Maelstrom Chainwreck
- Rooms
- 7
- Foes
- 12, CR 1/2 to 8
- Traps
- 6
- Treasure
- 1,030 gp
At a glance
The threat
An abyssal leviathan has learned to pulse through the whirlpool from below, sending serpents, drowned dead, and crushing pressure up into the platform maze.
Wandering monsters (1d4)
- 1
1d4× Drowned StragglersCR 1/2
When: Whenever the party lingers in a corridor or makes loud noise on the decks.Salt-crazed sailors with water in their lungs drift between decks, moaning warnings and attacking anything that smells alive. - 2
1d2× Storm EelCR 2
When: After characters cross rope bridges or spill blood near open water.A sleek eel-like horror slips through flooded seams and snaps at exposed limbs before vanishing into the spray. - 3
1d2× Chain Cult SentinelsCR 3
When: If the party defeats a guardian or opens a sealed room.Barnacle-armored cult remnants patrol in pairs, searching for relics and trying to raise alarms with shell whistles. - 4
Hull-SkulkerCR 4
When: When the party uses thunder, explosions, or heavy metal armor on unstable decks.A smaller abyss spawn hunts by vibration, slithering along the underside of platforms and striking from below.
Rooms
7Storm-Raft Landing
What they see
Read aloud
A storm-lashed raft of lashed planks and half a prow bobs at the edge of the maelstrom. The only safe landing is a narrow winch platform, and every wave threatens to fling intruders back into the sea.
Features
- Tie-off cleats slick with spray
- A creaking winch used to haul gear onto the first deck
- A painted warning sigil half-scrubbed away by salt
What the GM knows
Monsters
2× Drowned DeckhandsCR 1/2
Ragged drowned deckhands claw at the raft, trying to drag newcomers overboard before the platform can be secured.Tactics. They strike weakly, then grab and shove targets toward the waterline and the unstable edge.Treasure
Harbor Kit45 gp
A coil of good line, grapnel hooks, and a storm lamp protected by red wax.Notes
Use this room to establish the dangerous movement and the need for caution. A successful check can secure the raft, reducing danger from later retreats.
3 doors: N (locked), E (locked), W (secret)
The place
What it is
This dungeon is a shattered chain of boat-like platforms circling a roaring maelstrom, built from wrecked hulls, temple timbers, and stolen naval rigging.
Atmosphere
The air is wet with salt, blood, and ozone.
The threat
An abyssal leviathan has learned to pulse through the whirlpool from below, sending serpents, drowned dead, and crushing pressure up into the platform maze.
History
Long ago, a naval outpost and tide-temple were fused onto a wreck-strewn ring of hulls to monitor a sea route cursed by disappearances.
Rumors
1d5- 1The whirlpool was once a holy gate, and the crew chained themselves here so something below would not escape.
- 2A drowned priest still rings a bell in the storm, and anyone who hears it too clearly is marked for the deep.
- 3Two relics are said to be needed to open the way under the waves, one from a captain and one from a shrine.
- 4Fishermen swear the broken decks move at night, retying their own ropes to lure new victims.
- 5The creature beneath the maelstrom is not sleeping, only waiting for the right sacrifice.
Plot hooks
4Corridors
4Between rooms 1 and 2, and again on the path to room 4.
Rope bridges sway between hull-sections, each one slick with spray and patched with old netting.
Outer corridors and narrow deck spans.
Barnacle-crusted chain rails run along the outer edges, keeping the platforms from being dragged into the vortex by anchoring them to a hidden central keel.
Near the flooded chapel and the approach to room 6.
Broken prayer bells hung from mast fragments ring whenever a heavy step lands, alerting nearby guardians.
Lower passages near room 5 and room 6.
Pressure-release grates vent cold seawater in sudden bursts, briefly revealing submerged carvings and hidden markings on the floorboards.
Connections
Media
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