D&D 5E - The Tortle Package

(Jeff_L) #1

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palace, and exiting through the window in the west wall
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Seaside Entrance.9ll]kgml]f\g^l]oYdcoYqak a stone double door. The doors are carved with foaming oYn]klYlhYjlafl]ea\\d]$Yf\l]qkoaf
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  1. Throne Room
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Peeling murals adorn the plastered walls of this throne
room, depicting tentacled sea monsters dragging storm-
tossed ships to their doom. Set into the plaster are white
coral branches and mosaics in the form of sharks made
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thick strands of kelp support the cracked, thirty-foot-high
domed ceiling. Two pairs of wooden statues of turtle-like
humanoids stand on opposite sides of the room. Be-
tween the southern pair extends a dark hallway. A dais
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to resemble an octopus. Behind the throne is a double
door, next to which stands a tall clay urn. Set into the
wall opposite the throne is a nine-foot-tall, arched win-
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Four shadows lurk here. These undead remnants of
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]\&L]kY\gok[YfÌlggmlka]$fgj[Yfl]q [geemfa[Yl]&L]qÕlmfladlmjf]\gj\]kljgq]\& The room also contains a mimic$\ak_mak]\Ykl][dYq
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Throne.L]_jYfal]ljgf]o]a_`k+$(((hgmf\kYf\
radiates a strong aura of transmutation magic under the
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identify spell reveals its magical properties:



  • A humanoid that sits in the throne can use it to cast
    the control weather spell without needing compo-
    nents. As long as the creature remains seated in the
    throne, it doesn’t need to concentrate to maintain the
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    • A humanoid that sits in the throne can transform itself
      into a sea gull (use the raven statistics without the
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     12. Sea Cave



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Clinging to the wall beyond the door is a semicircular
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bridge made of frayed ropes and wooden planks, Be-
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the balcony and the bridge, is a narrow open window.

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creature that starts its turn in the water must succeed
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water rushes into the cave or recedes.
Balcony.L`]klgf]ZYd[gfqak+(^]]lYZgn]l`]oYl]j
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double door.
Bridge.L`]Zja\_]`Yf_k+(^]]lYZgn]l`]oYl]jYf\
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ing, and those that remain are rotted and unsafe. When
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plank snaps underfoot, forcing the character to succeed
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time the bridge loses a plank, increase the DC of future
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Window. The window in the north wall is wide
enough for a Small or Medium character to crawl
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  1. Ruined Guard Room
    Characters can enter this room through an open door-
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etation has crept inside. Vines and plants grow amid
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The furnishings fall apart if disturbed. A search of the
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  1. Terrace Garden
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    up on a character who explores the terraced garden
    alone. The blood hawks aren’t present at night.

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