Livre 1, Chapitre 2 : Terror from The Deep Side Quest
Everyone is so kind around here, why do I feel creeped out ?
The island, at a glance
As you approach the tropical island, you are greeted by a picturesque scene of white sandy beaches and crystal clear waters. The island is covered in lush vegetation, with swaying palm trees and brightly colored flowers. As you get closer, you can see that there is a small settlement nestled near the shore, with several wooden huts and a larger building that looks like a drydock.
Overall, the island seems like a peaceful and idyllic paradise, with no obvious signs of anything unusual or strange. The residents of the settlement seem to be going about their daily business, with some people fishing or tending to the gardens, and others lounging in the shade or chatting with their neighbors.
Despite its remote location, the island seems to be thriving, with plenty of resources and a close-knit community. You feel a sense of relief wash over you as you approach, grateful for the chance to rest and replenish your supplies before continuing on your journey.
The lost village of Ll'hhoggoa
The wharf
When they disembark, one of them spots (DC:16) a gold coin on the beach, it is number 25/100, it depicts a siren. A detect magic reveals it has a very faint conjuration aura.
While a few of them look at the coin, one of the others, sees monstrous creatures beneath the waters without fully revealing them. A quick shadow beneath the water’s surface, unidentifiable sounds from the depths, or even rare sightings of grotesque sea creatures too horrifying to fully comprehend.
At the same time, an old man and a few fisherman are approching them.
The drydock
The drydock in the village of Ll'hhoggoa is a small, rudimentary dock made of weathered wood and coral. It is situated on the shore of a shallow bay, protected from the open sea by a natural reef. The dock itself is a simple construction of wooden beams and planks, with ropes and chains used to secure boats during repairs. There are a few small buildings nearby, including a workshop for repairs and a storage shed for tools and supplies. The whole area has a slightly musty, salty smell, and the sound of waves lapping against the shore can be heard in the background. Despite its simplicity, the drydock is a vital resource for the village.
The Marketplace
The village has a small marketplace where villagers sell their wares. The marketplace is located near the center of the village and is usually bustling with activity.
The inn, The Siren's Lament
When coming close to the inn, they see people moving over and creating a path for someone or something, they finally see a goblin emerge and as it crosses their path it throws a quick glance to them. This is Awdd, the voice of the depths.
The Siren's Lament is an old and run-down inn on the outskirts of Ll'hhoggoa. The building is made of weathered wood and stone, and the sign above the door creaks ominously in the wind. Despite the inn's rough appearance, it is the only lodging option for travelers on the island, and Elspeth is willing to provide food and shelter for a price. However, those who stay at the Siren's Lament might find themselves plagued by strange dreams and unsettling visions, as the inn seems to have a mysterious and otherworldly aura about it.
The huts
The village has several huts near the shore that are used by fishermen to store their equipment and prepare their catch.
The temple
The village has a large, imposing temple made of black stone, located on a hill overlooking the village. The temple is dedicated to the worship of G'tiru, and is the focal point of the cult's activities.
There should be a series of rituals and ceremonies that the village participates in – ones that they’re cagey about or actively try to keep the players from witnessing.
As they spend more nights on the island, dreams of the temple being a gateway or portal to another realm become frequent among the party members.
Overall
Overall, the village has a somewhat isolated and insular feel, with the focus of life in the village centered around the temple and the worship of G'tiru. Several of the buildings/huts have old locks or appear abandoned. The locals avoid talking about them or change the subject when asked.
History
A few centuries ago there was a sudden, unexplained abandonment of the village, and the current village was rebuilt atop the old.
The villagers
The villagers might be over-friendly or eerily aloof. As the party stays longer, they notice that they're being watched. Not threateningly, just... observed.
Enoch, The village elder
This person is likely to be a respected member of the community, perhaps someone who has lived on the island for many years or who has a deep understanding of its history and traditions. They may be willing to share information with the players about the village and its inhabitants, as well as any rumors or legends about the island's past.
Jarek, The fisherman
Given the island's location and the presence of a drydock, it's likely that many of the villagers are fishermen or otherwise involved in maritime activities. The players might encounter a grizzled old fisherman who is willing to sell them fresh seafood or share tips about the best fishing spots around the island.
Elspeth, The Inn Keeper
The owner of the inn is a gruff and reclusive woman named Elspeth, who rarely speaks to outsiders and is rumored to have a dark past.
Mabon, The healer
The villagers may have a healer or medicine woman who is skilled in using local plants and herbs to treat illnesses or injuries. The players might seek out this person if they are injured or sick, or if they are looking for information about the island's flora and fauna.
Mthunzi, The blacksmith
If the village has a drydock, it's also likely that they have a blacksmith or metalworker who can repair or create tools and equipment. The players might need to visit this person if they need repairs to their own gear, or if they need to commission something new. He is the only one with Finn that hasn't been fully converted to G'Thiru worship.
Finn, The curious child
No matter how remote or isolated a village may be, there is likely to be at least one child who is curious about the outside world and eager to explore. The players might encounter a young child who is fascinated by their presence, and who may be willing to share stories or secrets about the village or the island.
Awdd, the Voice of the Deeps
Awdd the goblin, Voice of the Depth, is a small and wiry creature with bright green skin and sharp, pointed features. He wears a tattered black robe adorned with strange symbols and carries a gnarled staff that crackles with dark energy.
Despite his diminutive size, Awdd exudes a powerful and unsettling presence. His eyes glow with an eerie light, and his voice is a rasping whisper that seems to echo even in the quietest of spaces.
As the players interact more with Awdd, they should feel an increasing sense of dread. Maybe Awdd knows things about them that he shouldn’t, or his magic and spells are eerily powerful and ancient.
As a warlock, Awdd is deeply connected to the dark forces that lurk beneath the ocean's surface. He claims to have made a pact with G'tiru himself, and to have been granted powerful magic in exchange for his loyalty.
Those who cross Awdd or fail to show proper respect to G'tiru are said to face terrible consequences, from sudden and violent storms to attacks by sea monsters or even possession by the dark god's malevolent spirits.
Despite his fearsome reputation, Awdd is often sought out by those who seek forbidden knowledge or the power to control the forces of the sea. He is a dangerous and unpredictable figure, but one who may hold the key to unlocking the secrets of the cult of G'tiru.
Dreams of G'Tiru
The dreams should become progressively more intense and vivid the longer they stay on the island. Some could be shared experiences, causing the players to question reality.
As they experience these dreams, the lines between sleep and wakefulness blur. For instance, after a particularly vivid dream, a player could wake with seaweed in their bed or saltwater on their lips.
Good dreams
Bad dreams
Plot points/Scenes
Arrival on the island
The players arrive on the island with their broken ship, seeking repairs. They discover the village of Ll'hhoggoa and the dilapidated inn where they can stay while their ship is repaired. They meet the innkeeper, who seems friendly enough but a bit nervous around them.
Exploration of the island
While waiting for their ship to be repaired, the players explore the island and begin to notice strange things: odd symbols painted on rocks, villagers muttering in strange languages, and strange dreams that seem to be calling out to them.
Discovery of the cult
Through a combination of investigation and happenstance, the players stumble upon the cult of G'tiru. They witness strange rituals and ceremonies, and gradually piece together the true nature of the cult and their goals.
The company is captured
Eventually, the players are discovered by the cult and are captured. They are brought before the high priestess and offered a choice: join the cult or die.
The ritual
The players are forced to participate in a ritual to summon G'tiru. The ritual involves human sacrifice and dark, twisted magic that fills the players with fear and revulsion.
The escape
During the ritual, the players manage to break free and make a run for their repaired ship. They are pursued by the cult and have to fight their way through hordes of fanatical cultists to make it to the shore and escape.
The final showdown
As the players sail away from the island, they are pursued by the high priestess and a small group of loyal cultists. They engage in a final, desperate battle on the open sea, with the fate of the players and the world hanging in the balance.
Escape on the repaired boat
Finally, the players manage to defeat the cultists and escape on their repaired boat. They sail away from the island, haunted by the memories of what they have seen and experienced, but relieved to be alive and free.
Alternative Climax
Inescapable Tides of the Abyss Setting: The skies darken ominously. The tranquil ambiance of the island is shattered as the sea grows turbulent, waves lashing violently against the shore. A chilling mist enshrouds the village, reducing visibility. Everywhere the players turn, the shadow of foreboding looms large. Act 1: Echoing above the roar of the ocean, the haunting sound of drums grows steadily. Outlines of the villagers marching towards the black stone temple appear through the fog. Their pace is eerily synchronized, their eyes vacant. Mthunzi, showing evident signs of resisting the lure of the ritual, struggles to approach the players. He's accompanied by Finn, who is clutching a strange artifact tightly to his chest, looking equally perturbed. Act 2: Mthunzi and Finn hurriedly brief the players: The ritual's purpose isn’t merely an offering but a calling. The island itself is being turned into a beacon, drawing something vast and ancient from the ocean's abyss. Finn's artifact, an heirloom passed down in his family, might have the power to counteract this dark ritual, but it's incomplete. Finn urgently speaks of legends hinting that pieces of the artifact were removed and hidden within the village to keep its power in check. Finding those pieces might be the players' only chance at repelling whatever horrors the ritual will unleash. Act 3: Time is of the essence. As the players embark on their search, the pull of the ritual grows stronger. The skies above seem to warp, the stars rearranging into unfamiliar and unsettling patterns. The very air they breathe feels thick, suffocating. Strange, whispering voices seem to emanate from the mist, leading the players either astray or towards the artifact pieces, it’s hard to tell. Shadowy figures, the Deep Ones, begin to emerge from the water, making the search even more perilous. They don’t attack outright, instead, they seem to be observing, waiting. Act 4: The players have three dire choices: Complete the Artifact: By gathering all the pieces and using the artifact's power at the temple's heart, they might disrupt or reverse the ritual. However, this direct confrontation ensures a desperate fight against an ever-increasing number of Deep Ones and a rapidly strengthening Awdd. Flee on the Half-Repaired Boat: Mthunzi suggests that the boat, even in its battered state, might carry them away from the immediate danger. But escaping an island surrounded by malevolent entities won't be easy. The sea will be treacherous, and the Deep Ones, agile and swift in the water, will pursue. This option tests the players' resourcefulness and might require them to use parts of the artifact to fend off the chasing horrors. Enlist the Island’s Ancient Spirit: As before, but now there's an added urgency. The spirit, when awakened, will not only confront the Deep Ones but also begin an elemental race against time to reinforce the island's barriers before the abyssal being answers the ritual's call. Act 5: Artifact's Power: A blinding surge of light emanates from the artifact, repelling the Deep Ones and breaking the ritual's spell momentarily. However, the aftermath leaves an unstable rift at the temple, a scar on the island that might one day crack open again. Escape on the Boat: As the players sail away, they witness from the distance a gargantuan, indescribable entity briefly emerging from the ocean depths towards the island, its sheer size and presence defying understanding. The island's fate remains uncertain, but tales of their harrowing escape will be retold by seafarers for generations. Island’s Spirit Aided: With the combined might of the players and the island's spirit, the imminent threat is averted. Yet, the spirit warns that the island will forever be marked, and the abyss will always watch. Epilogue: Regardless of their choice, the players leave Ll'hhoggoa with more questions than answers. The weight of their experience sits heavy, knowing that they've touched the edges of mysteries far larger than any mortal comprehension. Their adventures on Ll'hhoggoa will haunt their dreams for years to come.Themes
Structure
Rising Action
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