[June] Archvillain Encounter — Karkhareetoth, Lord Below & Player Handouts (Patreon)
Content
From the black breach beneath Hessaal Hall, the World Maw opens—and the Lord Below hungers.
Available to all tiers of $15 and above!
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🦈 Face Karkhareetoth, the Two-Headed Abyssal Prince
Long before he bore his mortal name, Karkhareetoth was a predator in the drowned trenches of the Abyss, surviving by hunger, cunning, and slaughter. In time, he took the Pearl of the Last Gasp from a drowned oracle demon, claimed a barbed trident from an abyssal warlord, and carved his way toward dominion.
Yet the Abyss denied him sovereignty.
So Karkhareetoth turned his gaze to the Material Plane, where Red Sleep began linking infected minds through shared nightmares. Through those dreams, he shaped a hidden network of obedience, worship, and fear.
Now, beneath the Xaathuun Depths, his cult gathers captives, spreads corrupted medicine, and prepares sacrifices at Hessaal Hall, where the World Maw yawns open into the Abyss.
⚔️ Scalable Archvillain Encounter — APL 6 / 11 / 16
Teeth Beneath the Tide is a fifth edition adventure designed for four to six characters, optimized for a party of four at APL 6, 11, or 16.
Run it as the climax of a larger campaign in the Xaathuun Depths, or as a standalone descent into corruption, plague, and abyssal worship.
Face Karkhareetoth across three terrifying stat blocks:
• Karkhareetoth the Devourer — CR 11• Karkhareetoth the Ravener — CR 17• Karkhareetoth the Demon Prince — CR 23
Each version brings the growing terror of the abyssal prince to the table, from the first signs of his influence to the full manifestation of his demonic reign.
🌊 Teeth Beneath the Tide
This adventure begins amid sickness, suspicion, and deepwater dread.
Red Sleep spreads through infected water, corrupted potion pearls, and contact with tainted blood or fluids. Victims suffer feverish sleep, shallow breathing, vivid nightmares of deep water, and voices from below. When the disease runs its course, the afflicted may recover—or wake with crimson eyes and a certainty not wholly their own.
The characters may be drawn into the adventure through several hooks:
• Crimson Recovery — a fishing village discovers that medicine from Avaruun Gate has changed its people instead of curing them.• The Lost Report — a damaged dwarven submersible holds warnings of sharkhara commanders, guanathi cultists, and sacrifices rising beneath the waves.• A Patron’s Recommendation — Master Alchemist Vaelis Brineglass asks the party to investigate a Red Sleep outbreak and trace the corruption to its source.
From there, the trail leads downward—through Avaruun Gate, the Xaathuun Depths, and finally to the broken shrine of Hessaal Hall.
🏛️ Avaruun Gate & The Xaathuun Depths
Avaruun Gate is a merfolk town under the banner of the Thalurean Queendom, built around a busy descent lane connecting the surface to the Xaathuun Depths. Its trade routes, cargo shelves, guild posts, shrines, and markets carry travelers into deeper waters—while rumors of Red Sleep, missing crews, corrupted potion pearls, and cult movement spread quietly beneath daily commerce.
Beyond it lie the Xaathuun Depths: an underwater frontier of rival powers, marked descent lanes, salvaged settlements, dangerous crossings, and pressure-bands known as the Crushes.
Safe travel is never guaranteed. Routes shift. Guides vanish. Corsairs strike where protection fails. And where Red Sleep spreads, old trust breaks into fear.
🩸 The Bloodbrine Accord
Karkhareetoth’s will moves through the Bloodbrine Accord, a cult that exploits panic, sickness, and isolation.
Its agents sabotage gear, poison medicine, plant altered corpses, and lure communities into dependence before demanding obedience. Their purpose is clear: spread Red Sleep, bring new converts to the World Maw, and prepare the Xaathuun Depths for Karkhareetoth’s return.
To his followers, corruption is a gift. To the rest of the Depths, it is the first sign that the sea itself has begun to smile.
🌑 Hessaal Hall — The Drowned Temple
The final confrontation unfolds in Hessaal Hall, once a healing house and temple for travelers descending below the Vaazkor Steps.
Now its sanctuary has been claimed by cultists. Its treatment tables are drowned in ritual blood. Its statues are wrapped in black cords. A shark-bone throne rises in the hall, while a whirlpool—the World Maw—spins at its center, opening into the Abyss.
At the edges of the chamber stand tooth towers of bone and blackened coral. Corpses hang from hooks above the water. The cult chants beneath the sea. And in the Maw’s dark pulse, Karkhareetoth waits.
🔥 Mythic Boss Battle
When the cultists fall, the rite is not undone.
Blood gathers at the World Maw. The water stills. A shape rises from below—first a heartbeat, then a black whirlpool, then the vast hunger beneath the hall.
At higher tiers, his Abyssal Prince trait brings him back from defeat, strengthens his presence, and unlocks mythic actions as the abyssal breach floods the battlefield with horror. His influence can turn the chamber into a place of blood, nightmares, and forced obedience, where the line between the Material Plane and the Abyss begins to fail.
📜 Narrative-Driven Adventure
Uncover the truth behind:
• the spread of Red Sleep through the Xaathuun Depths• the corrupted medicine and tainted potion pearls• the Bloodbrine Accord’s hidden agents and sacrifices• the missing crews and altered reports tied to Avaruun Gate• Tharuk Redgill’s role as guide, survivor, or tragic casualty• the ruined healing temple of Hessaal Hall• the World Maw and Karkhareetoth’s return from the Abyss
The party must descend, investigate, survive the cult’s ambushes, and decide the fate of a region drowning beneath fear, sickness, and obedience.
📜 Printable Player Handouts Included
Bring the mystery and horror of the adventure directly to your table with two printable handouts:
• Handout A. Conversion Cart — a grim relic tied to the Bloodbrine Accord’s practice of transporting captives and Red Sleep victims toward Hessaal Hall.
• Handout B. Bloodbrine Accord Badge — a shark-like demonic crest recovered from the wreck, marking those bound to Karkhareetoth’s cult.
Use them to deepen investigation, reveal hidden allegiances, and let players hold the evidence of the abyssal conspiracy in their hands.
Will your party seal the World Maw… or feed the Lord Below?
The depths have opened. Soon, the horrors of Terrors of the Trench rise from page to table—miniatures coming to life for all tiers of $40 and above!