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Wl. WARTHALKEEL CLIFFS                            an attack against the creature with a +7 bonus. If  the
          These cliffs once held the town of Warthalkeel. Climb-  tendril hits, it deals 11(2d6+4) psychic damage.
          ing the walls of the cliffs without equipment requires a   Most of the vault's treasures were removed from the
           DC 15 Strength (Athletics) check.                vault when Warthalkeel's citizens converted to the wor-
                                                            ship of Procan, but a stone chest in the vault contains
          W2. VAALASTROTH TRENCH                            1,232 gp and 213 pp.
          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-  W6. HOUSE OF PROCAN
                                                            The house of Procan was erected to replace the Temple
          est part of the trench.
                                                            ofVaalastroth (area W7).
          W3. RUINED BUILDINGS                                Malek Trandcnce secretly worshiped Erythnul, the
           These buildings are so utterly demolished that it is im-  god of  slaughter. He knew that converting Warthalkeel
           possible to know what purpose they served. Swarming   to a new religion would bring down the kraken's wrath,
           around each ruin are 3d10 fish of  various species and   pleasing his true god.
           2d4 crabs. Each fish has the statistics of a quipper,   W6a. Chamber  of Prayer. A chipped statue of Procan
           but it doesn't have the Blood Frenzy feature and can't   holding a trident in one hand and a piece of coral in the
           make attacks.                                     other stands on the east waJI. A human skeleton lies at
            Characters who dig through the rubble of a ruined   the feet of the statue.
           building for 10 minutes find an object on the Ruin Ob-  W6b. Reflection Chamber. A glass fish tank over-
          jects table.                                       grown with kelp stands on the east wall. and a mosaic
                                                             of Procan's coral trident holy symbol is built into the
           RUIN  OBJECTS                                     ceiling. A giant crab hides in the kelp and attacks any
                                                             creature that disturbs it.
             dlO   Object
                                                              W6c. Priest's Office. Broken wood furniture lies on
                   Human bones                               the cracked floor. A 2-foot-diameter hole in the ceiling
              2    An iron holy symbol of Procan             allows light from outside to enter and provides entry and
              3    A tin toy kraken                          exit to the swarm of  quippers that lives here.
              4    A rusted blade engraved with a tentacle    A character who searches through the debris on the
              5    The cover of  a book of  hymns to Procan   floor finds a gold holy symbol of Procan (15 gp).
                                                              W6d. Priest's Room. Broken wood furniture and
              6    A rusty tool, weapon, or armor
                                                             rusty mattress springs cover the floor.
              7    An engraving, sculpture, or other work of  art de-
                                                              A character notices the outline of a secret compart-
                   picting a kraken
                                                             ment in the wall with a successful DC 15 Wisdom (Per-
              8    An engraving, sculpture, or other work of  art de-  ception) check. The compartment holds an iron holy
                   picting Procan                            symbol of Erythnul.
              9    A broken piece of  a boat                  W6e. Shrine to Erythnul. All doors to this area are
              10   A stuffed and preserved octopus corpse    locked. A character can pick the lock with a successful
                                                             DC 15 Dexterity check using thieves' tool or force the
           W4. WINDMILL                                      door open with a successful DC 20 Strength check.
           The wood blades of the windmill are gone. and the in-  The skeletal remains of  several beasts litter the floor,
           side of the mill is covered in rubble from the grinding   and an altar to Erythnul made of bones stands on the
           wheel that broke apart when the building was sub-  east wall. A magic morningstar lies on the altar. This
           merged. Two human skeletons lie among the rubble.   weapon has the Curse property of a berserker axe and
            Two will-o'-wisps occupy the mill. When a creature   no other magical properties.
           enters the building, the undead attempt to lead the   W6f. Shrine to Procan. Six cracked stone benches
           creature into Vaalastroth Trench (area W2). whispering   line a path leading up to a stone altar of Procan on a
           promises of  treasure.                            2-foot-high dais at the south end of the room. Four hu-
                                                             man skeletons lie on the floor.
           W5.  KRAKEN'S VAULT
           The people ofWarthalkeel built a vault to store the trea-  W7.  TEMPLE OF VAALASTROTH
           sures earmarked for Vaalastroth.                  A four-story temple honoring Vaalastroth served as
             WSa. Guard  Post. Stone benches line the walls, and   Warthalkeel's house of  worship and seat of  government
           a stone counter stands before the vault doors. Three hu-  for years. After Malek Trandence converted most of  the
           man skeletons in rusted chainmail lie on the floor.   townspeople to the worship of Procan. a few priests
             WSb. Vault. The door to the vault is locked with an   loyal to the kraken remained in the temple, preaching
           arcane lock  spell. A character can pick the lock with a   Vaalastroth's word only to each other.
           successful DC 25 Dexterity check using thieves' tool or   W7a. Entry Chapel. The chapel's floor, walls,
           force the door open with a successful DC 30 Strength   ceiling, and columns are painted with a mosaic of  a
           check. Touching the door with a bone from the high   kraken reaching its tentacles up into a stormy sky. An
           priest's skeleton (in area W7d) unlocks the door.   altar shaped like a kraken's head stands in the center
             If a creature touches or attacks the door while it is
           locked, the door produces a spectral tendril 1hat makes   of the room.


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