ConquerorThe Wreck of the Nereid
Beneath the waves something breathes that needs no air

Show stat block
Amphibious. The Deep Sea Warden can breathe both air and water.
Wreckwood Grip. The Deep Sea Warden has advantage on attack rolls against any creature grappled by its tentacles.
Multiattack. The Deep Sea Warden makes two Tentacle Slam attacks.
Tentacle Slam. Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16).
Swallow. The Deep Sea Warden makes an attack against a grappled Medium or smaller target. On a hit, the target is swallowed and takes 14 (4d6) bludgeoning damage at the start of each of the Deep Sea Warden's turns.
The Story
You descend along the anchor chain and the daylight melts into a green twilight. On the ocean floor the Nereide lies on her side, a three-master half-buried in sand, schools of fish sliding through the broken hull. Chests lie open and glinting, far too inviting.
The ship did not sink by chance. In her hold rests a cargo of banished relics, deliberately sunk to the depths so no one would ever find them again. But someone descended recently to retrieve something, and did not come back alone, or did not come back at all. What they woke was De Diepzeewachter, and he counts every diver an intruder.
Underwater everything works differently: your breath is limited, your movements slow, and the darkness in the hull hides more than treasure. You search cabins and cargo holds, dodge collapsing timber and snaring weed, decipher why these relics were banished, and follow the trail of the diver who never returned.
Deep in the hold waits De Diepzeewachter, a horror of tentacles and wreckage that has fused with one of the relics and now guards the cargo with a deadly hunger. Do you take the treasure and risk his fury, or leave the find where it belongs? The battle unfolds in dark, crushing water, where a single torn air line is the difference between escape and staying down forever.
Look inside
The first 6 of 19 pages — exactly what's in the PDF. Click to enlarge
Ambience playlist
Hit play and just stay on this page.
Frequently asked questions
What language is this adventure in?
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.
Which edition is it for?
The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
What do I get after buying?
An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.
How long does it take to play?
A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.
What if I'm not happy?
Didn't the adventure play the way you hoped? Email us within 7 days at hallo@dmshots.com and you get your money back, no hassle.
Related adventures
The Blood Reef of Morgra