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Evil from the Deeps

A Dungeon Crawl Adventure For Shadowdark RPG

By Samuel WrightPublished 12 months ago 16 min read
Evil from the Deeps
Photo by Alonso Reyes on Unsplash

The fishing village of Hillshire has been tormented by pirates hiding in caves nearby for decades. The pirates have looted the village, stealing horses, food, and money from homes. They even dared to desecrate the temple at the centre of the village, stealing idols of the gods of the sea. In the past, the villagers have always been able to fight off the petty raids and get back some of what was stolen from the raiders. But now they had done something unthinkable, using strange magic to lure away what the villagers valued the most, their children. The villagers are afraid to assault the caves, fearing that the pirates will murder their hostages. The parents of a score of lost children have put out a call for heroes to raid the caves along the coast and rescue the captives. The weeping parents have little gold, but will offer whatever they have to get their precious children back, and promise that the heroes will find plenty of loot in the lair of the pirates. The villagers have also drawn pictures of their lost children so they can be recognised and will show them to anyone who offers to help find them.

General features

History: These caves were originally dug out by pirates hiding from the law. For a while, a cult of dragon worshipers dwelled here before moving to a different cave complex. Now various bands of pirates and raiders have taken it over again, working together to periodically raid the nearby villages, stealing food, treasure, and livestock.

Size: Small (39x39)

Walls: Natural Stone (DC 12 to climb)

Floor: Smooth Stone

Temperature: Cool

Illumination: Dark (individual creatures may carry lights).

Doors: Entrances marked with a (D) are heavy wooden doors locked with a bar. Secret doors are marked on the map with an (SD) and are sliding slabs of stone opened by hidden latches.

Exits: These are marked with an E on the map.

Wandering Monsters

1d6

1 1 x Creeping Darkness, Swarm: A mass of large, venomous spiders that radiate an aura of darkness, the creeping darkness is often followed by other monsters that hide in its aura. Multiple swarms sometimes carpet an area of up to near size in a blanket of pitch black darkness. AC 13, HP 13, ATK 2 bite +4 (1d4 + poison), MV near (climb), S -1, D +4, C +0, I -1, W +2, Ch -3, AL N, LV 3

Aura of Darkness. The creeping darkness radiates an aura of inky black darkness out to close range that normal sight cannot penetrate.

Poison. DC 12 CON or paralyzed 1d6 rounds.

If this wandering monster is selected, roll 1d6. On a roll of 4-6 there is a second wandering monster hiding behind the swarm’s aura of darkness.

2 3 x Bandits: Hard-bitten rogues in tattered leathers and a hooded cloak. AC 13 (leather + shield), HP 4, ATK 1 club +1 (1d4) or 1 short bow (far) +0 (1d4), MV near, S +1, D +0, C +0, I -1, W +0, Ch -1, AL C, LV 1

Ambush. Deal an extra die of damage when undetected.

These raiders from a horse-tribe trade with the pirates and are often found hunting nearby. Their main aim is to steal any steeds they find.

3 3 x ORCS: A tusked, tall humanoid with grey skin and pointed ears. AC 15 (chainmail + shield), HP 4, ATK 1 great-axe +2 (1d8), MV near, S +2, D +0, C +0, I -1, W +0, Ch -1, AL C, LV 1

Rage. 1/day, immune to morale checks, +1d4 damage (3 rounds).

These orcs are on patrol looking for people they can kidnap and hold for ransom. They will kill and eat anyone they capture who is too badly wounded to be sold.

4 4 x THUG: A bruised and boorish ruffian. AC 13 (leather + shield), HP 4, ATK 1 shortsword +1 (1d6), MV near, S +1, D +0, C +0, I -1, W +1, Ch -1, AL C, LV 1

Ordinary street toughs who have sided with the pirates, these ruffians mostly hang around the caves getting drunk and squabbling over dice games, but will attack anyone they do not know on sight.

5 3 x SAHUAGIN: Humanoids with sea-green skin, webbed limbs, and shark teeth. Vicious hunters. AC 14 (leather + shield), HP 9, ATK 2 trident (near) +1 (1d6), MV near (swim), S +1, D +1, C +0, I -1, W +0, Ch -1, AL C, LV 2

Half-Amphibious. Must be submerged in water every 4 hours or suffocate.

Servants of the hag summoned from deep under the seas hunting for children to kidnap for its evil mistress. Human flesh is their favourite food.

6 3 x PIRATES: Seafaring scoundrels who live to steal and hoard treasure. AC 12 (leather), HP 4, ATK 1 cutlass +1 (1d6) or 1 dagger (close/ near) +1 (1d4), MV near, S +1, D +1, C +0, I +0, W +0, Ch +0, AL C, LV 1

Pirates use these caves to hide from the law, store their treasure, and trade in contraband. They walk to the shore nearby to fish and hide their small rowboats in the caves. Their ships are anchored nearby off the coast, just out of sight.

Room 1

Room Features: Entered from the beach at E1, this large, downward sloping room appears mostly empty. It has musty air and mossy walls. The floor is slightly muddy. Animal bones litter the floor, the signs of long ago activities by various animals, maybe bears or wolves. The cold ashes and charred logs of a dead campfire, surrounded by small stones and used up long ago, sit in the middle of the room. A rowboat big enough for four people sits in one corner of the cave. A dead seaman in a tattered uniform lies on the ground near the boat, his blood soaking the ground beneath him. His body is still warm, with several arrows piercing it.

Monster: 4 PIRATES Seafaring scoundrels who live to steal and hoard loot. AC 12 (leather), HP 4, ATK 1 cutlass +1 (1d6) or 1 dagger (close/ near) +1 (1d4) or Crossbow +1 (1d6), MV near, S +1, D +1, C +0, I +0, W +0, Ch +0, AL C, LV 1

Treasure: Mithril locket with a painting of a halfling (20 gp), +1 magic dagger (moon motif and silvered. Benefit. Has thrown property (pg. 37), near distance, returns to you, 200 gp value.)

The locket is sewn into the dead seaman’s coat collar. The dagger is hidden in his boot.

Traps: The ceiling conceals a pair of murder holes within near distance of the entrance where pirate guards are waiting to shoot arrows down on anyone who lingers in the chamber too long. Attacks by weapon or spell against the guards inside the murder holes are at disadvantage due to their cover.

Room 2

Room Features: Another dank cave, but this chamber has bas reliefs carved on the walls depicting battles between strange, alien giants and gods. The corpse of a warrior in rotting leather armour lies in the middle of the room. His body is covered in thick strands of spider silk and looks like it has been drained of fluids. Animal bones and other trash litters the room. The tunnel connecting rooms 2-4 is muddy and floods with knee-deep water during high tides. Roll 1d6, on a 4-6 the area is flooded.

Monster: 4 x CAVE REAPER SPIDERS A giant spider that has adopted camouflage for hiding in caves, the cave reaper looks like a large stalactite or stalagmite, and can usually be found clinging to the ceiling of a cave. They do not build webs, but can repel down from cave ceilings on their silk threads to attack victims from above. AC 13, HP 13, ATK 1 bite +3 (1d4 + poison), MV near (climb), S +2, D +4, C +0, I -1, W +1, Ch -2, AL N, LV 3

Poison. DC 12 CON or paralyzed 1d4 hours.

The spiders hang from the ceiling near the centre of the room while they wait for prey to wander into the cave. The pirates check this area every few days to see if the spiders have left a victim behind so they can loot the body. They sometimes leave a farm animal here to feed the spiders.

PIRANHA, SWARM

A school of flat, silvery fish with vicious fangs. AC 12, HP 13, ATK 2 bite +2 (1d6), MV near (swim), S -2, D +2, C +0, I-3, W +0, Ch -3, AL N, LV 3

Savage. ADV on attacks against creatures below half their HP.

These vicious little fish swim in the muddy water that floods the tunnel connecting rooms 2-4, coming up from a fissure that connects to the sea during high tides. During low tides they return to the sea. The pirates and other users of these caves avoid the area when the swarm comes up.

Treasure: Simple, well-made bastard sword (10 gp) covered in blood, below where the cave reapers are hanging from the ceiling, next to the dead warrior. Cracked emerald (60 gp) and a mithril locket with a painting of a little girl(20 gp) are hidden in the dead warrior’s boot.

Room 3

Room Features: This is the main chamber where the pirates camp. Someone long ago carved "The Forest Miscreants looted this place" into the west wall, and a pile of fishing nets and rods sits below this graffiti.

Monsters: 2d4 X Pirates Seafaring scoundrels who live to steal and hoard treasure. AC 12 (leather), HP 4, ATK 1 cutlass +1 (1d6) or 1 dagger (close/ near) +1 (1d4), MV near, S +1, D +1, C +0, I +0, W +0, Ch +0, AL C, LV 1

Pirates are in and out of this room all the time. There is always one minding a campfire and another guarding the room.

1d4 X Bandits Hard-bitten rogues in tattered leathers and a hooded cloak. AC 13 (leather + shield), HP 4, ATK 1 club +1 (1d4) or 1 shortbow (far) +0 (1d4), MV near, S +1, D +0, C +0, I -1, W +0, Ch -1, AL C, LV 1

Ambush. Deal an extra die of damage when undetected.

A few highway bandits tend to hang out here, cleaning their saddles and tack and helping guard the caves.

Treasure: Two finely forged dwarven shields (20 gp), jade-and-gold scarab pin (20 gp), mithril shield etched with soaring dragons (40 gp), 10 cp in a greasy pouch, 60 sp in a rotten boot, Egg of the Cockatrice (a blue, hard egg as big as a coconut and heavy as a stone. Benefit. Once per week, you can speak a command word that causes a cockatrice to hatch and follow your commands for 5 rounds before flying away. The egg repairs itself over one week.)

This is the unsold loot the pirates have collected recently. It is all hidden in a large wooden chest buried near the campfire. Checking for past digging will reveal its location.

Traps: 1. In a corner near one entrance to the room is a hauntingly beautiful statue of a smiling sea goddess. This beautiful figure is so exquisitely formed that it almost looks alive. The statue has her arms open wide as if to offer an embrace. Close inspection reveals tiny venomous thorns on her body. Anyone foolish enough to embrace the figure must make a DC 12 Con check or be paralyzed and fall backwards onto the floor, stiff as a block of wood for 2d6 minutes.

The pirates and bandits sometimes dare each other to hug and kiss the statue then make wagers on how long the paralysis will last. There is graffiti on the wall next to it with dates and times and names of various records written in a crude dialect of Diabolic taught to them by the sea hag.

2. Above the other entrance to the room, hidden in the dark shadows of the ceiling, over 40’ high, is a tarp covered in venomous spines. If a pressure plate on the floor is tripped, it will drop, covering a Close are in front of the entrance. Anyone covered by the tarp must make a DC 12 Con check or be put to sleep by the venom in the spines. Sleepers left alone will awake in 1d6 hours.

Room 4

Room Features: This room appears mostly empty except for a large pit in the centre where the kidnapped children have been tied up and sit on the floor crying. The pit is over 10’ deep and muddy. A number of bodies can be seen at the bottom, possibly dead children, partially sunken into the mud. A small shrine in one corner of the chamber has an idol and black candles. Examination shows it is dedicated to Shune and small animals have been left as offerings here.

Monster: 1 x TROLL Green, lanky giants with warty skin and territorial rage. Lair in deep forests and swamps. AC 12, HP 24, ATK 2 claw +4 (1d6) and 1 bite +4 (1d10), MV near, S +3, D +2, C +2, I -1, W +0, Ch -1, AL C, LV 5

Regenerate. Regains 2d6 HP on its turn unless its wounds are cauterised with fire or acid.

This troll is sitting on a rock guarding the pit in the middle of the room where the kidnapped children are being held. Once a day he brings some bread and dead animals to toss in the pit for the children to feed on. If attacked he will blow a ram's horn hanging from his neck to summon help before attacking.

10+2d4 x Demon Children Enchanted and tormented by the evil sea hag, these children have been turned into bloodthirsty psychopaths, raw adrenalin and demonic cruelty fueling their vicious attacks. Skilled liars and cunning murderers, they only pretend to be sweet, helpless children until they are alone with a potential victim. AC 10 (clothed in rags), HP 5, ATK 1 club or dagger +2 (1d4), MV near, S +2, D +2, C +1, I -1, W -4, Ch +2, AL C, LV 1

Mob. Deal +1 damage in melee when beside an ally.

Execute. Deals x3 damage against surprised targets.

These are the kidnapped children from the village. They appear to be tied up and crying, wearing rags, and look starved. They will beg to be released and taken home, telling about the terrible green witch who kidnapped them. In reality, they have been turned to evil by the sea hag’s enchantments and brainwashing. They have even murdered and eaten some of their own when they were not fed on time. They can only be controlled or reasoned with by the sea hag. They will follow her every command and die to defend her. They are hopelessly psychotic. Only by somehow dispelling the possession of the sea hag or killing her will they be returned to normal. In the mean time, they aim murder their rescuers then return to their village and murder their parents. They will use trickery, deceit, and sheer numbers to separate then overwhelm and assassinate each person sent to their aid.

Treasure: Obsidian statuette of Shune the Vile (15 gp), fragment of a sapphire (30 gp), a light, warm cloak woven of spider silk (25 gp). The idol is at the centre of the small shrine to Shune. The fragment of sapphire is hidden under a black candle on the shrine. The cloak is being worn by the troll guarding the children.

Traps: There is a javelin trap aimed at the door that can be triggered by a hidden switch inside the cave. It does 2d8 damage on a hit. The javelin has left splintered dents in the door leading to the flooded tunnel connecting to Exit 3. The troll will set it off if the door is knocked down.

Room 5

Room Features: Most of this room is taken up by a large pool of brackish water. Nothing more than a foot deep can be seen through the murky water. At the far side from the entrance, an underground river leads to the sea. The rest of the room is the home of the pirate captain and his lover, a beautiful peasant girl with golden hair. They sleep on piles of silk pillows and fine furs under a red velvet tent that always smells of perfume and incense.

Monsters: 6 X Pirates Seafaring scoundrels who live to steal and hoard treasure. AC 12 (leather), HP 4, ATK 1 cutlass +1 (1d6) or 1 dagger (close/ near) +1 (1d4), MV near, S +1, D +1, C +0, I +0, W +0, Ch +0, AL C, LV 1

These pirates stand guard over the captain and his lover. At the first sign of trouble they sound the alarm for more pirates to come. They sleep on pallets near the entrances.

2d4 x Sahuagin Humanoids with sea-green skin, webbed limbs, and shark teeth. Vicious hunters. AC 14 (leather + shield), HP 9, ATK 2 trident (near) +1 (1d6), MV near (swim), S +1, D +1, C +0, I -1, W +0, Ch -1, AL C, LV 2

Half-Amphibious. Must be submerged in water every 4 hours or suffocate.

These sea devils come up from the sea via the underground pond to serve the hag, Rialzonne. They bring up fish and pearls and other loot they find in the sea as tribute to the sea witch.

2x Death Kelp Aquatic plants with a taste for meat. They live in tide pools and along coasts, just under the surface of the water, waiting for creatures to swim by or fall in the water, sinking roots into any prey they manage to kill. AC 14, HP 31, ATK 4 tendrils (double near) +4 (1d8 + grab + toxin), MV none (rooted). S +3, D +2, C +4, I -3, W +2, Ch +0, AL N, LV 6

Grab. DC 15 STR or target trapped in tendril. Tendril auto-hits target next round. DC 15 STR on turn to break free.

Pull. In place of a tendril attack, pull a grabbed target a near distance. Targets pulled into water may be subject to drowning.

Tendrils. Four total. AC 15 each. Dealing 3+ damage to a tendril will sever it.

Strangle. Deals x2 damage against surprised creatures.

Toxin. DC 12 CON or unconscious for 1d4 rounds.

The death kelps have learned not to attack water leapers because these aggressive fish help them capture prey.

1d6 x Water Leapers This 3 foot long fish has a body shaped like a frog’s, but with a long tail instead of hind legs and long fins like a flying fish instead of forelegs. They have a wide mouth full of shop teeth and are notorious for knocking fishermen off their boats and into the water. AC 13, HP 4, ATK 1 bite +1 (1d4) + knock or 1 shriek, MV double near (swim), S +1, D +3, C +0, I -3, W +1, Ch -3, AL N, LV 1

Knock. DC 9 STR or be pushed a close distance and fall down.

Shriek. All creatures within near range make DC 9 CON check or cannot attack for 1 round.

These vicious fish will leap at creatures near the edge of the water to knock them into the water where the water leapers can devour them.

1 x HAG, SEA A green, sunken-faced woman. Seaweed hair and oozing flesh. AC 15, HP 28, ATK 2 claw +4 (1d8), MV near (swim), S +2, D +3, C +1, I +1, W +2, Ch +2, AL C, LV 6

Shapechange. Instantly change to look like any other humanoid.

Terrify. A creature who first sees her true form DC 15 CHA or DISADV on attacks 1d4 rounds.

This evil creature, Rialzonne the Cunning, is the reason for the disappearance of the village’s children. She patrols the caves and nearby shoreline looking for children to lure to her underground lair. When not in her lair she is disguised as a beautiful, young peasant girl.

Pirate Captain The veteran seaman and commander of a pirate ship. AC 12 (leather), HP 17, ATK 2 cutlass +3 (1d6) and 1 dagger (close/ near) +1 (1d4) or , MV near, S +1, D +2, C +1, I +1, W +0, Ch +2, AL C, LV 4

Able Seaman. Landlubbers (non-Pirates) have disadvantage when attacking the pirate captain on a ship that is not docked. The pirate captain may use the cutlass or short sword as a finesse weapon.

The leader of the pirates, Captain Endric, has been seduced by the hag in her disguise as a beautiful peasant girl and is making his crew serve her. Corrupted by her influence, he sees nothing wrong with kidnapping children or hiring monsters as guards. He does not seem to recognise how evil the children have become under her tutelage.

Treasure: Longsword with a fiery pearl set in the pommel (50 gp), Large, green scarab encased in amber (75 gp), two lustrous pearls (40 gp each), a mahogany pipe with ivory inlay (25 gp) , the Horn of the Hag (A magical pipe of blackened silver covered in runes. Benefit. Once per day, you can play this instrument to summon 4d6 children. The children will follow and obey you so long as you keep playing. As soon as you stop playing they will attempt to flee), Crystal Ball (a flawless glass orb with roiling images swirling inside it. Benefit. Only wizards can use a Crystal Ball. You can use it to cast the scrying spell (pg. 70). If you fail the spellcasting check to cast scrying, the Crystal Ball ceases to function for a day.)

Traps: The two secret doors leading to this area are both trapped. Each one has a scything blade triggered when the door is slid open that swings down on a pendulum arm from a slot in the ceiling above the door. Anyone struck by the blade takes 3d10 hp of damage.

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About the Creator

Samuel Wright

I am a writer & tarot card reader in Oregon, TTRPG fan, love all types of sci-fi/fantasy books, movies, games, & read voraciously. All Hail Our Lady Of Darkness The Queen Of Shadows, Kelsey Dionne! Shadowdark Forever!

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Comments (2)

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  • Tom Baker12 months ago

    Looks very good. You're good at crafting these!

  • Okay I thought the sahuagin and piranhas were my favourites but that was only until I reached demon children and death kelp! Those 2 are sooo cool! Lol

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