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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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