Page 229 - ghosts-of-saltmarsh
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RELEASE THE KRAKEN
          The Society of  Tentacles is a group of  cultists that wor-
          ship krakens. Elagoth Rinecot, the cult's leader and a
          descendant of  the people of Warthalkeel. wants to call
          forth Vaalastroth and apologize for her ancestors· be-
          trayal. The priest also plans to offer the characters to the
          kraken as tribute.
            Saltmarsh Story Hook. Calduran Bravewater  a
          deep scion (see appendix C), approaches the ch~racters
          posing as a rich noble and asks for their help in diving
          into the ruins ofWarthalkeel to find lost treasure. He
          offers to give the characters whatever it takes to per-
          suade them to go to the ruins (since he has no intencion
          of  paying).
            Society of  Tentacles. Two kraken priests (see appen-
          dix C) and a deep scion (see appendix C) desecrate area
          W6f of the House of Procan while another four kraken
          priests, including  Elagoth Rinecot, hold hands in a cir-
          cle and chant to perform the ritual in area W7h of  the
          Temple of  Vaalastroth. The cultists attack the characters
          with the intention of  subduing them.
            Yalaga Maladwyn (in area W7c) knows of  the cult-
          ists and allows them to perform the ritual, though she
          suspects that wakfag the kraken could anger it. so she
          avoids participating.
            Calduran tries to steer the characters toward area
          W6fbut turns on the characters when they find either
          group of  cultists.
            The Kraken Cometh. If  the cultists defeat the charac-
          ters. the kraken priests use their water breathing spells
          to keep the characters alive and then bind them with
          manacles (see chapter 5 in the Player's Handbook) near
          Vaalastroth Trench (area W2). The cultists complete
          their ritual 12 hours after they capture the characters. A
          loud hum rings through the area, and then Vaalastroth
          the kraken rises from the trench.
            Elagoth offers the characters as tribute, claiming that   pend ix C), and the ruins of  Warthalkeel are his lair. The
          these powerful adventurers are the greatest threats to   giant spends his days in area W7h making music with
          Vaalastroth's takeover of  the seulement. Vaalastroth   his harp- the calm in the eye of  the storm.
          then attacks the cultists, calling them insolent for dis-  Yalaga Maladwyn (in area W7c) knows she can't kill
          turbing its slumber and offering such a paltry gift. If   the giant, so she allows him to do whatever he wants.
          the characters have not escaped by the time the kraken   She would agree to ally with the characters in a plan to
          kills the cultists, it demands all the characters' magic   evict Brinecane.
          items in exchange for their lives. When it  is satisfied. the   When the characters find Brinecane, the giant tells
          kraken returns to its lair.
                                                            them of  his plight. He is scared to die, but he knows that
                                                            without the magic ofWarthalkeel he would succumb
          EXTENDED LIFE
                                                            1oold age.
          The ancient storm giant Brinecane Ulganoth is terrified
          of  death. To cheat the inevitable. Brinecane drew on the   If  the characters offer to help Brinecane. he tells them
          magic of  Warthalkeel's ruins. transforming himself  into   he would agree to move to a new location touched with
                                                            magic that would allow him to continue to extend his
          a mighty storm.
            Saltmarsh Story Hook. For days, a powerful storm   life. One such location that would put the storm far from
          unlike any seen before rages over Saltmarsh. Ferrin   Saltmarsh is Granny Nightshade's fortress, Castle Spi-
          Kastilar (see location 29 in Saltmarsh) tells the charac-  ral, in the Dreadwood. Of  course, Brinecane requires
          ters that he believes the cause of  the storm is unnatural   that Cranny Nightshade and her minions be removed
          since its borders never move and the ruins ofWarthal- '   before he takes possession of the castle.
          keel are at its center. The storm threatens everyone in   A character can comfort Brinecane and convince the
          Saltmarsh. so Ferrin has convinced the nobles to pledge   storm giant to accept the inevitable. end the storm. and
          3,000 gp to the characters if  they can find and stop the   move out of  the area with a successful DC 22 Charisma
                                                            (Persuasion) check. If this check fail!>, Brinecane is in-
          cause of  the danger.
                                                            sulted and attacks the characters.
            Calming a Storm. Brinecane Ulganoth has trans-
          formed himself  into a storm giant quintessent (see ap-  If  combat breaks out, the giant fights until reduced to
                                                            30 hit points and then Rees.
           \l'l'~"H>IX  \   CW :-.HIP~  \l"V  Ill   I  \
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