Lovecraftian
Two strangers awaken in a cursed village as an ancient sea god, Shoggdhrashogg, begins to stir
Author's Note: Two strangers awaken in a forgotten coastal village, with fragmented memories and a dreadful sense that something is terribly wrong. The tide is low, and strange formations of black coral begin to emerge along the shore — structures no one remembers ever seeing before. The villagers avoid speaking of “the name that must not be said,” but whisper of the return of Shoggdhrashogg, an ancient entity slumbering in the ocean depths, feeding on human memories.
As the players explore the village, they uncover that their presence is tied to an old pact meant to keep the creature asleep. Each night, the visions grow stronger, reality begins to unravel, and time seems to rewind. Now, they must uncover the truth — and their role in this eternal cycle — before Shoggdhrashogg fully awakens… and devours everything.
Played | 1 times |
Cloned | 0 times |
Created | 15 days ago |
Last Updated | 15 days ago |
Visibility | Public |
Alarm
Ritual•Abjuration•Level 1

Description
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Spell Details
Level | 1 |
Range | 30 |