A DoomBlade RPG Adventure for Low Level Heroes starting in Port Kaldren.
Wind howls across the crescent bay as waves smash against the stone piers.
The lighthouse—normally a blazing spear of white fire—stands dark and silent.
Harbor bells ring in panic. Merchant ships drift helplessly toward the rocks.
And from beneath the quay, a faint green glow pulses like a heartbeat…
Spray lashes your faces as you climb the slick stone steps.
The lighthouse looms above—its windows dark, its iron door splintered inward.
Barnacle‑like growths cling to the walls, pulsing faintly with green light.
Undead spirits of drowned sailors
Health Points: 4d6+4 (18)
Offense: 6 (Drowned Claws)
Defense: 1
Speed: 12
Rank: Skilled
Special Attack: Drowning Touch — Difficult (10+) Endurance Test or lose 1 Action next round.
Special Defence: Half‑Corporeal — First physical hit each round deals half damage.
SKILLS
Fair (5): Agility, Endurance, Magic Resistance, Dark Sight, Awareness
Basic (2): Roguery, Wilderness Lore
Useless (0): All other skills
Loot (d6):
1–3: Nothing
4: Water‑logged coin pouch (2d6 silver)
5: Coral charm (10 silver)
6: Tide‑glass shard (glows near undead)
The small room is in disarray—charts scattered, furniture overturned.
A lantern lies shattered on the floor, its oil long washed away.
A half‑written logbook sits open on the desk, the final line ending mid‑sentence…
Saltwater footprints leading downward
A House Kaldren signet ring
A torn page referencing “the Sea‑Vault”
Trigger: Opening the wardrobe
Effect: A surge of seawater blasts outward
Test: Agility (10+)
Failure: d6 damage + knocked prone
Success: Half damage
1–2: Nothing
3: Keeper’s brass key
4: Waterproof quay‑tunnel map
5: Potion of Clear Breath (10 min underwater)
6: Maztek Lens Shard (+1 to detect magic)
The great focusing lens dominates the chamber—cracked through its center.
A faint green rune pulses beneath the fracture, casting sickly light across the walls.
The air hums with arcane tension, as if the lighthouse itself is holding its breath.
Craftsmanship (10+)
Failure: Lens flares violently (d6 fire damage)
Sea‑rotted undead fused with coral plates
Health Points: 5d6+5 (22)
Offense: 7 (Barnacle Fangs)
Defense: 0
Speed: 8
Rank: Skilled
Special Attack: Coral Bite — Difficult (10+) Endurance Test or -1 Defense for 1 hour.
Special Defence: Shell‑Plated — Reduce first hit each combat by 2.
SKILLS
Fair (5): Endurance, Brawl, Might, Dark Sight, Awareness
Basic (2): Magic Resistance, Wilderness Lore
Useless (0): All other skills
Loot (d6):
1–4: Nothing
5: Hardened barnacle plate (+1 light armor)
6: Ghoul‑tooth dagger (d4, magical)
A spiral staircase winds downward into darkness.
The stone walls are carved with ancient wave‑glyphs—older than the lighthouse itself.
Water drips steadily from above, echoing like distant footsteps.
Agility (10+) or fall 10 paces (d6 damage)
Spirit fragments that mimic voices
Health Points: 3d6+3 (14)
Offense: 5 (Psychic Lash)
Defense: 0
Speed: 10
Rank: Novice
Special Attack: Voice‑Thief — On a 6, target loses 1 Action.
Special Defence: Ethereal — Immune to non‑magical weapons.
SKILLS
Fair (5): Magic, Magic Resistance, Awareness, Dark Sight, Roguery
Basic (2): Agility, Charm
Useless (0): All other skills
Loot: None
The chamber opens into a vast, drowned vault.
A massive stone mechanism sits at its center—half lighthouse engine, half arcane seal.
Green light pulses from cracks in the floor, illuminating drowned figures rising from the water…
Align the rings:
Waves
Moon
Flame
Correct = Beacon restored
Incorrect = More undead rise
Ancient coral‑iron constructs
Health Points: 6d6+6 (27)
Offense: 8 (Coral Hammer)
Defense: 2
Speed: 6
Rank: Veteran
Special Attack: Crushing Blow — On a 6, deal +d6 damage.
Special Defence: Coral‑Plated — Reduce all damage by 1.
SKILLS
Fair (5): Endurance, Might, Brawl, Magic Resistance, Awareness
Basic (2): Craftsmanship, Wilderness Lore
Useless (0): All other skills
Loot (d6):
1–3: Nothing
4: Coral fragment (15 silver)
5: Maztek gear‑plate
6: Guardian core (arcane component)
The water churns violently as a towering figure rises—half corpse, half tide.
Its eyes glow with cold green fire.
Its voice echoes like a storm breaking over stone:
“The tide returns what was taken.”
Voice of the Drowned Court, Keeper of the Tide‑Seal
Health Points: 10d6+20 (55)
Offense: 10 (Tide‑Scythe)
Defense: 3
Speed: 10
Rank: Elite
Drowning Grasp — Difficult (12+) Endurance Test or begin suffocating (lose 1 HP per round until test passed).
Water‑Form — Once per combat, become liquid for 1 round (immune to physical damage).
Wave Burst: All creatures within 10 ft test Agility (10+) or take d6+2 and fall prone.
Aura of the Drowned: Enemies within 10 ft suffer -1 to all rolls.
Call the Tide: Summon 1 Tide‑Wraith (once per fight).
Fair (5): Magic, Magic Resistance, Endurance, Awareness, Dark Sight
Basic (2): Charm, Roguery
Useless (0): All other skills
1: Nothing
2: Tide‑Glass Shard
3: Coral‑Bound Ring (Endurance +1)
4: Drowned Cloak (Stealth‑like effect: +1 Roguery, breathe underwater 10 min/day)
5: Herald’s Scythe (d8+2, undead‑bane)
6: Maztek Heart‑Core (major arcane component)