ConquerorThe Isle of Nerissa
Nerissa's voice is more beautiful than life itself, and that is the trap

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Amfibisch. Nerissa kan zowel lucht als water ademen.
Diepzeegeheugen. Nerissa kent de laatste woorden van elke ziel die in haar wateren verdronk en kan deze herhalen om vijanden te verwarren, wat haar voordeel geeft op Charisma (Misleiden)-worpen tegen hen.
Betoverend Koor. Wanneer Nerissa zingt, moet elke creatuur binnen 18m die haar kan horen een Wijsheids-redding doen (DC15) of is betoverd tot het einde van haar volgende beurt en zwemt op zijn beurt zo dicht mogelijk naar haar toe.
Multiattack. Nerissa voert twee klauwaanvallen uit.
Klauw. Aanvalsworp +6, bereik 1,5m, één doelwit. Trefkans: 2d6+3 snijschade.
Verdrinkende Omhelzing. Aanvalsworp +6, bereik 1,5m, één Middelgroot of kleiner doelwit. Trefkans: het doelwit is gegrepen (om te ontsnappen DC15); terwijl het onder water wordt gehouden, loopt het risico te verdrinken volgens de standaardregels voor verstikking.
Zeemanslied (Recharge 5-6). Nerissa zingt zoals beschreven bij Betoverend Koor, maar elk betoverd doelwit beweegt automatisch de kortste weg naar haar en het water toe.
The Story
On the sea charts it is no more than a nameless rock, but every ship that sails too close vanishes. Survivors who wash ashore are few, and they speak only of a song. You sail aboard a ship that must force the passage, for beyond the island lies the only route to the besieged port city, and the captain has no choice.
The island looks like a paradise of white sand and green palms, until the song begins. The sirens sing so bewitchingly that sailors leap overboard to come closer, and drown themselves with a smile. Whoever washes ashore alive slowly becomes part of the choir, singing forever to lure the next ship. The rocks all around lie strewn with wrecks and bleached bones.
You arm yourselves against the song with wax, chains, and pure willpower, navigate between the rocks without steering yourselves onto the reefs, and go ashore to find the source, for the song has a heart: Nerissa, the Eldest Voice, whose voice directs the others. Along the way you meet the half-transformed victims of earlier ships, caught between human and choir.
The turn: the spell is no curse but a pact, the sirens were once drowned sailors themselves, bound to the island until they have gathered enough souls to go free. In the climax, on the singing rocks with the song thundering in your skull, you must silence Nerissa and break the pact, or become the newest voices yourselves in a choir that never ends.
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Frequently asked questions
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This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
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