Page 185 - ghosts-of-saltmarsh
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L2.  FLOODED TEMPLE
                                                             •
                                                              Layers of  silt cover the stone floor of  the main section of
                                                              the temple. Tangled mounds of  collapsed scaffolding lie
                                                              toward the east end of  this area. The west side is dom-
                                                              inated by a circular pit that stretches from wall to wall,
                                                              and that throbs with a dim, unnatural light.

                                                             Two aboleths from the Endless Nadir are in this cham-
                                                             ber, having rested and recovered from their fight with
                                                             Sgothgah. If the characters infiltrate the temple without
                                                             alerting the aboleths, the characters spot the creatures
                                                             floating above the rubble on the east side of the cham-
                                                             ber, arguing in Deep Speech over whether to kill the
                                                             creature in the pit or  enslave it. If the aboleths have been
                                                             alerted to the approaching characters (including if  the
                                                             glyph in area Ll was set off), they retreat to opposite
                                                             corners of  this chamber and stir up an immense cloud of
                                                             silt for camouflage. Area L2 is heavily obscured for the
                                                             next 5 minutes.
                                                              Failure is not an option for agents of  the Endless
                                                             Nadir. and the abolcths fight to the death if  it comes to
                                                             that. This is not the lair of  these creatures, so they can't
                                                             use lair actions or regional effects. In the event that the
                                                             characters could use some help in a battle, one of  the
                                                             aboleths might stray too close to the pit and be pulled
                                                             in by the juvenile kraken; see the next section for more
                                                             information. A fight isn't inevitable, however.
                                                              Making a Deal. These aboleths have two goals: to
                                                             kill Sgothgah and to deal with the kraken. either by
                                                             destroying it or capturing it. If  the characters don't in-
                                                             stantly  jump to the attack and can demonstrate that they
                                                             aren·t enslaved by Sgothgah- or, better yet, that they
                                                             have killed the rogue aboleth-they can engage these
                                                             aboleths in diplomacy regarding their desire to kill or
                                                             enslave the kraken.
                                                              The aboleths might respond to a number of  different
            Warded  Entrance. Sgothgah's advanced magical    arguments:
           knowledge has allowed it to set up dozens of  wards to   Even if  the aboleths can enslave the kraken now, the
           protect the temple, each treated as a casting of  glyph   creature is still growing and will eventually break free
           of  warding using the explosive runes option. All but   of  their control. Even a gang of  aboleths is no match
           one of the wards have been dismantled or triggered by   for a full-grown kraken, so the creature should be de-
           the aboleths that attacked the site. The sole remaining   stroyed for the aboleths' own safety.
           glyph is at the bottom level of  the tower, in the doorway   •  The kraken's substantial intellect has been hopelessly
           into area L2.                                      tainted by exposure to Sgothgah's religious beliefs. All
            The glyph is triggered when anyone who isn·t a wor-  gods are anathema to aboleths, so the kraken should
           shiper ofTharizdun moves or swims through the door-  be destroyed before its poisoned thoughts can influ-
           way from area LI to area L2. When the glyph is trig-  ence others.
          gered. each creature in area Ll takes 22 (5d8) lightning   Nothing in the sea can match the strength of  a kraken,
          damage. Because the lightning diffuses evenly through   and the aboleths might never again have che oppor-
           the water, no saving throw is allowed against this effect.   tunity to take control of  such a weapon in their fight
            The glyph can be found by any creature that inspects   against the gods. The creature must be enslaved and
          the doorway and succeeds on a DC 14 Intelligence (In-  forced to serve them.
          vestigation) check. The glyph can be dispelled by dispel
                                                              If  the players would rather not roleplay a telepathic
          magic, but there is no nonmagical way to disarm it. lt
                                                            argument with highly intelligenc alien minds, they can
          can be avoided only by entering the temple through an-
          other entrance.                                   lead the aboleths toward one option or the other with a




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