come back to legends and fables and I have a new twisted fairytale adventure for your enjoyment. This time the Little Mermaid is the victim. The original version of the adventure was one of my favorites from the original version of AI and Dragons and the one where I honed my personal skills in the creation of twisted fairy tales. I present to you an updated version of the adventure with an introduction to the feysea included. Expect deviations from the normal Dungeons and Dragons adventure structure, this adventure is that twisted.
The Feysea:
The Feysea, known as the Farraige ag Croí na Sleibhte or Sea at the Heart of the Mountains in the lilting tongue of the fey folk was, born from the cataclysmic shattering of the veil between the Feyrealm and the mortal realm, is a reservoir of fey magic that courses through its depths. The rupture in the sky, through which a deluge of fey magic cascaded into the valleys below, tore open a portal into an ocean within the feyrealm, birthing the enchanting expanse known as the Feysea.
Over five centuries since the cataclysm, the Feysea has become the locus where the power of the feyrealm is most potent. The wild magic, an unruly force, has woven its tendrils through the landscape, transmuting it into a realm 2.5 times larger within than without. Deep basins cradle the oddities born of this magical maelstrom.
Rifts to the Feyrealm, wide enough for a whale’s passage, scar the basin, leading to the Sea of Dreams and the verdant ocean of the Feyrealm beyond. Islands, raised by the very hand of magic, punctuate the Feysea, each a unique tapestry of climate and terrain. In this peculiar landscape, one may discover a tropical haven to the north of an isle mirroring the chill of Scapa Flow.
Amidst these mystic waters and scattered islands, small settlements and petty kingdoms have sprouted like wildflowers, each a testament to the resilience of mortal and fey alike. The Feysea, ever-changing and beguiling, invites adventurers to navigate its enigmatic currents, where tales are spun, and legends are born in the shimmering embrace of this fantastical realm.
A note about music
During several encounters of the adventure, music plays a significant role. Alannah Waveblossom’s voice and harp playing is naturally enchanting and when paired with the necklace of the siren and the tidecaller’s harp it has the power to charm those around her. I would highly suggest playing music when prompted to simulate Alannah’s singing. I have suggested tracks to play in each encounter. In the final encounter I would recommend using the playlist I created as keeping Alannah singing is the whole point of the encounter. Feel free to change out the tracks as you see fit but I highly recommend using Celtic folk songs with female leads to represent Alannah singing. I do have to warn you I am no expert on musical arrangement or Celtic music so if you have any suggestions for a better music selection please let me know.
Background
For centuries, the petty kingdom of Isle Líorghlan and the merfolk kingdom of Ríomh Mara existed in harmonious symbiosis. Their realms were bound by shared fish farms tended by both peoples, with merfolk collecting pearls and coral that adorned the intricate jewelry crafted by the skilled artisans of Isle Líorghlan. The air hummed with camaraderie, and the waters echoed with the laughter of fey and merfolk alike.
However, in the past year, a shadow has cast its pall over this idyllic relationship. What once was a tapestry of peace has unraveled into a mosaic of suspicion, accusations, and rising tensions. Accusations of assault, sabotage, and theft have become commonplace, each incident further fueling the animosity between the once-allied kingdoms.
The situation took a darker turn with the recent disappearance of Princess Alannah Waveblossom, the youngest daughter of Queen Maevra of Ríomh Mara. Distraught and fearing the worst, Queen Maevra points an accusing finger at the folk of Isle Líorghlan, believing them responsible for the kidnapping of her beloved daughter.
Yet, beneath the surface of this escalating conflict lies the true puppeteer orchestrating the discord—Morwenna Darktide. This malevolent sea witch, driven by sadism and a desire to revel in the chaos of tragedy, has been manipulating both fey and merfolk. She orchestrates the conflicts, savoring the suffering she inflicts upon the once-peaceful kingdoms.
Princess Alannah Waveblossom is but the latest victim ensnared in Morwenna’s web of cruelty. Driven by a twisted enjoyment of causing pain and strife, Morwenna delights in watching the tragedy unfold as her schemes unravel the fabric of the once-vibrant seas.
The once vibrant and peaceful seas are now teeming with mistrust and hidden agendas. As the petty kingdoms edge closer to the brink of war, a group of unlikely heroes arrives on Isle Líorghlan.
Plot hooks
Diplomatic Envoys of Mountainheart
If you are following the Märchenweltgrenze chronicles campaign path the players are esteemed nobles and trusted confidants of King Fredrick of Mountainheart. They find themselves at the heart of diplomatic intrigue. King Fredrick, aware of the delicate situation on Isle Líorghlan, has been engaged in exchanges of letters with the fey ruler, King Oisín Stormcrown. However, the once-regular correspondence has ceased in recent weeks, raising suspicions and concerns.
King Fredrick, fearing the worst and suspecting a sinister turn of events, tasks the players with a crucial mission. They are to board the Mountainheart royal navy sloop, the Tide and set sail to Isle Líorghlan. Their primary objective is to investigate the sudden silence and assess the feasibility of bringing Isle Líorghlan into the fold of Mountainheart.
Seafaring Bounty Hunters
Word has reached the players of a lucrative bounty posted by a mysterious benefactor seeking information regarding the escalating tensions on Isle Líorghlan. The bounty contract promises a handsome reward to those who can uncover the truth behind the disturbances and bring the instigators to justice. Intrigued by the promise of wealth and driven by a sense of duty, the players embark on a high-seas adventure as seafaring bounty hunters. Little do they know that the depths they’re about to plunge into are darker and more treacherous than any bounty they’ve pursued before.
Merfolk Emissaries in Desperation
A delegation of distressed merfolk emissaries arrives at the court of King Fredrick in Mountainheart. Their plea is desperate: the disappearance of Princess Alannah Waveblossom and the increasing hostilities with Isle Líorghlan have thrown Ríomh Mara into disarray. The merfolk beg for assistance from Mountainheart, believing that a neutral third party can help unravel the web of deception and bring about a resolution. The players are chosen as the diplomatic emissaries to negotiate with both fey and merfolk, navigating the delicate balance between the realms to prevent all-out war.
Adventure Begins: Arrival at Tír Marai
As the players’ vessel sails into the calm waters of Tír Marai, Isle Líorghlan reveals itself—a place of serene beauty shadowed by an air of subtle melancholy. If they are aboard the Mountainheart royal navy sloop, the Tide, the crew prepares for entry into the main harbor under the orders of Captain Ríona Seabreeze. Otherwise, the players approach the island aboard their ship or a hired merchantman. The main harbor of Tír Marai unfolds before the players—a fishing port that, while somewhat drab in appearance, holds a rugged charm reminiscent of northern Ireland or Scotland. Upon the hill overlooking Tír Marai stands a small, somewhat drab castle—a modest seat of fey authority in the region. Its stone walls bear the scars of time, and its towers offer a view of the entire town and the bay below.

The players also notice an intriguing sight—a vast expanse of fish farms occupying the bay. Floating boardwalks crisscross the water, supporting nets that teem with a variety of aquatic life. Fishermen move methodically between the platforms, tending to their bounty.
The harborside Marketplace
You step onto the weathered boards of the harbor, the creaking of the ship settling into the hushed symphony of the bustling seaside marketplace. The air is thick with the tang of salt and the distant cries of seagulls. As you traverse the crowded market, you can’t ignore the undercurrent of tension that weaves through the air. Merfolk, adorned in shimmering coral and pearls, exchange wary glances with the landfolk. The vibrant hues of their treasures contrast sharply with the suspicious looks they receive. The once-friendly exchanges now carry an air of distrust, and the marketplace seems poised on the edge of unease. Out in the crystalline waters, the divide becomes more apparent. Merfolk, their eyes glinting with something close to hatred, fix their gazes on the landfolk. It’s a silent confrontation beneath the surface—a reflection of the simmering discord that threatens to spill over onto the shore. The subtle feeling permeates the town, a palpable tension that tightens with every passing moment. You catch snippets of hushed conversations and fleeting glances exchanged between the fey folk and the merfolk.
Seaside Skirmish
As you navigate the tense marketplace, the bubbling conflict erupts before your eyes. A trio of visibly intoxicated hobgoblin fishermen, their faces twisted with anger, converge on a lone merfolk trader. The air crackles with hostility, and the tension that lingered in the atmosphere finally spills into chaos.
Opponents:
- Hobgoblin Fishermen (Thug Stat Block):
- HP: 32 each
- AC: 11
- Attacks: Multiattack (with fists), Melee Weapon Attack (+3 to hit, 5 bludgeoning damage)
- Note: All checks made with disadvantage due to intoxication.
Combat Rounds:
Round 1: The Spark Ignites The hobgoblin fishermen stumble towards the merfolk, fists raised. Initiative is rolled, and combat begins. Players may choose to intervene or observe.
Round 2-5: Unraveling Chaos After the first round, the escalating chaos draws in onlookers. Random numbers of people, using the stat blocks of commoners, join the brawl, attacking random targets in their drunken confusion.
- Commoners (Commoner Stat Block):
- HP: 4 each
- AC: 10
- Attacks: Unarmed Strike (+0 to hit, 1 bludgeoning damage)
Round 6: Intervention As the brawl reaches its crescendo, a group of petty king’s soldiers arrives on the scene. Dressed in uniform, they move decisively to quell the violence and restore order.
- Petty King’s Soldiers:
- HP: 16 each
- AC: 14
- Attacks: Shortsword (+3 to hit, 5 slashing damage)
End of Encounter: The soldiers manage to subdue the combatants, separating the fey and merfolk involved in the skirmish. The marketplace returns to an uneasy calm, and the soldiers maintain a watchful presence to prevent further outbreaks.
A personal invite to the castle
Regardless of what happens the soldiers insit on the players following them to the castle. Read the following as they leave town
The soldiers escort you through the town, their strides purposeful as they guide you away from the chaotic aftermath of the marketplace brawl. As you exit the bustling square, your attention is momentarily captivated by a quaint tavern with a silver mackerel sign swinging gently in the breeze. A wooden boardwalk extends along the water’s edge, drawing your gaze. Upon the boardwalk, a teenage elf girl with crimson red hair sits gracefully, her fingers dancing across a golden harp. The melody she weaves is enchanting, making it impossible to tear yourself away. The soldiers, however, remain insistent, and you reluctantly follow them along the boardwalk, leaving the mesmerizing notes behind.
Meeting king Oisín
Perched on a small rise overlooking the bay, the small and somewhat drab castle of King Oisín Stormcrown stands as a modest seat of fey authority. The weathered stone walls, adorned with ivy that seems to cling desperately to the cool surface, bear the marks of centuries past. The castle’s towers, while not grandiose, offer a commanding view of the town below and the tranquil waters that stretch into the horizon. The players are led into the throne room. Read the following
Entering the throne room of King Oisín Stormcrown, you find yourself in a space that mirrors the castle’s modest exterior. The stone walls, adorned with tapestries depicting ancient fey tales, lend an air of history to the room. Illuminated by the soft glow of enchanted sconces, the atmosphere is both regal and unassuming. At the far end of the room, a simple yet elegant throne sits atop a raised dais. King Oisín himself, a figure of fey grace and authority, occupies the seat. Clad in garments woven from threads of moonlight, his silver hair cascades down his shoulders. His eyes, deep pools of ancient wisdom, survey the room with a mixture of curiosity and concern.
Here the encounter splits amoung the three plot hooks
Plot Hook 1: Diplomatic Envoys of Bergherz
As the players enter the throne room, King Oisín’s eyes light up with a spark of interest. The fey ruler acknowledges the diplomatic overtures from Mountainheart, but his weariness is evident. Play up the delicate dance of politics, and emphasize Oisín’s desire for immediate support.
Instructions:
- King Oisín expresses interest in joining Mountainheart as a vassal but requires urgent assistance in the form of soldiers to address the escalating problems on the island.
- Emphasize his weariness and the urgency he feels. He seeks a commitment from King Fredrick to send a force of soldiers promptly.
- Players should gauge the king’s disposition and negotiate the terms of the potential alliance.
Plot Hook 2: Seafaring Bounty Hunters
As the players present themselves before King Oisín, his gaze sharpens with a mix of curiosity and hope. The fey ruler acknowledges the bounty-seeking nature of the players and recognizes an opportunity for swift action.
Instructions:
- King Oisín hires the players on the spot, expressing urgency in resolving the disturbances on the island.
- Offer a reward of 300 gold pieces for the completion of the quest. Highlight the fey ruler’s eagerness to bring the perpetrators to justice swiftly.
- Encourage players to inquire about the specifics of the disturbances and gather information that might aid them in their quest.
Plot Hook 3: Merfolk Emissaries in Desperation
Upon seeing the players, King Oisín’s demeanor shifts to a mix of concern and uncertainty. The fey ruler admits his lack of knowledge regarding Princess Alannah’s disappearance and points the players toward Mairead Shadewisp, the mysterious soothsayer.
Instructions:
- King Oisín expresses genuine concern but admits ignorance about Princess Alannah’s disappearance.
- He recommends seeking out Mairead Shadewisp for insights, emphasizing her mystical connection and reputation for seeing beyond the veil.
- Players should sense the fey ruler’s sincerity and may choose to inquire further about the disturbances or directly seek out Mairead Shadewisp.
Return to town
Read the following as the players make their way back to town.
As you tread the familiar path back through the town, the ambient sounds of the bustling marketplace begin to settle. However, you notice a shift in the atmosphere—the haunting melody that once adorned the air from the deck of the Silver Mackerel has ceased. Your gaze turns towards the boardwalk, where the redhead girl now shares the stage with a young elf boy, both seemingly engrossed in a gentle courtship. The boy, adorned in finery not typical for this island and wearing a circlet that echoes the regalia of King Oisín Stormcrown, catches your attention. A subtle resemblance between them raises intriguing questions. Before you can ponder further, a thin hand taps your shoulder, and a rasping voice pierces the air, “Could I trouble you for a moment?” You turn to face an elderly woman, her attire shrouded in black and a veil casting a mysterious shadow over her features. She introduces herself as Mairead Shadewisp, a simple fortune teller.
Mairead Shadewisp speaks with a rasping voice, insisting that she holds the answers to the questions that linger in the air. As the players begin to share their concerns, Mairead listens intently, nodding knowingly and occasionally muttering cryptic phrases like “I see” and “Ah, yes.”
Instructions:
- Mysterious Aura: Emphasize Mairead’s mysterious aura, her eyes gleaming with an otherworldly knowledge that seems to penetrate beyond the surface.
- Dramatic Revelation: After absorbing the players’ explanations, Mairead dramatically declares that she is receiving a vision. Encourage theatrical gestures and a sense of anticipation as she prepares to unveil her revelation.
- Tailored Response: Tailor her next statements based on the plot hook the players are using. If they are diplomatic envoys, she might emphasize the importance of unity; if bounty hunters, she could hint at the cave being a hub of illicit activity; for merfolk emissaries, she might suggest it holds clues about Princess Alannah’s disappearance.
Perception Check:
- If players make a Perception check of at least DC 20, they notice the redhead girl watching them from a distance. As she flirts with the elf prince, her gaze flickers towards the players, only to quickly avert when she realizes she’s been noticed.
Exiting the Encounter:
- As the players leave, offer them the chance to make a DC 30 Perception check. If successful, they notice Mairead Shadewisp smiling sinisterly in the direction of the girl. Simultaneously, the redhead recoils in shame, revealing an underlying tension between them.
The Merrow Cave Ambush
As you traverse the treacherous trail along the far side of the island, you find yourself drawn to a foreboding sea cave entrance. The air becomes heavy with the scent of salt and brine as you cautiously step into the dimly lit cavern. The path ahead winds deeper into the heart of the cave, shadows playing tricks on your senses.
Inside, the cave echoes with the rhythmic crash of distant waves, creating an eerie symphony that amplifies the tension in the air. The path gradually descends, revealing a dark expanse where the murmur of the sea becomes a constant hum. Stalactites hang like jagged teeth from the ceiling, and the seafoam-laced walls glisten with a sinister sheen.
Suddenly, as you approach a widening in the cavern, the silence is shattered. A group of grotesque figures emerges from the shadows—a band of your homebrewed merrow, sinister and eager. Their glistening eyes fixate on you, and with a guttural growl, they charge forward, intent on ambushing their unsuspecting prey.
Combat Encounter: Tidal Ambush
Enemies: 4 Merrow (use the homebrewed stat block provided earlier)
Player Level: 8 (5 players)
Map: The sea cave is a winding, irregular space with narrow passages and open areas. The battleground features slippery, uneven surfaces, providing both cover and challenges.
Tidal Surge Mechanic: At the beginning of each round, the DM rolls a d6. On a result of 1-2, a powerful tidal surge rushes through the cave. All creatures in the cave must make a DC 15 Strength saving throw. On a failed save, a creature is knocked back 10 feet and takes 2d6 bludgeoning damage.
Tactics for Merrow:
- Ambush: The merrow use their stealth to gain surprise on the players, emerging suddenly from the shadows.
- Soul Magic: The merrow use their trapped souls to cast Chill Touch and other offensive spells, targeting the most vulnerable players.
- Underwater Advantage: The cave has underwater sections where the merrow can retreat to regain their advantage.
When all members of the party are at half health or bellow read the following.

As the tide of battle turns against you, a sudden shift in the air catches your attention. The haunting melody of a violin echoes through the cave, weaving a spell that seems to ripple through the very water. The redheaded girl, whose presence has been a mystery, emerges from the shadows, her harp cradled in her arms. As she begins to play and sing, a mesmerizing enchantment accompanies each note. The music resonates with an otherworldly power, and the merrow, their hostile intent faltering, turns towards the girl. The redheaded bard’s voice rings out, calling to them in a language that transcends mere words. In the bewitching embrace of her music, the merrow hesitates, torn between their predatory instincts and the allure of the girl’s song. She gestures for you to follow, her eyes filled with both sadness and determination.
The girl leads the party a short way away from the cave. Read the following.
As the echoes of the cave skirmish fade, you follow the redheaded girl to a secluded alcove along the rocky path. With a heavy sigh, she sits down, her harp now silent, and a dejected look etched on her face. Clutching her knees, she opens up with a pained expression.
Alannah Waveblossom: My name is Alannah Waveblossom. She pauses, on the verge of tears. I need to explain everything.
Alannah Waveblossom: I’m one of the princesses of Ríomh Mara. I fell in love with Prince Lorcan of Isle Líorghlan. But… I made a deal with the sea witch, Morwenna Darktide. She promised me a pair of legs in exchange for a year of doing whatever she said.
She takes a shaky breath.
Alannah Waveblossom: Morwenna is the soothsayer you were talking to earlier. She’s the one manipulating everything. She’s forcing me to do terrible things, to sow discord between our kingdoms. I believe there are others like me, puppets under her control. Now that I’m just an elf, I can’t fight her on my own. I can’t even seek help from my mother. Lorcan might listen, but his father…
Her voice trembles.
Alannah Waveblossom: Please, I beg you. Help me stop Morwenna. I can guide you to her lair, but I need your strength. She falls to her knees, desperation in her eyes. I’ll give you my Siren’s Necklace as payment, and I might be able to reward you with something more if you succeed. I can’t fight, but I know the way.
Journey to Morwenna’s Lair
A small shoal, lying just an hour’s sail from the island, holds the dark secret of Morwenna’s lair. The players, now entrusted with Alannah Waveblossom’s desperate plea, must procure a boat to navigate the turbulent waters to the shoal.
On the Docks: The Captain’s Offer (Plot Hook 1)
If the players are using Plot Hook 1, the tide’s captain, a weathered seafarer with salt in his veins, offers them the use of his ship’s longboat. His eyes, weathered by the sea’s embrace, reflect both concern and curiosity as he entrusts them with his vessel.
The captain speaks gruffly but with a genuine intent.
Captain: Take the longboat. It’s sturdy enough to weather the waves. Mind you, the shoal’s a tricky spot, so keep your wits about you.
In the Harbor: Chartering a Keelboat (Other Plot Hooks)
For those following different plot hooks, the players must negotiate with the boatmasters in the town’s harbor to charter a keelboat. The bustling harbor, filled with the sights and sounds of maritime life, provides a variety of options.
The boatmaster, a stout dwarf with a keen eye for business, appraises the players.
Boatmaster: You want a keelboat? Fine choice. It’ll get you to the shoal safely. It’ll cost you, though. Don’t expect a charity sail.
Alannah’s Company: A Silent Journey
As the players embark on their chosen vessel, Alannah Waveblossom accompanies them on this journey into the heart of the sea. The air is heavy with the scent of salt, and the rhythmic creaking of the boat becomes a backdrop to the shared silence between the adventurers.
Alannah stands at the bow, her gaze fixed on the horizon.
Alannah: She speaks softly. We’re almost there. Brace yourselves. Whatever awaits, I’m grateful for your help.
The Shoal Beckons
The boat cuts through the waves, guided by Alannah’s directions. The small shoal, a dark silhouette against the sunlit sea, emerges on the horizon. The players, now at the threshold of Morwenna’s lair, can feel the weight of destiny upon the gentle rise and fall of the tide.
Whent he boat arrives at the shoal read the following.
As the boat glides toward the shoal, Alannah Waveblossom visibly shudders her expression reflecting a mixture of anxiety and determination. The shoal, a minuscule stretch of rocky terrain, reveals a narrow entrance to a cave that appears half-submerged by the surrounding waters.
Alannah: Her voice carries a note of caution. Careful now. This is it. Morwenna’s lair. The entrance is in the cave there, just under the waterline.
She gestures toward the concealed opening.
Alannah: Merrows and sharks are guarding the cave. Be on your guard. And inside, there are pockets of air throughout the cave. Use them wisely.
Morwenna Lair

Features of Morwenna’s Lair
- Submereged
- The entire dungeon is submerged
- Bioluminescent Illumination:
- The entire dungeon is aglow with the gentle radiance of undersea plants. Their bioluminescent hues cast an ethereal glow, providing dim light throughout the chambers and passageways.
- Submerged Passages:
- The passages wind through the heart of the shoal, their 10-foot width creating a sense of both claustrophobia and strategic maneuverability. The gentle sway of seaweed and the distant murmur of the sea accompany each step.
- Varied Ceiling Heights:
- Ceilings range between 8 and 15 feet in height, creating an uneven topography that adds an element of unpredictability.
- Pocketed Air Chambers:
- Strategically placed throughout the dungeon are chambers where air pockets exist. These pockets offer a brief respite for the adventurers, allowing them to catch their breath before delving deeper into the submerged depths.
- Underwater Foliage:
- Seaweeds, kelp, and other aquatic flora cling to the rocky surfaces, creating an otherworldly landscape within the lair. Some of these plants may conceal hidden passages or provide cover for lurking threats.
Entrance Chamber:
A small air pocket near the entrance provides a brief respite for the players. It allows them to catch their breath and discuss their next steps. Various bones, shells, and remnants of marine life litter the chamber floor. The absence of living creatures is unnerving, given the underwater ecosystem.
Guardian Pool:
As you venture further into Morwenna’s lair, you come upon the Guardian Pool, a vast and mystical underground pool guarded by fierce merrow and sharks. The water shimmers with an unnatural glow, revealing the glint of sharp scales beneath its surface. The guardians, vigilant and territorial, sense your presence and prepare to defend their charge.
As you draw nearer to the Guardian Pool, the waters come alive with sudden movement. Two formidable merrows emerge from the depths, their sinewy forms cutting through the water with deadly precision. Alongside them, two sleek sharks, eyes glinting with predatory intent, circle in anticipation.
Enemies:
- Merrow Warriors (x2):
- Shark Guardians (x2):
Combat Dynamics: The merrow, accustomed to the aquatic environment, engages with both melee and ranged attacks, wielding harpoons with lethal accuracy. The sharks, swift and relentless, move in to deliver powerful bites. The pool’s magical aura enhances the guardians’ abilities, making them formidable adversaries.
Environmental Elements: The pool itself holds mystical properties that may aid or hinder the players based on their decisions. The underwater currents can be manipulated strategically, offering advantages or challenges in combat. The ambient bioluminescence casts shifting shadows, creating moments of obscured vision.
Treasure
- Merrow Valuables:
- Adorned with crude but intriguing jewelry, each merrow possesses a collection of valuable trinkets. Salvaging these items can be traded for gold in the settlements of the Märchenweltgrenze. Each set of valuables is worth 50 gold pieces.
- Aquatic Consumables:
- Hidden within a watertight pouch strapped to one of the merrow, you find a collection of consumables designed for underwater survival.
- Potion of Water Breathing (2): Allows the drinker to breathe underwater for 1 hour.
- Waterproof Scroll (1): Contains a spell scroll that is protected from water damage, allowing its use in aquatic environments.
- Hidden within a watertight pouch strapped to one of the merrow, you find a collection of consumables designed for underwater survival.
Air Pocket Storeroom:
As you enter the Air Pocket Storeroom, you find yourself in a unique chamber where the sea and air coalesce. A pocket of air hovers above, creating a space where you can breathe freely. The room is filled with an array of shelves, laden with peculiar spell components, vials of shimmering liquids, and various charm-making materials. The ambient glow of bioluminescence casts a surreal glow on the gathered treasures.
The Air Pocket Storeroom is a testament to Morwenna’s alchemical pursuits. Shelves line the chamber, laden with spell components gathered from the depths of the sea and exotic materials sourced from both the Feywild and the mortal realm. The room, magically preserved with a pocket of air, allows Morwenna to work comfortably in crafting her mystical creations.
Contents:
- Spell Components:
- An assortment of rare herbs, crystallized seafoam, and ethereal essence collected from the feysea. These components are meticulously organized in jars and pouches, each labeled with symbols denoting their magical properties.
- Charm-making Materials:
- Intricate charms, talismans, and small trinkets crafted from enchanted seashells, merrow scales, and pearls. These materials suggest a focus on charm-making and the manipulation of magical energies.
- Potions:
- Several potions rest on a central table, each corked and sealed to preserve their potency.
- Potion of Invisibility (1): Grants the drinker invisibility for a short duration.
- Potion of Water Walking (2): Allows the drinker to walk on water for a limited time.
- Potion of Resistance (1): Provides resistance to a specific type of damage for an hourz
- Several potions rest on a central table, each corked and sealed to preserve their potency.
The Cave of loss Souls
As you step into the ominous Cave of Lost Souls, the air feels heavy with the weight of countless trapped spirits. The bronze cages hanging from the cavern ceiling contain ethereal, flickering lights—the imprisoned souls of drowned sailors. Standing guard is a formidable merrow shaman, accompanied by a pair of loyal pet sharks. The shaman’s eyes gleam with a malevolent intelligence as it senses your intrusion, ready to defend this macabre chamber.
Enemies:
- Merrow Shaman (CR 5): A spellcasting merrow with command over water and the spirits.
- Pet Sharks (2) (CR 2 each): Loyal companions of the shaman, swift and deadly.
Combat Dynamics: The merrow shaman utilizes its control over water to manipulate the environment, creating obstacles or unleashing water-based attacks. The pet sharks move with uncanny speed, lunging at any perceived threats. The bronze cages, filled with the souls of drowned sailors, are suspended above the fray. If damaged, the spirits within are released, transforming into hostile specters.
Environmental Elements:
- Soul Cages: Bronze cages hang from the cavern ceiling. Damaging them releases the trapped souls, creating additional spectral threats.
- Ethereal Aura: The cave is permeated with an ethereal aura, causing occasional distortions in perception. This may affect attacks and spells, adding an unpredictable element to the encounter.
Magic Item: On the person of the merrow shaman, you find a Coral Crown of Command. This intricately crafted crown enhances the shaman’s control over water and grants it additional command over sea creatures, including its loyal pet sharks.
Seaweed Maze
Navigating through the winding Seaweed Maze, the aquatic foliage thickens, creating an intricate labyrinth of seaweed and rock pillars. The gentle sway of the seaweed obscures hidden dangers, and lurking within are a trio of sharks, their dorsal fins slicing through the greenery.
Enemies:
- Sharks (3) (CR 2 each):
Combat Dynamics: The sharks in the Seaweed Maze use the dense aquatic foliage to their advantage, darting in and out with sudden bursts of speed. The maze itself provides both cover and potential hiding spots for the party, allowing for strategic maneuvers.
Environmental Elements:
- Seaweed Concealment: The seaweed provides both visual cover and opportunities for stealth. Players can use the seaweed for concealment or attempt to create diversions.
Treasure: Amid the seaweed, you discover a hidden compartment containing the spoils of the sharks’ previous victims. The stash includes:
- Gold Coins (50 gp): Salvaged from various underwater explorers who fell prey to the sharks.
- Potion of Healing (2): These potions, miraculously undamaged, offer a rejuvenating effect to the imbiber.
Morwenna’s Workroom:

Entering Morwenna’s Workroom, the air hums with arcane energy. Pulsing red runes trace a magic circle on the floor, emanating an ominous glow. Shelves and tables are cluttered with bizarre magical ingredients, and a cauldron bubbles quietly in the corner. Guarding this arcane sanctum is a solitary merrow, flanked by a few vigilant sharks. The room seems to crackle with hidden power.
Combat Encounter:
As you step further into Morwenna’s Workroom, the merrow guardian, eyes alert to your intrusion, raises its weapon. The sharks glide menacingly through the water, ready to defend their mystical domain.
Enemies:
- Merrow Guardian (CR 3): Wielding a menacing trident, this merrow is well-versed in both melee combat and spellcasting.
- Sharks (2) (CR 2 each): Loyal protectors, these sharks swiftly move to intercept any threats.
Combat Dynamics: The magic circle at the center of the room pulsates with latent power. Every two rounds, it sends out a stunning wave, affecting anyone within its reach. The merrow and sharks coordinate their attacks, taking advantage of the disorientation caused by the magical pulses.
Environmental Elements:
- Magic Circle: A pulsating red rune circle on the floor sends out stunning waves. Players must time their movements carefully to avoid being caught within its effect.
Treasure: Scattered amidst the magical paraphernalia, you find valuable items left unattended by the merrow guardian:
- Gold Coins (100 gp): Assorted coins from various underwater civilizations that fell victim to Morwenna’s machinations.
- Mirror of Scrying: This enchanted mirror allows its user to scry on distant locations.
- Sending Stone (Half): A single stone from a pair of sending stones. Its counterpart may be found elsewhere in the Märchenweltgrenze.
- Potion of Mind Reading (1): A potion that grants the ability to read the surface thoughts of a target.
Morwenna’s Bedchamber:
Intruding into Morwenna’s personal sanctum, you find a bedroom that, despite being submerged, resembles that of any woman of means. A large bed with kelp sheets dominates the room, adorned with maritime-themed decor. A vanity, complete with a sizable mirror, and a wardrobe add an unexpected touch of luxury. On the vanity, you notice an array of cosmetics, jewelry, and trinkets, suggesting a penchant for both beauty and opulence.
Vanity Contents (40 gp worth):
- Cosmetics:
- An assortment of vibrant underwater-friendly cosmetics, including pigments derived from exotic sea plants.
- Jewelry:
- Several pieces of ornate jewelry, are crafted from iridescent shells, coral, and enchanted pearls.
- Trinkets:
- Various trinkets, such as seashell hairpins and mermaid-themed pendants, contribute to the maritime theme.
Where’s Morwenna?
With the dungeon fully explored the players are likely thinking where is Morwenna? If the players search they will find the following clues
Waterproof Notebook and Maps:
Upon further scrutiny of the workroom, the players discover a waterproof notebook hidden beneath a stack of enchanted parchment. Flipping through its pages reveals detailed maps of both the island and the Merfolk kingdom. When overlapped, the maps align to reveal hidden writing, pointing to a small island.
Written Note on Maps: “Shipwreck Isle—Perfect for Watching.”
In addition to the maps, the waterproof notebook provides even more insight. A journal entry from yesterday details Morwenna’s sinister plan, indicating that one final push could spark the war today.
Excerpt from the Journal: “Tomorrow, with one more push, the war will ignite. The stage is set, and the players are in position.”
Alternatively, if the players choose to use the sending stone, Morwenna’s taunting voice echoes through, daring them to come to Shipwreck Isle if they wish to stop her. The challenge is clear, and the urgency to prevent the impending war intensifies. The players now face a critical decision—to confront Morwenna directly or gather more allies before the final showdown.
Returning to the boat
As you return to your boat, a sense of urgency fills the air. The anticipation of confronting Morwenna is disrupted by an unsettling sight—the cockswain lies unconscious, and Alannah is nowhere to be found. The serenity of the underwater world is shattered by the ominous implications of her disappearance.
Upon awakening the boatman, a groggy recounting of events emerges. The boatman reveals that they were ambushed by a fishman during your absence. The attack left him incapacitated, and the details surrounding Alannah’s disappearance remain a mystery.
Shipwreak island

Navigating the treacherous waters, your boat finally docks at Shipwreck Isle. The name rings true as you see remnants of shipwrecks scattered along the rocky shores. A small lighthouse stands sentinel on the highest poinThe Seas Unfold:t, casting an eerie glow across the desolate island. As you disembark, a pair of menacing merrows emerge from the shadows, their predatory eyes fixed on your arrival.
Combat Encounter:
The merrow, guardians of Shipwreck Isle, fixate on you with malicious intent. Their webbed hands clench tridents as they prepare to defend the island against intruders.
Enemies:
- 2 Merrow (CR 3 each)
Combat Dynamics: The merrow, accustomed to the aquatic terrain, swiftly approaches, ready to engage in close-quarters combat. The rocky shores and remnants of shipwrecks provide both obstacles and opportunities during the confrontation.
Environmental Elements:
- The rocky terrain offers potential cover but makes movement challenging.
- The lighthouse’s intermittent flashes cast flickering shadows, creating moments of obscured vision.
Scaling Options:
- Level 6-7: Reduce the merrow’s hit points.
- Level 8-9: Add 1 additional merrow to the encounter.
- Adjust the merrow’s abilities and damage output based on the party’s level
The lighthouse
As you ascend the rocky ledge, the modest silhouette of the very small lighthouse comes into view. Perched 25 feet above the shore, the structure seems dwarfed by the towering rocks that surround it. The lighthouse consists of two key components—a sturdy stone cabin, likely the abode of the lighthouse keeper, and a compact building crowned by the luminous beacon. The stone cabin, weathered by the relentless sea spray, stands resilient against the coastal elements. Its small windows hint at a humble interior, sheltering the solitude of the keeper amidst the clamor of crashing waves. Adjacent to the cabin, the compact building with the beacon perches atop, a sentinel against the darkness of the night. As you approach, the intermittent sweep of the lighthouse beam casts shadows on the rocky terrain, creating an eerie dance of light and darkness. The very small lighthouse, though unassuming in size, holds the promise of revelations and challenges as you prepare to ascend and uncover the mysteries that await within.
If the players are quiet the players hear the following
“Ah, my dear Alannah, you thought you could escape the web I wove around you. Such sweet, delicate threads, bind you to a destiny of my design. Your every move, every breath, an exquisite dance within my symphony of chaos. Do you feel the weight of the choices you made, my lovely siren? The path you walked, paved with the echoes of broken promises and submerged in the tears of betrayal.”
The voice pauses, a moment pregnant with the satisfaction of a predator toying with its prey.
“And now, your compatriots arrive, their feeble attempts to thwart my grand performance. How endearing. They stumble through the darkness, unknowingly dancing to the tune of my orchestration. Can you hear the crescendo, my sweet Alannah? The symphony of war, a cacophony that will reverberate through land and sea, leaving naught but despair in its wake.”
The voice takes on a mocking cadence as if reveling in the impending chaos.
“Powerless, you watch as the threads tighten, weaving a tapestry of tragedy. Your dreams of unity shattered like glass, each shard reflecting the fractures in your feeble bonds. Soon, the world will witness the masterpiece I’ve orchestrated—a canvas painted with the discordant strokes of war, fueled by the insecurities and fears of both land and sea.”
A sultry laugh echoes through the lighthouse tower, the embodiment of a malevolent force reveling in the impending chaos.
“So, my dear Alannah, dance to the rhythm of inevitability. Embrace the darkness that envelops you, for you are but a puppet in my grand performance, a pawn in the game of fates. And as your friends ascend to this forsaken tower, let them witness the climax of their futile endeavors—the birth of an eternal night, draped in the shadows of their shattered hopes.”
Morwenna appears as a full-figured woman with long flowing black hair in a skimpy black dress. She is using her staff to force a bound and gaged Alannah to meet her gaze as she leans against the lighthouse wall. With a sultry voice that cuts through the sound of crashing waves, Morwenna extends an invitation laced with dark charm. “Why resist, dear adventurers? Join me in reshaping the fate of land and sea. Embrace the power I offer, and together, we can revel in the beauty of chaos. Abandon futile notions of unity and become architects of a new world order.”
Battle Map: The encounter unfolds at the edge of a cliff overlooking the jagged coastline below. The lighthouse tower and Alannah are to one side, while the vast expanse of the feysea stretches beyond. The cliff edge is perilous, with a 30-foot drop to the rocks below.
Terrain Features:
- Cliff Edge: The cliff edge poses a potential hazard. A successful shove or certain spells could send combatants over the edge, dealing falling damage.
Morwenna’s Tactics:
- Morwenna will use her seductive charm to attempt to persuade the players to join her side.
- If unsuccessful, Morwenna will initiate combat, utilizing spells and her staff to control the battlefield.
- She will strategically position herself near the cliff edge to exploit it against the players.
- Morwenna may attempt to push or lure players toward the cliff during the fight.
Alannah’s Presence:
- Alannah, though bound and gagged, is conscious and aware. The players may attempt to free her during the battle, potentially gaining an ally.
Read the the following when the fight ends
As the final echoes of battle subside, Morwenna Darktide crumples to the ground, defeated and bereft of her enchanting allure. In that moment, the magical binds that held Alannah Waveblossom captive begin to unravel. With a shimmering glow, Alannah undergoes a profound transformation. The once-bound elf girl’s form twists and contorts, her dress stretching and reshaping into shimmering scales. In an instant, her legs fuse together, and a magnificent mermaid tail emerges, elegantly adorned with hues of iridescent blue and green. Muffled sounds escape her lips, the plea for freedom and release evident in her expressive eyes.
It takes a few minutes to remove Alannah’s bounds. She franticly trying to tell the players something which makes the untying process a little more complex. When the gag is removed read the following
“It’s terrible,” Alannah gasps, her voice muffled by the lingering discomfort of the gag. “Morwenna played them like puppets. She told Prince Lorcan that I was taken by the merfolk, and then she went to my mother, appearing as a merfolk soldier, saying your King kidnapped me. The deception fueled the flames of war between the kingdoms. She said the battle will unfold near those rocks.”
Alannah points with her slender, webbed fingers toward the protruding rocks on the horizon, their jagged outlines threatening to become the stage for a tragic conflict. A plan forms in Alannah’s mind, a desperate bid to avert the impending catastrophe.
“We can’t let it happen. I have a plan, but I need your help. We must stop the battle before it begins. Follow me, and together, we can weave a different fate for Märchenweltgrenze.”
A Song Between two Amries

As Alannah positions herself on a prominent rock, nestled precisely between the looming forces of the two armies, she looks toward the players with a mix of determination and vulnerability in her eyes. She takes a deep breath, her melodic voice resonating in the air as she begins to sing, the songs sad, of unrequited love, of war, the loss of youth, and the loss of loved ones. Start the final battle playlist and read the following
Alannah Waveblossom leads you to a solitary rock jutting from the surface of the feysea, strategically positioned between the impending clash of two armies. With a graceful motion, she gestures for you to be seated, the urgency of the moment etched across her mermaid features.
“Here, on the cusp of chaos, we make our stand. The armies approach, blinded by fury, but we wield a power stronger than steel or magic—the power of music, of unity. Please, keep them at bay. Let my song weave a tapestry of peace amidst the turmoil. The fate of Märchenweltgrenze rests on this melody.”
The players find themselves on the solitary rock as the armies of Isle Líorghlan and Ríomh Mara converge on the battlefield. Alannah, her mermaid tail gracefully draped over the rock’s edge, begins to sing, her voice carrying the enchanting magic of the feysea. The players must now face the challenge of preventing the two armies from clashing while Alannah’s song works its magic.
Enemy Forces:
- 6 Squads of Soldiers on each side (Total of 12 Squads)
- Soldiers: Stat block for standard infantry
Objective:
- The players must prevent any direct contact between the soldiers of Isle Líorghlan and Ríomh Mara for at least 8 rounds.
- Alternatively, the players can attempt to fight and defeat the overwhelming number of soldiers.
Alannah’s Song:
- Alannah’s song has a charming effect, causing soldiers who hear it to be momentarily entranced.
- Soldiers charmed by Alannah will not engage in combat but will be susceptible to breaking the charm if attacked.
Rocky Terrain:
- The rocky terrain provides some cover and a strategic advantage for the players.
- The players can use the terrain to block soldiers’ paths and create barriers.
Victory Conditions:
- Prevent direct contact between the armies for 8 rounds.
- Charm all soldiers on both sides using the combined effects of Alannah’s voice and the Siren’s Necklace.
Suddenly, Prince Lorcan and Queen Maevra, drawn by the ethereal sounds, rush forward from their respective armies. Queen Maevra, overwhelmed with joy and concern, reaches Alannah first. In a moment of sheer motherly instinct, she envelops her daughter in a tight embrace, her royal demeanor momentarily eclipsed by a cascade of maternal affection.”Oh, my baby! I was so worried,” she exclaims, her voice a mix of relief and overprotectiveness. The queen’s eyes shimmer with tears as she holds Alannah close, oblivious to the watching armies. Prince Lorcan, standing nearby, gazes at Alannah with a blend of astonishment and realization. The revelation that she was a mermaid all along washes over him, and he struggles to articulate his feelings. “I… I had no idea,” he stammers, a mix of surprise and uncertainty in his eyes. Alannah, still wrapped in her mother’s embrace, looks sheepishly toward Prince Lorcan. “I’m sorry, Lorcan. I’m sorry to you too, Mother. I ran off and caused trouble because of Morwenna’s influence. I didn’t mean for any of this to happen.” Alannah with a mix of confusion and vulnerability asks Lorcan “Do you… do you still love me, even though you lied to me?” she asks, her voice tentative.
Conclusion
King Oisín Stormcrown, overjoyed at the resolution, collaborates with Queen Maevra to mend the bonds between their kingdoms. The fey and merfolk, once entangled in discord, now work together to rebuild what was lost. Within a couple of days, the island returns to its peaceful state. King Oisín and Queen Maevra, with gratitude in their hearts, encourage the blossoming relationship between their children. Prince Lorcan and Princess Alannah, once caught in the web of deception, now find solace in each other’s company. The next time the players encounter the young couple, they witness them cuddling on the beach, the serenade of Alannah’s sweet voice filling the air.
If the players pursued their quest under the banner of King Frederick of Bergherz (using plot hook 1), King Oisín gladly bends the knee, recognizing the virtues of the players and the kingdom they represent. Líorghlan becomes part of Bergherz.
If the players embarked on this journey with a neutral stance (using plot hook 2), King Oisín honors his promise, paying the agreed-upon amount and assuring the players a haven within his domain whenever they might need it.
If the players were guided by intrigue and mystery (using plot hook 3), Queen Maevra gifts the players a collection of pearls, shells, and corals as a token of gratitude, collectively worth 300 gold pieces. Princess Alannah, with a bittersweet smile, hands over her Necklace of the Siren and some additional jewelry, totaling around 50 gold pieces. She shares a heartfelt request — the desire for legs. Alannah dreams of dancing with Prince Lorcan, and she entrusts the players to seek a way to grant her this wish.
Appendix
Magic item
Mirror of Scrying
Very Rare (requires attunement)
The Mirror of Scrying is a finely crafted looking glass adorned with intricate silver and gold filigree. It possesses the ability to reveal distant scenes and occurrences, providing its attuned user with a potent scrying tool.
Properties:
- Scry:
- The mirror can be used to cast the scry spell (as per the spell description) at will.
- The user must know the true name of the target to scry on them.
- The spell’s range is extended to 10 miles, but it captures only visual images, not sounds.
- Limitations:
- The mirror can be used to scry a total of three times per day.
- After reaching its daily limit, the mirror requires a long rest to regain its magical charge.
Staff of the Wavecaller:
Very Rare (requires attunement by a spellcaster)
The Staff of the Wavecaller is a masterfully crafted magical staff imbued with the essence of the mighty ocean itself. Fashioned from enchanted coral and adorned with shimmering sea gems, this staff grants its wielder dominion over the aquatic forces.
Properties:
- Wavecaller’s Authority:
- The attuned wielder gains proficiency in the Athletics skill if they do not already have it.
- Advantage on checks related to swimming and navigating rough waters.
- Aquatic Command:
- The wielder can cast Control Water (as per the spell) once per day without expending a spell slot.
- Tidal Surge:
- As an action, the wielder can summon a mighty tidal wave to crash upon their foes. This ability can be used once per long rest.
- All creatures within a 30-foot cone must make a Dexterity saving throw (DC 16). On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.
- Abyssal Resonance:
- The wielder can use an action to attune their senses to the ocean’s depths.
- Gain blindsight with a range of 60 feet while underwater for 10 minutes.
Monsters
Fey Warlock
Medium fey, neutral evil
Armor Class 12 (mage armor) Hit Points 58 (9d8 + 18) Speed 30 ft.
STR 10 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 18 (+4)
Skills Deception +6, Arcana +5 Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Sylvan
Challenge 4 (1,100 XP)
Spellcasting. The fey warlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The fey warlock has the following warlock spells prepared:
- Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion
- 1st level (4 slots): Charm Person, Hex, Sleep
- 2nd level (3 slots): Hold Person, Invisibility
- 3rd level (2 slots): Counterspell, Hypnotic Pattern
Eldritch Blast. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (1d10 + 4) force damage.
Merrow

Medium humanoid (merrow), neutral evil
Armor Class 13 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft., swim 40 ft.
STR 16 (+3)
DEX 12 (+1)
CON 13 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 8 (-1)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Aquan
Challenge 3 (700 XP)
Hold Breath. The merrow can hold its breath for 15 minutes.
Amphibious. The merrow can breathe air and water.
Innate Spellcasting (1/Day). The merrow can cast Water Walk at will and Control Water once per day without requiring concentration.
Soul Cage. The merrow carries a magical cage that can hold up to three souls. When a creature dies within 30 feet of the merrow, it can use a reaction to trap the soul in the cage. The merrow can use a trapped soul to cast spells.
Actions
Multiattack. The merrow makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage.
Soul Magic. The merrow can cast Chill Touch using a trapped soul, using its Wisdom for the spellcasting ability. If all three souls are used, the merrow must replenish them before using this feature again.
Morwenna Darktide – Fey Sea Witch
Medium fey, neutral evil
Armor Class 16 (Mage Armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft., swim 60 ft.
STR 12 (+1) DEX 16 (+3) CON 16 (+3) INT 18 (+4) WIS 14 (+2) CHA 20 (+5)
Skills Arcana +8, Deception +9, Persuasion +9
Damage Resistances Cold
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Aquan, Sylvan
Challenge 10 (5,900 XP)
Innate Spellcasting. Morwenna’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
- At will: Mage Hand, Minor Illusion, Prestidigitation
- 3/day each: Charm Person, Fog Cloud, Water Walk
- 1/day each: Control Water, Dominate Person, Water Breathing
Legendary Resistance (3/Day). If Morwenna fails a saving throw, she can choose to succeed instead.
Spellcasting. Morwenna is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She has the following spells prepared:
- Cantrips (at will): Mage Hand, Ray of Frost, Shocking Grasp, Message
- 1st level (4 slots): Mage Armor, Shield, Witch Bolt
- 2nd level (3 slots): Mirror Image, Misty Step, Ray of Enfeeblement
- 3rd level (3 slots): Counterspell, Lightning Bolt, Water Walk
- 4th level (3 slots): Dimension Door, Ice Storm
- 5th level (2 slots): Cone of Cold, Teleportation Circle
Staff of the Wave Caller. Morwenna wields a magical trident as her focus. It functions as a +2 trident and allows her to cast the spell Control Water at will. Additionally, it has 4 charges. Morwenna can use an action to expend 1 or more of its charges to cast one of the following spells from it:
- Control Water (1 charge)
- Tidal Wave (2 charges)
- Giant Insect (3 charges, water-related creatures only)
The staff regains 1d4 expended charges daily at dawn.
Legendary Actions. Morwenna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Morwenna regains spent legendary actions at the start of her turn.
- Cantrip. Morwenna casts a cantrip.
- Wave Burst (Costs 2 Actions). Morwenna targets a creature within 60 feet of her with a burst of magical energy. The target must succeed on a DC 17 Strength saving throw or be pushed 10 feet away from Morwenna and knocked prone.
- Teleport (Costs 3 Actions). Morwenna magically teleports to an unoccupied space she can see within 30 feet.
Redcapped Hobgoblin
Medium fey, chaotic evil
Armor Class 15 (studded leather) Hit Points 55 (10d8 + 10) Speed 30 ft.
STR 16 (+3)
DEX 14 (+2)
CON 12 (+1)
INT 10 (+0)
WIS 10 (+0)
CHA 8 (-1)
Skills Athletics +5, Stealth +4 Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin, Sylvan
Challenge 3 (700 XP)
Nimble Escape. The hobgoblin can take the Disengage or Hide action as a bonus action on each of its turns.
Bloodlust. If the hobgoblin reduces a creature to 0 hit points or scores a critical hit, it gains a bonus to its next melee weapon damage roll equal to its proficiency bonus.
Actions
- Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 3) slashing damage.
Reactions
- Blood Frenzy. When the hobgoblin takes damage in combat or witnesses a creature it can see being harmed, it enters a frenzied state until the end of its next turn. During this time, it gains advantage on attack rolls and deals an extra 7 (2d6) damage when it hits with a melee attack.
Ríomh Mara Merfolk Squad:
- Soldiers: Merfolk (Monster Manual)
- HP: 11 (2d8 + 2)
- AC: 12 (Natural Armor)
- Attack: Spear, +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Traits: Aquatic — The merfolk can breathe underwater and move through water without impediment.
- Special: None
Music selection
Taven music
- Women of Ireland by Derek Bell
- Give Me Your Hand various artist can work here
- The Last Rose of Summer various artist can work here
Merrow attack
- Siúil A Rún by Moya Brennan
- Mna Na hEireann by Kate Bush
Final battle
- The Foggy Dew by the Sinéad O’Connor & The Chieftains
- Wild Mountain Thyme – Sarah Calderwood
- Níl Sé’n Lá – Clannad
- She moved trough the fair – there are multiple version of the song that will work
- May Morning Dew – Siobhan Miller (although I have to admit the The Chieftains version is superior)
Ships
Armed Sloop “Tide”
Gargantuan vehicle (sailing ship)
Armor Class: 15 (natural armor)
Hit Points: 400 (32d12 + 192)
Speed: 60 ft. (sails); 20 ft. (rowing)
Crew and Passengers: 40 (20 sailors, 10 marines, 10 passengers)
Cargo Capacity: 100 tons
Statistics:
- Strength: 20 (+5)
- Dexterity: 15 (+2)
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Damage Threshold: 20
Siege Weapons: Fore Ballista (range 480 ft., 3d10 piercing damage), Aft Ballista (range 480 ft., 3d10 piercing damage)
Ramming Damage: 4d10 bludgeoning damage
Actions:
- Crewed Siege Weapons: The sloop can fire its ballistas as an action, requiring a proficient crew to operate them.
- Ramming Speed: The sloop can attempt to ram a target within 60 feet. Both the sloop and the target must succeed on a DC 15 Dexterity saving throw or take 4d10 bludgeoning damage. On a successful save, the target takes half damage.
Traits:
- Sailing Ship: The Tide requires a crew of at least 20 sailors to function properly. It can carry up to 40 crew members and passengers.
- Maneuverable: The Tide can make a 90-degree turn without needing to make a Dexterity saving throw.
Description: The Tide is a swift and well-armed sloop designed for naval warfare. With two powerful ballistae mounted at the fore and aft, it’s capable of delivering devastating ranged attacks. Its reinforced hull and skilled crew make it a formidable force on the high seas. In the hands of a competent captain, the Tide is a symbol of naval strength and authority.

