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Twenty octopuses swim in place around the room. W7h. Ballroom. The ballroom once hosted grand
They attack only to defend themselves. celebrations in honor of Vaalastroth. A 10-foot-diameter,
W7b. Supply Closets. These supply closets held food 200-pound crystal chandelier shaped like a kraken (750
and liturgical materials that were lost to or broken by gp) hangs from the ceiling. A character who succeeds on
the sea. A closet has a 25 percent chance of containing a DC 15 Dexterity check using mason's tools can safely
a hungry quipper and a 10 percent chance of containing remove the chandelier from the ceiling. The chandelier
an object from the 25 gp Art Objects table in chapter 7 is fragile. If takes any damage. it becomes worthless.
of the Dungeon Master's Guide. W7i. Private Room. This room offered privacy to
important ballroom guests. A stone table shaped like a
W7c. Meditation Chamber. Tattered tapestries and
kraken sits in one corner. A long prayer to Vaalastroth is
cold, rusty braziers decorate this chamber. Yalaga
carved into its surface.
Maladwyn sits cross-legged in the center of the room.
Wlj. Tower Roof. The top of this tower holds an
She is a drow priestess ofLoltb, with the follow-
indentation of one ofVaalastroth's tentacles. marking
ing changes:
where the kraken touched the building to bless it. A
Yalaga is undead. creature that touches the indentation feels an over-
She doesn't have the F'ey Ancestry trait or the Sum- whelming desire to pray to the kraken. If a creature
mon Demon action option. offers a prayer to Vaalastroth, the creature must make
a DC 15 Wisdom saving throw. On a successful save,
Yalaga was a loyal priestess of Vaalastroth until the
the creature gains a charm or animal conjuring (see
end of her life and continues to be so in undeath. She
''Charms" in chapter 7 of the Dungeon Master's Guide),
meditates in this chamber trying to hear the voice of
but can conjure only octopuses and giant octopuses.
Vaalastroth, which has been silent for her since Warthal-
On a failed save, the creature takes 16 (3d10) psy-
keel's destruction.
chic damage.
If she notices the characters, Yalaga immediately be-
gins asking why they have come to Warthalkeel. A char- WARTHALKEEL ADVENTURES
acter who succeeds on a DC 14 Charisma (Deception or
You can create your own stories for adventuring at this
Persuasion) check convinces her they mean no harm. If
site or use the information in the Warthalkeel Encoun-
convinced. Yalaga shares Warthalkeel's history and al-
ters table to create an adventure. You can roll randomly
lows the characters to explore the temple as long as she
or choose an encounter appropriate for the average level
can escort them.
of the characters. Each encounter is described in detail
If the characters can't convince Yalaga they mean no
after the table.
harm, or if she catches them stealing or defacing any
property in the temple, she attacks and fights to the
WARTHALKEEL ENCOUNTERS
death (though she doesn't leave the temple to follow the
d4 Encounter Level
characters if they flee).
W7d. High Priest's Chambers. The door to these l Mephit Mischief lst
chambers is locked. A character can pick the door's lock 2 Lizardfolk Games 3rd
with a successful DC 15 Dexterity check using thieves' 3 Release the Kraken 11th
tool or force the door open with a successful DC 20 4 Extended Life 13th
Strength check.
Halkal Kyrith. the high priest ofVaalastroth, died cow- M EPHlT MISCH! EF
ering in his chambers for failing to defend the worship Gali, a curious merfolk teenager, stumbled upon a green
of the krakcn. T he high priest's skeleton lies in rotting conch shell in Warthalkcel's ruins. When she blew on
robes amid debris on the floor, clutching a tentacle rod. the shell, a one-way portal from the Plane of Earth ap-
W7e. Balcony. The balcony is 10 feet above the sea- peared, and out of the portal came a mud mephit. T he
Aoor. The tops of the 3-foot-high parapets are carved to mephit stole the shell and dropped it somewhere in the
look like tentacles. ruins before heading to the surface. As the days passed,
W7f. Crumbling Hall. A crumbling mosaic depicts a more mephits emerged from the portal. heading to the
kraken devouring an entire planet on the ceiling of this mainland to cause mischief.
chamber. A creature that touches the walls, floor, or ceil- Saltmarsh Story Hook. Over several days recently,
ing of this chamber must succeed on a DC 12 Dexterity mud mepbits have appeared in Saltmarsh to steal food.
saving throw or cake 3 (ld6) damage from falling debris.
pull pranks. and annoy people. Wellgar Brinehanded
W7g. Grand Staircase. This staircase's stone railing
(see location 26 in Saltmarsh) tracked the mephits
is carved to look like a long tentacle. A giant octopus
back to Warthalkeel's ruins. He offers the characters
lives under the stairs and attacks only if disturbed. Yal- 100 gp to find and close the portal that the mephits are
aga Maladwyn (see area W7c) feeds this octopus and coming through. If the characters take the job, Wellgar
considers it a friend. A character can peacefully coax the gives each a potion o{ water breathing before they go to
octopus from its nest with a successful DC 15 Wisdom
the ruins.
(Animal Handling) check. Elemental Portal. The 2-foot-diameter portal is lo-
A gold kraken statuette (100 gp) lies amid the waste in cated on the sea floor just outside area W7. Every ld6
the octopus's nest. hours, a mud mephit emerges from the portal and
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