Locathah Rising
Locathah Rising
The Darkening
Umberlee’s Maw
The Final Countdown
Appendices
Appendix A: Creature Statistics
Appendix B: Locathah Characters
Credits
Introduction ↑
The Sea of Fallen Stars connects the eastern and western sides of Faerûn. Many nations that border shorelines along its vast
expanse also maintain major navies and trade fleets. A plethora of creatures and humanoid races typically found in the ocean
depths live there, including sahuagin, sea elves, merfolk, and locathah.
This is a story about what happens when a normally peaceful species is pushed to the point of open conflict. As elemental
forces threaten the safety of the nearby locathah communities, heroes rise from among their number to strike back and
defend their homes and families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters.
You can run this adventure for as few as three or as many as six players. Depending on your play style, this adventure may
take several game sessions to complete, but by its conclusion the characters should advance to 10th level.
Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the
Dungeon Master’s Guide.
At various places, the adventure presents descriptive text that’s meant to be read or paraphrased aloud to the
players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe
locations or present bits of scripted dialogue.
Adjusting Encounters ↑
This adventure contains advice for adjusting encounters based on the number of characters in the party. You are empowered
to modify the number of enemies in an encounter and their hit point totals as you see fit. If you need to adjust the difficulty of
an encounter during combat, you can alter hit point totals without the player characters ever knowing and have enemies
retreat or reinforcements arrive as needed.
What they discover is a new risen node of elemental evil, pulsing with a power harvested by Gar Shatterkeel, an interloping
surface-dweller who has become a prophet of Umberlee, the Queen of the Depths herself.
It’s up to these normally quiet fish-folk to seal a rift Gar opened to draw power directly from the Elemental Plane of Water and
put an end to his machinations.
Adventure Background
A few years ago, four elemental prophets led their respective cults in a quasi-unified effort to rain unprecedented destruction
down upon the Sword Coast.
Gar Shatterkeel was one of these prophets. Dour and morose, Gar became the prophet of Olhydra, the elemental Princess of
Evil Water, and the leader of the Crushing Wave cult. He was embittered by a life of suffering at the hands of others: pirates
killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates
left him to die on the open sea, where he lost his arm to a shark. Gar saw the elemental power of water as the only thing of
value in his life and gathered others who felt similarly.
Gar wielded the elemental weapon Drown, a magical trident of great power, and his missing arm was replaced by an artificial
limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he could channel her innate magic, which inspired awe and
fear in the other Crushing Wave cultists.
Fortunately for the denizens of the Sword Coast, heroes discovered the collective plots of the elemental prophets and put an
end to their machinations, defeating each of them in turn, and sending each prophet back to the evil elemental being they
revered and served.
On the Elemental Plane of Water, Gar raged in protest. Drown had been broken, and the Crushing Wave cult sundered. He
faced Olhydra’s displeasure, expecting to be destroyed by her wrath, and was astonished to awaken several years later,
floating off the coast of Turmish in the Sea of Fallen Stars. He gripped a trident in one hand, though it was not Drown.
Gar discovered that the ancient weapon had been gifted to him by the sea goddess Umberlee who, in conjunction with
Olhydra, managed to reinstate the prophet with power even more formidable than he previously enjoyed. The seas and the
storms that raged above now heeded his commands, and—free of the original compact made with the other prophets—Gar
could seek success unburdened by any past commitments.
Gazing upon the trident, Gar looked for signs of the power that he felt surging within and was shocked when the trident spoke
to him, “I am WAVE, and we are ONE!”
With Wave in his possession, Gar Shatterkeel discovered and unlocked a node of elemental power deep beneath the waves,
directly under the shipping lanes of those who transport themselves and other valuables across the Sea of Fallen Stars. There
he opened a rift, drew on its power, and created a place where ships would be destroyed and dragged beneath the waves.
As ship after ship has been destroyed by wind and wave, they have come to rest in close proximity to where Gar has
encouraged the preternatural growth of the coral and other such sea life to create his new lair. From his aquatic home, Gar
Shatterkeel foments his plans to seek out and destroy all who dare to cross these waters without paying the proper tribute to
Umberlee and Olhydra.
Unfortunately for Gar, his newfound power has drawn the attention of wizards of both Turmish and Thay. More fortunately for
Gar, these two great nations are so embroiled in their own conflict with one another that neither has the resources to devote
to exploring this newly charted area of danger. Instead, their ships choose to chart a course around the area, avoiding it
altogether for the time being.
Who might stand against the might of the elemental prophet? Perhaps new heroes will come to surface and seek out the
source of these calamities. Coming from a quiet race of fish-folk, the locathah are indeed alarmed at the violent turn the
waves have taken so near their home. Even now, champions rise from their ranks to seek answers and make the Sea of Fallen
Stars safe once more for their people. This adventure includes the use of locathah as a playable character race, presented
here for your enjoyment.
OLYHYDRA VS. UMBERLEE
At the beginning of the adventure, set the scene by reading following boxed text aloud:
For the last few moon cycles, a war has waged among those who dwell above the waves. The lands called
Turmish and Thay are at war. This conflict has become so violent and strange that it’s even spread beneath
the waves. Those from Thay summon foul undead beings to do their bidding, and even launched an assault
on the sea elf city of Myth Nantar! Outrageous!
During these conflicts, each of you have assisted the Turmish in driving these foul undead creatures away,
and in this endeavor you have experienced both glorious successes and dismal failures.
Recently, the waters in a nearby area have grown swift and angry, and the skies above show no blue or
beautiful bright light. Many ships from the surface have sunk in this ‘darkening’ and the coral has quickly
grown to envelope the remains, so quickly as to no doubt be unnatural.
The elders are worried, as the source of this strangeness remains unknown. The Turmish and Thayans are too
busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover
what evil has come to reside so near your shoals.
Whether you’re playing with the pregenerated characters or your players have created locathah heroes of their own (see
“Appendix B: Locathah Characters”), this is a great time for the players to introduce their characters and describe them to the
group. Once they have completed their introductions, read or paraphrase the following boxed text:
After swimming for half the day, you see the “darkening” up ahead. It’s difficult to see anything clearly within
its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea
floor, grown over with coral. No other creatures can be seen within the darkness, and the silence here is
broken only by the turbulence of the water around you.
A group consisting of two sahuagin blademasters, two sahuagin deep divers, and a giant shark are circling this area, giving
the characters a wide berth. These creatures, which have darkvision, can see quite well into the “darkening.” While their baron
has ordered them to investigate the area, they’re willing to wait and see what happens if the characters attempt to go in first.
If the characters manage to somehow spot the sahuagin party, who do their best to remain at least one hundred feet away
from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to
spring any potential traps or hazards.
To this end, the sahuagin are most likely to attack the characters just after the party enters combat with the undead in area 2.
EXTERIOR FEATURES
The presence of Gar Shatterkeel and the rift he opened (Umberlee’s Maw) have created an area in the ocean that
acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general
darkness in an oddly specific area, surrounding the coral mountain that encases the many sunken ships that
recently met an untimely demise.
Current. The current here is strong and constantly shifting. This effectively makes the area around the exterior of
the coral mountain difficult terrain, even if you have a swim speed.
Light. There is almost no light here; the area is lightly obscured. Without some kind of light source or darkvision,
all Wisdom (Perception) checks that rely on sight are made at disadvantage, and the encounter distance is
reduced to 10 feet (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). Assuming the
players have locathah characters, they’ll need to use some kind of magic to see inside the area.
Umberlee’s Maw ↑
The coral mountain, comprised of recently sunken ships covered by a crunchy coral shell, is referred to as Umberlee’s Maw by
Gar Shatterkeel. Normally this would include his followers as well, but at the moment they consist of a pair of sea lions that
are drawn to the divine power he possesses and the undead remains of those who lost their lives when their ships sunk.
The only way to enter Umberlee’s Maw is through area 1. The coral mountain is otherwise sealed against intrusion.
UNDERWATER COMBAT
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted
by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or
trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target
within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is
thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.
Map 1: Umberlee’s Maw (DM-Version above, Player-Version below)
1. Caravel Emergent
This ship was the last one to sink before Gar caused the coral to grow up around the entire mass. As such, the forecastle
protrudes from the coral, creating a passage in and out of Umberlee’s Maw.
The top deck of this protruding ship is completely exposed to the ravages of the open sea, though it tilts at a
precarious forty-five degrees, with the aft end sunk deep into the surrounding coral. The masts have been
completely torn off the ship.
There are three different ways to descend into the coral structure from this point. There is a gaping hole in the hull of the
caravel at the fore that leads directly into the lower deck, and from there into Umberlee’s Maw.
The characters can pass through the doors that would normally lead to the captain’s cabin aft, to discover that the floor has
collapsed there leaving a crude set of stairs as well as a gaping hole to swim through, also to the lower deck.
Lastly, the characters can attempt to smash their way through the metal grate affixed to the floor of the upper deck (AC 19, 27
hit points, and immunity to poison and psychic damage) that also leads directly to the lower deck. It hasn’t been here long, so
it has only just begun to corrode.
There are four padlocks keeping the grate bolted down. Each grate can be opened with a successful DC 15 Dexterity check
using thieves’ tools. Three of the four must be unlocked in order to open the grate wide enough for the characters to pass
through.
Lastly, a character with a crowbar can attempt to pry the grate open with a successful DC 20 Strength (Athletics) check. If
multiple characters have crowbars, and want to work together, then one of them can make a single check at advantage,
representing their combined efforts.
As you proceed belowdecks, it becomes much easier to swim as the hull protects you from the the strong
currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to repair other warships as well as food, ale, medical supplies, and
ammunition.
INTERIOR FEATURES
3. The Boneyard
As the characters emerge into this area, read or paraphrase the following boxed text:
This area extends well beyond where you can see, stretching into the darkness. Thousands of humanoid
corpses (humans, elves, dwarves, halflings, gnomes, and the odd half-orc) are neatly arranged in lines along
the sea floor beneath the ceiling of the coral mountain, in some kind of macabre underwater morgue. Most of
them are dressed in uniforms common among surface-dwellers traveling at sea.
For the most part, the corpses are unmarred. Some bear the odd bump, bruise, or scrape, but it’s obvious that wasn’t the
source of their demise. A successful DC 12 Wisdom (Medicine) check allows a character to recognize that these sailors died
by drowning.
Development
When he arrived, Gar Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one
of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken, animating a handful
of these creatures.
Since then, he’s managed to dupe a pair of kraken priests into bringing a young kraken into the coral mountain, where they
might “nurture it into maturity in relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a
much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline of the Sea of Fallen
Stars.
Treasure.If all of the corpses are thoroughly searched, they have a combined stash of 250 gp and 500 sp. Additionally, there
are 1d10 pearls (worth 25 gp each) that adorn various earrings, necklaces, and the odd bellybutton piercing.
4. Tortle in Torpor
As the characters approach this ship, read or paraphrase the following boxed text:
The coral creates a passageway here that leads directly to another sunken ship which is nearly enveloped by
the surrounding coral. About five feet from the sandy ocean floor there’s a sizeable hole, about fifteen feet in
diameter, in its hull. A faint green light emanates from somewhere inside the lower decks of the ship.
The area inside the green glow is teeming with life. As the characters approach the opening, read or paraphrase the following
boxed text:
Within the lighted area, there is life in abundance. Starfish of all shades grow on the coral, in the opening, and
inside the hull of the ship. Tiny fish that flash silver and green swim in schools, and algae, seaweed and other
underwater plants grow in abundance, all lit by the soft green glow.
If any character peers directly into the hole, read or paraphrase the following boxed text:
The source of the green light quickly becomes apparent. About ten feet from the aft of the lower deck, a large
turtle, its head and limbs pulled in, floats in the middle of the rear cabin. The green light emanates directly
from the creature’s shell.
This is Amble, a tortle druid who sought passage on this ship, and was on board when it sank. Amble was traveling to
Turmish on the Sea of Fallen Stars, as they had heard of the war with Thay. Detesting undead and necromancy, Amble wants
to help fight the Thayans in any way they can.
Due to their extremely strong connection with the Feywild, Amble was able to enter a protected state of suspended animation
as the ship sunk, protecting them from drowning.
The undead will not willingly approach this ship, repelled by the power emanating from Amble, and Gar has yet to explore this
passage inside the coral mountain.
At the moment, Amble is waiting for someone to wake them up. Any good-aligned character who touches the tortle will wake
them. When this occurs, Amble is momentarily confused, and then gathering their wits, casts water breathing on themself.
Assuming the characters don’t act with hostility, Amble is very interested in hearing what the characters are doing. Amble can
be a powerful ally for the party, though the tortle’s vow to never harm humanoids is not negotiable. Amble doesn’t necessarily
expect others to follow this rule, but will encourage them to do so nonetheless.
ROLEPLAYING AMBLE
Amble speaks with a slow, deep resonance, and their head slowly gyrates when they get excited or want to make
a point. The tortle has a gentle demeanor and loves to experience unfamiliar cultures that are peaceful. As a
druid, Amble reveres both Selune and Eldath, and has a marked fondness for the Seldarine as well. It is important
to note that as a tortle, Amble doesn’t self-identify as either male or female. They are a member of the Circle of
Dreams and has laid several clutches of eggs while traveling the Feywild.
Amble’s Rule. The tortle will never attack a beast or humanoid with the intent to damage them. If such a creature
is hostile, Amble will use magic to restrain them, and has a plethora of spells with which to accomplish this.
Amble has no such restrictions with regard to hostile creatures of other types (undead, fiends, constructs,
monstrosities, aberrations, etc.), and will fight to destroy them.
5. Ravenous Rabble
When the characters can see this area, read or paraphrase the following boxed text:
The coral here glows with a light of its own. Red, orange, yellow, green, blue, indigo, and violet are all present
in great swathes across the walls and ceiling here.
The chamber spans fifty feet across from the southwest (where you are) to the northeast, where you can see
the wreckage of a massive ship that split in two when it was pulled beneath the waves.
The chamber is twice as long in the opposite direction, and the walls of both sides are split by holes that lead
into adjoining chambers in the northwest and southeast.
Nestled into the cracks of the coral throughout this chamber are four sahuagin hatchling swarms. Characters with a passive
Wisdom (Perception) of 15 or higher spot tiny movements hidden deep within the walls.
Likewise, characters who succeed on an active DC 15 Wisdom (Perception) check as they enter the chamber will also spot
the movements. Let the players make this check if they wish, but don’t prompt them to do so.
Otherwise, the characters are surprised as the sahuagin hatchling swarms attack when they enter the chamber.
The inside of this cabin is fitted with hammock-style bunks affixed to the interior hull of the ship. Each
hammock is a web of ropes and knot-work, lined with canvas. Nearby, there are several footlockers that have
been broken open, their contents strewn about the floor of the cabin.
This area is occupied by three drowned ascetics. As they don’t have anything to do until they receive orders from the drowned
master, or directly from Gar Shatterkeel, they all lay inert in a bunk, covered with a pile of blankets—a force of habit from
before they were undead.
It may not immediately be obvious that these creatures are in the cabin. Any character with a passive Wisdom (Perception) of
15 or higher, or a character who succeeds on a DC 15 Wisdom (Perception) check prior to entering will notice them.
Otherwise, the characters may not recognize the threat until they’ve disturbed the creatures by making noise or by pulling
back the blankets under which they lay.
Characters who are aware of the undead, or that want to remain undetected in general, must succeed on a DC 13 Dexterity
(Stealth) check upon entering the cabin, to avoid “waking” the drowned ascetics. If the creatures are alerted, they attack
immediately. Otherwise, the characters can proceed through this area without conflict, assuming they don’t search the bunks
or move the blankets.
The creatures were sailors when they were alive, so they are dressed in the uniforms commonly worn by sailors in the
Turmish navy. Since they died suddenly from drowning, their clothing is only slightly worn from exposure to the briny depths.
Any conflict in this area will also attract the attention of the drowned undead in area 7, who join the fight at the end of the
second round.
7. The Master
Unless the characters punch a hole in the hull of this ship (possible, but unlikely), the only way into this area is through the
door in area 6. When the characters can see this area, read or paraphrase the following boxed text:
The interior of this ship’s hold has been converted into a war room. Water-resistant nautical maps, crafted
with the treated hide of some aquatic creature, and detailing sections of the coastline in the Sea of Fallen
Stars, have been pinned on one wall. Two creatures float upright, peering intently at the maps. While both are
roughly humanoid, one of these creatures is completely encrusted in barnacles. The other creature’s legs
have split into shadowy tentacles, and it emanates a menacing inky aura.
The creatures, respectively, are one drowned assassin and one drowned master. Communicating with one another wordlessly
through the link created by the drowned master, they are planning their departure from Umberlee’s Maw, once enough
drowned have been created to pose a serious threat to settlements along the coastline. Until then, they await the command
of their master, Gar Shatterkeel. The drowned master holds a short, slender metal wand in one hand and uses it to make
marks on the maps on the wall.
Entering this area immediately draws the attention of both creatures, who attack immediately. If the characters managed to
pass through area 6 without alerting the drowned ascetics therein, any conflict in this area will “wake” them. They join combat
after two rounds have passed.
Development
Any character who takes a minute or more to study the maps on the wall, and who makes a successful DC 13 Intelligence
(Investigation) check, determines that they show detailed plans for a massive assault on key locations along the Turmish
coastline. A character who exceeds the DC by 5 or more can tell from the strange markings and notes along the edges of the
maps that someone intends to use the blood of a kraken to animate the legion of corpses inside the coral mountain.
8. Kraken Kibble
This half of the broken vessel is more accessible, so the characters can easily peer into this section as they approach. As the
characters get close enough to see into this area, read or paraphrase the following boxed text:
This half of the broken ship is wide open. Lines with large hooks hang from the top of the inside, stretched
from floor to ceiling and secured at either end. Large dead fish are impaled on many of these hooks.
At this end of the broken ship, the kraken priests that dwell nearby have stored food and supplies for themselves, as well as
the young kraken that is their charge. They dutifully maintain the stores here while they work to carve a passage through the
coral, which is turning out to be more difficult than originally thought. The intent is to have ready access to and from these
chambers for the young kraken so it can exit and enter at will something it hasn’t been able to do, as the creature has grown
much larger than the opening currently available.
Unbeknownst to the kraken priests, part of Gar’s plan is to keep them enclosed until he can perform his grand ritual and
sacrifice the kraken to animate his undead army.
Trap. Thereare two ballistae traps hidden behind the fish in the back of this chamber. Thin tripwires have been strung up
throughout the area, with the intent of protecting the stores from the nearby undead creatures that are sometimes attracted
to any freshly caught fish. When entering the area, any character with a passive Wisdom (Perception) of at least 15, or a
character that makes a successful DC 15 Intelligence (Investigation) check, notices the tripwires, and can avoid them. Failure
means the trap is sprung.
The tripwires spring the trap, but the kraken priests in the chamber nearby also have hidden triggers that allow them to fire
both ballistae once from their side.
BALLISTAE TRAP
Trigger. A creature that walks or swims through the tripwires triggers the trap.
Effect. The trap makes two attacks, one against the triggering creature, and one against another creature within
ten feet of the triggering creature.
Ballistae Trap. Ranged Weapon Attack: +8 to hit, range 120/480 ft., one or two targets. Hit: 16 (3d10) piercing
damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or
contract bluerot (see the “Bluerot” sidebar). This attack can’t gain advantage or disadvantage.
Previously Thayan slaves, these two tough-as-nails women fled Thay after discovering they were both intended for execution
and summary transformation into undead warriors in the dreaded Thayan army. On their way out of Thay, they were forced to
take refuge on a broken-down skiff that drifted far out into the Sea of Fallen Stars. Both Fhenimore and Whymsee preferred
death to becoming the immortal undead servitors of their wicked masters.
Caught up in the netting of the “shelves,” there are all manner of odds and ends that might have been salvaged from the
nearby sunken ships. Feel free to roll on the trinket table in the Player’s Handbook to populate these chamber with two to
three dozen oddities, or make them up to suit your own campaign.
Unless the characters found a way to silently dispatch the sahuagin hatchling swarms, Fhenimore and Whymsee are aware of
the party’s presence and have prepared to surprise them. While the characters are in combat, they retreat from this chamber
into area 10 and take refuge behind a coral outcropping.
The coral in this area is equally as beautiful as what you’ve seen elsewhere. The space opens up, rising about
a hundred feet up to the coral ceiling above. Bits and pieces of coral lay scattered about the floor of this
chamber, apparently broken off from the surrounding walls and ceiling.
Assuming Fhenimore and Whymsee were alerted to the characters’ presence, they’re in this chamber when the party
approaches. When the characters move into the space between areas 8 and 9, Fhenimore speaks aloud to them, asking them
to halt and turn around. She is strangely audible underwater.
Unless convinced otherwise, Fhenimore and Whymsee do their absolute best to keep from showing themselves, and remain
protective of the area. If the characters want to proceed into area 10 without angering the kraken priests, they must succeed
on DC 15 Charisma (Persuasion) check and promise not to harm Fhenimore and Whymsee, or any other creature in their care.
If the characters stop and talk, Fhenimore and Whymsee will be evasive at first, only telling the characters who
they’ve just recently made their home here. When they noticed the mountain of coral, it seemed like a great
opportunity. If pressed, they’ll warn the characters about the more powerful undead further into the mountain,
and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is
Gar Shatterkeel, and that he’s a very powerful ocean dweller with a magical trident. That’s pretty much all they
know. That, and he was oddly welcoming, but they didn’t want to question their luck.
The combined coins include 50 pp, 1,000 gp, 1,200 sp, and 1,800 cp. There are also ten large pearls (worth 50 gp each), and a
pair of platinum chalices with intricately carved images of small fish swimming through a seaweed forest (worth 500 gp for
the set).
Lastly, there is a periapt of wound closure and a gem of seeing amidst the rest of the hoard.
Unlike other sunken ships embedded in the coral nearby, this one has been cleared completely of debris, forming a seemingly
easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
away, a detect magic spell will reveal that this area has a strong aura of both abjuration and evocation magic.
When a character crosses the threshold of the bulkhead between the back and the front of the ship, the trap is triggered.
Trap.
When that occurs, refer to the “Olhydra’s Gambit” sidebar. Dispel magic, successfully cast against a 6th level spell,
suppresses this trap for 1 minute.
OLHYDRA’S GAMBIT
Tendrils of water surge from the hull of the ship, attempting to seize intruders. Any creature inside the ship must
succeed on a DC 15 Strength saving throw or become grappled and pulled to the closest wall inside the vessel,
where they are restrained.
Restrained characters can use an action on their turn to make either a DC 15 Strength (Athletics) check or a
Dexterity (Acrobatics) check to escape the grapple.
Unrestrained characters in the area must save against this effect at the beginning of their turn each round.
As the characters are being grappled, a freezing fog fills the inside of the ship. Creatures and objects within or
beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts
its turn there takes 10 (3d6) cold damage, and its speed is reduced by 10 feet.
Last, but certainly not least, the openings at either end of the area ice over, and must be broken before characters
can either enter or exit the area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and
immunity to poison and psychic damage.
When the characters enter or look into this area, read or paraphrase the following boxed text:
The coral walls of this chamber shimmer with a light of their own, beautifully cultivated into whirls, peaks, and
valleys that resemble the open sea raging at the peak of a violent storm.
On the far wall, directly opposite the entrance, a coral altar emerges from the coral as if it grew there naturally.
Likewise, a strange, upright X-shaped symbol, linked by a line across the bottom, has grown naturally from the
altar’s front-facing surface. A pair of ornate helms rest on the altar.
A male humanoid with aqua skin, large black eyes, and gauzy robes stands in front of the altar. He makes
stabbing motions with his hands, apparently arguing with nobody as he peers directly into the face of one of
the empty ornate helms on the altar.
This is Shoalar Quanderil, who was reincarnated by Gar to serve him in his new mission.
Once jovial and quick to laugh, Shoalar has grown quiet, bitter, and apprehensive. He doesn’t understand how Gar can serve
both Olhydra and Umberlee, and has developed an extreme mistrust of his morose benefactor. Because of this, it wouldn’t
take a great deal of effort to talk Shoalar down.
Any character who succeeds on a DC 13 Charisma (Intimidation) check can get Shoalar to not immediately attack the party.
Likewise, a successful DC 15 Charisma (Persuasion) check will prompt the water genasi will tell the characters that he
recently returned to life at the behest of his lord, Gar Shatterkeel. Shoalar can impart the following information to the
characters:
Gar once served as the elemental prophet of the elder elemental being known as Olhydra.
In Gar’s former career, he recruited Shoalar to help construct a temple and recruit other cultists.
Adventurers found them, destroyed their sanctuary, and slew both of them. Shoalar doesn’t understand how Gar is alive
again, but he is thankful for the second chance.
Shoalar knows that Gar plans to use the blood of the kraken to create an army of undead.
Since returning to life, it has become clear to Shoalar that Gar’s obeisance to Umberlee prevents him from truly serving
Olhydra, and this has caused a rift between them.
Shoalar truly believes that it’s his mission to depose Gar, but knows he doesn’t have the strength to accomplish this on his
own.
If the characters are not hostile toward Shoalar, and express a desire to help him in this mission, the devotee of Olhydra will
gladly join them.
If at any point the characters attack Shoalar, or if they say something to make him believe they cannot be allies, he will attack
them. If this occurs, the two helms on the altar will rise up as a pair of water elemental myrmidons and assist Shoalar in
fighting the characters.
Shoalar is already under the effect of the mage armor spell when the characters arrive. He begins combat by casting lightning
bolt, affecting as many characters as possible. He’s likely to follow up with watery sphere to restrain troublesome characters
so the water elemental myrmidons can attack while they’re restrained.
Treasure. Shoalar possesses a bowl of commanding water elementals. If the characters defeat him, they’ll find it on his
person. If they befriend him, he’ll offer it to them as assistance in the fight to come.
When the characters enter the chamber, read or paraphrase the following boxed text:
Seated on a rough throne made of an odd arrangement of coral, bones, and barnacles, is a man whose right
arm has been replaced entirely with a large metal claw, much like a crab’s.
His body is covered with clusters of barnacles, and in his left hand he idly grasps the haft of an exquisite
trident, engraved with images of waves, shells, and sea creatures. On either side of the throne sit two massive
creatures that are a strange hybrid of both fish and lion. They snarl in unison.
Gar’s power has grown by no small measure since he last encountered adventurers. Though he remains sullen and morose,
he simultaneously projects an air of strength and confidence.
With the exception of anyone under the effect of a nondetection spell, Gar is aware of every inhabitant within the coral
mountain and has been tracking the characters’ progress through his domain. While he doesn’t know precisely what they’ve
accomplished, outside of any creatures they might have killed or destroyed, he is ready for their arrival.
After everyone has entered the chamber, Gar surreptitiously (but rapidly) grows the coral over the entrance, blocking them in.
If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his
demeanor is regal, but gracious and non-hostile.
With that, the man gestures with his left hand and the coral in the chamber grows a seat for each of you to
perch upon, should you so desire.
“It has been too long since I’ve had a good conversation. Though your arrival is unexpected, your presence is
much desired nonetheless. How can I help you?”
If the characters are peaceful and speak with Gar, he’s happy to hear them out, listening intently, with no show of
defensiveness or remorse for any accusations they might direct his way. Nor does he offer an apology or reparations for
damages they might describe.
When they’re done speaking, Gar will explain his newly found devotion to Umberlee, including his “resurrection” and newly
discovered purpose. He’ll even tell the characters what he plans to do, and how he plans to do it. While Gar doesn’t gloat, he
will speak of his intentions as though his success is inevitable.
Once Gar has completely described his plans, he thanks the characters for listening to him, and disappears from the
chamber.
If at any point the characters act in a manner unbecoming to a peaceful conversation (cast a spell, move to attack, attempt to
circle to his flank or behind him, etc.) Gar sighs, and disappears from the chamber.
In both instances, Gar teleports using the coral as a means of transport, similar to the tree stride spell. He casts no spell to do
this, so counterspell cannot be used to prevent his departure.
THE FINAL COUNTDOWN
When Gar leaves this area, the sea lions attack the
characters, and the entire room is flooded with
magic that acts like an entangle spell of massive
proportions.
To leave this chamber, the characters will have to cut their way out or move through the coral blocking the entrance. The coral
covering the entrance has has AC 15, 40 hit points, immunity to psychic and poison damage, and resistance to piercing and
slashing damage.
It’s possible to push through the coral, but doing so requires a successful DC 18 Dexterity saving throw. A creature who fails
this saving throw takes 7d8 slashing damage, or half as much on a success. The wall is 5 feet thick and every 1 foot costs 5
feet of movement. Characters stuck in the wall are considered restrained until they push through, and are required to make
the above Dexterity saving throw on their turn each round.
The Final Countdown ↑
Now is the time for the characters, and any allies they’ve managed to acquire, to face off against Gar Shatterkeel and his
drowned minions. Time is of the essence and events progress while the characters are attempting to free themselves from
area 13, so it’s best to keep track of the number of rounds it takes for the characters to break through the coral and find their
way back to area 5 to confront Gar. It might take them a few rounds to find out where he is, as he gave no indication as to
where he was going when he disappeared.
Amble
If Amble has joined the characters, the tortle remains a steadfast ally in the fight to come. Amble will focus any attacks on the
drowned, leaving Gar to the characters. If things get tough, Amble can also act as a backup healer for the party. Note that
dealing damage to Gar does not break Amble’s rule, as the tortle believes that Gar is some kind of aberrant being. Because of
this, Amble will not intercede when the characters attack Gar.
Perhaps the characters killed Fhenimore and Whymsee without being consumed by the young kraken, or the
Not Allies.
characters failed to negotiate with them and were driven from the area, or the characters simply never visited this area of the
coral mountain.
This scenario also works even if the characters did befriend the kraken priests, but never learned of Gar’s plan to use the
kraken’s blood—or if they did learn his plan, but never told Fhenimore and Whymsee about it.
Regardless of the reason, the kraken priests are not alarmed or on guard when Gar Shatterkeel arrives. In this instance, Gar’s
plans unfold as shown in the “Killing Fhenimore and Whymsee” sidebar.
Round 1. Not suspecting treachery, the kraken priests aren’t prepared when Gar casts charm person as a 2nd
level spell, charming them both.
Round 2. Gar and the two priests swim to area 6, outside the range of the young kraken’s telepathy.
Round 3 (and 4). If the drowned ascetics are still in area 6, they attack the kraken priests. If the characters
destroyed the drowned ascetics in this area, Gar will require an additional round to slay both in melee combat
using his claw and Wave.
Round 5. Upon returning to the young kraken, Gar casts charm monster on the creature. It fails its saving throw
and believes Gar to be a friend.
Round 6. Gar surprises the kraken, hitting it twice with Wave before the creature can react, and achieving a critical
hit both times. The kraken is slain, and Gar begins the process of drawing blood from the creature, storing it in
massive five-gallon bladders he brought along for this purpose.
In this scenario, the characters have befriended the kraken priests, learned of Gar’s plans from either
Allies.
the map in area 7 or from Shoalar Quanderil, and have convinced the kraken priests that Gar means to kill their charge.
Fhenimore and Whymsee are on alert when Gar arrives, and things play out very differently. In this instance, Gar’s plans unfold
as shown in the “Fighting Fhenimore and Whymsee” sidebar.
Round 1. Gar activates the cube of force function on Wave, so that living creatures may not harm approach him.
Fhenimore and Whymsee will both cast lightning bolt on Gar, who will succeed at on only one saving throw only,
but then use his Legendary Resistance feature to save on the other. Gar takes 28 hit points lightning damage.
Round 2. Gar casts conjure animals as a 7th level spell, summoning six swarms of quippers and directing them to
slay and consume the kraken priests.
Rounds 3 and 4. The kraken priests are consumed by the swarms while Gar uses Umberlee’s Wake on the young
kraken (who fails its saving throw) before charging to attack with Wave as a legendary action. Gar will hit with a
critical hit, reducing the creature to 91 hit points. Gar then takes 17 bludgeoning damage from the kraken
(reducing him to 99 hit points) and is grappled.
Round 5. Gar casts freedom of movement, escaping the grapple, and then uses a legendary action to attack the
creature. He will score a critical hit, slaying the kraken.
Round 6. Gar casts heal on himself, bringing him back to his hit point maximum, and begins the process of
drawing blood from the kraken, storing it in massive five-gallon bladders he brought along for this purpose.
Shoalar Quadril-Ally. If the characters met Shoalar and allied with the devotee of Olhydra, Shoalar accompanies them from his
lair to area 13, bringing the two water elemental myrmidons with him. This makes the fight in that area easier and may allow
the characters to interrupt Gar in the actions described above.
Otherwise, if Shoalar is dead or simply hasn’t encountered the characters, neither he nor his elementals will be present at this
fight.
Fighting Gar Shatterkeel
Whatever the opposition looks like, and regardless of which allies they bring with them, when the characters encounter Gar
Shatterkeel they’re in for the fight of their lives.
Each round after the young kraken is slain, Gar can harvest five gallons of blood from the creature. It takes another two
rounds for him to switch from a full bladder to an empty one, so for twenty bladders it will take Gar a total of 60 rounds (6
minutes) to complete his work with the kraken’s corpse. He’ll only need ten bladders of blood to animate the corpses present
in the coral mountain, but he hopes to perform the ritual again at a later date.
The state they find Gar in, as well as what resources he has to fight them with, depends largely on when the characters arrive
and who their allies are (or were). In any case, it’s safe to say that Gar will open combat with his Umberlee’s Wake ability,
catching as many characters and allies in its massive area as he can. In addition to the impressive assortment of powers and
abilities listed in his stat block, Gar can employ lair actions (see the “Lair Actions” sidebar) while he’s within the coral
mountain.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following
effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him.
The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must
succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures can take an action on
their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect
lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn’t require Gar to maintain
concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blades and attack anyone Gar directs them
to on his turn.
Development
Win or lose, this is a tough encounter, one that the characters may very well be forced to flee from. If the characters do run
from Gar, he completes the ritual to animate an army of the drowned, fortifies his position at the coral mountain further, and
begins a campaign of terror across the coastal settlements of the Sea of Fallen Stars.
Gar is aware of Thay’s power with regards to the undead, so he isn’t so foolish as to challenge them with this army. Though,
he might be open to an alliance with the Red Wizards that could benefit them both.
It is possible, however, to defeat Gar Shatterkeel. As noted in his stat block, when Gar drops to 0 hit points
his body collapses into a pool of inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or
carrying is left behind.
If this happens, the characters are victorious! They could, with no small amount of cleanup, to turn the coral mountain into a
beautifully misshapen but habitable home for many locathah who have been displaced by recent attacks and other conflicts.
Accomplishing this would not only cement the characters’ status as heroes, but elevate them to a position of prestige as
potential future leaders of the locathah tribes. The details of their acclaim are up to you, though it is entirely possible—likely
even—that Gar will someday return to take his revenge.
Appendix A: Creature statistics ↑
This appendix details creatures that are encountered in this adventure.
Amble ↑
AMBLE
Medium humanoid (tortle), neutral good
Speed 30 ft.
Saving Throws Str +3, Dex +1, Con +4, Int +5, Wis +9, Cha +3
Skills Animal Handling +8, Insight +8, Medicine +8, Perception +8, Survival +8
Hearth of Moonlight and Shadow. At the start of a short or long rest, Amble can touch a point in space, and an
invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception)
checks, and any light from open flames in the sphere isn’t visible outside it.
The sphere vanishes at the end of the rest or when Amble leaves the sphere.
Hold Breath. Amble can hold their breath for up to 1 hour at a time.
Spellcasting. Amble is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit
with spell attacks). Amble has the following druid spells prepared:
1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals
Actions
Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can
remain in this form for up to 6 hours. Amble’s equipment melds with their new form. Amble reverts to their true
form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.
Amble’s game statistics are replaced by the statistics of the beast, but they retain their alignment, personality,
and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies,
in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in
its stat block is higher, use the creature’s bonus instead of Amble’s.
When Amble transforms, they assume the beast’s hit points and Hit Dice. When Amble reverts to their normal
form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a
result of dropping to 0 hit points, any excess damage carries over their normal form.
Amble can’t cast spells, and their ability to speak or take any action that requires hands is limited to the
capabilities of their beast form. Transforming doesn’t break Amble’s concentration on a spell they’ve already
cast however, or prevent them from taking actions that are part of a spell.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Club.Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit: 5 (1d6 + 2)
bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Bonus Actions
Balm of the Summer Court (12d6). Amble can choose one creature they can see within 120 feet of them and
spend up to 6d6 of their die pool. Roll the spent dice and add them together. The target regains a number of hit
points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended
dice when they finish a long rest.
Hidden Paths (4/Day). Amble may teleport up to 60 feet to an unoccupied space they can see.
Drowned Ascetic ↑
DROWNED ASCETIC
Medium undead, chaotic evil
Armor Class 13
Speed 30 ft.
Bottom Treader. The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no
penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth
greater than 100 feet.
If damage reduces the drowned ascetic to 0 hit points, it must make a Constitution saving
Undead Fortitude.
throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the
drowned ascetic drops to 1 hit point instead.
Actions
Unarmed Strike.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage,
and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the “Bluerot”
sidebar).
Reactions
This disease target humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and
back. This disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most
often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by
1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected
creature is vulnerable to radiant damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the
victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains
all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the
disease. On a failed saving throw, the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A
creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can
be stabilized as normal.
Drowned Assassin ↑
DROWNED ASSASSIN
Medium undead, chaotic evil
Speed 30 ft.
Bottom Treader. The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no
penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth
greater than 100 feet.
If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving
Undead Fortitude.
throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the
drowned assassin drops to 1 hit point instead.
Actions
Multiattack. The
drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take
the Dash, Disengage, or Hide action.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage
plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract
bluerot (see the “Bluerot” sidebar).
Dagger.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8)
poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the
“Bluerot” sidebar).
Reveal (1/Day). Thedrowned assassin removes its mask, revealing its rotting face. Each creature of the
assassin’s choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw
or be frightened until the end of its next turn.
Drowned Blade ↑
DROWNED BLADE
Medium undead, chaotic evil
Speed 30 ft.
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no
penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth
greater than 100 feet.
Undead Fortitude. If damage reduces the drowned blade to 0 hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the
drowned blade drops to 1 hit point instead.
Actions
Rusted Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and
the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the “Bluerot” sidebar).
Drowned Master ↑
DROWNED MASTER
Medium undead, chaotic evil
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 (1d10)
cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it
takes 5 (1d10) cold damage.
If damage reduces the drowned master to 0 hit points, it must make a Constitution saving
Undead Fortitude.
throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the
drowned master drops to 1 hit point instead.
Actions
Multiattack. The drowned master makes two attacks: one with its greatsword and one with its Life-Draining
Tentacle.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 14
(4d6) cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see
the “Bluerot” sidebar).
Life-Draining Tentacle.Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) necrotic
damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced
by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. This
reduction lasts until the target finishes a long rest. On a failed save, the target also contracts bluerot (see the
“Bluerot” sidebar).
Necrotic Ink (Recharge 5–6). Thedrowned master discharges foul ink in front of itself in a 30-foot cone. Each
creature caught in the ink must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a
failed save or half as much damage on a successful one. A creature that fails this saving throw is blinded until
the end of its next turn and contracts bluerot (see the “Bluerot” sidebar).
Gar Shatterkeel ↑
GAR SHATTERKEEL
Medium humanoid, neutral evil
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting.Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
spell attacks). He has the following druid spells prepared:
1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave
2nd level (3 slots): darkvision, hold person, mirror image*, misty step*, pass without trace, protection from
poison
3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*
4th level (3 slots): charm monster, control water*, dominate beast, freedom of movement*, watery sphere
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses.
Watery Fall.
Except for Wave and his claw, anything he was wearing or carrying is left behind.
Actions
Multiattack. Gar makes two melee attacks, one with his claw and one with Wave.
Claw.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the
target is grappled (escape DC 16). Until the grapple ends, Gar can’t attack other creatures with his claw.
Wave. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 6)
piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If Gar scores a critical hit with
this weapon, the target takes extra necrotic damage equal to half its hit point maximum.
Umberlee’s Wake (Recharge 5–6). Power ripples out in a 60-foot radius sphere from a point within range (150
ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a DC
18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t
make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on
its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself with a successful save. This only affects targets that are
submerged or floating in water. Gar Shatterkeel and any undead serving him are immune to this effect.
Legendary Actions
Gar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn. Gar regains spent legendary actions at the start of
his turn.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
This trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a
god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target
takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water
breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to
select it.
Sentience. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18.
It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with
aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the
sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death.
Conflict arises if the wielder fails to further the weapon’s objectives in the world.
The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god
imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was
intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert.
Trident of Fish Command
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast
dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended
charges daily at dawn.
Weapon of Warning
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In
addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something
other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are
sleeping naturally when combat begins.
Cube of Force
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36
charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown
in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing
happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is
centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube
runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move
any closer to that object as long as the barrier remains.
Charges Effect
2 Nonliving matter can’t pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item
effects, as shown in the table below.
Spell or Item Charges Lost
Disintegrate 1d12
Passwall 1d6
GIANT SHARK
Huge beast, unaligned
Skills Perception +3
Languages —
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit
points.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Kraken Priests ↑
Previously Thayan slaves, these two tough-as-nails women fled Thay after discovering they were both intended for execution
and summary transformation into undead warriors in the dreaded Thayan army. On their way out of Thay, they were forced to
take refuge on a broken-down skiff that drifted far out into the Sea of Fallen Stars. Both Fhenimore and Whymsee preferred
death to becoming the immortal undead servitors of their wicked masters.
In their last weary moments, an aged kraken rose to the surface nearby, and spoke to them telepathically. The creature was
actually on its final swim: a group of powerful adventurers sought it out for its treasure, and though they failed to slay the
kraken, it was so badly wounded in the fight that the rest of the sea life around it began to strike at it, taking advantage of its
greatly weakened state.
Just before passing away, though, it transformed Fhenimore and Whymsee into kraken priests so they could protect its only
offspring. Thankful for another chance at some kind of life, the two have embarked on this mission with great enthusiasm and
have spent the last ten years looking for a place where they might protect the young titan from the world, so that it might
grow in power.
Fhenimore
Fhenimore is a tall, lanky human woman with a too-wide mouth filled with rows and rows of sharp teeth, like a shark. To
accommodate her life underwater, Fhenimore’s hands and feet are both webbed and, like a shark, she has an angular dorsal
fin that protrudes from the middle of her back.
Skills Perception +5
Blood Frenzy. Fhenimore has advantage on melee attack rolls against any creature that doesn’t have all its hit
points.
Fhenimore’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
Innate Spellcasting.
She can innately cast the following spells, requiring no material components:
Actions
Multiattack. Fhenimore can attack once with her bite attack and once with Thunderous Touch.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Thunderous Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
Whymsee
Whymsee is a shorter woman with broad shoulders. Her legs have been replaced with tentacles, and her upper torso is
covered in some kind of tough, conical shell. When startled, she can tuck in her head and pull her tentacles up into the shell
protectively, like a strange hermit crab.
Skills Perception +5
Whymsee’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She
Innate Spellcasting.
can innately cast the following spells, requiring no material components:
Actions
Thunderous Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
Ink Cloud.While underwater, Whymsee can expel an ink cloud in a 20-foot radius. The cloud spreads around
corners, and that area is heavily obscured to creatures other than kraken priests or a kraken. Each creature
other than a kraken priest or a kraken that ends its turn there must succeed on a DC 14 Constitution saving
throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. A strong
current disperses the cloud, which otherwise disappears at the end of Whymsee's next turn.
Shell Defense.Whymsee withdraws into her shell. Until she emerges, she gains a +4 bonus to AC and has
advantage on Strength and Constitution saving throws. While in her shell, Whymsee is prone, her speed is 0 and
can’t increase, she has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action she
can take is a bonus action to emerge.
Sahuagin Blademaster ↑
A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated
foes. As demonstrated in The Final Enemy, sahuagin blademasters often serve as officers in the sahuagin army.
SAHUAGIN BLADEMASTER
Medium humanoid (sahuagin), lawful evil
Languages Sahuagin
Blood Frenzy. The blademaster has advantage on melee attack rolls against any creature that doesn’t have all its
hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once
every 4 hours to avoid suffocating.
Shark Telepathy. The blademaster can magically command any shark within 120 feet of it, using a limited
telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two
with its claws.
Wavecutter Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Sahuagin Deep Diver ↑
These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better
explore the darkest depths of the ocean. Out of the water, they cling to shadows and serve as hunters and assassins. A long,
scaly lure that can be illuminated extends from a deep diver’s forehead.
Languages Sahuagin
Blood Frenzy. The deep diver has advantage on melee attack rolls against any creature that doesn’t have all its
hit points.
Brine Lurker. The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once
every 4 hours to avoid suffocating.
Lure. The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds
bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.
Shark Telepathy. The deep diver can magically command any shark within 120 feet of it, using a limited
telepathy.
Actions
Multiattack. The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws.
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Light of Sekolah. Thedeep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver
that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next
turn. A creature charmed in this way is incapacitated as it stares at the light.
Sea Lion ↑
SEA LION
Large monstrosity, unaligned
Languages —
Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The sea lion has advantage on an attack roll against a creature if at least one of the sea lion’s
allies is within 5 feet of the creature and the ally isn’t incapacitated.
Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25
feet.
Actions
Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Shoalar Quanderil ↑
SHOALAR QUANDERIL
Medium humanoid (water genasi), lawful evil
Shoalar’s innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell
Innate Spellcasting.
attacks). He can innately cast the following spells:
Spellcasting. Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). He knows the following sorcerer spells:
Cantrips (at will): acid splash, chill touch, light, prestidigitation, ray of frost
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1)
piercing damage.
Water Elemental Myrmidon ↑
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons
Actions
Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
YOUNG KRAKEN
Huge monstrosity (titan), chaotic evil
Saving Throws Str +12, Dex +5, Con +10, Int +9, Wis +7
Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 60 ft. but can’t speak
Actions
Multiattack. The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.
Bite.Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a
Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While
swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside
the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken’s turns. One Medium or two
smaller creatures can be swallowed at the same time.
If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a
DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone
in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and
can escape from the corpse using 10 feet of movement, exiting prone.
Tentacle.Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and
the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten
tentacles, each of which can grapple one target.
Fling.One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random
direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed
on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Strike. The kraken magically create a bolt of lightning, which can strike a target the kraken can see
within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on
a failed save, or half as much damage on a successful one.
Appendix B: Locathah Characters ↑
Featured in Ghosts of Saltmarsh, these resilient and proud fish-folk have endured war, slavery, and mistreatment at the hands
of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the
water.
LOCATHAH TRAITS
Your locathah character has an assortment of inborn abilities, part and parcel of locathah nature.
Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
Age. Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.
Alignment. Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward
good, coming from a culture where compassion for the downtrodden is a commonality.
Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity
modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a
lower AC. A shield’s benefits apply as normal while you use your natural armor.
Observant & Athletic. You have proficiency in the Athletics and Perception skills.
Leviathan Will. You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned,
stunned, or put to sleep.
Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 4
hours to avoid suffocating.
Size. Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
Languages. You can speak, read, and write Aquan and Common.
Pregenerated Characters ↑
There are six pre-generated characters available for this adventure that can be downloaded. Click on the images below:
Barnacle Bubbles
Gl’Ulp Sandlot
Interior Illustrators: Joachim Barrum, Eric Belisle, Filip Burburan, Aaron Hubrich, Raymond Swanland, Shawn Wood