A storm that never ends.
A town that blames magic for what men have done.
And a Sea Witch who just made everything worse.
Two miles off the Shores of Impel, the Eternal Tempest has raged for over 150 years. It has no magical explanation. It is simply there, permanent and indifferent, a fixture of this coastline the way cliffs and tides are fixtures. The people of Hari have lived with it their whole lives.
Then the strange events started. Livestock dead in the morning. Whispers from the water. Children sleepwalking toward the shore. The town has a name for what's happening: dark magic. And when Gilgamel, the Sea Witch, steals an ancient artifact from Hari's vault, the case feels closed. Except the evidence doesn't add up, and the PCs are the only ones willing to look past what everyone already believes.
The tempest is moving. It has never moved. And no one in Hari wants to admit what that might mean for what they've already decided is true.
Something in the Water is a roleplay-heavy psychological mystery set in the world of Umbraeth, on the continent of Zaelhara. The horror here is not in what attacks the party. It's in watching a town come apart at the seams, blaming the wrong thing, pointing at a witch when the answer was always closer to home. Combat is minimal. Pressure is not.
Page samples coming soon.
An eternal tempest leads to madness. Will your players find the truth before the town does something it can't take back?
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