligence saving 
  throw. On a failure, the victim loses 1d4 points of 
  Wisdom.
  A. Blasphemous Dark
  The pit leads directly in this large cavernous 
  chamber with a 40-foot high ceiling. The black areas 
  are the oozing clouds of mind-blasting darkness 
  that fill the indicated areas from floor to ceiling. 
  Squatting in the center, surrounded by the shifting 
  oozing blackness, is a roughly-carved pedestal upon 
  which rests Yokagoggor^ itself.
  If confronted in combat, Yokagoggor summons 
  the three star spawn hulks+ from area B. The star 
  spawn proto-ooze alien probing tries to devour the 
  intellect of the characters during combat but it does 
  not back down and does not relent on trying to kill 
  the intruders.
  Any non-star spawn that touches the oozing 
  clouds of blackness must succeed on a DC 18 
  Intelligence saving throw, losing 1d4 points of 
  Wisdom on a failure.
  In combat on initiative count 20 (losing initiative 
  ties), Yokagoggor can take a lair action to cause the 
  following effect to occur.
  •	
  A patch of oozing darkness lurches out of 
  the cloud and strikes a 10-foot-cube that 
  Yokagoggor can see. Non-star spawn in the 
  cube must succeed on a DC 18 Intelligence 
  saving throw or lose 1d4 points of Wisdom.
  B. Chapel of Yokagoggor
  Three star spawn hulks+ huddle in this large square 
  region. The corners each hold a faded altar holding 
  rough images of the Blasphemous Bulk devouring 
  unidentifiable creatures of all types. The star spawn 
  hulks move to assist Yokagoggor in combat.
  C. Sealed Elder Sign
  Like many star spawn, Yokagoggor’s power is kept 
  in check by strategically placed stones bearing an 
  eldritch symbol inscribed on them. Known as elder 
  sign stones, these hand-held rocks radiate abjuration 
  magic, and when held by an individual grant 
  advantage on any saving throw originating from a 
  star spawn. Each room marked as C on the map 
  holds one elder sign stone.
  Aftermath
  Yokagoggor is a dreadful opponent that is master 
  of its domain. It commands the oozing darkness to 
  consume characters and never backs down from the 
  fight. But, with luck and cunning, the characters can 
  succeed against the star spawn from another realm, 
  and by doing so they have put an end to a horrible 
  threat to the Material Plane.
  But Yokagoggor, like all star spawn, is not made 
  of stuff from this multiverse. The thing’s alien mind 
  is thrown back to the Far Realm, and it eventually 
  oozes back. Such entities are forever.
  Playing the Pillars: Pit of Blasphemous 
  Dark
  Combat. The characters have come to deal with 
  Yokagoggor, and the blasphemous entity does not 
  back down from the fight. It uses every advantage it 
  can in combat to try and defeat the characters. The 
  star spawn hulks try to grab and shove characters 
  into oozing darkness whenever possible.
  Exploration. Any living creature that enters the Pit 
  of Blasphemous Dark is automatically known by 
  Yokagoggor, but the characters can search around 
  the rooms to help find tools to assist in their battle. If 
  they can find an elder sign stone in any area C in the 
  pit they can use that to help fend off Yokaggogor’s 
  insidious attacks.
  Social. The alien intelligence of Yokagoggor is 
  curious about the intruders, and if the characters do 
  not initiate combat with the thing it regards them 
  curiously. It is hungry, so hungry, and demands the 
  minds of mortals to satiate its appetite. Though 
  curious, it is still set on destroying the intruders.
  
  Plane of Water | ENCP02
  15
  Pit of Blasphemous Dark Map
  1 Square = 10 feet
  A.
  B.
  C.
  C.
  C.
  
  ENCP02  |  Plane of Water
  16
  Pearl of the Padishah
  Tier 4, City of Glass
  The marid genies of the Plane of Water are proud 
  to the point of arrogance, but their pride has deep 
  roots. It was their magic that built the City of Glass 
  and erected the Citadel of Ten Thousand Pearls 
  along with countless other treasures. One of those 
  treasures, a magnificent pink pearl with a mind of its 
  own, was stolen from the Great Padishah’s citadel 
  generations ago, and that loss has haunted every 
  Great Padishah since.
  Now an advisor to the marid leader has learned 
  that the pink pearl has been seen in the City of Glass, 
  but he needs outside help to bring it back to his 
  mistress’ hands.
  Setup
  The Citadel of Ten Thousand Pearls has at least as 
  many pearls as its namesake claims, and perhaps 
  more. Each individual pearl is fabulous and many 
  are enchanted, but most fall short in terms of value 
  and power when compared to the pulsating pink 
  pearl gifted to the Great Padishah of the Marids 
  by a powerful wizard. It was Irr’alla’kalla, which 
  translates in the marid language as “ocean full of 
  stars.”
  The pink pearl held a potent intelligence and a 
  vast ego, but it was matched by the Great Padishah 
  and the two became inseparable. Irr’alla’kalla was 
  placed in the marid leader’s personal chambers 
  and guided him through trials and tribulations. But 
  other elements in the Great Padishah’s court became 
  jealous of the pearl, and a secret conspiracy stole 
  Irr’alla’kalla away and moved it out of the citadel. 
  Initially furious, the notoriously fickle marid leader 
  moved on quickly.
  Irr’alla’kalla passed between many hands, moving 
  among the Material Plane and the multiverse, and 
  while it isn’t evil it is incredibly selfish and vain. It 
  advised kings and queens of all kind, lending its 
  power, but it longed to return to the Plane of Water. 
  Recently, Irr’alla’kalla jumped into the possession of 
  a summoned marid, a lesser noble among the courts 
  of the genie, and with the pearl’s aid the summoning 
  power was broken and they stole together to the City 
  of Glass.
  The pink pearl is firmly in control of its weaker-
  willed master, but it seeks a return to the Citadel of 
  Ten Thousand Pearls – but not to advise anymore. It 
  intends to rule.
  Using the Encounter
  The characters are drawn into the encounter when 
  their fame reaches the ears of Balmaris, a fretful 
  sea elf advising the current Great Padishah of the 
  Marids. Balmaris has many contacts on the Azure 
  Council in the City of Glass, and he learns that a 
  marid has come into the city bearing a magical pink 
  pearl. He sees the return of the item as a way to 
  curry further favor with his patron, but he doesn’t 
  want to raise any trouble. He seeks the characters 
  out to convince the marid to give up the pearl if it is 
  indeed Irr’alla’kalla, which it is.
  Delicate Help
  Balmaris reaches out to the characters via magical 
  courier (a talking fish made out of rippling water), 
  inviting them to Black and White Leaves, a tea house 
  in the Royal District of the City of Glass, to discuss a 
  delicate matter.
  Black and White Leaves is an upscale 
  establishment that caters to a wealthy clientele, but 
  the characters are expected and the water genasi 
  host ushers them quickly to a private room. Read or 
  paraphrase the following to begin.
  The impeccably dressed water genasi host 
  moves effortlessly through the open areas 
  of Black and White Leaves, leading you to a 
  private room near the back of the well-appointed 
  establishment. He pushes back the curtain of 
  beaded sea leaves and steps aside, revealing a 
  round room with a single crystalline ornament 
  shedding dim light resting on the table. A 
  nervous looking sea elf dressed in richly-
  appointed silk robes rises quickly to greet you, 
  tripping over his robe in the process.
  This is Balmaris, and he speaks Common with a 
  thick foreign accent, never trusting his command of 
  the language. He conveys the general background to 
  the characters about Irr’alla’kalla, the intelligent pink 
  pearl, though he doesn’t have any idea of the extent 
  of its powers. It was seen by his contacts in the 
  possession of a marid of little standing, Fazel Amir 
  Khodada al’Diba.
  Balmaris wants the pearl but he doesn’t want 
  any trouble with Fazel directly, so he’s hoping the 
  characters can convince the marid to give it up 
  willingly. The sea elf is willing to pay up to 50,000 gp 
  for the item and he asks the characters to deliver the 
  offer and make the swap. Balmaris is willing to pay 
  the characters each 1,000 gp to act as couriers in the 
  deal.
  Fazel has been seen regularly at Foggy Vision, a 
  steam hall in the Crystal District.
  
  Plane of Water | ENCP02
  17
  Steamed Pearl
  Finding Foggy Vision is not difficult. Steam halls are 
  a common site in the City of Glass, where heated 
  water provides a refreshing setting for many aquatic 
  residents. Fazel has been staying at Foggy Vision 
  since he arrived, though Irr’alla’kalla has been urging 
  him to leave in the hope of getting into the hands of 
  someone that can deliver it to the Great Padishah 
  herself.
  Entering Foggy Vision requires paying an 
  entrance fee of 10 gp per person to the locathahs 
  that run the steam hall. They can be intimidated 
  without too much trouble, but afterwards one of 
  them runs to fetch a contingent of Knights of Glass 
  to deal with the interlopers.
  Inside, the steam hall is divided into four large 
  chambers separated by halls and sealed doors. Fazel, 
  a marid, sits on a bench alone inside one of them 
  surrounded by thick tendrils of warm steam. The 
  chamber is 90 feet long, 50 feet wide, and the ceiling 
  stretches up 30 feet. The steam heavily obscures the 
  area, though the marid’s blindsight means he can see 
  within a certain range with no difficulty. Fazel keeps 
  Irr’alla’kalla, the pink pearl nearly 1 foot in diameter, 
  in a seaweed sack at his side.
  Fazel initially plays it coy if confronted about 
  the pearl, claiming to not know anything about it. 
  Irr’alla’kalla casts detect thoughts on the party to 
  ascertain their nature, and if successful it reaches 
  out telepathically to one of the characters. It begs 
  to be freed from Fazel, who the pearl claims is a 
  monstrously evil creature with dark intentions. The 
  marid is proud and haughty, like all of his kind, but 
  not directly evil at all.
  Irr’alla’kalla plays upon the situation to get out 
  of the hands of Fazel, alternating between luring 
  the characters in to take it by force and pushing 
  the marid to defend it against the thieves (the 
  pearl senses the party is more than a match for the 
  genie). If the characters take the pearl by force, or if 
  Irr’alla’kalla senses they won’t do it, the item sends 
  a surge of power through Fazel. It summons three 
  wastriliths+ (each with 60 ft. blindsight) that leap 
  into combat, and Fazel moves to protect its prize.
  The Pink Pearl
  Irr’alla’kalla is a sentient artifact. It is chaotic neutral 
  with an Intelligence of 17, a Wisdom of 10, and 
  a Charisma of 20. It has hearing and darkvision 
  out to a range of 120 feet and can communicate 
  telepathically with its wielder and any creature 
  within 60 feet. The item is quickly sliding towards 
  chaotic evil, and if put closer in touch with the Great 
  Padishah becomes an evil item bent on conquering 
  the marid of the Plane of Water.
  Aftermath
  Irr’alla’kalla is eager to get in the hands of the 
  characters in its quest for the Citadel of Ten 
  Thousand Pearls. If the characters recognize 
  the dangerous ambition of the item, they may 
  choose to leave it with Fazel after the demons have 
  been defeated, or even to take it for themselves. 
  Irr’alla’kalla has a strong will and it fights against 
  such events, though its exact powers are not 
  documented or known.
  If given the pearl, Balmaris is still happy to pay 
  the party their fee. He takes it with glee and leaves 
  the City of Glass immediately to deliver his prize to 
  the Great Padishah in the Citadel of Ten Thousand 
  Pearls. How this goes is left up to you to decide.
  Playing the Pillars: Steamed Pearl
  Combat. The wastriliths are more at home in the 
  water, but their powers take on a new dimension 
  in the City of Glass. The creatures are treated as 
  underwater while in the City of Glass along with 
  its victims, and they fight with wild abandon. Fazel 
  hangs back and uses his magic, though he cannot 
  summon anything more because of the pearl’s 
  command.
  Exploration. The steam is created by boiling water 
  running through the ceiling, floor, and walls, fed 
  by a never-ending portal pulling water from the 
  plane around the city. Breaking a section of the wall 
  requires a DC 20 Strength check or the application 
  of 30 points of damage. A plume of steam pushes out 
  in a 30-foot cone from the source, and any creatures 
  caught in the steam must make a DC 18 Dexterity 
  saving throw or be blinded until the start of their 
  next turn.
  Social. Fazel can be reasoned with during combat. 
  The appearance of the demons unnerves him greatly, 
  though he is initially spurned on by Irr’alla’kalla’s 
  mental commands. Inflicting psychic damage to 
  Fazel forces the marid to make a DC 20 Charisma 
  saving throw. On a failure, Fazel stops fighting and 
  backs off to the corner, dropping the pearl and 
  cowering. A character can take an action to plead 
  with him as well, requiring a contested Charisma 
  roll against the marid, with a success pushing Fazel 
  to cower as well.
  
  ENCP02  |  Plane of Water
  18
  The Kraken’s Tongue
  Tier 1, City of Glass
  Olhydra is an elemental lord dedicated to the 
  destruction of all the worlds beneath her mighty 
  black waves, and she has attracted followers from 
  across the multiverse to help bring about these 
  sweeping devastations. The City of Glass has long 
  been a target of Olhydra’s wrath, but the magic 
  power wrought upon the city by the marids during 
  its construction have rebuffed the elemental lord’s 
  external efforts.
  Internal efforts are still ongoing, however, and the 
  cultists that secretly worship Olhydra live beneath 
  the city’s cosmopolitan bubble as regular citizens. 
  Those efforts occasionally rise to the surface, 
  and a band of cultists are rushing to test their 
  newest weapon out on the City of Glass – perhaps 
  prematurely.
  Setup
  The Cult of Typhis is a small cell of Olhydra cultists 
  embedded in the City of Glass, one of many cells 
  though they rarely share information or direct goals. 
  They are led by Nelzo Khasha, a skilled human 
  knight that embraced Olhydra’s destruction vision 
  long ago, but the cult takes its name from a powerful 
  kraken in the Darkened Depths that also serves the 
  Princess of Evil Water Elementals.
  Typhissiarus seeks glory in Olhydra’s name and 
  has given the cult in the City of Glass a gift – a piece 
  of his tongue that can be used to spread chaos and 
  destruction when used properly. Nelzo and her 
  followers took the gift without question and now plan 
  to unleash it on the city after preliminary tests show 
  what it can do.
  Using the Encounter
  The kraken’s gift to the Cult of Typhis is a destructive 
  tool that quickly grows out of control for the cultists 
  to handle. The encounter can take place anytime 
  the characters are in the City of Glass wandering 
  through a market, on another errand or just 
  sightseeing, as the cultists are intent on releasing 
  their gift on a populated area. Fighting the cultists 
  takes on a secondary goal as the enlarged tongue 
  lashes out at everyone and everything around it in a 
  fury!
  Unleash the Tongue
  The encounter begins as the characters travel 
  through one of the many markets in the City of Glass. 
  Things get violent and complicated quickly though. 
  Read or paraphrase the following to begin.
  The sea-shell lined street opens up into a wide 
  market, one of many in the City of Glass, with 
  dozens upon dozens of creatures of all kinds 
  walking, talking, bargaining, and swimming 
  through the air. Haphazard stalls stand in 
  irregular patterns as the vendors call out their 
  wares in loud voices meant to rise above the 
  general din of the crowd. Above it all, someone 
  shouts “unleash the tongue!” followed by a 
  sudden scream as a long tentacle-like thing rises 
  up from the throng of people, lightning dancing 
  along its 30-foot pink mottled length.
  The Cult of Typhis has unleashed the kraken’s 
  tongue at Nelzo Khasha’s command, and they hope 
  the havoc created by the thing can destabilize this 
  part of the city. They don’t have any way to stop the 
  tongue once it’s started, and it can target the cultists 
  as well as characters and bystanders with equal 
  ease.
  The crowd around the tongue contains Nelzo 
  Khasha (CE human knight) and eight cult reavers. 
  These cultists move to protect the tongue in the first 
  few rounds, but as soon as they realize they can be 
  targeted by the tongue’s Lightning Lash, they try to 
  flee.
  The tongue is a 30-foot long, 5-foot wide tentacle 
  rooted to the ground. It acts on initiative count 20, 
  losing ties, and takes the following action.
  Lightning Lash. Three bolts of lightning shoot out 
  from the tongue, each striking a random target. The 
  target must make a DC 13 Dexterity saving throw, 
  taking 11 (2d10) lightning damage on a failed save, 
  or half as much on a successful one.
  To determine a random target, roll 1d20. On a roll of 
  1-10, a bystander is targeted (assume the lightning 
  damage is enough to kill the bystander); on a roll 
  of 11-15, a cultist is targeted (choose a cult reaver 
  unless the party is having a difficult time with Nelzo); 
  on a roll of 16-20, the party is targeted (determine a 
  random character).
  The tongue has 50 hp, and it can use its reaction 
  after being hit with a melee attack to use its 
  lightning lash against the attacker. It is immune to 
  cold, lightning, and psychic damage and cannot be 
  charmed, frightened, or paralyzed. When it has been 
  reduced to 0 hp, it withers to the ground.
  
  Plane of Water | ENCP02
  19
  Playing the Pillars: Unleash the Tongue
  Combat. The Olhydra cultists move to attack any 
  character that strikes the tongue or otherwise tries 
  to contain the magical appendage. Away from the 
  tongue, the cultists use bystanders as partial cover 
  whenever possible.
  Exploration. The tongue is rooted to the ground 
  via a special excretion from the kraken master. It 
  is black and oily but surprisingly sticky. Characters 
  examining it within 5 feet can make a DC 14 
  Intelligence (Nature) check to recall a similar 
  substance excreted by some deep sea monsters. It 
  can be partially undone with the direct application of 
  vinegar. One of the vendors in the market sells clay 
  jugs of vinegar, and each one broken at the tongue’s 
  base inflicts 2d6 acid damage and prevents the 
  tongue from making any reactions until the end of its 
  next turn.
  Social. After the tongue strikes one of the cultists, 
  Nelzo Khasha loses her stomach for the fight and 
  tries to flee with the remaining reavers. The crowd 
  of bystanders can be persuaded to overwhelm one of 
  the cultists as they try to flee with a DC 14 Charisma 
  (Persuasion) check, made with advantage if the 
  character is from the City of Glass. On a success, the 
  crowd surges forward and disarms one of the fleeing 
  targets (Nelzo manages to cut down a few before she 
  is taken down if the crowd is directed at her).
  After the Tongue Falls
  Ultimately, the characters should have the resources 
  and grit to defeat the kraken’s tongue, and afterwards 
  a squad of ten Knights of Glass (LN merfolk guards) 
  arrive to take control over the scene. If the battle has 
  gone badly for the characters, the squad can arrive 
  early to help assist.
  The cultists are all loyal followers of Olhydra, 
  each bearing a tattoo depicting the Princess of Evil 
  Water Elemental’s symbol (a crushing wave). They 
  do not talk unless magically compelled and try to get 
  free at all costs, risking their lives if they feel it will 
  give them a chance. Nelzo is more pragmatic, and if 
  captured she remains silent but not suicidal.
  The Cult of Typhis meets irregularly in an 
  abandoned warehouse in the Tide District, but each 
  live in separate abodes spread across the Flow 
  District. Nelzo is the only one that knows the cult has 
  had dealings with a kraken, but she takes her orders 
  from the powerful creature’s agent elsewhere in the 
  city. She honestly doesn’t know how to contact the 
  agent.
  Treasure
  Nelzo is the only member of the Cult of Typhis with 
  anything resembling treasure. She carries a pouch 
  with 50 gp and a small strip of dried meat jerky. 
  Closer examination matches its shape and texture 
  to the kraken’s tongue that was unleashed on the 
  market. It is now inert, its magic spent, but the 
  kraken Typhissiarus may be able to use it to track the 
  characters later.
  Aftermath
  In thwarting the Cult of Typhis, the characters 
  have come to the attention of a powerful being in 
  the Darkened Depths. The kraken Typhissiarus is 
  loyal to Olhydra and to her goals, but it keeps its 
  grudges to itself. How the kraken strikes back at the 
  characters is left up to you to decide.
  
  ENCP02  |  Plane of Water
  20
  Promise of Shelluria
  Tier 1, City of Glass
  Religions of all kinds across the multiverse hold 
  stories of a paradise for those devout enough in their 
  belief, though the nature of this paradise changes 
  wildly from god to god. The path to that promised 
  land is always difficult, but once attained happiness 
  and bliss await the supplicant. But what happens 
  when the rules of paradise change?
  For a band of locathah servants of Eadro, their 
  undersea god, the situation is not just theory but 
  hard reality. Cast out of Shelluria, Eadro’s aquatic 
  paradise, and thrown into the City of Glass to “earn 
  their place,” these devout servants are in desperate 
  need of outside guidance to return to their promised 
  land.
  Setup
  Eadro is revered as the creator god of the merfolk 
  and locathah, and he dwells in an eternal paradise 
  on the Plane of Water called Shelluria. Recently, 
  however, the god has disappeared, though priests 
  still receive spells for their daily prayers. Exactly 
  what happened to Eadro remains a mystery, but 
  three powerful agents have taken up the mantle of 
  administering Shelluria in their deity’s absence.
  These agents – a locathah, a merfolk, and a 
  peculiar kraken – do not see eye to eye on their 
  duties. The merfolk agent recently banished a band 
  of locathah worshippers from Shelluria for some 
  minor slight. But with the power of Shelluria behind 
  him, the agent’s decree cast the locathah group 
  out with the promise of return only when they had 
  “found the path of true devotion to Eadro.” 
  The locathah, led by Jhalmen Mok, are seeking 
  that path as best they can, but they quickly fall victim 
  to a band of local lizardfolk ruffians.
  Using the Encounter
  This encounter hints at the larger mystery of the 
  missing Eadro, which may or may not play a larger 
  role in your campaign, but it also serves to introduce 
  the superstitious locathah and the rough nature 
  hidden beneath the surface of the City of Glass to the 
  characters. Breaking up the fight at the beginning 
  may be the only combat the party faces in this 
  encounter, helping to highlight the other pillars of 
  play as well.
  Bullied Fishies
  While traveling through the streets of the City of 
  Glass, the characters come upon a group of plain-
  robed locathah being bullied by a gang of lizardfolk 
  ruffians. Read or paraphrase the following to begin.
  The shimmering never-ending radiance of the 
  City of Glass washes over the area, bathing 
  everything in a soft bluish glow. Ahead on the 
  street, a thin brown-robed fish-person stumbles 
  out of an alley’s shadow into the radiant glow. 
  A chorus of hissing laughter follows after the 
  humanoid as a burly green-scaled lizardfolk 
  swaggers into view, flanked by several similar 
  fellows, prodding out four more of the fish-
  people onto the street.
  The leader of the lizardfolk gang is Thissurrik (a 
  lizardfolk with maximum hp), accompanied by three 
  lizardfolk ruffians, all of whom are berating the 
  five locathah^ worshippers. Thissurrik is big and 
  strong, and believes firmly in his right to push around 
  smaller creatures because of his size and strength.
  Jhalmen Mok leads the locathah, protesting 
  weakly before the obvious physical superiority of the 
  lizardfolk gang. None of the locathah are armed in 
  any way and thus far the lizardfolk have not drawn 
  their clubs, but tensions are mounting at Jhalmen 
  Mok gets pushed around. Thissurrik laughs in the 
  locathah’s face, calling her a “scared fishy who got 
  kicked out of her nest” because “she’s not strong 
  enough to play with the big folk!”
  The locathah are clearly outmatched. Seeing 
  the characters take notice, Jhalmen Mok looks 
  pleadingly to the party to help. 
  Follow the Current of Existence
  Once the lizardfolk gang are dealt with, Jhalman 
  Mok thanks the characters profusely. She explains 
  that she is the leader of her locathah band, who 
  were all exiled from Shelluria recently under the 
  direct command of the High Voice of Eadro. They 
  cannot return to the paradise until they’ve followed 
  the Current of Existence to contemplate the Sunlit 
  Shallows and basked in the Song of Eadro.
  Jhalman doesn’t exactly know what this means, 
  but she sees the appearance of the characters as a 
  sign from Eadro that their meeting was destined to 
  occur. The locathah are all new arrivals in the City 
  of Glass but the pull of their god drew them here, so 
  they believe they are in the correct place. They’re just 
  not sure where to start.
  Characters succeeding at a DC 14 Intelligence 
  (Religion) check recognize some of the symbolism in 
  the locathah’s directives. Alternately, the characters 
  
  Plane of Water | ENCP02
  21
  can find a temple of Eadro in the City of Glass, 
  requiring a DC 13 Charisma (Persuasion) check and 
  an hour’s search. The Current of Existence is the 
  flow of life through the multiverse, stemming from 
  somewhere deep in the Plane of Water.
  This powerful flow has many names in many 
  religions, and it is a common theory in many monk 
  monasteries. The party can link up with the locathah 
  followers and make a group DC 13 Wisdom (Insight) 
  check. On a success, the flow directs them through 
  the city streets for an hour before coming to a 
  tranquil pool. On a failure, they run into Thissurrik 
  and his gang, itching for a rematch. The party can try 
  again until they succeed.
  Contemplate the Sunlit Shallows
  Following the Current of Existence takes the 
  characters to a crystal-clear pool in a small garden. 
  The pool is clearly very deep with a sharp drop off 
  at the edges. A water genasi gardener named Varan 
  greets them pleasantly and asks their business.
  Varan is old, his blue skin wrinkled with age and his 
  white hair thin and wispy, but he has seen a great 
  many things in the City of Glass. If the characters 
  mention anything about the Sunlit Shallows, 
  Varan smiles broadly and goes to retrieve a special 
  crystalline hooded lantern with the symbol of a sun 
  etched on its top.
  He returns a moment later, lighting the lantern 
  and holding it up over the pool. The water sparkles 
  like a diamond beneath the bright yellow light 
  and through some trick of refraction the bottom 
  of the pool seems much closer. Jhalmon Mok and 
  the locathah gasp at this, but they need help in 
  contemplation. A group DC 13 Intelligence check is 
  enough to peer into the pool and begin to hear a soft 
  melodic voice singing somewhere in the distance.
  Bask in the Song of Eadro
  The singing at the Sunlit Shallows leads the 
  characters a short distance away, to a trading house 
  called the Eel and Peel. A young merfolk woman sits 
  forlornly on the steps, singing softly, but in a voice 
  that the party can hear quite distinctly. This is Jirala 
  Varol, a merfolk song sorcerer, but her voice is dry 
  and raspy. She is waiting at the Eel and Peel to beg 
  the human merchant who runs the place for a strip 
  of rare rainbow eel, a cure for her dry throat.
  Jhalmen Mok recognizes her words as the Song 
  of Eadro, and Jirala Varol would be happy to sing for 
  the locathah if only she had the strength of voice. 
  She doesn’t know how much the rainbow eel is going 
  to cost her, and she doesn’t have much coin to offer, 
  so Jhalmen asks the characters to do what they can 
  to help.
  Inside the Eel and Peel, Ren Zhong (NE male 
  human enchanter*) sits behind a desk, making 
  marks in a large ledger of transactions. He is from 
  Shou Lung on Faerun, though he travels extensively 
  across the planes, and specializes in rare water 
  specimens both plant and animal. He has the 
  rainbow eel, but his greedy nature prevents him from 
  simply giving it away. The cost is 300 gp, likely more 
  than the characters can pay, but Ren Zhong loves to 
  bargain.
  Playing the Pillars: Bullied Fishies
  Combat. Thissurrik and his lizardfolk gang are 
  bullies, and bullies like them respond to strength. 
  A physically strong character standing up for the 
  locathah gets their attention, but any boasting 
  quickly escalates into bloodshed with Thissurrik 
  taking out his club first. While few in the City 
  of Glass would lament the loss of the thugs, the 
  Knights of Glass would look more favorably if the 
  characters were to simply knock out their opponents 
  rather than kill them.
  Exploration. A character slipping away from 
  the scene can find a patrol of Knights of Glass 
  (LN merfolk knights) a short distance away. 
  The patrol can be convinced to intervene with 
  a DC 13 Charisma (Persuasion) check as the 
  lizardfolk haven’t broken any laws yet, but a brawl 
  with the gang could escalate into a larger scene. 
  The appearance of the Knights of Glass defuses 
  Thissurrik’s bullying, but he marks the characters for 
  future reference.
  Social. The locathah are being picked on because 
  of their relative weakness and lack of any weapons. 
  Characters lobbing insults at the lizardfolk or trying 
  to distract them without violence can make DC 13 
  Charisma (Intimidation) checks. Success redirects 
  Thissurrik’s attention to the party, and another 
  similar check is enough to quell the anger in the 
  lizardfolk’s tone. Thissurrik backs down but he 
  marks the characters for any future interactions.
  
  ENCP02  |  Plane of Water
  22
  You can play out the bargaining with a group 
  DC 13 Charisma (Persuasion) check. Ren Zhong 
  is not one to pass up a future opportunity, so if the 
  party succeeds he changes his offer to 50 gp and 
  the promise of future assistance should the Shou 
  merchant call upon it. Alternately, the characters can 
  take the rainbow eel by force or by trickery.
  Once Jirala Varol has the rainbow eel, she wraps 
  it around her throat where it immediately begins to 
  glow. After a moment, her voice is strong and clear, 
  and she sings out the Song of Eadro. Jhalmen and 
  her fellow locathah bask in the words, and a soft 
  light suffuses their bodies from the inside out.
  Aftermath
  Once they bask in the Song of Eadro, Jhalmen Mok 
  and the locathah followers of Eadro have earned 
  their entrance back into Shelluria and the characters 
  have earned their eternal gratitude. The locathah 
  head out immediately from the City of Glass, and 
  though they wish for the characters to come with 
  they say that the three High Voices of Eadro that 
  protect Shelluria keep out nonbelievers.
  Depending on their interactions, the characters 
  likely have made some friends and enemies in the 
  City of Glass as well. Thissurrik can be a recurring 
  pain for the party, while Varan and Jirala Varol can 
  offer assistance in future endeavors. Ren Zhong is 
  left as a wildcard. Though the Shou enchanter is evil, 
  he is also pragmatic, and his greedy interests may 
  benefit the characters as well.
  
  Plane of Water | ENCP02
  23
  Rumble at the Shark 
  Tooth
  Tier 3, City of Glass
  In the City of Glass, few places hold as low a 
  reputation as the Shark Tooth. This inn and tavern 
  stands in a shadow-filled alley in the worst part of 
  the Tide District where the most desperate and 
  dangerous gather to avoid the rule of law. The 
  Knights of Glass know it exists but through secret 
  agreements with the owner, a black dragon named 
  Xuldroath, business in the Shark Tooth is kept within 
  the Shark Tooth.
  Setup
  Aradus Aristippus is a storm giant looking for 
  information about his lost family. Long ago, the 
  Aristippus family held great sway in the Sea of Light 
  from their ancient storm giant home, and their 
  arrival in places like the City of Glass was heralded 
  with fanfare and celebration. However, Aradus’ 
  family was suddenly and violently ripped away, 
  leaving only himself as the survivor. He has been 
  searching the Plane of Water and beyond for signs of 
  his family, and his only lead takes him to the Shark 
  Tooth, a vile den of wickedness in the City of Glass.
  There are four sources of information that might 
  have something for Aradus – the black dragon owner 
  Xuldroath, a gang of bloodthirsty weresharks called 
  the Fins of Doom, the locathah assassin Goto Arr, 
  and a trio of sea hags known as the Blackbrine 
  Sisters. One way or another it’s going to a busy night 
  at the Shark Tooth!
  Using the Encounter
  The characters can be drawn into the encounter in 
  any number of ways. Perhaps they have heard of the 
  Shark Tooth and are looking to get information on 
  their own, in which case the cast of characters being 
  sought by Aradus coincides with that of the party.
  Alternately, the storm giant could be looking for 
  some help in tracking down the information about 
  his family – the clientele at the Shark Tooth is tough, 
  mean, and ready to throw down at a moment’s 
  notice, especially when a storm giant comes 
  looking for information. As higher level characters, 
  Aradus and the party may even have crossed paths 
  in the past under friendly or mutually beneficial 
  circumstances.
  You Never Forget Your First Time
  The Shark Tooth is easily located once the 
  characters get the name and ask around. Located 
  in the Tide District of the City of Glass, it’s a 
  surprisingly tall building with a large door and open 
  features. Read or paraphrase the following to begin.
  At the end of a darkened street in the transient 
  Tide District of the City of Glass stands an 
  impressive stone building, easily four stories 
  tall, marked on its side with black and red 
  streaks that could be paint or blood depending 
  on the lighting. The metal sign above the 
  large front doors reads “Shark Tooth” with no 
  accompanying images. Inside, the Shark Tooth 
  opens into a expansive area, with a wooden 
  walkway skirting the edge of an open lower pit 
  that serves as the bar. Far above, the ceiling to 
  the building stretches, and the three levels of 
  private rooms and chambers are built into the 
  walls like a honeycomb. No stairs ascend or 
  descend between the levels. Echoing around 
  are the shouts, growls, and grunts from the 
  numerous sketchy patrons, many of which swim 
  through the open air. A bar sits against the wall 
  to the left of the entrance stationed by a broad-
  shouldered black-scaled dragonborn with a nasty 
  smirk on his draconic face.
  The Shark Tooth is truly a unique establishment, 
  even in the City of Glass. Xuldroath, usually found in 
  the form of a black-scaled dragonborn, is the adult 
  black dragon that owns and runs the place. He 
  keeps a close eye on his patrons but only intervenes 
  when violence breaks out if the Shark Tooth itself is 
  threatened, or if someone is foolish enough to drag 
  him into a fight. Then woe to all sides.
  All prices in the Shark Tooth are quadruple list 
  price, though the kitchen is open at all hours. The 
  serving and cooking staff are almost exclusively 
  sahuagin, and rumors swirl that they work there to 
  pay off a debt to the black dragon. Food items consist 
  of meat of the day or soup of the day, and most do not 
  question the origin of either.
  The characters were given descriptions of the four 
  power groups that might have Aradus’ information. 
  The storm giant does not accompany the party for 
  fear of provoking one or more elements within the 
  Shark Tooth or sending the informant fleeing in 
  terror.
  
  ENCP02  |  Plane of Water
  24
  Shark Tooth Shenanigans
  Armed with the description of the four groups in 
  the Shark Tooth and a general knowledge about 
  what they’re looking for (information regarding the 
  Aristippus storm giants), the characters can go about 
  the encounter any way they choose. Each group is 
  presented below with what they know and what they 
  want, which can send the party around to other parts 
  of the Shark Tooth.
  Ultimately, which group has the information 
  the party seeks is up to you. The Shark Tooth is a 
  dangerous, volatile place filled with a cast of deadly 
  but colorful characters. Have fun portraying the 
  intrigue and when the party has interacted with two 
  of them, make the next one hold the pertinent piece 
  of information they’re seeking.
  All of the groups are canny enough to spot 
  outsiders and they try to work the newcomers to 
  their advantage, even if they don’t know anything 
  about the storm giants. How the characters approach 
  each group may require a few group Charisma rolls, 
  but consider their style and mannerisms before 
  asking for checks.
  Blackbrine Sisters
  Bernadette, Brenna, and Beatrix Blackbrine are a 
  coven of sea hags that specialize in brewing elixirs, 
  potions, and poisons. They can make nearly any 
  type of poison given enough time, and they keep 
  their secret lair in the Freezer well stocked with the 
  common types (and more than a few uncommon). 
  The sisters finish each other’s sentences, picking up 
  seamlessly where the last left off.
  What the Blackbrine Sisters Know. Xuldroath 
  has been trying to get the recipe for deathfish oil 
  from the Blackbrine Sisters for months, and the sea 
  hags have thus far held off in favor of a better deal.
  What the Blackbrine Sisters Want. A rival 
  poison supplier has moved into the Tide District 
  and the Blackbrine Sisters want them eliminated. 
  They are working up the nerve to talk to the locathah 
  assassin Goto Arr about the contract but thus far 
  they have not worked up the courage.
  Fins of Doom
  The Fins of Doom is a gang of seven weresharks^ 
  that stay in hybrid form all of the time. They wear 
  shredded leather vests and their greased-up 
  pompadour hair styles are a source of pride and joy. 
  The leader is Jo’nny Doomfin and the other six follow 
  his lead without question or hesitation. All of the 
  weresharks are arrogant thugs looking to prey on the 
  weak.
  What the Fins of Doom Know. Jo’nny and the 
  weresharks hijacked a locathah weapon shipment 
  coming into the City of Glass four days ago. They 
  stashed the weapons in an abandoned warehouse 
  and are looking for a buyer for the goods before the 
  Knights of Glass get too involved. They do not know 
  Goto Arr was expecting a special delivery from the 
  locathah weapon merchant.
  What the Fins of Doom Want. Xuldroath knows 
  a smuggler that can move the crate of weapons 
  quickly, but the black dragon wants gold upfront to 
  setup the meeting. Jo’nny is short on coins and asks 
  the characters to use whatever charms they have 
  to get the cagey black dragon to spill the name. Or 
  they could pay the tavernkeeper the 1,000 gp he has 
  asked.
  Goto Arr
  Goto Arr is a friendly, amiable locathah, a female 
  though gender is very hard to determine among 
  the race. She is a NE locathah assassin (add a 
  swimming speed of 40 feet to her statistics) with 
  a nasty reputation among the dregs of the City of 
  Glass. Goto Arr is happy to chat with strangers, 
  relying on her skill with the blade to get her out of 
  any danger.
  What Goto Arr Knows. Goto Arr has taken a lot 
  of contracts in her life across the multiverse, and she 
  has gathered a token from each one of them to add 
  to her personal collection. Most of these tokens are 
  bits of jewelry or trinkets.
  Playing the Pillars: Shark Tooth 
  Shenanigans
  Combat. In such a volatile situation, combat can 
  erupt quickly between any of the groups. Such 
  occurrences are not rare and none of the other 
  patrons join into any fracas, leaving the characters 
  alone to deal with their problems.
  Exploration. The characters can learn about where 
  each of the three groups are staying by observing 
  everything for an hour and making a DC 16 Wisdom 
  (Perception) check. The doors to the rooms in the 
  Shark Tooth are all visible from the main floor so 
  sneaking into one would likely require stealth and 
  magic, but inside a room the characters can learn 
  what a group knows.
  Social. The encounter at the Shark Tooth is built 
  around interacting with the various NPCs. Have fun 
  and make each of them colorful!
  
  Plane of Water | ENCP02
  25
  What Goto Arr Wants. The locathah assassin put 
  in an order with a weapon merchant for a specialized 
  crossbow for an upcoming job on the Plane of Fire. 
  The merchant never made it into the City of Glass 
  and Goto Arr assumes someone in the Shark Tooth 
  is responsible for the theft. She wants her crossbow 
  back at any cost.
  Xuldroath
  Running the Shark Tooth is a joy for Xuldroath, who 
  loves the intrigue inherent with harboring all manner 
  of criminals, thugs, and smugglers. He smiles 
  wickedly all of the time, especially when delivering 
  bad news, and his smooth voice belies the draconic 
  power behind his shapechanged form.
  What Xuldroath Knows. The black dragon was 
  approached by Jo’nny and the Fins of Doom earlier 
  in the evening about a smuggler to help move their 
  weapon crates. Xuldroath knows of a few, and one 
  is hungry for work, but the black dragon doesn’t like 
  giving such information for free. He wanted to see 
  the weresharks squirm and set the price deliberately 
  high for what they’re asking, knowing they would 
  have to improvise to come up with the payment.
  What Xuldroath Wants. Truthfully, Xuldroath 
  has more wealth than he truly he needs. What he 
  wants is the recipe to a special poison brewed by the 
  Blackbrine Sisters called deathfish oil. Even if the 
  characters offer him the coin for Jo’nny’s request, he 
  changes his mind and uses the deathfish oil poison 
  recipe as his price.
  Aftermath
  The situation at the Shark Tooth plays out however 
  the characters approach the situation. All of the 
  residents are evil, but they are all on (generally 
  accepted) neutral ground and each have a stake in 
  staying alive and staying in business. The next clue 
  that Aradus is seeking is possessed by one of them, 
  but which one depends on you and how the party 
  proceeds.
  
  ENCP02  |  Plane of Water
  26
  Sorrow of Captain 
  Khallas
  Tier 1, Sea of Worlds
  Sailing ships from across the multiverse can 
  accidentally stumble upon a gateway to the Plane of 
  Water, stranding them on the Sea of Worlds. It looks 
  and feels like any other ocean, but its azure horizon 
  stretches into infinity with no hope of permanent 
  land features. Many crews are driven mad upon 
  arriving, and some take evil and desperate actions. 
  Thus was the fate of the Fearful Storm and her 
  captain, now cursed to wander the Sea of Worlds as 
  a spirit until her crew is punished.
  Setup
  Captain Khallas was an elf pirate from the Sword 
  Coast of Faerun renown for her sailing instincts 
  and good intentions. She commanded her ship, the 
  Fearful Storm, through a great number of daring 
  raids, and she felt she had earned the loyalty of 
  her thug-like crew over the months. When a vortex 
  whirled up around the ship a dozen years ago as the 
  result of the first mate’s wild sorcery gone awry, they 
  were pulled into the Plane of Water.
  Stranded with little apparent hope, Captain 
  Khallas rallied her crew and they sailed out across 
  the Sea of Worlds to find a way home. Bad luck 
  battered the Fearful Storm as the weather turned 
  ugly at every turn, and rations dwindled with no 
  sign of anything but the eternal sea. On the fifth 
  day without food, the crew murdered the first mate 
  who they blamed for their troubles. On the tenth 
  day, desperate for anything, they turned on Captain 
  Khallas.
  The elf captain called down a curse upon her 
  crew, transforming the malformed pirates into 
  degenerate sea spawn, while she became a banshee. 
  The Fearful Storm has drifted across the Sea of 
  Worlds since, Captain Khallas confined to the deck 
  while her crew clung to the keel like barnacles. 
  Neither could affect the other, but to end their eternal 
  torment the elf’s sorrow must be put to rest.
  Using the Encounter
  Sailing the Sea of Worlds can be an overwhelming 
  experience for characters given its infinite size. 
  However, it’s also one of the easiest ways to get the 
  characters into the Plane of Water, and there are 
  enough situations that can draw them deeper into 
  the Inner Plane where the party should not get too 
  depressed about their status. A banshee-haunted 
  ship can offer them a bit of guidance as well.
  Alternately, this encounter works just as well 
  outside the Plane of Water. The Fearful Storm can 
  be adrift in just about any ocean, and perhaps the 
  secret to ending Captain Khallas’ sorrow is located 
  somewhere on the Plane of Water, precipitating a 
  trip across the multiverse.
  Wail on the Horizon
  The encounter begins as the Fearful Storm comes 
  into view after a violent storm wracks the Sea of 
  Worlds. The characters come out of the storm 
  unscathed but must decide on what to do about the 
  new apparently abandoned ship coming up on them. 
  Read or paraphrase the following to begin.
  The lashing rains and driving winds of the 
  tremendous storm dies down almost as quickly 
  as it began, though the sky overhead remains 
  thick with ominous gray clouds. The weather on 
  the sea can be unpredictable but even on that 
  scale this storm was unusual. As the crew make 
  their way about the decks, someone shouts “ship 
  ahead, starboard side!” Eyes turn starboard as a 
  two-masted ship emerges from the storm wall a 
  half mile away.
  As the crew and characters take in the sight, a 
  keening wail erupts from the other ship. It sounds 
  like the lamenting scream of a woman crying in pain 
  and anger. Nobody can be seen on the deck of the 
  ship, and as everyone gets a closer look it becomes 
  clear it is abandoned – the sails are ragged and torn 
  with the rigging hanging limp from the masts. A 
  moment later, the other ship turns suddenly by the 
  erratic waves and the characters can see its name on 
  its side – the Fearful Storm.
  The Fearful Storm
  Characters with the sailor background from Faerun 
  recognize the name of the Fearful Storm as a pirate 
  ship that sailed the Sword Coast a dozen years ago. 
  It was captained by an elf of good standing and 
  skill and the pirates were known for scaring more 
  merchants than anything else. It disappeared without 
  a trace.
  The characters’ ship can come up close enough to 
  the Fearful Storm to throw a docking plank over, or 
  they could sail over in a rowboat and climb aboard. 
  The way looks easy as the rigging drapes over the 
  side, providing ample access to the deck. None of the 
  crew onboard the characters’ ship wants to go along 
  
  Plane of Water | ENCP02
  27
  Playing the Pillars: Ending the Sorrow
  Combat. The sea spawn have grown poison quills as 
  part of their curse, and attack with these to weaken 
  the party. By virtue of their curse, the sea spawn and 
  Captain Khallas cannot affect one another with their 
  abilities, but if things are going badly for the party 
  the banshee can emerge to take the Help action 
  against her mutinous former crew.
  Exploration. Much of the Fearful Storm’s rigging 
  hangs around the combatants. A character can 
  entangle a sea spawn in the ropes with an action and 
  opposed Dexterity (Acrobatics) checks. On a failure, 
  the sea spawn is restrained until the start of its next 
  turn.
  Social. Sea spawn cannot speak, but if the 
  characters talk to them about their mutinous 
  actions the creatures must succeed on a DC 12 
  Charisma saving throw. On a failure, the sea spawn 
  is incapacitated until the end of its next turn. 
  Captain Khallas can also be convinced to emerge 
  from her quarters and help with a DC 14 Charisma 
  (Persuasion) check.
  so the party is on their own.
  The Fearful Storm is a caravel with two masts 
  roughly 25 feet wide and 75 feet long. Two hatches 
  lead below deck, each currently closed and crusted 
  over with sea grime, while the forecastle holds a 
  water-logged door leading to the captain’s quarters.
  As soon as the party arrives onboard, Captain 
  Khallas calls upon an innate power she has learned 
  to surround the Fearful Storm in a fog cloud. The 
  spell encircles the ship entirely in a bubble of heavily 
  obscured fog, preventing sight from the other ship, 
  but not hindering movement or sight onboard the 
  Fearful Storm.
  Moments later, the door to the captain’s quarters 
  rattles loudly and the mournful voice of Captain 
  Khallas calls out to the party. “Who disturbs the 
  Fearful Storm and my sorrow?” Captain Khallas is 
  a CN banshee but she keeps herself hidden in her 
  quarters as long as possible. Breaking down the door 
  requires a DC 16 Strength check. 
  The elf captain angrily explains the ship’s 
  background if the characters engage in conversation. 
  She laments that she didn’t know her crew as well 
  as she thought she did, and when they murdered the 
  first mate she tried to reason with them. That failed 
  and their situation became more desperate. Now she 
  wants them punished.
  Ending the Sorrow
  The first step to ending Captain Khallas’ sorrow is 
  to put an end to her mutinous crew. They have been 
  turned into sea spawn, though only six remain, and 
  they cling to the keel of the ship. Captain Khallas 
  does not know this, but the appearance of life on 
  deck calls the creatures up. Any crew or characters 
  left aboard the other ship can make DC 15 Wisdom 
  (Perception) checks with disadvantage through the 
  fog to see the humanoid shapes crawling up the side 
  of the ship.
  The sea spawn spring forth to attack the party, 
  enraged by their situation and hungering for fresh 
  meat. Unfortunately, defeating the crew isn’t the only 
  thing that must be done. Captain Khallas’ sorrow 
  goes deeper than that, and she must also put her 
  dead first mate and former lover to rest. The first 
  mate’s skull is the only physical remains left.
  Treasure
  The captain’s quarters hold an unlocked wooden 
  chest containing her personal gear. It also holds a 
  journal penned by the wild magic sorcerer first mate, 
  another elf woman and lover of Captain Khallas, 
  that explains more about the situation. There are 
  also two scrolls of water breathing and a ring of 
  swimming in the chest.
  Aftermath
  The first mate had sea elf blood in her veins, and the 
  only way to put her to rest is to learn about sea elf 
  burial rites. Captain Khallas cannot physically pick 
  up the skull so she needs the characters to transport 
  it, and the skull serves as her anchor to the world. 
  Once the sea elf burial rites are complete, Captain 
  Khallas’ sorrow ends and she disappears with a 
  peaceful smile.
  
  ENCP02  |  Plane of Water
  28
  The Sunken Star
  Tier 2, Sea of Light
  The Silver Star was the personal ship of Lord 
  Helvaunt Graanthor, an adventurer known for finding 
  and keeping fabulous treasures. He kept them in 
  a great treasure chest, itself a treasure as it held 
  an extradimensional space inside. A decade ago, 
  the Silver Star was lost in a storm and since then 
  pirates and fortune hunters have been searching for 
  Graanthor’s chest. No one has found it yet and most 
  don’t believe it exists.
  Setup
  The truth is that the Silver Star won’t be found on 
  the Material Plane. The ship was sucked into the 
  Plane of Water during a violent storm and it did not 
  survive the journey. It sank into the depths, all crew 
  thought lost, and the wreckage was pulled into the 
  Graveyard of Sails to be added to the grim collection. 
  There, Graanthor’s chest has laid unclaimed amidst 
  hundreds of similar wrecks.
  But not all of the Silver Star’s crew died. One 
  survived and was saved by a passing ship, possessing 
  a single unusual silver coin. Though delirious, the 
  sailor was rescued and brought back to land where 
  he lived the rest of his days as a simple fisherman. 
  As he died, the fog over his brain lifted and the secret 
  of the gold coin became clear – it was a token given 
  to all sailors of the Silver Star so they could always 
  find their way back to the ship. The sailor passed his 
  secret and silver coin on to the family that took him 
  in.
  Using the Encounter
  This encounter can be used to lure the characters 
  into the Plane of Water if they are elsewhere in the 
  multiverse. The story of the Silver Star’s survivor can 
  pass quickly between powerful ears, perhaps even 
  the characters’ directly, and the lure of Graanthor’s 
  legendary treasure chest can be enough to tempt 
  any party. Wizards, priests, kings, and lords would 
  all want to put their hands on that kind of loot, and 
  many would prefer to hire out the search to a band of 
  adventurers than seek it themselves. The key is the 
  strange silver coin, triangular, with a star emblem 
  emblazoned on its front and back.
  However they hear about it, the characters are 
  in possession of the silver coin and knowledge that 
  the Silver Star was pulled into the Plane of Water. 
  Wrecks on the Sea of Worlds are pulled together 
  underwater by some mysterious force into the 
  Graveyard of Sails, so the ship and its treasures must 
  be there if they haven’t been claimed yet. Divination 
  magic focused on the Silver Star and Graanthor’s 
  chest indicate they haven’t been found but give little 
  other details.
  The silver coin glows brightly when the Silver 
  Star is near, or so claimed the sailor, so the 
  characters can use it to guide their way through 
  the mess of wrecked ships to their target. Other 
  scavengers exist in the Graveyard, however, and the 
  characters are going to need to deal with them and 
  Graanthor’s aquatic guardian if they hope to claim 
  the chest.
  Welcome to the Graveyard
  The Graveyard of Sails is a massive collection of 
  shipwrecks jumbled together in a great floating 
  mass. It sits in the Sea of Light many miles below 
  the surface, though it never rises or sinks too far 
  from its position. Finding it doesn’t prove difficult, 
  though the characters may have to start in the City of 
  Glass and hire a guide to take them there.
  The encounter begins with the characters 
  approaching the Graveyard of Sails. Read or 
  paraphrase the following.
  A great shadowy bulk looms ahead, innumerable 
  spikes protruding from its sides, and as you 
  continue forward its details become more 
  distinct. The bulk is comprised of the remnants 
  of hundreds, perhaps thousands, of sunken 
  sailing ships clustered together, most broken 
  and shattered. Though much of the mass is 
  compressed together, dozens of dark entrances 
  created by the wrecks yawn mysteriously leading 
  deeper into the Graveyard of Sails.
  Using the silver coin, the characters can find the 
  entrance where it glows slightly. The coin acts as 
  their guide through the Graveyard of Sails, but it is 
  by no means a direct path.
  Navigating the Wreckages
  The Graveyard of Sails is a big place, and finding the 
  Silver Star is going to take some exploration. With 
  the silver coin in their possession, the characters 
  have a chance where others before them have not, 
  but the way is not straight. There’s an unusual effect 
  in the Graveyard of Sails as well that pulls all of the 
  wreckage into its center slowly, creating a sudden 
  hazard of “falling” debris.
  Finding the Silver Star requires succeeding at 
  three DC 15 Wisdom (Survival) group checks, each 
  representing an hour of exploring. Unlike a normal 
  
  Plane of Water | ENCP02
  29
  group check, however, keep track of the failures. 
  When the group accumulates a number of failures 
  to meet one or more thresholds based on the total 
  number of characters (round down), something bad 
  happens and the party must react.
  Failures Equal to Half the Number of 
  Characters. The characters’ passage breaks open 
  a series of ancient and unusual oil barrels in the 
  hold of a nearby ship. The characters must make 
  a DC 14 Dexterity saving throw to avoid being 
  coated with the slime, which sticks to skin and hair. 
  Coated characters suffer disadvantage on Wisdom 
  (Perception) checks.
  Failures Equal to the Number of Characters. A 
  cloud of concentrated slime water billows out from a 
  disturbed section of the wreckages. The characters 
  must make a DC 14 Constitution saving throw, 
  suffering 18 (4d8) poison damage on a failure, or half 
  as much on a success.
  Failures Equal to Twice the Number of 
  Characters. The characters pass through an 
  unstable section of the graveyard and disturb the 
  remnants of a precariously perched wreck. The 
  characters must make a DC 14 Dexterity saving 
  throw, suffering 21 (6d6) bludgeoning damage on 
  a failure, or half as much on a success. Characters 
  without a swimming speed suffer disadvantage on 
  the roll.
  Hull of the Silver Star
  After the characters have navigated through the 
  Graveyard of Sails, they come upon a large circular 
  “cave” of shipwrecks. The opposite wall from the 
  characters holds the hull of the Silver Star, the name 
  barely recognizable through the grime and filth. 
  Unfortunately, the party is not alone.
  A marauding band of six merrow have come 
  upon the Silver Star by accident, looking to plunder 
  its wealth without understanding what’s inside. The 
  merrow have normal chances to spot the characters, 
  though the bright light from the silver coin must be 
  concealed quickly. If the characters do nothing, the 
  merrow break into the hull of the Silver Star and 
  pull out a massive blackwood chest from its shadowy 
  interior.
  Anyone that tries to open the chest without 
  speaking the command phrase (known only to 
  Lord Helvaunt Graanther) summons the guardian. 
  A greater water elemental^ and two water 
  elementals materialize in one round around the 
  chest. They fight anyone in sight not protected by the 
  command word speaker (no one in this case).
  Aftermath
  After the elementals and merrow are defeated, the 
  characters can claim possession of the blackwood 
  treasure chest. Unfortunately, they don’t have a way 
  to open it. Once defeated in combat, the guardians 
  do not appear again until they are rebound by the 
  chest’s owner. Finding the secret to opening the 
  chest and unlocking its mysteries can lead the 
  characters to further adventures in the Plane of 
  Water. Perhaps Lord Helvaunt Graanther survived 
  the wreckage and is hiding out still!
  Alternately, the chest may simply require the 
  application of a knock or similar spell. Inside could 
  simply be coins and other mundane items, or it could 
  truly be an extradimensional space with almost 
  anything inside!
  Playing the Pillars: Hull of the Silver 
  Star
  Combat. The merrow engage the party, relying upon 
  their brute strength to deal with the interlopers. If 
  you feel the party is having too easy a time (or too 
  hard!), you can have one of the merrow retrieve the 
  chest from the Silver Star and try to open it on the 
  second or third round of combat, summoning the 
  elementals. The elementals face off against everyone 
  indiscriminately.
  Exploration. Some of the wreckage around the 
  “cave” is held very tenuously. A character can take an 
  action to dislodge a portion to create an avalanche of 
  ship parts. Creatures caught in the avalanche must 
  succeed at a DC 14 Dexterity saving throw, suffering 
  21 (6d6) bludgeoning damage on a failure, or half as 
  much on a success.
  Social. The merrow are cruel, merciless creatures 
  who take every opportunity to kill and claim trophies 
  from their victims. If the combat goes badly against 
  them (such as when the elementals appear), they 
  can be convinced to flee or combine forces. They are 
  treacherous monsters, though, and they honor no 
  deal struck after the threats are eliminated.
  
  ENCP02  |  Plane of Water
  30
  Appendix: New Monster Statistics
  Greater Water Elemental
  Huge elemental, neutral
  Armor Class 16 (natural armor)
  Hit Points 149 (13d12+65)
  Speed 30 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  16 (+3)
  20 (+5)
  7 (-2)
  12 (+1)
  10 (+0)
  Damage Resistances acid; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 11
  Languages Aquan
  Challenge 8 (3,900 XP)
  Water Form. The elemental can enter a hostile creature’s space 
  and stop there. It can move through a space as narrow as 1 inch 
  wide without squeezing.
  Freeze. If the elemental takes cold damage, it partially freezes; 
  its speed is reduced by 20 feet until the end of its next turn.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 19 (3d8+6) bludgeoning damage.
  Whelm (Recharge4-6). Each creature in the elemental’s space
  must make a DC 17 Strength saving throw. On a failure, a target
  takes 19 (3d8 + 6) bludgeoning damage. If it is Huge or smaller,
  it is also grappled (escape DC 17). Until this grapple ends, the
  target is restrained and unable to breathe unless it can breathe
  water. If the saving throw is successful, the target is pushed out 
  of the elemental’s space.
  The elemental can grapple one Huge creature, two Large
  creatures, or up to four Medium or smaller creatures at one 
  time. At the start of each of the elemental’s turns, each target 
  grappled by it takes 19 (3d8 + 6) bludgeoning damage. As 
  an action, a creature within 5 feet of the elemental can pull 
  a creature or an object out of it by succeeding on a DC 17 
  Strength check.
  Cult Reaver
  Medium humanoid, neutral evil
  Armor Class 14 (shield)
  Hit Points 22 (4d8+4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  13 (+1)
  10 (+0)
  11 (+0)
  8 (-1)
  Skills Athletics +4, Stealth +4
  Senses passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Actions
  Sharktoothed Longsword. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 
  (1d10+) slashing damage if used with two hands. Against a 
  target wearing no armor, the reaver deals an extra die of damage 
  with this sword.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
  
  ENCP02  |  Plane of Water
  31
  Locathah
  Medium humanoid (locathah), neutral
  Armor Class 14
  Hit Points 11 (2d8+2)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  10 (+0)
  12 (+1)
  14 (+2)
  Skills Insight +3, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Aquan, Common
  Challenge 1/4 (50 XP)
  Amphibious. The locathah can breathe air and water.
  Fish Scales. The locathah have tough fish scales covering their 
  body. They have an unarmored AC of 12 + Dexterity modifier.
  Actions
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.
  Trident. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage 
  if used with two hands to make a melee attack.
  Megalodon
  Gargantuan beast, unaligned
  Armor Class 17 (natural armor)
  Hit Points 264 (16d20+66)
  Speed 0 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  14 (+2)
  22 (+6)
  2 (-4)
  11 (+0)
  6 (-2)
  Skills Perception +6
  Senses blindsight 120 ft., Passive Perception 16
  Languages -
  Challenge 10 (5,900 XP)
  Blood Frenzy. The megalodon has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit points.
  Water Breathing. The megalodon can breathe only underwater.
  Actions
  Multiattack. The megalodon makes two attacks: one with its 
  bite and one with its tail. It can’t make both attacks against the 
  same target.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 23 (3d10 + 7) piercing damage. If the target is a medium 
  or smaller creature it is grappled (escape DC 16). Until this 
  grapple ends, the megalodon can’t bite another target.
  Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 17 (3d6 + 7) bludgeoning damage.
  Swallow. The megalodon makes one bite attack against a target 
  it is grappling. If the attack hits, the target suffers damage and 
  is swallowed by the megalodon, ending the grapple. While 
  swallowed, the target is blinded and restrained, it has total 
  cover against attacks and other effects outside the megalodon, 
  and it takes 14 (4d6) acid damage at the start of each of the 
  megalodon’s turns. A megalodon can have only one creature 
  swallowed at a time.
  If the megalodon takes 25 damage or more on a single turn 
  from the swallowed creature, the megalodon must succeed 
  on a DC 14 Constitution saving throw at the end of that turn 
  or regurgitate the creature, which falls prone in a space within 
  10 feet of the megalodon. If the megalodon dies, a swallowed 
  creature is no longer restrained by it and can escape from the 
  corpse by using 15 feet of movement, exiting prone.
  
  ENCP02  |  Plane of Water
  32
  Wereshark
  Medium humanoid (human, shapeshifter), lawful evil
  Armor Class 11 in humanoid form, 12 (natural armor) in shark 
  and hybrid form
  Hit Points 71 (11d8+22)
  Speed 30 ft. (swim 40 ft. in shark or hybrid form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  14 (+2)
  10 (+0)
  12 (+1)
  11 (+0)
  Skills Perception +4
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical weapons not made with silvered weapons
  Senses darkvision 60 ft., passive Perception 14
  Languages Common (can’t speak in shark form)
  Challenge 5 (1,800 XP)
  Aquatic Adaptibility. The wereshark can breathe air and water in 
  hybrid form and can only breathe in water in shark form.
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Shapechanger. The wereshark can use its action to polymorph 
  into a Medium shark-humanoid hybrid or into a hunter shark, or 
  back into its true form, which is humanoid. Its statistics, other 
  than its size, AC, and speed, are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. It reverts 
  to its true form if it dies.
  Actions
  Multiattack (Human or Hybrid Form Only). The wereshark 
  makes two attacks, only one of which can be a bite.
  Bite (Shark or Hybrid Form Only). Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing 
  damage. If the target is a humanoid, it must succeed on a DC 
  13 Constitution saving throw or be cursed with wereshark 
  lycanthropy.
  Harpoon (Human or Hybrid Form Only). Melee or Ranged 
  Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 7 (1d6+4) piercing damage. If the target is Huge 
  or smaller it must succeed on a Strength contest against the 
  wereshark or be pulled up to 20 feet toward the wereshark.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.
  Sahuagin Hunter
  Medium humanoid (sahuagin), lawful evil
  Armor Class 16 (shell armor)
  Hit Points 58 (9d8+18)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  14 (+2)
  12 (+1)
  14 (+2)
  9 (-1)
  Skills Perception +8
  Senses darkvision 120 ft., passive Perception 18
  Languages Sahuagin
  Challenge 3 (700 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Limited Amphibiousness. The sahuagin can breathe air and 
  water, but it needs to be submerged at least once every 4 hours 
  to avoid suffocating.
  Shark Telepathy. The sahuagin can magically command any 
  shark within 120 feet of it, using a limited telepathy.
  Actions
  Multiattack. The sahuagin makes three melee attacks: one with 
  its bite and two with its claws or trident.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4+3) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4+3) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, 
  or 7 (1d8+3) piercing damage if used with two hands to make 
  a melee attack.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. 
  
  ENCP02  |  Plane of Water
  33
  Yokagoggor
  Huge aberration, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 350 (28d12+168)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  23 (+6)
  20 (+5)
  20 (+5)
  16 (+3)
  Saving Throws Dex +7, Con +13, Wis +12
  Skills Perception +12
  Damage Resistances acid, cold, fire, lightning
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, prone, 
  restrained, stunned, unconscious
  Senses truesight 120 ft., passive Perception 22
  Languages all, telepathy 120 ft.
  Challenge 20 (25,000 XP)
  Foul. Any creature, other than a star spawn, that starts its 
  turn within 10 feet of Yokagoggor must succeed on a DC 21 
  Constitution saving throw or be poisoned until the start of the 
  creature’s next turn.
  Incorporeal Movement. The ghost can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Innate Spellcasting. Yogagoggor’s spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). 
  Yokagoggor can innately cast the following spells, requiring no 
  material components:
  At will: acid splash (17th level), confusion, detect magic
  3/day each: blight, contagion, gaseous form
  Legendary Resistance (3/Day). If Yokagoggor fails a saving 
  throw, it can choose to succeed instead.
  Magic Resistance. Yokagoggor has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. Yokagoggor regains 20 hit points at the start 
  of its turn. If it takes fire or radiant damage, this trait doesn’t 
  function at the start of its next turn. Yokagoggor dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. Yokagoggor makes three acid lash attacks.
  Acid Lash. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 21 (4d6+7) acid damage.
  Eject Blasphemous Darkness (Recharge 5-6). Yokagoggor 
  spews out a 60-foot cone of oozing darkness. Creatures in the 
  area must make a DC 21 Dexterity saving throw. On a failure, 
  the creature takes 27 (5d10) psychic damage and loses 1d8 
  points of Wisdom. On a success, the creature takes half damage 
  and does not lose any Wisdom.
  Legendary Actions
  Yokagoggor can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can be 
  used at a time and only at the end of another creature’s turn. 
  Yokagoggor regains spent legendary actions at the start of its 
  turn.
  Acid Splash. Yokagoggor casts acid splash.
  Attack. Yokagoggor makes one acid lash attack.
  Confusion Yokagoggor casts confusion.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dave Coulson/Encounters in the Infinite Planes Vol 02 Plane of Water.pdf