TEXT: 1
  Section Name
  
  2
  Tides of Blood
  This product was created under license. SCARRED LANDS and its logo, and Slarecian VAULT and its logo, are trademarks of Onyx Path Publishing. 
  All Scarred Lands setting material, art, and trade dress are the property of Onyx Path Publishing. www.theonyxpath.com
  This work contains material that is copyright Onyx Path Publishing. Such material is used with permission under the Community Content Agreement 
  for “Slarecian Vault” Community Content. All other original material in this work is copyright 2018 by CHRISTOPHER WALZ and published under the 
  Community Content Agreement for “Slarecian Vault” Community Content.
  Writing and Design: Christopher Walz
  Editing: Patrick Higingbotham  
  (www.nonzerosumgames.com)
  Layout: Travis Legge
  Cover Artist: Jack Badashski
  Interior Artists: Daniel Comerci – danielcomerci.com
  Some artwork © 2018 Dean Spencer, used with 
  permission. All rights reserved.
  Cartographers: Emmet Byrne (The Bloody Grin)
  Dyson Logos (The Silver Bastion)
  
  3
  Introduction
  Tides of Blood is an adventure designed for 4 or 5 characters 
  of 6th level, although it provides scaling suggestions for 
  weaker or stronger parties. The adventure focuses on all 
  three pillars of play: social interaction, exploration, and 
  combat. The characters will have to face the horrors of the 
  Blood Sea, and, through their own grit and a bit of luck, 
  may live to see Ghelspad’s shores once again.
  The module might serve as a starting point for adventures 
  in and around Mithril, the beginnings of a seafaring 
  campaign, or simply as a standalone adventure inserted 
  into a larger campaign on Ghelspad. See Concluding the 
  Adventure for ideas on how to continue the story.
  Scarn is a dangerous place and the Blood Sea is one of its 
  deadliest regions. This adventure is difficult and may feel 
  impossible at times. If the characters see the other side of 
  their journey, they will have truly earned the title of hero.
  The following sections offer background information, a 
  synopsis of the module, notes on preparing for and running 
  the adventure, and hooks to help you get the adventure 
  started.
  Adventure 
  Background
  Menthias Dolgutha (LG human priest of Corean) has 
  received a vision of the Silver Bastion, a fortress used by 
  the knightly Order of the Silver Shield during the Divine 
  War, rising from the Blood Sea. Searching Mithril’s libraries, 
  the priest discovered the fortress was built before the titan 
  Kadum was defeated and imprisoned at the depths of the 
  sea. The Silver Bastion was overrun with titanspawn as 
  the last remaining knights stayed behind, allowing others 
  to retreat to the mainland.
  The crimson tides are unusually low and the gleaming 
  fortress can be seen once again. Menthias believes the 
  fortress still holds the Brightshield, a magical item thought to 
  be touched by Corean himself. Meanwhile, the Heartseekers 
  of Kadum, a cult loyal to the titan, have secured the fortress. 
  They know the ruin still houses powerful relics and fear 
  they may embolden Corean’s faithful if recovered.
  Introduction
  
  4
  Tides of Blood
  Adventure 
  Overview 
  The adventure is broken into three chapters:
  • 
  Chapter 1: Gleaming Visions. The characters 
  meet with Menthias Dolgutha, a Coreanic priest, 
  in Mithril. The priest has received visions of a lost 
  fortress rising from the bloody waters.
  • 
  Chapter 2: On Waves of Blood. Under the employ of 
  Menthias, the characters board The Bloody Grin and 
  begin a journey on the Blood Sea. The characters must 
  contend with dangerous titanspawn and the sea itself 
  in order to arrive their destination. A crewmember 
  hatches a treacherous plot to inform the Heartseekers 
  of Kadum of the characters’ plans.
  • 
  Chapter 3: The Silver Bastion. Arriving at the 
  Silver Bastion, the characters find the fortress invaded 
  by piscean and human cultists loyal to Kadum, the 
  Bleeding One.
  Preparation
  You should read through this module before running it. 
  While the first and third chapters are straightforward, the 
  seafaring second chapter has many random events that 
  could occur. Becoming acquainted with these ensures a 
  smooth experience for everyone at your table. Remember, 
  this is your story to tell. Everything herein is merely an 
  idea for you to mold.
  This adventure assumes you have access to the corebooks 
  for the 5th Edition of the world’s greatest roleplaying game 
  and the Scarred Lands Player’s Guide (SLPG). Creature 
  and nonplayer character names appear in bold. Magic items 
  and spells appear in italics. Magic items found as treasure 
  appear in both bold and italics.
  Many encounters have scaling suggestions for Weak or 
  Strong parties. If you have 5th-level characters or a party 
  of 3, consider using the Weak scaling suggestions. If you 
  have 7th-level characters or a party of 6, consider using 
  the Strong scaling suggestions. Random encounters at 
  sea do not have scaling suggestions due to the presence 
  of allied NPCs.
  Appendix A contains stat blocks for new creatures and 
  NPCs. Appendix B contains information on magic items. 
  Appendix C contains maps used in the module. 
  Text that appears like this is meant to be read aloud or 
  paraphrased.
  Text that appears like this speaks directly to the 
  Game Master (GM). These sidebars contain rules 
  reminders, roleplaying hints, and other information.
  For general information on Corean, Kadum, and Mithril, 
  see the Scarred Lands Player’s Guide, chapters 1 and 8. 
  For detailed information on Mithril, see Mithril: City of the 
  Golem, a sourcebook for version 3.5 fantasy roleplaying. For 
  detailed information on the Blood Sea and the Heartseekers 
  of Kadum, see Blood Sea: The Crimson Abyss, a sourcebook 
  for version 3.5 fantasy roleplaying.
  Adventure 
  Hooks
  Here are a few ideas to engage your characters with the 
  adventure. Feel free to use these or create your own.
  Low Tides, High Risk. While traveling on Ghelspad, the 
  characters hear reports of the Blood Sea suddenly shifting 
  to a lower tide. Blood Sea mutants and other titanspawn 
  have been washing ashore as adventurers and treasure 
  hunters flock to coastal cities, such as Mithril, in search 
  of gold and glory.
  Tales of Silver. A Coreanic missionary approaches the 
  characters after hearing of their recent deeds. She tells 
  them about Menthias, a priest in the holy city of Mithril, 
  and his quest to uncover a lost holy relic. He is in need of 
  brave souls and strong sword arms.
  The Bloody Shield. A good-aligned character receives a 
  holy vision. They see a gleaming silver shield emblazoned 
  with Corean’s holy symbol awash in blood. Its light fades 
  under the crimson deluge. The vision ends with a scene 
  of Mithril, Corean’s famed golem resting in the distance.
  
  5
  Gleaming Visions
  T
  his chapter details the characters meeting Menthias 
  Dolgutha, the Coreanic priest seeking the Silver 
  Bastion, and an attack on the Harbor City docks.
  Mithril is a city built on opposition. The Temple City, 
  alight in the gleaming radiance of Corean’s mithril golem, 
  is home to the learned and affluent priesthood of the god’s 
  Adamantine Church. Below, along the Blood Sea’s shore, 
  the poor citizens of the Harbor City answer to lawless 
  thugs and corrupt merchants looking to squeeze every 
  copper from Mithril.
  As the characters travel through the sections of the city, 
  note how the atmosphere changes. In the Temple City, priests 
  stand in the streets debating the finer points of Coreanic 
  theology and squabble over political minutiae as paladins 
  in unmarred plate mail guard the wealthy. In the Harbor 
  City, the poor beg for coppers from one another, drunks 
  fight in the street, and crimson waves crash on the shoreline.
  The characters may want to learn more about Menthias. 
  If the characters spend a day asking about the priest in 
  Gleaming 
  Visions
  Mithril and make a Charisma (Investigation) check, they 
  learn the following information based on their result. Each 
  level is cumulative:
  • 10-14. Menthias is well known in the Westside (or 
  Stormside) of Harbor City for tending to the poor. 
  He is known to minster even to those who outwardly 
  speak against Coreanic values. He keeps a small temple 
  near the pier. He recently placed The Bloody Grin, a 
  privateering ship, on retainer for reasons unknown.
  • 15-19. The priest is called Old Goldheart for his 
  generosity toward Mithril’s poor. He carries a wicked 
  scar across his face; a parting gift from a titanspawn.
  • 20 or higher. A decade ago, Menthias routed a corrupt 
  priest from the Temple City who was funneling mithril 
  to the Calastian Hegemony. Soon after, Menthias 
  was transitioned to Westside. Many believe he still 
  has unseen enemies within the Adamantine Church.
  
  6
  Tides of Blood
  Meeting 
  Menthias
  The adventure begins as the characters approach 
  Menthias’s humble temple in the Harbor City. When you 
  are ready to begin, read or paraphrase:
  The bustling streets of Harbor City are laden with 
  shouting merchants and the smell of fish and blood. A 
  squat temple stands before you, its iron doors, engraved 
  with Corean’s symbol, are flung open. Inside is a middle-
  aged human man with dark, sun-beaten skin and more 
  white than black in his hair who tends to the altar.
  Menthias Dolgutha (LG male human priest of Corean) 
  and 4 acolytes tend to this small temple in Harbor City’s 
  violent Westside. At any time there is a 50% chance there 
  are 1d4 commoners and 1d4 thugs praying in the temple. 
  Menthias happily meets with the characters if they express 
  interest in helping him, guiding them to his quarters behind 
  the sanctuary.
  The Offer. Menthias pays each character 250 gp and 
  gifts the party 2 mithril weapons (SLPG 163) if they travel 
  to the exposed ruin and return with any Coreanic relics. 
  The priest is interested in items of religious or historical 
  significance. The characters are welcome to claim any 
  other treasure, as long as its retrieval does not disrespect 
  the holy site.
  If the characters try to haggle with Menthias and succeed 
  on a DC 18 Charisma (Persuasion) check, he offers to 
  scribe a single spell scroll containing a 2nd-level cleric 
  spell. If the characters succeed on a DC 20 Charisma 
  (Persuasion) check, they convince Menthias to part with 
  half of the gold immediately. Characters who worship 
  Corean have advantage on Charisma (Persuasion) checks 
  made against Menthias.
  The Silver Bastion. Menthias is forthcoming with what 
  he knows about the Silver Bastion. His knowledge of the 
  lost fortress includes:
  • It was home to the Knightly Order of the Silver 
  Shield, whose ideals would later form the Order of 
  Silver. The order dedicated themselves to training the 
  commonfolk to be soldiers in the Divine War.
  • The fortress fell before the end of the war, overrun 
  by a lesser titan and its titanspawn. Several attempts 
  were made to reclaim the Silver Bastion, but all failed.
  • After Kadum was imprisoned, the rising waters of 
  what is now the Blood Sea engulfed the Silver Bastion. 
  The Adamantine Church has not led a serious effort 
  to explore or recover the ruin.
  The Brightshield. Menthias does not mention the 
  Brightshield by name unless the majority of the party 
  outwardly worship Corean or are known for acts of heroic 
  valor. If the characters succeed on a DC 18 Intelligence 
  (History or Religion) check they recall that a shield said 
  to be used by Corean himself was kept in the fort.
  Braving the Blood Sea. Menthias tells the characters he 
  has commissioned The Bloody Grin to ferry the characters 
  to and from the Silver Bastion. He claims that while the 
  privateer crew does not fit the Coreanic ideal, they have 
  protected Mithril’s harbors for years. 
  The priest provides the characters with a map 
  approximating the Silver Bastion’s location and says it 
  should take four days at sea, but the Blood Sea is often 
  unpredictable. 
  Roleplaying 
  Menthias
  Menthias plays a significant role in Tides of Blood 
  and may become a recurrent NPC in your campaign. 
  Use these notes to help bring him to life.
  Description. Menthias is a middle-aged human 
  male with short, cropped hair reminiscent of a 
  militaristic life. His black beard, highlighted with 
  streaks of silver, is broken by a thick, raised scar 
  running along his left cheek.
  Characteristics. Menthias always carries a warm 
  smile and greets everyone with a firm handshake.
  Ideal. Duty. The greatest aspiration is to serve 
  others with honesty and courage.
  Bond. I will die for the Adamantine Church.
  Flaw. I hold Corean’s faithful, including myself, to 
  an impossible standard.
  Developments
  Just as the meeting is coming to a close, the temple doors 
  fly open as a panicked dock worker shouts, “Help! Help 
  us! Blood tainted are attacking the docks!” Menthias draws 
  a gleaming mithril longsword from a weathered scabbard 
  resting against his desk and rushes out of the temple.
  
  7
  Gleaming Visions
  Mutants at the 
  Docks
  As the characters approach, read or paraphrase:
  A throng of sailors, dockworkers, and merchants rush 
  past you, clamoring and shouting. Along the pier you 
  see a group of sea devils with blood-red scales shove a 
  commoner into the water. In a flurry of fins, teeth, and 
  gore, the man is pulled underwater.
  The main pier is 80 feet long and 15 feet wide. It is 10 
  feet from the water’s surface. If a character falls or is pulled 
  from the pier, they take 3 (1d6) bludgeoning damage from 
  the fall. The water is 15 feet deep.
  The water here has trace amounts of blood contamination 
  and is not an immediate danger. Many smaller docks branch 
  out from the central pier. Large crates and merchant stalls 
  litter the area, providing ample opportunities for cover. A 
  variety of ships, from small fishing boats to large galleons, 
  are docked here, most only with a skeleton crew onboard.
  Creatures and Tactics
  Five Blood Sea mutant, sahuagin and 3 Blood Sea 
  mutant, reef sharks (see appendix A) are attacking the 
  pier. The sharks are in the water, waiting for prey to fall 
  off the pier. There are 1d10 + 2 commoners still on the 
  pier when the characters arrive.
  Sensing a formidable enemy, the mutants attack the 
  characters. The sahuagin attempt to Shove characters off 
  the pier. Menthias fights alongside the party, but prefers 
  to tend to injured commoners.
  The mutants fight to the death. If the characters retreat, 
  the mutants continue attacking commoners.
  Developments
  Menthias is familiar with blood fever (see the sidebar 
  below for more information) and cures as many characters 
  as he can using lesser restoration. He urges the characters 
  to meet captain Eurybia Tenthos of The Bloody Grin as 
  soon as possible. 
  If the characters save all of the commoners on the pier, 
  a group of Harbor City merchants rewards the characters 
  with 20 gp and a potion of healing.
  Proceed to chapter 2 when you are ready to introduce 
  the ship.
  Adjusting this 
  Encounter
  Here are some suggestions for adjusting this 
  encounter for your group.
  Weak. Remove 1 sahuagin and 1 reef shark.
  Strong. Increase the sahuagins’ hit points by 7 
  each.
  
  8
  Tides of Blood
  On Waves of 
  Blood
  T
  his chapter details The Bloody Grin and provides a 
  system to determine encounters on the Blood Sea. 
  The encounters herein are meant to present the Blood 
  Sea as a significant challenge to overcome, emphasizing 
  the exploration pillar of play. It is the author’s opinion 
  that meticulous bookkeeping in regards to travel pace, 
  ration stores, and other details causes many players to 
  disengage from the gameplay. Those mechanics have been 
  left purposefully simplistic. As always, the mechanics in 
  this module are merely suggestions. If your group enjoys 
  more detail-oriented exploration, alter these mechanics to 
  match their tastes.
  The open sea has many dangers: sudden squalls that tear 
  a ship asunder, roving pirates looking for an easy mark, 
  and the threat of becoming lost, dying slowly of starvation. 
  When the waves run red with a titan’s blood, it transcends 
  from a force of nature to a malignant entity that seeks only 
  to destroy.
  Navigating the Blood Sea
  Traversing the ocean is handled similarly to overland 
  travel. With a map, such as the one Menthias gives the 
  characters, and The Bloody Grin’s skilled crew, becoming 
  lost should not be a concern. However, if the map is lost 
  or the crew loses its navigator, the remaining crew or 
  characters must succeed a DC 13 Wisdom check using 
  navigator’s tools every day to keep the ship on course. 
  If the crew or characters have access to Menthias’s map, 
  they have advantage on this check.
  While fully crewed, The Bloody Grin can sail twenty-
  four hours a day, operating in two twelve-hour shifts. The 
  route to the Silver Bastion requires three days of coastal 
  sailing and one day of deep sea sailing, if the ship travels 
  at full speed using both shifts. If half or more of the crew 
  is unable to work, the ship sails at half speed. If twelve or 
  fewer crewmembers are able to work, the ship operates with 
  a skeleton crew, sailing at half speed only during the day. 
  
  9
  On Waves of Blood
  Note that sailing speeds are an average. During specific 
  times a ship may travel at half or double speed due to wind 
  conditions. These conditions rarely persist long enough to 
  impact overall travel speed.
  Watch What You Eat
  Eating fish caught from the Blood Sea can be dangerous 
  or even deadly. Merchant and naval ships, such as The 
  Bloody Grin, carry enough provisions for their time 
  at sea, often choosing to carry a surplus to account for 
  unforseen circumstances (see The Bloody Grin below for 
  more information on cargo and provisions). Some crews 
  supplement their unappetizing provisions with line fishing 
  when off duty. If a character succeeds on a DC 12 Wisdom 
  (Survival) check, they catch enough fish to feed one person 
  for one day. There is a 25% chance the fish carries blood 
  fever if caught in coastal waters, or 50% if caught in the 
  deep sea. If a character succeeds on a DC 13 Intelligence 
  (Nature) check, they realize the food is contaminated.
  The Bloody Grin
  When the characters first approach the ship, read or 
  paraphrase:
  The sailing ship’s hull is patched in sections with various 
  sturdy timbers and carries the marks of many voyages. 
  The bow of the ship is painted in faded paint to resemble a 
  toothy grin. The blood-saturated waters of Kadum’s ocean 
  have stained it, giving the grin a menacing appearance. 
  Flying high above the deck, a smiling human skull with 
  a bloody knife in its teeth whips in the wind. 
  The Bloody Grin was once a pirate vessel based out 
  of the Toe Islands renowned for hunting down smaller 
  merchant vessels from Termana. Six years ago, Eurybia 
  Tenthos, then the first mate, overthrew her captain and 
  wrested control of the crew. Wanting to move away from 
  the dangers of piracy, Eurybia struck a deal with Mithril. 
  Eurybia and her bloodsoaked crew now protect the shores 
  of Mithril as privateers.
  The Ship
  The Bloody Grin is a sailing ship capable of transporting 
  sixty passengers, is fully crewed by twenty sailors at a time, 
  and travels two miles per hour under fair winds. The ship 
  can carry a maximum of 150 tons of cargo.
  As it leaves Mithril, the ship has enough provisions for 
  twelve days. Some events on the Blood Sea may cause 
  cargo to be lost or damaged. If an event impacts the ship’s 
  provisions, it is expressed in terms of days of rations. For 
  example, a storm may cause the ship to lose half a day 
  of rations. Provision calculations always assume a fully 
  crewed ship and should be adjusted if the ship has lost a 
  significant number of its crew.
  The Crew
  The ship is crewed by 40 skilled sailors. Every crew 
  member is proficient in water vehicles and can add their 
  proficiency bonus to any ability check made to maintain 
  the ship. The crew consists of 30 bandits, 7 scouts who 
  Blood Fever
  The disease known as blood fever has taken 
  more lives than any monstrosity the Blood Sea has 
  spawned. The disease is transmitted in a number of 
  ways, including food contamination, exposure to blood 
  barnacles, bloody storms, and by some Blood Sea 
  mutants. Note that under typical conditions, Kadum’s 
  blood is not concentrated enough to infect creatures 
  by simply swimming in the ocean. 
  If a creature comes in contact with the disease, they 
  must succeed on a DC 13 Constitution saving throw 
  or contract blood fever. Blood fever incubates for 6d4 
  hours, after which the creature begins to convulse and 
  sweat blood, taking 3 (1d6) necrotic damage every 
  hour. When a creature takes damage in this way, it 
  must make a DC 15 Wisdom saving throw or fall into 
  a homicidal rage. The creature’s alignment magically 
  changes to chaotic evil and the creature attacks any 
  creature it can see. This maddened state lasts until 
  the creature recovers or the disease is cured.
   Every 24 hours thereafter, the infected creature 
  must repeat the Constitution saving throw, suffering 
  the effects above on a failure. Three successful saving 
  throws in a row indicates the creature has recovered 
  from the disease. If their alignment was changed, it 
  shifts back to its original and any ongoing madness 
  ends.
  Anyone coming into contact with a creature infected 
  with blood fever risks contracting the disease. If an 
  uninfected creature touches an infected creature after 
  the incubation period, the uninfected creature must 
  succeed on a DC 10 Constitution saving throw or 
  contract blood fever. If the uninfected creature takes 
  precautions, such as wearing gloves and a mask, they 
  have advantage on the saving throw.
  Blood fever is identified during the incubation period 
  with a successful DC 16 Wisdom (Medicine) check 
  or after with a DC 13 Wisdom (Medicine) check.
  Prolonged blood fever causes mutations and 
  permanent madness. Most Blood Sea sailing crews 
  quarantine or dispose of infected individuals before 
  the disease reaches its final stages.
  
  10
  Tides of Blood
  are proficient in navigator’s tools, and 3 officers, detailed 
  below. The crew is predominantly human, but other races 
  are represented as well. Those with darkvision serve on the 
  night shift. You are encouraged to flesh out the personalities 
  of the crew.
  Crewmembers spend twelve hours a day working on 
  the ship. This consists of tending to the rigging, making 
  minor repairs, serving as lookout, cooking, and cleaning. 
  If the ship is attacked, the crew follows either the captain 
  or first mate’s orders and defend themselves and the ship 
  to the best of their ability.
  The Captain. Eurybia Tenthos (see appendix A) leads 
  The Bloody Grin’s crew. Born and raised at sea, Eurybia 
  was destined to tame the crimson tides. She is respected 
  amongst the crew, who know that, under her impossible 
  demands, is a worthy leader.
  Eurybia has dark brown skin and short, black hair. She 
  eschews the loud, flamboyant dress many sea captains 
  favor for more functional gear.
  The First Mate. The ship’s first mate, Saraj Jutaka 
  (CN male slitherin spy), was a stowaway on The Bloody 
  Grin for ten days before the crew found him. Rather than 
  throw him to the sharks, Eurybia gave him a spot on the 
  crew; the redeemed slitherin quickly rose through the ranks. 
  He keeps a close eye on the crew and serves as Eurybia’s 
  unseen hand.
  The pale gray slitherin is missing most of his right ear, 
  which he claims his sister chewed off. His tail is adorned 
  with dozens of gold rings and is pierced in several places.
  The Sea Witch. Many Blood Sea crews employ a 
  spellcaster capable of dealing with the harsh environment. 
  Druids of Denev, Enkili’s clerics, and learned wizards are 
  all welcomed. Two months ago Eurybia hired on Narkissa 
  Dendros (see appendix A) in Mithril. The druid keeps to 
  herself, speaking only directly to the captain.
  Narkissa is secretly a member of the Heartseekers of 
  Kadum, a cult dedicated to restoring the titan. See Treachery 
  at Sea below for more information on how Narkissa’s 
  allegiance influences the characters.
  Roleplaying 
  Eurybia
  As captain of The Bloody Grin, Eurybia appears 
  throughout this chapter. Use these notes to help 
  bring her to life.
  Description. Eurybia is a young woman, no older 
  than thirty, but the Blood Sea has matured her beyond 
  her years. Her angular face and wiry, muscular frame 
  denote a life of labor and hardship.
  Characteristics. Eurybia has a commanding 
  presence. She looks everyone in the eye, from novice 
  seamen to pirate kings. 
  Ideal. Freedom. At sea we forge our own paths; 
  I am my own master.
  Bond. My crew is my family. I love them, even 
  when we are fighting.
  Flaw. I have not abandoned the ruthlessness of 
  pirate life. I am not above violence and deception.
  The Bloody Grin 
  at a Glance
  Use these notes to assist in arbitrating mechanics 
  concerning The Bloody Grin.
  Damage and Repair. The ship’s hull has AC 17 
  and 30 hit points for each 10-ft.-by-10-ft. section. The 
  hull has a damage threshold of 10. The hull is immune 
  to necrotic, poison, psychic, and radiant damage. It 
  is resistant to piercing damage and vulnerable to 
  fire damage.
  If one 10-ft.-by-10-ft. section of hull is destroyed, the 
  ship must anchor for 8 hours to conduct repairs. If the 
  destroyed section was under water, the ship begins to 
  rapidly take on water and sink in 1d8 hours. Reduce 
  the time it takes for the ship to sink by 1 die type for 
  each section of hull destroyed. For example, if two 
  sections are destroyed, the ship sinks in 1d6 hours.
  Speed. The ship travels at two miles per hour 
  while traveling. During combat encounters, the ship 
  moves 10 feet a round in a straight line. Turning the 
  ship is a process that requires the crew to be alert 
  and actively working the sails and helm. For purposes 
  of combat encounters, this is not possible.
  Crew. Each twelve-hour shift is manned by twenty 
  crew members while the others are at leisure or 
  sleeping. If ten or fewer crewmembers are able to 
  work a shift, the ship travels at half speed.
  Defending the Ship. The Bloody Grin is built 
  for speed and does not have ballistae or other crew 
  served weapons. However, if the ship is attacked, 
  half of the active crewmembers defend the ship using 
  crossbows from the deck. It is recommended you 
  make 1 attack roll for every five crewmembers and 
  use average damage to speed up combat encounters.
  If a battle goes poorly or the captain or first mate 
  orders the rest of the crew to defend the ship. They 
  take 1 minute to prepare and arrive on deck.
  
  11
  On Waves of Blood
  Treachery at 
  Sea
  Narkissa is an initiate of the Heartseekers of Kadum, a 
  cult dedicated to serving and healing the titan. The cult is 
  comprised of Circle of the Fallen druids, giants, and ancient 
  leviathans such as the kraken. Initiates must consume a 
  deadly amount of Kadum’s blood before they are brought 
  into the cult. Most do not survive, ensuring that each cultist 
  is a formidable foe.
  The cult was formed by a druid who received a vision of 
  Kadum’s still-beating heart. He worked to gather initiates 
  throughout Ghelspad, who opposed the followers of 
  Belsameth and Corean for their role in imprisoning the titan. 
  Even though its founder, whose name has been forgotten to 
  history, died decades ago, the Heartseekers of Kadum still 
  search for the heart and serve their bound lord.
  Serving the 
  Mountainshaker
  One day after setting sail from Mithril, Narkissa sends 
  an animal messenger (cast as a 3rd-level spell) to a group 
  of piscean Heartseekers. She informs her comrades that a 
  Coreanic priest knows of the Silver Bastion and has hired 
  the characters to investigate. The aquatic Heartseekers have 
  guarded the fortress and the Brightshield for centuries, 
  fearing the relic could shift the tide fully in the gods’ favor.
  Caught Red-Handed. Narkissa does not confront the 
  characters or otherwise act suspiciously during the voyage. 
  Still, if the characters suspect her of something, they might 
  discover her plan. If the characters succeed on a DC 20 
  Wisdom (Insight) check they sense that Narkissa has 
  been studying them from afar. If they are able to steal 
  her spell component pouch or other magical implements 
  and succeed on a DC 16 Intelligence (Arcana) check, 
  they realize that her magical components are carved with 
  symbols sacred to Kadum.
  If caught, Narkissa attempts to lie her way out of the 
  situation. If she is given a moment alone, she summons 
  a water elemental to cause havoc on the ship while she 
  escapes. If backed into a corner, she casts call lightning 
  and jumps overboard, polymorphing into either a bird or 
  shark to escape.
  Bloody Accusations
  Eurybia, Saraj, and most of The Bloody Grin’s crew side 
  with Narkissa if the characters accuse her of wrongdoing. 
  Eurybia tells the characters the druid has performed her 
  duties well and without complaint. If the characters are 
  persistent, Eurybia commands the characters to bring her 
  proof of Narkissa’s treachery or risk punishment themselves. 
  Without evidence, persuading Eurybia to turn on Narkissa 
  requires a DC 20 Charisma (Persuasion) check or a DC 
  12 Charisma (Persuasion) check with evidence, such as 
  her spell component pouch.
  If Eurybia turns on Narkissa, she attempts to restrain 
  the druid in manacles until they arrive back in Mithril, 
  where she is turned over to the Adamantine Church. If 
  Eurybia attempts to arrest Narkissa, the druid attacks and 
  attempts to flee.
  If the characters and crew apprehend Narkissa, they must 
  keep her sedated throughout the journey or risk her turning 
  into a beast and escaping. Luckily, every good seafaring 
  ship has an ample supply of rum.
  Adjusting this 
  Encounter
  Here are some suggestions for adjusting this 
  encounter for your group.
  Weak. Reduce the Wisdom (Insight) check DC by 
  2 and reduce Narkissa’s hit points by 10.
  Strong. Sensing she has been discovered, 
  Narkissa summons the water elemental before the 
  characters confront her. It is hiding just below the 
  ship in the water.
  
  12
  Tides of Blood
  Coastal Waters
  Coastal waters are the relatively shallow (10 to 50 feet) 
  regions within 10 miles of shore. These are the safest areas 
  of the Blood Sea, but even with shore in sight many ships are 
  lost to storms or monster attacks. The Bloody Grin travels 
  for three days in coastal waters, sailing south from Mithril.
  The shallows of the Blood Sea represent a tension between 
  life and death, risk and reward. Areas where freshwater 
  rivers flow into the ocean create zones of fertile, untainted 
  life. This bounty is a blessing to Scarn’s divine races, but 
  also lure the vile monsters born of Kadum’s blood.
  Weather
  Roll on the Blood Sea Weather table below every day the 
  characters are at sea. If you want to emphasize the danger 
  weather represents, roll every twelve hours, but be warned 
  this greatly increases the likelihood of deadly consequences. 
  The adventure does not presume a particular season. Pick 
  whichever best fits your campaign.
  Blood Sea Weather
  D%
  SPRING
  SUMMER
  WINTER/
  FALL
  01-25
  Clear
  Clear
  Clear
  26-34
  Fog
  Clear
  Fog
  35-45
  Rain
  Fog
  Rain
  46-60
  Rain
  Rain
  Thunderstorm
  61-75
  Bloodsurge
  Rain
  Windstorm
  76-85
  Thunderstorm
  Thunderstorm
  Bloodsurge
  86-93
  Windstorm
  Windstorm
  Squalls
  94-98
  Squalls
  Bloodsurge
  Hurricane
  99-00
  Hurricane
  Squalls
  Hurricane
  Fog. Fog on the Blood Sea takes on a reddish hue. A 
  wind of at least 10 miles per hour blows the fog away in 
  the area of the wind effect. The fog heavily obscures the 
  area it fills. Ships sail at half speed due to low visibility.
  Rain. Rain lightly obscures the area and causes minor 
  annoyances, such as the inability to use torches at night. 
  The deck is slippery during a rainstorm, creating difficult 
  terrain. Characters have disadvantage on ability checks 
  and saving throws made to remain standing. Ships sail at 
  full speed during rainy conditions.
  There is a 20% chance the rain is bloodrain. If this occurs, 
  roll a d4 for every hour a creature is on deck and exposed 
  to the bloodrain. On a result of 1, the character ingests the 
  bloodrain and must save versus blood fever. At the GM’s 
  discretion, creatures who take careful precautions, such as 
  wearing heavy masks or helms, may negate this chance.
  Bloodsurge. Wind conditions cause a surge of 
  concentrated titan’s blood in the area. The chance of 
  food being contaminated is doubled during bloodsurges. 
  Furthermore, being in the water for more than 1 minute 
  forces a creature to make a saving throw against blood fever.
  Thunderstorm. A thunderstorm has the same effects 
  and bloodrain chance as rain but creates a heavily obscured 
  area and may cause damage to the ship. Roll d100 + 10 
  and consult the Storm Damage table below. Ships sail at 
  half speed due to low visibility.
  Windstorm. A windstorm does not affect visibility but 
  may cause damage to the ship. Roll d100 and consult the 
  Storm Damage table below. Ships sail at full speed during 
  windy conditions.
  Squalls. Squalls are localized storms that bring intense 
  rain, sleet, and hurricane force winds. They can appear 
  suddenly and last anywhere from minutes to hours. Squalls 
  are particularly dangerous to sailing crews as they are 
  impossible to predict, difficult to spot, and as deadly as 
  a hurricane.
  If you roll this result, have whomever is on deck make a 
  Wisdom (Perception) check. Roll for NPC crewmembers 
  as a group. Rather than rolling against a specific DC, halve 
  the highest result. This is the distance of the squall from the 
  ship. If the halved result is 4 or less, the squall suddenly 
  surges and overtakes the ship. The squall moves at 1d10 
  miles per hour. For purposes of presenting an interesting 
  challenge, assume that any squall spotted as a result of this 
  weather event is moving toward the ship.
  If the squall is spotted 8 or more miles away, the navigator 
  can make a DC 18 Intelligence or Wisdom check using 
  navigator’s tools to successfully navigate around the 
  squall. This adds 1d12 hours to the journey. If the squall 
  is spotted 7 or fewer miles away, the crew does not have 
  adequate time to react. The captain, first mate, or other 
  commanding voice (such as a player character), must make 
  a DC 16 Charisma (Intimidation or Persuasion) check 
  to rouse the crew to action. On a success, the crew is able 
  to anchor in place and prepare the ship for storm damage. 
  Roll d100 + 30 and consult the Storm Damage table below. 
  The squall lasts 1d10 x 10 minutes. During a squall, all 
  ability checks are made at disadvantage.
  Hurricane. Hurricanes easily sink even the sturdiest 
  ships. Luckily they are rare, even in the Blood Sea. If you 
  roll this result, have the crew and other characters make a 
  DC 16 Intelligence (Nature) check. On a success, they 
  know a hurricane is forming and can prepare the ship for 
  storm damage or take other measures. The hurricane makes 
  contact with the ship in 1d10 + 1 hours.
  
  13
  On Waves of Blood
  Hurricanes are so large that they cannot be circumnavigated 
  by nonmagical means. When the hurricane makes contact 
  with the ship, roll d100 + 40 and consult the Storm Damage 
  table below. The hurricane lasts for 1d6 x 2 hours. During 
  a hurricane, all ability checks are made at disadvantage.
  Keeping Them 
  Engaged
  Weather events, although potentially deadly, can 
  feel passive to some players. Keep them engaged by 
  describing the chaos severe weather causes amongst 
  the crew. There will be a flurry of activity and, unless the 
  characters themselves are accomplished sailors, they 
  will feel out of their element, which creates tension.
  Encourage the players to find creative solutions 
  to problems. For example, a mending cantrip might 
  speed up repair time or a gust of wind spell could 
  clear fog during a monster encounter. Create food 
  and water is often all that stands between life and 
  death. For characters without spellcasting, consider 
  allowing them to lead repair or preparation efforts. 
  As tier 2 characters they have an undeniable heroic 
  (or villainous) aura, which attracts followers.
  Remember that random encounters still occur 
  during severe weather. What better way for the 
  characters to shine than fending off titanspawn in 
  a squall?
  Encounters
  Although not as dangerous as deep sea regions, the coastal 
  shallows still contain many threats. Roll on the Coastal 
  Encounters table below every twelve hours the characters 
  are in coastal waters. Reroll duplicate results if they do not 
  fit your campaign. You are encouraged to vary when these 
  encounters occur, creating new challenges, such as fighting 
  in the dark or being roused from sleep. If the characters 
  lose a lot of travel time due to severe weather, consider 
  adding to these encounter suggestions.
  Storm Damage
  PREPARED* 
  D100
  UNPREPARED 
  D100
  DAMAGE RESULT
  01-75
  01-50
  Shaken. Cosmetic damage only.
  76-85
  51-70
  Battered. Lose half a day of provisions.
  86-90
  71-80
  Minor Damage. Lose 1 day of provisions. Speed is halved for 1 day while under 
  repair.
  91-93
  81-85
  Significant Damage. Lose 2 days of provisions. Ship requires 1d2 days of repair 
  before capable of sailing.
  94-95
  86-90
  Severe Damage. Lose 4 days of provisions. Ship requires 1d2 days of repair 
  and then moves at half speed until dry docked. 1d4 crew (excluding officers) 
  die.
  96-97
  91-94
  Adrift. Lose 4 days of provisions. Ship is adrift, incapable of moving without 
  magic. Ship requires 1d6 days of repair and then moves at half speed until dry 
  docked.1d4 crew (excluding officers) die.
  98-99
  95-98
  Sinking. Lose 5 days of provisions. Ship sinks in 1d8 hours. 1d8 crew (excluding 
  officers) die.
  00
  99-00
  Destroyed. Lose all cargo. Ship sinks in 2d10 minutes. 2d8 crew (excluding 
  officers) die.
  * A ship is prepared when it is anchored and the crew has spent at least 1 hour securing cargo.
  
  14
  Tides of Blood
  Encounter Distance. On a clear day, lookouts on deck 
  spot monsters when they are 60 feet from the ship. In rainy 
  conditions, they spot monsters 30 feet away. In heavily 
  obscured conditions, such as fog and thunderstorms, they 
  cannot spot monsters until they are on the ship without the 
  aid of magic. At night, encounter distance is limited by 
  available light sources or a lookout’s supernatural senses.
  Coastal Encounters
  D100
  ENCOUNTER
  01-09
  Adrift ship
  10-25
  Blood barnacles
  26-35
  1d4 Blood Sea jellyfish
  36-41
  1d2 Blood Sea mutant, giant octopuses
  42-52
  1d8 + 2 blood zombies
  53-63
  1d8 + 1 dire petrels (giant vultures)
  64-72
  1d10 + 3 lizardfolk
  73-83
  Merchant vessel
  84-89
  Pirate ship
  90-00
  1d4 windriders
  Adrift Ship. The crew spots a ship adrift on the open 
  ocean. There are no crew on deck and no signs of life below 
  deck. If the characters investigate and succeed on a DC 16 
  Intelligence (History) check, they recall similar attacks 
  being attributed to pisceans.
  The ship’s cargo is mostly stolen; only items that 
  would not survive underwater remain. The Bloody Grin’s 
  crew can salvage 1d2 days of provisions from the cargo 
  hold. If the characters succeed on a DC 15 Intelligence 
  (Investigation) check while searching the ship, they find 
  a hidden compartment in the captain’s quarters containing 
  4 potions of healing, 4 potions of water breathing, and 
  a periapt of health.
  Blood Barnacles. Blood barnacles are a constant threat 
  to Blood Sea sailors. Their presence can invoke a rage 
  similar to blood fever. If you roll this encounter, check all 
  characters’ and crewmembers’ passive Perception scores, 
  unless they have not been on deck for 12 hours or more. If 
  none have a passive Perception of 18 or higher, the crew 
  fails to notice the blood barnacles clustering against the 
  hull. The blood barnacles remain until cleaned off, requiring 
  1d12 x 2 hours of work while the ship is anchored.
   Once per day, the blood barnacles invoke rage in the 
  crew. Every living creature on the ship must make a DC 13 
  Wisdom saving throw or fly into a rage for 1d6 minutes. 
  On a failure, the target attacks the closest creature to it 
  until the rage ends or they are incapacitated. While raging, 
  the target deals +2 damage on any melee weapon attack. 
  Attack rolls against the target have advantage. A successful 
  DC 13 Intelligence (Nature) check determines the sudden 
  bloodlust is due to blood barnacles.
  Blood Sea Jellyfish. 1d4 Blood Sea jellyfish (see 
  appendix A) attack creatures on the deck. The jellyfish flee 
  if brought to 10 or fewer hit points.
  Mutated Giant Octopuses. 1d2 Blood Sea mutant, 
  giant octopuses attack with supernatural cunning, retreating 
  under water after each attack. If brought to 20 or fewer hit 
  points, an octopus uses Ink Cloud and flees.
  Blood Zombies. 1d8 + 2 blood zombies (see appendix 
  A) are lying in wait along the shallow sea floor. Sensing a 
  passing ship, they swim up and attempt to scuttle it using 
  Warp Wood. If the zombies successfully use Warp Wood 5 
  times, the ship is adrift. If they are successful 7 times, the 
  ship is sinking (see Storm Damage table above; provisions 
  are not lost and crew do not die due to damage caused by 
  Warp Wood). The blood zombies carry 1d10 x 3 gp in coins.
  Dire Petrels. 1d8 + 1 dire petrels (use the giant vulture 
  stat block) swoop down from the sky, swarming targets. 
  The birds flee if half of their number are slain.
  Lizardfolk. A patrol of 1d10 + 4 lizardfolk warriors 
  from a nearby island sneak aboard the ship and prepare an 
  ambush in the cargo hold and crew’s quarters. The lizardfolk 
  swim 120 feet away from the ship until nightfall, when 
  they use the darkness to sneak on board.
  Merchant Vessel. The crew spots a merchant vessel 
  from Termana. If the captain or characters hail the ship, 
  succeeding on a DC 13 Charisma (Persuasion) check, the 
  vessel trades with The Bloody Grin. The merchant vessel 
  has all mundane adventuring gear from the core rules on 
  sale at +25% of the listed value. There is a 50% chance 
  the ship has 1 uncommon magic item for sale at 550 gp. 
  The merchant ship sells 1 day of provisions for 2 gp, to a 
  maximum of 1d4 days.
  The ship is crewed by 1 noble (the captain), 1 knight 
  (the first mate), 1 mage, and 37 guards (half of which are 
  asleep when encountered). If attacked, the mage targets 
  The Bloody Grin’s sails with a fireball while the captain 
  orders the ship to flee. Eurybia does not attack the ship 
  unprovoked and becomes hostile to the characters if they 
  attack the merchants. The merchant vessel has 1d10 x 100 gp 
  in currency and 1d10 x 50 gp worth of gemstones onboard.
  Pirate Ship. This pirate crew from the Toe Islands is 
  looking for easy prey, primarily small merchant vessels 
  sailing between Ghelspad and Termana. It does not engage 
  similarly crewed ships, but may attack if The Bloody Grin 
  has been weakened through storms or other encounters. 
  The pirate ship is crewed by 1 bandit captain, 2 veterans 
  (officers, including the first mate) and 20 bandits. They 
  attack using crossbows for 1d6 rounds until The Bloody 
  Grin is close enough to grapple and board. The pirates 
  
  15
  On Waves of Blood
  attempt to flee if 12 or more of their crew are slain. The 
  bandit captain wears a ring of storm sight (see appendix 
  B). If defeated, The Bloody Grin’s crew salvages 2d10 x 
  100 gp in stolen currency, gems, and art objects and 1d6 
  days of provisions.
  If the bandit captain is captured alive and returned to 
  Mithril, the Adamantine Church rewards the crew and 
  characters 900 gp. Eurybia negotiates for half of the 
  bounty and half of any loot salvaged from the ship for her 
  crew’s part.
  Windriders. 1d4 windriders (SLPG 309) sneak into the 
  crew’s quarters through portholes while invisible. They cast 
  suggestion on as many crewmembers as possible, telling 
  them to steal from their comrades, start fights, or refuse to 
  work. The windriders fly above the ship while invisible, 
  delighting in their trickery as the crew are punished or fight 
  amongst themselves. The windriders repeat this for 1d2 
  days before leaving to seek out new targets. If discovered 
  and attacked, the windriders prefer not to fight and flee 
  immediately.
  Deep Sea Waters
  Deep sea regions are the most dangerous parts of the 
  Blood Sea. Shore is typically 10 or more miles away and 
  depths can range from 70 to many hundreds of feet. The 
  pisceans, an evil aquatic humanoid race that look like 
  twisted, beastial merfolk, rule much of the underwater 
  environment. Legendary leviathans such as kraken, 
  seawrack dragons, and dragon turtles are known to inhabit 
  the deep sea. Wise sailors make haste through the deep sea 
  or try to avoid it altogether.
  For encounter distance rules, see above.
  Weather
  Roll on the Blood Sea Weather table above every day the 
  characters are at sea. If you want to emphasize the danger 
  weather represents, roll every twelve hours, but be warned 
  this greatly increases the likelihood of deadly consequences. 
  The adventure does not presume a particular season. Pick 
  whichever best fits your campaign.
  Encounters
  Deep sea regions are home to some of the Blood Sea’s 
  most fearsome abominations. Creatures living in this region 
  have large domains, sometimes hunting in an area miles 
  wide. Encounters in deep sea regions are less frequent but 
  often more deadly than coastal areas. Roll on the Deep 
  Sea Encounters table below every day the characters are 
  in deep waters. Reroll duplicate results if they do not fit 
  your campaign. You are encouraged to vary when these 
  encounters occur, creating new challenges, such as fighting 
  in the dark or being roused from sleep.
  Deep Sea Encounters
  D100
  ENCOUNTER
  01-15
  Adrift sailors
  16-24
  Blood barnacles
  25-29
  1 Blood Sea mutant, giant shark
  29-33
  1d3 Blood Sea mutant, killer whales
  34-40
  1d2 flayed giants
  41-50
  Foamer ambush
  51-70
  Merchant vessel
  71-79
  Pirate ship
  80-95
  Piscean extortion party
  96-00
  1d4 windriders
  Adrift Sailors. The crew spots 1d6 + 1 bandits floating 
  on large pieces of wood. If brought aboard, they thank 
  the crew profusely and say their ship was destroyed by 
  Kadum’s leviathan, a colossal undead whale spawned 
  from the deepest reaches of the Blood Sea. They work on 
  The Bloody Grin for passage to Mithril. The sailors are 
  proficient in water vehicles.
  Blood Barnacles. See above.
  Mutated Giant Shark. The Blood Sea mutant, giant 
  shark (see appendix A) attacks the ship’s hull. Any creature 
  
  16
  Tides of Blood
  standing on deck within 5 feet of the shark’s attack must 
  make a DC 12 Dexterity saving throw or fall overboard. 
  The shark flees if brought to 45 or fewer hit points.
  Mutated Killer Whales. 1d3 Blood Sea mutant, killer 
  whales (see appendix A) are migrating to an area with higher 
  concentrations of Kadum’s blood. They feel threatened 
  by the ship and attack the hull. Any creature standing on 
  deck within 5 feet of the whales’ attacks must make a DC 
  12 Dexterity saving throw or fall overboard. The whales 
  flee if one of their number are slain or, if there is only one 
  whale, if it is brought to 30 or fewer hit points.
  Flayed Giants. 1d2 flayed giants (SLPG 267) swim up 
  from the depths and attack. The giants cling to the boat 
  and use an action to make a DC 20 Strength check. If 
  successful, the ship keels over, turning on its side into the 
  bloody waters. Every creature on the ship must make a DC 
  14 Dexterity saving throw (roll for NPCs in groups of 
  10). On a failure, a creature falls into the water if they were 
  on deck or slams into a wall, taking 3 (1d6) bludgeoning 
  damage and falling prone if they were on the lower deck. On 
  a success, the creature is able to grab ahold of something to 
  prevent falling. If a giant takes more than 25 damage from 
  a single source while holding onto the keel, it releases the 
  ship. If the ship has keeled over, it is righted in 1d6 rounds 
  if no giants cling to it.
  If the giants are unsuccessful in capsizing the ship, they 
  attack the hull with their tridents, hoping to sink the ship. 
  The giants fight until slain.
  Foamer Ambush. The crew spots a sailing ship adrift 
  on the sea. A successful DC 12 Intelligence (History) 
  check reveals the ship is nearly a century old. The ship is 
  actually a floating Unredeemed slitherin colony inhabited 
  by a tribe called the Bloodbathed. Hiding throughout the 
  ship are 8 giant rats, 5 foamers (SPLG 298), and a slitherin 
  cult fanatic. Add the following traits to the cult fanatic’s 
  stat block: climb and swim 20 ft., Contortionist, Disease 
  Resistance, and Rodent Empathy. The cult fanatic also has 
  a Bite attack (+4 to hit, 1d3 + 2 piercing damage). The 
  Unredeemed ratfolk have not lured a ship into their trap 
  for several days and are starving. They attack recklessly, 
  hoping for an easy meal.
  If the characters succeed on a DC 14 Intelligence 
  (Investigation) check while searching the slitherin ship, 
  they find 220 gp in currency, 2 potions of healing, and a 
  heavy crossbow +1, which the slitherin never identified.
  Merchant Vessel. See above.
  Pirate Ship. See above.
  Piscean Extortion Party. 1d10 + 2 green pisceans 
  (see appendix A) and 1d2 + 1 hunter sharks encircle the 
  ship. One of the pisceans uses a feather token (anchor) 
  to magically anchor the ship. This piscean speaks some 
  Common and demands 2,000 gp worth of coins, gems, or 
  other valuables that are not ruined when brought under 
  water. If the demands are met, the piscean releases the ship 
  and swims into the depths. If the crew refuses or attempts 
  to deceive or intimidate the piscean, the extortion party 
  attacks. The pisceans attempt to pull creatures off the deck 
  using their harpoons. The sharks attack any creatures other 
  than the pisceans in the water.
  Windriders. See above.
  Things Are 
  Looking Bad
  The Blood Sea is deadly and has a strong chance 
  of claiming NPC and character lives. The Scarred 
  Lands are not an easy place to live and the Blood 
  Sea is perhaps its most challenging environment. 
  Veteran sailors often say that only half of the ocean 
  is Kadum’s blood, the other half is from those it has 
  claimed.
  You know your players the best. If they enjoy 
  visceral, deadly encounters, then hold nothing back 
  from this chapter. Impress upon them that, while 
  they are heroes, the Blood Sea can easily wash 
  over them. If your table is uncomfortable with regular 
  deadly challenges, consider scaling back some of 
  these encounters. Reduce the number of monsters 
  or reduce their hit points by 25 or 50%. As always, 
  this is your story to tell.
  Land Ho!
  Once The Bloody Grin has completed three days in coastal 
  waters and 1 day in the deep sea, proceed to chapter 3.
  
  17
  The Silver Bastion
  The Silver 
  Bastion
  T
  his chapter details locations within the Silver Bastion, 
  which houses the Brightshield, and is controlled by 
  cultists loyal to the titan, Kadum.
  Use these details to help you bring the island and the 
  Silver Bastion to life.
  Sights, Sounds, and Smells. Puddles of Blood Sea water 
  dot the small, recently exposed island. Barnacles, dying in 
  the blazing sun, cover exposed rocks and coral. Clumps 
  of crimson seaweed have washed up on shore and hang 
  from rocks and the Bastion’s ramparts. The Silver Bastion 
  stands vigilant atop the island’s lone rise. Its once gleaming 
  magnificence is tainted with decades of rust and barnacles.
  The island has attracted a flock of seabirds, who squawk 
  and fight over dead fish that have washed ashore. There is 
  a constant crashing as waves break against the sharp cliff 
  faces of the island.
  The smell of blood and rust is so thick the characters 
  taste copper. Dead fish and other marine life have washed 
  ashore, causing the breeze to carry rot and death.
  Weather. The island is subject to the same weather rules 
  detailed in chapter 2.
  Terrain. There was once a road that led to the Bastion, 
  but it fell to the ravages of the Blood Sea long ago. The 
  island’s rocky terrain is pitted with small chasms and holes 
  big enough to turn an ankle. The ground here is difficult 
  terrain. At your discretion, allow characters with a passive 
  Dexterity (Acrobatics or Athletics) of 12 or higher to 
  ignore this difficult terrain, as they deftly move over the 
  rocky ground.
  The lack of tree cover and structures other than the Bastion 
  make cover difficult to find on the island.
  Lighting. Lighting on the island is dependent upon the 
  time of day and weather conditions. Due to the lack of 
  
  18
  Tides of Blood
  cover on the island, assume that any uncovered lightsource, 
  such as a torch, is easily noticed from the Bastion’s walls.
  Doors and Walls. Unless stated otherwise, all doors 
  within the Bastion are unlocked and made from steel 
  reinforced wood. The wood has rotted and the steel rusted 
  over the centuries. The doors have AC 13 and 15 hp.
  Unless stated otherwise, the Bastion’s walls are made 
  from solid stone masonry. Exterior walls are 20 feet tall 
  and 6 feet thick, whereas interior walls are 10 feet tall and 
  2 feet thick. Climbing the smooth exterior walls requires 
  a successful DC 15 Strength (Athletics) check. If the 
  characters secure a grappling hook and rope, they have 
  advantage on this ability check. At your discretion, if the 
  characters take damage while climbing either the cliffs or 
  fortress walls, have them make a DC 12 Dexterity saving 
  throw. On a failure, the character loses their grip and falls.
  Resting and Returning. The characters may decide to 
  retreat from the Bastion and return to The Bloody Grin to 
  rest. The Heartseekers of Kadum will pursue them to the 
  shore, but will not leave the island. If the characters retreat 
  for more than 8 hours, however, the Heartseekers reinforce 
  themselves. If any pisceans are left alive, they persuade 
  a Blood Sea mutant, giant shark (see appendix A) to 
  attack the characters as they return. The shark destroys the 
  character’s rowboats as soon as possible, prefering to fight 
  them in the dangerous waters. If Narkissa escaped to the 
  island and is left alive, she calls on two dire petrels (giant 
  vultures) to guard area 5. They attack the characters on 
  sight and fight until one of their number is slain.
  Dealing with 
  Narkissa
  If Narkissa has not been discovered and dealt with 
  during the journey, she makes her escape to join her 
  allies after the characters set off to the island. She 
  Wild Shapes into a giant vulture and flies to area 
  5. She remains in this form, periodically circling the 
  Bastion to spy on the characters. See areas 3 and 
  5 for more information on Narkissa’s interactions.
  Narkissa urges her piscean allies to call up 
  guardians from the depths of the Blood Sea if 
  she arrives to the island at least 1 day before the 
  characters. If this occurs, a pack of 4 Blood Sea 
  mutant, reef sharks (see appendix A) patrol the 
  waters near the island’s shore. There is a 25% chance 
  the characters encounter the sharks anytime they 
  move to or from the island.
  Approaching 
  the Bastion
  As the characters approach the island, read or paraphrase:
  A small island juts out of the water like a titan’s thumb. 
  The crimson waters break against the cliffside, creating 
  a foul, froth that clings to the rocks. Atop the stony mount 
  is a fortress, its sturdy walls still intact.
  The Bloody Grin must anchor at least 1 mile offshore. If the 
  characters suspect that there are enemies waiting for them, 
  Eurybia anchors the ship 10 miles from the island, well out 
  of sight for prying eyes. The captain also recommends the 
  characters wait until night to approach the island, if they fear 
  enemies. She provides the characters with enough rowboats 
  to ferry themselves and their personal gear to shore. The 
  characters can convince Eurybia to send one crewmember 
  (a bandit) with each rowboat if they succeed on a DC 12 
  Charisma (Persuasion) check. These crewmembers do 
  not willingly accompany the characters onto the island 
  or into the Bastion. The crewmembers prefer to keep the 
  rowboats near the island’s cliffs and watch for the characters 
  to return. They defend the rowboats if necessary.
  Sentinels on the Walls. The Heartseekers of Kadum 
  have stationed cultists in the Bastion’s towers (see areas 
  2 and 7). If the characters approach the island in clear 
  conditions or during the day, make a DC 12 Wisdom 
  (Perception) check for the cultists nearest the characters’ 
  approach. On a successful ability check, the cultists notice 
  the characters’ rowboats and shout a warning to their allies. 
  If Narkissa successfully joined the Heartseekers earlier in 
  the adventure, the cultists have advantage on this ability 
  check. Characters who observe the towers for at least 1 
  minute and succeed on a DC 13 Wisdom (Perception) 
  check notice the cultists.
  Using Stealth. The approach to the main gates is clear 
  of large boulders and other objects to use as cover. Taking 
  the Hide action in this area is impossible without the aid 
  of magic or similar features.
  Climbing the Cliffside. The cliffs along the northern, 
  western, and southern sides of the Bastion are craggy and 
  slick with water and seafoam. Climbing the cliffs requires 
  a successful DC 14 Strength (Athletics) check. The cliffs 
  are 30 feet high.
  
  19
  The Silver Bastion
  Area 1: Main 
  Gates
  As the characters approach, read or paraphrase:
  Towering above you are two gleaming doors forged 
  from solid silver flanked by watchtowers. Etched into the 
  doors is a scene depicting a horde of titanspawn breaking 
  against the fortress. Standing atop the walls is a woman 
  clad in plate mail, bearing a blazing shield.
  The large silver doors are unlocked and unbarred but 
  difficult to open. In order to open the doors, a character 
  must use an action and succeed on a DC 14 Strength 
  check to push them open. A length of steel chain connected 
  to a series of pulleys hangs from the inside of the doors. 
  A character can pull the chain with a successful DC 10 
  Strength check, opening the silver doors. The silver doors 
  emanate an abjuration aura if observed using detect magic 
  or similar magic. They are immune to nonmagical weapons 
  and tools, such as rams. If the doors are removed from the 
  Bastion, the enchantment ends. 
  Past the silver doors is a rusted iron portcullis. The 
  characters can lift the portcullis enough for a Small or 
  Medium creature to roll under if they use an action and 
  succeed on a DC 17 Strength check. The portcullis has AC 
  19 and 25 hit points and is immune to poison and psychic 
  damage. If reduced to 0 hit points, a Medium-sized hole 
  is opened in the portcullis. Furthermore, a Small creature 
  can squeeze through the bars with a successful DC 13 
  Dexterity check. A crank on the inside of the portcullis 
  operates the gate (see area 3 for details).
  Attacked from Above. If the characters approach the 
  main gate from outside the Bastion, it is possible they are 
  spotted by the cultists in the watchtowers. See area 2 for 
  more information on their statistics and tactics.
  Area 2: 
  Watchtowers
  The Heartseekers of Kadum stationed the bulk of their 
  force here. The towers are 35 feet tall (15 feet taller than 
  the top of the curtain wall) and topped with a steeply 
  sloped roof. Climbing the towers follows the same rules 
  as climbing the fortress walls.
  Creatures and Tactics
  There are 3 Heartseeker cultists in each tower. The 
  cultists have these changes:
  • They are neutral evil.
  • They speak Common and Titan Speech
  • They have an additional trait: Blood Frenzy. The 
  cultist has advantage on melee attack rolls against 
  any creature that doesn’t have all of its hit points.
  • They are armed with scimitars and light crossbows 
  (Ranged Weapon Attack: +3 to hit, range 80/320, one 
  target. Hit: 5 (1d8 + 1) piercing damage).
  If the cultists spot the characters approaching, they take 
  up positions behind the arrow slits and begin firing. The 
  cultists prefer to target lightly armored characters. After 
  making an attack, they move away from the arrow slit, 
  gaining total cover from characters outside of the tower. 
  The cultists have three-quarters cover (+5 bonus to AC 
  and Dexterity saving throws) while firing from the arrow 
  slits. Tactically minded characters may choose to Ready 
  an action to use a ranged weapon attack or spell while the 
  cultists are firing.
  If the characters pass the silver doors, 1 cultist remains in 
  each tower and continues firing on them from above, using 
  the arrow slit overlooking the area. The other cultists Dash 
  down the stairs and out of the tower, taking up positions 
  in area 4. They Ready actions to attack the characters with 
  their crossbows when they enter area 3. If the characters 
  pass into area 3, the last remaining cultist in the tower 
  Dashes down to join their comrades.
  The cultists do not leave area 4 unless commanded by 
  a piscean or Narkissa. They defend this area to the death, 
  should the characters enter.
  Adjusting this 
  Encounter
  Here are some suggestions for adjusting this 
  encounter for your group.
  Weak. Remove 1 cultist from each tower.
  Strong. Increase the cultists’ hit points by 5 each.
  Treasure
  Each group of cultists carry 10 gp. The cultists constructed 
  a crude altar to Kadum in the southern watchtower. On it 
  rests a coral holy symbol to Kadum worth 10 gp and a cold 
  iron dagger (SLPG 159).
  Developments
  Loud combat with the cultists alerts Narkissa in area 5, 
  if she is present. She moves to set a trap for the characters 
  in area 3. See area 3 for details.
  
  20
  Tides of Blood
  Area 3: The Kill 
  Box
  As the characters enter, read or paraphrase:
  Bas-relief sculptures depicting knights defeating 
  titanspawn adorn the walls of this chamber. Looking 
  closely, you notice many of the knight’s breastplates 
  or shields conceal small openings into a room beyond. 
  Two large wooden doors, stinking of blood and rot, lie 
  on the stone floor.
  The two large doors fell off their hinges many years ago 
  and do not pose a challenge for the characters. The arrow 
  slits here provide three-quarters cover, similar to those in 
  areas 2 and 7.
  The Silver Tenets. The inscriptions above the sculptures 
  are the core tenets of the Order of Silver. Characters who 
  pass a DC 12 Intelligence (Religion) check recall that 
  these tenets are sung when a knight is brought into the 
  Order of Silver and are found throughout the Order’s 
  iconography. Clerics and paladins of Corean automatically 
  succeed this check.
  Laying a Trap. If Narkissa escaped to the Silver Bastion 
  and is aware of the characters’ presence, either through 
  noticing them approach the island or hearing combat in 
  areas 1 or 2, she prepares to engage them here. She Readies 
  an action to cast hold person as a 3rd-level spell if at least 
  one cultist from area 2 is still alive. If it is obvious the 
  cultists have been killed, she Readies ice storm instead. 
  After casting the spell, she retreats back to area 5.
  Area 4: 
  Armories
  As the characters enter, read or paraphrase:
  Rusted iron bunk frames are bolted to the floor along 
  the walls of this room. Rotted wooden footlockers lay 
  broken and discarded throughout the room alongside 
  spearheads and other weapons.
  These rooms served as both weapon caches and barracks 
  for the Bastion’s soldiers. The cultists in area 2 have barred 
  the doors from the inside. They require a successful DC 
  14 Strength check to force open. The doors have locks, 
  but they have rusted beyond usefulness over the years.
  
  21
  The Silver Bastion
  Treasure
  The northern armory contains a secret weapon cache 
  undiscovered by the Heartseekers. If the characters 
  succeed on a DC 16 Intelligence (Investigation) check 
  while searching the room, they discover that a stone in the 
  southwestern corner is not cemented in place. Underneath 
  the stone is a small silver chest inlaid with beautiful etchings 
  depicting Corean’s clergy working massive forges. The 
  chest is locked, requiring a successful DC 14 Dexterity 
  check using thieves’ tools to open. The Blood Sea claimed 
  the key long ago. The chest contains a clasp of the blade 
  (SLPG 159) and a figurine of wondrous power (silver 
  raven) with Corean’s symbol engraved on its chest. The 
  silver chest is worth 125 gp.
  Area 5: Bailey
  The northern section of the courtyard is 10 feet higher 
  than the southern portion, connected by a single stone 
  staircase. The walkway along the northern wall is 10 feet 
  above the bailey floor. The stairs in the southeastern corner 
  descend 15 feet, leading to area 6.
  Creatures and Tactics
  A large mass of blood-red kelp, given life and an insatiable 
  rage from Kadum’s blood, wanders the southern area (use 
  the statistics for a shambling mound). The monster took 
  up residence in the fortress when it was still submerged. 
  Confused by its current circumstance, it lashes out at 
  anything in its domain. The Heartseekers forced several 
  of cultists to fight the monster while the pisceans pushed 
  further into the Bastion. The shambling mound attacks the 
  nearest target and attempts to engulf the largest threat. It 
  holds no loyalty to the Heartseekers and will attack cultists, 
  pisceans, and Narkissa as readily as the characters. It fights 
  to the death defending its domain.
  If Narkissa Dendros (see appendix A) escaped The 
  Bloody Grin in chapter 2 or at the beginning of this chapter, 
  she is in this area. She prefers to stay on the northern wall, 
  out of the shambling mound’s sight. The druid is familiar 
  with shambling mounds and understands its strengths and 
  weaknesses. She Hides in the area, waiting for the characters 
  to engage the shambling mound. Once they are engaged, 
  she casts call lightning, using the spell to both heal the 
  shambling mound and damage the characters. Narkissa 
  flees to area 10 if brought to 25 or fewer hit points.
  Adjusting this 
  Encounter
  Here are some suggestions for adjusting this 
  encounter for your group.
  Weak. Reduce the shambling mound’s hit points 
  by 40 and Narkissa’s hit points by 25. Narkissa does 
  not understand the shambling mound’s Lightning 
  Absorption trait and does not purposefully heal the 
  creature.
  Strong. Increase the shambling mound’s hit points 
  by 15 and Narkissa’s hit points by 10.
  Treasure
  If the characters search through the shambling mound’s 
  kelp tangles, they find a large pearl worth 75 gp. Narkissa 
  carries 12 gp and an eel skin scroll case with spell scrolls 
  of flame blade and pass without trace.
  Developments
  If combat breaks out in this area, the cultists in area 7 
  are alerted and respond. They prefer to stay in their turrets 
  and attack with their crossbows from cover.
  Area 6: Postern 
  Gate
  If the characters approach from the exterior, read or 
  paraphrase:
  This iron door is covered in rust and barnacles. Pools of 
  sanguine seawater have pooled in large puddles at the 
  base of the doorway.
  If the characters approach from the interior, read or 
  paraphrase:
  The stone stairway leads down to a pool of dark, bloody 
  water. The smell of old blood heating under the sun makes 
  you nearly wretch.
  The postern gate is 15 feet below the main gates, concealed 
  by a rock outcropping that levels out further from the 
  fortress. Likewise, the interior section of this area is 15 
  feet below the bailey. The door is sealed shut from rust, 
  grime, and barnacles. Five-foot-deep water has pooled in 
  the low-lying interior area. Small and Medium creatures 
  must swim through the water. Any creature that dives or 
  falls into the water without taking special precautions to 
  
  22
  Tides of Blood
  cover their nose and mouth must save against blood fever 
  (see chapter 2).
  Stuck Door. Due to the water on the interior, the door 
  is impossible to open from the outside without magical 
  assistance. Spells such as stone shape can help bypass the 
  door. If the characters destroy the door or magically cause 
  an opening to appear, water rushes out. Any creature within 
  5 feet of the door must succeed on a DC 12 Dexterity 
  saving throw or be knocked prone. If a character is knocked 
  prone in this way, they must save against blood fever as 
  seawater washes over them. Opening the door from the 
  interior, whether it is submerged or not, requires a DC 12 
  Strength check.
  Treasure
  A long-dead Order of Silver knight lies at the bottom of 
  the pool, locked in a grapple with a titanspawn skeleton. 
  The knight’s armor and weapons have decayed, but if the 
  characters succeed on a DC 14 Wisdom (Perception) 
  check, they find a bolt of titanspawn slaying loaded into 
  a ruined crossbow. At your discretion, this is a magical 
  arrow rather than bolt.
  Area 7: Turrets
  These small towers are watchposts and firing platforms 
  for defenders. Each turret is level with the curtain wall and 
  topped with a sharply sloped roof. The arrow slits provide 
  three-quarters cover (+5 AC and Dexterity saving throws) 
  to creatures inside the turret.
  Creatures and Tactics
  Each turret is occupied by 1 cultist with the changes 
  detailed in area 2. The cultists scan the horizon and attack 
  the characters with crossbows if they discover the intruders. 
  If they are overrun, the cultists Disengage and retreat to area 
  4. There is a 50% chance the fleeing cultists are attacked 
  by the shambling mound in area 5.
  Adjusting this 
  Encounter
  Here are some suggestions for adjusting this 
  encounter for your group.
  Weak. No change as this encounter is already 
  weak.
  Strong. Increase the cultists’ hit points by 5 each.
  Treasure
  Each cultist carries 4 gp. One cultist (chosen at random 
  or your discretion) carries a potion of water breathing.
  Developments
  Loud combat in this area alerts Narkissa in area 5, if she 
  is present. She Readies an action to cast ice storm on the 
  characters when they emerge from the turret. See area 5 
  for Narkissa’s tactics.
  Area 8: Library
  As the characters enter, read or paraphrase:
  Bookshelves cut into the stone walls stretch to the 
  high ceiling, while old, long reading tables lie broken 
  throughout the center of the room. Two monstrous aquatic 
  creatures, their muscular bodies covered in green scales 
  make wet, guttural noises at one another and level barbed 
  harpoons toward you—pisceans.
  This area housed both historical and religious texts as 
  well as tactical manuals on combating titanspawn and 
  maps of the region. The walls in this area are 15 feet tall.
  Sacred Tomes. The books in this area have been ravaged 
  by time and the Blood Sea. All but a few that were chained 
  to their shelves have been claimed by the sea. Those that 
  remain are decayed and are destroyed with even the slightest 
  touch. If the characters are able to preserve these tomes 
  and wrest them from the pisceans, Menthias offers an 
  additional award (see Concluding the Adventure, below).
  Creatures and Tactics
  There are 2 green pisceans (see appendix A) searching 
  the library for answers concerning the Brightshield (see 
  area 9). They have not discovered the secret alcove in the 
  northern room, described below. The pisceans attempt 
  to separate weaker characters from the party using their 
  harpoons.
  Adjusting this 
  Encounter
  Here are some suggestions for adjusting this 
  encounter for your group.
  Weak. Reduce the pisceans’ hit points by 10 each.
  Strong. Add 2 cultists with the changes detailed 
  in area 2.
  
  23
  The Silver Bastion
  Treasure
  In the northern room, inset into the western wall, is a 
  2-foot-diameter silver symbol of Corean. Scanning the 
  room with detect magic or a similar effect reveals a magical 
  evocation aura coming from the symbol itself as well as a 
  transmutation aura from an item behind it. If the characters 
  investigate or tamper with the symbol and succeed on a 
  DC 16 Intelligence (Investigation) check, they discover 
  it recedes into the wall but there is not a mechanical switch 
  or other mundane means to open the small door. If a good 
  or neutral-aligned character recites the Order of Silver’s 
  tenets (see area 3) while in the room, the symbol slides away 
  to reveal a small alcove. A successful DC 18 Dexterity 
  check using thieves’ tools or destroying the stone around 
  the symbol reveals the alcove beyond, but triggers the trap 
  (see below). The trap activates if an evil-aligned creature 
  touches the symbol.
  Inside the alcove is a large tome, called the Silver Annals, 
  with hundreds of pages made from thin silver sheets. This 
  book recalls the Order of Silver’s history from inception 
  to just before the Silver Bastion’s fall. It is rumored that 
  Corean himself etched the earliest entries. The tome is 
  warded against corrosion and nonmagical weapons. The 
  writing etched on the silver leaves only appears to good-
  aligned characters. The tome is priceless and considered 
  a holy relic of the Adamantine Church. See Concluding 
  the Adventure for more information.
  Trap. If the trap is triggered, blinding light erupts from 
  the holy symbol. Each creature in the room must make a 
  DC 15 Dexterity saving throw. On a failed save, creatures 
  take 22 (4d10) radiant damage and are blinded for 1 hour, 
  or half as much damage and are not blinded on a successful 
  one. If dispel magic is cast on the holy symbol, the trap 
  is deactivated for 1 hour. The trap resets after 24 hours of 
  being triggered.
  Area 9: The 
  Blessed Forge
  As the characters enter, read or paraphrase:
  A large forge made of white stone, untarnished by the 
  Blood Sea, dominates the northwestern wall of this room. 
  Discarded tools and weapon components litter the ground. 
  A piscean, its scales black with Kadum’s blood, bares a 
  maw of sharp, needlelike teeth. A pool of blood nearby 
  rises up, taking on a humanoid shape.
  If there is a devout worshipper of Corean, a cleric or 
  paladin of similar beliefs, or someone under the effects 
  of a holy boon or similar divine magic in the party, also 
  read or paraphrase:
  A woman’s voice fills your ears, distant but unwavering. 
  “Serve Corean, the Shining One, and strike down the 
  abomination! My lord still gives me strength, even from 
  beyond.”
  This area was the spiritual heart of the Silver Bastion. 
  While it appears to simply be forge and workshop, the 
  process of creation is sacred to the Adamantine Church. 
  Here priests of the Order obeyed divine commandments 
  to create arms and armor anathema to the titanspawn. 
  According to the Silver Annals, Corean himself lit the 
  forge’s fire, which burned until the Bastion’s fall. The walls 
  in this area are 15 feet tall.
  Forge. In the southern room, Jenira Ocheas, the Bastion’s 
  commander, still clings to the sacred forge from beyond the 
  veil of death. While she cannot manifest a physical form, 
  she is able to sense divine power in the area and will aid 
  righteous adventurers. If she chooses to aid the party, the 
  forge’s fire roars to life. At your discretion, she may speak 
  through the forge-fire and manifest other minor effects. 
  Every round on initiative count 10, choose one effect below. 
  Jenira cannot use the same effect two rounds in a row.
  • A gout of flame springs forth from the forge. A creature 
  within 20 feet of the forge must succeed on a DC 13 
  Dexterity saving throw or take 7 (2d6) fire damage.
  • A large piece of metal or other heavy implement flies 
  through the air. Make an attack at +5 against one 
  creature in the area. If the attack hits, the creature takes 
  5 (1d10) bludgeoning damage and must succeed on a 
  DC 13 Strength saving throw or be knocked prone.
  • The forge blazes with holy radiance. Any evil-aligned 
  creature within 50 feet of the forge that can see the 
  forge must make a DC 13 Wisdom saving throw or 
  be frightened until the end of their next turn.
  • A spectral gauntleted hand reaches out from the forge 
  and touches one creature within 5 feet of it, healing 
  the creature. The forge has a pool of healing power 
  equal to 35 hit points. Jenira can restore a number 
  of hit points up to the maximum amount remaining 
  in her pool.
  
  24
  Tides of Blood
  Controlling 
  Jenira
  To relieve some pressure on yourself during the 
  combat encounter, consider allowing the players to 
  control which effects Jenira uses.
  Reliquary. The room to the north houses the Brightshield. 
  The door is unlocked and unstuck, having been recently 
  pried open by the Heartseekers of Kadum. As the characters 
  enter, read or paraphrase:
  This chamber houses a masterfully sculpted marble 
  statue of an angelic warrior. Its sword arm has broken 
  away and lies shattered on the floor. Its gleaming silver 
  armor and shield, however, have turned back the ravages 
  of time. A green piscean lies at the base of the statue, its 
  face burnt to the skull.
  The green piscean was struck down by Jenira’s spirit 
  when it attempted to remove the shield. Its comrades fled 
  the room until a solution presents itself.
  Creatures and Tactics
  Dakootha, a black piscean (see appendix A) and a 
  bloodman (SLPG 240), a servant the piscean created in a 
  dark ritual, are in the southern room. Dakootha leads this 
  contingent of Heartseekers and is fiercely loyal to Kadum 
  and the titans in general. He fights to the death against the 
  characters.
  Dakootha begins combat by casting inflict susceptibility 
  (SLPG 136) on a character who seems to be a spellcaster, 
  then attacks them with mana spear (SPLG 138). Dakootha 
  prefers to stay at range and attack using his spells. If forced 
  into melee combat, he protects himself with aegis (SLPG 
  129) and attacks with his bite and claws.
  The bloodman attempts to attack and grapple heavily 
  armed and armored melee combatants, preventing them 
  from reaching Dakootha. It will release its grapple to defend 
  the piscean if another character closes the gap.
  Adjusting this 
  Encounter
  Here are some suggestions for adjusting this 
  encounter for your group.
  Weak. Reduce Dakootha’s hit points by 13 and 
  the bloodman’s hit points by 10.
  Strong. Add 3 cultists with the changes detailed 
  in area 2.
  Treasure
  Dakootha carries 2 blood pearls of hopelessness (SLPG 
  157) in a small sharkskin pouch, wears a coral and mother-
  of-pearl torc worth 125 gp, and an adamantine bracer 
  engraved with a depiction of Kadum toppling a mountain 
  worth 270 gp.
  The southern room houses the Brightshield (see appendix 
  B), which Jenira allows the characters to remove if they 
  have shown they are in opposition to the Heartseekers. The 
  statue is wearing mithril plate mail engraved with a scene 
  of Corean hammering the titan Thulkas on Golthagga’s 
  forge. In addition to its normal effects, the armor sheds dim 
  light in a 5-foot-radius when a titanspawn is within 40 feet.
  Developments
  If Jenira assisted the characters in the fight, she thanks 
  them and implores them to return the Order’s relics to 
  Corean’s clergy, only then can her spirit leave the fortress. 
  If the characters engage her in conversation, use the notes 
  below to answer commonly-asked questions.
  Who are you? I was Jenira Ocheas, commander of the 
  Order of Silver and servant of Corean.
  How did you die? A lesser titan called Doldris the 
  Hundred-Handed, a servant of Kadum, led an army of 
  titanspawn from below the earth to the Silver Bastion. The 
  fort fell after three days and I died defending this forge.
  Who are these pisceans?  I do not know, although they 
  serve Kadum, the Father of Monsters.
  Area 10: Great 
  Hall
   As the characters enter, read or paraphrase:
  A large silver table rests in the center of this large hall. 
  The table’s surface is carved to depict a map of Ghelspad 
  before the conclusion of the Divine War. An alabaster 
  throne that once rested on a dais to the south has been 
  broken and thrown against the wall.
  This large hall served as the commander’s seat and council 
  hall, where the Order of Silver would plot their fight against 
  the titans. The walls in this area are 15 feet tall.
  Silver Table. The magnificent 20-foot-long table 
  dominating the hall was once a powerful relic, enchanted 
  with ritual magic by Corean’s clerics. Its power has waned, 
  however, without constant attention from the Avenger’s 
  faithful. If the characters succeed on a DC 15 Intelligence 
  (Arcana or Religion) check, they are able to discern the 
  
  25
  The Silver Bastion
  table’s magical nature and the command word necessary 
  to activate it. Additionally, using detect magic or a similar 
  effect reveals the table is enchanted with abjuration and 
  conjuration magic. An identify spell or similar effect reveals 
  the command word. The table weighs 3,500 pounds and 
  is secured to the floor.
  The table has 5 charges and cannot be recharged in its 
  current state. If the character’s discern the command word, 
  any non-evil creature who touches the table and speaks 
  the command word can choose from one of the following 
  effects.
  • By expending 1 charge from the table, the creature is 
  healed for 1d8 + 4 hit points. Expending additional 
  charges increases the healing received by 1d8 per 
  charge.
  • By expending 1 charge from the table, the creature 
  begins to glow with faint radiant light, shedding dim 
  light in a 5-foot-radius. The creature gains 5 temporary 
  hit points for 1 hour. If the creature is struck with a 
  melee attack while they still have the temporary hit 
  points, the attacker takes 5 radiant damage.
  • By expending 2 charges from the table, the creature’s 
  skin is sheathed in a thin layer of magical silver. The 
  creature gains +2 AC for 1 hour.
  • By expending 3 charges from the table, one weapon 
  of the character’s choice is adorned with Corean’s 
  holy symbol. The next time the character hits with 
  a melee weapon attack using the weapon, there is 
  a burst of holy light. The target takes an additional 
  1d8 radiant damage. Additionally, enemies within 5 
  feet of the target take 5 radiant damage. If a target 
  takes radiant damage, they must succeed on a DC 13 
  Dexterity saving throw or be blinded until the end 
  of their next turn.
  Concluding the 
  Adventure
  With the Brightshield in hand, the characters will likely 
  return to Mithril to receive their rewards and a much-needed 
  rest from the Blood Sea. At your discretion you can either 
  play through the return trip to Mithril, using the guidelines 
  in chapter 2, or allow it to pass offscreen. 
  If the shield is returned, Menthias makes good on any 
  arrangements he agreed to in chapter 1, delivering the 
  characters’ rewards within a day. The priest becomes a 
  trusted ally and will assist the characters in the future. He 
  can provide lodging for the party as well as cast one cleric 
  spell of 1st through 3rd level once per day free of charge. 
  Depending on their actions throughout the adventure, the 
  characters may receive additional rewards, in the form of 
  both wealth and allies.
  The Brightshield. If the party includes a cleric or paladin 
  of Corean, or a character pledges to take the Adamantine 
  Church’s oaths (in the form of gaining either cleric or paladin 
  levels), Menthias agrees to entrust the holy shield to them. 
  The Brightshield is a relic of the church and carries with it 
  great responsibility. Should word of ill deeds committed by 
  the bearer or their close allies reach Mithril, the Adamantine 
  Church seeks to reclaim their treasure. At your discretion, 
  the shield may confer advantage on Charisma checks made 
  against Corean’s clergy.
  The Silver Annals. Returning the Silver Annals is met 
  with praise and fanfare by The Shining One’s faithful. The 
  church hosts a feast, parade, or similar celebration honoring 
  the characters’ success and vow to add their deeds to the 
  Silver Annals. For the next week, the characters have 
  advantage on Charisma checks made in Mithril.
  The Bloody Grin. If the characters were friendly and 
  helpful to Eurybia and her crew, the privateer offers her 
  ship’s services to the party. The ship regularly patrols the 
  eastern shores of Ghelspad and the waters between Mithril 
  and the Toe Islands. Eurybia gladly carries the characters 
  along her patrol routes free of charge.
  What’s Next?
  Tides of Blood is meant to be a self-contained adventure, 
  but there are plenty of threads you could use to create a 
  follow-up adventure. If you want to explore the Blood Sea 
  or the Heartseekers of Kadum more, consider one of the 
  hooks below or use them to inspire your own idea.
  Dakootha’s Revenge. Clinging to life, the black piscean 
  was able to pull himself to the sea, where he drank deeply 
  of Kadum’s blood. The piscean transforms into a hulking 
  monstrosity and his mind torn asunder, bent with rage and 
  revenge. The mutated piscean believes he is Kadum reborn 
  and begins to gather allies to hunt down the characters.
  Tarnished Church. Menthias’ success at recovering 
  the Order of Silver’s relics propels him to newfound fame 
  within the Adamantine Church. A jealous priest frames 
  Menthias by planting evidence that he has made deals with 
  a hag, allowing her to infiltrate the church. Old Goldheart 
  is imprisoned and awaiting trial.
  
  26
  Tides of Blood
  Appendix A: Stat 
  Blocks
  BLOOD SEA JELLYFISH
  Large beast, chaotic evil
  Armor Class 8
  Hit Points 39 (6d8 + 12)
  Speed 0 ft., swim 20 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+2)
  6 (-2)
  15 (+2)
  2 (-5)
  10 (+0)
  2 (-5)
  Senses sea sight, passive Perception 10
  Languages –
  Challenge 1 (200 XP)
  Jet. The jellyfish uses a bonus action to travel 60 feet 
  in a straight line while underwater. 
  Sea Sight. The jellyfish has blindsight out to 120 feet 
  while under water.
  Water Breathing. The jellyfish can breathe only 
  underwater.
  Actions
  Multiattack. The jellyfish makes three attacks with its 
  stinging tentacles.
  Stinging Tentacles. Melee Weapon Attack: +4 
  to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage and the target must make a DC 11 
  Constitution saving throw or become poisoned for 
  1 minute; the target is paralyzed while poisoned in 
  this way. At the end of each of its turns, the target 
  can make another Constitution saving throw. On a 
  success, the effect ends on the target. 
  BLOOD SEA MUTANT, GIANT 
  OCTOPUS
  Large aberration, chaotic evil
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d12 + 16)
  Speed 10 ft., swim 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  15 (+2)
  6 (-2)
  10 (+0)
  4 (-3)
  Skills Perception +4, Stealth +5
  Damage Resistances acid, cold
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages –
  Challenge 3 (700 XP)
  Amphibious. The octopus can breathe air and water.
  Magic Resistance. The octopus has advantage 
  on saving throws against spells and other magical 
  effects.
  Underwater Camouflage. The octopus has 
  advantage on Dexterity (Stealth) checks made while 
  underwater.
  Actions
  Spines. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/80 ft., one target. Hit: 8 (1d8 
  + 4) piercing damage and the target must make a 
  DC 13 Constitution saving throw or be poisoned for 1 
  minute.
  Tentacles. Melee Weapon Attack: +6 to hit, reach 15 
  ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  If the target is a creature, it is grappled (escape DC 
  16). Until this grapple ends, the target is restrained, 
  and the octopus can’t use its tentacles on another 
  target.
  Ink Cloud (Recharges after a Short or Long Rest): 
  A 20- foot-radius cloud of ink extends all around 
  the octopus if it is underwater. The area is heavily 
  obscured for 1 minute, although a significant current 
  can disperse the ink. After releasing the ink, the 
  octopus can use the Dash action as a bonus action.
  
  27
  Appendix A: Stat Blocks
  BLOOD SEA MUTANT, GIANT SHARK
  Huge aberration, chaotic evil
  Armor Class 15 (natural armor) 
  Hit Points 181 (11d20 + 66)
  Speed 0 ft., swim 50 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  11 (+0)
  23 (+6)
  3 (-4)
  10 (+0)
  5 (-3)
  Skills Perception +3
  Damage Resistances acid, cold
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., passive Perception 13
  Languages –
  Challenge 7 (2,900 XP)
  Amphibious. The shark can breathe air and water.
  Blood Frenzy. The shark has advantage on melee 
  attack rolls against any creature that doesn’t have all 
  of its hit points.
  Magic Resistance. The shark has advantage on 
  saving throws against spells and other magical 
  effects.
  Actions
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 23 (3d10 + 7) piercing damage.
  Acid Breath (Recharge 5-6). The shark exhales acid 
  in a 15-foot cone. Each creature in the area must 
  make a DC 14 Dexterity saving throw, taking 13 (3d8) 
  acid damage on a failed save, or half as much on a 
  successful one.
  BLOOD SEA MUTANT, KILLER 
  WHALE
  Huge aberration, chaotic evil
  Armor Class 14 (natural armor) 
  Hit Points 150 (12d20 + 24)
  Speed 0 ft., swim 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  15 (+2)
  5 (-3)
  12 (+1)
  7 (-2)
  Skills Perception +3
  Damage Resistances acid, cold
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 120 ft., passive Perception 13
  Languages –
  Challenge 5 (1,800 XP)
  Amphibious. The whale can breathe air and water.
  Echolocation. The whale can’t use its blindsight 
  while deafened.
  Hold Breath. The whale can hold its breath for 30 
  minutes.
  Keen Heating. The whale has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Magic Resistance. The whale has advantage on 
  saving throws against spells and other magical 
  effects.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 22 (5d6 + 5) piercing damage.
  Tentacles. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. 
  If the target is a creature, it is grappled (escape DC 
  15). Until this grapple ends, the target is restrained 
  and the whale cannot use its tentacles on another 
  target.
  
  28
  Tides of Blood
  BLOOD SEA MUTANT, REEF SHARK
  Medium aberration, chaotic evil
  Armor Class 14 (natural armor) 
  Hit Points 30 (4d10 + 8)
  Speed 0 ft., swim 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  3 (-4)
  10 (+0)
  4 (-3)
  Skills Perception +2
  Damage Resistances acid, cold
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages –
  Challenge 2 (450 XP)
  Amphibious. The shark can breathe air and water.
  Pack Tactics. The shark has advantage on an attack 
  roll against a creature if at least one of the shark’s 
  allies is within 5 feet of the creature and the ally isn’t 
  Incapacitated. 
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage and the 
  target must make a DC 13 Constitution saving throw 
  or contract blood fever.
  BLOOD SEA MUTANT, SAHUAGIN
  Medium aberration (titanspawn), chaotic evil
  Armor Class 14 (natural armor) 
  Hit Points 30 (4d10 + 8)
  Speed 30 ft., swim 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  11 (+0)
  14 (+2)
  14 (+2)
  13 (+1)
  9 (-1)
  Skills Perception +5
  Damage Resistances acid, cold
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 2 (450 XP)
  Amphibious. The sahuagin can breathe air and 
  water.
  Blood Frenzy. The sahuagin has advantage on 
  melee attack rolls against any creature that doesn’t 
  have all of its hit points.
  Magic Resistance. The sahuagin has advantage 
  on saving throws against spells and other magical 
  effects.
  Shark Telepathy. The sahuagin can magically 
  command any shark within 120 feet of it, using a 
  limited telepathy.
  Actions
  Multiattack. The sahuagin makes two melee attacks: 
  one with its bite and one with its claws or spear.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage and the 
  target must make a DC 13 Constitution saving throw 
  or contract blood fever.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Spear. Melee Weapon or Ranged Attack: +4 to hit, 
  reach 5 ft. or range 20/60 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.
  
  29
  Appendix A: Stat Blocks
  BLOOD ZOMBIE
  Medium undead, neutral evil
  Armor Class 8 
  Hit Points 22 (3d8 + 9)
  Speed 30 ft., swim 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (-2)
  16 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  Saves Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Understands any languages it knew in 
  life but cannot speak
  Challenge 1/4 (50 XP)
  Rage. Upon suffering hit point damage from any 
  source, the zombie enters a rage. While enraged, the 
  zombie gains the following benefits:
  The zombie has advantage on Strength checks 
  and Strength saving throws.
  When the zombie makes a melee weapon attack 
  using Strength, it gains a +2 bonus to damage.
  The zombie has resistance to bludgeoning, 
  piercing, and slashing damage.
  The blood zombie’s rage last for 1 minute. Once 
  the zombie has used this feature, it cannot use it 
  again until the next sunset. 
  Undead Fortitude. If damage reduces the zombie 
  to 0 hit points, it must make a Constitution saving 
  throw with a DC of 5 + the damage taken, unless the 
  damage is radiant or from a critical hit. On a success, 
  the zombie drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Destroy Wood. The blood zombie touches one 
  nonmagical wooden object. If the object is being held 
  or used by a creature, the zombie must succeed at a 
  melee weapon attack against the creature. The object 
  splinters, cracks, and breaks, becoming useless. If 
  this ability is used on a wooden object larger than 5 
  feet by 5 feet, then a 5-foot by 5-foot area, centered 
  on the point the zombie touched, begins to splinter., 
  crack, and break. If used on a wooden door, this 
  renders the door useless. If used on a sailing ship at 
  sea, this ability can prove devastating.
  The blood zombie originally appeared in Worse 
  Than Death, by Travis Legge. It is used here with 
  permission from the author.
  
  30
  Tides of Blood
  EURYBIA TENTHOS
  Medium humanoid (human), chaotic neutral
  Armor Class 16 (studded leather) 
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., swim 40 ft. (while wearing ring of 
  swimming)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  18 (+4)
  14 (+2)
  12 (+1)
  14 (+2)
  14 (+2)
  Saves Dex +6, Cha +4
  Skills Acrobatics +6, Athletics +3, Intimidation +4, 
  Perception +6, Persuasion +4, Stealth +6, Survival +4
  Senses passive Perception 16 
  Languages Common, Piscean, Slitherin
  Challenge 3 (700 XP)
  Expert Sailor. Eurybia’s proficiency bonus is doubled 
  for any ability checks made with navigator’s tools or 
  water vehicles.
  Fancy Footwork. Eurybia can take the Dash or 
  Disengage action as a bonus action on each of her 
  turns.
  Ring of Swimming. Eurybia wears a ring of 
  swimming, granting her a 40-foot swim speed.
  Actions
  Multiattack. Eurybia makes three attacks: two with 
  her rapier and one with her hand crossbow.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage.
  Reactions
  Parry. Eurybia adds 2 to her AC against one melee 
  attack that would hit her. To do so, she must see the 
  attacker and be wielding a melee weapon.
  
  31
  Appendix A: Stat Blocks
  NARKISSA DENDROS
  Medium humanoid (human, titanspawn), neutral evil
  Armor Class 14 (hide armor) 
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2)
  13 (+1)
  17 (+3)
  11 (+0)
  Saves Int +4, Wis +6
  Skills Insight +6, Medicine +6, Nature +4, 
  Perception +6, Stealth +5
  Senses passive Perception 16 
  Languages Common, Druidic, Elvish, 
  Piscean, Titan Speech
  Challenge 6 (2,300 XP)
  Bowl of Commanding Water Elementals. 
  Narkissa possesses a bowl of commanding 
  water elementals. Once per day, 
  Narkissa can fill the bowl with water 
  and summon a water elemental, as 
  if she had cast the conjure elemental 
  spell.
  Spellcasting. Narkissa is an 8th-level 
  spellcaster. Her spellcasting ability is 
  Wisdom (spell save DC 14, +6 to hit with 
  spell attacks). She has the following druid 
  spells prepared:
  Cantrips (at will): druidcraft, guidance, 
  poison spray, produce flame, resistance
  1st level (4 slots): fog cloud, healing 
  word, thunderwave
  2nd level (3 slots): animal 
  messenger, bleeding 
  sickness*, enhance 
  ability, enlarge/reduce 
  (enlarge only), heat 
  metal, hold person
  3rd level (3 slots): call 
  lightning, dispel 
  magic, protection 
  from energy, water 
  breathing
  4th level (3 
  slots): ice 
  storm, lightning 
  shield*
  Actions
  Spear. Melee or Ranged 
  Weapon Attack: +5 to hit, 
  reach 5 ft., or range 20/60 
  ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage, or 6 (1d8 + 2) piercing damage if 
  used in two hands to make a melee attack.
  Sling. Ranged Weapons Attack: +5 to hit, 
  range 30/120 ft., one target. Hit: 4 (1d4 + 2) 
  bludgeoning damage.
  Wild Shape (Recharges after a Short or Long 
  Rest). Narkissa magically polymorphs into a 
  crocodile, giant vulture, or reef shark, remaining in 
  that form for up to 4 hours. She can revert to her 
  true form as a bonus action. Her statistics, including 
  actions, are the same as her new form’s. She 
  chooses whether any equipment she is wearing of 
  carrying falls to the ground, merges into the new 
  form, or is worn by it. Narkissa reverts to her true 
  form if she dies. 
  
  32
  Tides of Blood
  PISCEAN, BLACK
  Large humanoid (piscean), lawful evil
  Armor Class 16 (natural armor) 
  Hit Points 93 (11d10 + 33)
  Speed 20 ft., swim 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  16 (+3)
  14 (+2)
  15 (+2)
  18 (+4)
  Saves Con +6, Cha +7
  Skills Arcana +5, Athletics +7, Nature +5, Perception 
  +7
  Damage Resistances cold; bludgeoning from 
  nonmagical attacks
  Senses darkvision 120 ft., passive Perception 17 
  Languages Abyssal, Aquan, Common, Piscean, Titan 
  Speech
  Challenge 8 (3,900 XP)
  Amphibious. The piscean can breathe air and water.
  Spellcasting. The piscean is a 9th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 
  15, +7 to hit with spell attacks). The piscean has the 
  following sorcerer spells prepared:
  Cantrips (at will): acid splash, mage hand, 
  message, poison spray, shocking grasp 
  1st level (4 slots): fog cloud, force blast*, magic 
  missile
  2nd level (3 slots): aegis*, shatter
  3rd level (3 slots): counterspell, lightning bolt
  4th level (3 slots): inflict susceptibility*,  mana 
  spear*
  5th level (1 slot): cone of cold
  Voice of the Sea. The piscean can speak with all 
  aquatic creatures.
  Actions
  Multiattack. The piscean makes one attack with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage, plus 5 (2d4) 
  damage if enlarged.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage, plus 5 
  (2d4) damage if enlarged.
  Scion of Kadum (Recharges after a Long Rest). 
  The piscean calls upon its connection to Kadum, 
  growing larger for 1 minute. While enlarged, the 
  piscean’s size doubles in all dimensions and its 
  weight is multiplied by eight. This growth causes the 
  piscean to become a Huge size creature. If there 
  isn’t enough room for the piscean to double its size, 
  it attains the maximum possible size in the space 
  available. Until the effect ends, the piscean has 
  advantage on Strength checks and Strength saving 
  throws. While enlarged, the piscean’s weapon attacks 
  deal an extra 2d4 damage.
  PISCEAN, GREEN
  Large humanoid (piscean), lawful evil
  Armor Class 17 (shark bone armor) 
  Hit Points 52 (7d10 + 14)
  Speed 20 ft., swim 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  15 (+2)
  10 (+0)
  12 (+1)
  10 (+0)
  Saves Str +6, Con +4
  Skills Athletics +6
  Damage Resistances cold; bludgeoning from 
  nonmagical attacks
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Piscean
  Challenge 2 (450 XP)
  Amphibious. The piscean can breathe air and water.
  Voice of the Sea. The piscean can speak with all 
  aquatic creatures.
  Actions
  Multiattack. The piscean makes two attacks: one 
  with its bite and one with its claws or harpoon.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Envenomed Harpoon. Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage. If the target 
  is a Huge or smaller creature, it must succeed on 
  a Strength contest against the piscean or be pulled 
  up to 20 feet toward the piscean. The target must 
  make a DC 12 Constitution saving throw or become 
  poisoned for 1 minute; the target is paralyzed while 
  poisoned in this way. At the end of each of its turns, 
  the target can make another Constitution saving 
  throw. On a success, the effect ends on the target.
  
  33
  Appendix B: Magic Items
  Appendix B: 
  Magic Items
  The Brightshield
  Armor (shield), very rare (requires attunement by a 
  good-aligned creature)
  This silver heater shield’s boss is Corean’s holy symbol–
  four longswords forming a compass rose, each adorned 
  with a small diamond. The shield depicts Corean forging 
  the Mithril Golem.
  While holding this magical shield, you gain a +1 bonus 
  to AC for every two allies within 10 feet of you (up to 
  a maximum of +3). Additionally, you can use the shield 
  to cast the hand of justice (SLPG 135) spell. After using 
  the shield in this way, you must finish a long rest before 
  using it again.
  Ring of Storm Sight
  Ring, uncommon (requires attunement)
  This iron band is engraved with scenes of stormy skies. 
  The clouds twist and turn magically, often taking on the 
  appearance of humanoid faces. The inside of the ring is 
  engraved with a simple prayer: “Trickster, favor me.”
  While wearing this ring, you do not suffer any penalties 
  related to sight from nonmagical fog, rain, snow, and other 
  weather effects. Additionally, whenever you are outdoors 
  at night and can see the sky, you have darkvision out to 
  a range of 60 feet.
  
  34
  Tides of Blood
  Appendix C: 
  Maps
  
  35
  Appendix C: Maps
  The Silver Bastion
  
  Declaration of Open Game Content/Product Identity: All setting, layout, and design elements are hereby declared 
  Product Identity. All proper nouns, referenced NPCs, and elements of Scarred Lands provided via access to the “Slarecian 
  Vault” Community Content program are also hereby declared Product Identity. The text of all systems, charts, and rules 
  modifications are hereby declared Open Game Content in accordance with the Open Gaming License Version 1.0A 
  located below.
  36
  Tides of Blood
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  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. Copyright Notice
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document 5.1 © 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Original Spell Name Compendium Copyright 2002 Necromancer 
  Games, Inc. based on spells from the Player’s Handbook that were 
  renamed in the System Reference Document, found on the legal page 
  of www.necromancergames.com
  Blood Bayou  © 2003, White Wolf Publishing, Inc.
  Burok Torn: City Under Siege. © 2002, White Wolf Publishing, Inc.
  Calastia: Throne of the Black Dragon. © 2002, White Wolf 
  Publishing, Inc.
  Creature Collection 2: Dark Menagerie. © 2001, White Wolf 
  Publishing, Inc.
  Creature Collection III: Savage Bestiary. © 2003, White Wolf 
  Publishing, Inc.
  Creature Collection Revised. © 2003, White Wolf Publishing, Inc.
  Hollowfaust: City of Necromancers. © 2001, White Wolf  Publishing, 
  Inc.
  Hornsaw: Forest of Blood. © 2003, White Wolf Publishing, Inc.
  Mithril: City of the Golem. © 2001, White Wolf Publishing, Inc.
  
  37
  OGL
  Player’s Guide to Clerics and Druids. © 2003, White Wolf Publishing, Inc.
  Player’s Guide to Fighters and Barbarians. © 2003, White Wolf Publishing, Inc.
  Player’s Guide to Monks and Paladins. © 2003, White Wolf Publishing, Inc.
  Player’s Guide to Rangers and Rogues. © 2003, White Wolf Publishing, Inc.
  Player’s Guide to Wizards, Bards and Sorcerers. © 2003, White Wolf Publishing, Inc.
  Relics & Rituals. © 2001, Clark Peterson.
  Relics and Rituals 2: Lost Lore. © 2002, White Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Ghelspad. © 2002, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Ghelspad. © 2001, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Termana. © 2002, White Wolf Publishing, Inc.
  Secrets & Societies. © 2002, White Wolf Publishing, Inc.
  Serpent In The Fold: Serpent Amphora Cycle, Book I © 2002, White Wolf Publishing, Inc.
  Shelzar: City of Sins. © 2003, White Wolf Publishing, Inc.
  Strange Lands: Lost Tribes of the Sand Lands. © 2004, White Wolf Publishing, Inc.
  The Divine and the Defeated. © 2001, White Wolf Publishing, Inc.
  The Penumbral Pentagon. © 2003, White Wolf Publishing, Inc.
  The Serpent Citadel: Serpent Amphora Cycle, Book III © 2003, White Wolf Publishing, Inc.
  The Serpent and the Scepter: Serpent Amphora Cycle, Book II © 2002, White Wolf Publishing, Inc.
  The Wise and the Wicked. © 2001, White Wolf Publishing, Inc.
  Vigil Watch: Secrets of the Asaatthi. © 2003, White Wolf Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen. © 2002, White Wolf Publishing, Inc.
  Scarred Lands Player’s Guide. © 2016, Onyx Path and Nocturnal Media.
  Worse Than Death © 2018, Travis Legge.
  Tides of Blood © 2018, Christopher Walz. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scarred Lands/Slarecian Vault/Tides of Blood.pdf