An often overlooked feature of vampires is their ability to exist in environments that do not require air. As such, some crafty vampires move their lairs to underwater caverns. These remote locations offer vampires several advantages such as a lack of air for creatures who'd hunt it and an overall absence of sunlight. Because of the vampire's weakness against running water, these submerged lairs must be at the bottom of dismal swamps or murky lakes.
This side trek is designed for three to seven 11th to 16th level characters and is optimized for five characters with an average party level (APL) of 11. Likely, the characters will have tracked the vampire to its lair after following clues that point to its existence.
System: D&D 5E
Starting Level: 11
Length: One Shot (1 session)
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)