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The eel has the statistics of a giant constrictor snake, When the merfolk spy the characters, Talnad begs
with the following changes: them for help, saying she dropped her seashell necklace
in the gorge. The mcrfolk don't have a light source to
The eel can breathe only underwater, its walking
search the bottom of the gorge and hope the characters
speed is 0 feet, and its swimming speed is 40 feet.
can help. A character who makes a successful Wisdom
• It has a +4 bonus to Dexterity (Stealth) checks.
(Insight) check contested by Talnad's Charisma (Decep-
It doesn·t have the Constrict action option.
tion) check discerns that she isn't telling the whole truth.
C7. COVE GORGE If the characters follow the merfolk into the gorge.
This gorge goes down to a depth of 1,500 feet. Ogrorlo Talnad and Valas lead the group to Allero and then
went here to be alone when it was tired of being wor- attack. If the characters refuse to help, the merfolk
shiped. A chuul. an ancient guardian and servant of whistle for Allero and attack when the octopus arrives.
Ogrorlo, still inhabits the bottom of the gorge. It attacks If this battle goes poorly for the merfolk, they dive to the
any creature that isn't an aboleth or merfolk that ap- bottom of the gorge toward the chuul, hoping the charac-
proaches within 60 feet of the gorge's bottom. ters follow.
Treasure. The bottom of the gorge holds a stone chest A character who captures one or both of the merfolk
carved with the image of a clam that contains a hundred and makes a successful DC 12 Charisma (lntimidation)
tiny white pearls (10 gp each), five large pink pearls (100 check convinces the merfolk to reveal the truth about
gp each), and a single black pearl (500 gp). the floating bones. Otherwise the merfolk deny knowing
anything about the bones.
COVE REEF A DVENTURES Disturbed Grave. If a character examines the merfolk
mass grave, a successful DC 12 Intelligence (I nvestiga-
You can create your own stories for adventuring at this
tion) or Wisdom (Survival) check reveals marks in the
site or use the information in the Cove Reef Encounters
mud on the ground- some of the bones were recently
table to create an adventure. You can roll randomly or
dug up by webbed humanoid hands.
choose an encounter appropriate for the average level
of the characters. Each encounter is described in detail WORSHI PERS OF KOOLOOSHIDOOP
after the table. The middle of the gorge (area C7) is connected to a lake
in the Underdark by way of a tunnel. Fuuna, a female
COVE REEF ENCOUNTERS kuo-toa monitor. and her retinue used the tunnel to
d4 Encounter Level reach the surface after she ordered the group to find
1 Tentacle Trap 3rd new gods to add to their pantheon. After the kuo-toa
found the stone clam in the reef (area C3), they named
2 Worshipers of Koolooshidoop 5th
it Koolooshidoop and believed it to be a god. Before re-
3 Coven of Wet Rot 7th
turning to the Underdark with the clam, Fuuna feels she
4 Elkahraal 9th must make a sacrifice to Koolooshidoop to avoid anger-
ing the clam.
TENTACLE TRAP Saltmarsh Story Hook. The crew of jolly Good, a
Two female merfolk named Talnad and Valas were Solmor fishing boat, went for a swim in the cove, and six
kicked out of their tribe for stealing. Together with their of the sailors never returned. Anders Solmor offers the
pet giant octopus Allero. the merfolk plan to set a trap in characters 200 gp to find out what happened to the six
the cove to attract adventurers and steal from them. human sailors.
Saltmarsh S tory Hook. To help draw the characters Confronting the Kuo-toa. During the day, the kuo-toa
to the cove, Talnad and Valas unearth merfolk bones monitor Fuuna, two kuo-toa whips, and eight kuo-toa
from the mass grave (area C6), which causes the re- rest in the gorge at a depth of 1,000 feet. At night they
mains to Roat to the surface. Fishers working in the cove form a circle around Koolooshidoop and pray. If the kuo-
find the bones and refuse to continue fishing in these toa spot the characters, they attack, believing the char-
waters. Eda Oweland offers the characters a special acters to be a worthy sacrifice to their new deity. The
favor (see "Special Favors" in chapter 7 of the Dungeon kuo-toa aim to capture the characters and sacrifice them
Masters Guide) to discover the source of the problem when the clam is glowing.
and end it. Corpses in th e Reef. A character who searches
Clever Ruse. Talnad and Valas stay near the top of the the reef (area C3) and makes a successful DC 12 In-
gorge (area C7), looking for creatures that have equip- telligence (Investigation) check finds a shallow grave
ment they can steal. Allero, a giant octopus, hides in the beneath the reef that holds the remains of six sailors
darkness of the gorge at a depth of 1,000 feet. from jolly Good. The sailors were obviously killed by
Talnad and Valas have the statistics of scouts. with the weapons of the kuo-toa (part of the sacrifice to Koo-
the following changes: looshidoop).
Their alignment is chaotic evil.
COVEN OF WET ROT
• They have a walking speed of 10 feet, a swimming
The Wet Rot Coven is a group of three sea hags named
speed of 40 feet. and can breathe air and water.
Driftwood Moist rot. Rotten Blubbersore, and Auntie
They don't carry longbows.
Canker. The group wants to depose Granny Nightshade
(see "The Dreadwood"). The coven used w work for
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