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Shadows of The Sunken Dread 2.0
Shadows of The Sunken Dread 2.0
Sunken Dread
A 5E Module by Mick
for 4-6 characters
of levels 3-4
Table of Contents
Shadows of the Sunken Dread 2
What has happened so far 3
The Holy Land of Romagna and the domains of House Malatesta 4
Recent History 4
Malatesta III and the Hold of Montefiore Conca 4
Meeting the Family Breaker 5
Timeline of Main Events 5
This Module 5
The Setting 5
What Has Happened Before 5
Scenario I: Mercenaries from Montefeltro 6
Scenario II: Etruscan Cult of Death 6
The Etruscans 6
Written by: Mick The Holy Land of Romagna (Map) 7
ofthornsandiron@gmail.com Scenario III: Two Old Friends 8
www.ofironandthorns.com The Hold of Montefiore Conca (Map and keys) 9
www.facebook.com/ofironandthorns Pregenerated Characters 10
Non Player Characters 11
Malatesta III Malatesta 11
About this Module Ferrantino Malatesta 11
Maddalena Malatesta 11
This module was inspired by the Cerasus 11
calamity that struck the geographical area Xyglorath 11
Romagna, an Italian region, in 2023. Guido del Cassero 11
The adventure is generic and adaptable Angiolello da Carignano 11
to any setting, not just that of Of Iron House Malatesta (sidebar) 11
and Thorns, which will be released in the New Monster: Etruscan Chtonoid 12
future months. In any case, if necessary,
I will lend support on the adaptation of
the module even after the collection is
finished.
The OIAT setting uses names of existing
characters, organizations and places taken
from different historical periods of
medieval and Renaissance Italy, readers
are invited to research online how
much is real and how much is fantasy.
They could have quite a few surprises,
the most incredible facts might not be
invented at all.
This module is dedicated to two great
RPG names we lost recently: Russ
Nicholson and Scott Bennie.
FLOODED LANDS
2) Monfefore Conca
Original map taken from History of Rimini Volume 1 By Luigi Tonini & Carlo Tonini, 1848
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cold damage plus 1d6 for each additional The stalks will attack the characters from manifestation while searching for a way
round. different angles, making it difficult for out. The manifestation can be harmed by
6. If a character is attacked by a large them to defend themselves. Use same fire or acid, but it will regenerate quickly
amount of corrosive slime, they take 6d6 stats as above. if not destroyed completely.
cold damage.
7. If a character’s clothing becomes soaked ### 13-15: Liquid Tendrils ### 17. The Bridge
in the slime, they take 1d4 cold damage The characters enter a room filled with The characters come across a deep
per round until they remove the clothing. a viscous liquid that seems to be alive. chasm that blocks their path. The only
8. If a character’s skin comes into contact The liquid will start to move as soon as way across is a narrow stone bridge that
with the slime, they take 1d8 cold damage the characters enter the room, forming spans the gap. However, the bridge is
per round until they wash it off with tendrils that will try to grab them. The old and unstable, and there are signs
water or another neutralizing substance. characters must make a Dexterity saving that it has been damaged by Xyglorath’s
throw to avoid being grabbed by the manifestations. As the characters cross
Apart from the cold slime tracks, tendrils. If they are grabbed, they take the bridge, they must make a Dexterity
characters might encounter Xyglorath 1d6 acid damage per round until they saving throw to avoid falling off. If they
body extensions basically in every room break free. The liquid can be destroyed fail the save, they will fall into the chasm
and from any angle. with fire or acid, but it will take several and take falling damage. Additionally,
If the characters find a place with an rounds to do so. Use same stats as the Xyglorath’s manifestations may attack the
emanation, roll 1d20: stalk above. characters while they are on the bridge,
causing it to shake and become more
Roll 1d20 Emanation ### 16. The Maze unstable.
The characters enter a section of the
1-6 Stalk, 1
cavern system that is like a maze. The ### 18. The Lurker
7-12 Stalk, 2-4 walls are made of rough-hewn stone, The characters enter a section of the
13-15 Liquid Tendrils and the air is thick with moisture. They cavern system that is filled with water.
16 The Maze soon realize that they are not alone in They soon realize that there is something
this maze as they are being stalked by a lurking in the water, waiting to attack
17 The Bridge
manifestation of Xyglorath’s body. The them. The creature is a manifestation
18 The Lurker manifestation takes the form of a dark, of Xyglorath’s body that has taken the
19 Whole room is a amorphous mass that seems to slide along form of a large, tentacled monster. As
manifestation, gate the walls and ceiling. The characters the characters move through the water,
to the Beyond must navigate the maze and avoid the they must make a Wisdom saving
20 Final room
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The Montefiore Conca Castle
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Saving Throws: Intelligence +10, can manifest as hallucinatory landscapes, arcane energies through divination and
Wisdom +6 terrifying apparitions, or tormenting scrying using entrails. The wizard gains
Skills: Arcana +10, Insight +6, Perception whispers that drive the weak-willed to advantage on Arcana checks related to
+6 the brink of insanity. divination spells and can cast Augury and
Senses: Darkvision 60 ft., passive Spellcasting: 14th-level spellcaster. Its Divination without expending a spell
Perception 16 spellcasting ability is Intelligence (spell slot.
Languages: Common, Infernal, Angelic, save DC 18, +10 to hit with spell
Latin attacks). Malatesta III has the following Actions
Special Abilities spells prepared: Cantrips (at will): Mage Staff of Sphlancomancy: Melee Weapon
Monstrous Visage: Due to the wizard’s Hand, Prestidigitation, Ray of Frost Attack: +5 to hit, reach 5 ft., one target.
split head with three faces of unreal 1st-level (4 slots): Shield, Mage Armor, Hit: 5 (1d6 + 2) bludgeoning damage.
deformity, it possesses an innate ability Magic Missile, Identify Legendary Actions: The wizard can take
to instill fear and unease in those who 2nd-level (3 slots): Misty Step, Mirror 3 legendary actions, choosing from the
witness it. The wizard can use an action Image, Suggestion options below. Only one legendary action
to unleash its Monstrous Visage, forcing 3rd-level (3 slots): Counterspell, Fireball, option can be used at a time, and only at
each creature of its choice within 30 Lightning Bolt the end of another creature’s turn. The
feet to make a Wisdom saving throw 4th-level (3 slots): Greater Invisibility, wizard regains spent legendary actions at
(DC 16) or become frightened for 1 Ice Storm, Dimension Door the start of its turn.
minute. A frightened creature can repeat 5th-level (2 slots): Cone of Cold, Arcane Surge: The wizard casts a cantrip.
the saving throw at the end of each of Dominate Person Counterspell: The wizard expends a spell
its turns, ending the effect on itself on 6th-level (1 slot): Chain Lightning, slot of 3rd level or lower to attempt to
a success. Once the Monstrous Visage Globe of Invulnerability counter a spell being cast within 60 feet
ability is used, it can’t be used again until 7th-level (1 slot): Teleport, Finger of of it.
the wizard finishes a short or long rest. Death Sphlancomantic Insight (Costs 2 Actions):
Three Minds: The wizard possesses 8th-level (1 slot): Power Word Stun, The wizard uses its divination abilities to
three distinct consciousnesses within Mind Blank gain insight into the immediate future. It
a single body. Each mind can process 9th-level (1 slot): Time Stop, Wish gains advantage on its next attack roll,
information independently, allowing the Sphlancomancy: The wizard specializes in saving throw, or ability check
wizard to maintain concentration on up sphlancomancy, the art of manipulating
to three spells at once.
Telepathic Bond: The wizard can establish
a telepathic bond with a number of
willing creatures within 30 feet equal to
its Intelligence modifier (minimum of 1
creature). The telepathic bond allows the
wizard and the creatures to communicate
mentally over any distance.
Hellish Communion: Malatesta III
possesses the ability to establish a
macabre communion with the infernal
realms. Through dark rituals and
his innate connection to Hell, he can
communicate with demonic entities,
seeking forbidden knowledge, making
infernal pacts, or gaining insights into the
twisted machinations of the underworld.
This communion grants him a deep
understanding of infernal lore and allows
him to tap into demonic powers in dire
circumstances.
Macabre Mind: Malatesta III’s tormented
psyche harbors a strange and horrific
mental power. With a mere thought,
he can inflict vivid hallucinations,
nightmarish visions, and psychological
torment upon those within his telepathic
reach. This power distorts the perceptions
of his victims, warping their reality and
instilling profound fear and madness. It
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Etruscan Chtonoid (New Monster)
Huge aberration, unaligned
‘Twas under the shadow of the caves that that peculiar rustling began to take form, a multitude of eyes and appendages that did
slide dark and viscous through the crevices that vanished into the deeps...
- Paulus Diaconus, chronicler of the Third Era
Etruscan chtonoids are creatures of the First Era who arrived in the Po Valley during the
floods that followed the fall of the Roman Empire, at the time of the Gothic wars. In that
remote period the lands were battle torn, the plains flooded, and ancient creatures of the
deep emerged to produce formless offsprings over the Lord’s earth. For centuries before the
arrival of the Romans, the Etruscan peoples had lived in symbiosis with darkness and death,
increasingly driven back into the depths by the Roman Emperors. Here they were protected
from many of these formless creatures. Even Rome’s legions would not dare intervene.
When Bononia expanded its territories into the hills and the labyrinthine Aldrovandi
Academy was founded, thousands of creatures were imprisoned in endless underground
tunnels protected by portcullises, traps and silent bodies of fighting monks, guardians
of the labyrinth. On the mountains, castes of rangers blessed by bishops were sent
to retrieve these creatures for analysis and cataloguing. Wealthy patricians obtained
Armor Class 12 some of these creatures for their gardens and a money-driven struggle began to drive
Hit Points 110 (13d10 + 39) everything out of the hills. When the Etruscans moved to Mantua at the time of the
Speed 40 ft., climb 40 ft. First Age, they left behind the most frightening of the chtonian keepers, shapeless
creatures, part liquid and part solid, from the never-mapped depths of the earth.
STR 24 (+7) Some of these creatures still live underground. The possibility of permanently killing a
DEX 10 (+0) major chtonoid is left to the GM, some appendages of consciousness sometimes detach
CON 17 (+3) themselves by slipping into invisible crevices but the heart and brain of these creatures
INT 5 (-3) (we might call it a form of mycelium part material part pure self-consciousness) might
WIS 10 (+0) be unreachable by humans.
CHA 5 (-3)
Skills: Perception +4, Stealth +4 transformed. It reverts to its true form of it and aware of it must succeed on a
Damage Resistances cold, lightning, if it dies. DC 16 Wisdom saving throw or become
fire frightened for 1 minute. A creature can
Condition Immunities: blinded, Actions repeat the saving throw at the end of
charmed, deafened, exhaustion, each of its turns, ending the effect on
frightened, prone Multiattack The Etruscan chtonoid can itself on a success. If a creature’s saving
Senses blindsight 60 ft. (blind beyond use its Frightful Presence. It then makes throw is successful or the effect ends
this radius), passive Perception 14 three attacks: one with its bite and two for it, the creature is immune to the
Languages understands Deep Speech with its tentacles. Etruscan chtonoid’s Frightful Presence
but can’t speak Bite Melee Weapon Attack: +11 to hit, for the next 24 hours. The DC is
Challenge 8 (3,900 XP) reach 10 ft., one target. Hit: 18 (2d10 + increased to 18 if the Etruscan chtonoid
7) piercing damage. is in its true form.
Amorphous The Etruscan chtonoid can Tentacle Melee Weapon Attack: +11 to
move through a space as narrow as 1 inch hit, reach 15 ft., one target. Hit: 15 (2d6 Legendary Actions
wide without squeezing. + 7) bludgeoning damage. If the target
Corrosive Form A creature that is a creature, it must succeed on a DC The Etruscan chtonoid can take 3
touches the Etruscan chtonoid or hits it 18 Constitution saving throw or take 10 legendary actions, choosing from the
with a melee attack while within 5 feet of (3d6) acid damage at the start of each options below. Only one legendary action
it takes 9 (2d8) acid damage. of its turns for 1 minute. A creature can option can be used at a time and only
Immutable Form The Etruscan repeat the saving throw at the end of at the end of another creature’s turn.
chtonoid is immune to any spell or effect each of its turns, ending the effect on The Etruscan chtonoid regains spent
that would alter its form. itself on a success. legendary actions at the start of its turn.
Shapechanger The Etruscan chtonoid Squeeze The Etruscan chtonoid can Detect The Etruscan chtonoid makes a
can use its action to polymorph into a squeeze its body through any subterranean Wisdom (Perception) check.
Small or Medium humanoid, or back into channel like an octopus, provided that Tentacle Attack The Etruscan chtonoid
its true form. Its statistics, other than the channel is not smaller than 1 inch in makes a tentacle attack.
its size, are the same in each form. Any diameter. Slam (Costs 2 Actions) The Etruscan
equipment it is wearing or carrying isn’t Frightful Presence Each creature of the chtonoid makes one slam attack.
Etruscan chtonoid’s choice within 30 feet
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