WHAT LURKS BENEATH
TIDEWATCH TOWER
A coastal adventure site for 3-5 level 3 characters
BACKGROUND
Tidewatch Tower was built in an age before living memory and stands on a small mass of rock
just offshore in a cold and kelp-filled sea. It is a short walk from a small, peaceful fishing
village called Porbalad. The locals use it as a landmark and nothing more.
Despite its benign appearance, Tidewatch Tower has an interesting history. A few months ago
it served as the hideout for a group of unscrupulous seafaring adventurers led by a rogue
named Mad Karli. After a particularly lucrative and dangerous outing they hid their booty in
the caverns under the tower. Mad Karli then betrayed, poisoned and murdered what remained
of her crew. Unfortunately this was the same day that the sea harpies decided to move in and
she was drowned and eaten in short order, her remains cast into the sea.
Most recently, a group of merfolk also used the caverns below the tower to rid themselves of
a Cursed Idol (see Appendix 3) they had discovered in the sunken temple of a forgotten sea
god. The idol has the following effects:
● Everything nonliving within 60’ that is wet with seawater will be covered in a luminescent
algae that glows sea green.
● Any dead sea creatures within 60’ will rise as undead within one hour.
● Undead within 60’ (anywhere on the island) have advantage on checks vs Turn Undead.
RUMORS
● “That ol’ scoundrel Mad Karli used to hang around Tidewatch Tower. Overheard her crew
talking about a big score, but they ain't been seen on these shores in months.
● “Have you noticed the rocks around Tidewatch Tower been glowing lately? Little strange,
innit?”
● “I pulled in a pot of crabs from the beach near Tidewatch Tower. Was looking forward to a
nice dinner but those buggers refused to die!”
● “Went diving for pearls near the old tower a while back. Found some keepers but I also got
a nasty rash”.
RUNNING THE ADVENTURE
● Roll 1d6 at the start of the adventure. On a 1-3 the tide is in, on a 4-6 the tide is out. The
tide goes from high to low or low to high every 6 hours.
● Areas 6-9 will have waist-deep water when the tide is out. They are full of water when the
tide is in. Any character in these areas holding a torch will drop or splash it on a natural 1
for checks or hit rolls and the torch will be extinguished. Movement is halved.
● The first attempt to rest on the island will trigger the encounter One More Thing outlined
at the end of this adventure.
● A “⇨” symbol indicates that the room key continues on the next page.
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RANDOM ENCOUNTERS
The entire island is risky. Roll 1d6 for random encounters every 2 rounds. On a 1, roll 1d6 or
choose an encounter.
1 A hauntingly beautiful yet forlorn whale song echoes from all around.
2 (1d4) Zombie Crab Swarms, hostile (see Area 4 for stats).
3 (1d4) Giant Crab Exoskeletons, hostile (see Area 9 for stats).
4 (1) Giant Octopus, hostile, flees at ½ hp or with a grappled PC. Can access anywhere but
Area 2 (see Area 7 for stats).
5 A surge of water washes over the island and through the caves. DC15 DEX or torches are
extinguished (reroll in areas 3-5).
6 (5) Merfolk, cautious but friendly, hoping to locate their companions that were slain in
Area 6. Named Mia, Niko, Kiwa, Ari and Koa. (see below for stats, reroll if duplicate).
MERFOLK
AC 11 HP 9 ATK 1 spear +2 (1d6) MV near (swim)
STR +1 DEX +1 CON +0 INT +0 WIS +1 CHA +1 AL L LV 2
ACCESSING THE TOWER
The watchtower cuts a stark silhouette against the sea sky, standing on a rocky mound 50
yards from shore when the tide is in, and half that when the tide is out. Looking from the
beach, the weathered building could almost pass for a natural formation.
When the tide is out, the rock formation on which the tower stands is accessible by wading
through waist deep water. Otherwise the PCs must cross by swimming or by boat.
Two Sea Harpies have made their nest at the top of the tower. They have broad, sable wings,
eyes that shine like aquamarines and webbed feet that terminate in stubby black talons. One
wields a rusty cutlass instead of claws and the other wears a jaunty blue tricorn hat. Both
items were looted from Mad Karli.
The harpies wait until the PCs are mid-way through the water to attack. When one of the
harpies is reduced to 4 hp or fewer, they will both retreat to their nest in Area 2, hiding behind
what remains of the battlements.
SEA HARPY
AC 13 HP 14 ATK 2 claws/cutlass +3 (1d6) or Song of the Sea MV near (fly and swim)
STR +1 DEX +3 CON +1 INT -1 WIS +0 CHA +1 AL C LV 3
Song of the Sea - Anyone near must make a DC12 CHA or be charmed. Charmed characters will
cast themselves into the sea and drown themselves. A character who succeeds on the check is
unaffected for the rest of the day. A PC can spend a turn to try and wake someone from the
charm. Driving away or killing the harpies also breaks the charm.
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THE ISLAND
As the waves lap against the rocks, a mostly-eaten and algae-covered fish flops helplessly.
Near the tower lies a cold firepit littered with the cast-off shells of countless crab feasts. The
island itself is about 40’ across, made of black basalt and covered in bunchgrass near the
center around the tower. There is currently no door on the tower, only an open archway.
● Fish: A cursory look reveals that the fish should be dead but isn’t, and even the seagulls
won’t go near it.
● Shells: One shell is huge - more than 2’ across.
AREA 1
The echoey interior of the tower is empty save for the first three steps of a winding staircase
whose remnants are now scattered on the floor. All that remains of the 2nd floor above is a
precarious-looking wooden frame through which an opening in the ceiling can be seen. There
is a trapdoor in the floor made of bone-white, weathered wood.
● Opening: Leads to Area 2. The 2nd floor and the opening in the ceiling are 20’ and 40’
above the ground, respectively. The walls are dry and can be climbed with a DC15 STR
every 20’. Anyone weighing more than a halfling has a 3:6 chance to fall through the 2nd
floor for 2d6 damage.
● Trapdoor: Leads down a rope ladder to Area 3.
● If the Sea Harpies fled to the top of the tower, they will use their Song of the Sea ability
when anyone attempts to reach their nest.
AREA 2
The top of the tower is whitewashed with seagull poop. There is a haphazard harpy nest of
dried kelp, crab shells and fish bones that gives off the strong salty stench of rancid sea
creatures.
● If still alive, the two Sea Harpies that nest here will take flight when anyone nears their
nest, relying on their Song of the Sea to repel any invaders. If outnumbered they will fly
towards shore and away from harm, perhaps to return when the adventurers are
wounded and weary.
● Harpy Nest: Searching the nest reveals:
○ 7 gp, 25 sp, 46 cp
○ The key to the chest in Area 9
○ Lots of useless and broken fishing gear
○ A Fisherman’s Charm in the form of a large, scrimshawed bone hook on a thin hemp
necklace. The charm provides advantage on ability checks made for catching fish.
AREA 3
The room below the tower has low ceilings and stale, salty air. The squared-off walls are a
strange mix of natural basalt and worked stone. There are a couple of chairs and a table still ⇨
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set with utensils and moldy food. Three pairs of boots are against the wall, caked with dried
mud and sand. A couple of crab pots rest on the floor.
A rope ladder leads up to Area 2. An unlocked wooden door leads to Area 4.
● Crab pots: Intact and usable but empty of bait.
AREA 4
Three corpses lie in shredded bedrolls on the floor, still in the posture of sleep. Dead crabs,
rotten and legs-up, lie around the bodies. A fourth empty bedroll and four backpacks have
been abandoned against the wall.
● Corpses: One corpse lays on a curved dagger with elaborate engraving and a mother of
pearl handle worth 20 gp. Another wears a tarnished brass holy symbol of Caradmara, the
local patron saint to sailors and fishermen. It is shaped like an orca encircling a crescent
moon and two stars.
● Crabs: Four Zombie Crab Swarms. Covered in algae with dried flesh still in their claws.
They will remain motionless until one is disturbed, and then they attack at once.
● Backpacks: All contain spoiled foodstuffs and clothing. One has a tinderbox, another has
one set of thieves’ tools, three empty vials and two full vials of paralytic poison (DC12 CON
or paralyzed for one round).
ZOMBIE CRAB SWARM
AC 11 HP 4 ATK 1 claws +1 (2d4 if greater than ½ HP, 1d4 if fewer) MV near
STR -3 DEX +1 CON +0 INT -4 WIS -2 CHA -2 AL C LV 1
● Door to Area 5: The wooden door is not locked but it is stuck and trapped. Anyone trying
the handle will be poked with a hidden poisoned fishing hook. They must make a DC15 CON
or suffer 2d8 damage. Pass or fail, they are poisoned for 6 rounds and suffer disadvantage
to attack rolls and ability checks.
Anyone forcing the door will succeed on a DC12 STR, but will also stumble into a pit trap
covered by the rug immediately behind the door and fall into Area 7. A DC15 DEX will avoid
the fall. If the tide is out, they take 1d6 damage and splash into waste-high water below. If
the tide is in, Area 7 will be filled with water.
AREA 5
An eclectic collection of stolen trinkets sits in this room amongst crates and burlap sacks. Air
wafts up from a jagged hole in the back wall that smells like a week-old beached whale. A
table sits against the east wall, covered in a map pinned down with rusty knives.
● Trinkets: Most of the trinkets in this room are impressive-looking but largely worthless -
decorative vases, brass candelabras, costume jewelry, etc. Each of these 25 objects is
worth 1d10 silver. ⇨
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● Crates: The crates and sacks are full of spoiled food or empty. Anyone examining them
will notice a beautiful 3’ x 4’ impressionistic painting of the coast at sunrise worth 200 gp
leaning against the wall behind them. The artist is a halfling woman of some renown
named Forcynthia Gray. The painting must be handled with great care. It takes 10 slots and
can be carried by up to 2 people.
● Hole: Opens to a tunnel that slopes down and around to Area 6.
● Map: The map on the table shows a few locations in the area where treasure may be
found. Some are crossed off, but a few are not.
AREA 6-8
A Giant Octopus lurks in this area. Roll 1d6 to determine where it is when the players arrive.
1-2 Area 6 - being grappled by the skeletal arms.
3-4 Area 7 - wielding the Pelagic Harpoon and battling the wight.
5-6 Area 8 - opening an oyster containing a black pearl.
GIANT OCTOPUS
AC 13 HP 23 ATK 2 tentacles +4 (1d8 + grab) or ink cloud MV near (swim)
STR +3 DEX +3 CON +1 INT -2 WIS +1 CHA -3 AL N LV 5
Grab - Target must make a DC 15 STR or become immobilized. Tentacle auto-hits each round.
Target may make a DC 15 STR on turn to end.
Ink Cloud - The giant octopus sprays ink, clouding the water around it. Attacks against it are
made with disadvantage for 1d4 rounds.
The Giant Octopus sprays ink and retreats at 8 hp or fewer and may return at an inopportune
time. It may also become friendly if aided. If slain, it will rise as a zombie in one hour. Int
becomes -3 and Wis becomes -1. Otherwise it uses the same stats.
AREA 6
The walls and floor glow with a dim light that eerily illuminates the bones and seaweed
floating in the water. Barnacles crunch underfoot and a small, strangely shaped cairn rises
from the center of the floor.
● Bones: Three merfolk were killed and dismembered by crabs here. Only their bones remain
and their skeletal arms will try to drown the PCs. Anyone in the room must make a DC12
DEX or STR every round or be restrained by the arms. A restrained PC takes 1d4 damage
per round and may attempt to escape each round with a DC12 STR or DEX. The six arms
have AC 12 and 2 hp each.
● Cairn: Actually a shrine to Caradmara and bears her symbol. Although it is covered in algae
and barnacles from the top to the floor, anyone examining it will notice that it is
man-made. If the shrine is cleaned and a character offers prayer to it while wearing the
holy symbol from Area 4, that character is granted the ability to breathe water and swim
speed of near for 24 hours. The shrine can only be used once per week.
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AREA 7
The water is choked with kelp, bits of crabshell and schools of sculpin darting about. The
upper half of an algae-ridden corpse sheds a somber sea-green glow and still hangs onto an
untarnished silver shaft jutting from the floor.
● Corpse: Once a proud merfolk, now a Wight. When approached, it will begin to thrash and
attempt to dislodge the silver shaft. Roll 1d6 each round - the wight successfully retrieves
it on 1-2.
HALF OF A MERFOLK WIGHT
AC 14 HP 15 ATK 2 life drain +3 or 1 spear +4 (1d6+1) and 1 life drain +3, MV ½ near
STR +3 DEX +1 CON +2 INT +1 WIS +0 CHA +3 AL C LV 3
Greater Undead - Immune to morale checks. Only damaged by silver or magical sources.
Life Drain - 1d4 CON damage. Death if reduced to 0 CON.
● Silver shaft: Protrudes from the shell of a completely deceased giant crab and is wedged
in the rocks beneath. It is the Pelagic Harpoon (see Appendix 3). If not already removed by
the giant octopus or wight, it requires a DC18 STR or one round spent moving rocks to
dislodge.
If the players are in possession of the harpoon when they encounter the merfolk, the
merfolk will strongly request its return but stop short of violence. They will gladly
relinquish any claim on it in return for an oath made by a lawful character to destroy the
Cursed Idol.
● Floor: Searching the floor will uncover a few humanoid skulls, large fish tail bones
(merfolk) and a pair of non-magical silver spears.
AREA 8
This chamber is covered in pale orange coral backlit by the glowing algae on the rocks. A bed
of large oysters is nestled within the coral along the north side and is immediately visible.
● Coral: This area is covered in dangerous fire coral. If touched with bare skin the PC will
suffer 1 pt of damage and disadvantage on ability checks for 24 hours due to the lingering
pain and irritation.
● Oysters: Prying open one of the six oysters has a chance of finding a pearl but PCs must
make a DC12 DEX or accidentally contact the fire coral. For each oyster opened, roll 1d6:
1-3 Nothing
4 Small pearl worth 25 gp
5 Large pearl worth 50 gp
6 Black pearl worth 100 gp
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AREA 9
The algae-covered skeletons of dead fish move disturbingly but harmlessly through the water.
The rocks are larger and more jagged here, making movement difficult. Three Giant Crab
Exoskeletons scuttle in the water. At the center of the room sits an Ancient Zombie Crab.
● Giant Crab Exoskeletons: Barely distinguishable from rocks - dark purple shells crusted
with barnacles and topped with a luxuriant coif of glowing algae.
GIANT CRAB EXOSKELETON
AC 14 HP 11 ATK 1 claw +2 (1d6) MV near
STR +2 DEX +1 CON +2 INT -4 WIS +0 CHA -1 AL C LV 2
● Ancient Zombie Crab: Similar in appearance to the other crabs but twice as large. Perched
on the top of her shell is the Cursed Idol (see Appendix 3). She sits over a hole that is
submerged in the center of the floor. It is large enough to swim down and is the entrance
to Area 10.
ANCIENT ZOMBIE CRAB
AC 16 HP 38 ATK 2 claws +6 (1d10 + rend) MV near
STR +3 DEX +1 CON +2 INT -3 WIS +0 CHA +0 AL C LV 8
Rend- If a target is hit by 2 claw attacks in the same turn, it must make a DC 9 STR. On
success they take 1d6 damage. On failure they are torn in half and die instantly.
AREA 10
A short, claustrophobic tunnel leads down to a small cavern only 6’ in diameter. Everything is
covered in glowing algae. This area is completely submerged regardless of the tide.
Mad Karli’s treasure is hidden here in a small strongbox that is lavishly ornate and
reassuringly heavy. It is completely covered in algae and very difficult to spot, requiring a DC15
WIS. If the PC fails they may make another check for each round spent searching. It is also
locked (DC18 to pick) and the key can be found in Area 2. Attempting to smash or force the box
will break and activate 1d4-1 of the beads on the Necklace of Fireballs inside. The blast will hit
everyone in near range.
● What’s in the box?
○ 150 gp, 1 x diamond (300 gp), 2 x pearls (50 gp each) and 2 x emeralds (100 gp each).
○ A gold necklace with 5 beads that look like small glass balls filled with a swirling
glittery red liquid (Necklace of Fireballs - see Appendix 3).
○ A platinum ring shaped like a starfish (Ring of Revitalization - see Appendix 3). ⇨
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ONE MORE THING
When the PCs sleep on the island or leave after finding the treasure in Area 9, Mad Karli’s
intermittent paramour Dirk Wavestone (human male) will arrive by skiff with a couple of
companions. Dirk wears a black leather waistcoat with gold filigree and sports a ponytail and
mustache. He is just smart enough to be frustrated by his own stupidity, but his formidable
skill with a sword covers this deficiency well.
Dirk’s companions are the Notchwood Brothers (orc males), Bur and Baryl. Both have short
tusks, shaved scalps, and are shirtless under their sleeveless leather vests. They lack Dirk’s
beauty and his self-awareness, but trade them for copious battle scars and a low cunning.
Mad Karli missed her last rendezvous with Dirk and he has come looking for her. He is aware of
the treasure but not sure where it was hidden. He will assume the PCs know what happened to
her.
Make a reaction roll. A very convincing (or true!) story about Mad Karli’s fate will grant a +2 to
the roll. If the characters are obviously carrying any of Mad Karli’s accouterments or treasure,
the roll has a -3 and Dirk will demand its return. If a fight breaks out, no one will fight to the
death unless one of the Notchwood brothers is killed - in that case the other will.
DIRK WAVESTONE
AC 15 HP 23 ATK 1 cutlass +6 (1d6) and 1 dagger +6 (1d4) MV near
STR +1 DEX +4 CON +1 INT -1 WIS -1 CHA +2 AL C LV 5
NOTCHWOOD BROTHERS
AC 14 HP 24 ATK 2 greataxe +4 (1d8+1) or 1 crossbow +1 (1d6) MV near
STR +2 DEX +1 CON +2 INT -2 WIS +1 CHA +0 AL C LV 5
Loot:
● Dirk: 20 gp, gold earring worth 5 gp, a healing potion, an identical cutlass to the one held
by the Sea Harpy, and a love letter to Karli with lewd content and remarkably poor
spelling.
● Both Notchwood bros: 2d6 gp, 4d6 sp each
● Baryl Notchwood: A love letter to Karli with even lewder content and worse spelling
than Dirk’s.
THIS ENDS WHAT LURKS BENEATH TIDEWATCH TOWER.
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APPENDIX 1: MAP
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APPENDIX 2: SUGGESTED XP AWARDS
Area 2 - harpies’ hoard 1 XP
Area 4 - dagger 1 XP
Area 5 - painting (if they can transport it safely) 1 XP
Area 6 - cleaning/activating shrine 1 XP
Area 7 - recovering the Pelagic Harpoon 3 XP
Area 8 - pearls (any amount) 1 XP
Area 10 - Mad Karli’s treasure 3 XP
One More Thing - Dirk’s treasure (or cleverly avoiding combat) 1 XP
Destroying the Cursed Idol (outside the scope of this adventure) 3 or 10 XP
APPENDIX 3: MAGIC ITEMS
The Cursed Idol: A smoky crystal in the shape of a gray whale, about the size of a pony keg
and shot through with wisps of black that resemble the whale’s skeleton. The idol represents
a chaotic sea god only remembered by the oldest creatures of the umbral depths.
Curse: In addition to the effects listed in Background, anyone in possession of the idol will
slowly transform into a Sahuagin over the course of a month. During that time they must
make a DC15 WIS any time someone attempts to take the idol away. On failure they will protect
it with violence. They will also be irresistibly drawn to the sea, and will vanish into the deep
with the idol once the transformation is complete.
Fisherman’s Charm: A large scrimshawed bone hook on a thin hemp necklace.
Benefit: The charm provides advantage on ability checks made for catching fish.
Necklace of Fireballs: A gold necklace with 5 beads that look like small glass balls filled with a
swirling glittery red liquid.
Benefit: One of the beads of this necklace may be removed and hurled up to far distance.
Anyone in near range of where it lands takes 3d6 damage.
Ring of Revitalization: A platinum ring shaped like a starfish.
Benefit: When a person wearing this ring drops to zero hp, they regain 1d4 hp (up to their
maximum) on their next turn. After this happens once, the ring’s magic is spent and it loses its
power.
Pelagic Harpoon: An exquisitely-balanced harpoon made entirely of a gleaming silver alloy.
Benefit: Treat as a spear. Grants +1 to attack and damage rolls, swim speed of near and does
an extra damage die against sea creatures. Must be submerged in salt water weekly.
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FINAL WORDS
What Lurks Beneath Tidewatch Tower, © 2023 Jordan Rudd
Design, writing, map and layout by Jordan Rudd.
https://jordanrudd.itch.io/
Art by Ryan Hidayat.
https://www.instagram.com/rataempat/
https://www.fiverr.com/share/YQ0VVl
Big thanks to the playtesters: Greywolf, Gamergeekazoid, LiquidSn8ke, DefiantDrew and
Rexus39.
What Lurks Beneath Tidewatch Tower is an independent product published under the
Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC.
Shadowdark RPG © 2023 The Arcane Library, LLC.
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