Page 217 - ghosts-of-saltmarsh
P. 217

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

           \I'  I'  I·  'I ll I \  \  I <  H  s ll 1  P~ J\ N IJ  I 111  SI  \
   212   213   214   215   216   217   218   219   220   221   222