The Unseen Consequences of the Atlantean Curse

By admin

The Atlantean Curse is a mythical concept that has captured the imagination of people for centuries. According to legend, the curse was placed upon the ancient civilization of Atlantis by the gods as punishment for their arrogance and misuse of power. The ancient city of Atlantis was said to be a prosperous and highly advanced civilization, boasting technology and knowledge far beyond that of any other society of its time. The Atlanteans were believed to have harnessed the power of crystals and possessed an advanced understanding of energy manipulation. However, with great power came great arrogance. The Atlanteans began to misuse their knowledge and engage in acts of aggression and conquest.

The atlantean curse

The Atlanteans began to misuse their knowledge and engage in acts of aggression and conquest. They believed themselves to be invincible and saw no limits to their power. The gods, angered by the arrogance and hubris of the Atlanteans, decided to punish them for their transgressions.

Atlantean Treasury

This gold-plated trident is embedded with a number of deep sea sapphires and is used commonly by Atlanteans. While holding the Atlantean Trident you gain a swimming speed of 35 feet. You gain a +1 bonus to attack rolls and damage rolls made with the Atlantean Trident, and if you throw the Atlantean Trident underwater, it immediately flies back to your hand after you have made the attack.

Abyssal Piercer

This rapier has a deep cobalt blade that is practically black, with connected pieces of abyssal chitin as its guard. You gain a +1 bonus to attack rolls and damage rolls made with this weapon, and once per turn, you can choose to make an attack with disadvantage in an attempt to make a Stinging Strike. On a hit, the target takes an additional 1d8 poison damage and must succeed on a DC13 Constitution saving throw or be Poisoned until the start of your next turn.

Curse. The abyssal poison that is embedded into the blade of this weapon contains the vengeful spirits of the slain aberrations that were used to make this weapon, and they often strike back. If you miss your Stinging Strike with this weapon, the poison of the weapon siphons away one of your hit dice. If you have no hit dice remaining, you gain a level of exhaustion.

Angler's Folly

Wondrous Item, Uncommon

Used as a last ditch effort by Leviathanguards when they are getting overwhelmed by aberrations, this 4 inch wide glass sphere has a pearlescent sheen to it that always seems to faintly glow even in the deepest depths of the ocean.

As an action you can toss the Angler’s Folly to a point within 30 feet of you, where it immediately glows a soft but brilliant iridescent light out to 60 feet, providing bright light out to 60 feet for 1 minute. Creatures of your choice within 60 feet of the sphere that can see the light must succeed on a DC15 Wisdom saving throw or become charmed by the light for 1 minute. Aberrations with a swimming speed have disadvantage on this saving throw. While charmed, a creature must spend their turn dashing to get closer to the light, and do nothing else. A creature remakes the initial saving throw at the end of each of their turns and upon taking damage, ending this effect upon success and becoming immune to its effects for 24 hours.

Once the Angler’s Folly has been used, the magic fades from it and it becomes a mundane glass sphere.

Anklet of the Barracuda

Wondrous Item, Uncommon

Used by both hunters and Leviathanguards, this simple seaweed anklet is adorned with silver and aquamarine statuettes of barracudas. Once per turn, before making an attack, provided you are underwater, you can propel yourself forward 30 feet towards the target of your attack.

Cuttlefish Leathers

Armor (Leather), Very rare

This smooth leather armor seems to warp and shift in color depending on your surroundings and mood. While wearing the Cuttlefish Leathers, if you have moved no more than 10 feet during your turn, when you end your turn you become Invisible. This invisibility lasts until the end of your next turn or until you make an attack, force a creature to make a saving throw, or move more than 10 feet on a turn.

By KoatheDM. Art by Warmtail.

Cloak of the Jellyfish

Wondrous Item, Uncommon

Used often by the Leviathanguard, this translucent cloak looks akin to that of a jellyfish and faintly moves on its own as if affected by invisible underwater currents. If a creature grapples you, you are swallowed by a creature, or a creature makes a Shove attack against you while you are wearing this cloak, as a reaction you can activate the paralytic and stinging properties of the cloak, where the creature must succeed on a DC14 Constitution saving throw or take 3d6 poison damage and be paralyzed until the end of your next turn, only taking half damage on success. Once you have used this feature you cannot use it again until the next dawn

Coral Wreath Circlet

Wondrous Item, Rare (requires attunement by a Spellcaster)

This circlet is made of a multicolored miniature coral reef, with a variety of living Coral that adorn it. While attuned to the Coral Wreath circlet you can use it as a spellcasting focus. The Coral Wreath Circlet has 10 charges, regains 1d10 + 5 charges at dawn, and you can expend charges to cast the following spells; Coral Shard (1), Coral Wreath (1), and Rampant Coral Growth (4). Additionally, when you are hit with a melee attack, as a reaction, you cause coral growths to sprout from your circlet to protect you, where you gain 5 temporary hit points per charge expended from this reaction that immediately take the triggering damage and fade at the end of the turn. You cannot use this reaction when you have taken psychic damage.

Furthermore whenever you cast a spell with the word Coral in its name, you gain 5 temporary hit points and you have a +1 bonus to your AC while you have these temporary hit points (These temporary hit points are added to the temporary hit points given in Coral Wreath).

Heart of the Kraken

Wondrous Item, Uncommon

This twine necklace appears to be made of broken kraken teeth with a small jade sculpture of twisting tentacles; a common symbol of Zhragthonu, the Krakenfather. While wearing this necklace, as an action you can fill your lungs with seawater and spew out the seawater which erupts into a 30 foot cone of crackling lightning. Each creature within this area must succeed on a DC13 Dexterity saving throw or take 6d6 Lightning damage, halved upon success. Once you have used this feature you cannot use it again until the next dawn.

By KoatheDM. Art generated by wombo.art.

Leviathanguard Plate

Armor (Splint), Rare (requires attunement)

This bulky and jagged suit of armor is made of crimson chitinous shells of deep sea aberrations in combination with that of giant crabs and is usually worn by the Leviathanguard. While wearing this armor you gain a +1 bonus to your AC and you can cast the spells Utaeli’s Crab Claw and Utaeli’s Crab Carapace without components through the innate magic of the armor. Once you have cast one of these spells, you cannot cast that spell again until the next dawn.

Royal Atlantean Plate

Armor (Half Plate or Plate), Uncommon

This royal armor is made of an alloy of Undersea Thulium and treated platinum with pearlescent filigree and decorative embeds of silver seashells and pearls. This armor does not inhibit your ability to swim, is effectively weightless while underwater, and if you are submerged in seawater while wearing this armor, you gain a +1 bonus to your AC as the filigree and pearls faintly glow.

Redirection Trident

Weapon (Trident), Rare (requires attunement)

This deep cerulean and black trident is embedded with iridescent pearls that thrum with arcane energy that lead to three twisted prongs, and it is commonly used by Atlanteans when facing krakens or lightning elementals. This trident has 4 charges, and regains 1d4 +2 charges at dawn. You gain a +1 bonus to attack rolls and damage rolls made with this weapon and when you take lightning, thunder, or force damage, you can expend a charge as a reaction to gain resistance to that instance of damage and redirect it towards a target you can see within 60 feet of you. The target must then succeed on a DC14 Dexterity saving throw or take 3d10 of the damage type that triggered this reaction.

By KoatheDM. Art generated by wombo.art.

Sekolah's Ire

Wondrous Item, Rare (requires attunement)

This jagged and mangled medallion is composed of bloodied shark teeth bound by rusted iron and gold. While attuned to Sekolah's Ire, you have advantage on attack rolls against creatures who are missing more than half of their total hit points and you critically strike creatures who have half of their total hit points on a roll of 19 or 20. Additionally, as an action you can cast the spell Bloodsense, without requiring Components. Once you have used this feature you cannot use it again until the next dawn or until you have reduced a creature to zero hit points.

Curse. The bloodthirsty nature of Sekolah’s Ire brings about frenzy and primal urges near blood. Once you have attuned to Sekolah’s Ire, your eyes and teeth noticeably change to become more shark-like, and you cannot willingly unattune from Sekolah’s Ire. Furthermore, whenever you reduce a creature to zero hit points, you must succeed on a Wisdom saving throw of 10 or spend your next turn eating the flesh of the slain creature, if possible.

Sekolah's Ravager

This club has been fashioned with a multitude of razor sharp and jagged shark teeth, that always seem to have traces of blood on their surface. Sekolah’s Ravager deals an additional 1d6 slashing damage on hit, and when you critically strike a creature with this weapon, it rips open a magical wound. A creature who is wounded takes 2d6 necrotic damage at the start each of their turns for 1 minute, or until magically healed or a Wisdom (Medicine) check of 14 is made to staunch the bleeding as an action.

Vortex Guard

Wondrous Item, Rare (requires attunement)

These cobalt and gold bracers have ancient aquan and abyssal etching on them, and water seems to naturally form vortexes and flow easier when around them. While attuned to these bracers, you gain a +1 bonus to your AC while submerged in seawater and you do not suffer disadvantage on weapon attack rolls made while underwater due to the weapon being used.

When you are targeted by a ranged weapon attack while underwater, you can slam the Vortex Guard bracers together to create a swirling vortex to slow and displace the projectile as a reaction, forcing your attacker to roll an additional d20 and take the lower result.

By KoatheDM. Art by Warmtail.
The atlantean curse

They sent a powerful curse upon the civilization, causing its eventual destruction and sinking into the depths of the ocean. The curse, it is said, continues to haunt the descendants of the Atlanteans to this day. They are said to carry the burden of their ancestors' arrogance and are doomed to suffer from various misfortunes and calamities. Some believe that the Atlantean Curse manifests as a sort of karmic justice, with those who have inherited the curse experiencing a series of unfortunate events in their lives. These misfortunes could range from financial ruin to failed relationships to health problems. Others argue that the curse is merely a figment of imagination and that the downfall of Atlantis was simply a result of natural causes such as earthquakes or volcanic eruptions. They dismiss the idea of a curse as nothing more than a myth created to explain the mysterious disappearance of an advanced civilization. Regardless of whether the Atlantean Curse is fact or fiction, it remains an intriguing and captivating concept. The idea of a curse handed down through generations and impacting the lives of individuals is a theme that has great appeal in literature and mythology. Today, the story of Atlantis and its curse continues to be a source of fascination for many. It serves as a cautionary tale, reminding us of the dangers of arrogance and the consequences that can come from the misuse of power..

Reviews for "The Hidden Dangers of the Atlantean Curse"

1. John - 1 star - I really did not enjoy "The Atlantean Curse" at all. The plot was confusing and convoluted, and the characters were one-dimensional and uninteresting. The writing style was also quite lackluster, with minimal descriptions and a lack of depth in the storytelling. Overall, I found it to be a disappointing read and wouldn't recommend it to others.
2. Sarah - 2 stars - "The Atlantean Curse" had an intriguing premise, but unfortunately, it failed to deliver. The pacing was inconsistent, with long, drawn-out sections that felt unnecessary and others rushed through with little explanation. The main character lacked development and emotional depth, making it difficult for me to connect with their journey. Additionally, the dialogue felt forced and unnatural, making it hard to immerse myself in the story. Overall, I was left disappointed and underwhelmed by this book.
3. Michael - 1 star - I found "The Atlantean Curse" to be incredibly predictable and cliché. The plot twists were telegraphed from miles away, leaving no sense of surprise or suspense. The characters were generic and stereotypical, lacking any real depth or complexity. The writing itself was also subpar, with awkward phrasing and repetitive descriptions. Overall, I was incredibly disappointed with this book and would not recommend it to anyone looking for an engaging and original read.
4. Jennifer - 2 stars - While "The Atlantean Curse" had an interesting concept, the execution fell flat for me. The pacing was uneven, with long stretches of boredom interrupted by brief moments of action. The world-building was also lacking, leaving me with many unanswered questions and a lack of understanding about the overall setting. Additionally, the dialogue felt stilted and unrealistic, further detracting from my enjoyment of the story. Overall, I found this book to be underwhelming and would not recommend it to others.
5. David - 1 star - I struggled to finish "The Atlantean Curse" as I found it to be incredibly boring and unengaging. The plot moved at a snail's pace, with little happening to hold my interest. The characters were forgettable and lacked any real depth or personality. The writing style was also unremarkable, with descriptions that felt like an afterthought and a lack of emotional investment. Overall, I was thoroughly disappointed with this book and would not recommend it to anyone.

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