Night of The Brine
Night of The Brine
Night of The Brine
Resante was once a respectable port city, until a terrible plague called the Brine warped the minds
and bodies of its citizens. Step into the shoes of a motley group of adventurers trapped in the city
on the night chaos brought Resante to ruin...the Night of the Brine!
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Night of the Brine
A Cthulhu Mythos Adventure for 4-6 Characters of 3rd Level
Mythos and the horror behind our reality comes at a price:
Running the Adventure characters proficient in this skill take a penalty equal
Night of the Brine is a 5E adventure designed to introduce to half their proficiency bonus on saving throws against
players to the world of Sandy Petersen’s Cthulhu Mythos. dread, insanity, madness, magical effects that cause fear,
It is designed for a party of four to six characters of 3rd and similar effects. For the 3rd-level characters in this
level and should take approximately 1-2 hours to complete. adventure, the penalty to such saving throws is -1.
sante’s more popular inns and taverns, the Starry Gazey. lights have grown dim since closing, and a single low-burn-
Read or paraphrase the following: ing oil lamp on the bar sheds any light in the otherwise
shadowy room. Blood is splashed across the front of the
The port city of Resante has gone strangely quiet, its bar, and a humanoid figure lies face-down just below the
port and shipyards abandoned. A strange illness has lantern’s halo of illumination.
gripped the town’s population in recent weeks, spread- The common room is dimly lit. The small lantern on
ing faster and faster among the locals. The illness the bar currently sheds bright light in a 5-foot radius and
seems to have rendered most of its victims bedridden, dim light for an additional 10 feet. A creature can use an
as they haven’t been seen in public. Among those action to adjust the lantern so that it sheds bright light in
affected is the owner of the Starry Gazey, the inn and a 10-foot radius and dim light for an additional 10 feet. It
tavern where you’re staying while in Resante. contains enough oil to burn continuously for 1 hour.
Staying Inside
The characters might consider staying
in the Starry Gazey, hoping to fortify it
against siege or hide out undetected. Bar-
ril Invar stresses the idea of fleeing the
city. If unsuccessful, a patrolling group of
1d4+1 deep one hybrid cultists (SPCM
298) and 1d3 deep one hybrid thugs
appears and attempts to force their way
into the building. If the characters fight
them, one or more of the hybrids shouts
an alarm and runs for help, leading to
more attackers.
If the characters need more reason to
leave the inn, the hybrids set the building
on fire, either during combat or before
they leave if the characters remain hidden.
Chase Events
If the characters are forced to flee Resante in
a chase sequence, intermittently roll events or
II. Escaping Resante challenges on the table below that could hinder their flight.
d6 Chase Event
The characters must escape the city before the plague and
1 A commoner maddened by the Brine bursts out
its monstrously-turned victims. The sections below detail
of a nearby building and tries to tackle a random
three routes to account for the major routes the charac-
character. The target must succeed on a DC 11
ters are most likely to take, as well as the consequences
Dexterity saving throw or be knocked prone.
for staying inside the Starry Gazey, hoping (vainly) to ride
2 1d4 Brine-touched commoners shake and vomit
out the night’s events. (Adapt the below information for in the street as patches of fishlike scales appear on
alternative strategies.) their exposed skin. Characters must succeed on a
When the characters first make a point of leaving the DC 10 Wisdom saving throw or gain one level of
Starry Gazey or otherwise perceive the city around them dread at the sight, which lasts for 1 hour.
(such as from the windows), note the following: 3 A burning cart blocks the street; each character
must succeed on a DC 10 Dexterity check to avoid
Screams and shouts echo from the streets of Resante.
the flames or a DC 12 Wisdom (Perception) check
In one direction, a warbling chorus of inhuman voices to identify a safe path. Characters that fail their
clamors in unison; in the other, distant screams of check take 1d4 fire damage as they move past.
surprise and fear accompany the occasional sounds 4 Broken furniture and detritus have been piled into
of splintering wood and breaking glass. Barely visible a makeshift barricade. Characters must succeed on
beyond the buildings ahead, the moonlight glimmers a DC 10 Strength (Athletics) check to navigate the
on the water of Resante harbor. barricade.
5 Mangled bodies of uninfected residents have been
Reading or paraphrasing the above text should indicate to
placed on grisly display. Characters must succeed
the characters that they have three general routes out of
on a DC 10 Wisdom saving throw or gain one level
Resante:
of dread for 1 hour.
◊ Toward what sounds like a large crowd (see The Mad- 6 Thick smoke chokes the street in this area;
dened Square). characters must either crawl under it or succeed on
◊ Seeking to avoid the crowd (see The Darkened a DC 11 Constitution check to move through the
Streets). smoke. Characters that fail their check fall prone for
a round as they inhale smoke and are poisoned for
1 minute.
The Maddened Square harbor puts them at odds with the ever-increasing patrols
of residents transformed by the Brine.
If the characters pursue the sound of the chanting crowd, Avoiding Detection. Characters determine if they move
they soon find a moderately-sized square where a horrific at a slow, normal, or fast pace. As with normal travel pace
gathering is taking place. Read or paraphrase the follow- rules, characters can only make Dexterity (Stealth) checks
ing: if they move at a slow pace, unless a feature allows other-
wise. Characters moving at a fast pace have disadvantage
A crude wooden platform has been constructed at one on Wisdom (Perception) checks.
end of the square, near the entrance of an imposing
monolithic building of dark, featureless stone. Atop the
platform, the figure of an elderly woman twisted with
Enemy Encounters
piscine features looks down on a crowd of heaving Patrols of 1d4+1 deep one hybrid cultists (SPCM 298)
bodies beneath her. A crowd of figures kneels, bows, and 1d4-1 deep one hybrid thugs roam the streets, break
writhes, chants, and screams at the foot of the stage into buildings, and attack uninfected residents. They are
beneath her. not interested in moving or acting quietly, and characters
have advantage on Dexterity (Stealth) checks to sneak
When a character sees this display of madness for the first by them unnoticed. Characters should have at least one
time, they must succeed on a DC 15 Wisdom saving throw opportunity to interact with a patrol group, even if it en-
or gain two levels of dread until they finish a long rest. tails sneaking by as the deep one hybrids force the Brine
The group in front of the platform consists of 1d4+2 infection onto residents of Resante.
deep one hybrid thugs and 3d4+3 deep one hybrid
cultists (SPCM 287). 2d4 humanoids in front of the Gate Blockade
platform are deep in the throes of a delirious fever caused When the characters reach the city gates, they find them
by the Brine; they are noncombatants with AC 10 and 6 hit guarded by hybrids determined to keep the population of
points each. Resante trapped inside. There are 1d4 deep one hybrid
The figure on the platform is Rahel Fenn (CE female cultists (SPCM 298) and 1 deep one hybrid berserker
deep one scion priest (SPCM 299), 45 hit points). A actively blocking the gate:
descendant of Aldez Fenn, Resante’s founder, Rahel is also
the matriarch of the Fenn family and head priest of the Es- A knot of Brine-maddened residents stands at the gate,
oteric Order of Dagon, whose headquarters looms behind preventing anyone from leaving. Mangled bodies of
her. Rahel and the Order are responsible for the plague citizens killed trying to escape lie scattered around the
sweeping the city and the transformation it inflicts on its gate. One of the afflicted foams at the mouth, blabber-
victims. As the Brine spread through Resante, the Order’s ing incoherently as their bulging eyes glance this way
continued rituals have made the plague more potent and and that.
the transformation of its victims more rapid.
Rahel possesses otherworldly perception on top of her Pulling open the gate quickly (in the span of a single
already-keen senses; she has advantage on Wisdom (Per- round) requires creatures with a combined Strength score
ception) checks to notice any character not yet touched of 30 working together; otherwise, the gate takes 1d4+1
by the Brine, and automatically notices such creatures if rounds to inch open enough for a Medium-sized creature
they spend more than 1 minute in the square. If she spots to get through. After the characters leave Resante behind,
the PCs, she orders the cultists and thugs present to seize the city burns behind them:
them.
As Resante disappears behind you, the glow of burning
A Chase! buildings lights the sky long after the screams of its
residents are no longer audible.
If the characters exit the square undetected, they run into
a patrol of 1d4+1 deep one hybrid cultists (SPCM 298).
The hybrids’ cries of alarm or the sounds of combat alert Resante Harbor
the creatures in the square, who arrive after 3 rounds. Vic-
tory against such a large group is all but impossible; the It’s a short distance from the Starry Gazey to the harbor,
characters’ best chance for survival is to flee. (Refer to the where the characters can attempt to escape Resante by
Chase Events section above for ideas on running a chase boat. The sickness has gripped Resante for weeks, keep-
sequence in Resante.) ing large and midsize trading ships away from the port.
Characters encounter the same group at the city gates The only ships left in the harbor sized for the characters’
as described in the Darkened Streets section below (see party size are sloops and similarly-sized fishing vessels or
Gate Blockade). If they are actively pursued by creatures personal craft.
from the square, their pursuers arrive 1d4+1 rounds after Acquiring a ship isn’t difficult, as the Harbor isn’t guard-
the characters first reach the gate. ed, though the PCs see torches descending toward the
harbor as they work, spurring their efforts. Once they put
The Darkened Streets out on the water, the PCs may think they’ve safely escaped
Resante.
Any route the characters take that avoids the crowd and
Conclusion
Characters that survive their escape from Resante have
glimpsed a small part of the Mythos and its inscrutable
nature, and the events they have experienced may haunt or
drive them for the rest of their lives.
Should players wish to continue play with their charac-
ters from this adventure, characters touched by the Brine
are fated to undergo the same horrible metamorphosis
as the denizens of Resante without some remarkable
intervention.
Players that wish to continue exploring the world of
SPCM can do so through a number of adventures. The
Ghoul Island adventure path begins in Resante many
years after the fateful Night of the Brine, and echoes of
these events are still felt in the present day. It may not fit
your campaign to have these same characters play through
that adventure, but consider having one or more of them
Appendix: Monsters