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The Ballad Of Wayward Lake: A Short D&D 5e Homebrew Campaign

Bestiary

Big Bubber

Ability Scores (Saving Throws):

Charisma: 20 (+7)

Constitution: 18 (+4)

Dexterity: 14 (+2)

Intelligence: 16 (+3)

Strength: 16 (+3)

Wisdom: 20 (+7)

Action:

Slap You Silly (Melee Weapon Attack): +5 To Hit, 10 ft Reach, One Target. On Hit: 2d12+3 bludgeoning damage.

Alignment: Neutral Good

Armor Class: 16 (10 + Dex + Scale Mail)

Challenge Rating: 4

Environments: Grassland, Urban

Hit Points: 9d10+50

Languages: Celestial, Common

Other:

(Maybe) Quit Smoking... Probably?: Whenever Big Bubber would take fire type damage, roll a d8. On a result between 1 to 3, any fire type damage is doubled. On a result of 4 or 5, any fire type damage remains unchanged. On a result of 6 or 7, any fire type damage is halved. On a result of 8, any fire type damage is ignored.

Not A Whale: Attacks against Big Bubber from beast type creatures have advantage.

Scale Mail: Big Bubber has disadvantage on stealth skill checks while wearing scale mail.

Top Of The Shit-List: Big Bubber has advantage on all dice rolls against the last creature that attacked Big Bubber or forced Big Bubber to make a saving throw.

Sense: 9 Passive Perception

Size: Large

Skill Modifiers:

History: +1

Intimidation: +3

Perception: -6

Speeds:

Climb: 15 ft

Swim: 20 ft

Walk: 25 ft

Type: Celestial

Flutterby

Ability Scores (Saving Throws):

Charisma: 4 (-3)

Constitution: 12 (+1)

Dexterity: 14 (+2)

Intelligence: 2 (-4)

Strength: 10 (0)

Wisdom: 6 (-2)

Action:

Flap (Melee Weapon Attack): +2 To Hit, 5 ft Reach, One Target. On Hit: 1d4 force damage.

Alignment: Unaligned

Armor Class: 12 (10 + Dex)

Challenge Rating: 1/8

Environments: Forest, Grassland, Swamp

Hit Points: 5d4+10

Sense: 7 Passive Perception

Size: Tiny

Speeds:

Climb: 5 ft

Fly: 15 ft

Walk: 5 ft

Type: Beast

Foghorn

Ability Scores (Saving Throws):

Charisma: 22 (+8)

Constitution: 20 (+7)

Dexterity: 10 (0)

Intelligence: 10 (0)

Strength: 14 (+2)

Wisdom: 24 (+7)

Action:

Guffaw (Ranged Spell Attack): +8 To Hit, 40 ft Range, All Creatures Within Range. On Hit: 1d4+6 thunder damage. Creatures within 20 ft of Foghorn take an additional 1d4 thunder damage. Each successfully hit creature must make a DC 17 Wisdom saving throw, taking 1d4 psychic type damage on a failed save, or half as much damage on a successful save.

Alignment: Neutral Evil

Armor Class: 14 (10 + Natural Armor + Padded Armor)

Challenge Rating: 4

Condition Immunities: Charmed, Frightened

Damage Immunity: Thunder

Environments: Coastal, Hill, Underwater

Hit Points: 3d12+32

Languages: Common, Giant

Other:

Misspell: Foghorn has disadvantage on spell saves.

Nunya Bizniss: All dice rolls involving charisma are affected in the following ways while within 200 ft of Foghorn (Foghorn is immune to this ability):

- D100 rolls are replaced by d20 rolls

- D20 rolls are replaced by d12 rolls

- D12 rolls are replaced by d10 rolls

- D10 rolls are replaced by d8 rolls

- D8 rolls are replaced by d6 rolls

- D6 rolls are replaced by d4 rolls

Padded Armor: Foghorn has disadvantage on stealth checks while wearing padded armor.

Shallow Wader: Foghorn gains advantage on attacks on attacks while within 10 ft of the edge of a body of water against creatures it can see. Melee attacks against Foghorn have disadvantage while Foghorn is within 5 ft of the edge of a body of water.

Senses: 17 Passive Perception

Size: Huge

Skill Modifiers:

Insight: -3

Investigation: +6

Speeds:

Climb: 5 ft

Swim: 15 ft

Walk: 30 ft

Type: Giant

Fullbrog

Ability Scores (Saving Throws):

Charisma: 4 (-3)

Constitution: 10 (0)

Dexterity: 16 (+3)

Intelligence: 2 (-4)

Strength: 10 (+2)

Wisdom: 6 (-2)

Actions:

Chomp (Melee Weapon Attack): +2 To Hit, 5 ft Reach, One Target. On Hit: 1d4 bludgeoning damage.

Alignment: Unaligned

Armor Class: 13 (10 + Dex)

Challenge Rating: 1/8

Environments: Coastal, Swamp, Underwater

Hit Points: 7d4+4

Senses: 11 Passive Perception

Size: Tiny

Skill Modifier:

Perception: +3

Speeds:

Climb: 10 ft

Swim: 20 ft

Walk: 15 ft

Type: Beast

Gerald

Ability Scores (Saving Throws):

Charisma: 18 (Special)

Constitution: 18 (Special)

Dexterity: 14 (+2)

Intelligence: 12 (+1)

Strength: 14 (+4)

Wisdom: 14 (Special)

Actions:

Multiattack: Gerald can make up to two attacks using his fishing spear.

Fishing Spear (Melee Or Ranged Weapon Attack): +4 To Hit, 20/60 ft Range or 5 ft Reach, One Target. On Hit: 1d6+2 piercing damage or 1d8+2 piercing damage if used with two hands to make a melee attack. This fishing spear applies critical fails on attack rolls between 1 to 4 and critical hits on attack rolls between 17 to 20.

Alignment: Lawful Evil

Armor Class: 14 (10 + Dex + Studded Leather Armor)

Challenge Rating: 2

Environments: Coastal, Hill, Underwater

Hit Points: 6d8+36

Languages: Aquan, Common

Other:

Amphibious: Gerald can breathe air and water.

Inebriated: Whenever Gerald would make a charisma, constitution, or wisdom saving throw, he instead rolls a d4. On a result of 1, Gerald automatically fails the save. On a result between 2 to 4, Gerald automatically succeeds the save.

Senses: 12 Passive Perception, 60 ft Darkvision

Size: Medium

Speeds:

Climb: 20 ft

Swim: 35 ft

Walk: 25 ft

Type: Monstrosity

Gunk-At-The-Bottom

Ability Scores (Saving Throws):

Charisma: 10 (0)

Constitution: 30 (+12)

Dexterity: 14 (+2)

Intelligence: 2 (-4)

Strength: 14 (+2)

Wisdom: 4 (-3)

Action:

Skeevy Touch (Melee Weapon Attack): +4 To Hit, 5 ft Reach, All Creatures Within Reach. On Hit: 1d4+4 acid damage.

Alignment: Unaligned

Armor Class: 13 (10 + Dex + Natural Armor)

Challenge Rating: 2

Condition Immunity: Poisoned

Damage Immunities: Acid, Poison

Damage Vulnerabilities: Lightning, Necrotic, Radiant

Environments: Swamp, Underwater

Hit Points: 3d20+60

Other:

Amphibious: Gunk-At-The-Bottom can breathe air and water.

Deep End: Gunk-At-The-Bottom becomes one size smaller (down to tiny) after every two successful attacks against it. Gunk-At-The-Bottom becomes one size larger (up to gargantuan) at the beginning of its turn if it has not been targeted by any attack after its previous two turns.

Regeneration: Gunk-At-The-Bottom regains 5d4 hit points at the start of its turn. If Gunk-At-The-Bottom takes cold, fire, lightning, necrotic, or radiant damage, this trait doesn't function at the start of Gunk-At-The-Bottom's next turn. Gunk-At-The-Bottom only dies if it starts its turn with 0 hit points and doesn't regenerate.

Skeeve Out: Successful melee attacks against Gunk-At-The-Bottom deal the attacker 1d4 psychic damage.

Something Touched My Leg: Other creatures can move through Gunk-At-The Bottom's area as difficult terrain.

Wet: Gunk-At-The Bottom must always be within 10 ft of a body of water.

Senses: 7 Passive Perception

Size: Gargantuan

Speeds:

Climb: 5 ft

Burrow: 5 ft

Swim: 10 ft

Walk: 5 ft

Type: Ooze

King Tut

Ability Scores (Saving Throws):

Charisma: 10 (0)

Constitution: 28 (+12)

Dexterity: 10 (0)

Intelligence: 4 (-3)

Strength: 26 (+11)

Wisdom: 8 (-1)

Actions:

Shell Defense: King Tut can withdraw into his shell as an action. Until he emerges, he gains a +5 bonus to his armor class, and he has advantage on strength and constitution saving throws. While in his shell, he is prone, his speed is 0 ft and can’t increase, he has disadvantage on dexterity saving throws, he can’t take reactions, and the only action he can take is a bonus action to emerge from his shell.

Snap (Melee Weapon Attack): +11 To Hit, 15 ft Reach, One Target. On Hit: 2d4+8 piercing damage.

Alignment: Neutral

Armor Class: 16 (10 + Natural Armor)

Challenge Rating: 5

Damage Resistances: Non-Magical Bludgeoning, Non-Magical Piercing, Non-Magical Slashing

Environments: Coastal, Swamp, Underwater

Hit Points: 4d12+57

Languages: Understands Aquan, Understands Draconic

Other:

Amphibious: King Tut can breathe air and water.

Senses: 14 Passive Perception, 60 ft Darkvision, 60 ft Scent

Size: Huge

Speeds:

Burrow:5 ft

Climb: 10 ft

Swim: 35 ft

Walk: 15 ft

Type: Dragon

Nimmow

Ability Scores (Saving Throws):

Charisma: 4 (-3)

Constitution: 14 (+2)

Dexterity: 12 (+1)

Intelligence: 2 (-4)

Strength: 12 (+1)

Wisdom: 6 (-2)

Actions:

Swish (Melee Weapon Attack): +3 To Hit, 5 ft Reach, One Target. On Hit: 2 bludgeoning damage.

Alignment: Unaligned

Armor Class: 11 (10 + Dex)

Challenge Rating: 1/8

Environments: Swamp, Underwater

Hit Points: 8d4+20

Senses: 8 Passive Perception

Size: Tiny

Speeds:

Swim: 20 ft

Type: Beast

Scamperer

Ability Scores (Saving Throws):

Charisma: 10 (0)

Constitution: 14 (+2)

Dexterity: 16 (+3)

Intelligence: 6 (-2)

Strength: 14 (+2)

Wisdom: 8 (-1)

Actions:

Sneeze (Ranged Weapon Attack): +5 To Hit, 15 ft Cone Range, Targets All Creatures Within Cone. On Hit: 1d6+3 acid damage. Recharge of 4 to 6 required.

Unwanted Hug (Melee Weapon Attack): +4 To Hit, 5 ft Reach, One Target. On Hit: 1d6+2 Bludgeoning damage and the target is grappled with a DC 14 strength saving throw to escape. Until this grapple ends, the target is restrained and this Scamperer can't use Unwanted Hug on another target.

Alignment: Any Chaotic

Armor Class: 14 (10 + Dex + Leather Armor)

Challenge Rating: 1/2

Environments: Coastal, Hill, Urban

Hit Points: 6d6+20

Language: Common

Senses: 9 Passive Perception

Size: Small

Skill Modifiers

Stealth: +3

Speeds:

Climb: 20 ft

Swim: 20 ft

Walk: 25 ft

Type: Fey

Wayward Hookman

Ability Scores (Saving Throws):

Charisma: 16 (+6)

Constitution: 22 (+6)

Dexterity: 20 (+5)

Intelligence: 12 (+1)

Strength: 18 (+4)

Wisdom: 18 (+4)

Actions:

Hooked Rod (Melee Weapon Attack): +7 To Hit, 10 ft Reach, One Target. On Hit: 2d12+4 piercing damage.

Net (Ranged Weapon Attack): +8 To Hit, 15/45 ft Range, All Creatures Within A 10 ft Square. On Hit: The targets are restrained by a net. As an action, a restrained target can make a DC 15 strength saving throw, escaping the net on a success. The net can also be destroyed with an armor class of 15 and 10 hit points. The net has immunity to bludgeoning, poison, and psychic damage and vulnerability to fire and slashing damage. This attack cannot be used again once the net is destroyed.

Shadow Stealth: While in dim light or darkness, Wayward Hookman can take the hide action as a bonus action.

Alignment: Chaotic Evil

Armor Class: 16 (10 + Dex + Leather Armor)

Challenge Rating: 5

Condition Immunities: Charmed, Frightened

Damage Immunity: Psychic

Damage Resistances: Cold, Fire

Damage Vulnerabilities: Acid, Lightning, Poison

Environments: Coastal, Hill, Urban

Hit Points: 5d8+30

Language: Common

Other:

Ambusher: Wayward Hookman has advantage on attack rolls against any creature it has surprised.

Frightful Presence: Each creature of Wayward Hookman's choice within 30 ft must succeed on a DC 14 wisdom saving throw or be frightened of Wayward Hookman for 1 minute.

Senses: 14 Passive Perception, 90 ft Darkvision

Size: Medium

Skill Modifiers

Stealth: +3

Speeds:

Climb: 25 ft

Swim: 25 ft

Walk: 35 ft

Type: Fiend

Wilbur

Ability Scores (Saving Throws):

Charisma: 8 (-1)

Constitution: 18 (+6)

Dexterity: 18 (+4)

Intelligence: 14 (+2)

Strength: 22 (+6)

Wisdom: 16 (+3)

Actions:

Locks (Melee Weapon Attack): +8 To Hit, 10 ft Reach, One Target. On Hit: 1d8+6 piercing damage plus 1d8 necrotic damage.

Scratch (Melee Weapon Attack): +8 To Hit, 10 ft Reach, One Target. On Hit: 2d6+6 slashing. Successful hits from this attack deal an additional 1d6 poison damage to the target if the slashing damage rolls had an outcome of 1 and 1, 2 and 2, 3 and 3, 4 and 4, 5 and 5 or 6 and 6.

Alignment: Chaotic Good

Armor Class: 16 (10 + Dex + Studded Leather Armor)

Challenge Rating: 4

Condition Immunity: Poisoned

Damage Immunities: Necrotic, Poison

Damage Vulnerability: Radiant

Environments: Hill, Underdark, Urban

Hit Points: 3d10+26

Language: Common, Undercommon

Other:

Stench Any creature other than Wilbur within 10 ft of Wilbur must make a DC14 constitution saving throw or be poisoned for 6 seconds.

Undead Fortitude: If damage reduces Wilbur to 0 hit points, Wilbur must make a constitution saving throw with a DC of 5 plus the damage taken, unless the damage is radiant or from a critical hit. On a success, Wilbur drops to 1 hit point instead.

Senses: 13 Passive Perception

Size: Large

Speeds:

Climb: 25 ft

Swim: 25 ft

Walk: 35 ft

Type: Undead

Environments

For this campaign, environments are much more localized and specific. A map of the immediate area may consist of one or several environments, depending on where a creature or its target are standing. There are no arctic or mountain environments found in this campaign. Each environment can be loosely defined as follows:

Coast: Everything from the outer edge of a body of water out to 15 ft.

Desert: Any sparsely planted area further than 15 ft from any body of water.

Forest: An area with trees close together.

Grassland: Areas with grass or other small plants covering the ground and few large plants.

Hill: A swath of heavily angled land wider than 15 ft in any direction.

Swamp: Damp areas with a scattering of both land and (usually dirty) water

Underdark: Underground areas.

Underwater: Within a body of water.

Urban: Man-made places such as buildings or roads.

Objects

Bamboo Net

This Bamboo Net has advantage on attack rolls while used in coastal environments.

This Bamboo Net has advantage on damage rolls against creatures with a flying speed more than 0 ft as well as creatures found in underwater environments.

Treat this Bamboo Net the same as you would a 3 lb warhammer with reach.

Up to once per minute at the wielder's discretion, a successful attack from this Bamboo Net restrains a single target for the following duration based on its size:

- Gargantuan and huge creatures are restrained for 6 seconds.

- Large and medium creatures are restrained for 12 seconds.

- Small and tiny creatures are restrained for 18 seconds.

Inflatable Water Wingies

Creatures currently in the coastal, swamp, or underwater environments have disadvantage against the wearer of a pair of Inflatable Water Wingies.

Inflatable Water Wingies come as a pair and only work when both are worn, each part weighs 2 lb.

Treat a pair of Inflatable Water Wingies the same as you would +1 leather armor.

While wearing a pair of Inflatable Water Wingies, you may stand on and move across any liquid surface as if it were solid ground.

Li'l' Miss Lake Wayward Sash & Tiara

The Li'l' Miss Lake Wayward Sash & Tiara weighs 1.5 lb.

While worn, the Li'l' Miss Lake Wayward Sash & Tiara grant the wearer advantage on charisma saving throws.

While worn, the wearer of the Li'l' Miss Lake Wayward Sash & Tiara has expertise on performance and persuasion skill checks.

While worn, the wearer of the Li'l' Miss Lake Wayward Sash & Tiara has resistance to psychic and radiant type damage.

While worn, the wearer of the Li'l' Miss Lake Wayward Sash & Tiara may optionally replace one dice of any damage type dealt by the wearer as psychic or radiant type damage.

Plastic Sand Shovel

This Plastic Sand Shovel has advantage on attack and damage rolls while used in coastal and desert environments.

This Plastic Sand Shovel has advantage on damage rolls against construct and earth elemental type creatures.

Treat this Plastic Sand Shovel the same as you would a 3.5 lb greataxe.

While held, the wielder of this Plastic Sand Shovel gains 5 ft of movement to their burrow speed and an additional 5 ft. while in coastal and desert environments.

While held, this Plastic Sand Shovel grants the wielder the Mold Earth cantrip.

Tangled Fishing Pole

As an alternate attack, the wielder of this Tangled Fishing Pole can make a two-handed ranged attack against one target for 1d6 plus the wielder's dexterity modifier piercing damage with a range of 30/90 ft. As an action, this attack must be recalled after use before this Tangled Fishing pole can be used again. On a successful hit from this attack, the target is restrained until the attack is recalled or until the target passes against a strength check with a DC of 8 plus the wielder's proficiency bonus plus the wielder's strength modifier. Movement actions further than 90 ft. from any hit target and other attacks may not be made by the wielder until this attack is recalled.

This Tangled Fishing Pole has advantage on attack rolls while used in coastal and swamp environments.

This Tangled Fishing Pole has advantage on damage rolls against beast and dragon type creatures as well as creatures that can be found in underwater environments.

Treat this Tangled Fishing Pole the same as you would a rapier with reach.

Winning Bingo Card

After any five unique rolls made by the creature (multiple of the same rolls such as advantage, damage dice, disadvantage, and others used in the same instance count as a single roll for the purposes of this ability) this Winning Bingo Card is attuned to are made (the used result of a 20 on a d20 counts as two rolls toward the required five rolls), this creature must choose one of the following (the chosen effect does not apply towards the next five rolls required for this ability to activate again):

- This creature deals bonus force damage equal to its highest ability score modifier plus its proficiency bonus on its next attack if successful.

- This creature has advantage on its next roll.

- This creature is resistant to any two chosen damage types for the next 6 seconds.

- This creature negates the next instance of disadvantage imposed on it.

A Winning Bingo Card weighs 0.25 lb.

Only one Winning Bingo Card may be attuned to any single creature.

Story

Introduction

You find yourselves at 1st Beach. The sky is a beautiful light blue with only a few wisps of cloud off in the distance. The only other beach goers are two unattended Scamperers and Foghorn on wading to the far right of the beach. Under the shade of a large tree on the left side of the beach, Clam Boy can be seen using his Plastic Sand Shovel to make sand castles while Boise stands close by using his Tangled Fishing Pole to catch Nimmows. Annie Bobo sits, slightly past Foghorn, admiring her Winning Bingo Card in a covered pavilion while she watches Uncle coming down the steep road on the hill behind the beach wearing her Li'l' Miss Lake Wayward Sash & Tiara. Quags paces the shoreline, chasing Flutterby specimens with his battered Bamboo Net. As Sortie Bopper swims the shallows with her Inflatable Water Wingies donned, Quags notices a dark shadow approach beneath the waves. King Tut is lurking.

Final Encounter

Having stalked your family from a distance throughout their adventure, the Wayward Hookman sneakily creeps in the late-night shadows just beyond the light of the bonfire. Deeming your unfortunate group as a target, he emerges from the darkness, catching all individuals unaware unfortunate enough to be off-guard. After two rounds of battle against this abomination, Quags looks out into the distance and mutters a phrase that could turn the tide of combat. Two words: "Bubber's here..."

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