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The Shadow Below: A DnD 5e Scenario [Poorly] Written by a Certain AI Bot Inspired by H. P. Lovecraft's Dagon

What follows is a SUPPOSED one-shot 5e scenario for DnD players to use loosely based on H.P. Lovecraft’s Dagon. You know, in case you want the vibe of Call of Cthulhu with the game system of DnD 5e. While AI definitely has provided good inspiration, maybe even enough for a good DM or Improv’er to successfully run this one-shot, it definitely leaves out a lot of the meat and potatoes that new DMs crave.

If you attempt to run this scenario, please let us know how it went - good or bad. Recording your session for others’ entertainment is highly encouraged.

And now? Let the adventure begin!

Overview:

“The Shadow Below" is a DnD 5e one-shot scenario inspired by H.P. Lovecraft's "Dagon." The adventurers find themselves in a remote coastal village plagued by mysterious disappearances and a growing sense of dread. Unbeknownst to them, an ancient deity known as Dagon has awakened from its slumber beneath the ocean's depths, seeking to reclaim its dominion over the world. It is up to the party to unravel the secrets of the village, confront cultists, and ultimately face the eldritch horrors lurking beneath the waves.

This scenario aims to capture the atmosphere and cosmic horror elements inspired by H.P. Lovecraft's "Dagon." Feel free to modify and expand upon the scenario to suit your players' preferences and playstyle. Good luck, and may the eldritch horrors be forever banished from the realm of mortals!

Setting:

The scenario takes place in a coastal fishing village called Innsmouth, known for its eerie atmosphere and secluded location. The village is surrounded by mist-shrouded cliffs, and the sound of crashing waves fills the air. The buildings are weathered and dilapidated, reflecting the declining prosperity of the community.

Player Hook: The Mysterious Disappearance

Each player character has a personal reason for journeying to Innsmouth, united by a common goal. The adventurers have received word of a close friend or family member who went missing while investigating the strange happenings in the coastal village. They fear that their loved one has fallen victim to whatever darkness looms in Innsmouth and are determined to uncover the truth and rescue them.

Additionally, rumors of hidden treasures or ancient artifacts tied to the village's dark past have reached the ears of the adventurers, tempting them with the promise of wealth and knowledge. The potential for both personal redemption and material gain drives the party to embark on a treacherous journey to the eerie town of Innsmouth.

Possible Encounters:

Encounter 1: Secrets of Innsmouth Location: Innsmouth Historical Society

As the adventurers arrive in Innsmouth, they seek out Abigail Whateley, the historian. In the dimly lit Innsmouth Historical Society, Abigail is studying an ancient artifact related to Dagon. However, a group of Innsmouth cultists has caught wind of her research and plans to silence her. The adventurers must defend Abigail and defeat the cultists.

Enemy Encounter: 3 Innsmouth Cultists

Encounter 2: Shadows in the Night Location: Abandoned Innsmouth Fishery

Ezekiel Marsh, the fisherman, informs the party about strange happenings at the abandoned fishery. Exploring the dilapidated building, the adventurers encounter Deep One hybrids lurking in the shadows. These twisted creatures are the spawn of Dagon and attack the party, intending to sacrifice them to their eldritch deity.

Enemy Encounter: 4 Deep One Hybrids

Encounter 3: Into the Abyss Location: Hidden Caverns Beneath Innsmouth

The adventurers discover a hidden entrance leading to a network of subterranean caverns. As they descend, eerie chanting fills the air. They stumble upon a secret ritual chamber where the cultists are summoning an avatar of Dagon. The adventurers must disrupt the ritual and defeat the cultists to prevent Dagon's manifestation.

Enemy Encounter: 1 Innsmouth Cultist Leader, 2 Innsmouth Cultists

Encounter 4: Descent into Madness Location: Dagon's Shrine

The adventurers descend further into the abyss, reaching the heart of Dagon's domain. They find themselves in a massive chamber with an otherworldly shrine dedicated to the ancient deity. Deep One hybrids and cultists guard the shrine, determined to stop the party from interfering with their plans. The adventurers must defeat the defenders and confront the wrathful presence of Dagon itself.

Enemy Encounter: 2 Deep One Hybrids, 3 Innsmouth Cultists

Encounter 5: The Shadow Below Location: Abyssal Depths

In the final battle, the adventurers face Dagon, a towering and malevolent being from the depths of the ocean. With the fate of Innsmouth and potentially the entire world at stake, the party must utilize all their strength, wit, and magic to overcome the monstrous deity and banish it back to the abyss.

Boss Encounter: Dagon

Note: It is essential to adjust the encounters' difficulty based on your players' levels and party composition to provide an appropriate challenge. Feel free to add additional encounters or modify existing ones to accommodate your group's playstyle and preferences.

Possible Conclusions/Goals:

  1. Unravel the Mystery:

    The adventurers successfully uncover the truth behind the disappearances in Innsmouth, exposing the cult of Dagon and its nefarious activities. They manage to rescue their friend or family member and ensure the safety of the village. The party's efforts result in the eradication of the cult and the restoration of peace to Innsmouth.

  2. Banish Dagon:

    The party confronts Dagon in a climactic final battle and manages to weaken the ancient deity. While they may not fully vanquish Dagon, they seal it away temporarily, buying the world more time. Their actions prevent Dagon from fully awakening and give the world a fighting chance against the eldritch horrors.

  3. Sacrifice for Victory:

    In a desperate move, one of the adventurers makes a heroic sacrifice, willingly offering themselves to appease Dagon and save the village. Their selfless act weakens Dagon enough for the remaining party members to defeat it. The fallen hero becomes a legendary figure, forever remembered in the annals of Innsmouth's history.

  4. Unearth Forbidden Knowledge:

    The adventurers delve deep into the secrets of Innsmouth, unearthing ancient tomes and forbidden knowledge about the eldritch forces that reside within. While they might not defeat Dagon directly, they manage to gather valuable information and artifacts that could aid in future battles against eldritch entities.

  5. Corrupted by the Depths:

    In a tragic turn of events, one or more of the adventurers succumb to the influence of Dagon or the allure of the eldritch power within Innsmouth. They become transformed, embracing their inner monstrosities and joining the cult of Dagon. The remaining party members are left with the difficult choice of whether to save or destroy their corrupted comrades.

Note: Remember, the outcomes can be tailored based on the players' choices and actions throughout the scenario. These conclusions provide a range of possible resolutions, from triumphant victories to bittersweet sacrifices and unsettling transformations, all influenced by the cosmic horror themes of H.P. Lovecraft's works.

NPCs:

  1. Ezekiel Marsh (Human, Innsmouth Fisherman):

    A weathered fisherman who knows the secrets of Innsmouth and the looming threat of Dagon. He can provide valuable information and aid to the adventurers. Alignment: Neutral Good

  2. Abigail Whateley (Human, Innsmouth Historian):

    A scholarly woman who has dedicated her life to researching the village's dark past. She possesses ancient texts and artifacts that could aid the adventurers. Alignment: Lawful Neutral

  3. Silas Gilman (Human, Innsmouth Cultist):

    A misguided villager who has fallen under the influence of the cult of Dagon. Silas can serve as a potential guide to the adventurers, albeit with ulterior motives. Alignment: Chaotic Evil

Monster Stat Blocks:

  1. Innsmouth Cultist (Humanoid)

    • Armor Class: 12

    • Hit Points: 22 (5d8)

    • Speed: 30 ft.

    • Abilities: Str 11 (+0), Dex 14 (+2), Con 10 (+0), Int 9 (-1), Wis 11 (+0), Cha 14 (+2)

    • Skills: Perception +2, Deception +4

    • Senses: Passive Perception 12

    • Languages: Common, Deep Speech

    • Challenge: 1/2 (100 XP)

    • Special Traits: Innsmouth Mutation - The cultist has adapted to the touch of Dagon, gaining resistance to cold damage.

  2. Deep One Hybrid (Monstrosity)

    • Armor Class: 13 (natural armor)

    • Hit Points: 45 (7d8 + 14)

    • Speed: 30 ft., swim 40 ft.

    • Abilities: Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 9 (-1), Wis 10 (+0), Cha 9 (-1)

    • Skills: Perception +2, Stealth +3

    • Senses: Darkvision 60 ft., passive Perception 12

    • Languages: Deep Speech

    • Challenge: 2 (450 XP)

    • Special Traits: Amphibious - The hybrid can breathe air and water. It has advantage on saving throws against being charmed or frightened.

  3. Dagon (Great Old One)

    • Armor Class: 18 (natural armor)

    • Hit Points: 300 (24d12 + 144)

    • Speed: 40 ft., swim 60 ft.

    • Abilities: Str 24 (+7), Dex 14 (+2), Con 22 (+6), Int 20 (+5), Wis 18 (+4), Cha 22 (+6)

    • Skills: Perception +9, Stealth +7

    • Saving Throws: Dex +7, Con +13, Wis +9, Cha +13

    • Senses: Darkvision 120 ft., passive Perception 19

    • Languages: All, Telepathy 120 ft.

    • Challenge: 20 (25,000 XP)

    • Special Traits: Legendary Resistance (3/Day) - If Dagon fails a saving throw, it can choose to succeed instead.

Note: The monster stat blocks provided are simplified versions and can be adjusted as per the needs and capabilities of your party.

Did you try out this scenario? Did it inspire your own? What did you keep in, what did you trash? Share in the comments!

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-The Inn Keeper-

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