Ghosts of Saltmarsh

(Jeff_L) #1

Wl. WARTHALKEEL CLIFFS
These cliffs once held the town of Warthalkeel. Climb-
ing the walls of the cliffs without equipme nt requires a
DC 15 Strength (Athletics) c heck.


W2. VAALASTROTH TRENCH
The floor of the trench is at a depth of 10.000 feet. An
entrance to the kraken's lair lies somewhere in the deep-
est part of the trench.


W3. RUINED BUILDINGS
These buildings are so utte rly demolished that it is im-
possible to know what purpose they served. Swarming
a round each ruin are 3d10 fish of various species and
2d4 crabs. Each fish has the statistics of a quipper,
but it doesn't have the Blood Frenzy feature a nd can't
make attacks.
Characters who dig through the rubble of a ruined
building for 10 minutes find an object on the Ruin Ob-
jects table.


RUIN OBJECTS
dlO Object
Human bones
2 An iron holy symbol of Procan
3 A tin toy kraken
4 A rusted blade engraved with a tentacle
5 The cover of a book of hymns to Procan
6 A rusty tool, weapon, or armor
7 An engraving, sculpture, or other work of art de-
picting a kraken
8 An engraving, sculpture, or other work of art de-
picting Procan
9 A broken piece of a boat
10 A stuffed and preserved octopus corpse

W4. WINDMILL
The wood blades of the windmill are gone. and the in-
side of the mill is covered in rubble from the grinding
wheel that broke apart when t he building was sub-
merged. Two human skeletons lie among the rubble.
Two will-o'-wisps occupy the mill. When a creature
enters the building, the undead attempt to lead the
c reature into Vaalastroth Trench (area W2). whispering
promises of treasure.

W5. KRAKEN'S VAULT
The people ofWarthalkeel built a vault to store the trea-
sures earmarked for Vaalastroth.
WSa. Guard Post. Stone benches line the walls, and
a stone counter stands before the vault doors. Three hu-
man s keletons in rusted chainmail lie on the floor.
WSb. Vault. The door to the vault is locked with an
arcane lock spell. A character can pick the lock with a
s uccessful DC 25 Dexterity check using thieves' tool or
force the door open with a s uccessful DC^30 Strength
check. Touching the door with a bone from the high
priest's skeleton (in area W7d) unlocks the door.
If a creature touches or attacks the door while it is
locked, the door produces a spectral tendril 1hat makes

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an attack against the creature with a +7 bonus. If the
tendril hits, it deals 11(2d6+4) psychic damage.
Most of the vault's treasures were removed from the
vault when Warthalkeel's citizens converted to the wor-
s hip of Procan, but a stone chest in the vault contains
1,232 gp and^213 pp.

W6. HOUSE OF PROCAN
The house of Procan was erected to replace the Temple
ofVaalastroth (area W7).
Malek Trandcnce secretly worshiped Erythnul, the
god of slaughter. He knew that converting Warthalkeel
to a ne w re ligion would bring down the krake n's wrath,
pleasing his true god.
W6a. Chamber of Prayer. A chipped statue of Procan
holding a trident in one hand and a piece of coral in the
other stands on the east waJI. A human skeleton lies at
the feet of the statue.
W6b. R eflection Chamber. A glass fish tank over-
grown with kelp s tands on the east wall. and a mosaic
of Procan's coral trident holy symbol is built into the
ceiling. A giant crab hides in the kelp and attacks any
creature that disturbs it.
W6c. Pries t 's Office. Broken wood furniture lies on
the cracked floor. A 2-foot-diameter hole in the ceiling
allows light from outside to enter and provides entry and
exit to the swarm of quippers that lives here.
A c haracter who searches through the debris on the
floor finds a gold holy symbol of Procan (15 gp).
W6d. Priest 's Room. Broken wood furniture and
rusty mattress springs cover the floor.
A character notices the outline of a secret compart-
ment in the wall with a successful DC^15 Wisdom (Per-
ception) check. The compartment holds an iron holy
symbol of Erythnul.
W6e. Shrine to Erythnul. All doors to this area are
locked. A character can pick the lock with a successful
DC 15 Dexterity check using thieves' tool or force the
door open with a successful DC^20 Strength check.
The skeletal remains of several beasts litter the floor,
and an altar to Erythnul made of bones stands on the
east wall. A magic morningstar lies on the altar. This
weapon has th e Curse property of a berserker axe and
no other magical properties.
W6f. Shrine to Procan. Six cracked stone benches
line a path leading up to a stone altar of Procan on a
2-foot-high dais at the south end of the room. Four hu-
man s keletons lie on the floor.

W7. TEMPLE OF VAALASTROTH
A four-story temple honoring Vaalastroth served as
Warthalkeel's house of worship and seat of government
for years. After Malek Trandence converted most of the
townspeople to the worship of Procan. a few priests
loyal to the kraken remained in the temple, preaching
Vaalastroth's word only to each other.
W7a. Entry Chapel. The chapel's floor, walls,
ceiling, and columns are painted with a mosaic of a
kraken reaching its tentacles up into a stormy sky. An
altar shaped like a kraken's head stands in the center
of the room.
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