Lochfell’s Secret Review: Sea Monsters, Necromancers, and a Cosmic Prison

The coastal town of Lochfell is dying. Sailors are vanishing into the sea, graves are being plundered under the cover of darkness, and the merchants refuse to dock. Lochfell’s Secret, a D&D 3.5 adventure by Eric Haddock designed for 15th-level characters, is a deep dive into an interconnected subterranean complex where two distinct and powerful evils operate side-by-side—unaware of the cosmic horror trapped between them.

Introduction: The Dual Threats of Lochfell

Originally released as a free web enhancement, this 16-page adventure excels at misdirection. The town of Lochfell believes it is under attack by a single “sea monster.” The reality is much more complex.

The adventure features two primary antagonists:

  1. Jansaadi: A Chuul Ranger (CR 18) obsessed with hunting humans for revenge. He uses sophisticated tactics and floating traps to drag victims to a watery grave.
  2. Yenice: A Lich Necromancer (CR 20) stealing bodies from the town cemetery to build an undead army in a hidden cavern complex directly above the Chuul’s lair.

The PCs must navigate the watery depths to find the Chuul, only to discover a vertical shaft leading into the heart of the Lich’s stronghold.

Tactical Breakdown: The Chuul’s Lair

The adventure begins on the shores of Lochfell, near “Taylor’s Rock,” where Jansaadi hunts.

1. The Shoreline Ambush (Area 3)

Jansaadi is not a mindless beast; he is an 11th-level Ranger.

  • The Tactics: He uses Sticky Nets—custom-made traps coated in tanglefoot goo—baited with shiny objects. When a human wades in to grab the treasure, they become entangled (Reflex DC 15).
  • The Attack: Jansaadi uses his Ring of Chameleon Power to strike with surprise. He attacks with his claws, grabs his prey, and passes them to his Paralytic Tentacles (Fort DC 19), dragging the paralyzed victims beneath the waves to drown.

2. The Body Beach and Hall of Trophies (Area 4B & 4D)

If the PCs track Jansaadi to his underwater cave entrance, they find a grisly scene. The “Body Beach” is a rotting pile of his victims, while the “Hall of Trophies” displays his most prized kills chained to stone pillars. These areas establish Jansaadi as a cruel, intelligent hunter rather than a simple predator.

The Secret Weapon: The Teratomorph (Area 4I)

Between the Chuul’s lair and the Lich’s complex lies a genuinely terrifying encounter.

Jansaadi accidentally trapped a Teratomorph (CR 16 Gargantuan Ooze) in a cavern lined with phosphorescent coral. This chaotic entity is a reality-warping nightmare.

  • Warp Reality (Su): Every round, there is a 10% chance the Teratomorph duplicates a high-level spell effect (like Reverse Gravity, Earthquake, or Prismatic Spray).
  • Entropic Touch (Su): Its attacks don’t just deal damage; they mutate flesh, annihilate tissue, or trigger an Absorption effect that instantly kills a target and requires a Miracle or True Resurrection to reverse.

Tactical Breakdown: The Necromancer’s Stronghold

Climbing the vertical shaft (Area 4H) leads the PCs into Yenice’s domain.

1. The Psurlon Station (Area 5L)

Yenice’s complex is guarded by three Elder Psurlons (CR 9). These telepathic aberrations use Rings of Improved Climbing to drop from the ceiling, bombarding the party with Hold Monster and Dominate Person before moving in to attack.

2. The Deathbringer Holding Pen (Area 5I)

Before reaching the Lich, the party must face his ultimate undead soldier: a Deathbringer (CR 17).

  • The Threat: This Large undead behemoth boasts nearly 200 HP, a 40-foot speed, and a devastating Negative Burst ability that damages living creatures while simultaneously healing the Deathbringer.

The Boss: Yenice the Lich (CR 20)

Yenice is a Human Vampire Wizard 11/Lich (Wait, what? A Vampire Lich? Actually, the text contradicts itself here: the stat block says “Vampire Wizard 11; CR 13”, but the intro text calls him a “necromancer lich” and the stat block header lists “lich necromancer 18; CR 20.” DM Tip: Run him using the CR 20 Lich Necromancer 18 stats for a proper high-level challenge, ignoring the vampire typo in the stat block).

  • The Setup: Yenice is paranoid. His workroom (Area 5F) is protected by a Wail of the Banshee Trap (CR 10).
  • The Tactics: He prefers to remain gaseous, utilizing 1-inch vent holes drilled throughout his lair to move freely. He drops massive area-of-effect spells (Horrid Wilting, Cloudkill, Circle of Death) and then retreats through the walls, relying on his Fast Healing 5 to recover before striking again.

System Conversion: 3.5 to 5e and OSR

At 15th level, this adventure is a meat grinder.

For 5th Edition (5e):

  • Jansaadi: Use the Chuul stat block, but increase its HP to 150, grant it multiattack, and give it the Gloom Stalker Ranger features (Dread Ambusher) to simulate its stealthy hunting.
  • The Teratomorph: There is no direct 5e equivalent. Use a Juiblex stat block (from Mordenkainen’s Tome of Foes) or a heavily buffed Elder Oblex.
  • Yenice: Use the standard Lich stat block, but ensure you utilize his Lair Actions to simulate his ability to move through the walls.

For OSR (Shadowdark/Old School Essentials):

  • The Teratomorph’s Entropic Touch will instantly permanently alter or kill characters. Ensure the players understand that the glowing coral traps the beast; the goal for an OSR party should be to sneak past it, not fight it.

Conclusion: A Masterful High-Level Gauntlet

Lochfell’s Secret is an outstanding adventure for experienced groups. It requires a diverse skill set: underwater combat handling, trap-finding, and dealing with massive magical artillery. It perfectly captures the feel of 3.5’s high-level play, where every door might hide a reality-warping ooze or an 18th-level necromancer.

👉 [Dive into the deadly depths and claim your copy of Lochfell’s Secret on DriveThruRPG]

Disclosure: If you pick up this adventure through my link, I’ll earn a few pieces of silver for the Lochfell Merchants’ Consortium at no extra cost to you.