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Ghosts of Saltmarsh
Ghosts of Saltmarsh
CREDITS
lead Designers: Mike Mearls, Kate Welch Producer: Da n Tovar
Designers: Wolfgang Baur, Jam es lntrocaso, Joseph A. McCullough, Project Managers: Bill Benham, Stan!, Matt Warren
Jon Sawa tsky. Steve Winter Product Engineer: Cynda Calloway
Design Consultants: Will Ansell, Myke Cole Imaging Technician: Kevin Yee
Art Administration: David Gershman
Developers: Jeremy Crawford, Ben Petrisor, F. Wesley Schneider Prepress Specialist: Jefferson Dunlap
Playtest Coordinators: Bill Benham, Christopher Lindsay
Playtest Analyst: Ben Petri~or Senior Director Global Brand Strategy: Nathan Stewart
Director licensi ng & Publishing: Liz Schuh
lead Editor: Kim Mohan Licensing Manager: Hilary Ross
Editors: Michele Ca rter, Scott Fitzgerald Gray, F. Wesley Schneider Digital Marketing Manager: Bart Carroll
Senior Communications Manager: Greg Tito
Art Direction: Kate Irwin Manager Global Brand Marketing: Anna Vo
Graphic Design: Emi Tanji, Trish Yochum Brand Manager: Shelly Mazzanoble
Concept Artist: Shawn Wood Associate Brand Manager: Pelham Greene
Senior Art Director: Richard Whitters Principal Game Designer. Chris Perkins
Senior Creative Art Director: Shauna Narciso Narrative Designers: Adam Lee, Ari Levi tch
Pbytesters: Adam Howard, Adrian Farmor, Alan Or<h. Ale• D'Am1co. Ale• Forsyth
Cover Illustrator: Grzegorz Ru tkowski Alex Kammer. Alex McClead. Afex Wilson, Alexander l<retov, Alicia Cisneros, Ahcia
Cartographers: Dyson Logos, Mike Schley Graham, Amanda Stone, Amber Spova, Andre Battrick, Andrew Corneio, Andrew Epps,
Interior Illustrators: Even Amundsen, Joachim Barrum, Mark Andrew Ku1awa, Andy Baker, Anthony V1c1n1, Ari Gonulu, Ariel H•rsh, Arthur Wright,
Behm, Eric Belisle, Zoltan Boros, Sam Burley, Sidh arth Chaurvedi, Ashleigh Bishop, Austin Fields, Austin H• fflie, Austin Sanders, Beau Coker. Ben1omin
Shlndewolfe. Beverly Stauffer. Biii Kerney, Boyd Bennrn. Brenda Hopper, Brendan Barr,
Conce ptopolis, Olga Drebas, Wayne England, Justin Gerard, Leesha
Broderick Jones. Bruce laClair, Call Davis. C•mcron Scruggs, CasS1dy Schenley. Charles
Hannigan, Lake Hurwitz, Tyler Jacobson, Sam Keiser, Julian Kok, Wri&ht. Chase Louviere. Chene Bruce, Cheryl Pierce, Chloe M1tzay1. Chris Davis. Chris
Michael Komarek, Slawomir Maniak, Brynn Metheney, Christopher Kens ta. Chns McGovern. Chns Wood, Christian Franz, Chflstian Hancock, Chr1s11an
Moeller, Scott Mu rphy, Jim Nelson, Vincent Proce, Chris Rallis, Zoltaf Bellomo, Chust1ne Weidenbach, Chnstophtt Hac~ler ~ Christopher Scoggin,
Chris Seaman, Rudy Siswanto, David Slad ek, Francis Tsai, Franz Christopher Wood. Chuck Benscoter. Cindy Moort. Clayton Embrey. 01ff H•nger. Cody
Helms. Collin Wh ..ltr. Connor S<htnck. Connor Self. C,.1g Domres, Dace Mcfadden.
Vohwinkel, Richard Wh itters, Shawn Wood, Mark Zug 01n Beam. Dan DeHun. Oan Harsh, Dan Harsh. Dan krinesttwr. Oamel E. Chapman
II. Daniel 'KBhn' Oliveira, Daniel Kl1nest•vtr, Daniel Tye. Otlno Berto. Dave Sacker, Dave
Knighton, David •cameron• Gidcumb. Oav1d Mon1s. Oav1d SchnoH, OaVld Woods.
Oerek Gray, Oerek Myers, Oevon Argo. Doug Oavos. Oylan Cole. Ed kr•ft. Em1eCih•ngir.
Enc Kooistra Enk Grentet, Evan Jackson. Evan Rodarte, Evan Schulz, Flo Velasquez,
C•bnel Soares Machado, Gabrielle Zulask1, CentSls Martinez. Greg Lyman. Greg Smith,
Gugory Pa.rov1chn1kov, Gvs Reyer. Haig Morrison, Heather Coleman, H~ctor Ramirez.
How•rd Hubbard, Hugo Mendieli, Ian Hawthorne. l•n Kimmel, Ian R1<k. Jackson
Thomas. Jacob Benscoter, Jacob Dalton, Jacob DelMauro, Jamal AH, James Armstead,
James Endicott. James Hazel, lames Holland, James Kirtley. l•m« Schweiss, Jamie
Shepperson. )•red Fegan. Jason Conwell, rason )orosz. Jason Lopez, Jason Maneson,
joson Thomas. Jawsh Murdock, jay Africa, jay Elmore. Jay )•n•. Junette Wiiey. Jeffery "Jj"
Zielinski, Jeffery Barnes, JenniferCourvre-Swarner, Jeramie Coopef, jerem1iih Gaddis,
Jeremiah Pop•. Jernn Chambers. Jesse Smoth. Jessoca Goff, J1a l,.n Tin. J•m Berner. Jim
Quirk, )oao Eduardo D•ntas. joDee Murch. Jc>e Boergies, loe G1over. fc>e Mor• nd•. Joel
Gonulez. lc>el Thompson, John Amann, John Fulmer lohn Horan, john Mangrum,
lohn Stockles. John W Mangrum. Jon l•mk1n, Jonathan Connor Self lonathan Longstaff.
jo•dan Brass. Jorge Sepulveda, Joseph Kauffman Ill, Joseph Schonck Ill, foseph Sompson
Ph 0, Joshua Frtdrtckson. Joshua Hart, Joshua Lt••n. lul•t Wright. Jul•us Sm1th, lusttn
Faris, Kalani Jasmine Vernon. K411fan1 Vernon. Kar~ Rader, Karl Resch, Kate Tollefson,
k•ttlyn Pop• . Kathy Ounn, Kelly Lewis, Ken Beckman, Ken Breese, Kenneth M•han.
K1rs1en Thomas, Krupal Desai, Kurt Waldkirch, Kyle Jackson. lance Schantz. laura
Wol~. Logan Ruggaber. Logan Thomas Ruggaber, Lou Mochell1. Luca Andreolli, Lucas
Thode. Luke Absolum Reid, Lyza Bryandinskaya, Mackenzie hoffman, Magnus Morgan,
Marc Soucy, Marcello De Velazquez, Mark Detwiler, Martin Lennartz, Mary Hershey,
Matt Sulton, Matt Maranda, Mau Warwick. Matteo La Rosa, Matthew Austin, Matthew
Rodertck. Matthew Stanford, Ma!lhew Talley, Manhew Warwick, Max Leu, Melissa
O N THE COVER Bassett, Michael Ande,.on, Michael Campfield, M1ch•el Dunn, Michael Obermeier,
M1ch..1 Patrtck Campfield, Mike Kelly. Mike Olson, Mike Thom.,, Miranda McFadden,
A group of desperate adventurers confronts a deadly sahuagin warrior Nllahe Tabor. Nathaniel l. Arons, Neil Hamamoto. Nie Tollefson. Nick LaCla1r, Nina
on rough seas. Meanwhile. unbeknownst to the heroes, a mo nstrosity Wong. Olga Shvedova, Patrick la• Rick. P•ul Aparoc10, Paul Thomas. Philip Koop, Rachel
Aubrecht. Ralph Bohn Jr. Ramitl Lou1e, Randall H•ms. Richard Nunn, Rob Parker. Robert
from the deep breaks the surface to assaul t their ship. This piece D•tsch. Robert Qu•llen II, Robert Scon. Rod Ehrman, Roy Adam Lentz. Russ Paulsen,
marks Grzegorz Rutkowski's debut as a cover artist for D&D. R)an Hagan. Samuel Brett~ Sc.ou Moore, Stan Freeland, Sun Payne, Sergey Gv1ld1s,
Shani kn11hton, Stacy McGovern. Stephen M1hon, Sttrf1n1 Hershey. Steve Townshend,
D1sclo1m11: After hauling dragons. cJem1fltol culfisu, vomprrts. dtmom. 01td gionrs. )'0&1 Tab•tt-ia "muel, Tuhfecn 8h1md1. Thelem Eys•er. Thomas Kocantt'. Thomas WhHney
dtstrvt o ttloxmg ocea.11 c1u1st. Please kttp oil 111tol l1mbs \ltltlt w11hm the Jh1p's eon.fines. Wt T1.,, Langen. Tom Bfaclcmon. ToM Duchaine, Tony lovttl Tony Stremanos, TonyV1c1n1,
Oft nor rt$pons1blt for vol'1obles. h11 po111U, or l1vti lost dur;ng "JOur ...oyogt In foef, pethaps Tor. Backer, Travis Fuller. Tnstan Andrews. Tristan Htndm:, Troy SandlJn. Tyler Urbanski,
~u 'd prefer o more ttloxmg vocoeron opt;on. Con we se111eu a '"P to tl-e Nine Hells? Thcy'rt V.inusa Ftrnandes P1f'lht1to, Victor Barros Pimentel , W.aynt ChJng. Wayne Fuller, W-111
qv1tt balmy rim time of year Hoffman. Woll Vaughn, W11io Burger, Xavier S1tpn1ak, Zach"y Pockett
620C6297000001 EN
ISB N: 978-0-7869-6675·2
Fi rst Pri nting: May 2019
9876 5 4321 CE
DUNGEONS & DRAGONS. O&D. W1urds of the Coast. Forgo11cn Realms. the dragon ampersand, Plortr• Hondbook Monsru Manual. Dungton Mouu·s c,.dt. all other Wozards of
the Coast product names, a..nd their tesptctive toaos are trademarks o(W1zards of the Cont 1n the USA and other countr:ts. A! chatacters and 1he1r d•St1nct1ve likenesses ~fe p1opetty
of Wizards of tht Coast This matenal is proteettd under the copyrig"lt laws of the Un11ed States of Amenu Any reproduction or t.inivthonztd ust of che m.-tenal or artwork con1a1ned
herein'' prohibited without the express written pttm1ss1on of Wizards of the Coast
Printed on the USA ()2019 W1,.rds of the Co.st LLC. PO Box 707, Renton, WA 98037-0707, USA Manufoctured by Hasbro SA. Rue Em1lt-Bofchat 31, 2800 Deltmont. CH. Rcorcscntcd
by Hasbro Europe 4 The Square Sto<kfty Park Uxb(tdg t Middlesex lJBl l J ET UK
CONTENTS
lntroduction.................................................................................... 4 Cb. 7: Tammeraut's Fate ......................................................... 141
Using This Book ............................................................................. 5 Background .................................................................................. 141
Cb. 1: Saltmarsh............................................................................ 7 Adventure Summary ................................................................. 141
Politics and Factions ..................................................................... 7 Adventure Hooks ........................................................................141
Saltmarsh Overview .................................................................... 11 Harpy Attack ............................................................................... 142
Downtime Activities..................................................................... 18 The Village ofUskarn............................................................... 143
Saltmarsh Region ....................................................................... 20 Firewatch lsland ........................................................................ 144
Adventures in Saltmarsh........................................................... 27 The Hermitage ........................................................................... 146
Saltmarsh Backgrounds............................................................ 29 Last Stand ................................................................................... 156
Preparing for the Drowned Ones .......................................... 157
Ch. 2: The Sinister Secret ofSaltmarsh ............................. 37 Death from the Deep ................................................................ 157
Background................................................................................... 37 Safe by Day ................................................................................. 158
Adventure Summary .................................................................. 38 The Wreck ................................................................................... 158
Adventure Hooks ......................................................................... 38 Conclusion ................................................................................... 160
The Haunted House .................................................................... 39 Extending the Adventure ......................................................... 161
The Sea Ghost.............................................................................. 50
Ch. 8: The Styes........................................................................ 163
Ch. 3: Danger at Dunwater.......................................................61 Background ................................................................................. 163
Background....................................................................................61 Adventure Summary ................................................................ 164
Rules of Engagement .................................................................. 62 Adventure Hooks ....................................................................... 164
Roleplaying Lizardfolk ............................................................... 64 Part l: A Dying District.. .......................................................... 165
Adventure Summary .................................................................. 65 Part 2: Murder Mystery ............................................................ 169
Traveling to the Lair ................................................................... 65 Part 3: Hemlock Pit................................................................... 172
Lizard folk Lair ............................................................................. 66 Part 4: The Lamp's Shadow.................................................... 179
Conclusion..................................................................................... 84 Part 5: Tharizdun's Progeny ................................................... 182
Epilogue: Croc Hunt ................................................................... 84 Aftermath .................................................................................... 185
Cb. 4: Salvage Operation ......................................................... 87 App. A: Of Ships and the Sea ............................................... 186
Background ................................................................................... 87 Ship Stat Blocks ........................................................................ 186
Adventure Summary .................................................................. 87 Sample Ships ............................................................................. 187
Adventure Hooks ......................................................................... 88 Officers and Crew ...................................................................... 194
State of the Ship .......................................................................... 89 Superior Ship Upgrades .......................................................... 196
Death of the Emperor ................................................................. 93 Ships in Combat ........................................................................ 198
Conclusion..................................................................................... 95 Travel at Sea ............................................................................... 199
Ch. 5: Isle of the Abbey ............................................................. 97 Ocean Environs ......................................................................... 202
Background................................................................................... 97 Encounters at Sea ..................................................................... 207
Adventure Hooks ......................................................................... 97 Random Ships ............................................................................ 208
Adventure Summary .................................................................. 97 Mysterious Islands .................................................................... 211
Traveling to the Isle..................................................................... 98 Underwater Locations.............................................................. 214
The Island ..................................................................................... 99 Cove Reef................................................................................ 214
The Abbey Ruins ....................................................................... 101 Wreck of the Marshal... ........................................................ 218
Locations in the Ruin s ............................................................. 104 Warthalkeel Ruins ................................................................ 223
Conclusion................................................................................... 109 App. B: Magic Items ................................................................ 229
Cb. 6: The Final Enemy.......................................................... 111 App. C: Monsters and NPCs ................................................. 230
Background ................................................................................. 111
Council of War............................................................................ 111
Sahuagin Stronghold ............................................................... 112
The Mission B egins .................................................................. 114
Conclusion................................................................................... 137
INTRODUCTION
EL.COME TO GHOSTS OF SALTMARSH. THIS In addition Lo the adventures themselves, chapter 1,
book collects seven D&D adventures, each "Saltmarsh," provides an in-depth look at the town, its
famous for their unique challenges, for their various inhabitants, the nearby coasts, and what dan-
deadly threats, and for embracing the danger gers threaten the region. A variety of new backgrounds
and wonder of the high seas. Some of these also help make new characters part of the Saltmarsh
adventures initially charted their courses community, giving them personal stakes in the town's
in the earliest days of D&o·s history. while opportunities and hardships.
others set sail in more recent years. In each The sea and its threats aren't unique to Saltmarsh.
case, these tales of plunder and peril have been updated To help launch explorations across the wild waves. ap-
for the current edition of the game. revealing deadly pendix A. "Of Ships and the Sea." presents a toolbox for
shores for brave crews to explore anew. ocean-bound adventures. New rules for various ships,
Along with these adventures returns one of D&D's how to crew and captain them, and how to pit them
most famous seaside settings: the port town of Salt- against each other provide adventurers with new modes
marsh. The original backdrop of three of this collec- of exploration. Beyond this, details on a variety of nauti-
tion's tales (The Sinister Secret of Saltmarsh. Danger at cal dangers and oceanic hazards- from magical storms
Dunwater, and The Final Enemy), this fishing commu- to whirlpools- make the seas even deadlier than ever
nity has a tradition of being a starting point for incredi- before. A spectrum of tables also helps generate encoun-
ble adventures. Historically, Saltmarsh and the dangers ters upon the waves, be they deadly sea monsters; ran-
facing its people provided a widening sphere of adven- dom vessels. theirs crews. and cargo; or islands brim-
ture, with increasingly dire threats drawing heroes to ming with untold mysteries. Concluding the appendix
explore more of the coast of the Azure Sea. Ghosts of are a variety of underwater locations-like deadly reefs
Saltmarsh continues that tradition. presenting a portion and sunken ruins ready to be customized and explored
of the coastal lands of Keoland, a kingdom in the Grey- as your campaign demands.
hawk setting. Each adventure notes where that story The book's remaining appendices present magical
might unfold in the region around Saltmarsh. providing treasures perfectly suited to seafarers and a robust col-
a shared setting for them all. Although these seven ad- lection of fearsome aquatic foes.
ventures weren·t designed to create a single overarching New horizons of adventure now lie before you. What
narrative, the tools provided herein make it easy to link wonders and terrors will you discover across the waves?
these stories into a wider Saltmarsh campaign. Set sail and find out!
USI NG THIS BOOK CREDITS FROM THE ORIGINALS
Ghosts of Saltmarsh feat ures seven tales of adventure As every Dungeon Master knows, considerable work
that take place upon the waves, on brine-battered goes into the creation of a DUNGEONS & DRAGONS ad-
shores, and in the sea's deadliest depths. Each of these venture. Presented below are the credits from the clas-
adventures comes from across the tides of D&D history, s ic adventures that inspired the updated tales found in
returning to test heroes grown used to the predictable this book. For more on each adventure's origin a nd its
th reats and reliable footing of d ry land. place in D&D history, see the "About the Original" sec-
Along with each adventure appear notes for setting tion featured near the begining of each adventure.
the adventure in the Saltmarsh region or ada pting it to a
The Sinister Secret of Saltmarsh (1981)
variety of D&D settings. Use that information to place it Design: Dave J. Browne
in your campaign or on the shores of your choice. Development: Don Turnbull
These adventures make perfect side quests for Editing and Production: Tom Kirby, Sally Meadows, Graeme Morris,
ongoing campaigns. If you run published D&D cam- Don Turn bull
Art: Jim Holloway, Dave de Leuw. Harry Quinn, Stephen D. Sullivan
paigns, like Waterdeep: Dragon Heist, the higher-level Playtesting: Jim Bambra, Michael W. Brunton, Chris Hall, Bill
adventures presented here are an ideal way to extend Howard, Steve Mote, Allen Ovens, Mar tin Pickering, Chris Rick,
the campaign. Dave Tant, Patrick Thompson, Don Turnbull, Mark Valentine, Pat
The adventures in Ghosts of Saltmarsh a lso perfectly Whitehead
complement those in Ta les from the Yawning Porta/- Cartography: Graeme Morris
which collects another seven famo us (albeit land locked) Danger at Dunwater (1982)
adventures. By picking and choosing your favorite en- Design: Dave J. Browne
tires in each compilation, you'll be on your way to creat- Development: Don Turn bull
ing a customized campaign a ll your own. Editing and Production: Penny Bogg, Tom Kirby, Carole Morris.
Graeme Morris, Don Turnb ull
Art: Dave de Leuw, Jim Holl oway, Harry Quinn, Tim Truman
RUNNING THE ADVENTURES Playtesting: Jackie Apps, Steve Buckalow, Mike Ferguson, Bill
To run each of these adventures, you need the fifth Francis, Andrew Geer, Bill Jones, Tom Kirby, Ma rtin Pickering,
Matt Quartermain, Tony Ross, Phil Spivey, Dave Tant, Nick
edition Player's Handbook, Dungeon Master's Guide, Thornley, Simon Thornley, Ji m Ward, Guy Williamson
and Monster Manual. Before you sit down with your Cartography: Graeme Morris
players, read the text of the adventure and familiarize
yourself with the maps as well, perhaps making notes Salvage Operation (2005)
Design: Mi ke Mearls
about complex areas or places where the characters Editing and Production: Sean Glenn, James Jacobs, Erik Mona,
are certain to go, so you're well prepared before the ac- Sarah Robinson, Mike Schley, Jeremy Walker
tion starts. Artwork: Attila Adorjany
Cartography: Kyle Hunter
Text that appears in a box like this is meant to be read Isle of the Abbey (1992)
Design: Ra ndy Maxwell
aloud or paraphrased for the players when the ir charac· Editing and Production: Wolfgang H Baur, Dale A. Donovan, Roger
te rs fi rst arrive at a location or un de r a specific circum· E. Moore, La rry W. Smith, Barbara G. Young
stance, as described in the text. Artwork: Peter Clarke
Cartography: Diesel
INTRODUCTION
CHAPTER 1: SALTMARSH
<.llAP"l I kt Is \l I MAR~ll
12
~
The docks have recently undergone a series of expan- ing to outdo the other with their tales of the sea. Fights
sions intended to lure larger merchant vessels into the erupt as rival crews cross paths, and the town guard
port. Two primary piers are used to load and unload keeps a high profile in hopes of maintaining the peace.
large ships, while a series of smaller ones accommodate The quantity and quality of the catch in recent days
humbler vessels. goes a long way toward determining the town's mood
This part of Saltmarsh is almost constantly busy; and general atmosphere. A bountiful catch for a few
it's rare to see the large piers unoccupied. Guarded days in a row puts all the fishers in a celebratory mood,
warehouses are a common sight in this district, and it while a poor harvest that lasts more than a couple of
is considered suspicious behavior to walk near those days leads to frayed tempers and brawling.
places at night. Use the following table to determine the mood around
The docks are a hotbed of rumors and gossip. The the village, rolling once every few days or choosing as
sailors and laborers who frequent this area are bored, you see fit.
eager for news, and inclined to share what they have
heard. A character who spends a few hours asking for S ALTMARSH Mooo
news can learn the current scuttlebutt. The "Dock Ru- d20 Result
mors" table below can be an inspiration for the sort of 1-6 Poor Catch. The townsfolk are frustrated and prone
whispers characters might hear.
to bickering; everyone is in a bad mood.
7-12 Bountiful Catch. Music and merriment echo
DOCK RUMORS
thro ugh town as everyone celebrates.
dlO Rumor
13-20 Typical Catch. Overall, the fishers are content with
The crown dispatched a caravan with enough gold to their recent results. Here and there, crews boast of
commission six new wa rships. It went missing near good pickings or bemoan their poor haul.
the Hool Marshes.
2 Drow traders posing as surface elves have been doing
LOCATIONS I N SALTMARSH
business in town.
3 Someone's sabotaging fishing boats. It's those Here is a s ummary of the notable places in Saltmars h,
dwarves- they want to take over! as depicted on map 1.1.
4 The king's agents have infiltrated town. It's only a 1. C rTY GATE
matter of time before they remove the council and Saltmarsh was built on the ruins of a much older set-
replace them with foppish nobles. tlement, sometimes called Old Saltmarsh or the Old
5 That tiefling who's looking to buy crocodile skulls Harbor. One sign of this is that the town has a small
can' t be up to anything good. stretch of wall and a s ingle town gate secured by two
6 A couple of fishing boats have gone missing. If the or three guards. The wall is old, crumbling, and badly
sea devi ls aren't behind it, I'm a merman. worn by centuries of rain and wind coming in from the
7 A big critter's been going through everyone's trash Azure Sea.
at night. Something from the swamp, I'd reckon- T he garrison at the gate consists of older guards,
those nearing retirement and unwilling or unable to
maybe a troll.
walk patrols. T heir eyes are s harp, and they are prone
8 Sometimes on a moonless night, you can meet the
to gossip. A pull from a flask of whiskey or a few s ilver
ghost of a drowned sailor trying to get home. Lead pieces can pers uade them to provide information on re-
one to their home, and you'll get a wish. Fail, and cent visitors.
they'll strangle you.
9 If you see someone at the docks wearing a red cloak 2. B ARRACKS AN D J A IL
after dark, slip them a copper piece and they'll con- Built on a low hill, the Saltmarsh barracks are also its
nect you with smugglers from beyond this world who jail. It is one of the few structures in Saltmarsh with an
can sell you anything you've dreamed of. underground level. The jailer, Kraddok Stonehorn (LG
male human gladiator), is an old comrade ofEliander.
10 It's only a matter ohime before the dwarves dig too
He is a stickler for the rules, and Eliander trusts him
deep and unleash something horrible.
with his life.
T he jail in the cellar consists of two sections. A single
Moon OF THE TowN large chamber holds drunks, brawling fishers, and other
Saltmarsh is a place of constant energy. Pew of the com- troublemakers who need to cool off for a few nights. The
mon folk are so affluent that they can afford to sit idle. At lock is high quality (requiring a successful DC 20 Dex-
sunrise, the docks bustle with fishers preparing to ven- terity check with thieves' tools to pick), and the door is
ture out for the day. When they return, they spend time built of stout wood with a small window to allow guards
unloading their catch, mending nets, and repairing their to check in on their charges.
vessels. The merchants move their ships into the docks A s ide passage holds six individual cells with high-
once the fishing fl eet is out for the day, and dock workers er-quality locks (each requiring a successful DC 25
rush to load a nd unload goods before the boats return. Dexterity check with thieves· tools to pick) and solid
The daily e nergy and bustle carries over into rowdy doors that lack windows. One cell was long ago warded
nights. The fishe rs chug ale and swap stories, each seek- against both teleportation and divination magic. Spell-
· ~,,;;;:·•• t.-
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w
o
100
I zr 500
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1000
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2000
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( HAPTP.H I SAIT~ARSll
BUYING AND SELLING MAGIC ITEMS
Captain Xendros of the Faithful Quartermasters of Iuz
has magic items for sale and can also broker the sale of
magic items. Any such item comes with a mild curse,
however. Anyone attuned to the item can be targeted
by a detect thoughts spell cast by Xendros. with no
limit on range; any saving throws triggered by the spell
automatically fail; :ind the target has no knowledge of
the casting. This curse can be detected by casting an
identify spell on the item and succeeding on a DC 25
Intelligence (Arcana) check. The check can be attempted
once per casting.
BUYING ITEMS
Xendros asks for a 50 gp retainer to engage her services
as an item broker each week, and the process consumes
a character's effort for a week as it involves multiple
meetings to haggle over prices, specific desired features,
and so on. If the characters pay the retainer, roll twice
on Magic Item Table F and once each on tables A, B, C,
D, and E in the Dungeon Master's Guide to determine
which magic items Xendros has on offer in any given
week. (Unsold items are shipped elsewhere and regu-
larly replaced with new options.)
If the characters want a specific item, Xendros can
fulfill a request for an item from Table For Table G with
ld4 weeks of work. Her asking price is based on the
item's rarity. as given in the table below, but she might
also be willing to part with an item in return for a favor.
She especially wants to see Keoland's ambitions for
Saltmarsh foiled, and she might try to enlist the charac-
ters in a plot to ruin the mining efforts.
Cll'\l'HRI S\lfMH!Sll
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Azure
Sea
------
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en Al' 1 r.R 1 I s \t rM ·\R"H
~
group's journey passes safely. Otherwise, if more of the DROWNED FOREST RANDOM ENCOUNTERS
par ty's check totals are less than 10 than greater than
d20 Encounter
10, the party accidentally stumbles across and awakens
a stand of shriekers. Their keening wail d raws monsters 1-3 ld4 awakened trees
to the area. 4- 5 2d6 zombies
Forest Oddities. The Abyssal influence on this region 6-7 ld3 shambling mounds
is responsible for a variety of strange effects and weird 8-9 2d4 myconid adults and 1 myconid sovereign
events. You can use the Drowned Forest Oddities ta- 10 3d6 stirges
ble to inject a sense of the surreal as characters travel 11 1d3 trolls
through the region. Roll a d20 or pick from the table 12 2d4 gnolls and l gnoll pack lord
once per day of travel, and add new elements of your 13 1 water elemental
own invention if you use up the table's entries. 14 1 vrock
15 2d6 manes
DROWNED FOREST ODDITIES
16 2d4 dretches
dl 0 Encounter 17 ld8 bullywugs
A human zombie is chained to a wooden stake driven 18 l d4 vine blights
into the ground. The remains of many other zombies 19 2d8 twig blights
lie nea rby. A successful DC 10 Intelligence (Investi- 20 2d4 needle blights
gation) or Wisdom (Survival) check reveals evidence
that the zombie is being used as target practice. HOOL MARSHES
2 A 20-foot-diameter hut made from animal bones and The treacherous Hool Marshes are notorious for pools
dry branches looms out of the swamp. The floor of of water that seem easy to cross but hide deep wells and
the hut is covered with humanoid teeth. layers of mud. The area is full of tall, sickly trees and
3 Visible from half a mile away, smoke rises from great swarms of biting insects. None but the desperate
a shrine built on large stones and dedicated to venture into this place, making it the ideal hiding place
for outlaws or raiders.
Semuanya, god of the lizardfolk.
S tinging Insects. The vast number of mosquitoes and
4 A hunter's shack has been overtaken by slimy moss.
other pests in the marshes makes camping difficult. If
Inside the shack, a humanoid skeleton lies on the
the party tries to take a short or long rest, one character
earthen floor; its exploded chest is, mysteriously, the must make a DC 15 Wisdom (Survival) check. On a suc-
source of the moss. cessful check, the group gains the benefit of the rest. On
S A 20-foot-diameter pit is filled with fetid seawater. a failed check, the insects prove too bothersome and the
Zombified starfish, anemones, and other tiny, harm- group gains no benefit from the rest.
less aquatic beasts dwell in the stinking pond. Random Encounters. The Hool Marshes Random
6 A pile of rusted farm tools sits in the center of a Encounters table provides ideas for the sort of encoun-
20-foot·diameter clearing. ters that can take place here. Check for an encounter
7 An abandoned carriage is home to a black pudding. once per day by rolling a d20. On an 18 or higher. the
A variety of fancy but acid-scorched clothing lies characters have an encounter at some point during the
day or night (equal chance of each): roll a d20 again and
gummed within the cab.
consult the table.
8 An intact sailing ship sits in the branches of a
low-growing grove of trees. The branches move in the HOOL MARSHES RANDOM ENCOUNTERS
wind and emulate the motion of the sea.
d20 Res ult
9 A 40-foot-tall sculpture of a toad made from animal
1-3 2d10 bullywugs
waste emits a foul smell discernible from up to a mile
4-5 2d6 bandits
away. Five swarms ofinsects gather around it.
6-7 2d4 vine blights with ld6 needle blights
10 A SO-foot-diameter pool of pure clean drinking water
8-9 l d4 poisonous snakes
calls out to creatures who are within 100 feet of it.
10 3d6 rats
Those who understand at least one language hear
11 ld6gianttoads
their names being called.
12 ld4 crocodiles
13 2d6 kobolds
Random Encounters. The Drowned Forest Random
Encounters table provides ideas for the sorts of encoun- 14 2d6 lizardfolk
ters that can take place here. Check for an encounter 15 l hydra
once per day by rolling a d20 (if the characters do not 16 1 shambling mound
already attract monsters by stumbling across shriekers). 17 1 green hag and l d3 will-o'-wisps
On an 18 or higher, the characters have an encounter 18 l d3 trolls
at some point during the day or night (equal chance of 19 1d4 ochre jellies
each); roll a d20 again and consult the table. 20 1 young black dragon
lll\l''ll'f.tl SALTMARSH
--
~
OUNWATER RIVER AZURE SEA
The Dunwater River meanders its way into the Azure
The Azure Sea has long been a turbulent body of water
Sea. It is a broad, slow-moving body of water. choked
in every sense. Its storms have sent countless ships to
with reeds and too shallow in many spots to allow boats
their doom, and warfare of one sort of another is con-
other than rafts to traverse it. ducted across its surface all the lime. Pirates affiliated
The Dunwater's nature makes it an ideal stalking with the Sea Princes, along with independent ma-
ground for bandits. Outlaws and evil humanoids build
rauders, prey on ships that attempl to cross the ocean.
temporary forts along the river, keeping a watch out for
S trange monsters, including vicious dinosaurs from the
anyone trying to make their way along its length. Some
Amecliojungle in the far south, emerge from below from
gangs stretch chains across the water to impede the
time to time.
path of a boat or raft, leaving it vulnerable to an attack.
Despite all these actual and potential dangers, several
Somewhere along the river (accounts vary as to the
realms rely on the sea for waterborne trade. By tracing
exact location) stand the overgrown ruins of a tower that
a route in and through the Azure Sea. merchant vessels
once housed an order of alchemists. The alchemists
can reach almost every important trading realm in the
came to an explosive end when an experiment caused
world of Greyhawk.
the tower's upper level to explode and several vats of
chemical s to burst and Rood the tower's basement. The SHIPWRECKS
resulting mixture attained a vague sentience, trans- The waters of the Azure Sea have claimed many ships,
forming into a great number of oozes that now plague whether through natural causes or as the result of naval
the r iver. The oozes encountered in the river have combat. Some shipwrecks. such as the ones descr ibed
swimming speeds equal to their normal speeds and can below, arc notable for the treasures they hold. Located
breathe both air and water. in shallow, coastal waters, these wrecks are accessible
Random Encounters. The Dunwater River Random to those who have the magic. cunning, and courage
Encounters table provides ideas for the sort of encoun- needed to loot them. (The sites are not marked on the
ters that can take place here. Check for an encounter map. giving you the flexibility to place them where you
once per day by rolling a d20. On an 18 or higher, the want and change any of their particulars.)
characters have an encounter at some point during the Sinker. Located in just 15 feet of water. this small
day or night (equal chance of each); roll a d20 again and fishing boat is named for the exquisite, silvered fishing
consult the table. pole its prior owner once possessed. The fishing pole,
worth 200 gp, rests with the wreck. Unfortunately for
0UNWATER RIVER RANDOM ENCOUNTERS treasure seekers, a giant crab makes its lair in the
d20 Result boat's remains.
1-3 2d6 bandits Escape. This sailing ship was a renowned blockade
4 ld4 gray oozes runner before it was run down and destroyed by ships
of the Sea Princes. Its wreckage is scattered ac a depth
5 ld6 ogres
of 30 feet. A waterproofed treasure chest inside the bro-
6-7 ld3 crocodiles
ken hull bears the lion rampant emblem of Keoland and
8-10 2d6 bullywugs holds 500 gp. Two sw arms of quipper s prowl the area
11-12 1 black puddi ng in search of a meal.
13 1 gelatinous cube Curiosity. This galleon belonged lo the mage Morden-
14-15 2d4 lizardfolk kainen, who dispatched it to a distant shore in search of
16 1 shambling mound treasure. The ship sank in a mysterious and especially
17- 19 ld3 ochre jellies ferocious storm. A convincingly cr ab-like apparatus of
20 1 young black dragon Kwalish being transported in its hold remains at the sea
bottom. but a marilith bound to guard it remains and
SILVERSTAND attempts to slay anyone other than Mordenkainen who
This forest got its name from the silvery sheen that lays a hand on it. The ship sits approximately I 00 feet
marks the leaves and bark of its trees. Long ago. elves below the waves.
from the Feywild crossed the planar boundaries to set-
RANDOM ENCOUNTERS
tle here. Today, several wood elf clans dwell in elegant.
The Coast Random Encounters table and the Azure
wooden structures built among the forest canopy. Not a
Sea Random Encounters table provide ideas for the sort
single creature enters or leaves the forest's boundaries
of encounters that can take place along the seashore
w ithout the knowledge of the elves.
or on the surface of the water. Check for an encounter
The elves of the Silverstand periodically send war par-
once per day by rolling a d20. On an 18 or higher, the
ties to patrol the outer reaches of the Dreadwood. The
characters have an encounter at some point during the
Wild Flame Pact- an alliance struck between the elves.
day or night (equal chance of each); roll a d20 again and
the kingdom of Keoland. and the treants of the region-
consult the appropriate table.
commits all three groups to repelling the monsters that
The Azure Sea table includes entries for several of the
emerge from the forest. At rare times, the elves or ganize
most notorious pirate vessels that are active in the re-
patrols into the deepest, deadliest regions of the Dread-
gion. These pirate ships are detailed following the table.
wood in hopes of defeating threats in their nascent state.
(H>\1'11'.RI S1\lf\l\kSll
COAST RANDOM ENCOUNTERS Pale Prow is commanded by Captain Ineca Sufocan
d20 Res ult (LE male elf vampire). who sails from an island hidden
by fog, where his harbor and mansion have fallen into
1-3 2d6 blood hawks
disrepair. l neca searches for a heart made of pearl,
4 2d6 stirges
which contains drops of dried blood from his true love.
5 ld6 giant crabs
This pearl heart has exchanged hands for decades, and
6-7 ld3 perytons the undead captain desires it above all things.
8-10 ld3 giant lizards The remainder of the crew of Pale Prow is composed
11-12 2d8 giant rats of undead servants, both corporeal and ghostly. Nec-
13 2d6 sahuagin romancers are d rawn to Pale Prow whenever it nears
14-15 2d4 lizardfolk land, and it is common for them to take up residence in
16 l d3 merrow the dark cabins below deck. A specter serves as lookout
17-19 1 cyclops in the crow's nest.
20 ld3 chuuls A silver skull embroidered on a white field and
trimmed with silver fangs flies from the tall mast of
Pale Prow.
AZURE SEA RANDOM ENCOUNTERS
d20 Resu lt 0READNAUGHT
1-2 1d3 giant octopi Dreadnaught is a heavy warship covered in scorched
3-4 1 plesiosaurus iron plates laid over coal-colored wood. No portholes or
oar sl its mar the perfect surface of its riveted hu ll; no
5-6 1d3 perytons
mast can be seen to rise from its sooty deck. A cabin.
7 ld3 water elementals
reinforced with steel bars, sits toward the aft, a dull red
8-10 2d4 reef sharks
glow pulsing from within.
11-12 2d8 sah uagin Dreadnaught's captain is a mad tinkerer and wizard
13 ld4+1 merrow named Vigr Thrass (CE male human m age). Vigr's mad-
14-15 2d6 pteranodons ness arose from his discovery of a dark tome that de-
16 1 adult bronze dragon scribed rituals used to animate constructs. The wizard
17 Pirate ship, Gnasher now sails the Azure Sea, stealing wealth and arms from
18 Pirate ship, Pale Prow merchant and navy vessels alike. Vigr wears a suit of
19 Pirate ship, Salted Glade magic plate ar mor, granting him supernatural strength
20 Pirate ship, Dreadnought and speed wh ile allowing him to cast his spells unhin-
dered. He is known to m ingle in the seaside communi-
GNASH ER
ties, where he pretends to be a kind-hearted merchant
in need of a few crew members. In reality, the captain is
Thereax Guldeer (LE half-red dragon veteran) took
looking for suitable slaves to clean and repair his magic
command of the warship. Gnasher, several years ago
automatons.
when her father was slain in a duel with an admiral in
the Keoland Navy. The young half-dragon is merciless, Dreadnaught's crew includes twelve automatons (an-
imated armor) brought to life by Vigr's magic. Various
and her greed is as strong as that of any red dragon. She
tools, weapons, and implements (flying swords) flit
alone can sound the dragon's horn, a monstrous instru-
about the ship performing tasks. A dozen humanoid
ment mounted to the prow of her ship. When blown, it
slaves are kept aboard to accomplish the tasks Vigr's
roars like a massive dragon.
automatons cannot perfor m.
Gnasher is crewed by uncouth humanoids who fear
and admire Thereax, amounting to twenty-three ores,
forty goblins, four hobgoblins, twelve kobolds, and two ADVENTURES IN
bugbears. An ogre named Yem serves as the ship's first
mate, and Vern's method of discipline tends to be fatal. SALTMARSH
A red dragon's wing emblazoned on a black background The factions in Saltmarsh see adventurers as a useful
Ries from the mast of Gnasher. resource for achieving their goals. Their plans can be
integrated with the plots of the adventures featured in
PALE PROW Ghosts of Saltmarsh and Tales from the Yawning Portal.
An old ship whose faded hull and rat-gnawed sails belie
its speed and the ferocity of its crew, Pale Prow is a ram- GHOSTS OF SALTMARSH
shackle warship with an ornate rudder made from bone The adventures in this book arc meant to interact with
and wood. The rudder is not attached to the ship's wheel Saltmarsh. They were designed as stand-alone adven-
and is instead operated by a team of six vampire spawn, tures but can be adapted to reflect the ambitions of the
who turn it at the command of its dread captain. Pale town's factions. lf you want to make Saltmarsh and the
Prow doesn't sail under the sun. and its appearance machinations of the Scarlet Brotherhood the center of
is always preceded by a heavy fog that appears with- a campaign, use the following information to help you
out warning. It is said that Pale Prow has never been determine the direction of your story.
touched by a shipwright. despite its many injuries. By
what means the ship is repaired, none can say.
C llAf'I ER I SALf\lt\RSll
2.7
SINISTER SECRET OF SALTMARSH THE STYES
Tipped off by his Scarlet Brotherhood handlers, Anders This adventure can be placed in an isolated harbor city
Solmor seeks adventurers to explore the abandoned located on an island in the Azure Sea. Once a bustling
mansion outside town. He has information that slavers port town. it fell into ruin due to the depredations of the
from the Sea Princes are using it as a base to kidnap Sea Princes. When the characters visit the port to stock
local travelers and sell them into bondage. up on supplies, they become involved in the intrigue.
In this version of the adventure, the characters find
navigational charts and logs aboard the Sea Ghost that TALES FROM THE YAWNING PORTAL
implicate its crew as slavers. Ned Shakeshaft is a Scar- The adventures in this book consist of classic dungeons,
let Brotherhood agent. He makes an attempt to foil the which you can use to expand the possibilities for adven-
characters, but his true intent is to surrender and impli- turing in the Dreadwood and the Hool Marshes.
cate Gellan Primewater as a key villain. The distraction
afforded by the l izardfolk and the looming sahuagin THE SUNLESS CITADEL
threat gives the Scarlet Brotherhood the opportunity This ruined castle could easily be located in the Dread-
to bring more agents into town. posing as mercenaries wood. It makes a good side trek for low-level characters.
brought in by Anders to protect the town. If Gellan can
be removed from the council, Solmor might ask one of THE FORGE OF FURY
the characters to take his place. This fallen dwarvcn citadel can be placed on an island
in the Azure Sea. Reclaiming it would be a priority of
D ANGER AT DUNWATER the dwarves in Saltmarsh as a point of pride.
Anders Solmor hires the characters to investigate the
lizardfolk lair and possibly drive away or exterminate THE HIDDEN SHRINE OF T AMOACHAN
the lizardfolk, which he sees as a dire threat after being The dungeon described in this adventure could be
fed tales by his Brotherhood handlers of the Jizardfolk's located on a tropical continent in the Azure Sea. The
preference for eating humans. lf presented evidence of magic items found here would be particularly interest-
their peaceful intentions. he switches gears to pledge ing to the Scarlet Brotherhood, who might use Solmor
Saltmarsh's assistance in destroying the sahuagin. to recruit the characters for a treasure hunt.
TAMMERAUT's FATE
Wcllgar Brinehanded, a cleric of Procan, approaches
the characters in hopes of recruiting them. He has long
maintained ties to the inhabitants of the island hermit-
age in this adventure. When he loses contact with them,
he asks the party to investigate.
l llAP-1 ~ R l SALfMl\RSll
)0
MA RI NERS ' GUILD Player's Handbook). Additionally, you can automatically
You work with the mariners' guild, providing sailors find a safe route to land a boat on shore, provided such a
with rope, sails, tools. and other goods. You have a work- route exists.
shop attached to the guildhall and can draw support
from similar guilds found in ports across the world. You H A RDSHIP ENDURED
have done a lot of business with Eda Oweland's family Hardship in your past has forged you into an unstoppa-
and are on good terms with her. ble living weapon. This hardship is essential to you and
is at the heart of a personal philosophy or ethos that
DWARVEN ARTISANS often guides your actions. You can roll on the following
You arrived in town as part of a mercantile concern as- table to determine this hardship or choose one that best
sociated with the Copperlocks dwarves. Currently the fits your character.
dwarves rely on your gui ld to provide supplies for their
work at the mine outside town. You are fri ends with d6 Hardship
several of the miners, have access to their work site, and Nearly Drowned. You hid underwater to avoid detec·
are on good terms with the clan's leader, Manistrad. tion by enemies and held your breath for an extremely
long time. Just before you would have died, you had a
HERMIT revelation about your existence.
The wilds around Saltmarsh might seem like the ideal 2 Captured. You spent months enduring thirst, starva-
place to find peace and quiet, though the monsters that tion, and torture at the hands of your enemy, but you
lurk in the region can make isolation a dangerous prac- never broke.
tice . If your character has this background, the table be- 3 Sacrifice. You enabled the escape of your fellow sol-
low gives you some options for the nature of the secret diers, but at great cost to yourself. Some of your past
that prompted you to return to civilization. comrades may think you're dead.
d4 Secret 4 Juggernaut. No reasonable explanation can explain
how you survived a particular battle. Every arrow and
1 You stumbled across a clandestine meeting outside
bolt missed you. You slew scores of enemies sin-
town. A wealthy· looking fel low named Skerrin met
gle-handedly and led your comrades to victory.
with someone and discussed bringing slaves to
5 Stowaway. For days, you hid in the bilge of an enemy
Saltmarsh. You suspect trouble is afoot and came to
ship, surviving on brackish water and foolhardy rats.
town to investigate.
At the right moment, you crept up to the deck and
2 The anguished ghost of an elf haunts your dreams,
took over the ship on your own.
insisting that you tear down the standing stones just
6 Leave None Behind. You carried an injured marine for
outside Saltmarsh. The elf claims that dark magic is
miles to avo id capture and death.
behind the bountiful fishing in the region.
3 You have been plagued by visions of a massive wave,
SUGGESTED CHARACTERISTICS
carrying a swarm of toothy sharks, crashing over the
Marines are looked up to by other soldiers and re-
land and tearing apart everything in its path. Maybe
spected by their superiors. They are veteran warriors
someone in town can help.
who rarely lose composure on the battlefield. Marines
4 The land around town is too dangerous to remain out who leave the service tend to work as mercenaries, but
in it alone. The lizardfolk of the swamps were once their combat experience also makes them excellent
your friends, but they disappeared not too long ago. adventurers. Though they a re self-reliant. marines tend
You came to Saltmarsh out of necessity. to operate best in groups, valuing camaraderie and the
companionship of like-minded individuals.
M A RINE
MARINE PERSONALITY TRAIT S
You were trained for battle on sandy beaches and rocky
shores. You have launched midnight raids from swift d8 Personality Trait
ships whose names evoke ter ror in the hearts of your ad- l I speak rarely but mean every word I say.
versaries. The water is your second home, the rain your 2 I laugh loudly and see the humor in stressful situa-
shelter, and the crashing waves your battle cry. tions.
Skill Proficiencies: Athletics, Survival 3 I prefer to solve problems without violence, but I fin·
Tool Proficiencies: Vehicles (water, land) ish fights decisively.
Equipment: A dagger that belonged to a fallen comrade, 4 I enjoy being out in nature; poor weather never sours
a folded Rag emblazoned with the symbol of your my mood.
ship or company, a set of traveler's clothes, and a belt 5 I am dependable.
pouch containing 10 gp 6 I am always working on some project or other.
7 I become cantankerous and quiet in the rain.
FEATURE: STEADY
8 When the sea is within my sight, my mood is jovial
You can move twice the normal amount of time (up to
and optimistic.
16 hours) each day before being subject to the effect of
a forced march (see "Travel Pace" in chapter 8 of the
=
CHAPTER I SAi TMAR'ill
HISTORICAL R ESEARCHER FEATURE: I'LL PATCH IT!
The graveyard keeper, Krag, and the captain of the Provided you have carpenter's tools and wood. you can
guard. Eliander, are both experts in local history. You perform repairs on a water vehicle. When you use this
might have arrived in town to conduct research and ability, you restore a number of hit points co the hull of
have made their acquaintance. Eliander grants you a water vehicle equal to 5 x your proficiency modifier. A
access to his personal library and uses his consider- vehicle cannot be patched by you in this way again until
able knowledge of languages to translate documents after it has been pulled ashore and fully repaired.
you find, while Krag works with you to catalog the li-
bra ry's contents. L I FE AT SEA
Your life at sea and in port has shaped you; you can roll
A RCANE SEEK ER on the following table to determine its impact or choose
The wizard Keledek hired you to help him with a few of an element that best fits your character.
his projects. He was not a kind master, but he paid well
enough. You helped him organize a set of ancient books. d6 Sea's Influence
identify potions. and verify the authenticity of several al- Grand Designs. You are working on plans and sche·
chemical recipes. He has since discharged you from his matics for a new, very fast ship. You must examine
service. Keledek was always cool toward you. but he had as many different kinds of vessels as possible to help
some business dealings with the charismatic merchant ensure the success of your design.
Gellan Primewater. You have dined in Gellan's mansion 2 Solid and Sound. You patched up a war galley and
a few times, and he has mentioned that he sometimes prevented it from sinking. The local navy regards you
needs help identifying some of the odds and ends his as a friend.
crews bling back to port. 3 Favored. You insisted on thicker planking for a mer-
chant vessel's hull, which saved it from sinking when
SAILOR
it smashed against a reef. You have a standing invita·
Countless sailors have walked the streets of Saltmarsh. tion to visit the merchant's distant mansion.
If you select this background, decide whether you are a 4 Master of Armaments. You specialized in designing
local who took to the seafaring life or a foreigner who
and mounting defenses for the navy. You easily recog-
arrived here from a distant port.
nize and determine the quality of such items.
LOCAL SEA D OG 5 Low Places. You have contacts in the smuggling out-
As a sailor native to town, you kn ow plenty of people fits along the coast; you occasionally repair the crimi-
down by the docks. You have friends in the Oweland nals' ships in exchange for coin and favors .
family who can get you access to Eda, a prominent lo- 6 Mysteries of the Deep. You experienced an encounter
cal leader, as needed. You also have friends among the with a possibly divine being while sailing alone. Work
sailing crews and know the best and worst of the busi- with your DM to determine the secret about the deep
nesses that cater to them. waters of the sea that this entity revealed to you.
TRAVELER FROM AFAR
SUCCESTED CHARACTERISTICS
You are new in town and are unfamiliar to most locals.
You know the ways of the sea, however, and you blend Shipwrights are resourceful carpenters and designers.
in at the docks with ease. You can mingle with foreign They often have a dedicated spol al the local tavern,
crews, learn news from them, and strike up easy friend- since sh ipwrights are invaluable to coastal communi-
ships. Some of them have contacts with local smugglers, ties. Some travel with naval neels and m ight serve as of-
and you have heard that there are hidden sea caves ficers if their temperament suils il. Shipwrights have an
outside town where the wizard Keledek trades in ar- affinity for working with their hands and often perform
cane goods. feats of carpentry that others might deem miraculous.
You have sailed into war on the decks of great ships, d8 Personality Trait
patching their hulls with soup bowls and prayers. You I love talking and being heard more than I like to
once helped build a fishing vessel that single-handedly listen.
saved a town from starvation. You have seen a majestic 2 I'm extremely fond of puzzles.
prow in your dreams that you have not been able to 3 I thrive under pressure.
replicate in wood. Since childhood, you have loved the 4 I love sketching and designing objects, especially
water and have been captivated by the many vessels that boats.
travel on it. 5 I'm not afraid of hard work-in fact, I prefer it.
Skill Proficiencies: History. Perception 6 A pipe, an ale, and the smell of the sea: paradise.
Tool Proficiencies: Carpenter's tools, vehicles (water) 7 I have an endless supply of cautionary tales related to
Equipment: A set of well-loved carpenter's tools. a the sea.
blank book, 1 ounce of ink, an ink pen. a set of travel- 8 I don't mind getting my hands dirty.
er's clothes. and a leathrr pouch with 10 gp
FEATUR E: D owN L ow
SH IPWRIGHT BONDS You are acquainted with a network of smugglers who
d6 Bond are willing to help you out of tight s ituations. White in a
I must visit all the oceans of the world and behold the particular town, city. or other similarly sized community
ships that sail there. (DM's discretion). you and you r companions can stay for
free in safe houses. Safe hous es provide a poor lifestyle.
2 Much of the treasure I claim will be used to enrich my
While staying at a safe house, you can choos e to keep
community.
your presence (and that of your compa nions) a secret.
3 I must find a kind of wood rumored to possess magi-
cal qua lities. CLAI M TO FAME
4 I repair broken th ings to redeem what's broken in Every smuggler has that one tale that sets them apart
myself. from common criminals . By wits, sailing s kill, or a silver
5 I will craft a boat capable of sailing through the most tongue, you lived co tell the s tory- and you tell it often.
dangerous of storms. You can roll on the following table to determine your
6 A kraken destroyed my masterpiece; its teeth shall claim or choose one that best fits your character.
adorn my hearth. d6 Accomplishment
Spirit of the Whale. You smuggled stolen dwarve n
S HI PWRI G HT FLAWS spirits in the body of a dead whale being pulled be-
d6 Flaw hind a fishing boat. When you delivered the goods,
I don't know when to throw something away. You the corpse suddenly exploded, sending whale meat
never know when it might be usefu l again. and wh iskey bottles fo r half a mile.
2 I get frustrated to the point of distraction by shoddy 2 Cart and Sword. You drove a cart filled wi th stolen art
craftsmanship. through the middle of a battlefield while singing sea
3 Though I am an excellent crafter, my work tends to shanties to confuse the combatants.
look as though it belongs on a shi p. 3 The Recruit. You enlisted in another nation's navy for
4 I am so obsessed with sketch ing my ideas for elabo- the pu rpose of smuggling stolen jewels to a distant
rate inventions that I sometimes forget little th ing like port. You attained a minor rank before disappea ring
eating and sleeping. from the navy and ma king your way here.
5 I'm judgmental of those who are not skilled with tools 4 River of Shadows. Your riverboat accidentally slipped
of some kind. through the veil into the Shadowfell for several hours.
6 I sometimes take thi ngs that don' t belong to me, es- While you were there, you sold some sto len drag-
pecially if they are very well made. onborn artifacts before return ing to th is plane and
paddling home.
SALT M ARSH TIES 5 Cold-Hearted. You agreed to transport a family es-
Ships make Saltmarsh's economy run. You have con- caping a war. The ba by began to cry at a checkpoint,
tacts with one of the foll owing leaders in town. Choose and you gave the guards all your gold to let you pass.
or roll on the table. The fam ily never found out about this gesture.
d6 Contact 6 Playing Both Sides. You once smuggled crates of
1-2 Eda Owelan d crossbow bolts and bundles of arrows, each destined
3-4 Gellan Primewater for an opposing side in a regional war, at the same
5- 6 Anders Solmor time. The buyers arrived within moments of each
other but did not discover your trickery.
=--
'H
SUGGESTED CHARACTERISTICS d6 Flaw
In general, smugglers value survival, and then profit, 3 I believe everyone has a price and am cynical toward
above other things. One could be a part of a larger orga- those who present themselves as virtuous.
nization, or might run a small smuggling vessel of their I struggle to trust the words of others.
4
own. Smugglers live the lies they have told, and they
S Few people know the real me.
have a natural abi lity to recall a ll the falsehoods and
6 Though I act charming, I feel nothing for others and
half-truths they have ever spouted.
don't know what friendship is.
SMUGGLER PERSONALI T Y TR A ITS
SALTMARSH TIES
d8 Personality Trait
Ifs an open secret, at least among the old-timers in
I love being on the water but hate fishing.
town, that Gellan Primewater runs the biggest smug-
2 I think of everything in terms of monetary value. gling operation in this section of the coast. You have
3 I never stop smiling. contacts with him and his organization, enabling you to
4 Nothing rattles me; I have a lie for every occasion. request an audience with him as necessary.
5 I love gold but won't cheat a friend.
6 I enjoy doing things others believe to be impossible. S OLDI ER
7 I become wistful when I see the sun rise over the Many retired soldiers of the Keoish army make cheir
ocean. home in the southern reaches, and you are no different.
8 I am no common criminal; I am a mastermind. You mighc have served some time as a member of the
town guard. Regardless of whether you did so, you have
SMUG G LER ID EALS
several friends among their ranks. The captain of the
guard, Eliander Fi reborn, is friendly toward fellow vet·
d6 Ideal
erans and is willing to make rime to meet with you if the
Wealth. Heaps of coins in a secure vault is all I dream need is urgent. Ac your opcion, you can also own a small
of. (Any) plot of land and a farm outside town.
2 Smuggler's Code. I uphold the unwritten rules of the
smugglers, who do not cheat one another or directly URCHIN
harm innocents. (Lawful) At a young age, you lost one or both of your parents to
3 All for a Coin. I'll do nearly anything if it means I turn a tragedy at sea. Afterward, you grew up relying on the
a profit. (Evil) kindness of others. More important. the years you spent
4 Peace and Prosperity. I smuggle only to achieve a living on the streets have imparted to you the skill to
greater goal that benefits my community. (Good) sneak unobtrus ively, overhearing gossip and witnessing
5 People. For all my many lies, I place a high value on scenes that others would prefer to keep secret. Pick
friendship. (Any) one member of the Saltmarsh town council. T he DM
Daring. I am most happy when risking everything.
will share with you either a secret about that person or
6
give you the option to create the details of a favor you
(Any)
did for them that leaves them in your debt. For instance,
you might have overheard thieves making plans to steal
SMUG G LER B O N DS from Gellan Primewater.
d6 Bond
My vessel was stolen from me, and I burn with the
desire to recover it.
2 I intend to become the leader of the network of smug·
glers that I belong to.
3 I owe a debt that cannot be repaid in gold.
4 After one last job, I will retire from the business.
5 I was tricked by a fellow smuggler who stole some-
thing precious from me. I will find that thief.
6 I give most of my profits to a charitable cause, and I
don't like to brag about it.
SMU G GL ER FL AWS
d6 Flaw
Lying is reflexive, and I sometimes engage in it with-
out realizing.
2 I tend to assess my relationships in terms of profit
and loss.
-=
CHAP TER 2: THE SINIST E R SECRE T OF S A LTMA RSH
Upper Floor
I : ,
I
I I 14
Ground Floor
The only thing of note in the room is a clum p of tiny red t ney above. Next to it, under the window, is a cracked and
l
discolored stone sin k.
mushrooms growing around a fireplace in a semicircular
To the right of the si nk, a small, closed wooden cup·
formation. Otherwise, the room is bare.
board is fixed to the wall about five feet above floor level.
Against the far wall, a flight of wooden stairs leads up-
The mushrooms are harmless. ward from west to east; the woodwork of the staircase is
Treasure. A character who searches the chimney of
decayed, and a few of the treads are missing.
the fireplace discovers a loose stone about 3 feet above
the top of the fireplace that conceals a small cavity. In-
side the cavity is a small leather pouch containing two The cupboard is empty. The stairs lead to area 18; they
cut pieces of blue quartz (10 gp each). are in poor condition but still usable.
If the characters found the tracks in area I that lead
6. LrvING AREA
here, they d iscover that the tracks continue into a rea 10.
• lf they fai led to find the tracks earlier. they can pick up
Aside from a large amount of plaster that has fallen from the trail here with a successful DC 10 Intelligence Inves-
the ceiling, this room is bare. tigation) or Wisdom (Survival) check.
Four giant centipedes nest under the floor below the
sink. They come and go through a hole in the foundation
The floor in the room above (sec area 14) is considerably beneath the kitchen. The centipedes skitter up the drain.
weaker than elsewhere. a fact visible to any who look enter the room, and attack anyone investigating the cup-
up and make a successful DC 15 Wisdom (Perception) board or the sink.
check. There is nothing else of note here.
10. SCULLERY
7. D I NING ROOM
T
' This room disp lays the effects of damp and decay more
At one time a long table stood in the center of this room; than most. Mold grows in patches on the floor, walls,
now it lies broken on the floor. A broken chair sits against and ceiling. A large copper cask, split, discolored and
the wall between the windows, and there is a heap of bro- empty, stands under the window, with a small heap of
ken dishes in the northwest corner. crockery shards on the floor beside it. Stairs lead down
• into what is presumably a cellar.
There is nothing else of note here. •
UPPE R FLOOR
•
This room appears to be another dirty, decaying bed-
The following locations are identified on map 2.1. Re- room without furniture. Even viewed from the doo rway,
view the information regarding the balcony in area 1 it's evident that the fl oor in here does not look safe;
before the characters ascend to this floor.
some of the floorboards are missing, an d others are par-
11. MOLDERING BEDROOM tially dislodged .
•
What was once a fine master bedroom now stands de- Anyone who enters the room with reasonable care can
cayed. Some of the floorboards are missing, and there is avoid moving into the part of the floor that is sagging
rubbish scattered around. A tall wooden wardrobe stands and damaged, looking perhaps not strong enough to
support significant weight. A successful DC 10 Intelli-
against the wall opposite the fireplace, its door closed.
gence (Investigation) or Wisdom (Survival) check en-
ables a character to detect recent tracks that lead from
The ward robe contains two items: a pair of old, cracked the door to the window, and back again, a long the west
leather boots with no value or special properties. and edge of the room.
a ragged, stained cloak hanging on a peg. The cloak is Clues at the Window. A combination of the position of
tooled with a design of coiling ivy leaves and appears the house and the topography of the cliff results in this
harmless but the inner folds are covered in yellow mold room providing the best view of the sea from any part of
(see "Dungeon Hazards'" in chapter S of the Dungeon the house. and it is from here that the smugglers signal
A1aster's Guide). to their colleagues out at sea. A character who carefully
examines the window area and makes a successful DC
12. DECREPIT BEDROOM 12 Intelligence (Investigation) check discovers small
clues to this fact: fresh scratches on the sill where the
' Rubbis h is scattered around what was once a fine guest
signa ling lantern has been placed, scuffing of the floor
dust immediately nea r the window, and so forth. These
bedroom; t here is evidence of rodent infestation, and signs cannot be seen from the door; they require up-
webs hang in the corners. A four-poster bed stands close observation to be discovered.
against the wall opposite the fireplace. Its woodwork is Falling Through the Floor. The tracks left on the
floor by the smugglers represent the only safe places to
worm-ridden, and the curtains that once screened the
walk in the room. Each time a Medium or larger crea-
bed are torn and stained. There is no bed linen, but the
ture moves off this safe trail into the shaded area on the
bed is mostly intact. map. it must succeed on a DC J 2 Dexterity saving throw
or fall 10 feet through the floor, landing in area 6.
Whi le some smugglers have s lipped away to nap here in 15. NED'S B EDROOM
recent months, there is nothing of particular note here. The door to this room is locked. The key to the room
has been left rather obviously in the hallway outside the
13. GUEST BEDROOM
room and can be spotted by someone who makes a suc-
cessful DC 10 Wisdom (Perception) check. Alternatively,
This bedroom has no furniture, but rubbish is scattered the door can be opened by a character who succeeds
everywhere, and webs cover the walls and ceiling. From on a DC 12 Dexterity check using thieves' tools. Any
character who opens the lock discovers that it was re-
the doorway, you can see a glint of light in the fireplace
cently oiled.
from a small, highly reflective object. Once the door is opened. read the following text:
17. B ox R OOM
A gaping hole in the floor shows where the top of the
• staircase used to lead before it collapsed. There are grimy
This room appears to have been used for storage. A cobwebs on the walls and ceiling, and the floor is covered
large, ill·made oak chest stands under the window, its lid with broken furniture and other rubbish.
closed. Elsewhere in the room lie three broken wooden Several holes in the roof allow dim light to enter this
chairs, two splintered wooden buckets, and a mildewed
large room that extends the length of the house. Two
sack. Just inside the door is a heap of clothing; these gar- large sacks lie heaped in the northwest corner.
ments have collected little dust, appearing to have been
placed here only recently.
The sacks contain old clothing and rags .
• A group of six s tirges nests in the rafters of the attic.
The chest is empty and the sack contains drab, rotted They descend on the party at an opportune moment, re-
clothing- laundry soiled long ago by the house's former vealing themselves after the characters enter the attic.
owner. Those who untangle the balled contents find an Treasure. A character who sifts through the rubbish
inordinate number of wool socks. discovers a porcelain doll costumed to look like a sailor.
The clothes on the floor belong to Ned Shakeshaft, the The doll's eyes are made from two pieces of jade worth
occupant of area 15. lOgp each.
<.II \PTER 2 Tllf Sl'l;J~ I FR ><; 1 (Rf l <H ><;,\I T\I \R~ ll
THE CELLAR 21. CELLAR
If the party makes a lot of noise while exploring area
The following locations are identified on map 2.2. 20, the smuggler here has already vanished through the
20. WINE CELLAR secret door.
T
This torchlit chamber was once a large cellar, but it has
Shoulder-height wooden bottle racks line the north and
since been converted into living quarters. Ten crude beds
west walls here. There appear to be no in tact bottles left
stand along the south wall, each with a wooden locker
in the racks an d shattered bottles cover the Aoor.
Against the east wall, at the foot of the stairs, rest two at its foot .
A long wooden trestle table ringed by rickety stools
large metal storage bins that appear to be empty.
dominates the center of the room. Metal cutlery, cups,
In the center of the room lies a human corpse clad in
and dirty plates sit atop the table.
plate mail; a longsword lies by the co rpse's right side,
A cookstove is installed near the table, and evidence
and a large shield covers its legs.
of recently cooked meals sits in pots atop it . A large ham
hangs from a loop of twine near the stove.
If the characte rs are following the tracks that lead from A sturdy set of stairs leads to a trapdoor in the ceiling
area 1, through area 10. and down the stairs into this
above. There are two wooden doors in the east side of
room, they discover that the tracks continue to the south
wall of this chamber and stop abruptly at the secret the room.
door. If they failed to find the tracks earlier, they can
pick up the trail here with a successful DC 10 Intelli- If the characters avoided making undue noise in a rea
gence (Investigation) or Wisdom (Survival) check. 20. a single smuggler (bandit) is scrubbing pots in a
The secret door can be discovered by someone who washbasin near the stove. He tries to flee through these-
makes a successful DC 12 Intelligence (Investigation)
cret door as soon as the characters appear. Otherwise. if
check. This check is made with advantage if the charac-
the smugglers have been alerted to the party's presence,
ters followed the tracks that lead to the door. two bandits and a s cout are here and ready to fight.
Bottle Racks. The smugglers emptied the wine cellar Without a smuggler to point the way, someone must
a long time ago, though one full bottle remains, having
make a successful DC 12 Intelligence (Investigation)
rolled under a rack after it was jostled loose. Someone check to find the secret door. The door is hidden behind
who examines the tloor aro und the racks and s ucceeds some s helves that slide away to reveal the opening,
on a DC 12 Intelligence (Investigation) check can spot
which leads to the caverns.
the bottle, its label bearing the image of a jauntily When the party approaches the doors in the east end
dressed unicorn. The contents are drinkable, and a
of the room, read:
character who makes a successful DC 10 Intelligence
(Investigation) check ascertains that it is a rare vintage
worth 50 gp to the proper buyer. Anyone who samples The door to your left appears normal, but the one ahead
the wine, though, finds it cloyingly sweet, the vintage's has a wooden bar across it, held in brackets on the frame
value clearly owing more to rarity than actual quality.
and the door itself. The word "DANGER" is scrawled on
Corpse. The remains are those of an adventurer who
that door in the Common tongue using chalk.
set out to explore the house several weeks ago. The
smugglers slew the heavily a rmored intruder and left
the remains in place to scare off other visitors. The left door. leading to area 22. is unlocked.
The corpse is infested with two swa rms of rot grubs Barred Door. Characters who examine the bar can
(see appendix C). Any creature that touches the body see that it is damaged and bent, as if something has
comes under attack by the swarms as they spill out tried to push the door open from the other side.
of gaps in the a rmor. At a glance. the grubs' appear· Treasure. The ten wooden footlockers are locked.
ance looks unnervingly similar to curdled milk being One can be opened by a character who succeeds on a
squeezed from a bladder. DC 12 Dexterity check using thieves' tools. A locker can
Treasure. The plate mail is banged up- the result of also be pried open by a character who uses a crowbar
brutal clubbing and kicking but serviceable and fits a a nd makes a successful DC 12 Strength check. The
Medium creature. The longsword and the shield are in lockers contain personal effects: each a lso has a coin
good condition. An explorer's pack, lacking the rations purse that holds 7 gp a nd J 5 sp.
a nd water, is under the corpse.
Development. The smuggler in area 21 is Likely to
hear the characters if they engage in combat in this
area or are otherwise noisy. Unless the characters are
purposefully quiet and stealthy. the single smuggler be-
yond the northern secret door hears them and retreats
through the southern secret door. which connects area
21 with the caverns.
Unlike the barracks, this small room holds comfortable ' They have disadvantage on initiative checks owing to
the length of their dormancy. The skeletons are rein-
furnishings and appears to be well cared for. forced by compounds applied to their bones years ago.
A comfortable-looking bed in the northwest corner has The first time they take damage from a melee attack,
a wooden locker at its foot. that damage is reduced by half. If the skeletons are vul-
nerable to that damage. they instead ignore that vulnera-
A small wooden table stands against the east wall, with
bility for this attack.
a padded leather chair beside it. On the table, a brass
Development. If the characters spend more than a
three-branch candlestick with three burning candles pro- few moments here, a faint blue light appears at the seam
vides the room with bright light. The candles, though not of the secret door to area 24. The light gradually grows
fresh, are far from spent. brighter as the alchemist's remains reanimate after long
Under the table is a small wooden box and an unlit decades. At a time of your choosing, the alchemist (skel-
etal al chemist; see appendix C) emerges through the
bullseye lantern with a movable shutter over the lens.
secret door to assist the skeletons.
On a shelf above the table sit three books. In the When the alchemist enters the scene, r ead:
northeast corner is a closed wooden wardrobe.
•
This cavern, like the passage leading to it, is well lit by The incline of the passage is perceptibly greater in this
torches held in simple iron brackets around the walls. area. Coarse matting has been laid in places on the Aoor,
You can see five small bolts of cloth stacked against the negating some of the slope's slipperiness.
wall to your left, and to your right are eight small casks in • •
a neat row. Smugglers who fled from earlier encounters with the
• characters wait at the end of this passage. firing ranged
weapons at the intruders as they attempt to navigate the
This is the primary storage chamber for Sanbalet's
narrow spots.
smuggling operation, and the likely place from which he
and his gang mount a defense.
SAN BA LET
If an alarm has nor been raised, two bandits and a
scout are here, stealing drinks from the store of brandy. A tall man with a shaved head and piercing green eyes, the
If the smugglers have been alerted, Sanbalet (see ap- leader of the smugglers is as charismatic as he is cunning.
Sanbalet is a plotting nemesis who prefers manipulation
pendix C and the following sidebar), one hobgoblin. one
to direct action. It is no accident that his gang occupies
scout. and one bandit defend this room. Sanbalet stays the old house, since the promise of hidden knowledge ini·
clear of the me lee, raking cover behind the casks in the tially drew him here.
southeast corner. The hobgoblin and the bandit try to Despite the disa ppointment of never finding the alche-
prevent the characters from entering the room. while mist's secret chamber or other legendary arcane discov-
the scout hangs back to fire its ranged weapon. eries, the clever wizard saw opportunity in the house's
Treasure. The five bolts of silk are worth 50 gp each, ruined walls and shattered windows.
and the eight casks of brandy are worth 10 gp apiece What He Wants. The smuggler wants to expand his op·
at market. though the merchants of Saltmarsh rec- eration and eventually inhabit a more secure location to
better pursue his magical studies. He'd sacrifice every one
ognize the goods as stolen if the characters try to sell
of his companions to achive these ends.
them there.
Confidence Aplenty. Sanbalet's success stems from con-
Sanbalet carries a pipe of remembrance (see appendix fidence in his abilities. He delights in criminal behavior
B) and a set of masterfully crafted loaded gaming dice and considers himself a great villain. He speaks of himself
(20 gp). The hobgoblin wears a suit of mariner's armor in the third person and exhibits narcissistic tendencies.
(scale mail).
.
STOC K CAVERN ters to apprehend this vessel and put an end. once and
for all, lo the smuggling.
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Roll of Cloth
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Rigging Diagrams
M ~o 2 3 Sr A GMoS•
Though the light is dim at best, you can see details of the
• coast are three human figures. The one nearest the stern
holds something in his hand at shoulder level; occasion-
ship's main deck. In the center, forward of the mast. a ally he adjusts it in some way.
jolly boat is lashed to the deck with ropes.
Aft of the mast is a hatch to the belowdecks area and a
The figure leaning against the tiller is a crew member
rope ladder climbing to a crow's nest above.
(band it). The others. from fore to aft, are Punketah (p i-
Two human figures lean against the rail mid-deck, star· rate deck wizard; see appendix C), the ship's captain
ing toward the coast. Between them at deck level is a roll Sigurd "Snake Eyes'' (pirate capta in; see appendix C)
of canvas or rope. and another crew member (b andit). The last holds a
To fore and aft, below the upper decks. stand vague bullseye lantern that has a shutter over its lens; from
outlines of doors. You can also see ladders that lead to
lime to time the crew member moves the shutter and
sends out the prearranged signal.
the upper decks, the aft one on the port side. the forward
one on the starboard. 4. GALLEY STORES
The hatch leads to the hold (area 11) below. Between the From iron hooks set into the ceiling hang three long
two figures waits a 25-foot-long rope ladder, ready to be strings of sausages, a large ham, and a hunk of meat.
thrown over the side. Two 25-foot lengths of rope a lso Against the hull are three sacks. Set against the bulkhead
lie neatly coiled at opposite edges of the deck.
beside the door are a cask and a ceramic jar. Against
The two figures are Bloody Bjorn (pirate first mate:
see appendix C) and a crew member (ba ndit). the other bulkhead are set a large and a small cask and
another ceramic jar. There is an opening in the latter
2. FORECASTLE bulkhead about three feet square and with its lower edge
about three feet above the deck .
•
A massive shape in the center of the deck area must be •
the ship's capstan. From 1t, the anchor chain runs down The area is unoccupied.
the chain vent to port of the prow. The meat is salt beef: the sacks contain dried beans;
Standing near the bowsprit is a human figure. He ap- the casks contain Aour. salt, and ale; and the jars con-
pears to be scanning to starboard. tain honey and olive oil. The ship's food stores a re rela-
tively fresh, though nothing is particularly appetizing.
The capstan a rms can be removed and used as clubs. 5. SH IP'S STORES
They have been left in the capstan by express orders of
the captain. who wants to be able to make a quick get- •
Two coiled lengths of rope and three rolls of sailcloth lie
away if such proves necessary.
The figure is a single crew member (bandit) watching on the deck alongside a large box. A large wooden cask
for any signals from shore. stands next to six lengths of wood planking. Set into a
wooden rack, fastened to the bulkhead by the door, are
two metal-headed hammers, two wooden mallets, two
saws, and an adze. There is an opening. about th ree feet
square an d with its lower edge about seven feet above
the deck, in the other bulkhead.
*See appendix C
•
F ive lizardfolk are always on duty here. If the charac- A wooden table aga inst the north wall is set with an
ters make any noise in the nearby corridor, one of the earthenware jug of cider and a wooden cup. A wooden
guards comes out to investigate. On seeing intruders, he
chair stands by the table. A bed stands against the west
shouts to his comrades and then challenges the charac-
ters. demanding in Draconic that they retreat. The other wall with a brass-bound, wooden chest against its foot.
guards join him immediately. A lizardfolk warrior in scale armor sits on the bed, facing
Development. lf a fight breaks out, one of the guards the door, as he sharpens his sword with a whetstone.
tries to run back to the barracks (area 3). If the guard •
gets away, refer to the "Development" section in area 3.
The officer (lizardfolk scaleshield: see appendix C)
3.BARRAC K S leaps up, ready to fight. as soon as the characters enter.
The lizardfolk here likely join the guards in area 2 Development. If the characters have avoided combat
during any disturbance. If they are not alerted, the four to this point, the lizardfolk in areas 2 and 3 join the offi·
of them are performing a final check on their gear be- cer in this room when they hear sounds of combat.
fore departing on patrol. Modify the description below Treasure. The chest is locked and can be opened by
as needed. a character who makes a successful DC 12 Dexterity
check using thieves' tools or who has the key. It contains
personal possessions, a purse containing 25 ep, a dag-
Thirteen straw mattresses are set around the room ger in a scabbard. and a leather whip. The officer carries
against the walls. Beside each is a closed wooden chest. the key to the chest and he wears a silver collar (15 gp).
In the center of the room is a long wooden table with two
wooden benches beside it.
6 . ARM O RY
Four lizardfolk appear to be gathering their weapons •
and readying to leave this area. Shields of all sizes hang on the walls here, with javelins
stacked in wooden racks against the north wall. Three
large wooden chests, all closed, line the east wall.
There are three lizardfolk in this room forming up un-
der one officer (lizardfolk scaleshield; see appendix C) •
to go on patrol in the lair. The un locked chests contain the following weapons:
Development. If the lizardfolk in this room have
been alerted, they exit south into the hallway and circle 10 clubs
around, hoping to trap the characters in area 2. 10 longswords
If a fight occurs in this room. the lizardfolk officer 10 morningstars
in area 5 hears the battle and joins the fray as soon
7. K ITCH EN
as possible.
If the characters pause in the corridor near the door to
Treasure. The chests are unlocked and contain per-
this room, they detect a smell in the air; it reminds them
sonal effects. A thorough search turns up the following
of cooking meat. though with an acrid tang to it. This
items: 100 sp, a dagger in a bone scabbard. a wooden
odor is being em itted by the roasting carcasses. Simi-
mallet, a crude reed flute, and a crude pewter mug
larly. even if they do not pause specifically to listen, they
with Scmuanya's symbol (a reptilian egg) scratched
hear chattering. muffled clanking as the lizardfolk turn
into the side.
the spits and otherwise go about their business.
The officer carries the key to the chest in area 4 in a
When the characters open the door. read:
belt pouch.
/0 Cll\i'IER'3 OA'.'.<.ll!~IUU'lll\IFI!
100' 200'
Scale
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~ Lair Entrance
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71
• Carcasses. The carcasses include those of a manta
Warm air wafts gently through the doorway. At one end
ray, a giant frog, an adult male hobgoblin, two sharks,
of the room is a large firepit in which a bed of coals is and a giant crayfish. One of the sharks has a mostly
burning. Over it are multiple half-cooked, skinned animal smashed armor plate embedded in its side. The plate is
carcasses impaled on spits that are being turned by four made from coral and wood and appears to have been
unarmed lizardfolk. A fifth worker bastes the carcasses driven into the creature. If Oceanus is with the party. he
identifies the shark's armor as of sahuagin manufacture
with liquid spooned from a wooden bucket. In the center
and relates that animals like this serve the sahuagin
of the room is a long wooden table cluttered with an as- as war beasts (see the "Shell Shark" entry in appen-
sortment of kn ives, raw meat, and splinters of bone. dix C). Jn his absence. a character can glean the same
On the floor beneath the table are some uncured information with a successful DC 14 Intelligence (Na-
hides; beside the table are two large wooden buckets. ture) check.
Against the south wall rests a large wooden cabinet; its 9 . BARRACKS
shelves are piled high with clay pots, bowls, basins, and
drinking mugs. Against the west wall stand three large
Fifteen straw mattresses are placed around the room,
wooden barrels. Against the east wall is an open wooden
each with a small wooden chest at its foot. A long table is
cask containing a white crystalline substance, and three
in the center of the room, with benches to each side.
wooden buckets. A large iron cauldron, currently empty,
29. BARRACKS
A ten-foot-square entrance expands to the east to form a Adjust the description depending on the number of liz-
room of considerable size. ardfolk found here. as detailed below.
The short corridor that leads into area 26 is the site of About a dozen straw mattresses lie scattered around the
a pit trap. The trap is well concealed by a false floor and floor, each with a wooden chest at its foot. At the south
requires a s uccessful DC 16 Wisdom (Perception) check end of the room, a long tab le is set centrally, wooden
to be noticed. Creatures that step on the fa lse floor fall benches to either side. A few lizardfolk are seated on
through into a bog pit (see the "Hazards in the Marsh"
benches or mattresses, talking and tending to their
sidebar), taking normal falling damage.
Inside the pit are five giant poisonous snakes. which weapons.
attack anything that falls in.
As soon as a character occupies the space to the east
Four lizardfolk. one lizardfolk rende r (see appendix
of the bog pit and can see farther into the room. read:
C), and one lizardfolk scaleshield (see appendix C) are
in this chamber. awaiting their turn at patrol duty. if they
At the far end of the chamber ahead, you see some sacks have not been called elsewhere.
and a large chest. If the party arrives here accompanied by friendly liz-
ardfolk. the scaleshicld initially urges the guards to at-
tack. A successful DC 15 Charisma (Persuasion) check
The chest is trapped with a poison needle. Notic- by a character prevents a fight. and instead the lizardfolk
ing the trap requires a successful DC 12 lntelligence take the characters in custody and take them to meet
(Investigation) check. A successful DC 12 Dexterity the queen.
check is required to disarm the trap. Opening the chest Treasure. Some of the chests contain personal pos-
without disarming the trap. or failing to disarm it. tr ig- sessions and the following items. distributed randomly:
gers the trap. • In each of five chests, a purse containing 5 sp
When the trap is triggered, a small poisoned dart is • A seashell necklace (no value)
ejected from the lock. Any creature standing in front of • A pewter mug (no value)
the lock is automatically struck by the needle, taking I • A lump of pink coral (10 gp)
piercing and 4 (ld4 + 2) poison damage. A leather bag containing five irregularly shaped stones
Treasure. The chest and sacks contain the la ir's (no value)
wealth. The chest holds 1,700 ep, a gold-bonded ivory
scepter (100 gp), and a gold crown in the shape of a 30. SuBCHIEF's L1v1NG QUARTERS
coiled serpent (250 gp). Inside the sacks are various
silks and hides (100 gp total).
The furniture in this pleasant chamber is of high quality.
27. GUARD ROOM A wooden table stands in the center of the room with
four chairs around it. On the table sits a gleaming bowl.
Thirty feet beyond the gate is a bare room with a wooden In the southeast corner stands a small closed cask on
bench set against the east wal l. which stand an unlit lantern and a goblet.
A lizardfolk render (see appendix C) and a lizardfolk The bowl is made of pure elect rum and is worth 50 gp.
occupy this area, ordered to stand guard over the lair's The cask contains wine- quite pleasant to the human
treasure (area 26). They do not open the gate unless palate. The goblet is made of silver and is worth 7 gp.
commanded to do so by the queen or the subchief. and the lantern is a normal hooded lantern.
The guards in this area keep a watch on the gate and
the secret door that leads to area 26. They defend the
gate if they hear anyone trying to attack it. but a success-
ful attempt at unlocking it docs not draw their attention.
A single cot, set against the east wall, features a rug be· A large ornate bed with its head against the center of the
neath it made of a lion's skin. In the southwest corner of south wall dominates this chamber; some rugs and cush-
the room is a brass-bound wooden chest, its lid closed ions lie scattered atop it. Next to the bed on the east side
and secured with a heavy metal padlock. is a small table, featuring a crudely framed drawing of a
• powerful-looking lizardfolk queen .
The lock on the chest can be opened by a character who In the southeast corner sits an iron chest, closed and
succeeds on a DC 12 Dexterity check using thieves' padlocked. Next to it is a large, elegantly carved wooden
tools. The chest bears a paralyzing gas trap. Noticing wardrobe.
the trap requires a successful DC 12 Intelligence (Inves-
tigation) check. A successful DC 12 Dexterity check is
required to disarm the trap. Opening the chest without The secret door in the southwest corner requires a suc-
disarming the trap, or failing to disarm it, triggers it. cessful DC 16 Wisdom (Perception) check to notice. It
When triggered, the trap fills the room with paralyz- leads to area 11.
ing gas. Creatures caught in the gas must succeed on a The chest is trapped with a needle. Noticing the trap
DC 10 Constitution saving throw or be paralyzed for 1d4 requires a successful DC 12 Intelligence (Investigation)
minutes. A creature can repeat the saving throw at the check. A successful DC 12 Dexterity check is required
end of each minute. to disarm the trap. Opening the chest without disarming
Treasure. The chest contains these items: five leather the trap, or failing to disarm it, triggers the trap.
belts with electrum buckles set with pearls (JO gp each), When triggered, the trap fires a small needle from
an electrum armband (20 gp), a leather purse containing the lock. Any creature standing in front of the lock is
50 sp, and a prismatic kaleidoscope (no value). automatically struck by the needle. The needle deals
no damage and is not poisoned. An anxious character
32. G UARD ROOM might assume otherwise: feel free to describe vague
pains, brief numbness, and so on to set a character on
• edge, but a DC 10 Wisdom {Medicine) check reveals the
Four lizardfolk in this chamber stand on guard, ready to truth of the matter.
challenge intru ders. This area is bare offurniture except Treasure. The chest holds these items: a set of leather
straps and belts with gold buckles and adorned with
for a wooden bench set against the east wall.
l pearls (JOO gp), a gold-banded dagger and scabbard (25
gp), a leather bag containing 25 gp, a nask of perfumed
Three lizardfolk and one lizard folk scaleshield (see oil (5 gp). and ajade figurine of Semuanya (25 gp).
appendix C) stand guard here. The guards immediately The wardrobe contains a fine brocade robe in rich red
challenge any approaching characters. They have been cloth, decorated with gold thread. The robe is worth 100
selected specifically to guard the approach to their gp and serves as the queen's mark of royalty.
queen's quarters. Charisma {Intimidation) and Cha-
risma (Persuasion) checks against these guards are 35. QUEEN'S LOUNGE
made with disadvantage. The characters must present
a convincing story to get access to area 33 and beyond; In the center of the room stands a circular table of pol·
otherwise they must leave the area immediately.
ished wood with two wooden chairs set to either side.
33. Q UEE N'S LIVING QUARTE RS A lizardfolk sits in each chair, hunched over the table.
The table holds a square gaming board with alternating
black and white squares, a silver bowl, a decanter, and
Though hardly sumptuous, this room appears more
two goblets.
comfortably furnished than any others you have seen
A brocade upholstered couch sits against the south
in the lair. A circular table of polished wood with four
wall, with a large glass mirror in a wooden frame hang-
chairs set around it sits in the center of the room. On the
ing on the wall above it. The couch is flanked by two
table are arranged three decorative items with a metallic
wooden chests.
sheen-a platter, a carafe, and a goblet.
In the southeast corner is an armchair that has been
crudely upholstered. Un less extreme circumstances prevail (for example, the
guards in area 32 have beaten a fighting retreat here),
two lizardfolk commoners (see appendix C) reside
The items on the table are made of silver. The platter here, playing a game at the table.
and the carafe are worth JO gp each, while the goblet is These lizardfolk try co avoid a fight, preferring to flee
worth 5 gp. All three are engraved with a simple picto- and take refuge in the pool in area 36. They fight if they
graph showing a lizard standing proudly with its forked are cornered or if they see the intruding party attempt to
tongue extended. enter area 37.
'
This flooded cavern is roughly circular and about sixty
feet in diameter. The water is murky, but the top of a
weed bed can be seen just under the surface. A stone
path follows the west wall a few feet above the waterline.
l From it. stone stairs descend into the water.
HEN A SHIP MISSING FOR YEARS IS SPOTTED ship pulled up anchor-and thanks to an offshore wind,
adrift at sea. its one-time owner sees a they rode the waves and left the island far behind.
final chance to recover a lost fortune. Fifteen days ago, Aubreck received word that Emperor
But what the former owner cannot know of the Waves had been spotted adrift in the southern
is that the shjp has a new master- a sea, apparently a ghost ship. The noble promptly used
wretched druid, driven mad by canni- a sizable chunk of his savings to hire a ship and crew
bal ism and attended by a horde of ven- to sail to the derelict. Aubreck believes he can restore
omous pets. his standing if he recovers the deeds and documents
Salvage Operation is a D&D adventure designed for that sailed with the ship. Now, all he needs are a few
four to six 4th-level characters. brave souls able to deal with whatever threats might
present themselves aboard the Emperor and bring back
his fortune.
BACKGROU ND
The merchant prince Aubreck Drallion once counted
himself among the richest folk of his city. His trade ADVENTUR E SUMMARY
fleet was one of the largest and most prosperous of its Salvage Operation starts as an investigation adventure,
kind, with hundreds of ships under his banner dodging in which the characters board Emperor of the Waves
storms, pirate raids, and aquatic monsters to carry and explore its upper decks. As they venture into the
goods across the world. ship's lower decks. this scenario becomes more of a
Yet Aubreck's success perhaps came too fast and dungeon crawl in cramped, dangerous spaces, with ver-
too easily; although his profits eventually stabilized, min attacking in close quarters. Characters who survive
his ambition kept expanding. Years ago, his contacts those threats and push on find the lowest holds flooded
in the southern jungles reported that he could monop· with seawater and infested with undead.
olize trade in rare spices and herbs by making heavy As the characters fight their way forward in search
investments in the area. Aubreck took the opportunity of Aubreck's goal , the perils of the sea finally take their
as a sure thing and leaped at the chance to get even delayed claim on the Emperor. in the form of a hungry
richer. He sold off many of his assets and converted the elder octopus. This creature first assaulted the ship
proceeds to property deeds and promissory notes, then several days before the characters arrive. lts previous
secured that portable wealth aboard Emperor of the rampage failed to scuttle the ship, though the octopus
Waves, the foremost ship in his fl eet. succeeded in devouring or drowning almost all of its liv-
Aubreck's plan was lo convert these notes back into ing occupants.
cash when the ship reached its destination in the south. To say that the Emperor now has a skeleton crew
but fate introduced a cruel twist, and Emperor of the would be an overstatement. Of all the cultists who es-
Waves disappeared. A storm separated the ship from its caped the island, only a single evil druid remains alive
escort, and it was never heard from again. Devastated by aboard ship. The half-ore Krell Grohlg still practices his
the financial loss, Aubreck was reduced to the lifestyle worship of Lolth at a shrine inside the ship and is aided
of an ordinary merchant. in his defense of the vessel by various kinds of spiders,
The true fate of Emperor of the Waves is known only swarms of vermin, and other monstrosities.
to a few. The sh ip was nearly sunk in the storm that The climax of the adventure is a race against time as
drove it off course. but it remained seaworthy. After the the octopus returns for a final onslaught, with decks
storm subsided. its surviving crew members dropped flooding. the ship sinking, and characters scrambling
anchor near an uncharted island. When they came through the disintegrating hull in a race for their lives. If
ashore to look for food and water, they discovered the Krell or his minions are still alive, they present an addi·
island was inhabited by tribes of primitive humans, tional obstacle because they also don"t want to go down
ores, and goblins. ruled by cruel druids who worshiped with the ship.
Lolth in her aspect as the Queen of Spiders. The druids Tn order for the characters to receive their payment
promptly had the few remaining sailors dispatched by from Aubreck. they must bring back a heavy box from
their underlings and claimed the ship as a sign of favor the cargo hold- potentially forcing them to choose
from their dark goddess. between making a quick escape and accomplishing
In time, the island's population became fractured into their mission.
two factions, each of which tried to exterminate the
other. One group claimed custody of the ship and used it PLACING THE ADVENTURE
as a headquarters, stocking it with supplies and defend- Salvage Operation was written to take place in a coastal
ing it from assaults by the enemy group. When the war region of any campaign setting. Aubreck's history as a
entered its final throes. the ship was in danger of bring once-powerful merchant makes a port city or a large port
overrun by the land-based forces. In response. rather town the best starting place for the adventure.
than staying and fighting it out, the cultists aboard the
wants it, two light crossbows with twenty bolts each, hull that indicates it recently came under attack from a
five SO-foot coils of rope, two grappling hooks, twelve seagoing creature.
torches, two healer's kits, six vials of antitoxin, two po- The captain orders two sailors to ferry the characters
tions ofhealing, and two sacks for carrying treasure out to the Emperor in a rowboat. The sailors bring ropes
of the ship. and grappling hooks to give the characters easy access
to the main deck. Scaling the algae-slick hull of the ship
STATE OF THE SHIP without a rope requires a successful DC 10 Strength
(Athletics) check. There are no portholes or large open-
After several days at sea, Soul of Winter comes in sight
ings in the hull of the ship, making the main deck or
of the looming, shattered hulk of the derelict Emperor
quarterdeck the only way inside. All locations on the
of the Waves. Wolgar Wind rune brings Soul of Winter
ship are identified on map 4.1.
within 500 feet of the derelict along its starboard side,
Soul of Winter comes no closer than 500 feet lo the
close enough to make out its major external features. Its
derelict. After taking the characters up to the ship, the
masts have been shorn off, but the upper deck appears
sailors move 200 feet away from the Emperor and hold
clear of debris, as if whatever hit the ship was strong
their position, waiting for the characters to reappear on
enough to carry off the masts, sails, and rigging. Its
the upper deck with the treasure from below.
figurehead, once a majestic angel in fl ight, has been
hacked and disfigured.
U PPER D ECK
Captain Wolgar and the sailors aboard Soul of Winter
express amazement that the Emperor is still afloat. Any The main deck of Emperor of the Waves is likely the first
character who has the sailor background or proficiency part of the ship the characters explore- and will be the
with water vehicles notes that the ship has suffered last stage of their desperate escape.
heavy damage across its upper decks, consistent with
the effect of a typhoon or tidal wave. The vessel lists no- WEBS ABOARD SH I P
ticeably to port, evidence that the Emperor's ballast has Except where otherwise noted, the lower deck of the
shifted, though the incline doesn't appear severe enough Emperor is filled with sheets of webbing. Areas filled
to make moving around on deck hazardous. The ship with webbing are lightly obscured. Ranged attacks made
rides low in the water. implying that the bilge and pos- against creatures in areas filled with webbing are made
sibly even the lowest deck are flooded. If no characters with disadvantage. In addition, the creatures found aboard
have the appropriate background or proficiency, Wolgar the ship are adept at hiding among the webs. As an action,
any such creature can attempt Dexterity (Stealth) checks
can point these facts out. The captain also makes it
to hide from any character that it is more than 5 feet away
clear that he suspects the ship is likely to sink during from. Many of these creatures begin encounters having
the ten days it would take to tow it back to port. already tried to hide; make checks as appropriate to deter-
Not all of the ship's visible damage is due to time and mine each creature's success at evading detection.
weather. With a successful DC 15 Intelligence (Nature)
check, a character can spot impact damage to the ship's
Ql
10. UNHOLY SHRINE The phase spider spends its time in the Border Ethe·
real. It attempts to ambush Krell"s foes. moving through
walls unnoticed before entering the Material Plane to
The floor of this chamber is covered with runes written in attack a wizard. sorcerer, or similarly vulnerable charac·
blood. A circle has been carved into the floor's wooden ter. The two giant spiders try to protect Krell. One fights
planks and spiderwebs cover the walls and ceiling. Two from the ground, while the other clings to the ceiling
and attacks downward. enabling both Large creatures
humanoid-sized bundles attached to the ceiling writhe as
to remain in the fray.
hundreds of tiny spiders swarm over them.
Ending Hostilities. Krell knows that the Emperor
• won't stay afloat forever. He can be persuaded to leave
Krell Groh lg. the last survivor of the cultists who es- with the characters instead of fighting them if someone
caped the island, sequestered himself here after the fi rst in the party succeeds on a DC 20 Charisma (Persua-
octopus attack. He attacks at the first sign of intr uders- sion) check to win the druid's confidence. An ore or half.
if dying for Lolth is to be his fate, he seeks to slay as ore character makes this check with advantage. Once
many characters as possible. Krell is safe he slips away to continue his foul worship.
Krell is a male half-ore druid, with these changes: Treas ure. Al l the cultists' ceremonial objects and
treasure arc stored in a wooden box along the port wall.
Krell is chaotic evil. The box contains spell scrolls of gust of wind and pro-
He has these racial traits: When reduced to 0 hit tection from poison, a potion of heroism, a potion of wa-
points, he drops to 1 hit point instead (but can't do this ter breathing. a cloak of protection, 507 gp, and 199 sp.
again until he finishes a long rest). He has darkvision
out to a range of 60 feet. He speaks Common and Ore. lJ. GALLEY
He has a Strength score of 18. which gives him a The door here is damaged and held shut by rusty iron
+4 bonus to attack rolls and damage rolls with his spikes. It must be forced open with a successful DC 15
quarterstaff. Strength (Athletics) check or chopped apart (AC 15. 12
• He has the flaming sphere spell prepared rather than hit points. immunity to psychic and poison damage).
animal messenger.
In addition to Krell. this cabin also contains two giant Judging from the stove along one wall of this room, this
spider s lurking in a far corner, and Krell"s pet phase
was once the galley. Now the area is cluttered with bones
spider (named Roil). Unless the characters were unusu-
ally quiet while making their way through the ship, Krell and debris. Badly damaged metal knives and other cook-
has heard them moving and fighting monsters in other ware hang from hooks in the ceiling, while the choking
areas. Before the fight begins. he has time to cast shille- stench of rotting Aesh fills the air. A stairway leads up
lagh on the quarterstaff he wields, barkskin for defense. near the stern. Tiny spiders crawl over everything.
and produce flame in preparation for a confrontation.
•
II IRI \\\ >l'lR\ !O"l
The cultists kept thjs area free of webs and used it for
food storage. Theo. after their supplies ran low. several
DEATH OF THE EMPEROR
of them barricaded themselves in this room to seize con- Shortly after Emperor of the Waves was spotted drifting
trol of the remaining supplies. In response. the rest of on the open sea. an enormous elder octopus began to
the cultists stormed the area. slew the rebels, and added stalk the ship. It has already attacked the vessel once.
their corpses to the ship's larder. All thac"s left now of and that assault worsened the Emperor·s condition,
all the rebels are scraps. as the lone survivor (Krell) has opening up a few leaks that are now causing the hold to
consumed the last of them. flood. Believi ng that if it waits long enough, the wreck
Trapdoor. A moldy trapdoor i n this area leads down wi ll eventually si nk beneath the surface, the octopus has
into the cargo hold. It can be easily spotted (no check re- remained in the area, lurking in the water a hundred
quired). A bar has been inserted through a set of rusted feet below. (T he creature is fixated on bringing down
brackets to keep it shut. The cultists used tills door to the Emperor and pays no heed to Soul of Winter or the
deliver sacrifices to the ghasts below. and they kept rowboat that waits for the characters 200 feet away from
it barred between those times to prevent the undead the derelict.)
from escaping. When it hears noise from the characters· fight against
the ghouls in area 12. the creature comes back for an-
12. CARGO HOLD other attack. (For best dramatic effect, you should time
the octopus's reappearance to coincide with the charac-
This deck runs the length of the ship and features no ' ters' discovery of Aubreck's box.)
The octopus r epresents a real threat to the char ac-
bulkheads or walls. Dark, murky seawater fil ls it to a ters. As the cr eature attacks, emphasize the chaos that
depth of three feet, sloshing against old, moldering ensues in the ship. Swarms of spiders scramble across
crates piled against the ship's port hull. the walls and decks in a panic, assembling into ever
larger masses. The ship creaks and lists more severely
as something assaults it from the outside, its timbers
The water that fills this area is difficult terrain for Me- snapping and water pouring through the widening
dium characters. Small characters must swim while in cracks in the hull. Within moments. the characters can
the cargo hold. see the octopus's arms snaking through breaches in the
This deck is a prison for four ghasts-formerly a hull, grasping for anything they can wrap around. From
group of thieves who stowed away in the hold before the that point on, don't give the players the luxury of pon-
Emperor last left port. When the ship was waylaid by dering thei r characters' next moves. Push them to make
the storm, they could not escape from the hold and even- fast decisions and do everything you can to reinforce
tually starved to death. The cultists found the undead the idea that they're caught in a panicked flig ht from a
when they took control of the ship but viewed them as sinking ship.
emissaries of their dark god and fed them with offer ings
of living sacrifices. OCTOPUS ATTACK
The ghasts currently hide in the bow of the hold.
The octopus·s attack shakes and tilts the ship so vio-
beneath the water. They won't reveal themselves until
lently that moving around the ship becomes difficult.
characters enter this area and approach their position,
Any surviving monsters panic and seek to escape the
whereupon the undead surge out of the water. Any char-
ship, attacking the characters if they cross paths. If the
acter whose passive Percept ion score is 11 or lower is
characters make it to the upper deck, they must hail the
surprised by the ghasts when they attack. A creatu re
sailors aboard the rowboat from Soul of Winter and wait
paralyzed by a ghast's claws holds its breath automati-
for the boat to reach them.
cally if it collapses into the wa ter, but is at r isk of drown-
ing unless it is pulled out again. See "Suffocating" in MOVEMENT
chapter 8 of the Player's Handbook. Movement is tricky as the ship rocks back and forth.
Treasure. One of the ghasts wears a silver bracelet Treat the floor as difficult terrain.
sculpted to look like a twisted tongue (75 gp), and an- Climbing stairs or a ladder requires a DC 10 Strength
other one wears a gem-studded belt (400 gp). The crates (Athletics) check, unless a character has a climbing
and boxes are rotted. and the goods in them are worth- speed. On a failed check, a character falls prone in the
less- with one exception. space where the climb began.
Aubreck's Box. As an action, a character can attempt
a DC 15 Wisdom (Perception) check to spot a crate RESCUE
marked with a stylized letter A. Another action is re- Once the characters reach area 1 and call for help, the
quired to open it, revealing the box i nside. sailors in the rowboat try to rescue them. It takes 10
The blue metal box is made from magically enhanced rounds for the rowboat to reach the Emperor.
iron that is impervious to rust and has invulnerability to Observant players might realize that the octopus is
all damage. It has no lock or latch. and it can't be opened focusing its efforts on the ship. Anyone who leaps over-
by any normal means. See "Moving Aubreck's Treasure" board or gets into the rowboat is safe from the octopus,
for details on carrying the box after the elder octopus though monsters aboard the ship that see characters in
attacks, and for getting the treasure safely off Emperor the water follow suit and might attempt to swarm the
of the Waves. rowboat (see ·'Other Enemies" below).
ROUND 20
CONCLUSION
At the start of round 20, the ship sinks. Anyone aboard If the characters return Aubreck's box to him, the mer-
must swim to safety. The ship descends 3d20 feet at the chant is overjoyed. By redeeming the deeds and notes.
start of each subsequent round until it hits bottom. he can reestablish himself in his city. He pays the char-
acters the promised fee and gladly replaces any mun-
GETTING OFF THE EMPEROR dane items they lost in the adventure.
In point of fact. the box is not impenetrable. but it
Once the rowboat reaches Emperor of the Waves on
is sealed with extremely powerful magic, requiring a
round 14 (or perhaps sooner), the blue steel box can be
successful DC 30 check to overcome with dispel magic.
handed down from the deck of the Emperor into the
It can also be opened by speaking the password "Til-
rowboat as an action. The rowboat remains in place
divarias:· the name of Aubreck's dog from his childhood.
long enough for the box to be offloaded and for the char-
(Aubreck does not share this information with anyone.)
acters to clamber aboard. Because the octopus focuses
Aubreck could become a well-connected ally. and a
on Emperor of the Waves, the rowboat is not in immi-
continuing source of adventure for the party, if his for-
nent danger from the creature.
tune is restored that is, if he doesn't become too greedy
A lone character trying to swim with the treasure box
and eventually betray the characters.
must succeed on a DC 20 Strength (Athletics) check al
LOCAL MARINER S' GUll,0 WOUi,O LIKE TO CLAIM The guild does not know that there are survivors on
a small, strategically located island and build the island. ln addition to other hazards they encounter.
a lighthouse there. But so far. its representa - the characters must deal with the remaining clerics and
tives have not been able to land safely on the their followers, whether through conAict or negotiation,
island-every attempt lo come ashore has been before collecting their payment. Por more on the inhabi-
met by a horde of u ndead. tants, see "The Survivors" on page 102.
The guild posts a lucrative contract offer in
nearby coastal communities. seeking adventur- SUPPLIES
ers willing to secure the island and its burned-out abbey. The mariners' guild can supply the characters with any
When the characters come across this information and of the equipment listed in chapter 5 of the Players Hand-
decide to investigate the opportunity, the adventure offi- book except for holy symbols, holy water, thieves' tools,
cially gets under way. weapons, and armor. The price of any equipment used
Isle of che Abbey is designed for a party of four to six by the characters must be deposited with the guild and
5th-level characters. will be refunded when it is returned in good condition or
after the successful completion of the mission.
BACKGROUND
Over the past three months, the evil clerics of Abbey ADVENTURE HOOKS
Isle have quarreled violently with a large band of local The isle has long been a source of trouble for the re-
pirates. Their struggle seems to have left the island un- gion's mariners' guild. The clerics who inhabited the
inhabited. The pirates burned the abbey to the ground, island's abbey proved to be capable defenders of their
but they suffered so many casualties that they were de- territory- until the pirates' recent success. all of the
stroyed in turn by the local mariners' guild. guild's attempts to evict the clerics from tbe island had
Unknown to the mariners' guild, a small number failed. Use either of the following additional hooks to
of evil clerics and their minions survived the pirate strengthen the characters' motivation to succeed.
assaults by taking refuge in the cellars of the ruined
abbey. Hidden halls, dangerous guardians, and shining G ILDE D RUMORS
treasures await those who dare to explore the depths of The clerics of the abbey would not build such a defense
the abbey. to guard musty tomes and simple acolytes. Something
precious rests in the belly of that place: a golden statue,
TH E jOB AT H AND a staff made from rubies, or a fountain lined with pearls
The posted contract explains that any interested parties and rare stones. Those hapless pirates cleared a path
are to meet with Guildmaster Tabeth at the local guild but failed to discover any treasure. With both pirates
house. When the characters follow up, Tabeth provides and clerics out of the picture, only a few undead stand in
them with the following summary of what he knows: the way of untold riches.
• Pirates recently ransacked Abbey Isle, an island just
F OR THE PEOPLE
off the coast populated by evil clerics and their follow-
ers. Much to the guild's delight, the battle between the The stretch of water near Abbey Isle is treacherous.
two factions weakened them both. The thick fog that rolls through this region sends even
The mariners' guild then sent a force ashore, and the most steadily steered ships veering off course. The
the remaining pirates were killed or driven off by the sandy Aoor near the island is littered with broken hulls
guild' soldiers. and lost souls. A lighthouse built at the tip of the island
• The island. though now apparently abandoned. re- would secure the nearby seas for all. If the charac-
mains a danger due to undead guarding the only safe ters are well intentioned and civic-minded. helping to
approach: a beach called the Skull Dunes. make the lighthouse possible can serve as additional
The mariners' guild is willing to pay 2,000 gp to incentive.
the characters if they can land, explore the island.
and clear it entirely of threats so that the guild can ADVENTURE SUMMARY
construct a lighthouse on the site. Payment is made The adventure likely unfolds in the following sequence.
upon completion of the job, which will be verified by The characters meet with the mariners' guild and
guild members. accept the contract to make Abbey Isle safe for the con-
The mariners' guild contact in the region is Major struction of a new lighthouse.
Ursa. who keeps a lighthouse on an island nearby. He The characters travel to a nearby island by boat and
will provide additional information to any group that meet their contact for the job. Major Ursa. The major
takes on the assignment. Anyone who accepts the con- shares what he knows about the situation on the island
tract will be provided with a large. sturdy rowboat for and offers advice before sending them on their way.
transportation to Major Ursa's location.
The characters explore the island, dealing with horri- "The only safe place to get ashore on the reef-ringed,
fying undead, surviving clergy, brutal mercenaries, and rocky little island is a large sandy beach known as the
living constructs in trapped tunnels. Once they have Skull Dunes. The dunes are full of undead, because
cleared the isle, they can return to the mariners' guild the clerics of the abbey created an army of skeletons
headquarters and collect the reward from Guildmas- to guard the beach. The skeletons lie under the sand
ter Tabeth. and attack anyone who comes near."
• "The pirates got ashore somehow. There's probably a
path through the undead. but finding it's the problem.
TRAVELING TO THE ISLE We didn't catch up with the pirates till after they'd left
The actual jumping-off point for the mission is an is- the island. They'd taken as good as they gave. They
land located up the coast. Getting there in the rowboat were a miserable, sorry lot when we attacked and
takes about six hours. This island has a lighthouse that routed what was left of them. One shipload escaped,
the cha.acters can use as a safe place when they want but we sank the others. The sea and the sharks got
to rest. reequip, or regroup. Abbey Isle is another two the survivors, so we never got a firsthand account of
hours beyond the lighthouse. what happened on the island or of how the pirates got
through the dunes."
THE ISLAND
Abbey Isle is a small island about a mile wide and two
miles long. An overview of the island, including its major
areas and features, can be found on map 5.1.
1square=150 feet
3 • 7 9
.•
•
6 10 8 8
5
•
• • • • • -
~
4 3
9
5 15 '1
12 • . <l
6 .#JO~ ...S o~
).S!~' •
• • I 6 ·· 13 l 6 4 0
,,
~
("\• . 8 "9 7 . 7
~ ·· .
()O • • • • • 2
~· •
.• 0 7 •• • • • •
~
Bayleaf is an excellent swordsman and an above-aver- Once combat begins. the survivors fight to the death
age tactician in small skirmishes. Ozymandias placed except for Bayleaf. He fights hard. but as the lone nonbe-
h im in charge of defending the cellars. If Bayleaf is cap- liever he is not ready to die for his employer.
tured, kiUed, or bribed, defense of the cellars becomes a Ogmund, the acolyte, and the cultist call for help and
hectic, haphazard affair. attempt to delay the PCs.
The rest of the cultists rush to attack. They all rush
0 GMUND forward, open the door to their chambers, and join
Ogmund (CE male human gladiator) is a huge, stupid. in the fray.
mean-spirited fighter. In battle he is awesome. wielding The cultists try to attack the characters from multiple
his spear untiringly. During the battle with the pirates. directions. The acolytes and cultists throw themselves
a blow from a warhammer knocked him unconscious. into the fig ht without regard for their safety. All of the
He was left for dead and later dragged to safety by cler- cultists target clerics, wizards, and other casters in the
ics retreating to the cellars. He is embarrassed that group first, since they know weU that a spell or two can
he did not die in the battle and will not make that mis- offset their numerical advantage.
take twice. Ozymandius and Odium try to remain in their rooms
There is no negotiating with Ogmund. His demands while casting spells through the doorway. Odium uses
are simple: surrender or fight. As a tactician, Ogmund hold person to shut down potent warriors, while Ozy-
is wholly wanting. He is likely to overlook the simplest mandius relies on spirit guardians and spiritual weapon
of ambush opportunities, and his only offensive tactic is to wear down the characters.
a headlong frontal attack. Ogrnund believes he should The veterans try to keep Ozymandius safe. possibly by
oversee the defense of the island and resents Bayleaf's standing in the doorway to his chamber. Odium shrinks
presence. He gladly leaves the elf in the lurch if the back in his room, trying to stay clear of the fight. The
chance to do so arises. rest of the cultists don't particularly like him, and none
rush to defend him. If a character moves into his room,
DISCIPLES however, the cultists might try to corner that character.
The remnants of the abbey's fa ithful (two acolytes and Bayleaf cares only about survival. He uses his short-
two cultists) are not a particularly spirited lot. After the bow to fire from his room, and employs his magic and
devastating loss to the pirates, they are not eager to join abilities to hinder the characters. He keeps one 2nd-
battle with anyone. These low-level clerks and helpers level slot in reserve for invisibility to disappear from
survived the battle and the burning of the abbey by hid- view as the fight winds down. Once invisible, he sneaks
ing in the cellars. Although the heat, smoke, and lack of away if the characters seem treacherous, or offers tone-
fresh air might have killed the disciples in a well-sealed gotiate if they seem honorable and willing to uphold any
room, the cellars of the abbey are riddled with small bargains they make with him.
rat passages and ventilation shafts that pulled air in
from the outside, keeping the heat and smoke radiating CONVERSATIONAL
upward and permitting the disciples and their guards to Parleying with the survivors is difficult, because Og-
survive the flames. mund is one of the fi rst occupants the characters meet.
The disciples perform only the functions needed for He is spoiling for a fight. but might be willing to talk as a
the survival of the group. They fight only if necessary delaying tactic while the other survivors mobilize.
and surrender at the first opportunity if any fight turns Ogmund keeps the characters talking until the rest
against them. If questioned, they know very little about of the survivors enter the room. He then attacks. unless
the island and the abbey. Ozymandius orders him to stand down.
Ozymandius is the first named NPC to arrive, fol-
GUARDS lowed by the veterans from areas 5, 7, and 8, and the ac-
These three disciplined warriors (veterans) are the olyte from area 6. 1f the characters appear to offer a way
last of the abbey guards. All were dying of their wounds of getting off the island, Ozymandius orders Ogmund to
when they were found and healed by the clerics. Ozy- keep his hands off his weapons.
mandias has ordered them to obey Bayleaf, but the Odium, Bayleaf, and the cultist from area 10 arrive
guards prefer Ogmund as their leader because he is one next. Odium begs the characters to take him with them,
of them and not ah ired sword. They will fight to the even offering to join them in battle against the charac-
death to save the clerics. ters. Bayleaf keeps an eye on the situation. If the party
appears powerfu l and confident, he turns invisible as
THE SURVIVORS' RESPONSE soon as he can and slips away to escape.
The survivors in the abbey provide many potential social Ozymandius drives the negotiation. He settles for
interactions and combat encounters. Use the following nothing less than passage to the mainland for him and
guidelines to decide how the survivors react to the char- two of the veterans so that he can get help to fortify the
acters' actions. island and rebuild. He offers the characters a place of
honor in the cult.
HOSTILE The characters might try to trick the survivors into
If the characters enter the abbey with swords drawn and splitting their numbers. Ozymandius refuses to aban-
spells blazing, the survivors believe the pirates have re- don the island, because doing so is deserving of a death
turned and mount a solid defense. sentence in the eyes of bis superiors. The rest of the
~~-7 ~'~9-A---1-
1
. -- ..-: '• 3
Up o a1
AA./'V'
~ Crossbows 'aU~ Hidden Door
~
5. BARRACKS 7. 0ZYMAND1AS'S QUARTERS
•
Three crude pallets lie on the floor, and a large iron kettle This room is full of kegs, bags, and boxes. There is a
stands in the center of the chamber. In the northeast cor- rough cot in one corner and a great deal of clutter ev-
ner is a jumbled pile of broken lumber. erywhere. Except for the cot, this appears to be nothing
• more than a disorganized storage room .
Unless alerted by a commotion in area 2. one guard
(veter an) is napping on a pallet. Until unknown voices or the sounds of battle draw his
The pallets hold nothing but rags stuffed inside flour attention, Ozymandias (priest) is in this room discuss-
sacks to make crude mattresses. The kettle, used for ing survival tactics with a guard (veteran). The room
heating the room, contains ash and charcoal. The serves as Ozymandias's bedroom, office, and storeroom.
lumber in the corner fuels the kettle. ff the characters If the characters search the jumbled mess. they find a
search through the lumber, they find the guards' weapon couple of kegs of corned beef and pork; bags of beans.
hoard hidden behind i1: five spears, a shortbow and rice. and flour; and two boxes of fresh vegetables from
quiver of twenty arrows, two shortswords, three dag- the abbey's garden. They also find gardening tools, a
gers. two shields, and one suit of chain mail armor sized keg of nails, a box of carpentry tools (saws. hammers,
for a Medium creature. planes, and so on), three lanterns, ten flasks of oi l, two
50-foot coils of rope, twenty torches, and two 10-foot
6. MEDITATION ROOM
wooden poles.
Treasure. Ozymandius wears the special golden
This room has been cleared of all debris and is currently ' medallion (see the sidebar). Carefully searching under
being scrubbed clean by a single robed figure. Three the cot reveals four potions of healing in fancy crystal
decanters. The decanters are worth 20 gp each if empty.
walls are heavily curtained with draperies of thick black
velvet, and the east wall is decorated with a horrible 8. BAYLEAF'S QUARTERS
mural depicting a red dragon devouring sheep. Near the
west wall is a stone table on which a large iron brazier Empty weapon racks and several empty bins and shelves
burns. The table has been scrubbed and scoured, but it line the walls of this room. On the floor is a bedroll of
has many odd discolorations and scorch marks. A half·
three blankets next to a pair of shiny leather boots.
melted statue and two badly damaged candlesticks sit
beside the brazier.
Bayleaf (bard) is in this room exchanging war stories
• with one of the guards (veteran) unless they hear a dis-
If not drawn into area 2 by intruders. one disciple (aco- turbance outside. This former armory of the clerics and
lyte) is cleaning the table and floors here. the abbey guards is now devoid of such contents.
This was a meditation and study room before the Bayleaf has hidden his personal wealth and collection
abbey burned. The clerics still perform what few r ites of scrolls under a loose stone in the floor. A character
and ceremonies they can, given the circumstances. The who makes a successfu l DC 14 Wisdom (Perception$)
furn ishings were salvaged from the rubble. check while searching the room spots the loose stone.
A character who has a passive Perception score of Treasure. Bayleaf's boots of striding and spr inging
13 or higher and examines the floor in front of the sit next to the bed. Under the loose stone are a spell
curtains notices some abrasions on the stone floor in scroll of silent image, a spell scroll of phantasmal force,
the southwest corner. If the characters pull back the a leather pouch containing 75 gp, and a pair of ruby
curtains in the corner and examine the south wall. they earrings worth 150 gp. If the characters make a bargain
automatically notice the hidden door that leads to the with Bayleaf and convince him to leave peacefully. he
Winding Way. takes his treasure with him.
The abbey residents do not tamper with the curtains,
seeing them as sacred objects. Thus they do not know 9. ODIUM'S QUARTERS
about the hidden door behind them. They consider any
attempt to move or tear down the curtains blasphemous
This room contains small statues and figurines. There
attacking the perpetrators if they witness such an act or
learn of it. are statues of dogs and horses, monks and pilgrims.
Table. The table, discolored by fire and heat, serves footmen and knights on horseback, and several garden
as the ceremonial platform where incense is burned and gnomes. All the statues are between one and three feet
where larger sacrifices are made by burning rich, costly tall. Standing against the northern wall are two life.size
items in the brazier.
statues. One is a robed skeleton holding a large scythe,
Treasure. The candlesticks are gold and worth 10 gp
and the other is a medusa. On the floor in front of these
each. The statue was badly damaged in the fire but is
made of pure silver and is worth 20 gp. statues is a pallet of several blankets.
~
Odium (cult fanatic) now lives in this storage area and THE WINDING WAY
is plotting his escape. He emerges hoping that the visi-
tors will provide an opportunity. When the abbey was constructed, the cultists dug these
Statues. The small statues and figurines are all made tunnels for treasure storage. Only the abbey's overlord
was privy to all the passage's secrets. and he died in the
of glazed clay and poorly fashioned. The two large
statues are made of stone, and each stands on a square pirates' assault. The tunnels are well made, with smooth
walls, Aoors, and IO-foot ceilings. The Winding Way
base. They were used as scarecrows in the garden. The
contains an abundance of traps and guardians meant to
island's birds stopped being frightened by them and be-
gan roosti ng on the figures, so they were removed to the protect the abbey's treasure.
Traps in the Windi ng Way are denoted by letters on
cellar s. Bits of old bi rds' nests can still be found i n the
medusa's snaky hair and between the skeleton's ribs. the map. Each type is described below.
The characters can remove the statuary if they want.
A. TRIPWIRE
The statues weigh 700 pounds each. The mariners'
A wire stretches across the noor at ankle height. A
guild charges a stiff fee for transporting them. and the
character who has a passive Perception score of 16 or
characters soon discover that no one wants to buy an
higher notices the trip wire and the stone block in the
ugly statue of Death or a medusa.
ceiling above it that is poised to fall when it is triggered.
A character who has a passive Perception score of 14
A character who searches carefully and who makes a
or higher notices that the Aoor by the statue of the me-
successful DC 14 Wisdom (Perception) check also finds
dusa shows evidence of wear. Looking under the statue,
the trap. A character can disarm the trap by making a
a character can discover a hidden compartment in the
successfu l DC 12 Dexterity check using th ieves' tools.
statue's base. The trap triggers if a character wal ks through the trip
Treasure. The hollow base of the medusa statue con- wire, or if an attempt to disarm it fails. When the trap
tains several items that Odium has hidden here: a spell
triggers, the ceiling stone falls onto the creature. That
scroll of command, a spell scroll of hold person, a gilded creature must make a successful DC 14 Dexterity sav-
tome of dark ritual incantations written in Aquan and
ing throw or take 18 (4d8) bludgeoning damage.
I nfernal (25 gp), and a large silver holy symbol (50 gp).
B. OPEN PIT AND ILLU SION
10. DISCI PLES' QUARTERS
The builders placed several open pits throughout the
Winding Way, each measuring 6 feet by 6 feet and with a
Several large bookcases lean against the walls in this cold depth of 10 feet. Covering each pit is an illusory section
room, and a high chair and a scribe's desk sit to the right of floor (major i mage cast at 6th level). A character who
has a passive Perception score of 19 or higher notices
of the door. The bookcases are loaded with books and
the illusory floor shimmering slightly. A creature that
scrolls. Four bedrolls are stacked neatly in the comer. falls into the pit takes 22 (4d10) acid damage from the
pool of corrosive slime at the bottom. A character who
remains in the pit at the end of their turn takes this dam-
The four disciples make this room their home. A single
age again. A character must make a successful DC 10
cultist is here most of the time, scribing a scroll. Overly
Strength {Athletics) check to climb out of the pit because
cautious, the disciples dare not heat the room for fear
of the slick slime and moss growing on its sides.
of setting their precious books and scrolls alight. The
bedrolls are made of scratchy blankets and hold nothing c. SPIKED PIT TRAP
of interest or value. Each of these pits, measuring 6 feet by 6 feet and with
Bookshelves. The majority of the books and scrolls a depth of 10 feet, has long wooden spikes affixed to the
arc merely bookkeeping documents. One set of five
bottom. The opening is covered by a wooden trapdoor
books, bound in sky-blue leather and trimmed in copper.
painted to blend into the stone of the tunnel. A charac-
is of a more sinister nature. These five tomes have old,
ter who has a passive Perception score of 16 or higher
fragile pages; if the characters examine them. they dis-
notices the trapdoor. A character who is searching
cover that the ancient books describe procedures and
carefully and who makes a successful DC 14 Wisdom
details for several evil rites and ceremonies. The books
(Perception) check also finds the trapdoor.
make grim and harrowing reading for any character.
The trapdoor opens when a weight greater than 50
The tomes can be turned over to any non-evil-aligned
pounds is placed on it. Any creatures on the trapdoor
temple for destruction (adding to the characters' rep-
when it opens fall into the pit, taking 3 ( ld6) bludgeon-
utation as upstanding adventurers) or sold in shady
ing damage from the fa ll and 9 (2d8) piercing damage
markets for 20 gp each. Sell ing such rar e items is sure
from the spikes. A character must make a successful DC
to attract attention from sources as dark as the tomes
10 Strength (Athletics) check lo climb out of the pit be-
themselves. cause of the sl ick slime and moss growing on its sides.
Treasure. The desk is locked. A character who makes
a successful DC 12 Dexterity check using thieves' tools D. FALSE DOOR WITH OVERHEAD BLOCK
can open the desk. Inside the desk are two vials of rare A false door is installed in the wall in these locations.
ink worth 25 gp each. The ink smells faintly of copper. The handle of the door is connected to a hidden wire
Amid the papers and dusty ledgers on the bookshelves that releases a large stone above the door onto anyone
are a spell scroll of light and a spell scroll of bless. who tries to open it. A character who has a passive
11. ENTRANCE GUARDROOM The hallway widens out into a bare fifty-foot-square
chamber. Three enormous, rotting ogres stand close to
A short tunnel widens into an unfurnished and undeco- the southern wall. They clutch large morningstars, which
rated thirty-foot-square chamber. Standing next to one drag on the stone floor.
another in the center of the room are two enormous skel- Standing directly in the exit on the southern wall, effec-
etal guardians; their heads feature prominent horns, and tively blocking it, is a large crystal statue of a minotaur.
each wields a massive, rusted axe.
Five corpse-like figures stand shoulder to shoulder, One ogre zombie. two gbasts. and one minotaur living
guarding a door in the eastern wall. Their faces have crystal statue (see appendix C) guard this area.
Unless a character in the party is prominently wear-
been painted in gruesome colors.
ing the special golden medallion (see the sidebar), all
• the undead in this area attack the party. The crystal
~
CHAPTER 6: THE FINAL ENEMY
The work carried out by the sahuagin and their slaves GATES AND PILLARS
on the fortress interior shows expert craftsmanship. All gates consist of bronze construction and are 10
The rock is clean and dressed; all surfaces are smooth, feet wide by 10 feet high, except for the gate in the cave
all corners are near-perfect right angles, and all floors mouth of area 60, which is 20 feet wide by 20 feet high.
are level (except in the cave portion of cave 60, which All pillars are made of smooth dressed stone, 3 feet in
has been left natural. and parts of ar ea 19). The upper- diameter. supporting the roof above. All archways are 10
most dry level has an eerie. clinical air. feet wide and 10 feet high.
r 11 \ I' l"E R G I ll f fl N \I I· ~ F M \
111
~
SAHUAGIN ROSTER, LEVEL 1
Area Occupants at Start Notes
6 sahuagin, 2 s ah. coral smashers,* These guards are alerted by intruders they become aware of. If one of them
1 sah. champion* rings the gong three times, sahuagin in 2 and 12 rush to their aid.
2 2 sah uagin These guards go to 1 if they hear combat or 1f the gong is rung three times.
12 5 sahuagin, 2 sah. coral smashers,* These sahuagin go to 1 if the gong is rung three times or if they are alerted
2 sah. priestesses by a guard from 2.
13 Elmo the slave (com moner) Elmo is near death and cannot be moved.
19 2 sahuagin, 4 sah. coral smashers,* These sahuagin go to 12 if they hear sounds of comba t from tha t area. The
1 sah. champion,* 1 s ah. priestess, 10 slaves slaves remain here.
ROCKY EXTERIOR
The island fortress's rocky exterior features many hand- Six sahuagin, two sahuagin coral smashers (see ap-
holds. Characters who want to climb the exterior can do pendix C), and one sahuagin champion (see appendix
so with no difficulty. Such activity attracts no attention C) guard the entrance. If the door is forced open, one of
from within, nor does it produce any useful results. the sahuagin immediately moves toward the west wall
to ring the gong. while the remaining guards defend the
THE CAUSEWAY entrance. If this creature is slain or otherwise prevented
The stone causeway extends for 190 feet from the coast from ringing the gong, no other defender takes its place.
to the ledge of area 1. It is 10 feet wide and 10 to 15 feet A sahuagin can use its action to ring the gong. If the
thick, allowing it to safely bear the weight of the charac- gong is rung three times, the sahuagin in areas 2 and
ters if they choose to walk on it. 12 recognize the alert signal and rush to the scene as
quickly as possible. The gong cannot be heard on any
other level of the fortress.
~
1square=10 feet
l. Double Door
i;,,o
S
.,. Secret Door ~ Gate Opening Mechanism lllt•· Stairs Down
l
no rth wall, next to the exit to the north. amine them, are all empty.
The sahuagin here prepare to defend themselves. The tools are well used and have no value.
6. CHAMPIONS' QUARTERS
Two sahuagin stand guard in this room. They attack
intruders attempting to enter the fortress. •
The pulley mechanism is described in area 1. r This austere room holds a small table with two chairs
Development. If the gong in area 1 has not been beside it. A stone coffer, its lid open and propped against
rung and the fight at the entrance is going badly for the the wall, stands in the northeast corner, and an identical
defenders, one of the sahuagin tries to flee to area 12
to summon reinforcements. .lt returns with the guards
1 one is in the no rthwest corner.
Dark blue tiles cover the walls and floor of this room. In r The ceiling of this austere room appears rough and un- '
the center of the room sits a table with a small bench finished. A stone coffer stands in the northeast corner,
beside it. A coffe r is propped in the northeast corner, its and an identical one is in the northwest corner. The lids
open lid lean ing against the wall. to these coffers lie shattered on the floor.
A miner's pick lies on the floor in the southwest corner. l
• This room has been allocated to two champions cur-
Like most of the rooms on this level, this one has been rently quartered in area 60. The lids were dropped by
allocated to an eventual occupant (in this case, a cham- slaves during construction and have not been cleared
away or replaced.
' This is an austere room, like other similar chambers. A ' Th is chamber is accessed by three archways leading into
stone coffer stands in the northeast corner, and an iden- it from the north, east, and west. A stone bench runs
tica l one rests in the northwest corner. The lids to these along the south wall. Set in the north wal l, opposite the
coffers lie on the floor between piles of stone-working west archway, is a metal gate that closes off an opening
too ls, chunks of chiseled stone, and debris. to the no rth. A mechanism consisting of a whee l, chains,
and various pul leys is attached to the east wa ll.
The slaves are using this room to store tools and the un- •
wanted stone from their work. Unless they were called to help in areas 1 and 2, five
sahuagin, two s ahuagin coral smashers (see appendix
9. ARMORY C). and two sahuagin priestess es occupy this room.
From this chamber, the characters can hear faint
T hammering sounds arising from the southeast, unless
This room has a plain stone floor, walls, and ceiling. Two
work has been stopped and the slaves working in area
rows of metal racks run almost the entire length of the
19 have bee n confined there.
room from east to west; they are set parallel and about Development. The sahuagin in area 19 hear sounds
six feet apart, leaving a passage between them. A large of battle that come from this area, investigating within 5
number of spears, tridents, and other weapons are ar- minutes (see area 19 for more information).
rayed on these racks. Metal Gate. A bronze gate is currently closed (down).
Two large closed coffers sit to either side of the south-
It can be ra ised and lowered by a pulley mechanism
fastened to the east wall. Under normal circumstances,
ern archway.
it takes 3 rounds to raise or lower the gate, but an emer-
gency device can drop the raised gate in a split second
This room is used to store weapons for the sahuagin (not audible in any of the occupied areas on this level).
troops currently in area 60. The armory contains the The gate (AC 18, 50 hit points, damage threshold 14)
following items: can be forced open by a character who makes a success-
fu l DC 18 Strength (Athletics) check.
• Sixty spears
• Thirty tridents 13. SLAVE PEN
• Ten glaives If the characters look into this room from the other side
• Twenty warharnmers of the gate, read:
The coffers are not locked . They contain seventy-five
daggers with scabbards. ' A long, narrow room stretches beyond the gate, with four
10. DISORGANIZED STOREROOM pillars equally spaced north to south.
This room of plain stone construction contains coils of If they pass through the gate, continue with:
rope and hea ps of animal hides scattered on the floor. A
few metal na ils lie between the piles. f To your right, along the east wall runs a shallow trough
1 cut into the stone floor. This channel is stained and
This room contains unsorted supplies for the construc- traces of a brown liquid shine wetly.
tion of the upper level. None of it has any value except to To your left, along the west wall , dozens of manac les
the slaves. hang from the wa ll at waist height.
i This room of plain stone construction contains o rganized ' the fortress for their sahuagin captors spend their few
hours of rest in here. At one time, forty slaves served in
heaps of metal na ils, hooks, and buckles, along with the stronghold, as attested to by the forty pairs of chains
some leather belts and straps on the floor. equally spaced along the wall. As the construction work
nears its end, the sahuagin have disposed of all but a
few workers. Most of the slaves were sacrificed in the
This room holds additional supplies for the improve- summoning ritual performed by high priestess Thadrah.
ment of the fortress. Food for the slaves. in the form of a light brown, wa-
tery gruel, is poured into the trough from time to time,
though the slaves are not given utensils of any sort and
must do their best with their hands.
ELMO THE EMACIATED small, ornately carved benches to either side. Two coffers
Elmo is the sole survivor of a party of adventurers that are propped against the north wall, their lids closed.
penetrated the lair weeks ago. Tn a weak and raspy
voice, he tells his story. Relate the following details:
This room and its completed twin (area 15) will serve as
He is a wizard and the leader of a party of adventurers guest quarters for sahuagin notables once this level is
from the Hold of the Sea Princes, sent by the Prince complete and flooded.
of Monmurg to investigate the strange goings-on in The coffers are empty.
the former lizardfolk lair.
He and h is companions were equipped to explore un- 15. GUEST ROOM
derwater but never got that far. As soon as they gained
l
entry (at area 1), they were immediately attacked by
Pale blue tiles cover the floor and ceiling of this room.
large numbers of sahuagin.
• All his comrades were killed in the battle that fol- Mosaics on the wall depict sahuagin warriors sinking
lowed. He was taken prisoner. Since then, he has large sailing ships. A table in the center of the room is
worked as a s lave, laboring on the bu ilding efforts. flanked by two ornate benches. Two coffers stand against
• He and his companions had several magic items to the north wall, their lids leaning against their sides.
aid them with underwater exploration, but these items
were confiscated by the sahuagin (see area 18). He
•
does not believe the sahuagin know of their magical This room and its incomplete twin (area 14) will serve
properties. as guest quarters for sahuagin notables once this level is
He recently witnessed the performance of a terrible complete and flooded.
ritual in which many slaves were sacrificed. The coffers are empty.
Close to death, Elmo can no longer work or even walk. 16. LARDER
The sahuagin have not even bothered to kill him for
food, considering his sparse frame not worth the effort.
Elmo's mind is too damaged to recall any usefu l infor- The air is distinctly colder than outside. This room con·
mation about the layout of the lower levels. He does re- tains no furniture, but around the walls hang various car-
member a tremendous earthquake occurring some time casses. Some spare hooks attached to t he wa ll are unoc-
ago. (The earthquake was caused by the high priestess's
cupied. White bones lie heaped in the northeast corner.
ritual, though Elmo does not know this.)
Elmo's Secret. Tf the word "secret" is used in conver- •
sation, it triggers a memory and Elmo relates that he Unless work has been stopped and the slaves that were
helped build a secret door (leading to area 18). He re- working in area 19 have been confined in that area, the
members that concealing the door required great skill. characters hear hammering coming from the east.
He describes where the room is and how to access it. By instinct or observation, the sahuagin have selected
Healing Elmo. Elmo's body and spirit have suffered the coldest part of level 1 in wh ich to construct their
terribly. Spells, potions, and medicine ease his pain but larder. The natural temperature here allows dead crea-
do little to reverse his body's deterioration. tures to be stored for extended periods of time without
Elmo's Death. Elmo dies as the conversation con- risk of significant decomposition.
cludes.just before he passes, he recalls the summoning Carcasses. The carcasses include a normal octopus,
of the avatar of Sekolah in the temple below. two giant eels, a male dwarf, a male human, and eight
lizard folk. All are fresh or reasonably well preserved.
~-=--
The dwarf and the human were part of Elmo's adventur- The glyph can be spotted by a character who makes
ing party: their bodies have been stripped of gear. a successful DC 15 Intelligence (Investigation) check
A character who makes a successful DC 14 Intelli- while studying the door. The glyph triggers if the door is
gence (Investigation) or Wisdom (Medicine) check while opened before the glyph is dispelled. If that happens, all
examining the adventurers' bodies deduces that the creatures within 20 feet of the door must make a DC 15
organs of the pair were carefully removed. A further suc- Dexterity saving throw. Laking 22 (5d8) cold damage on
cessful DC 14 Intelligence (History) or Intelligence (Ar- a failed save. or half as much on a successful one.
cana) check reveals that sahuagin rituals often involve
the use of freshly harvested organs. 18. SECRET ROOM
lf the adventurers' corpses are targeted by speak with
dead or similar magic, they answer the caster's ques-
This plain room contains several items of interest.
tions truthfully. They know nothing of the lower levels
of the fortress but arc aware the place has recently A leather cloak hangs on a peg on the wall to your
been sunk. right. Opposite the cloak, propped against the east wall.
Bones. The bones in the corner belong to the final two stands a full suit of human-sized plate armor. A heap of
members of Elmo's party. A character who succeeds on chain mail lies at the foot of the armor. Farther into the
a DC 14 Wisdom (Medicine) check discerns that the r e-
room, three shields are piled on the floor. Finally, a coffer
mains are those of a female human and a male half-elf.
lies at the far end of the room, its lid closed.
17. LARGE STOREROOM
•
while others rest and chat near the top of the stairs.
I
•
A small silver mirror (25 gp)
aga inst the south wall, and a seaweed bed fills the south- of what look like large fish eggs float against the wal ls,
1five or six feet above the floor.
west corner.
A small group of sahuagin in this room are vocalizing
!
what seem like raucous sounds of merriment. The eggs are unhatched sahuagin. Disturbing the eggs
in any way, including coming within 3 feet of them.
causes dozens of them to break open. Three sahuagin
The sahuagin are socializing and celebrating the forth- hatchling swarms (see appendix C) form and rush to
coming completion of the fortress. attack warm-blooded characters. The sound of their
Two sahuagin champions (see appendix C) and two offspring being threatened attracts the sahuagio in area
sabuagin priestesses occupy this room. Their revelry 24, if they have not already been defeated.
grants them disadvantage on Perception checks to de-
tect the characters as they approach the chamber. 26. HATCHERY
Coffer. The locked coffer can be opened by a char- The characters might be able to enter this area unde-
acter who makes a successful DC 14 Dexterity check tected by the occupants of area 24. If they do so, read:
usiog thieves' tools. The key to the coffer is held by one
of the sahuagin champions in this room. •
The following treasure lie within the coffer: This long, narrow area contains no furniture, but clusters
of what look like large fish eggs float against the walls,
A small leather pouch that holds a fine set of thieves'
tools with ivory handles (200 gp) five or six feet above the floor.
• 340 sp scattered loosely inside the container Two sahuagin wearing coral-colored headbands and
• A silver goblet (50 gp) with the insignia of Prince Mon- silver bracelets are performing a ritual over the eggs.
murg pressed into the bottom (see the "Insignia of • •
Prince Monmurg" sidebar); stylized lightning bolts are
engraved on the sides, and the words "Jupiter." "Maxi- Two sahuagin priestesses are conducting rites to
mus." and "Optimus" are written underneath the bolts Sekolah over the unhatched eggs. If the priestesses no-
tice the party, they immediately awaken two sahuagin
24. LIVING QUARTERS hatchling swarms (see appendix C) from the eggs
around them. The swarms attack the characte rs, while
the priestesses try to flee, returning promptly with any
This large area is tiled throughout-the floor in indigo, surviving sahuagin from area 24.
the wa lls in dark blue , and the ceiling in light blue. Four
stone pillars support the ceiling. The room has a bed of 27. BARRACKS
seaweed all around the walls, rising about seven feet off
'
the floor and perhaps ten feet wide. A number of coffers, A short passage lead ing west beyond the archway opens
their lids dosed, lie around the room. after about twenty feet into a large room. A seaweed bed
Three long tables, benches to either side, are set in the covers the entire south wall. Several coffers, their lids
central area. dosed, stand at regular intervals around the unoccu-
Dozens of sahuagin here are gathered in small groups pied walls.
or floating in the seaweed beds. A large, powerful sahuagin is addressing more than
• twenty sahuagin g uards .
~
Baron Kepmak (sahuagin baron) sits on his throne,
while high priestess Thad rah (sahuagin high priestess; Two female sahuagin, their voices raised, appear to be
see appendix C) stands at his side. The complainant is arguing in the room ahead. Though the words might be
a sahuagin, while the two floating at attention are sa- incomprehensible, the sense is quite clear-one berates
huagin champions (see appendix C). Two s hell sharks
the other, and that one pleads for mercy.
(see appendix C) swim high above the throne: they are
the pets of the baron and defend him if he is attacked.
If the characters observe the interaction for 10 min- When the characters can see into the room, read:
utes, they witness the baron rise and issue an angry
judgment before turning to consult with the priestess t
on other matters. The two sahuagin champions and the The room is tiled in light blue. and frescoes on the ceiling
sahuagin complainant leave through the main entrance depict various forms of marine life. A large and opulent
in the south and travel to their respective posts. seaweed bed fills the southwest corner. In the center
Development. Combat in the throne room attracts of the north wall hangs a large mirror with a fi ligree
the attention of a wandering patrol, which arrives in l d6
metal frame. Below the mirror lies a coffer, its lid off and
+ 1 rounds. A direct attack is likely to wipe out a party
that tries to kill the entire royal group; the characters' propped against the wall. A key is in the lock of the coffer.
mission was designed as a reconnaissance effort for A large and intimidating female sahuagin warrior
good reason. looms above a normal-sized sahuagin who swims sub·
A character who searches around the throne discov- missively before her. The large one has four arms, and
ers a single gold drop earring worth 30 gp on the floor one of its hands holds a single gold earring, which she
between the throne and the north wall. The earring
shakes at the cowering sahuagin. A third sahuagin in dark
belongs to the baroness. who is currently in area 45 ac-
cusing a servant of stealing it. robes floats near the doorway, looking bored.
Treasure. The baron wears a platinum armband (200
gp). He also carries the key to the coffer in area 52.
Baroness Seklaz (sahuagin baron) looms over her ser·
43. ROYAL SERVANT'S CHAMBERS vant (sahuagin). accusing it of stealing one of her ear-
rings. The earring is. in fact, lost behind the throne in
area 42, where the baroness dropped it days ago. A sin-
This blue-tiled room features a bench that runs along the gle sahuagin wave s haper (see appendix C) waits by the
south wall and a seaweed bed that floats in the south· entryway. It was summoned to dispose of the servant
east corner. A coffer, its lid lying nearby on the floor, is and waits for the baroness's command to do so. If the
characters enter combat with these three. 1he sahuagin
propped against the west wall. An archway to the east
servant slips away to find a nearby patrol (see .. Patrols in
leads to another room, more brightly decorated. the Lair") and returns with reinforcements in 5 rounds.
Treasure. The baroness wears a platinum arm-
band (500 gp).
From here. the characters can hear an argument taking
The coffer contains the following treasure:
place in area 45.
Treasure. The contents of the coffer are partially • A leather harness with platinum buckles (50 gp)
spilled on the floor, as though they had been rummaged • A gold ring set with coral (50 gp)
through recently. The coffer contains a sack holding 50 • A canvas bag containing 125 pp
ep. A cheap mirror and several decorative but worthless • A pearl-handled dagger (20 gp)
stones lie on the floor near the coffer.
46. BARON'S LIVING QUARTERS
44. LIVING QUARTERS OF THE BARONESS
From here. the sounds of the argument taking place in The object on the table is a silver medallion. about 2
area 45 are louder. inches in diameter. on a tine silver chain. One side of the
Treasure. The statuette (500 gp) is made of electrum. medallion carries an engraving of a shark. The other
side's engraving depicts a dozen tridents offset in a cir·
45. SLEEPING QUARTERS OF THE BARONESS cle to form the shape of a star; this symbol is the baron's
As the party approaches the area, presuming the occu- personal seal. The medallion is worth 30 gp and is also
pants have not previously left. read: the key to the coffer in room 47.
(fl\('fll<f, llHFl~\11:-.llM\
47. BARON'S SLEEPING QUARTERS A sahuagin champi on is preparing four sahuagio coral
smashers for patrol duty (see appendix C for both). A
• sahuagin wave shaper watches the formation from
This room is tiled in a rich, deep green. The walls are near the foot of the stairs, and two sahuagio deep div-
frescoed with representations of marine plant life. A large ers are nearby (see appendix C for both). The group at-
seaweed bed fills the northwest corner. There is a spear tacks the characters when they become aware of them.
propped against the wall in the southwest corner. In the
Development. Once the sahuagin spot the party, the
wave shaper tries to flee up the stairs to find help. The
center of the east wall hangs a mirror with a filigree metal
characters farthest into the room can prevent its escape
frame. Below it is a large coffer. its lid dosed. if the players state their intentions quickly enough. Exer-
cise care. for even ifthe two upper levels have been com-
pletely cleared of sahuagin, there are enough sahuagin
A character who makes a successful DC 14 Wisdom
in various parts of this level to devastate the party.
(Perception) check notices the secret door in this room.
If the wave shaper gets away. it returns to join the fight
Baron's Coffe r. The coffer has a keyhole meant to along with a guard patrol (see "Patrols in the Lair'").
trick would-be thieves. There is no lock behind the
These forces arrive in this area 3d6 + 6 rounds after the
keyhole the actual locking mechanism is a slot hidden
wave shaper makes its escape.
under the lid of the coffer. This slot cannot be opened
Treasure. There are thi rty-six coffers i n this room. A
by using thieves' tools. A character who succeeds on a
long search of all the coffers turns up a total of 390 ep,
DC 16 I ntell igence (Investigation) check notices the slot
three dozen leather harnesses with simple copper buck-
and r ealizes that the coffer is trapped. T he trap can be
les (J gp each), and an anemone stuck in a glass bottle.
disarmed by a character who makes a successful DC
16 Dexterity check using thieves' tools. Also. slidi ng the 49. CHAMPIONS' ARMORY
medallion found in area 46 into the slot disarms the trap
and opens the coffer.
Attempting to pick the keyhole or opening the chest Two stone racks run the length of this room, forming
without disarming the trap triggers the trap. If the trap aisles. The racks hold spears, tridents, and warhammers.
is triggered, a large blade swings out, slicing anyone
within 5 feet of the coffer. Creatures caught in the
blade's path must make a successful DC 16 Dexterity This armory contains the following equipment:
saving throw. taking 18 (4d8) slashing damage on a Six ornately carved spears
failed save or half the damage on a successful one. Six tridents. each with a pearl (10 gp) set into
The coffer contains the following items: the grip end
A leather harness adorned with small rubies and plati- Eight warhammers with a shark motif carved
num buckles (75 gp) into the head
A canvas bag with 20 pp On the floor at the end of one of the racks is a small
An ornately carved stone box contafoing six portions metal cage divided into two chambers. One chamber
of rapture weed (see the sidebar) contains a gold-colored fighting-fish. In the second
• A si lver frame (25 gp) holding a portrait of the baron- chamber. a bright silver fighting-fish bobs leisurely. The
ess pai nted in oil fish swim away if released.
A statuette of a shark made from gold (200 gp)
50. TORTURE CHAMBER AND DUNGEON
FORTRESS LEVEL 3 The characters hear muted noise at the crossroads of
This level is submerged in cold (but not frigid) seawater. areas 50 and 53. From the south come the sounds of
The following locations are identified on map 6.3. spectators in the arena urging the combatants as they
fight. From the north they hear an occasional scream
48.BARRACKS from the locathah undergoing torture and the raucous
Unless the characters conceal their arrival. they are no- noise of the torturers enjoying their pastime.
ticed before they reach the foot of the stairs.
•
• This long room has five doors spaced evenly along the
The stairs descend into a barracks. At the foot of the north wall, secured from this side with metal bars.
stairs, an archway leads out of the area to your right. A To your right, by the east wall, rests an untidy pile of
swaying mass of seaweed fills the eastern side of the chains and manacles, leg irons, and bunches ofkeys.
room. Many coffers are set against the north and west To your left, you see several instruments of torture-a
walls, their lids closed. wheel, a metal boot with catches and screws, a press,
A large group of sahuagin warriors gather near the cen· and a rack. Three sahuagin with their backs to you attend
ter of the chamber. A hunched sahuagin floats nea r the to their task, stretching a fish-like humanoid on the rack.
bottom of the stairs, its dark green robes waving gently As you watch, a wheel is turned, the victim emits another
in the water. shriek, and the torturers hiss with pleasure.
•
r H ~rr1-R • 1 H~ llN \t 1 "'1 " '
Three sabuagin champions are torturing a locathah be expected to survive long in such confinement. In fact,
here (see appendix C for both). ff the sahuagin become the eel hastened its own death by vainly battering at the
aware of the party, they abandon their work and attack. walls and door. Now it hangs, bloated and distended, in
Victim. The locathah on the rack is named Borgas. the water and occupies most of the available space.
He can speak Common as well as Aquan. He has no Corridor. When the sahuagin first took over the for-
possessions. He is very grateful to the characters if they tress, this area was much smaller, though a passage led
rescue him and eager to accompany them for the rest of north to the second entrance to the fortress on th is level.
the adventure (after which he returns to his tribe). The sahuagin decided they no longer needed this
He and his giant eel were captured by sahuagin while entrance, so they blocked off the passage by leaning a
on a hunting trip. He knows little of the fortress but can stone slab up against the north wall of this cell.
describe areas 58 and 60, as well as the corridors lead- The thrashings of the giant eel in its death throes have
ing from those areas to the torture chamber. partially dislodged this slab, so if a character enters the
Borgas is particularly concerned about the fate of his room. a small opening is discovered in the north wall.
giant eel companion. which he saw forced into cell 50c Now that the slab has been moved, it is easy to open
by the sahuagin. He asks the characters to help him in the passage up completely. Beyond. the passage and
going to the eel's aid without delay. the guard room sti l l exist in their original dimensions.
Ce// Doors. Each cell door can be opened easily by though the entrance is now under 70 feet of water.
lifting the bronze bar off its brackets. Borgas had been Borgas is noticeably upset to discover the death of his
kept in cell 50e since his capture. companion, and this discovery makes him even more
determined to get revenge on the sahuagin.
50A. E M PTY CE LL
SOD. TRITON CELL
The unfinished stone of this cell is not illuminated in
any way. A rough platform carved into one wall serves A humanoid figure is being held in this sparse cell of un-
•
as a bed. finished stone.
•
This cell is unoccupied. The figure is Kysh (see appendix C), who was captured
by the sahuagi n along with his sea lion companion (see
SOB. SEA LION CELL cell 50b). He is being held until a suitable opponent
can be found for him to fight in the arena. He has been
stripped of his possessions.
Angry snarls arise from this cell. Inside, an angered sea
He is more than willing to go along with the charac-
lion roars and thrashes in the confined space. ters on their adventure. then returns to his own tribe
• after leaving the fortress .
A sea lion (see appendix C) was captured by the sa- Kysh was unconscious when he was brought into
huagi n along with its triton master (see cel l SOd) and is the fortress. so he has no idea of its layout, nor does he
now being caged until a suitable opponent can be found know what has happened to his sea lion companion.
to pit against it in the arena. If the triton is not with the
50E. EMPTY CELL
characters when this door is opened, the sea lion at-
tacks with extreme ferocity. If the triton is with the char-
acters, he can calm and control the sea lion. This cell of unfinished stone is not illuminated in any way.
A rough platform carved into one wall serves as a bed.
SOC. DECAY- FILLED CELL
l Double Door
~
S
M
Secret Door -$ Gate Opening Mechanism Hit Stairs
• '
the north wall, is a bronze mechanism of chains, wheels,
This austere room has a large seaweed bed along and pulleys. Next to the mechanism, a wooden peg has
the south wall. In the center is a table with four small been driven into a crack in the wall. A rope, descending
benches beside it. A small pillar of undissolved salt through a hole in the ceiling, is lashed to the peg.
stands on the table. Two coffers, their lids dosed, sit Two sahuagin occupy this area.
against the west wall.
A single sahuagin floats beside the table, fiddling with Most of the guards stationed here have slippcd away to
the pillar of salt. watch the fight in area 53. A sahuagin champion (see
appendix C) and one sahuagin are left behind.
The bronze gate is normally closed (down). ll can be
One sahuagin wave shaper (see appendix C) magically
raised and lowered by a chain and pulley mechanism
assembles and disassembles the salt on the table.
fastened onto the east wall. Under normal ci rcum-
Treasure. One coffer is empty; the other contains a stances, it takes 3 rounds to raise or lower the gate, but
small coral carving of a shark (20 gp) and 75 gp. scat-
there is an emergency device which. if activated when
tered across the bottom.
the gate is raised. allows the gate to be dropped in a split
58. GUARD POST second with a muffled clang (outside this area except for
in area 60).
The gate (AC 18, 50 hit points, damage threshold 14)
This spartan area is furnished only with a long bench set can be forced open by a character who makes a success-
against the west wall. At the south end of the east wall, ful DC 18 Strength (Athletics) check.
a bronze gate bars the exit to the east. Beside it, on the Net Trap. Installed in the ceiling of the short corridor
leading south from area 59 to area 60 is a large net trap.
no rth wall, is a bronze mechanism of chains , wheels,
The net fa lls when a creature in area 59 releases the
and pulleys. Next to the mechanism, a wooden peg has rope holding it in place. The net is not hidden.
been driven into a crack in the wall. A rope, descending When a creature releases the net. a 10-foot-by-20-foot
through a hole in the ceiling, is lashed to the peg. net falls from the ceiling. Each creature standing under
Several well-armed sahuagin occupy this room. the net as it falls must make a successful DC 16 Dexter-
1 ity saving throw or be restrained by the net. A creature
trying to free itself or another creature from the net
Two sahuagin champions (see appendix C) and six sa- must make a s uccessful DC 14 Strength check. lf the
huagin keep watch in this area. net takes 30 slashing damage. it is destroyed. and all
creatures restrained by it are freed.
IVE YEARS ACO, A llERMITACE DEVOTED TO presence, such that the next ship to drop anchor there
the contemplation of nature was established found the place abandoned, its defenders seemingly van-
in an abandoned island fortress, once the ished. The place was considered cursed for some time
site of a beacon meanl to warn against inva- thereafter and remained abandoned until five years ago.
sion from the sea. The folk of the hermitage At that time, a minor order of monks, hermits, and
opened the island to people of all faiths, contemplatives moved in and claimed the island as their
promising a place for those seeking solitude home. The old garrison fort has been repaired and re-
and peace. But that peace has now been shat- built as a place of peaceful living.
tered. and the characters must determine what force of Unfortunately for the island's latest residents. their
evil has slain the residents of Firewatch island almost peaceful reverie has been ruined. Syrgaurs crew has
to the last-and how to prevent the even greater trag- finally completed the work of preparing the Pit of Ha-
edy to come. tred. Now, they need humanoid corpses to feed into
Tammeraut's Fate is an adventure designed for four to the pit and spawn more drowned ones like themselves.
six 9th-level characters. The hermits ofFirewatch Is land make the perfect
first recruits.
BACKGROUN D
Several years ago, a fearsome pirate named Syrgaul ADVENTURE SUMMARY
sailed the sea aboard his war galley, Tammeraut. The adventure begins with the characters traveling
Syrgaul and his crew showed no mercy to those who along the coast and arriving in the nearby village of Us-
crossed their path. killing the crews of those ships that karn, they learn that the villagers are concerned about
fell prey to him. the hermitage that stands on an island in the adjacent
Syrgaul was a mighty sorcerer, and his crew was bay. The village druid, Vortanim, asks the characters to
bloodthirsty and skilled in both sailing and killing. investigate and make sure the hermitage is safe.
Worse still, Syrgaul claimed allegiance to Orcus, the de- When they arrive at Firewatch Island. the characters
mon lord of the undead. discover a grisly scene. Evidence of a fatal battle and
Orcus did indeed seem to favor Syrgaul, who often the presence of dangerous scavengers gives little hope
benefited from strong winds in his sails and swirl- of finding anyone alive. But when a handful of survivors
ing currents that prevented his prey from escaping. are discovered hidden in a bolt-hole, the characters
In return. the pirate captain made sacrifices to the learn about the dark fate of the hermitage and its people.
demon lord. More important, they come to understand that after the
Syrgaul eventually met his end just over ten years drowned ones have finished hunting the last residents of
ago. As he and his crew approached a naval post called Firewatch Island, the undead will turn their attention to
Firewatch Island to plunder it, a priest garrisoned at the settlements of the coast becoming an unstoppable
the outpost implored the sea god. Procan. for mercy. army of undead.
Whether because of luck or because the cleric's prayers As darkness falls, the drowned ones that attacked
were answered, a sudden storm swept through the area, the hermitage the previous night return to finish the
capsizing Tammeraut and sending the ship to the bot- job. The characters must defend themselves and the
tom of the sea. survivors, using the assault as an opportunity to destroy
the drowned ones before their threat can spread. After
TAMMERAUT 'S SECRET doing so, the characters learn of the island's history and
The sinking of Tammeraut did not spell the end for Syr- how it connects to the undead attacks. They then have
a chance to destroy the underwater source of evil-the
gaul and his band of pirates. As his ship plunged into the
sea. he called out to his fiendish patron. Orcus heeded twisted undead captain Syrgaul. Seeking the undead
in his watery lair, they discover the damaged magical
his call and imbued Syrgaul and his crew with undeath,
seal that once kept the portal inside the Pit of Hatred
the twisted form of immortality he offers his followers.
closed. Only by resealing the rift can they end its corrup-
The pirates, now fully under Orcus's thrall. emerged
from the wreckage and marched across the seabed to tion for good.
Firewatch Island. They overran the garrison and carried
the remains back to their wrecked ship. There, with ADVEN TURE HOOKS
Orcus's instruction, they began the laborious process You can use this adventure at any point in your cam-
of opening the Pit of Hatred, a rift to the Abyss that can paign when the characters are traveling on a remote
transform corpses into drowned ones. coastal road. You might have them drawn into the
mystery by chance. trusting the players to want to ex-
DEATH I N THE NIGHT plore the devastated hermitage. rescue the survivors,
After the raid by Syrgaul's undcad minions, the garrison and learn what happened. Alternatively, consider ei-
at Firewatch Island remained empty for several years. ther of the following hooks to get the characters to the
The undead were careful to leave behind no sign of their hermitage.
<li\FllR I \ \t ~I I fl \ U T S f \ 11
I Ii
PLACING THE ADVE NTURE owed to Raal. The merchant found out that Morley fled
Here are suggestions for where you can place this adven- to Fircwatch Island (where he's hiding in area 25) and is
ture in particular campaign settings. posing as a pious hermit to dodge his debts. Raal hires
Eberron. Built by Aundair during the Last War, the fort on the characters to reclaim the money he is owed or, fail-
Firewatch Island once guarded the mouth of Scions Sound ing that, to bring Morley to him (after which the dwarf
against threats from Karmath, but it has since become a
will be sold lo pirates to recoup Raars losses). If they
place of meditation and retreat. Ten years before the end of
the war, the fort was attacked by the Order of the Emerald take the job, Raal tells them how to get to Uskarn, which
Claw. In desperation, the defenders called upon the Trav- is the closest mainland community to the island.
eler for divine aid that seemingly saved the fort. But in the
end, the god's fickle whim saw Syrgaul and his crew trans- HARPY ATTAC K
formed, and ultimately doomed the garrison.
Forgotten Realms. On Faerun, Firewatch Island rises out Regardless of what brings the characters to the area,
of the Wyvernwater in Cormyr. It was once the site of a Pur- the adventure begins with a chance encounter as they
ple Dragon outpost north ofWheloon, intended to keep travel along the coast near the village of Uskarn.
watch over that prison city. When a Sembian raiding force
was sent to take the outpost and gain access to Wheloon,
the garrison's North lander cleric called on Valkur for aid. The road is little more than a gravel track hugging the
The Sembian boats were sent to the bottom of the lake, coastline. The day is hot, and the air is thick with the
where Netherese magic earned by the raiders wrought a scent and sound of the sea. Suddenly, you hear harsh
terrible transformation on the drowned crew.
cries and the sounds of a scuffle from up ahead. Round-
Mystara. Concerned by growing evidence of a Thyatian
attack, Duke Stefan of Karameikos saw a need to establish ing a curve. you see a woman kneeling next to a body.
an outpost on an island near Rugalov. As tensions faded sobbing as she hunches protectively over the remains.
and concern waned, Duke von Hendricks of the Black Ea- Circling in the air a few feet above her, eight harpies
gle Barony saw an opportunity, and dispatched agents of
the Iron Ring to seize Firewatch Island as a naval base. In screech and flail at each other.
the Known World, Nyx or Orcus could be Syrgaul's patron,
and Janore Stormswake could be a follower of Protius.
The sobbing woman is actually a h arpy m atriarch
(see appendix C), which has used its magic to disguise
DELAYED DELIVER Y itself as a middle-aged human female. The eight h arpies
While visiting a town along the coast near Firewatch Is- that serve the matriarch circle above. Any character who
land, the party received a seemingly easy mission: to de- makes a successful DC 17 Wisdom (Insight) check sees
liver a message to a town farther down the coast. Doing through her ruse and realizes she is not human.
so takes the characters through the village of Uskarn If the characters approach to assist the woman or
where they learn that something is wrong on Firewatch attack the harpies. they witness the harpy matriarch's
Island. The mission they are on is not time-sensitive. transformatio n:
leaving the characters a free day or two lo investigate.
The contents of the message and the NPC who gave
•
The woman stands suddenly. turning to reveal a go-
them the mission can be designed to fit your campaign.
re-caked mouth and hollow black eyes. In an instant, she
MORLEY ' S DEBT is surrounded by a cloud of flapping skeletal birds and
her own shape shifts to that of a gray-feathered harpy.
ln a settlement somewhere close to Uskarn, a merchant
named Oavus Raal (LN male half-elf nobl e) contacts the
party with an offer of employment. Raal offers a bounty The harpies and their matriarch attack the character s in
if the characters can track down Morley Tobe, a dwarf the hope of claiming another easy meal.
who absconded after failing to repay a 8,000 gp debt
( ,-- .
-- ----- ----
( f
z.
-- 0 120
i....::::::11-c:=:j Feet -- s
( II A Pl I K 1 \MM I RA If S l·A 11
11 I
The sun makes the waves sparkle as Firewatch Island
L PIER AND BEAC H
comes fully into view. Three barren hills are its most no-
•
ticeable landmarks, rising above narrow, rocky beaches A short wooden pier extends out into the water, con-
and small wiry shrubs on an otherwise sparse landscape. nected by a path to an open archway in the fortress wall.
In between those high points, a small fortress and bea- The pier is in good shape, with wooden pilings raising it
con tower can be seen. The building is made of stone well above the high tide line of the rocky beach. The area
and looks to have two floors. A bell tower rises an addi- 1s deserted, with no other boats or people in sight. The
tional two stories above the rest of the building, and a call of gulls, the shrieking of crows, and the crashing of
low stone wall surrounds part of the complex . the waves are the only sounds.
•
If the characters approach the pier that serves the her- If the characters took the ferry to the island, Raserhill
mitage. see area I for more information. quickly offloads a shipment of dried beans and apples,
several barrels of water. and a few crates of other sup-
plies before he casts off and returns to Uskarn. If he has
THE HERMITAGE any concerns about not being met by folk from the her-
The fortress on Firewatch Island was hastily built when mitage, he makes no sign that he cares. Unless the char-
first established, and the residents of the garrison were acters have made other arrangements, the ferry returns
still working on it when they disappeared. The folk of shortly after sunrise the next day.
the hermitage have since completed and renovated the A character who makes a successful DC 16 Wisdom
place in their own way, compromising some of the site's (Perception) check notices humanoid tracks leading
defensive capabilities in che process. from the waterline to the hermitage. A character who
succeeds on a DC 14 Intelligence (Investigation) or Wis-
G ENERAL F EATURES dom (Survival) check also notes distinct tracks return-
Unless otherwise noted. the walls of the hermitage are ing to the waterline (the trail left by the drowned ones as
made of mortared masonry. The interior ceilings are they departed the island).
10 feet high, and the noors are paved with flagstones. Within a few minutes of arriving on the island, the
The roof is covered in slate tiles except in places where characters are attacked by the monstrous peryton,
those tiles have fallen or broken. and those areas have Rasp. See the '"Look Out Above" section (page 145) for
been subsequently repaired and replaced with thatch. more information.
The wooden doors in the hermitage are usually un- If Raserhill has been paid to stay close by the island
locked. A locked door can be bashed open with a suc- with his ferry, his reaction to Rasp and the monster·s
cessful DC 12 Strength (Athletics) check. or smashed reaction to him- is up to you.
through (AC 15, 18 hit points, immunity to poison and
psychic damage). 2. COURTYARD GARDENS
MAKI NG AN ENTRANCE
An archway in the fortress's outer wall provides access to
The ground floor of the hermitage can be entered in a a large courtyard. now filled with vegetable gardens and
number of ways, including through the main doors (be-
a small orchard of stunted apple trees. Stairs to the east
tween area 2 and area 4). and through the back doors
into the hermit cells (area 11) and the kitchen (area 12). and west lead up to walkways overlooking the ya rd. To
Some of these doors have been secured against another the southwest, the base of the bell tower is obscured by
assault by the drowned ones, and must be forced open. thick growths of vines, which also shroud the west stairs.
See each area's description for details. A set of double doors stands along the front of the her-
There are no windows on the first floor of the fortress, mitage on the far side of the garden, and appears to be
but a hole in the north wall of the midden (area 5) allows
the only way inside.
access for a Small or smaller creature.
Characters can enter the hermitage on the second
l
level through the door of the guard tower (area 21), If the characters have not already visited area 3. add:
or by climbing the walls and forcing open one of the
second-story windows. Climbing the hermitage walls
requires a successful DC 12 Strength (Athletics) check. Along the eastern side of the courtyard, the wall of the
and opening a window requires a successful DC 10 fortress once abutted the larger of the island's rocky hills.
Strength (Athletics) check. But that hillside has since been hewn away to create a
passage rounding the co rner of the hermitage.
I SLA N D APPROAC H AND F IRST FLOOR
The ground floor of the hermitage is the main living
1
area for the residents of the island. and was the initial The vines at the base of the bell tower (area 15) are
site of the drowned ones' attack. The following locations four assassin vines (see appendix C). Brought to the is-
are identified on map 7.2. land by a druid named Tallos (one of those killed by the
GRomto FiooR
.··
: ' I
1 square • 10 feet
( I I \I' I f H 7 TU l ~llR:\ 1. I :; I \ I E
drowned ones). the vines are rooted in large clay pots. cackle in delight when speaking of the drowned ones.
Tallos grew the vines for their fruit. which he fermented The hags have lived in the area for years, and they wit-
into a unique wine. The other residents knew to give nessed the first drowned one attack ten years before.
a wide berth to the vines, which attack anyone (except They refer to the drowned ones as "walkers," because
the now-dead druid) that comes within their reach. the creatures plod along the floor of the bay, never swim-
Anyone who ascends the west stairs is in reach of the ming. They did not see the shipwreck during the storm.
vines· attacks. and know only the that the walkers came from the gen-
Outer Wall. The wall surrounding the courtyard is 15 eral direction of the Pit of Hatred. They eagerly give the
feet high and has a 3-foot-wide walkway along its top. characters directions to the rift, trading predictions of
accessed by the stairs to the east and west. The wall has party members' deaths all the while.
no parapets and provides no cover to those atop it. A pile Cistern. The central cistern is 7 feet deep. lined with
of gardening tools lies al the base of the east stairs, next flagstones, and has a lip l foot wide and I foot high. It
to wooden buckets used to carry water from the cistern collects rainwater for drinking and washing, but the
in area 3 to the garden. hermits often augment that supply with barrels of fresh
Barricaded Doors. Any close inspection of the double water shipped in from the mainland. Recent rains have
doors leading into the hermitage reveals that they were filled the cistern to capacity.
recently broken open and have been jammed shut again. Treasure. Since their arrival on the island, the
The doors were smashed by the drowned ones, but the hags were able to enter the hermit cells (area 11) to
survivors of the attack have repaired and barred them gather some treasure, but they haven't yet advanced
with broken planking from the dining hall. The doors past the barricaded door in that area. The loot now
can be forced open with a successful DC 16 Strength lies hidden in silt at the bottom of the cistern. A char-
(Athletics) check. acter who succeeds on a DC 14 Wisdom (Perception)
check while looking in the cistern spots something be-
3. YARD AND CISTERN neath the muck.
Anyone who swims to the bottom can recover a
A low, unfinished stone wall encloses a broad, sandy yard leather sack containing l25 gp. a gold paperweight
in the shape of a tortoise (100 gp), a silver candelabra
abutting an open vista of beach and sea. A small tower
stamped with the symbol of the sea god Procan (50 gp),
accessible by an external stair rises against the hermit- and two potions ofgreater healing.
age's eastern wall. Several scrubby bushes stand to the
north of a large oval pool at the center of the yard. 4. MAIN ENTRY
If the characters enter the hermitage through this area,
they must break through the barricaded doors with a
If the characters have not already visited area 2, add: successful DC 16 Strength (Athletics) check. Adjust the
read-aloud text accordingly.
Along the north edge of the yard, the wall of the fortress
once abutted the larger of the island's rocky hills. But Pieces of broken planking and debris reinforce the dam-
that hillside has since been hewn away to create a pas· aged north doors of this room, whose floor and walls
sage rounding the corner of the hermitage. are spattered by bloodstains. A twisted padlock lies at
the foot of the north doors, and the south doors have
been nearly ripped from their hinges. Arrow slits are
When the fortress was abandoned, the garrison sol-
diers were in the process of enclosing this yard behind visible in the east wall, shrouded by cobwebs. The west
a 3-foot-wide. 15-foot-high wall identical to the one wall displays patches where similar arrow slits have been
protecting the courtyard (area 2). The unfinished wall bricked over.
stands 3 feet high.
Two sea h ags were drawn to the island during the re-
cent attack. when they heard the screams of the victims When the drowned ones assaulted the hermitage, they
of the drowned ones. While prowling around the hermit- broke down the main doors here and caught its resi-
age with an invisible stalker they summoned. the hags dents by surprise. The arrow slits are 3 feet above the
spotted the characters approaching and have hidden in floor and 6 inches wide; the area beyond cannot be seen
the scrub nearest the wall. because of the spiderwebs. The hermits' patchwork is
The hags can be noticed only by a creature who of poor quality, and the bricked-up arrow slits can be
s ucceeds on a DC 17 Wisdom (Perception) check. The smashed through with a successful DC 18 Strength
invisible stalker is in the cistern and cannot normally (Ath letics) check.
be seen. If anyone spots any of the three monsters or A cha racter who makes a successful DC 16 Wisdom
moves within 5 feet of the cistern's edge. these crea- (Perception) check notices numerous humanoid tracks
tures attack. in the blood and dirt streaking the floor. With a success-
The hags try to flee into the sea if the stalker is slain. ful DC 14 Intelligence (Investigation) or Wisdom (Sur-
Developmen t. If the hags are captured, they provide vival) check, a character discerns more than a dozen
detailed accounts of the assault on the island. and individual sets of tracks, some of which arc outlined by a
thick crust of salt.
( 11 \ r• I I R 1 I AM M I !{,\ l rs I ~ n
5. MIDDEN The drowned ones killed several hermits here, then
hauled the bodies to area 14. The door from this area to
area 11 has since been barricaded from this side.
A foul stench permeates this dark room, which holds a A character who studies the blood spatters in the
pile of filth beneath a trapdoor in the ceiling. A ladder is room and succeeds on a DC 14 Intelligence (Inves-
bolted to the west wall below the trapdoor. The bricked- tigation) check determines that several people were
over outlines of three arrow slits line the east wall, and an recently slain here-including one who was drowned
in the tub. The blood spatters on the floor are a day old
entire doorway has been bricked up to the south.
at most. The character also notices a few more recent
• tracks, suggesting that at least one person survived
The inhabitants of the hermitage use this room as a the onslaught. It's not clear in which direction the sur-
dump and privy, dropping their refuse through the trap- vivor fled.
door above. They bricked over the arrow slits and the Bricked-Up Door. Characters who pass along the
door to contain the smell. A hole in the north wall allows hallway between this area and area 15 can see that a
creatures of Small size or smaller to come and go freely. doorway in the north wall has been bricked over. The
Five giant rats slither and skitter through the pile of sloppy brickwork can be smashed through with a suc-
waste. They instinctively attack any intruders. cessful DC 18 Strength (Athletics) check.
Ladder. A rung at the top of the ladder has rotted, and Treasure. One of the hermits owned a well-made
it breaks if more than 50 pounds of weight are placed set of false teeth carved of elephant ivory. These teeth,
on it. A character who succeeds on a DC 14 Wisdom worth 150 gp, can be found by anyone who searches the
(Perception) check notices the weak rung. Any character tub, where they ended up after their prior owner was
who breaks the rung while climbing falls 10 feet and has drowned by an undead attacker.
a 50 percent chance of landing in the waste pile.
8. DINING HALL
Pile of Waste. Any character who makes substantial
contact with the pile of waste (searching through it, •
falling into it. and so forth) must succeed on a DC 14 This large hall has a vaulted ceiling that rises to nearly
Constitution saving throw or contract sewer plague. See thirty feet high at its center. The area is dominated by a
"Diseases" in chapter 8 of the Dungeon Masters Guide.
flagstone hearth at the north end and a twenty-foot-high
Treasure. A character who searches the waste pile
wooden balcony to the south. supported by rickety-look-
discovers a brooch of shielding dropped here years ago.
ing posts. High windows are set into the east and west
6. ARCHER'S POST walls, which also have door·sized holes smashed through
them at either end of the balcony.
T
Cobwebs shroud this apparently abandoned room, ob- The shattered remnants of a large trestle table and
scuring three arrow slits on the west wall. A ladder bolted a pair of benches litter the center of the room. Broken
to the east wall leads to a trapdoor in the ceiling. crockery is scattered about, along with chunks of food.
This room can make a defensible hideout later in the The great hall of the fortress once served as a defensive
adventure when the drowned ones return. position as well as a gathering place.
Windows. The cast windows open to the outside and
7. SCULLERY allow light into the hall during the day. The west win-
dows allowed archers on the second level to fire down
• on any intruders in this area.
Stairs rise to a railed balcony that covers two walls of
Hermit Alterations. The hermits have made several
this large, vaulted chamber. The balcony stands ten feet structural alterations to the hall. including widening ar-
above the floor, with heavy crossbeams above reinforcing row slits in the guard tower and the entry hall balcony to
the twenty-foot-high, slate·tiled ceiling. Here and there, create doorways on the second level. They then built the
missing ceiling tiles have been covered over with thatch. crude wooden balcony to connect the upper ftoor of the
watchtower with the inside of the main building.
A large, rusty metal tub and a broken wooden frame
The balcony's construction is shabby. and the wooden
stand near the staircase. The floor shows spatters of
poles that precariously support it look unsafe. lt can
blood and obvious signs of a recent scuffle. support up to 200 pounds of weight before collapsing.
Anyone on the balcony when it collapses falls 20 feet to
the floor below, taking normal falling damage.
This area was once a gallery, but the hermitage resi-
Smashed Table. Two of the hermits were enjoying a
dents have turned it into a scullery. The tub formerly
late repast here when the drowned ones attacked. They
served as the oil receptacle for the beacon in the tower
went to area 7 to investigate !>Ounds of a scuffle and
above (see area 24). but it now holds dirty water and
were slain there. The survivors of the assault later broke
shattered crockery. The wooden frame is a drying rack
up the table and benches so they the pieces could be lo
for laundry. Behind the tub sits a bucket of lye with a
bar the entrances to the hermitage.
copper scoop, and several pumice stones for scrubbing.
\ll\f'lfk7 IAMMIR\ll'SFAll
druid was more than a little dependent on his assas- A ladder within leads down to a secret cellar (area 25),
sin-berry wine (see area 10). and hid two flasks of the where the survivors of the prior attack have hidden. The
stuff inside the pole. The cache also contains a charm drowned ones that ransacked the shelves could sense
ofplant command (see appendix 8) and a set of bronzed the nearness of the cleric of the sea god, but the undead
ore teeth strung as a necklace (no monetary value). could not find the entrance to the cellar.
19 ®
Open to
below
i square = io feet
t.:11\l'llR? l\~nttR\lf'>~Alf
the characters have not already faced it, or if it is feeding
A human body is sprawled in a depression at the cen- on one of the party members after besting that character
ter of the stone floor, its torso torn open and its heart in combat (see "Look Out Above" on page 145).
missing. The base of what was once a metal framework
surrounds the depression. Above the body, a large
25_ BOLT-HOLE
THIRD FLOOR
23 ® i
!
...,. '•
" '
'I .'
11
I
t• /
·'
.;
~
FOURTH FLOOR
~0
1 square= 10 feet
M11P 7 4· liERMlt/IGE UPPER FLOORS llNO CELL/IR
OlL OF SLIPPERINESS The zombies amble near the indicated doors but do
If the characters have discovered this magic oil in not attack them. They enter the hermitage only after the
area 12 or area 22, it can be applied in front of entry doors are breached by the drowned ones.
points. on stairs, or anywhere they want to slow the The drowned assassin that tries to enter through area
undead down. 17 climbs onto the battlements from area 14 first.
s
1 square = 5 feet
THE REMAI NS OF TAMMERAUT throw, taking 18 (4d8) cold damage on a failed save, or
half as much damage on a successful one . The creature
Map 7.5 shows the seafloor in the vicinity of the sunken must also make a DC 16 Charisma saving throw when it
hull, including the spot where the rift that seals the Pit enters the area, gaining vulnerability to necrotic damage
of Hatred has been disturbed. When the characters de- on a fai led save. This vulnerability ends when the crea-
scend to the wreck and approach the Pit of Hatred, read: ture leaves the area.
T
The rotting skeleton of a war galley's stern looms up RESTORING VIRGIL
from the ocean bottom ahead. The sinking ship broke in Any character who can cast find familiar can attempt to
half during its descent, its bow section gone missing but restore Virgil to its former role, taking the gull as their
own famil iar. To accomplish this, the character must earn
its stern plunged backward into the seafloor like a spike. Virgil's trust, contemplate the nature of conjuration magic,
The sandy bed around the wreckage is scattered with and final ly cast find familiar.
partially buried bones and debris. As you approach the Virgil's Trust. For Virgil to consider becoming a charac-
ter's familiar, that character must reseal the Pit of Hatred.
wreck, the water becomes unnaturally cold, and the Research. The character must spend time researching
schools of fish that swarmed in the waters above are con· the nature of fami liars that have bonded with new masters.
spicuously absent. When the character feels ready, they must succeed on a
DC 15 Intelligence (Arcana) check. The DC for this check
• • is reduced by l (to a minimum DC of 10) for each day the
character spent in research beforehand.
UN H ALLOWED GROU ND Casting the Spell. The character must have Virgil present
The evil energy seeping from the rift has suffused a for the casting offind familiar. They must burn twice the
300-foot-radius hemisphere with magic similar to that normal amount of material components to complete the
restoration of the gull.
of a hal/ow spell. The effect acts as a spell cast at 9th
Success. If the characters end the threat posed by the
level, and it requires a successful DC 19 check to be drowned ones, Virgil is indebted to them for avenging
neutralized using dispel magic. If the effect is dispelled, his former master. The bird follows the group and does
it returns in 24 hours. what it can to help. It can wa rn of danger, carry notes or
While the effect is active, celestials cannot enter the messages, and so forth. Use the stat block for a hawk, but
area. Each time another sort of non-undead creature en- increase its Intelligence to 9.
ters the area. it must make a DC 16 Constitution saving
GH.-\PllR7 IAMMER\lJT'SP\11
CHAP TER 8: ThE STYES
SERIES OF MYSTERIOUS MURDERS SHAKES THE Purely by chance, the oceanic immigrants came to a
downtrodden folk of the Styes- a decaying stretch of water where the once-notable port district of a
port fallen on hard times and slowly being minor city had fallen into decay and corruption. Known
reclaimed by the sea. Even after the so-called as the Styes. the district was only a wretched shadow of
Lantern Ghost killer is caught and executed, what it had once been. But the aboleth found a perfect
some in the district believe that the true killer location to hide the kraken- a sunken temple to the west
is still out there. It's left to the adventurers to of the district, known to the locals as Landgrave's Folly.
follow the clues that the local militia ignores. Sgothgah quickly established mind control over a local
exposing corruption, the clandestine activities of a cadre of fishers and sailors, sending them to infiltrate
dark cult-and the alien presence whose evil lurks be- every corner of the ruined district. And to the aboleth's
neath it a ll. surprise and unnatural delight. it discovered an active
The Styes is an adventure designed for four to six cult ofTharizdun in the Styes.
11th-level characters. Led secretly by one of the Styes' own ruling coun-
cillors-an inhuman creature that calls itself "Mr.
BACKGROUND Dory"- this cu lt ofTharizdun has thrived in the decay
of the Styes for decades. Through enslavement and
There exists an underwater abyss known as the Endless telepathy, Sgothgah forged an alliance with the cultists,
Nadir- a haunted place shunned by the aquatic races
always taking care to conceal its true identity. The cult-
oft he region, for this realm is the site of a submerged
ists knew Sgothgah only as "the Whisperer," and they
city of aboleths. For the most part, the alien denizens of
quickly came to regard their hidden ally as a powerful
this city are content to plot and lurk in the depths of the
messenger of Tharizdun. To this day. only Mr. Dory sus-
ocean trench. But a few of them are cursed with curi-
pects the truth.
osity. One such creature is Sgothgah, a scholar, crafter,
and explorer- and an outcast among its kind. THE LANTERN GHOST MURDER S
Sgothgah's life changed forever when it encoun-
tered and consumed a cult of lunatics who worshiped To feed the growing kraken's ravenous hunger, Sgoth-
Tharizdun, an ancient deity of darkness. As it read the gah has coerced its cultist allies into supplying the beast
minds of its victims as it devoured them, some of what it with beggars, drunks, urchins, and other sweepings
gleaned of Tharizdun- between their screams and their from the alleys of the Styes that no one will miss. At the
unheeded pleas for mercy- found purchase in Sgoth- same time, the aboleth transformed the underwater pit
gah's mind. For centuries. the aboleth mulled over the where the kraken rests into a conduit for dark magic.
concept ofTharizdun in idle moments, and evencually fashioned to capture the plentiful negative emotions
those thoughts flowered into someth ing alien and repul- of the residents of the Styes. For months now, all their
sive to most aboleths: religious faith. fear, sadness, despair, hatred. and anger has been
focused into the pit to enhance and accelerate the krak-
THE MARK OF THARIZD UN en's growth.
To maximize the effect of that emotional darkness,
To hide its burgeoning devotion to a non-abolethic entity
the aboleth chose a local human fisher named jarme
from the prying telepathic abilities of its kind. Sgothgah
Loveage to be an instrument of murder and fear. Sgoth-
relocated its lair to the edge of the Endless Nadir. There,
gah enslaved the young man and has compelled him to
in the solitude of the inky deep, the aboleth made a sec-
commit brutal murders, fueling dread in the district.
ond astounding discovery: a juvenile kraken with an un-
jarme carries a lantern on all his grisly nocturnal har-
likely, circular scar on its head, a wound earned in battle
vests, and his horrible work has long been attributed to
against a giant s hark years ago. Even such a strange
a faceless terror called ''the Lantern Ghost."
scar would normally be little more than a curiosity, but As the killings mounted, residents of the Styes grew
Sgothgah saw a pattern in this one that evoked thoughts
increasingly frightened. jarme retained little knowledge
ofTharizdun 's dark madness. The aboleth took this
of his foul work. He awoke exhausted, haunted by vague
event as a sign that Tharizdun had gifted it with the task
memories of horrible nightmares, but hasn't connected
of nurturing the kraken until it was fully grown.
the vague horrors of his sleep with the very real hor-
Sgothgah knew the kraken could never be raised co
ror occurring in the shadowy, mist-drenche d alleys
maturity in the Endless Nadir- even in Sgothgah's re- of bis home.
mote corner of it- without risking discovery by the other
Seven days ago,Jarme was captured by a nighttime
aboleths. So Sgothgah fled the abyss. taking with it the
patrol with a bloody knife in his hands. The confused
juvenile kraken and a number of loyal aquatic minions.
fisher professed his innocence. but his dreams became
It headed for coastal waters that the aboleths avoided
suddenly clear. In his mind. he saw ravenous, tentacled
because of the humanoids that dwelled there, trusting
creatures devouring the Styes and the city beyond, and
that other aboleths wouldn't follow it or even care that
he scrawled these images onto the walls of his cell in
it had left.
C. ~ \ i'l l R Ii l HI ~ l\ f S
t6'i
the asylum where he spent his last days. Not even the to attack the heroes-hoping to enslave them to its own
pleas of his sister and a local priest named Refrum were dark purposes.
enough to save him. Only yesterday, Jarme Loveage dan- In the aftermath of that battle, the characters learn
gled from the executioner's noose. of how the Whisperer has used the gloom and despair
Withjarme's death, the Styes breathed a collective of the Styes as an incubator for the juvenile kraken it
sigh of relief-but that relief is destined to be shor t-lived. keeps to the west of the district. Part 5, "Tharizdun's
The kraken is nearing maturity, and the Whisperer is Progeny," takes place in the partially collapsed husk of
preparing the final stage of its dreadful plan. the temple housing the kraken, where the heroes face
a pair of aboleths that w ere sent to kill Sgothgah-and
ADVENTURE SUMMARY then must destroy the kraken before it can escape into
the world.
The adventure text consists of five parts. In part 1, "A
Dying District," basic information is provided about
the geography, atmosphere, and major personages in ADVENTURE HOOKS
the Styes. as a backdrop for use when characters move This adventure assumes that the characters have re-
around town. cently arrived in the Styes or the city it's a part of. H the
The story begins in part 2, .. Murder Mystery," when characters aren't based locally. they might be traveling
the characters meet with Master Refrum. an inven- to the city to obtain a rare ingredient from the Alche-
tor-priest who dwells in the Alchemists' Quarter of the mists' Quarter, or to speak to someone who retired or
Styes. Refrum is convinced that a young man named fled to the Styes to hide from their enemies. Alterna-
j arme Loveage was wrongfully executed for the killings tively, the characters might simply be passing through
attributed to the Lantern Ghost. As proof, he points to the Styes when one of the following occurrences at-
the fact that another murder has occurred since the ex- tracts their attention.
ecution, and in the same style as the previous murders. The characters' arrival in the environs does not go un-
The priest believes thatjarme was framed by some sin- noticed- far from it. Any adult townsfolk recognize the
ister conspiracy. and he asks the characters to clear his party as a group of seasoned adventurers. By engaging
friend's good name. the residents in conversation, the characters can quickly
During their investigation. the characters visit find out that the Styes is a place in turmoil- a murderer
Hopene'er, the asylum wherejarme was held. They was caught and executed just the previous day, yet an-
learn that Mr. Dory, a prominent member of the com- other citizen was found dead from foul play when the
munity, has some odd connections tojarme's case, and sun rose today.
might find clues hinting lo broader connections to the The adventure hooks described below represent three
recent murders. In part 3, "Hemlock Pit," the characters different ways of getting the characters involved in the
seek the councillor out at his warehouse and the home story. All hooks lead to a session with Master Refrum at
he keeps behind it-a ship held aloft by a crane over a his workshop in part 2, "Murder Mystery," which kicks
muddy flat. A confrontation takes place, and it's discov- off the action.
ered that Mr. Dory is a devotee ofTharizdun blessed
with power granted by Sgothgah. After defeating the REF RUM'S PLEA
aberration, the characters discover manic drawings of a Shortly after their arrival in town, the characters come
gargantuan squid-like demon of the deep, just like those upon a dozen children chasing and tormenting an el-
seen injarme's cell. derly male human-Master Refrum. The victim feebly
I n part 4, "The Lamp's Shadow," these clues lead the brandishes a holy symbol of good al them, but the chil-
characters to a hidden temple to Tharizdun, where they
dren and onlookers alike simply taunt him. They then
are attacked by chuuls that dwell there. At the climax of
turn to pelting Refrum with stones as they accuse him
this battle, the Whisperer appears from the polluted sea
of being a friend to murderers.
r 11 \ I' I I· K II I 11 ~ S I ) l· ~
lb\
PLACINC THE AD VE NTURE summary of those events. She then goes on to say that
This adventure presents the Styes as an old district in a she believesJarme Loveage was innocent, and that the
port city or large port town. Making the Styes part of a real killer is still out there. She recommends that they
larger, thriving settlement gives the characters plenty of meet with Master Refrum, who has much more infor-
potential reasons to visit the area, with the overall settle- mation about Loveage and the murders, and offers the
ment ideally located in a nation that's fallen on hard times. characters a reward of 500 pp if they can find the real
Alternatively, the district could be part of a free city that murderer and bring the culprit to justice_
has fallen into despair and decay. In the world of Grey- The mysterious contact is one of the councillors of the
hawk, the city of Prymp in Ahlissa is an excellent choice.
Styes, named Thornwell (LE female human mage). She
In the Forgotten Realms, the Styes fits nicely into the city
of Marsember. In Eberron, the Styes could be a district in has discovered hints of Mr. Dory's association with the
Rekkenmark or any of the other coastal settlements that cult of Tharizdun. which she suspects is also involved
haven't fully recovered from the ravages of the Last War. in the murders. Thornwell has wanted to be rid of Dory
Alternatively, you could set the Styes up as a small, ever since she came to believe that her fellow council-
stand-alone port town. This approach has the advantage lor was responsible for the death of one of her allies.
of limiting characters to the Styes' squalid confines. They But she doesn't want to jeopardize her standing on the
can't retreat to a nicer part of the city when they want a council by taking direct action against Dory, so she has
clean inn, a healthy place to eat, or a wholesome temple decided to try using the characters as her tool.
for healing or other aid. As a stand-alone town, the Styes Thornwell suspects that Dory is the actual murderer
can be added to your campaign world at the mouth of any (though she hasn't an inkling of Mr. Dory's true nature),
river. You might have a hard time attracting the characters
and she secretly hopes the characters end up killing
to such a dismal location, however, without drawing on the
Styes' reputation for its alchemists and potion factories. him. She never mentions her fellow councillor by name,
though, instead making cryptic statements such as: "You
must follow the facts wherever they lead, even if that in-
If the characters step in. the children run away and cludes the halls of power."
the onlookers rapidly lose interest. Master Refrum (LG
male human priest) introduces himself, thanks the
characters for saving him from a humiliating fate, and PART 1: A DYING DISTRICT
asks them to escort him back to his home. He provides Even before they spend a lot of time in the Styes, the
the basic facts about the recent murders if the charac- characters are quick to note its visible squalor. The haze
ters haven't learned them from a passerby before now. of smoke hanging over the district is visible for miles.
If the characters don't intervene, Master Refrum and its stench travels far downwind. Water flowing out
protects himself by casting sanctuary_ then using thau- the river mouth carries reeking sewage, streaks of dye,
maturgy to frighten away the children and any onlook- and islands of floating garbage far out to sea.
ers with terrifying roars and ground tremors_ He still As the characters enter the district, the view only
speaks to the characters afterward, recognizing them as gets worse. All of the Styes appears to have one foot in
adventurers as he asks for help clearingjarme's name. the grave.
He pleads for the characters to accompany him to his
workshop to get the details of the situation.
r This is the Styes, the decaying remains of a once-nota -
ELEANOR'S Loss ble port district. Under bent gables, the carcasses of its
It might be that something one of the char acters did in houses lean against each other-languid, broken, and
the past impressed a local female human by the name awaiting the peace of collapse. Door frames sag, dislo-
of Eleanor Loveage (N female human commoner). She cated from sod walls heavy with mildew, while splintering
could be the relative of someone a party member saved timbers support rotting boardwalks like broken limbs,
in a previous adventure, or she might have heard of the disappearing into the thick, rancid water of the harbor
characters' prior good deeds. She is also Jarme's sister,
below. In numerous places, sections of the boardwalks
and she can't believe that her brother could have done
the terrible deeds for which he was executed. have fallen away completely, leaving broad holes that ex-
ln her desperation, she approaches the characters for pose polluted water.
help (explaining the situation if need be) and asks them
to meet her at Master Refrum's workshop in the Alche-
mists' Quarter of the Styes, where she promises they
HISTORY AND D ECAY
will learn more.
Once. the Styes was a marvelous port district. Its mag-
THORNWELL'S OFFER nificent buildings crowned an artificial island that was
the centerpiece of a broad bay. held aloft on great oak
If the characters are less likely to get involved in the
pilings. Those huge beams supported great facades
adventure out of altruism. they can be approached by
of marble grandeur, connected by boardwalks that
a mysterious, handsome, well-groomed human female
thronged with richly clothed merchants, exotic travelers,
dressed in black-and-red leather armor. She declines to
and the passing palanquins of nobility. Known as the Is-
give the characters her name, but asks whether they're
land of Pleasures, the site was a destination for rich and
interested in a well-paying job. If the characters haven't
decadent folk up and down the coast.
learned about the murders yet. she provides them a
l II \ p·1 l R R TIH sn f ~
Time can be cruel, however. Warfare, corruption, STYES ENCOUNTERS
famine, and natural disaster ruined many who loved the
d6 En counte.r
Island of Pleasures, and as their resources dwindled,
so did this once-magnificent district. But even as for- The characters are swarmed by 3d6 urch ins (com-
tune turned and the region rebuilt from devastation, the moners), who beg for coins and food, offer thei r
Island of Pleasures became an unneeded luxury. New services as gu ides or baggage porters, or pluck clum -
people called the district home: poor, desperate folk sily at the characters' unsecured items. The yo ung
crowded beneath fallen gables in hovels tattooed by mil- urchins can be hired as unreliable guides or for any
dew and damp rot. On their heels came folk whose trade simple job for l cp each, but they run away the mo-
was scorned elsewhere. Alchemists fouled the air and ment they're paid.
water with poisonous concoctions from failed experi- 2 A pack of 2d6 beggars (com moners) gathers around
ments. Sweat-shop ma nu factories set up in the Styes
the characters. Each cries out loudly for alms, food,
and aJI but enslaved their desperate workers. Tanners
or spare clothing. Though the beggars aren't thieves,
and millers and dyers and butchers invaded the district,
some of them clutch at the characters' sleeves and
scraping every penny out of their businesses with no
concern over the impact their toxic operations had on hands in a way that might be misinterpreted as at-
their neighbors or the environment. The district bears tempts at picking a pocket or purse. If they're given
little evidence of its former glory as it daily sinks deeper food or a few coins, any of the beggars can answer
into the muck. basic questions about the Styes and specific locations
in the district.
RESIDENTS AND POLITICS 3 A group of 2d6 pickpockets (spies) gathers around
The current population of the Styes is a little under the cha racters, appearing to be beggars but trying to
twelve thousand residents, but they're packed into an s teal anything they can from pouches and backpacks.
area that might house half that number in a more pros- Any pickpocket that snatches something flees into
perous settlement. Four-fifths of the district's residents the crowd, while the others get in the way to prevent
are human, with the remainder split between gnomes, pursuit. Attacking or ki lling an unarmed pickpocket
dwarves, haltlings, half-ores, half-elves, and a smatter- gets the characters in trouble with the law. It also
ing of other humanoids.
guarantees that they are bedeviled by vengeful pick-
The Styes is ruled by a group of four corrupt officials
pockets everywhere they go in the Styes.
called "the council." The four councillors are Mr. Dory
(see appendix C), Rashlen (NE male elf assass in), Sliris 4 A pair of shills (commoners) in fine clothes approach
(NE female wererat), and Thornwell (LE female human the characters with guarantees that they know where
mage; a lso see "Thornwell's Offer," above). The district to find the best deals on food, drink, rooms, potions,
is policed by a poorly trained militia consisting of some merchandise, magic items, or absolutely anything
two hundred guards (LE humans) led by ten officers else. The shills lead characters to shops and inns
(LE human bandit captains) and one commander (LE that pay them a kickback, so prices are actually 5 to
human veteran). The militia patrols in groups of at least l 0 percent higher than normal-and the quality of
ten, for their own protection more than anything. Larger goods is typically subpar. If the shills are chased away
groups of twenty or more usually include an officer.
with threats or vio lence, they look for opportunities
Un less you used Thornwell as a hook, the only coun-
to cause trouble later.
cillor who takes an active role in this adventure is Mr.
Dory. Anyone who talks of Dory describes him as a 5 A mi litia patrol (seven guards and one bandit captain)
longtime resident of the Styes and a wealthy warehouse approaches the characters to demand they pay an en-
owner, and mentions the tragic skin condition that re- trance tax of 10 gp each-a simple shakedown of out-
quires the councillor to take regular immersion in water of-towners. The "tax" can be negotiated down to 5 g p
for relief. per character. If they are paid, the m ilitia members
The rest of the councillors are occupied with other laugh and stroll away. If the characters attack, the
concerns. If one of their fellow councillors is slain, how- m ilitia retreat if any of them are killed or at the end of
ever, or the balance of power in the Styes is seriously the second round of combat. If any militia members
upset, the surviving councillors will almost certainly
are killed, the cha racters are immediately attacked
make sure that the characters responsible don't get to
by any other militia patrols they encounter, and they
walk away from the district. The timing and details of
their revenge are left up to you. get no cooperation from any member of the militia in
the ir investigation (includ ing Constable Jute).
STYES ENCOUNTERS 6 A press gang (two veteran s and eight thugs) attempts
to kidnap the characters and sell them as deckhands
The adventure presents only those encounters and
events that drive the plot, but any character who spends to the captain of an under-crewed ship. This attack
time in the Styes is bound to have additional unpleas- might happen openly, or the gang might wait until the
ant interactions. As the characters are exploring and characters are separated or sleeping before attacking.
following up leads, feel free to spice up their time in the They have no qualms about following the party to (or
district with one of the following encounters. entering) their seedy lodgings.
Cll\l'rfRS lHESIYES
rhG
/ I)
./
--==--===i Feet
0 600
1: Harbor Master
2: Frother's lamp
3: Marketplace
4: City Garrison
5: City Hall
6: Refrum's Workshop
7: Dory's Warehouse
TO LAMDGRAVE'S 8: Rashlen Manor
• FOLLY 9: Thornwell Tower
10: Mortuary
11: Hopene'er Asylum
/
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,//
/,
,\
~
it,
w••
. '-
s
.--
ALCHEMISTS' QUARTER
2. fROTHER'S LAMP
This decommissioned stone lighthouse was once a
The Alchemists' Quarter is the northeast section of the
proud beacon welcoming ships, but it functions now as
Styes. Long ago, it was the seat of the district's scho-
nothing more than a sad Flotsam landmark. When the
lastic and religious leadership. but its once-fine temples
last caretaker died i n a loud argument at a nearby tav-
and universities have long been dismantled for construc-
ern, no one took up her mantle, and the light has fallen
tion materials, or converted into dim. smoky factories
into disrepair. After a few more decades of slowly sink-
and noxious laboratories owned by shady alchemists.
ing into the soggy seabed, it might end up consumed by
With no regulation to speak of in the Styes. alchemists
shanties and other buildings built atop its corpse.
are free to conduct whatever dangerous experiments
they like. and to cut corners on safety and quality con- 3. MARKETPLACE
trol. Iron chimneys belch smoke and foul vapors into
This large. open space serves as the primary market for
the air. while liquid and solid waste are dumped into the
the Styes. The area is always crowded, but the goods for
water around the quarter.
sale here are of low quality and dubious origin.
5. COUNCIL HALL
This once-elegant structure is the traditional seat of the
council in the Styes, which is a part of the larger city
government in name only. Today, the four councillors
who run the district spend most of their time in thei r
own homes and businesses. A small staff of clerks
works here, and the councillors hold town meetings i n
the hall once or twice a month, but most of this struc-
ture's other rooms have sat unused for decades.
6. R EFRUM'S WORKSHOP
This modest wood and brick building along the edge of
the Alchemists' Quarter is the home of Master Refrum
(LG male human priest). Refrum has much to say to
the characters, as discussed previously in "Adventure
Hooks" and below in "Murder Mystery.''
7. DORY'S WAREHOUSE
This is the home and business of one of the Styes· coun-
cillors. the sinister Mr. D ory (see appendix C). This lo-
cation is detailed fully in part 3, ''Hemlock Pit." PART 2: MURDER MYSTERY
Once the characters have been contacted by or referred
8. RASHLEN MANOR to Master Refrum, they travel to his abode in the Alche-
One of many run-down manors in the High Quarter, this mists' Quarter. Refrum's cluttered home is filled with
building is home to Rashlen (NE male elf assassin), half-finished clockwork inventions, and the air is thick
one of the Styes' councillors. The manse is said to be with the smell of grease. Hundreds of books line every
guarded by golems and similarly horrible creatures. available inch of shelf space, and a tiny bed, likewise
covered with books, stands in a corner of the room.
9. THORNWELL TOWER Refrum is a slight, bent figure. He wears simple gray
The tallest structure in the Styes, Thornwell Tower is a
clothing, speaks in short, excited gasps, and waves his
pinnacle of black and red marble surrounded by a stone
arms when carried away with enthusiasm. The inventor
wall. Councillor Thornwell (LE female human mage)
is one of the last phi lanthropists in the Styes, and he
dwells here. Locals whisper that the tower is haunted by
strives constantly to focus his research on caring for the
devils and contains a portal to the Ni ne Hells.
local poor. Rcfrum uses the statistics of a male human
10. MORTUARY priest, with these changes:
The lack of a strong religious presence in the Styes • Refrum is lawful good.
means that the task of dealing with the dead falls to the • His AC is 10, and he is unarmed.
mortuary. This large building is surrounded by a dis- • He has the speak with dead spell prepared instead of
used graveyard. but the district's dead have long been spirit guardians.
universally cremated. Those who operate the mortuary
are rumored to be thieves. undead, or wererats. The D A RK J USTICE
truth is a combination of all three. The master of this Refrum has few friends in the district, and he is eager
morbid structure is Sliris (NE female wererat). a devi- to enlist the characters' aid in clearingjarme Loveage's
ous and secretive member of the council. name. Refrum attendedjarme's execution the previous
day, and the memory pains him. Becausejarme spent so
11. H OPENE'ER ASYLUM
much of his time alone, he had no alibi for the murder s,
This enormous building (detailed in the following sec-
but Refrum insists that his friend was a kind and honest
tion, "Murder Mystery") is the last remnant of a more
man. (lfjarme's sister, Eleanor, is present. she supports
optimistic time, when the desperate and doomed of the
Refrum's testimony with tears and pleading.)
Styes were cared for and watched over.
"
(II \l'I ER 8 I 111[ srns ib<)
Refrum is angry about how Jarme was never properly Hopene'er is run by Emil Trantor, a prematurely
put on trial. When he tried to meet withJarme in bis cell old female human physician with a worried brow and
at Hopene'er Asylum, he was denied access by the mili- ashen-gray skin. Trantor and her staff of four are hard-
tia (secretly paid off by Mr. Dory). Faced with this chal- pressed to control the more than four hundred residents
lenge, Refrum launched his own investigation into the and prisoners housed in the asylum. Consequently, the
Lantern Ghost killings. He describes how the killer had less troubled residents are called upon to help run the
been on the prowl for half a year, striking intermittently place. Everyone in the asylum, workers and residents
and leaving mutilated victims in public locations to be alike, uses commoner statistics.
discovered at dawn. He also describes how s ingularly When the characters arrive at the looming stone struc-
inept the militia were in their efforts to track down the ture, they are met at the door by Brey, a troubled youth
killer, and how the slayings had pushed the Styes to the who has a worrying way of staring at people for a long
brink of chaos. time before responding to them. Eventually, Brey agrees
Jarme's arrest came after he was found looming over to allow the characters to enter and asks them to wait in
the body of a victim, a dagger clutched in his blood- a bare foyer while he fetches Trantor.
stained hands. Refrum can't dispute this evidence, but
he talks of how Jarme went to the gallows professing to SPEAKING WITH TRANTOR
have no memory of any slayings. After the execution, Re- When Trantor first meets the characters. she is harried
frum offered his ability to cast speak with dead to learn and protests that she has no time for long conversations
the truth, but was told by the mi litia that the case was or prying questions. But as soon as any characte r men-
closed. He was then threatened with incarceration in tions Jarme or the Lantern Ghost killings, her attitude
Hopene'er if he didn't leave the matter alone. changes to one of concern for a lost patient.
Trantor describesjarme as a quiet sort who was res-
ANEW MURDER olute in his claims of innocence. Though the physician
Part of what drives Refrum's need to exonerateJarme is bas no reason to doubt the evidence suggesting that the
his belief that the Lantern Ghost is still killing. Rumors fisher committed the murder he was arrested for, she
already spreading through the Styes talk of a young describesjarme's remorse as far more compelling-and
fisher named Raif turning up dead the morning after far more believable-than that of any other troubled per-
J arme's execution. The authorities were quick to ship son she has ever worked with.
the body to the mortuary for cremation, as if trying to lf the characters ask about visitors during Jarme's
cover up the event- and Refrum sees this as evidence short stay at Hopene'er, Trantor tells them that only
that a sinister conspiracy in the Styes has some connec- one person was permitted to see him, on the militia's
tion to the Lantern Ghost killings. orders. That visitor was the councillor Mr. Dory, whose
The priest suspects that agents of this conspiracy presence at the asylum struck the physician as both un-
used enchantments to contro!Jarme, forcing him to settling and odd.
commit one or more of the murders. Whenjarme was Jarme's body was cremated and the ashes were
caught, they used their influence to have him executed dumped into the receding tide, so nothing remains to be
quickly. Now Refrum fears that the conspirators are not questioned with speak with dead or similar magic.
only free to continue their work- but that they know he's
onto them. jARME'S LAST MESSAGE
Refrum believes that the authorities are watching Trantor also volunteers thatjarme spent his last days of
him. Moreover, his notoriety as a thorn in the side of life covering the walls of his cell with drawings, etched
the council means that many people a re afraid to talk with a cast-off lump of charcoal. The resulting images
to him. As such, he believes that the characters will be were unsettling, to say the least, and Trantor is happy to
able to gain access to information and witnesses that he let the characters see them.
can't. The priest suggests that they start their investi- The journey into the depths of the asylum to Jarme's
gation at Hopene'er Asylum (area I 1 and below), where former cell is not pleasant. Constant screaming and
Jarme was held for a few days after his capture. Refrum cursing from the cells combines with an overpowering
also recommends that the characters track down and stench of unwashed bodies, filth, mildew, and rotting
speak with Constable jute, the militia guard who found straw. Each character must succeed on a DC 10 Con-
Jarme crouched over his victim. She can be contacted at stitution check or gain one level of exhaustion that lasts
the district garrison (area 4 and below). for as long as they remain in the asylum. A character
Refrum intends to leave the Styes and spend a few recovers automatically after spending 10 minutes in
weeks in hiding for his own safety. Any Wisdom (In- the open air.
sight) check made to assess the priest confirms that he
is honestly afraid that his investigation into the murders
has made him a target of the conspirators.
l Trantor eventually stops before a heavily locked door, at
which she offers a word of caution. "This wing is where
HOPENE'E R ASYLUM the worst of our cases are kept. I beg you not to look
Hopene'er Asylum lies on Lamplicker's Way in the High into any of the other cells. We've given succor to many
Quarter. The building is an old prison with bare walls folk over the years. But those here are truly forsaken by
and barred windows. A faded sign bearing the words the gods."
"Welcome Home" hangs above the main entrance.
<,11\l'l~IU:I lllESTH.~
character who succeeds on a DC 15 Intelligence (Ar-
Unlocking the door reveals a long corridor with iron cana) check recognizes the creature as an aboletb. as
doors lining both walls. Each door has a small viewing does anyone who has encountered aboleths before.
hatch that's latched shut. An unnatural gurgle churns
up from a cell to the right, and is quickly joined by
DISTRICT GARRISON
other voices. If the characters visit the district garrison, there's a 30
percent chance that Constable Jute is there. Otherwise,
Trantor ignores the din as she hurries to the far end of
she's on patrol and returns in ld8 hours. As long as the
the hall, where she ushers you through an open cell door.
characters don't proclaim that they're investigating the
The walls beyond are covered with chi ldlike sketches, Lantern Ghost case, the militia guards are fairly friendly
all overlapping each other in confusing waves and pat- toward them. (It's their policy not to antagonize pow-
terned swirls. erful-looking strangers.) If the guards realize what the
party is up to, they immediately suspect the characters
are out to make them look bad. In that case, they be-
Any character who studies the sketches for a few come surly and tight-lipped.
minutes quickly recognizes that they are multiple de- All the militia guards have been assured by their com-
pictions of a tentacled creature something like a squid manders (all of whom were bribed by Mr. Dory) that the
or octopus, but determining further details is difficult. Lantern Ghost was executed. the murders have been
With a successful DC 13 Intelligence check, a character solved. and anyone who wants to dig deeper into the
discerns a specific element hidden within the chaotic matter must be a troublemaker trying to stir up dissent.
sketches. A character who has proficiency in Nature can
add twice their proficiency bonus to the check. The spe- CONSTABLEjUTE
cific elements include the following details: Constable jute (LG female human guard) is a rarity
in the militia- an honorable and honest public ser-
The tentacled creature is shown devouring a coastal
vant. She is noticeably nervous and reticent when first
city whose skyline suggests the Styes.
asked about the Lantern Ghost case. as a result of the
• The creature is shown trapped in a deep chasm or un·
warnings that she and the other members of the militia
derwater pit. its tentacles wrapped around humanoids
have received. Being an honest guard means that jute
who are dragged down into the inky dark.
is already the target of scorn from her superiors and
The tentacled creature appears to be shackled by a
fellow guards, and she doesn't need any more trouble in
collar attached to a chain, with the chain held by an-
that area.
other creature resembling a vile, multi-tailed fish. Any
(J111·rnR11 111rsn1~
Open to area DJ below
SECOrtD FLOOR
i square • s feet
s
111\l'IEk!! lllE~l)fS
ever arrives, forcing Mr. Dory to rely solely on his own handler. The manticores Ay between levels on constant
guards and minions to defend his property and himself. patrol, and the s laad spends its time lounging in the
loft. lf it needs to get down to the ground Aoor, it simply
DI. MAIN STOREHOUSE
jumps, knowing it will quickly regenerate the damage it
takes from the fall.
• Fire Hazard. The alchemical contents of the crates
The interior of the warehouse is piled high with crates,
make the warehouse a risky place to have a fight. At
boxes, and packages, most marked with alchemists'
the end of each round in which weapon damage or the
personal symbols and "FRAGILE" or "HANDLE WITH movement of combatants might accidentally disturb a
CARE." A closed door offers a way into a walled-in area to pile of crates, or if any effect deals damage in an area
the northwest. A mechanical lift stands along the south other than necrotic. poison. or psychic damage, there's
wall to the east, and two iron spiral staircases rise from a 20 percent chance that a nearby crate explodes, set-
ting off a chain reaction that engulfs the entire ware-
the northeast and southwest corners.
house in Rames. The initial explosion deals 28 (8d6)
• fire damage to each creature in the warehouse. or half
The lift is operated by a winch, and it can be used to damage to creatures that succeed on a DC 15 Dexterity
move large objects between this area and the loft. At saving throw.
least two people are needed to operate the winch. Every creature that starts its turn in the burning ware-
Daytime Crew. By day, this room bustles with work- house takes 3 (1d6) fire damage. Additionally, the upper
ers (eleven commoners) loading and unloading ship- Aoors of the warehouse collapse 2d4 rounds after the
ments of alchemical s upplies and products onto and fire starts. Each creature in the warehouse when it col-
off wagons. The workers are too busy to talk, but four lapses takes 14 (4d6) fire damage and must make a DC
guards (thugs) approach the characters to ask their 15 Dexterity saving throw. On a failed save, a creature
business, and to direct them to Birsk Chumwell in area takes an additional 28 (8d6) bludgeoning damage and is
D2 if they ask odd questions or seem suspicious. If they restrained beneath the rubble. On a successful save, the
see anyone trying to enter the loft (area D3), they alert creature takes half the bludgeoning damage and is not
Chum well at once. If the characters act belligerently, the restrained.
workers and the guards Hee from such obviously capable The collapse makes the entire area of the warehouse
foes, and try (without success) to s ummon the militia. difficult terrain. and each creature that starts its turn in
Nigh ttim e Watch. By night, the only denizens of the the warehouse thereafter takes 7 (2d6) fire damage. A
warehouse are three manticor es and their r ed s laad restrained creature can escape by using an action and
succeeding on a DC 15 Strength or Dexterity check. or 02 . OFFICE
can be pulled free by another creature within 5 feet that
uses an action and succeeds on a DC 15 Strength check. •
If the warehouse catches fire, a huge crowd gathers This area appears to be the business office of the ware-
to help puc out the flames before they spread to nearby house, containing filing cabinets, a work desk, and a
buildings. This firefighting effort takes up to an hour, so large table, along with two sets of rickety bunk beds.
it won't help characters who were trapped in the blaze.
The crane holding Dory's home aloft is made mostly of
metal, so it doesn't collapse in the fire. Dory's minions If the characters arrive during business hours. they're
aboard the ship prevent the fire from spreading to it. directed to this office, where they are greeted by the
Then they spend the next several days repairing the warehouse manager. Birsk Chumwell (N female human
crane, clearing rubble. and installing rickety ladders to commoner) is a phlegmatic, no-nonsense woman with
replace the stairs, while Dory devotes himself to plotting a permanent look of frustration and a never-ending list
revenge on whoever he suspects of burning down his of tasks. If the characters ask to meet with Dory. she
warehouse. agrees to put the request in for his consideration. She
Treasure. A search of the crates reveals a wealth of warns that it might be several days before a meeting can
alchemical gear and supplies, including everything from be scheduled. and it's obvious she just wants to be rid of
acid and alchemist's fire to portable alchemy labs- a to- the party and get back to her work.
tal value of 2,500 gp. These items are next to impossible A search of this room turns up nothing suspicious. All
to fence i n the Styes because they're all clearly labeled, the paperwork suggests that the warehouse and its ac-
and no one wants to cross the influential and vengefu l tivities are perfectly legitimate.
Mr. Dory. (If the characters cut a deal with Grotten
03. LOFT
Longftint, the gnome's assistance might make it easier
This area is used for long-term storage. Many of the
to sell off the goods, as you determine.) All this treasure
crates here are in a ki nd of legal limbo; their owners
is destroyed i f the warehouse burns.
have ether forgotten about them, died. or for some other
reason never reclaimed their belongings.
The loft is also the lair of the three manticores and
the red slaad that guard the warehouse at night. The
manticores have no love for the slaad, but they follow its
commands because they are furiously loyal to Dory. The
manticores roam freely through the warehouse at night. 06. UPPER DECK
They spend their days in the loft but respond quickJy to
any disturbance in the main warehouse below. •I
Treasure. The crates in this area and their contents The decrepit-looking hull of a ship is suspended from
are similar to those in area Dl. The chief difference is the crane by massive chains, all of which creak and groan
that no one in town is likely to notice or care if these ominously as the ship shifts in the wind. The only appar-
items are pawned or fenced. Much of what's here
ent access to the vessel's interior is near the bow on the
has spoiled or lost its potency, but 1,700 gp worth of
port side. A grate in the hull there belches smoke, while
still-valuable equipment and supplies can be collected
with a thorough search. water flowing along a wooden trough pours through the
l grate into the hull.
04. UPPER WALKWAY
A walkway surrounds the highest level of the ware-
house. which is now used only as an approach to area Many of the compartments of this decommissioned hull
OS. The door to area 05 is made of iron and is kept have been Aooded with water so that its aquatic occu-
locked. Dory and all his guards carry a key for the door. pants can move about more easily. The skum that lurk
which can otherwise be opened with a successful DC in area D7 patrol the upper deck once every 30 minutes,
15 Dexterity check using thieves' tools. The door can but they mostly rely on the guards in area DS to warn
also be smashed open by making a successful DC 18 them of intruders.
Strength (Ath letics) check and a lot of noise. As the characters move around on the hulk, stress the
ominous creaking and groaning from the chains holding
D5.CRANE it aloft. These chains are solidly attached and there's no
danger of the ship crashing to the ground, but it should
' A narrow, rotting walkway with missing boards and no
feel like a dangerous environment. The grate through
which water Aows into area D7 isn't locked or trapped,
railing surrounds the rusting bulk of this ancient crane. but lifting it open creates a lot of noise unless someone
The hull of the ship dangles from the crane's arm. fifty makes a successful DC 15 Dexterity (Stealth) check
feet above the broad mud pool below. A wooden trough while doing so. Once the grate is open, characters can
connects the ship to a nearby water tower, and a crude drop down into area 07.
The chains holding the ship aloft are too sturdy to
bridge suspended between the crane and the ship's deck
be broken by any quick or simple method. Severing
promises a treacherous climb. Steam rises from the hulk, one would take a successful DC 30 Strength check,
and rivulets of water spill out from between the planks of prolonged heating, or half a dozen shatter spells. Such
the hull, raining down to the mud below. l attempts also likely attract the attention of nearby skum.
D7. BowPooL
The walkway around the crane is rickety but is more
solid than it looks. The real danger on the walkway
and the bridge comes from their uneven surface and The air in this compartment is oppressively hot and hu·
the lack of a railing. A character who moves no more mid. Clouds of smoke rise and escape through the grate
than 10 feet per turn and devotes all their attention to above, billowing from a pair of roaring boilers near the
watching where they place their feet is in no danger bow, bolted to the deck and walls on either side of a large
while moving through this area. But a character who pool of steaming water. The walls, floor, and ceiling of
moves more quickly or who performs any other action in
the compartment are thick and shiny with condensation
addition to moving must succeed on a DC 13 Dexterity
saving throw or fall prone. If the saving throw fails by and mildew.
more than 5, the character slips and falls 60 feet. The
fall deals only 10 (3d6) bludgeoning damage because of
This area is difficult terrain because of the moisture and
the soft, deep mud below, but the mud is contaminated.
slime everywhere.
Anyone who falls in must also succeed on a DC 11
The bottom of the pool is open to the ship"s Hooded
Constitution saving throw or contract sewer plague (see
bilge, allowing all the water in the ship to be heated
''Diseases" in chapter 8 of the Dungeon Master's Guide).
from this area. That opening can't be seen from above
The crane's gears and controls are heavily rusted and
through the smoke, steam, and dirty water. A creature
frozen in place.
can swim from this pool through the bilge directly into
Three skum (see appendix C and the "Skum" sidebar)
areas DB and D9. and vice versa.
hidden inside the crane's shed stand guard over this
The cloudy water conceals three skum (see appendix
area. They confront anyone who tries to cross the foot-
C and the "Skum" sidebar). 1f they were alerted by the
bridge to the ship. simultaneously calling out to alert the
skum guarding the crane or by a noisy opening of the
ship's occupants. These skum are intimately familiar
grate above, they"re prepared for trouble and can't be
with the walkway and the precarious bridge, so they
surprised. Otherwise. they're napping or loafing in the
can move and act normally with no risk of falling. If they
water, so they're automatically surprised by enemies
can, they try to push intruders off the walkway rather
who approach stealthily.
than fight them.
08. AMIDSHIPS
•
The air here is hot and damp. Two pools of dark, swirling
water fi ll most of this area. A narrow wooden walkway
crosses between them to connect doors toward the stern
and the bow. Condensation streams down the walls and
drips from the ceiling.
•
Water and slime make this area difficult terrain.
The last two skum (see the "Skum" sidebar and ap-
pendix C) that serve Mr. Dory lurk in this room , along
with one of the first victims to be enthralled by the Whis-
perer after its arrival in the Styes: a hateful man named
Harid (LE male human assassin). He fell victim to the
Whisperer while trailing a target through the Styes.
Now completely dominated and transformed by the
aboleth, Ha rid must soak his s limy, transparent skin in
water every ten minutes to avoid excruciating pain.
Harid is cunning and clever. lf combat breaks out
here, he remains hidden in the water while the skum do
the fighting. He makes a Dexterity (Stealth) check in an
attempt to hide. As long as he remains unnoticed, his The stern of the ship is Mr. Dory's personal chamber.
first attack can still benefit from the Assassinate trait All of this area is difficult terrain because of moisture
after the first round of the fight. and slime. The creature spends most of its time in this
Development. On the Whisperer's orders, Harid of- compartment, leaving only when counci l business or
fered his services lo Mr. Dory. But his actual purpose boredom demands it.
here is to keep an eye on Dory, whom the Whisperer Dory's Plots. The rumors of Dory's terrible skin con-
does not trust. Dory suspects this subterfuge. of course. dition are partly true. Several of the Tharizdun cultists
and so he keeps Harid confined to this compartment. were turned to skum to better serve Sgothgah, but Dory
Because Harid has no loyalty to Dory, he might stay was too clever and important to be reduced to a simple
hidden in the murky water if the sku m are dispatched thrall. Sgothgah granted him superior du rability, along
quickly. Then after everyone else leaves the ship, he'll with magical talents, but at the cost of his partial trans-
eventually make his way back to the temple of Thar iz- formation into a creature similar to a s kum. Dory main-
dun to rejoin his master. See the "Temple ofTharizdun" tains his outwardly human appearance, but he must
section in part 4 for more information. spend as much time as possible in a hot. wet environ-
ment to maintain his physical form. Otherwise, he devel-
09. DORY'S CHAMBER
ops lesions as the aboleth's magic causes his body to rot
away. After a few minutes away from a wet environment,
The ai r here is thick with clouds of steam scented by his skin takes on a waxy sheen, while boils and ulcers
cloves, cinnamon, and ginger. Strange plants hang from form on his body. Anywhere other than the Styes he
would have been ostracized long ago, but in this squalid,
the ceiling, featuring thick, twisted vines tangled around
lawless place he has managed to turn his new talents to
enormous bulbs and flowers of a sickly yellow hue. A his advantage.
large pool of steaming green water dominates the room. Dory's Tactics. Any intrusion into this area draws an
A scarred desk with its legs sawed off is pulled up immediate attack from Mr. Dory (see appendix C), who
alongside the pool. The desktop is cluttered with damp has likely been alerted by fighting elsewhere. The aber-
parchment, a wicker platter of raw seafood, and a ma- ration does not fight a lone. Sgothgah recently bestowed
another gift on the councillor- a unique ftesb golem
hogany box. made from fish. monstrous lobsters, sharks, and octopi,
and with the head of a humanoid female. Dory keeps the
golem in this chamber as a guardian, concealed under
the water.
111\f'TER!llTlll ~!HS
If Dory is aware of the characters' approach. he casts Dory is willing to give up this information because he
invisibility on himself before they arrive here. While knows its time in the Styes is coming to an end-and
the golem holds intruders at bay, Dory retreats to the he wants to trigger as much final mayhem as it can.
far corner of the room and uses Eye of Corruption to If he can't use the cult for its own purposes, he wants
weaken the most threatening character. He then follows the characters to seek out and slaughter its members.
up with cloudkill. catching the victim of Eye of Corrup- That doesn't mean he won't nurse his grudge for a few
tion. He uses fear to drive the characters away from him months, then come back seeking revenge against the
and. with luck, into the lingering cloudkill spell. Finally, characters for ruining his fun.
he mixes fireball and his melee attacks to finish off the The wicker plate on the desk is heaped with strange
party. If the situation becomes dire, he casts ethereal- and hideous fish, their bodies burst as if from internal
ness in an attempt to escape. pressure. A successful DC 15 Intelligence (Nature)
Development. If the golem is defeated and Dory is check identifies them as fish from the deep sea. seldom
captured, his bravado vanishes. He begs for mercy. caught by fishers. (Dory has the flesh golem fetch these
promising information to the characters in return. He delicacies.) A careful search of the room also locates a
willingly provides any of the following information in crumpled sheet of soggy parchment bearing a message:
exchange for a promise of freedom :
• Jarme was guilty of the Lantern Ghost murders, but •
The catch again indicates a disturbance beneath us. We
was never anything but a mind-controlled pawn.
cannot locate the cause but fear THEY may be in the water
A cult ofTharizdun is thriving in the Low Quarter.
The cult has made an alliance with some sort of sea near you. Praise Tharizdun! He rests and awaits!
monster, which the cultists have identified as a spawn The Whisperer anticipates renewed Lantern Ghost har-
of their dark god. vests-the young one must be fed. This is how you will serve
The cultists augment the spawn's growth by incubat- us. The harvest must increase, for the young one grows in
ing it in the fear and misery of the Styes. The Lantern both size and appetite. Find someone to resume the Lan-
Ghost murders were set up to amplify that fear.
tern Ghost's task, and bring the candidate to the temple,
The cultists hope to have their god's spawn fully
grown in a matter of weeks. where we shall appraise its worth.
Dory does know the location of the cult's temple, and •
gladly shares it. But he will not go there with the char-
Dory received this note from one the Whisperer's min-
acters under any circumstances.
ions in response to jarme's arrest. It tasks Dory with
finding more Aesh and negative emotion for the kraken.
Other notes on the desk and the table arc either hor-
rid examples of disturbing erotica written with a shaky
hand. or various letters that implicate Dory in foul
crimes. Still more scraps of parchment contain scrib-
bles and crude drawings of tentacled monsters- mad vi-
sions induced by Dory's connection to the Whisperer. lf
the characters saw the drawings on the walls of jarme's
cell. they immediately notice a similarity.
Tr easure. The mahogany box on the desk is unlocked.
Within it is a velvet purse containing six rubies (500 gp
each). The box also contains a tattered book with a Aorid
spiral design. A successful DC 15 Jntelligence (Religion)
check identifies this design as the symbol of Tharizdun.
The book is handwritten in a combination of Abyssal
and Infernal. It contains nonmagical prayers to Thariz-
dun, and a folded scrap of parchment tucked inside the
front cover with a note written in Infernal:
•
This book contains all the invocations and prayers you'll
need to learn the truth, Mr. Dory. The dark god's faithful
are wary of new converts. But learn the words, and they
should accept you soon enough. Seek their pulpit in the eve·
ning shadow of Frother's Lamp. Praise Tharizdun!
C II t\ PT l R 8 Tl 11 SJ) ~ s
s
0 0
/
/
/
1 square = 5 feet
l
incorporated into the ruined jumble of buildings. j The walls are severely stained, and the ceiling sags where
pockets of water and fungus weigh it down. The sounds
Unless the characters want to swim in, clamber down
of creaking wood and dripping water echo loudly here. I
the side of several stories of buildings, or use magic,
this bridge (known locally as the Milden Span for its Humanoid cultists and aboleth savants aren't the only
long-dead builder) is the only approach to the temple's ones whose dreams have been tainted by Tharizdun's
entrance. The skum lurking in the ship's prow (area T3) whispers. Four chuuls have also become haunted by
keep an eye on the bridge and respond to any intruders. the dark god's sendings, and were driven to seek out the
cult in the Styes. Being near the temple soothes their
T2. GALLEY PIER
psychic torment, so they spend most of their rime hid-
• • den in a secret, submerged grotto beneath areas T4 and
The main deck of the ruined galley has buckled, and is TS. They know that the cultists always chant when they
cluttered with trash, driftwood, and other refuse washed are inside the temple, and so they interpret any voiceless
movement in this hallway as a sign of intruders.
up on the tide. To the east, the galley's prow juts into the
The chuuls have a number of options for their attack.
channel like a jagged fang, while the west side of the deck Think about the type of combat the players might enjoy
disappears into a wall of boarded-up and badly weath· and choose one of the following:
ered buildings. The only cleared pathway across the tilted • The chuuls can pull down the Aoor of area T4 from be-
deck leads from the bridge to a pair of massive wooden low. so that all creatures in the corridor fall into their
doors leading into the buildings. grotto. The grotto is roughly circular, 40 feet in diam-
eter, and filled with water 20 feet deep. The surface
of the water is 5 feet below the floor of area T4. A sub·
This area is used by cult members as a gathering point merged tunnel connects the grotto to the larger tunnel
before they stage their ceremonies inside the temple. A outside (see area T6 and "Mysterious Tunnel ," below).
Hight of rickety steps half hidden behind detritus leads • They can wait until the characters have filed into the
up to the ship's prow (area T3). chapel area of the temple (area TS), then tear thei r
Un less a meeting is taking place, the heavy doors into way through the floor of the runnel or the floor of the
area T4 are locked. They can be finessed open with a temple to climb up and fight in those areas.
successful DC 15 Dexterity check using thieves' tools, They can use both tactics, splitting the party so as to
forced open with a successfu l DC 20 Strength (Athlet- turn the encounter into simultaneous battles in the
ics) check. or broken down by physical damage (AC 15. temple and the submerged grotto. The chuuls are
25 hit points, immunity to psychic and poison damage, most likely to use this option if their Sense Magic trait
resistance to piercing and slashing damage). If the char- suggests that doing so might separate powerful mag-
acters manage to get to this point without attracting the ic-wielding characters from the rest of the group.
notice of the skum in area T3, those guards are alerted
by any noise at the doors. T5. DARK Goo's CHAPEL
~
When the cultists gather to worship Tharizdun, this Several hours before the characters' arrival at the
room is filled with nearly a hundred of the dark god's temple, Sgothgah Aed here from Landgrave's Folly after
faithful (commoners. thugs, bandits, and cultists), losing a battle against two hostile aboleths from the
brought together by their belief in the imminent end of Endless Nadir. It intends to rest here while it plots its
the world. These warped worshipers pay homage to the retaliation.
dark god in the hope of gaining reward in the new world The aboleth lurks at the base of the stairs Uust out-
he creates from the ashes of this one. Unless you prefer side the map), but it is aware of intruders as soon as
otherwise. no cu ltists are present here when the charac- they enter area TS. If the four chuuls in area T4 haven't
ters arrive. sprung their attack yet, it waits for them to do so before
joining in.
T6. WATERY DESCENT While remaining hidden, Sgothgah uses its lair ac-
tion to cast phantasmal force to make it appear to the
• characters that the dead shark has reanimated and is
A wide flight of slippery stairs stands at the end of this
swimming through the air to attack them. Until one of
antechamber, leading down into a pool of slimy, murky the characters detects the illusion, pretend to use the
water. The shape above the stairs is a rotting shark's car- statistics of a giant shark for the creature, but its at-
cass, which hangs from the rafters on frayed, m ildewed tacks always hit and deal 3 {ld6) psychic damage. Even
ropes. Humanoid heads in various states of decay have though the illusory shark doesn't actually take damage,
the characters' attacks appear to injure it.
been crudely lashed to the shark's flanks.
The aboleth doesn't reveal its presence unless a
tempting target approaches within its 10-foot reach of
The stairs descend 20 feet into a completely submerged the flooded stairwell. rt can also use its Enslave attack
chamber that's 20 feet square. Water fills the sta ircase from under the water against a crea ture it can see.
to within a fool of the top of the stairs. A 10-foot-wide rr all four chuuls are killed and the characters are
tunnel {not shown on the map) extends from the west aware that their real enemy is in the water, Sgothgah
side of the chamber, leading eventually to the kraken's awaits the characters in the submerged chamber below
hiding place at Landgrave's Folly (see the "Mysterious this area.
Tunnel" section below).
• • :.<;•
..•~~!J~;
t
- .... .,
.
..,i·
~~'\.~ .~,.
1f"' ~
... . ~ :; ::j,J
..
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·. ,.·~.: .,\ ~"'"~"
•"'· .... .
i square• s feet
[[[[[[[[[[[[[
M AP 8 .4: L11N OGR 1w 11's fo~~v
from the Endless Nadir are arguing over what is to be As the characters approach the sunken temple,
done with the kraken. One wants to enslave it, and the read the following, making adjustments depending on
other argues it must be destroyed. Neither of them un- whether they are coming from above or below the water:
derstands the juvenile kraken's intentions or suspects
that a party of determined adventurers is about to inter-
Below the water looms the dark bulk of a sunken temple.
rupt their plans.
Looming up and out of the briny murk is the temple's
L ANDGRAVE'S FOLLY spire, wh ich appears to have been struck by more than
The temple at Landgrave's Folly, shown in map 8.4, is one unfortunate ship, judging by the chunks missing
in ruins and under 40 feet or more of water, though its from it. The temp le lists toward the north, its roof and
weed-encrusted spire extends above the ocean surface walls draped with seaweed and festooned with barnacles.
even at high tide. The character s can't proceed into the The building's facade is a mess of partially collapsed
temple without some means of breathing underwater,
walls and ruined scaffolding, making it appear as though
such as caps of water breathing or the potions found
in area T6. Potions of water breathing are also readily the site was still under construction when it sank. But it's
available from alchemists in the Styes, being one of the hard to tell which parts weren't finished and which parts
district's more popular exports. Before running this were damaged by the collapse.
final part of the adventure, make sure you're familiar
w ith the rules on underwater combat (in chapter 9 of the
Player's Handbook) and underwater movement (in chap-
Ll. R UINED SPIRE
ter 5 of the Dungeon Master's Guide).
The characters have three means of entry into Land-
grave's Folly: descending the spire that projects above Most of the roof is gone from the belfry beneath the
the waves, going through the front doorway, or moving upthrust spire. but portions of the walls and their arched
through a hole in the north wall. All areas of the temple
windows remain. A seaweed-tangled staircase descends
are lightly obscured by dim light and sill in the water.
deeper into the flooded tower.
•
<..:11'\l'ff k 8 I H l ST\ l·S
L2. FLOODED TEMPLE
•
Layers of silt cover the stone floor of the main section of
the temple. Tangled mounds of collapsed scaffolding lie
toward the east end of this area. The west side is dom-
inated by a circular pit that stretches from wall to wall,
and that throbs with a dim, unnatural light.
r81
< 11 \I' I 1 I~ 8 I I I I :, I' IS
~
successf ul DC 20 group Charism a (Persuas ion) check. The pit's magic acts as a beacon for negative emo-
If negotiat ions break down or if the characte rs give the tional energy generate d within five miles of it, drawing
aboleths a reason to be paranoid (which is easy to do, wisps of all such energy from the dismal environm ent
given their natural inclinations), these creature s attack. of the Styes. Channel ed through the unholy symbol of
Tharizd un that the kraken bears, that energy acceler-
L3. LANDG RAVE'S PIT ates the kraken's growth and fuels its hostility. Normally
such a beast would take decades to reach maturity,
• • but Sgothga h's magic has reduced that time to mere
The light that fills the pit originate s in the flicker of intri-
months- and now the kraken will reach maturity in only
cate magical sigils that cover its top edge and the upper
a few weeks unless it is destroye d.
twenty feet of its walls. Those sigils are woven into a The magic of the pit can be destroye d with a success-
complex tapestry of magical light, undulatin g and writh· ful casting of dispel magic (DC 19), or by physically de-
ing like an obscene carpet of snakes. Below their pulsing stroying the sigils on the floor of area L3 and the similar
glow, the pit descends into utter darkness .
marks on the top 20 feet of the pit wall. The floor and
the pit each have AC 17; 75 hit points; immunit y tone·
erotic, poison, and psychic damage: and resistan ce to all
Landgra ve's dedicatio n to his mad goal is demonst rated other damage while the magic endures.
by the success of his doomed digging effort. The pit that
opens up inside the temple is hundred s of feet deep and AFTE RMA TH
pitch black below the uppermo st 20 feet. But the crea·
To end the killings that have been plaguing the Styes.
ture that lurks within is much closer than that. the characte rs need only slay Sgothga h. But killing the
The juvenile kra ken (see appendix C) normally lurks
aboleth won't save the Styes from the doom lurking in
several hundred feet down in the pit, but its hunger has
Landgra ve's Folly.
steadily drawn it up higher. Its progress is slow because
If the characte rs don·t destroy the juvenile kraken (or
it must acclimat e to the decreasi ng pressure as it rises.
at least wound it badly enough that it flees, after which
It now lurks 40 feel below the edge of the pit, conceale d
they destroy the magic of the pit), it eventual ly kills the
in the inky-dar k water. lf it senses activity in the water
two squabbling aboleths and begins a reign of terror.
above or al the lip of the pit, it races up and strikes.
The creature starts to systema tically destroy any
Although still immatur e, the kraken is already mon·
ships and fishing boats sailing past Landgra ve's Folly,
strous to behold, with oily, dark green flesh, 20-foot-long
and seeming ly for sport it periodically slithers up to
arms, and a ravenou s mouth lined with hundred s of
the Styes to pluck hapless victims from its sagging
dagger-l ike teeth. Its enormou s eyes are surround ed by
docks. The cultists ofThari zdun are able to foresee the
an aura of red energy, the mark of the power channeled
kraken's strikes and can appease it with sacrifice s, and
into it. The glyph with which Sgothga h branded the
their status in the district quickly improves. Eventua lly,
creature takes the form of a blue-black mark resembl ing
the cult leaders replace the councill ors as rulers of the
the spiral sign of Tharizdu n. The flesh surround ing the
Styes. Defeatin g the kraken and its growing cult be·
spiral is scarred by ulcers and sores: the energy chan-
comes much more difficult at that point, though it could
neled into it sometim es erupts spontane ously and rots
make for an exciting follow-up adventur e.
away its flesh. If the characte rs destroy the kraken, they have done a
The kraken understa nds from Sgothga h's constan t
huge service to all seafarin g folk in the area. though the
whisper ing that it has a great. unknow n destiny. It was
locals might not realize it or apprecia te it at first. Some
content to let Sgothga h serve its needs as it grew, but it
time after the kraken's defeat, the councillors hold a
had already decided to kill the aboleth once Sgothga h's
closed meeting and decide to reward the characte rs:
usefulne ss had run its course. The kraken has no in·
each receives a small teak coffer containi ng pearls and
terest in coopera ting with anyone. Its only fear is dying
other gems worth 3,000 gp. on the conditio n that they
before it becomes monarch of the sea, so if it is reduced
do not speak publicly about their efforts.
to 40 hit points or fewer, it stops fighting and focuses
If any of the aboleths survive, those creature s have
on escape. long memorie s. and are certain to seek revenge against
Writhing S igi/s. The glowing marks that writhe characte rs who wronged them. This is especial ly true
around the pit are a unique magical channel ing device
of Sgothga h. Alternatively, if the characte rs came to an
concocte d by Sgothga h. The two aboleths from the End·
agreeme nt with the aboleths of the Endless Nadir and
less Nadir didn't recogniz e it or understa nd its purpose ,
aided them in their mission, they might be able to call
which led to their hesitatio n about attackin g the kraken.
in a favor in the future. The aboleths ' alien nature, how·
If the characte rs heard Mr. Dory's explanat ion of how
ever, means that their idea of repaying a favor might not
the cultists are incubati ng their spawn in the fear and
necessar ily match that of the characte rs.
misery of the Styes, the players might figure out the
If the kraken escapes. it retreats into the dismal
function of this magical conduit. Otherwi se, a characte r
depths of the sea and grows naturally to maturity. The
who has proficiency in Arcana who studies the glyph for
dire, apocalyp tic events that might be triggered by a gar-
a few minutes and succeed s on a DC 18 Intelligen ce (Ar·
gantuan monstro sity whose mind has been poisoned by
cana) check determi nes its purpose . negative energy and the constan t nightma res ofThari z·
dun are left for you to imagine.
DAMAGE THRESHOLD
ABILITY SCORES
A ship has the six ability scores (Strength, Dexterity, If a ship component has a damage threshold, that
Constitution, Intelligence, Wisdom, and Charisma) and threshold appears after its hit points. A component has
the corresponding modifiers. immunity to all damage unless it takes an amount of
damage that equals or exceeds its threshold, in which
~
SIECE WEAPONS
Some ships are armed with siege weapons, the descri p·
case it takes damage as normal. Damage that fails to by- tions of which are in the "Siege Equipment" sectio n of
pass the threshold is considered superficial and doesn't chapter 8 in the Dungeon Master's Guide. In this appendix,
reduce the component's hit points. the name of a piece of siege equipment appears in bold
with a parenthetical note (DMG, ch. 8), remind ing you
where to find the object's description.
SAMPLE SHIPS
This section provides stat blocks, deck plans, and other
Sails and Oars. The galley has one 120-foot-tall mast
details for some of the most common ships.
with sails to catch the wind and oars on the lower
G A LLEY deck for rowing the vessel.
Galleys are long vessels that rely on sails and sizable EXAMPLE GALLEY CREW
rowing crews to move. These ships can carry siege A galley requires a crew of eighty to properly sail or row
weapons and soldiers to war or transport large amounts the vessel and might carry extra passengers or soldiers.
of cargo for merchants. No matter the ship's purpose, If the characters are guests on a galley, the crew con-
the crew almost always hires extra protection, since gal- sists of the fo llowing creatures, all of which have pro-
leys make large, cargo-rich targets for pirates. ficiency with water vehicles in addition to their normal
A galley has the following features: statistics:
Ceilings. The ceiling of the galley's lower deck is 8 One captain (bandit captain)
feet high. Five other officers: a fi rst mate, a bosun, a quartermas-
Light. Hanging lanterns cast bright light through- ter, a surgeon, and a cook (scouts)
out the ship. • Forty-two sailors (commoners)
Rigging. Rigging on the ship can be climbed without an Twelve siege engineers (guards)
ability check. • Twenty guards
ACTIONS Ranged Weapon Attack: +6 to hit, range 120/480 ft., one tar-
get. Hit: 16 (3d l 0) piercing damage.
On its turn, the gal ley can take 3 actions, choosing from the
options below. It can take only 2 actions if it has fewer than WEAPONS: MANGONELS (2)
forty crew and only 1 action if it has fewer than twenty. It can't
Armor Class 15
take these actions if it has fewer than three crew. Hit Points 100 each
Fire Ballistas. The galley can fire its ballistas (DMG, ch. 8). Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit
Fire Mangonels. The galley can fire its mangonels targets within 60 ft. of it), one target. Hit: 27 (5dl0) bludgeon·
(DMG, ch. 8). ing damage.
Move. The ga lley can use its helm to move with its oars o r
sails. As part of this move, it can use its nava l ram. WEAPON: NAVAL RAM
HULL Armor Class 20
Hit Points 100 (damage threshold 10)
Armor Class 15
Hit Poi nt s 500 (damage threshold 20) The ga ll ey has advantage on all saving throws relating to
crashing when it crashes into a creature or an object. Any
CONTRO L: H ELM damage it ta kes from the crash is applied to the nava l ram
Armor Class 16 rather than to the ship. These benefits don't app ly if another
Hit Point s 50 vessel crashes into the galley.
LOWER DECK
ACTIONS
The cramped lower deck of the galley ship reeks of body
On its turn, the kee lboat can take 2 actions, choosing from odor and has the following features:
the options below. It can take only 1 action ifit has only one
crew. It can't take these actions if it has no crew. Cargo Holds. Cargo holds at the fore and aft of the
lower deck hold crates, barrels, and ammunition se-
Fire Ballista. The keelboat can fi re its ballista (DMG, ch. 8). cured with rope.
Move. The keelboat can use its helm to move wi th its Oar s . Thirty-two benches are built into the deck, each
oars or sails. with a 20-foot-long oar. When the ship is rowed, crew
HULL
members sit on these benches to work the oars. Ten
spare oars hang on the walls.
Armor Class 15
Hit Points 100 (damage threshold 10)
K EELBOAT
CONTROL: HELM One of the smallest sailing vessels, keelboats can be
Armor Class 12 sailed or rowed by a single person. These ships of-
Hit Poi nts SO ten transport small amounts of cargo or passengers.
They're perfect for pleasure cruises, as they're easier
Move up to the speed of one of the ship's movement compo-
and less expensive to operate than larger vessels.
nents, with one 90-degree turn. If the helm is destroyed, the
keelboat can't turn.
A keelboat has the following features:
Light. A hanging lantern or two casts bright light
MOVEMENT: OAR S across the ship.
Armor Class 12 Rigging. Rigging on the ship can be climbed without an
Hit Points 100; -5 ft. speed per 25 damage taken ability check.
Speed (water) 20 ft. Sails . The keelboat has one 10-foot-tall mast with sails.
MOVEMENT: SAILS EXAM PLE KEELBOAT CREW
Armor Class 12 A keelboat requires a single crew member to operate
Hit Points 100; - 5 ft. speed per 20 damage taken smoothly. If the characters are guests on a keelboat. the
Speed (water) 25 ft.; 15 ft. while sailing into the wind; 35 ft. crew consists of a single captain who has the statistics
while sailing with the wind of a bandit captain with proficiency with water vehicles.
WEAPON: BALLISTA KEELBOAT D ECK
Armor Class 15 The deck of the keelboat has the following features:
Hit Points 50
Ballista . A ballista (DMG, ch. 8) is mounted on the fore
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one tar- of the deck. Ten ballista arrows are stacked and se-
get. Hit: 16 (3dl0) piercing damage. cured nearby.
Kee lboats typically include a ballista (DMG, ch. 8) only when Oars. The deck of the ship holds twelve benches and
they are equipped for combat. four 15-foot-long oars. When the ship is rowed, crew
members sit on these benches to work the oars.
LONGSHIP HULL
Garganluan vehicle (70 fl. by 20 fl.) Armor Class 15
Hit Points 300 (damage threshold 15)
Creature Capacity 40 crew, 100 passengers
Cargo Capacity 10 tons CONTROL: HELM
Travel Pace 5 miles per hour (120 miles per day) Armor Class 16
Hit Points 50
STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 17 (+3) 0 0 0 Move up to the speed of one of the ship's movement compo-
nents, with one 90-degree turn. If the he lm is destroyed, the
Damage Immunities poison, psychic longshi p can't turn.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, petrified, M OVE M ENT: OARS
poisoned, prone, stunned, unconscious Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 20 ft. (requires at least 20 crew)
A CTIO NS
On its turn, the longship can take the move action below. It M OVE M EN T: S A ILS
can't take this action if it has no crew. Armor Class 12
Move. The longship ca n use its helm to move with its Hit Points 100; - 10 ft. speed pe r 25 damage ta ken
oa rs or sails. Speed (water) 45 ft. ; 15 ft. while sailing into the wind; 60 ft.
while sailing with t he wind
ROWBOAT ACTIONS
Large vehicle (10 ft. by 5 ft.) On its turn, the rowboat can take the move action below. It
can't take this action if it has no crew.
Creature Capacity 2 crew, 2 passengers
Cargo Capacity 0.25 tons Move. The rowboat can move using its oars.
Travel Pace 3 miles per hour (24 miles per day)
H ULL
STR DEX CON INT WIS CHA Armor Class 11
11 (+O) 8 (-1) 11 (+O) 0 0 0 Hit Points 50
1 0
CD
FORECASTLE QUARTERDECK
MAntDEcK
LOWER DECK
HOLD
A 3. SAILING SHIP
Fire Ballistas. The warship can fire its ballistas (DMG, ch. 8). W EAP ONS : M A N G ONELS (2)
Fire Mangonels. The warship can fire its mangonels
Armor Class 15
(DMG, ch. 8).
H it Points 100 each
Move. The wa rship ca n use its helm to move with its oars or
sails. As part of this move, it can use its naval ram. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can' t hit
targets with in 60 ft. of it), one target. Hit: 27 (SdlO) bludgeon-
H UL L ing damage.
Armor Class 1S
Hit Points 500 (damage threshold 20) N AVA L RAM
Armor Class 20
CON T RO L: H ELM Hit Poi nts 100 (thresho ld 10)
Armor Class 18 The warsh ip has advantage on all saving throws relating to
Hit Points 50 crashing when it crashes into a creature or object. Any dam-
age it takes from the crash is applied to the naval ram rather
than to the ship. These benefits don't apply if another vessel
crashes into the warship.
FORECASTLE QUARTERDECK
MAift DECK
LOWER DECK
.. -
'
HOLD
/),.I: WARSHIP
TRAVEL AT SEA
It's not just pirates and sea monsters that make journeys
on the sea so treacherous. Foul weather, nautical acci-
dents. infested food. illness, and worse all conspire to
send even the most capable crews to watery graves. The
following rules help adjudicate travel al sea, specifically
voyages of an hour or more. This material builds on the
travel rules in the Player's Handbook and the Dungeon
Master's Guide.
TRAVEL PACE
Ships travel at a speed given in their stat blocks. Unlike
with land travel, ships can't choose to move at a faster
pace, though they can choose to go slower.
If a ship's mode of movement takes damage, it might
be slowed. For every decrease of 10 feet in speed, re-
duce the ship's travel pace by I mile per hour and 24
miles per day.
:::=- - - - -
,\1 1l'EN llfX t\ I ()} SHIPS ,\Nil '1111' SI \
200
~
CREW CONFLICT DCs FIRE CHECK RESULTS
DC Description Result Effect
10 Minor scuffle or petty theft Total Success The fire is extinguished with nothing be-
1S Brawl involving several people, theft of a valuable yond cosmetic damage.
20 Large brawl resulting in several injuries, theft of a Success The fire is extinguished, but the hull and
prized item ld3 other random components take 6d6
25 Murder, serious brawl involving most of the crew fire damage.
Failure The hull and 1d3 other random compo·
nents take 6d6 fi re damage, and the fire
CREW CONFLICT CHECKS
continues. Make another set of checks.
Officer Check
Total Failure The crew's quality score dec reases by 1
Captain Charisma (Intimidation) due to injuries, while the hu ll and ld3
First mate Charisma (Intimidation) other random components take 6d6 fire
Cook Intelligence (brewer's supplies) damage. The fire continues. Make another
set of checks.
CREW CONFLICT CHECK RESULTS
Result Effect Foo
Total Success The crew's quality score increases by 1 for Fog on land is usually an inconvenience, but at sea it can
ld4 days and the hazard ends. prove disastrous. Decreased visibility makes navigation
more difficult and can cause a vessel to crash.
Success The hazard ends.
A group check determines how the officers and crew
Failure The crew's quality score decreases by 1.
manage through one day of fog. The check's DC is ran-
Total Failure The crew's quality score decreases by 1, domly determined or chosen from the Fog DCs table.
and the crew immediately mutinies. The captain and quartermaster each make an ability
check, as shown on the Fog Checks table. If no one
FIRE makes the check for a particular officer, a fail ure is con-
A fire at sea can turn a ship into a burned-out hulk, its tributed toward the group check. Also, roll a d20 for the
crew slain or forced overboard. crew, using its quality score as a modifier to the roll, and
If a fire erupts aboard a ship, its officers and crew compare that check to the DC.
must make a group check to coordinate efforts to ex- Determine how many of the group's checks s uc-
tinguish it. The check's DC is randomly determined or ceeded- the officers' and the crew's- then consult the
chosen from the Fire DCs table. The group check rep- Fog Check Results table.
resents 5 minutes of work. The captain, first mate, bo-
sun, and surgeon each make an ability check, as shown FOG DCs
on the Fire Checks table. If no one makes the check Description
DC
for a particular officer, a failure is contributed toward
the group check. Also, roll a d20 for the crew, using its 10 Light fog
quality score as a modifier to the roll, and compare that 15 Moderate fog
check to the DC. 20 Heavy fog
Determine how many of the group's checks suc- 25 Very heavy fog
ceeded- the officers' and the crew's- then consult the
Fire Check Results table. FOG CHECKS
CORAL REEFS
Coral reefs grow all over the ocean floor, though most
are found within depths of less than 150 feet near the
shoreline. Reefs range from a few feet to over 1,000
miles in length and width. These colorful ecosystems that fail have their crew's quality score decreased by 1.
house small fish, crustaceans. and mollusks. As a result, Creatures that fail gain one level of exhaustion. The DC
predators come to reefs looking for prey. for this saving throw is 10 + 1 for every consecutive hour
Uneven and sharp, coral reefs can harm those forced spent fighting the current.
into them. A creature forcibly moved on the reef-with-
out using the creature's action. bonus action. or reac- SUBMERGED I N CURRENTS
tion- takes 3 (1d6) slashing damage per 5 feet of reef When a creature without a swimming speed is sub-
that it is pushed over. merged in a current. the creature must succeed on a
Strength (Athletics) check at the end of its turn or get
CURRENTS pulled l d4 x 5 feet in the direction of the cur rent. The
DC for this check equals 10 + the number of miles per
Ocean water is moved by wind and tides to create con-
hour the current is moving.
stant river-like flows called currents. T idal cur rents are
typically the strongest. They're usually found withi n
DEPTH
50 miles of shore and at depths of less than 300 feet.
T hese currents have a speed of ld6 m iles per hour that The deeper a surface-dwell ing creature travels into the
changes daily. sea, the more hostile the environment becomes. Those
Currents become weaker farther out to sea and venturing into the depths must keep the following natu-
deeper in the ocean. These currents have a speed of ral forces in mind.
ld4 - l miles per hour that changes daily.
I LLUMINATION
CURRENTS AND TRAVEL When it comes to light, the sea is divided into
When a vessel or creature travels in the same direction three layers:
as a current, that current's speed is added to the vessel Sunlight Zone. The sunlight zone extends from the
or creature's travel pace. A creature or vessel traveling water's surface to a depth of 650 feet. This area of the
against a current has that currenfs speed subtracted sea has the same natural illumination conditions as
from the vessel or creature's travel pace. lf this results above the water.
in a negative travel pace. the vessel or creature can Twilight Zone. The twilight zone is between the depths
let the current carry it. Alternatively. the crew of the of 650 and I ,000 feet. When the sunlight zone above
vessel or the creature can fight against the current by is bathed in natural bright light. the twilight zone is
rowing or swimming hard, moving at half the vessel or filled with dim light. lf the sunlight zone is filled with
creature's normal pace. Vessels and creatures fighting dim light or darkness, the twilight zone is dark.
:z against a current must make a Constitution saving Midnight Zone. Any depth below 1.000 feet is consid-
throw at the end of every hour traveled. with a bonus ered the midnight zone. since no natural light from
equal to the crew's quality (if they have crew). Vessels the surface penetrates this deep.
CREATURES IN WHIRLPOOLS
When a creature moves into a whirlpool or starts its
turn there, it must make a Strength (Athletics) check
wi1h a DC determined by the whirlpool's rank. On a
success. the creature can move normally. On a failure.
the creature is immediately moved toward the vortex's
center at the whirlpool's velocity. and the creature is re-
strained by the whirlpool until the start of its next turn.
If the creature reaches the whirlpool's center. the crea-
ture is pulled under the surface and either appears at a
special location (see "Whirlpool Destinations" below) or
plunges a number of feet underwater equal to the whirl-
pool's velocity.
VESSELS IN WHIRLPOOLS
If a vessel starts its turn in a whirlpool with a diameter
greater than the vessel's length, the ship's officers and
crew must make a group check to escape. This group
check works like the special ones made against hazards
(see page 200).
The group check represents 5 minutes of work. The
check's DC is chosen or randomly determined by rolling
a d4 on the Whirlpool Rank table. The captain. first
mate, bosun. and quartermaster each make an ability
check, as shown on the Whirlpool Checks table. If no
one makes the check for a particular officer, a failure is
contributed toward the group check. Also, roll a d20 for
the crew, using its quality score as a modifier to the roll,
and compare that check to the DC.
Determine how many of the group's checks suc-
ENCOUNTERS AT SEA
ceeded- the officers' and the crew's- then consult the The open seas provide endless opportunities for adven-
Whirlpool Check Results table. ture. This section supplies you with a variety of random
tables, perfect for detailing the challenges awaiting your
WHIRLPOOL CHECKS characters on and beneath the waves.
Officer Check
RANDOM ENCOUNTERS
Captain Intelligence (water vehicles)
First mate Charisma (Intimidation) For each day of a voyage, in addition to checking for
hazards, roll a d20. On a 19 or 20. the ship has a ran-
Bosun Strength (carpenter's tools)
dom encounter. If you roll both a hazard and a random
Quartermaster Wisdom (Nature)
encounter, the ship experiences both. They might occur
simultaneously or in an order of your choice.
WHIRLPOOL CHECK RESULTS The levels given on the following tables allow you to
Result Effect scu lpt what dangers the characters face. The low-level
Total Success The vessel uses the whirlpool to its ad - table is useful for when a ship travels in safe waters,
vantage and increases its speed by 20 ft.
while the higher-level ones are suited for primeval wa-
ters, far from well-trafficked sea lanes. The tables also
during its current turn.
allow for encounters with other ships and the discovery
Success The vessel can move normally on its turn.
of mysterious. uncharted islands. Additional tables for
Failure The vessel 1s immediately moved toward further detailing such encounters are included later in
the vortex's center at the whirlpool's ve- this appendix.
locity, and the vessel is restrained by the
whirlpool until the start of its next turn. OPEN WATER ENCOUNTERS (LEVELS 1-4)
Total Failure As a fai lure. Additionally, if the vessel is in dl 00 Encounter
the whirlpool at the start of its next turn,
01-03 3d6 quippers
all checks the vessel makes to determine 04-08 1 swarm of quippers
the whirlpool's effects are made with dis· 09-12 3d10 dolphins (see appendix C)
advantage on that turn. 13-14 1 giant octopus
15-16 ld4 killer whales
WHIRLPOOL D ESTI NAT IO NS
17- 18 ld6 merfolk
While a whirlpool might be a short-lived hazard that
19- 20 ld6 giant sea horses
drags things into the depths, they might also serve as a
21 - 24 ld8 giant crabs
violent passage to another realm. In such cases, things
dragged into a whirlpool are deposited elsewhere, be it 25-28 l d4 reef sharks
through a crack in the scaOoor leading to an Underdark 29 1 hunter shark
ocean or a portal to a different plane of existence. Use 30-34 ld4 sahuagin
the Whirlpool Destinations table to choose or randomly 35-37 1d4 koalinth (see appendix C)
determine where a whirlpool leads. usually to a body of 38-40 A rank 1 whirlpool connected to the Elemental
water in that destination. See chapter 2 of the Dungeon Plane of Water (see "Whirlpools," page 206)
Masters Guide for information about the destinations 41-45 1d4 locathahs (see appendix C)
on other planes. 46-51 1d3 harpies
52-54 2 merrow
WHIRLPOOL DESTINATIONS
55-57 1 sahuagin priestess and 1d4 sahuagin
dl 0 Destination 1 koalinth sergeant and 2d4 koalinth (see appen·
58- 59
1-3 Underdark dix C for both)
4 Elemental Plane of Water 60-62 1 plesiosaurus
5 Elemental Plane of Earth 63- 64 ld3 sea hags
6 Feywild 65-67 1d4 blood hawks
7 Shadowfell 68- 70 1 sahuagin champion (see appendix C)
8 Astral Plane 71-74 1 giant shark
9 Ou ti ands 75 1 young bronze dragon
10 Outer Plane of the DM's choice 76-00 A ship (generated at random)
S HI P N A MES
O PE N WATER ENCOUNTERS ( L EV ELS 11 -20)
d20 Adjective Nou n
dlOO Encounter
1 Beautifu l Adventure
01-03 1 storm giant
2 Bilious Barnacle
04- 07 2d6 giant sharks
3 Bold Brawler
08- 11 1 marid
4 Cold Devil
12-18 1 s ahuagin high priestess and 2d 4 sahuagin
5 Dandy Dragon
champions (see appendix C for both)
6 Dawn Gem
19-25 1 sahuagin baron and ld4 sahu agin blademas-
7 Drunken Flowe r
ters (see appendix C)
8 Fiery jester
26-28 3d6 reef sharks
9 Furious Kra ken
29- 32 2d6 hunter sharks
10 Grinning Leviathan
33- 39 A ra nk 3 wh irlpool connected to the Elemental
11 Intrepid Mermaid
Plane of Water (see "Whirlpools," page 206)
12 jolly Prince
40-43 A rank 4 whirlpool connected to the Elemental
13 Misty Princess
Plane of Water (see "Whirl pools," page 206)
14 Rambunctious Revenge
44-45 ld3 hydras
15 Red Saber
46- 48 ld4 koali nth sergeant (see ap pendix C) and
16 Royal Shark
3d10 koalinth (see appendix C)
17 Salty Tide
49-50 2d4 plesiosauru ses
18 Sinful Treasure
51-53 3d6 merrow
19 Twilight Victo ry
54- 57 l harpy matriarch (see appendix C) and 2d8
harpies 20 Zealous Wanderer
SHIP ATTITUDE
d6 Attitude
1-2 Friendly
3- 4 Neutral
5-6 Hostile
FRIENDLY SH I P
dlOO Race
01 -05 Dragonborn
06-10 Dwarves
11-30 Elves
31-40 Gnomes
41-50 Tieflings
51-60 Halflings
61-00 Humans
GHOST
NEUTRAL SHIP
Ghost ships are incorporeal vessels that carry undead
crews. The crews often died in a grisly manner and have dlOO Race
unfinished business that keeps them tethered to the Ma- 01-05 Dragonborn
terial Plane. They sometimes serve necromancers. but 06-10 Dwarves
more often these crews are beholden to no master. 11-30 L1zardfolk
A ghost ship has the same statistics as a normal ship 31 - 40 Hobgoblins
of its ship type with the following changes: 41-50 Ores
The ship has resistance to the following damage 51 - 60 Halflings
types: acid, fire. lightning, and thunder, as well as 61-00 Humans
bludgeon ing, piercing, and slashing from nonmagi-
cal attacks. HOSTILE SHIP
• The ship is immune to cold, necrotic, poison, and psy-
chic damage. dlOO Race
The ship can move through other creatures and ob- 01-05 Frost giants
jects as if they were difficult terrain. It takes 5 (ldlO) 06- 10 Kobolds
force damage if it ends its turn inside an object. 11-30 Ores
31 - 40 Hobgoblins
Crew members and officers on good and neutral
ghost ships are ghosts. On evil ghost ships, the crew 41-50 Un dead
members are 90 percent sk el etons and zombies (even 51 - 60 Gnolls
mix of each). JO percent are specter s, and the officers 61-00 Humans
are wrai th s.
SHIP DTSPOSfTION
ATTITUDE AND RACE Each ship has a disposition that determines events hap-
Each ship's crew and passengers have an attitude that pening aboard the ship when the characters encounter
guides how they interact with the characters. Friendly it. Choose or roll for a ship's disposition on the Ship
ships seek to trade or share news. neutral ones attack if Disposition table. Each disposition is described after the
they feel threatened and otherwise try to avoid contact. table. If you roll no special disposition. the ship is under
and hostile ones seek to attack and seize the charac- no unusual stress and reacts based on its attitude.
ters' ship.
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A 5. Cove RHF
\l't· r-.1>1x \I rn "HIPS A~ll 111E <;E\
Granny Nightshade and hides from her in the cove, us- The locked chains have AC 19, 50 hit points, and im-
ing the magic of the crystal cave (area C2) to try to stay munity to poison and psychic damage. Auntie Canker
one step ahead of the night hag. The coven has no min- holds the key to the chains. A character who makes
ions but is working on correcting that problem. a successful DC 17 Dexterity check using thieves'
Saltmarsh Story Hook. The presence of the bags tools can pick the lock, freeing Dalixiateara. If freed,
pollutes the water in the cove, killing the fish, which the dragon attacks the hags and rewards the charac-
then wash up on shore. Ferrin Kastilar (see location 29 ters who freed her with a cloak of the manta ray from
in Saltmarsh) offers the characters four potions of water her hoard.
breathing to find and end the source of this pr oblem. Polluted Water. At the end of every hour spent im-
Help from New Friends. If the three sea hags spot mersed in the cove's water. a creature that isn't a hag
the characters. they approach in the guise of three must succeed on a Constitution saving throw or become
merfolk named Ranna, Caulau, and Vira. who claim poisoned for I hour. The DC for this saving throw
that the rest of their tribe was killed by the minions of equals 10 +the number of continuous hours spent in the
Granny Nightshade. They try to convince the charac- cove's water. If the hags die or leave the cove. this effect
ters to attack the night hag's fortress. A character who ends 1d10 days later.
makes a successful Wisdom (Insight) check contested
by the hags' Charisma (Deception) checks discerns that ELKAHRAAL
the "merfolk" aren't telling the truth about their tribe. If Elkahraal is a marid in search of skilled and accom-
called out on their lies, the hags reveal their true nature plished slaves to help him rob Favnahva, a rival genie
and ask for the characters' help in overthrowing Granny who has a larger treasure hoard than Elkahraal does.
Nightshade. They agree to give the characters a share of The marid knows the history of the cove and believes
the night hag's treasure when they depose her. that his schemes can attract adventurers to the area for
If the characters attack, the hags fight back until one him to kidnap.
of them falls, and then the other two Ree. Saltmarsh Story Hook. Fishers in the area report
Dalixiateara. Recently the hags captured a female seeing tendrils made of water rise out of the sea and
young bronze dragon named Dalixiateara. The dragon crash onto their boats. So far only minor damage has
is chained to the side of the gorge (area C7) at a depth of been caused, but rumors about these incidents have
1,200 feet. muzzled, and restrained. The hags are trying spread wildly and the local fishing crews are spooked.
to break the dragon's mind to force it to serve them but Keledek the Unspoken (see location 6 in chapter 1)
have had no luck so far. promises the characters a cap of water breathing if
they can discover what the shapes are and report
back to him.
Elkahraal's Test. When the characters first arrive
at the cove, Elkahraal, a marid, casts invisibility and
tongues. Elkahraal has a water elemental servant that
forms the shape of an aboleth above the surface of the
water. and the genie speaks to the characters as if he is
the ghost of Ogrorlo, saying, "Find my remains and my
pearls in one hour or I will destroy Saltmarsh!"
If the characters don't find Ogrorlo's remains (see area
C4) and his pearls (see area C7), Elkahraal sends the
water elemental to terrorize Saltmarsh. The elemental
attacks until it is destroyed, while Elkahraal hopes to
draw smarter, stronger heroes out to the cove.
If the characters find Ogrorlo's remains and the
pearls. Elkahraal and his warer elemental attack. His
plan is to knock as many adventurers as possible uncon-
scious and then use plane shift to bring them back to the
Plane of Water. Elkahraal fights until reduced to 80 hit
points and then flees, while the elemental fights until it
is destroyed.
1 square =5 feet
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222
staff and, remaining undetected, escaped the ship and
returned to Keledek with its prize.
Finding the Staff. If the characters search the crew
quarters (ar ea MS), they find an important piece of
evidence among the debris: the moldy remains of what
was once an ornate wooden case meant to hold a staff.
Where the head of the staff would rest, the outside of the
case is sculpted in the image of a beholder.
Jf the characters take this knowledge (or the item it·
self) back to Saltmarsh and ask around, someone who
makes a successful DC 14 Charisma (Investigation)
check finds out that Keledek has been sporting a new
staff recently- and the head of the staff is a miniature
sculpture of a beholder. If Keledek is confronted about
the item, a successful DC 15 Charisma (Intimidation
or Persuasion) check convinces Keledek to give the
staff to the characters so that they can return it to its
rightful owner.
If the staff is given back to Xalatamos, he stops
harassi ng the fishers and hides the staff in a more se-
cure location.
WARTHALKEEL RUINS
Centuries ago, Warthalkeel was a settlement built on
a seaside cliff. Its people worshiped a kraken named
Vaalastroth. The kraken would visit the town once every
decade, giving orders and taking treasure as tribute
from the people before descending into the deep to
slumber. Malek Trandence. a priest of Procan, visited
Warthalkeel and persuaded the people to worship the
god of the sea. When Vaalastroth next returned, the
kraken was furious at the people's betrayal. Vaalastroth
broke the cliff beneath Warthalkeel. sending the town
into the water. Rumors of hidden treasure and strange
magic in the town's ruins sometimes attract explorers
into the depths.
WARTHALKEEL FEATURES
The ruins ofWarthalkeel have the following features:
Ceilings. The ceilings in enclosed buildings are
10 feet high, with 8-foot-high doorways between
the chambers.
Depth. The seafloor on which the ruins sit is at a depth
of 100 feet. The depth of ledges below the surface
of the water and the height of those above are noted
on mapA.7.
Light. Areas exposed to the outside are brightly lit by
the sun during the day and dimly lit by the moon at
night. Enclosed areas have no light sources.
S tructure. The ruins are made of stone. A door or a
5-foot-cubic section of wall, ceiling, or floor has AC
17. 27 hit points, and immunity to poison and psy·
chic damage.
Submerged. The ruins are filled with seawater.
WARTHALKEEL AREAS
The following areas are keyed to map A.7.
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-
s hip 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
est part of the trench. The house of Procan was erected to replace the Temple
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 re ligion 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. R eflection Chamber. A glass fish tank over-
jects table. grown with kelp s tands on the east wa ll. 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
Object
creature that disturbs it.
dlO
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).
6 A rusty tool, weapon, or armor W6d. Priest 's Room. Broken wood furniture and
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 a mong 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 s keletons 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.
s uccessful DC 25 Dexterity check using thieves' tool or
W7a. Entry Chapel. The chapel's floor, walls,
force the door open with a s uccessful 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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AMPHIS BAENA
Found in Danger at Dunwater, these strange reptiles
have a head at either end of their serpentine bodies,
each one equipped with venomous fangs. To move, an
amphisbaena uses one head to grip the neck of its other
head, forming a hoop that rolls over the ground.
ASSASSIN V I NE
An assassin vine is an ambulatory plant that collects its
fertilizer by grabbing and crushing prey and depositing
the carcasses near its roots. It usually stays put unless
it needs to seek out prey. A mature plant consists of a
main vine, about 20 feet long. Smaller vines up to 5 feet
long branch from the main vine every 6 inches. In late
summer, the secondary vines produce bunches of small
fruits that resemble wild grapes. The fruit is tough and ASSASSIN VINE
has a hearty but bitter flavor. Large plant, unaligned
A subterranean variant grows near hot springs, volca-
Armor Class 13 (natural armor)
nic vents, and other sources of heat. An assassin vine
Hit Points 85 (lOdlO + 30)
growing underground usually generates enough offal to Speed 5 ft., climb 5 ft .
support a thriving colony of mushrooms and other fungi,
which spring up around the plant and help conceal it. STR DEX CON INT WIS CHA
18 (+ 4) 10 (+O) 16 (+3) 1 (- 5) 10 (+O) 1 (- 5)
AMPHISBAENA Damage Resistances cold, fire
Medium monstrosity, unaligned Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Armor Class 14 Languages-
Hit Points 11 (2d8 + 2) Challenge 3 (700 XP)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA False Appearance. While the assassin vine remains motionless,
14 (+2) 18 (+4) 12 (+l) 3 (-4) 10 (+O) 3 (-4) it is indistinguishable from a normal plant.
BODAK
A bodak numbers among the numerous undead guard-
ians in isle of the Abbey. These soulless terrors, each
one risen from the remains of someone who rever ed
Orcus, Lord of the Undead. exist on ly to spread furth er
suffering and death.
,
BODAK
Medium undead, chaotic: evil
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting Death Gaze. When a creature that can see the bodak's eyes
ability is Charisma (spell save DC 12, +4 to hit with spell at- starts its turn within 30 feet of the bodak, the bodak can force
tacks). It has the following bard spells prepared: it to make a DC 13 Constitution saving throw ifthe bodak isn't
incapacitated and can see the creature. If the saving throw fai ls
Cantrips (at will): friends, mage hand, vicious mockery by 5 or more, the creature is reduced to 0 hit points, unless it
1st level (4 slots): charm person, healing word, heroism, sleep, is immune to the frightened condition. Otherwise, a creature
thunderwave takes 16 (3d10) psychic damage on a failed save.
2nd level (3 slots): invisibility, shatter Unless surprised, a creature can avert its eyes to avoid the
Song of Rest. The bard can perform a song while taking a short saving throw at the start of its turn. If the creature does so, it
rest. Any ally who hears the song regains an extra 1d6 hit points has disadvantage on attack rolls against the bodak until the
if it spends any Hit Dice to regain hit points at t he end of that start of its next turn. If the creature looks at the bodak in the
rest. The bard can confer this benefit on itself as well. meantime, it must immediately make the saving throw.
Taunt (2/Day). The bard can use a bonus action on its turn to Sunlight Hypersensitivity. The bodak takes 5 radiant damage
target one creature within 30 feet of it. If the target can hear when it starts its turn in sunlight. While in sunlight, it has dis·
the bard, the target must succeed on a DC 12 Charisma saving advantage on attack rolls and ability checks.
throw or have disadvantage on ability checks. attack rolls, and
saving throws until the start of the bard's next turn. ACTION S
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
ACTIONS 4 (ld4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Withering Gaze. One creature that the bodak can see within 60
target. Hit: 5 (ld6 + 2) piercing damage.
feet of it must make a DC 13 Constitution saving throw, taking
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/ 320 ft., 22 (4d10) necrotic damage on a failed save, or half as much
one target. Hit: 5 (ld6 + 2) piercing damage. damage on a successful one.
BULLYWUG ROYAL
The largest and most intelligent bullywugs invariably
BULLYWUG CROAKER end up leading their kind. These sneering specimens
Some bullywugs are born with the ability to weave dress in robes made from leather. rough cloth. and bits
magic into their songs. These rare specimens are raised of marsh plants. As seen in Danger at Dunwater, a bully-
in protected enclaves where they are taught to use their wug royal is often accompanied by and mounted astride
magic to both heal and harm. As demonstrated in Dan- a giant toad.
ger at Dunwater. they are among the most pompous of
bullywugs.
BULLYWUG ROYAL
Medium humanoid (bullywug). neutral evil
B U LLYWUG CROAKER
Medium humanoid (bullywug). neutral evil Armor Class 15 (hide armor, shield)
Hit Points 52 (8d8 + 16)
Armor Class 15 (hide armor, shield) Speed 20 ft., swim 40 ft.
Hit Points 33 (6d8 + 6)
Speed 20 ft. , swim 40 ft. STR DEX CON INT WIS CHA
16 (+3) 12 (+l) 14 (+2) 10 (+O) 11 (+O) 14 (+2)
STR DEX CON INT WIS CHA
14 (+2) 12 (+l ) 12 (+l ) 7 (-2) 15 (+2) 10 {+O) Saving Throws Str +5, Dex +3
Skills Athletics +5, Intimidation +4, Stealth +3
Saving Throws Con +3 Senses passive Perception 10
Skills Perception +4, Stealth +3 Languages Bullywug
Senses passive Perception 14 Challenge 3 (700 XP)
Languages Bullywug
Challenge 2 (450 XP) Amphibious. The royal can breathe air and water.
Brute. A me lee weapon deals one extra die of its damage when
Amphibious. The croaker can breathe air and water.
the royal hits with it (included in the attack).
Speak with Frogs and Toads. The croaker can communicate
Frog Rider. The royal has advantage on melee attacks made
simple concepts to frogs and toads whe n it speaks in Bullywug.
while riding a frog mount.
Standing Leap. The croaker's long iump is up to 20 feet and its
Speak with Frogs and Toads. The royal can communicate sim·
high jump is up to 10 feet, with or without a running sta rt.
pie concepts to frogs and toads whe n it speaks in Bullywug.
Swamp Camouflage. The croaker has advantage on Dexterity
Standing Leap. The royal's lo ng jum p is up to 20 feet and its
(Stealth) checks made to hide in swampy te rrai n.
high jump is up to 10 feet, with or without a runn ing start.
ACTIONS Swamp Camouflage. The roya l has advantage on Dexterity
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or (Stealth) checks made to hide in swampy te rrain.
ra nge 20/60 ft. , one ta rget. Hit: 5 (ld6 + 2) piercing damage, or
6 (ld8 + 2) piercing damage if used with two hands to make a ACTIONS
melee attack. Mu/tiattack. The royal makes two attacks: one with its royal
spear and one with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage. Royal Spear. Me/ee or Ranged Weapon Attack: +5 to hit, reach
10 ft. or range 20/60 ft. , one target. Hit: 10 (2d6 + 3) piercing
Claaar-pat (3/Day). The croaker sings a song of marshy doom.
damage, or 12 (2d8 + 3) piercing damage if used with two
Each chosen creature within 30 feet of the croaker that can hear
hands to make a melee attack. If the target is a Medium or
the song must make a DC 12 Wisdom saving throw. taking 9
smaller creature, it must succeed on a DC 13 Strength saving
(2d8) psychic damage on a fa11ed save. or half as much damage
throw or be knocked prone.
on a successful one. A creature that fails this saving throw also
has disadvantage on Constitution saving throws until the end Bite. Melee Weapon Attack: +5 to hit, reach S ft., one target.
of its next turn. Hit: 6 (ld6 + 3) piercing damage.
Rooooo-glog (1/Day). The croaker sings an ode to an elder Croaked Decree (1/Day). The royal makes a loud pronounce·
froghemoth. Each bullywug within 30 feet of the croaker that me nt. Each bullywug within 60 feet of the roya l that can hear
can hear the song gains 10 temporary hit points. the pronouncement has advantage on its next attack roll.
Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach A CTIONS
5 ft., one creature. Hit: 6 (ld4 + 4) piercing damage. Multiatt ack. The drowned ascetic makes three un·
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, armed strikes.
reach 5 ft.. one target. Hit: 7 (ld6 + 4) slashing damage. Unarmed Strike. Melee Weapon Attack: +S to hit, reach 5 ft.,
Psychic Screech (Hybrid Form Only; Recharges after a Short one target. Hit: 7 (ld8 + 3) bludgeoning damage, and the target
or Long Rest). The deep scion emits a terrible scream audible must succeed on a DC 12 Constitution saving throw or contract
within 300 feet. Creatures within 30 feet of the deep scion must bluerot (see the" Bluerot" sidebar).
succeed on a DC 13 Wisdom saving throw or be stunned until
the end of the deep scion's next turn. In water, the psychic REAC TIONS
screech also telepathically transmits the deep scion's memo· Dexterous Target. The drowned ascetic adds 3 to its AC against
ries of the last 24 hours to its master, regardless of distance, so one ranged attack that would hit it. To do so, the drowned as·
long as it and its master are 1n the same body of water. cetic must see the attacker.
D ROWNED B LADE Bound Together. The drowned master shares its mind with
Medium undead, chootic evil every other drowned one within l mile of it, and can commu-
nicate its thoughts and observations to them instantaneously
Armor Class 10 (leather armor) and without limitation.
Hit Points 45 (6d8 + 18)
Speed 30 ft. Cold Aura. At the start of each of the drowned master's turns,
each creature within 5 feet of it takes 5 (ldl O) cold damage. A
STR DEX CO N INT WIS CHA creature that touches the drowned master or hits it with a me·
16 (+3) 8 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3) lee attack while within S feet of it takes 5 (l dlO) cold damage.
Damage Immu nities poison Undead Fortitude. If damage reduces the drowned master to 0
Condition Immunities poisoned hit points, it must make a Constitution saving throw with a DC
Senses darkvision 60 ft., passive Perception 9 of 5 +the damage taken, unless the damage is radiant or from
Languages understands the languages 1t knew in life but can't a critical hit. On a success. the drowned master drops to l hit
speak point instead.
Challenge 2 (450 XP)
ACTIONS
Bottom Treader. The drowned blade cannot swim, and it sinks Multiattack. The drowned master makes two attacks: one with
to the bottom of any body of water. It takes no penalties to its its greatsword and one with its Life-Draining Tentacle.
movement or attacks underwater. It is immune to the effects of
being underwater at a depth greater than 100 feet. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage plus 14 (4d6) cold
Bound Together. The drowned blade shares its mind with every damage, and the target must succeed on a DC 12 Constitution
other drowned one within l mile of it, and can communicate its saving throw or contract blue rot (see the" Bluerot" sidebar).
thoughts and observations to them instantaneously and with·
out limitation. Life- Draining Tentacle. Melee Weapon Attack: +7 to hit, reach
15 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target
Undead Fortitude. If damage reduces the drowned blade to 0 must succeed on a DC 15 Constitution saving throw or have its
hit points, it must make a Constitution saving throw with a DC hit point maximum reduced by an amount equal to the damage
of 5 +the damage taken, unless the damage is radiant or from taken. The target dies if this effect reduces its hit point maxi·
a critical hit. On a success, the drowned blade dro ps to l hit mum to 0. This reduction lasts until the target finishes a long
point instead. rest. On a fa iled save, the target also contracts bluerot (see the
"Bluerot" sidebar).
ACTIONS
Necrotic Ink (Recharge 5- 6). The drowned master discharges
Multiattack. The drowned blade makes two rusted long·
foul ink in front of itself in a JO.foot cone. Each creature caught
sword attacks.
1n the ink must make a DC 15 Constitution saving throw, taking
Rusted Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 27 (6d8) necrotic damage on a failed save or half as much dam-
one target. Hit: 7 (ld8 + 3) slashing damage, and the target age on a successful one. A creature that fails this saving throw
must succeed on a DC 12 Constitution saving throw or contract 1s blinded until the end of its next turn and contracts bluerot
bluerot (see the "Bluerot" sidebar). (see the "Bluerot" sidebar).
J UVEN I LE K RAKEN
l lidden in a deep, dark underwater pit near the Styes,
this creature bears the mark of th e dark god Thariz-
dun's madness. B ecoming more independent every day.
it dreams of freeing itself from its aboleth tenders and
wreaking its own foul will upon the seas.
KO A LI NTH
The koalinth, found in Danger at Dunwater. are martial
and aggressive aquatic hobgoblins, with brightly colored
faces and functional gills. They are known for their fe-
rocity, and for their hatred of elves.
KRAKEN PRIEST
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft. KYSH
Medium humanoid (triton), lawful good
STR DEX CON INT WIS CHA
12 {+l) 10 {+0) 16 (+3) 10 (+O) 15 {+2) 14 (+2) Armor Class 13
Hit Points 27 (Sd8 + 5)
Skills Perception +S Speed 30 ft., swim 30 ft.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks STR DEX CON INT WIS CHA
Senses passive Perception 15 14 (+2) 16 (+3) 12 (+l) 10 (+O) 13 (+l) 14 (+2)
Languages any two languages
Challenge 5 (1,800 XP) Skills Persuasion +4, Survival +3
Senses darkv ision 60 ft .. passive Perception 11
Languages Common, Primordial
Amphibious. The priest can breathe ai r and water. Challenge 1 (200 XP)
Innate Spellcasting. The priest's spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell attacks). It can innately Amphibious. Kysh can breathe air and water.
cast t he fo llowing spells, requiring no material components: Emissary ofthe Sea. Kysh can communicate simple ideas with
At will: command, create or destroy water amphibious an d water-breathing beasts. They understand
3/day each: control water, darkness , water breathing, water walk the meaning of his words, but he cannot understand them
l/ day each: call lightning, Evard's black tentacles in retu rn.
A CTI ON S
Innate Spel/casting. Kys h's spellcasting abi lity is Charisma
(spell save DC 12, +4 to hit with spell attacks) . He can cast the
Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one following spell, requiring only verbal components:
creature. Hit: 27 (5d10) thunder damage.
1/day: fog cloud
Voice ofthe Kraken (Recharges after a Short or Long Rest). A
kraken speaks th rough the priest with a thunderous voice au- ACTIO N S
dible within 300 feet. Creatures of the priest 's choice that can
Multiattack. Kysh makes two melee attacks with his spear.
hear the kraken's words (which are spoke n in Abyssal, Infe rnal,
or Primordial) must succeed on a DC 14 Charisma saving throw Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft . or
or be frightened for l minute. A frightened t arget can repeat range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
the saving t hrow at the end of each of it s turns, endi ng t he ef- 6 (ld8 + 2) pie rcing damage if used with two hands to make a
fect on itself on a success. melee attack.
LIVING IRON STATUE
Medium constrnct, unaligned
LIZARDFOLK SUBCHIEF
The lizard folk subchief (seen in Danger at Dunwater)
is a devout priest of Semuanya, pursuing the worship
of its god in a manner similar to a cleric. It wields a
dagger crafted of a massive crocodile tooth blessed by
Semuanya, representing the subchief's prowess in both LIZARDFOLK SUBCHIEF
battle and piety. Medium humanoid (lizardfolk), neutral
A CTIONS Cantrips (at will): light, sacred flame, spare the dying,
thaumaturgy
Multiattack. The scaleshield makes two melee attacks, each 1st level (4 slots): command, guiding bolt, purify food and drink
one with a different weapon. 2nd level (3 slots): hold person, lesser restoration, silence
3rd level (2 slots): bestow curse, dispel magic
Morningstar. Melee Weapon Attack: +4 to hit, reach S ft., one
target. Hit: 6 (ld8 + 2) piercing damage.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Tooth Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit: 5 (ld6 + 2) piercing damage. target. Hit: 4 (ld4 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft. , o ne jaws ofSemuanya (Recharge 5- 6). The subchiefinvokes the
target. Hit: 5 (ld6 + 2) piercing damage. primal magic ofSemuanya, summoning a spectral maw a round
a target it can see withi n 60 feet of it. The target must make a
REACTION S DC 13 Dexteri ty saving throw, tak ing 22 (Sd8) piercing damage
Shield Block. If an ally within 5 feet of the scaleshield is hit on a fai led save, or half as muc h damage on a successful one. A
by an attack, the scaleshield can reduce that attack's dam- creature that fa ils this saving throw is also frighte ned until the
age by ha lf. end of its next turn.
•r
MAW D EMON Limited Amphibiousness. The hunter can breathe air and water,
but it needs to be submerged at least once every 4 hours to
A quartet of squat fiends-all mouth and malice-turn avoid suffocating.
their bottomless hunger 10 Lolth's servants in Salvage
Operation. Infamous for their ceaseless hunger for car- A CTIO NS
nage and mortal flesh , these fiends devour all in their Multiattack. The hunter makes two attacks with its enven-
paths. After a maw demon rests for 8 hours. anything omed crossbow.
it has devoured is transported to the Abyss for further
digestion of a different sort. Envenomed Crossbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and
the ta rget must succeed on a DC 12 Constitution saving throw
LOCATHAH or be poisoned until the end of its next turn.
Medium humanoid (locathoh), neutral
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Armor Class 13 (natural armor) Hit: 4 (ld6 + l) bludgeoning damage.
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft.
A CTIONS
Rampage. When it reduces a creature to 0 hit points with a me-
Multiattack. The locathah makes two melee attacks with lee attack on its turn, the maw demon can take a bonus action
its spear. to move up to half its speed and make a bite attack.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
ACTI ONS
range 20/60 ft., one target. Hit: 4 (ld6 + l) piercing damage, or
5 (ld8 + l) piercing damage if used with two hands to make a Bite. Melee Weapon Attack: +4 to hit, reach S ft. , one target.
melee attack. Hit: 11 (2d8 + 2) piercing damage.
MAW OF SEKOLAH
Huge monstrosity, neutral evil
Tail Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., one Saving Throws Dex +4
target. Hit: 9 (ld8 + 5) bludgeoning damage. Skills Athletics +3, Pe rception +2
Senses passive Perception 12
LEGENDARY AC TI ON S Languages Aquan, Common
The maw ofSekolah can take 3 legendary actions, choosing Challenge l (200 XP)
from the options below. Only one legendary act ion option can
be used at a time and only at the end of another creature's Amphibious. The salvager can breathe air and water.
turn. The maw regains spent legenda ry actions at the start
of its turn. A CTIO NS
Mu/tiattack. The salvager makes two attacks with its
Detect. The maw of Sekolah makes a Wisdom (Percep-
coral rapier.
tion) check.
Speed ofSekolah. The maw of Sekolah moves up to its speed. Coral Rapier. Me/ee Attack: +4 to hit, reach 5 ft., one target. Hit:
Feed (Costs 2 Actions). The ferociou s spirit of Sekolah flashes 6 (ld8 + 2) piercing damage.
through the water, tearing through the foes of the maw of Se-
kolah. Each creature of the maw's choosing within 60 feet of Inject Toxin (2/ Day). Melee Attack: +4 to hit, reach S ft., one
it must make a DC 16 Dexterity saving throw, taking 7 (2d6) target. Hit: 6 (ld8 + 2) piercing damage, and the creature must
slashing damage on a failed save, or half as much damage on succeed on a DC 12 Constitution saving throw or be paralyzed
a successful one. until the end of its next turn.
STATUE Keen Sight and Smell. The peryton has advantage on Wisdom
Large construct, unaligned (Perception) checks that re ly on sight or smell.
MR. DORY
Medium aberration, chaotic evil
PIRATE CAPTAIN
PIRATE CAPTAIN
Pirate captains spend their lives at sea, earning and Medium humanoid (any race), any alignment
keeping command through blood and daring. A cap-
tain's impressive sword work and biting words inspire Armor Class 14 {studded leather)
both confidence and fear in a ship's crew. Sigurd "Snake Hit Points 45 (7d8 + 14)
Eyes" is the pirate captain who leads a gang of smug- Speed 30 ft.
glers in The Sinister Secret of Saltmarsh.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+O) 10 (+O) 14 (+2)
PIRATE BOSUN
Medium humano;d (any race). any alignment Skills Athletics +5, Intimidation +4
Senses passive Perception 10
Armor Class 12 (studded leather) Languages any one language {usually Common)
Hit Points 27 (5d8 + 5) Challenge 2 (450 XP)
Speed 30 ft.
Flourish. The captain adds its Charisma modifier to the damage
STR DEX CON INT WIS CHA ro ll for its longsword attacks (included in the attack).
16 (+3) 11 (+O) 13 (+1) 11 (+O) 10 (+0) 13 (+1)
Sea Legs. The captain has advantage on ability checks and sav-
Skills Athletics +5, Intimidation +3 ing throws to resist being knocked prone.
Senses passive Perception 10
Languages any one language (usuall y Common) ACTIONS
Challenge 1/2 (100 XP) Mu/tiattack. The captain makes two attacks: one with its hand
crossbow and one with its longsword.
Cargo Hauler. The bosun has advantage on Strength checks.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
Sea Legs. The bosun has advantage on ability checks and sav- ft., one target. Hit: S (ld6 + 2) piercing damage.
ing throws to resist being knocked prone.
Longsword. Melee Weapon Attack: +S to hit, reach 5 ft., one tar-
ACTIONS get. Hit: 9 (l d8 + S) slashing damage, or 10 (ldlO + 5) slashing
damage if used with two hands.
Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft. , one target. Hit: 5 (1d4 + 3) bludgeon· REACTIONS
ing damage.
Shape Up, Ye Dog (2/day). Whenever a friend ly creature within
Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 30 feet of the captain that can hear it misses with an attack, the
Hit: 7 (l d8 + 3) piercing damage, and the target is gra ppled captain can yell perilous threats to allow that creature to reroll
(escape DC 13). the attack roll.
Priests of the Rip Tide cull gather in secret cabals to Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
perform dark rituals that glorify Olhydra. the elemental get. Hit: 6 (ld8 + 2) slashing damage, or 7 (ldlO + 2) slashing
Princess of Evil Water. as the embodiment of water's de- damage if used with two hands. If the target is a creature, the
first mate can choose to deal no damage with the attack to dis-
structiveness. They believe that using water to kill their
arm the target. The target must succeed on a DC 14 Strength
enemies. such as through ritual drowning. earns chem
saving throw or drop one item it 1s holding on the ground.
Olhydra's favor.
ACTIONS ACTIONS
Quarterstaff. Melee Weapon Attack: +2 to hit, reach S ft., one Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft .. one
target. Hit: 3 (l d6) bludgeoning damage. target. Hit: 6 (ld8 + 2) bludgeoning damage.
SAHUAGIN CHAMPION Limited Amphibiousness. The champion can breathe air and
Medium humanoid (sahuagin), lawful evil water, but it needs to be submerged at least once every 4 hours
to avoid suffocating.
Armor Class 16 (natural armor) Shark Telepathy. The champion can magically command any
Hit Points 71 (13d8 + 13) shark within 120 feet of it, using a limited telepathy.
Speed 30 ft. , swim 40 ft.
ACTIONS
STR DEX CON INT WIS CHA
16 (+3) Multiattack. The champion makes three attacks with its spear,
14 (+2) 12 (+l) 12 (+l) 13 (+1) 9 {- 1)
or one attack with its bite and two with its claws.
Skills Perception +S Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Senses darkvision 120 ft., passive Perception 15 range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or
languages Sahuagin 7 (ld8 + 3) piercing damage if used with two hands to make a
Challenge 3 (700 XP) melee attack.
Blood Frenzy. The champion has advantage on melee attack Bite. Melee Weapon Attack: +5 to hit, reach S ft. , one target.
rolls against any creature that doesn't have all its hit points. Hit: 5 (ld4 + 3) piercing damage.
Claws. Me/ee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) slashing damage.
SAHUAGIN CORAL SMASHER Limited Amphibiousness. The coral smasher can breathe air
Medium humanoid (sahuagin), lawful evil and water, but it needs to be submerged at least once every 4
hours to avoid suffocating.
Armor Class 14 (natural armor) Sh ark Telepathy. The coral smasher can magically command
Hit Points 33 (6d8 + 6) any shark within 120 feet of 1t, using a li mited telepathy.
Speed 30 ft., swim 40 ft.
Siege Monster. The coral smasher deals double damage to ob·
STR DEX CON INT WIS CHA jects and structures.
16 (+3) 12 (+1) 12 (+l) 12 (+l) 13 (+l) 9 {- 1)
ACTIONS
Skills Perception +5 Multiattack. The coral smasher makes two attacks with its war·
Senses darkvision 120 ft .. passive Perception 15 hammer, or one attack with its bite and one with its claws.
Languages Sahuagin
Challenge 1 (200 XP) Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft. , one
target. Hit: 7 (ld8 + 3) bludgeoning damage.
Blood Frenzy. The coral smasher has advantage on melee Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
attack rolls against any creature that doesn't have all its
Hit: 5 (ld4 + 3) piercing damage.
hit points.
Claws. Melee Weapon Attack: +5 to hit, reach S ft., one target.
Hit: 5 (ld4 + 3) slashing damage.
Lure. The deep diver can cause its lure to light up or darken at
SAHUAGIN DEEP DIVER will. While the lure is lit, the deep diver sheds bright light in
Medium humanoid (sahuagin), lawful evil
a 30-foot radius centered on itself and dim light for an addi-
tional 20 feet.
Armor Class 15 (natural armor)
Hit Points 91 (14d8"' 28) Shark Telepat hy. The deep diver can magically command any
Speed 30 ft., swim 40 ft. shark within 120 feet of it, using a limited telepathy.
STR DEX CON INT WIS CHA Swarm. The swarm can occupy another creature's space and
9 (-1) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 3 (-4) vice versa, and it can move through any opening large enough
for a Tiny creature. The swarm can't regain hit points or gain
Damage Resistances bludgeoning, piercing, slashing temporary hit points.
Condition Immunities charmed, frightened, grappled, Water Breathing. The swarm can breathe only underwater.
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 10 A CT I ONS
Languages -
Challenge 3 (700 XP) Bites. Melee Weapon Attack: +6 to hit, reach 0 ft .. one creature
in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage ifthe swarm has half of its hit points or fewer.
SAHUAGIN HIGH PRIESTESS
A sahuagin high priestess is the most devout and fero-
cious of all Sekolah's worshipers. Armed with a staff
SAHUAGIN WAVE SHAPER
Medium humanoid (sahuagin), lawful evil
studded with jagged shark's teeth, she can be seen lead-
ing dark rituals in The Final Enemy. Armor Class 14 (na_tural armor)
Hit Points 60 (lld8 + 11)
SAHUAGIN WAVE SHAPER Speed 30 ft., swim 40 ft.
These hunched and twisted sahuagin sacrifice their
bodies to the mutating magic of Sekolah. Wave shapers STR DEX CON INT WIS CHA
10 (+O) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 12 (+1)
add elemental magic to sahuagin armed forces (as seen
in The Final Enemy) and delight in creating destructive
Saving Throws Int +6
whirlpools.
Skills Arcana +6, Intimidation +4, Perception +5
Senses darkvision 120 ft., passive Perception 15
SAHUAGIN HIGH PRIESTESS Languages Sahuagin
Medium humanoid (sahuagin), lawful evil Challenge S (1,800 XP)
Armor Class 14 (natural armor) Blood Frenzy. The wave sha per has advantage on me lee attack
Hit Points 71 (lld8 + 22) rolls against any creature that doesn't have all its hit points.
Speed 30 ft., swim 40 ft. Limited Amphibiousness. The wave shaper can breathe air and
water, but it needs to be submerged at least once every 4 hours
STR DEX CON INT WIS CHA to avoid suffocating.
14 (+2) 12 (+l) 14 (+2) 12 (+l) 16 (+3) 10 (+OJ
Shark Telepathy. The wave shaper can magically command any
Saving Throws Wis +6 shark with in 120 feet of it, using a limited telepathy.
Skills Insight +6, Perception +6
Senses darkvision 120 ft., passive Perception 16 Innate Spellcasting. The wave shaper's spellcasting ability is
Languages Sahuagin Intelligence (spell save DC 14, +6 to hit with spell attacks). It
Challenge 5 (l ,800 XP) can cast the following spells, requiring only verbal components:
At will: message
Blood Frenzy. The high priestess has advantage on melee 1/day: comprehend languages
attack rolls against any creature that doesn't have all its
hit poi nts. ACTIONS
Limited Amphibiousness. The high priestess can breathe air Multiattack. The wave shaper makes two attacks: one with its
and water, but she needs to be submerged at least once every 4 bite and one with its claws.
hours to avoid suffocating. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Shark Telepathy. The high priestess can magically command Hit: 10 (2d8 + 1) piercing damage plus l3 (3d8) cold damage.
any shark within 120 feet of her, using a limited telepathy. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Spellcasting. The high priestess is a 7th-level spellcaste r. Her Hit: 10 (2d8 + 1) slas hing damage plus 13 (3d8) cold damage.
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with Whirlpool (1/day). The wave shaper targets a body of water at
spell attacks). She has the following cleric spells prepared: least 50 feet square and 25 feet deep, causing a whirlpool to
Cantrips (at will): guidance, mending, resistance, thaumaturgy form in the center of the area. The whirlpool forms a vortex
l st level (4 slots): bless, detect magic, guiding bolt that is 5 feet wide at the base, up to 50 feet wide at the top,
2nd level (3 slots): hold person, spiritual weapon (trident) 25 feet tall, and lasts for 1 minute or until the wave shaper is
3rd level (3 slots): bestow curse.fear, mass healing word, tongues inca pacitated. Any creature or object in the water and within
4th level (l slots): banishment 25 feet of the vortex is pulled 10 feet toward it. A creature can
swim away from the vortex by succeeding on a DC 14 Strength
ACTIONS (Athletics) check.
Multiattack. The high priestess makes two attacks with her When a creature enters the vortex for the first time on a turn
toothsome staff, or one attack with her bite and one with or starts its turn there, it must make a DC 14 Strength saving
her claws. throw. On a failed save, the creature takes 9 (2d8) bludgeoning
damage and is caught in the vortex until it ends. On a success,
Toothsome Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., the creature takes half damage and isn't caught in the vortex. A
one target. Hit: 11 (2d8 + 2) piercing damage. creatu re caught in the vortex can use its action to try to swim
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. away from the vortex as described above, but it has disadvan·
Hit: 4 (ld4 + 2) piercing damage. tage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the
Claws. Melee Weapon Attack: +5 to hit. reach 5 ft., one target. object takes 9 (2d8) bludgeoning damage. This damage occurs
Hit: 4 (ld4 + 2) slashing damage. each round it remains in the vortex.
Armor Class 11
Hit Points 27 (6d8)
Speed 30 ft. SAN BA LET
In The Sinister Secret of Saltmarsh, Sanbalet is the
STR DEX CO N INT WIS CHA
leader of the land-based half of a smuggling ring. He is a
10 (+O) 12 (+1) 11 (+O) , 6 (+3) 13 (+1) 14 (+2)
cunning narcissist with an interest in illusion and mind
control. He defends the contraband stored in the caves
Skills Arcana +5
Senses passive Perception 11 under the haunted house.
languages Common
Challenge 1 (200 XP) SEA LION
These large marine mammals live along coastal regions
Spellcasting. Sanbalet is a 3rd-level spellcas ter. His spellcas ting and around islands at sea. One sea lion is kept in a cell
abili ty is Intelligence (spel l save DC 13, +5 to hit with s pell at· in the lowest reaches of the sahuagin fortress in The
tacks). He has the fol lowing wizard spells pre pared: Final Enemy.
Cantri ps (at will): dancing lights, minor illusion, ray offro st
1st level (4 slots): charm person, color spray, magic missile, SHELL SHARK
silent image These impressive creatures. swimming through the
2nd level (2 slots): magic mouth, scorching ray
sahuagin stronghold in The Final Enemy. are chosen
A CTIONS by priestesses of Sekolah to serve as protectors and
messengers. The sharks are blessed in a ritual during
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
which plates of shell and coral are permanently affixed
range 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage.
to their bodies.
SHELL SHARK
SEA LION Medium monstros11y, unaligned
Lorge beast, unaligned
Armo r Class 18 (shell plate armor)
Armor Class 16 (natural armor) Hit Points 32 (5d8 + 10)
Hit Points 15 (2d10 + 4) Speed 0 ft., swim 40 ft.
Speed 15 ft., swim 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 12 (+l) 14 (+2) 3 (- 4) 10 (+O) 7 (-2)
17 (+3) 10 (+O) 14 (+2) 5 (- 3) 10 (+O) 12 (+1)
------------~~~~~~~
Saving Th rows Str +6
Saving Throws Dex +2, Con +4 Skills Athletics +6
Skills Athletics +5, Perception +2 Senses darkvision 120 ft ., passive Perception 10
Senses passive Perception 12 languages -
languages - Challenge 2 (450 XP)
Challenge 1/2 (100 XP)
Blood Frenzy. The shark has advantage on melee attack rolls
Hold Breath. The sea lion can hold its breath for 15 minutes. against any creature that doesn't have all its hit points.
SKUM
Severa l poor souls around the Styes have succumbed
to an aboleth's magic through its disease-bearing touch. ~ ...,
Transformed into creatures called skum. they barely ( \
resemble their past forms. their skin turning slimy and ....., •~---
translucent while their limbs warp to resemble those
of deep-sea oddities. The change makes them depen-
dent on water, which they must immerse themselves in
regularly lest they experience painful- and potentially SKUM
lethal- skin eruptions. Skum are bound to their aboleth Medium aberration. lawful evil
master not just by their cursed state, but by a psychic
bond that compels them to serve its every sinister whim. Armor Class 14 (natural armor)
Hit Points 93 (lld8 + 44)
Speed 20 ft., swim 40 ft.
SKELETAL SWARM
Lorge swarm of Medium undead, lawful evil STR DEX CON INT WIS CHA
19 (+4) 11 (+O) 18 (+4) 7 (-1) 12 (+1) 9 (-1)
Armor Class 13 (armor scraps)
Hit Points 60 (8dl0 + 16) Skills Perception +4
Speed 30 ft. Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 14
STR DEX CON INT WIS CHA Languages Common, Deep Speech. telepathy 60 ft.
12 (+l) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Challenge 5 (1,800 XP)
Damage Vulnerabilities bludgeoning Abo/ethic Vassal. The skum is pe rmanently charmed by its abo-
Damage Resistances slashing. piercing leth master.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Amphibious. The skum can breathe air and water.
paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 9 Psychic Conditioning. The skum is immune to the frightened
Languages - and charmed conditions unless they are from effects created by
Challenge 2 (450 XP) an aboleth.
Water Dependency. The skum takes 6 (1dl2) acid damage every
Deafening Clatter. Creatures are deafened while in the 10 minutes 1t goes without exposure to water.
swarm's space.
ACTIONS
Swarm. The swarm can occupy another creature's space and
vice versa, and th e swarm can move t hro ugh any opening large Multiattack. The skum makes three attacks: two with its trident
enough for a Small humanoid. The swarm can't regain hit and one with its Mind-Breaking Touch.
points or gain temporary hit points.
Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (ld6 + 4) piercing damage.
ACT IONS
Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one ta rget Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach
in the swarm's space. Hit: 11 (2d8 + 2) slashing damage, or 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target
6 (ld8 + 2) slashing damage ifthe swarm has halfofits hit has disadvantage on Wisdom saving throws until the end of the
points or fewer. skum's next turn.
-..
LEGENDARY ACTIONS Damage Resistances piercing, slashing I
The giant can take 3 legendary actions, choosing fro m the op-
Condition Immunities charmed, frightened, grappled, .J
paralyzed, petrified, prone, restrained
tions below. Only one legendary action option can be used at
a time and only at t he end of another creature's turn. The giant
Senses blindsight 10 ft., passive Perception 6
Languages -
.,...
regains spent legendary actions at the start of its turn. Challenge 1/2 (100 XP)
Gust. The giant targets a creature it can see within 60 feet of it
and creates a magical gust of wind around it. The target must Swarm. The swarm can occupy another creature's space and
succeed on a DC 18 Strength saving throw or be pushed up vice versa, and the swarm can move through any opening large
to 20 feet in any horizontal direction the giant chooses. enough for a Tiny maggot. The swarm can't regain hit points or
Th underbolt (2 Actions). The giant hurls a thunderbolt at a gain temporary hit points.
creature it can see within 600 feet of it. The target must make
a DC 18 Dexterity saving throw, taking 22 (4d10) thunder ACTIO N S
damage on a fai led save, or half as muc h da mage on a suc-
cessful one. Bites. Melee Weapon Attack: +Oto hit, reach 0 ft., o ne creature
One with the Storm (3 Actions). The giant vanishes, dispersing in the swarm's space. Hit: The target is infested by l d4 rot
itself into the storm surrounding its lair. The giant can end grubs. At the start of each of the target's turns, the target takes
this effect at the start of any of its turns, becoming a giant ld6 piercing damage per rot grub infesting it. Applying tire to
once more and appearing in any location it chooses within the bite wound before the end of the target's next turn deals
its lair. While d ispersed, the giant can' t take any actions other 1 tire damage to the target and kills these rot grubs. After this
than lair actions, and it can't be targeted by attacks, spells, or time, these rot grubs are too far under the skin to be burned.
other effects. The giant can't use th is ability outside its lair, If a target infested by rot grubs ends its turn with 0 hit points,
nor can it use this ability if another creature is using a control it dies as the rot grubs burrow into its heart and kill it. Any ef·
weather spell or similar magic to quell the storm. feet that cures disease kills all rot grubs infesting the target.