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5e_homebrew/adventure/Eventyr Games; Kraken's Gamble.json
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{
"_meta": {
"sources": [
{
"json": "KG",
"abbreviation": "KG",
"full": "Kraken's Gamble",
"url": "https://www.dmsguild.com/product/198297/Krakens-Gamble--a-Storm-Kings-Thunder-Adventure",
"version": "1",
"dateReleased": "2016-11-15",
"authors": [
"Eventyr Games"
],
"convertedBy": [
"Lyra [he/him]"
],
"color": "e2f0d9"
}
],
"dependencies": {
"monster": [
"MM"
],
"monsterFluff": [
"MM"
]
},
"edition": "classic",
"status": "ready",
"dateAdded": 1680877195,
"dateLastModified": 1772404109,
"_dateLastModifiedHash": "f38b388304"
},
"item": [
{
"name": "Aboleth Mucous",
"source": "KG",
"page": 13,
"rarity": "unknown (magic)",
"charges": 3,
"poison": true,
"entries": [
"A jug of aboleth mucous contains three doses. When you ingest a dose of aboleth mucous, you must succeed on a {@dc 14} Constitution saving throw, or become diseased for {@dice 1d4} hours. While diseased, you can only breathe underwater. A willing creature can choose to fail this saving throw."
],
"poisonTypes": [
"ingested"
]
},
{
"name": "Golden Goose",
"source": "KG",
"page": 6,
"type": "$C",
"rarity": "none",
"value": 1000,
"entries": [
"A wooden chip used for betting in {@adventure the Grand Dame's|SKT|11|The Grand Dame} Casino.",
"A single golden goose costs 10 gold pieces."
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/SKT/099-skt11-02.webp"
},
"title": "A \"Golden Goose\"",
"width": 1000,
"height": 793
}
]
}
},
{
"name": "Pincer Staff",
"source": "KG",
"page": 13,
"type": "M",
"rarity": "unknown",
"weight": 4,
"weaponCategory": "martial",
"property": [
"R",
"2H"
],
"dmg1": "1d6",
"dmgType": "P",
"entries": [
"This pincer staff is wielded with two hands, has a reach of 10 ft. and deals {@damage 1d6} piercing damage. When you hit a Medium or smaller creature with the pincer staff, you can use your bonus action to attempt to {@action grapple} the creature. If you succeed, the creature is {@condition grappled}, and you can't use the pincer staff on another target, until this {@action grapple} ends."
]
},
{
"name": "Sticky Shield",
"source": "KG",
"page": 13,
"type": "S",
"rarity": "unknown",
"weight": 6,
"ac": 2,
"entries": [
"This shield seem to be made of rusted metal, driftwood and some weird, sticky algae. It grants +2 to AC like an ordinary shield, and can also be used to catch an enemy's weapon. When a creature misses you with a melee weapon attack, you can use a reaction to catch the creature's weapon with the sticky shield. The attacker must succeed on a {@dc 11} Strength saving throw, or the weapon becomes stuck to the shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is {@condition grappled} while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a {@dc 11} Strength check and succeeding."
]
}
],
"monster": [
{
"name": "Atalia Nimmeryn",
"shortName": "Atalia",
"alias": [
"Purple Lady"
],
"source": "KG",
"page": 16,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"ac": [
12,
{
"ac": 15,
"from": [
"with mage armor"
]
}
],
"hp": {
"formula": "11d8 + 11",
"average": 60
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 14,
"con": 12,
"int": 14,
"wis": 11,
"cha": 16,
"save": {
"int": "+5",
"wis": "+3",
"cha": "+5"
},
"skill": {
"deception": "+5",
"insight": "+3",
"sava|kg": "+5"
},
"passive": 10,
"languages": [
"Common",
"Undercommon",
"telepathy 30 ft."
],
"cr": "5",
"spellcasting": [
{
"name": "Innate Spellcasting",
"type": "spellcasting",
"headerEntries": [
"Atalia's innate spellcasting ability is Charisma (spell save {@dc 14}). She can innately cast the following spells, requiring no components:"
],
"will": [
"{@spell detect thoughts}",
"{@spell levitate}",
"{@spell mage armor} (self only)"
],
"daily": {
"1e": [
"{@spell armor of Agathys}",
"{@spell crown of madness}",
"{@spell dissonant whispers}",
"{@spell telekinesis}"
]
},
"ability": "cha"
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Atalia fires three eldritch blasts."
]
},
{
"name": "Eldritch Blast",
"entries": [
"{@atk rs} {@hit +6} to hit, range 120 ft., one target. {@h}8 ({@damage 1d10+3}) force damage. "
]
}
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C",
"TP",
"U"
],
"damageTags": [
"O"
],
"damageTagsSpell": [
"C",
"Y"
],
"spellcastingTags": [
"I"
],
"savingThrowForcedSpell": [
"constitution",
"wisdom"
]
},
{
"name": "Dealer",
"source": "KG",
"page": 6,
"_copy": {
"name": "Commoner",
"source": "MM"
},
"int": 12,
"wis": 12,
"cha": 12,
"skill": {
"insight": "+3",
"sava|kg": "+3"
},
"passive": 11,
"token": {
"name": "Commoner",
"source": "MM"
}
},
{
"name": "Hand of Yartar",
"source": "KG",
"page": 16,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any"
]
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"{@item studded leather armor|phb}"
]
}
],
"hp": {
"formula": "6d8 + 12",
"average": 39
},
"speed": {
"walk": 30
},
"str": 11,
"dex": 16,
"con": 14,
"int": 13,
"wis": 11,
"cha": 14,
"skill": {
"acrobatics": "+5",
"deception": "+4",
"perception": "+2",
"stealth": "+5"
},
"passive": 12,
"languages": [
"Common",
"Thieves' cant"
],
"cr": "2",
"trait": [
{
"name": "Sneak Attack (1/Turn)",
"entries": [
"Once per turn, the Hand of Yartar deals an extra 7 ({@dice 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Hand of Yartar that isn't {@condition incapacitated} and the Hand of Yartar doesn't have disadvantage on the attack roll."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The Hand of Yartar makes one attack with its shortsword, and one attack with its dagger."
]
},
{
"name": "Shortsword",
"entries": [
"{@atk mw} {@hit +5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6+3}) piercing damage."
]
},
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit +5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4+3}) piercing damage."
]
}
],
"token": {
"name": "Master Thief",
"source": "VGM"
},
"attachedItems": [
"dagger|phb",
"shortsword|phb"
],
"traitTags": [
"Sneak Attack"
],
"languageTags": [
"C",
"TC"
],
"damageTags": [
"P"
],
"miscTags": [
"MLW",
"MW",
"RW",
"THW"
]
},
{
"name": "Khemed",
"alias": [
"The Butler"
],
"isNpc": true,
"source": "KG",
"page": 3,
"_copy": {
"name": "Assassin",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the assassin",
"with": "Khemed",
"flags": "i"
},
"action": {
"mode": "scalarAddHit",
"scalar": 1
}
}
},
"alignment": [
"N"
],
"save": {
"dex": "+7",
"int": "+5"
},
"skill": {
"acrobatics": "+7",
"deception": "+4",
"perception": "+4",
"stealth": "+11"
},
"passive": 14,
"languages": [
"Common, Elven, Thieves' cant"
],
"token": {
"name": "Assassin",
"source": "MM"
},
"hasFluff": true
},
{
"name": "Lady Dezhia Rossolio",
"isNpc": true,
"source": "KG",
"page": 3,
"_copy": {
"name": "Noble",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the noble",
"with": "Dezhia",
"flags": "i"
}
}
},
"alignment": [
"L",
"N"
],
"token": {
"name": "Noble",
"source": "MM"
},
"hasFluff": true
},
{
"name": "Lord Artan Rossolio",
"isNpc": true,
"source": "KG",
"page": 2,
"_copy": {
"name": "Noble",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the noble",
"with": "Artan",
"flags": "i"
}
}
},
"ac": [
10
],
"action": null,
"token": {
"name": "Noble",
"source": "MM"
},
"hasFluff": true
},
{
"name": "Nelvin Storn",
"isNpc": true,
"source": "KG",
"page": 5,
"_copy": {
"name": "Bandit Captain",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the captain",
"with": "Nelvin",
"flags": "i"
}
}
},
"alignment": [
"L",
"E"
],
"token": {
"name": "Bandit Captain",
"source": "MM"
},
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Oosith",
"isNpc": true,
"source": "KG",
"page": 8,
"_copy": {
"name": "Aboleth",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the Aboleth",
"with": "Oosith",
"flags": "i"
}
}
},
"token": {
"name": "Aboleth",
"source": "MM"
},
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Scimitar Sally",
"shortName": "Sally",
"source": "KG",
"page": 16,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 15,
"from": [
"{@item studded leather armor|phb}"
]
}
],
"hp": {
"formula": "8d8 + 16",
"average": 52
},
"speed": {
"walk": 30
},
"str": 11,
"dex": 16,
"con": 14,
"int": 15,
"wis": 12,
"cha": 14,
"skill": {
"deception": "+4",
"perception": "+3",
"stealth": "+5",
"acrobatics": "+5"
},
"passive": 13,
"languages": [
"Common",
"Dwarvish",
"Thieves' cant"
],
"cr": "3",
"trait": [
{
"name": "Sneak Attack (1/Turn)",
"entries": [
"Once per turn, Sally deals an extra 11 ({@dice 3d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Sally that isn't {@condition incapacitated} and Sally doesn't have disadvantage on the attack roll."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Sally makes two attacks with her scimitar."
]
},
{
"name": "Scimitar",
"entries": [
"{@atk mw} {@hit +5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6+3}) slashing damage and the target must make a {@dc 13} Constitution saving throw, taking 11 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."
]
},
{
"name": "Light Crossbow",
"entries": [
"{@atk rw} {@hit +5} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."
]
}
],
"token": {
"name": "Master Thief",
"source": "VGM"
},
"attachedItems": [
"light crossbow|phb",
"scimitar|phb"
],
"traitTags": [
"Sneak Attack"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C",
"D",
"TC"
],
"damageTags": [
"I",
"P",
"S"
],
"miscTags": [
"MLW",
"MW",
"RNG",
"RW"
],
"savingThrowForced": [
"constitution"
],
"hasFluff": true
},
{
"name": "Waterbaron Nestra Ruthiol",
"isNpc": true,
"source": "KG",
"page": 4,
"_copy": {
"name": "Noble",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the noble",
"with": "Nestra",
"flags": "i"
}
}
},
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"alignment": [
"L",
"E"
],
"token": {
"name": "Noble",
"source": "MM"
},
"hasFluff": true,
"hasFluffImages": true
}
],
"monsterFluff": [
{
"name": "Khemed",
"source": "KG",
"_copy": {
"name": "Assassin",
"source": "MM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bring the Butler",
"page": 3,
"entries": [
"If you think your party might need an extra hand with the challenges ahead, or some guidance along the way, you can have {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} offer up {@creature Khemed|KG|Khemed's} services. He can act as a guide and an aid in combat. Instead of taking a prominent role in planning or negotiation, the silent assassin should stay in the background and only intervene to keep the party from getting themselves in over their heads."
]
},
{
"type": "hr"
}
]
}
}
}
}
},
{
"name": "Lady Dezhia Rossolio",
"source": "KG",
"_copy": {
"name": "Noble",
"source": "MM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The head of the Rossolio household is a sharp-featured woman of about sixty years. Her white hair is kept in a bun, and she wears stylish, but practical clothes. Her wit is sharp, her speech refined and her demeanor unforgiving. {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} abhors stupidity\u2014which is why {@creature Lord Artan Rossolio|KG|Artan} is only barely tolerated\u2014and respects strength and cunning. Her ultimate goal is to firmly secure her family's coffers and legacy.",
{
"type": "entries",
"name": "What Dezhia Knows",
"page": 3,
"entries": [
"{@creature Lady Dezhia Rossolio|KG|Lady Dezhia} can offer some information that might be helpful to the party:",
{
"type": "list",
"page": 3,
"items": [
"{@creature Waterbaron Nestra Ruthiol|KG} was very interested in {@creature Lord Artan Rossolio|KG|Artan's} disappearance, and {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} got the distinct impression that {@creature Lord Artan Rossolio|KG|Artan} wasn't the only noble to have gone missing in the recent weeks.",
"If the characters mention the woman in a purple dress, {@creature Lady Dezhia Rossolio|KG|Dezhia} comments that it might be one of the 'Hand of Yartar', the all-female thieves' guild. She doesn't know where they reside, but suggests that looking for 'hardened women in sordid places' might be a way to get in contact with them.",
"If the party somehow know about {@adventure The Grand Dame|SKT|11|The Grand Dame}, she can tell them that it is only for the wealthy (or 'fools with more coin that sense', as {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} puts it). {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} can be convinced to lend them fine clothes to help the party disguise themselves as nobles, if needed."
]
}
]
},
{
"type": "hr"
}
]
}
}
}
}
},
{
"name": "Lord Artan Rossolio",
"source": "KG",
"_copy": {
"name": "Noble",
"source": "MM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The young lord has blonde hair and blue eyes. Spoiled rotten and used to getting his way, this pudgy 20-something-year-old hasn't seen a day of hard labour in his life. He's not rude or arrogant, but woefully out-of-touch with lesser folk and almost completely incapable of taking care of himself. He has {@creature Lord Artan Rossolio|KG|the statistics of a noble without weapons and armor}.",
{
"type": "entries",
"name": "Quick Background",
"page": 2,
"entries": [
{
"type": "list",
"page": 2,
"items": [
"House Rossolio made its fortune in barge building.",
"{@creature Lord Artan Rossolio|KG|Artan's} mother, fierce {@creature Lady Dezhia Rossolio|KG}, is the head of House Rossolio.",
"{@creature Lord Artan Rossolio|KG|Artan} has two siblings, Martyn and Urzales, but they are usually off on business trips.",
"{@creature Lord Artan Rossolio|KG|Artan's} father Ernest died when {@creature Lord Artan Rossolio|KG|Artan} was young.",
"{@creature Lord Artan Rossolio|KG|Artan} fancies himself the 'treasurer' of the family company, but in reality he is excluded from as much business as possible, due to his slow wit."
]
}
]
},
{
"type": "entries",
"name": "What Artan knows",
"page": 2,
"entries": [
"{@creature Lord Artan Rossolio|KG|Artan's} memory is very fuzzy, but he has some bits and pieces of information:",
{
"type": "list",
"page": 2,
"items": [
"The last he remembers, he was at the Rossolio Manor, getting ready to go out alone. He can't remember where to, unfortunately.",
"He remembers something about a golden goose, but he can't quite place it. He doesn't think it was an actual golden goose, although that wouldn't be the weirdest thing the young socialite has seen at a party in Yartar.",
"There was definitely a beautiful woman involved. She had black hair, and a gorgeous purple dress. He can't remember her name, if she even told him."
]
}
]
},
{
"type": "hr"
}
]
}
}
}
}
},
{
"name": "Nelvin Storn",
"source": "KG",
"_copy": {
"name": "Bandit Captain",
"source": "MM"
}
},
{
"name": "Oosith",
"source": "KG",
"_copy": {
"name": "Aboleth",
"source": "MM"
}
},
{
"name": "Scimitar Sally",
"source": "KG",
"entries": [
"This seasoned thief has dirty-blonde hair, a square jaw and a nasty scar that runs from her hairline to her upper lip, twisting her mouth in a perpetual scowl.",
{
"type": "entries",
"name": "What Sally Knows",
"page": 4,
"entries": [
"Sally knows a thing or two about what's going on:",
{
"type": "list",
"page": 4,
"items": [
"The Hand of Yartar isn't involved in the disappearances, and don't know who's behind them. They suspect that some sort of organization is involved, but can't be sure if its Zhentarim, Harpers or some third faction.",
"The lady in purple might be {@creature Atalia Nimmeryn|KG|Lady Atalia}, a young woman who has some sort of mind-powers and frequents {@adventure the Grand Dame|SKT|11|The Grand Dame}. The Hand have tried recruiting her, to no avail."
]
}
]
}
]
},
{
"name": "Waterbaron Nestra Ruthiol",
"source": "KG",
"_copy": {
"name": "Noble",
"source": "MM"
}
}
],
"variantrule": [
{
"name": "Kobold's Knuckles",
"source": "KG",
"page": 6,
"ruleType": "O",
"entries": [
"This dice game is basically a simple version of blackjack that uses dice instead of playing cards. Players play against the house, not each other, and more players can play at the same time.",
{
"type": "list",
"page": 6,
"items": [
"Each player makes a bet (the minimum bet is 1 {@item golden goose|KG}).",
"Each player rolls {@dice 1d6 + 1d4} in the open.",
"The dealer (you) rolls {@dice 1d6} in the open, and {@dice 1d4} behind a screen.",
"Each player can in turn choose to roll additional {@dice 1d4|1d4's} until they don't want to anymore. If the total exceeds 10, they lose their bet.",
"After all players have rolled their {@dice 1d4|d4's}, the dealer reveals their hidden {@dice d4} and rolls additional {@dice 1d4|d4's} until they have at least 8 or higher. If the result exceeds 10, all players still in the game win 100% of their bet.",
"When the dealer is finished rolling, any players with a result lower than the dealer's lose their bets, players with the same total as the dealer reclaim their bets, and players with a result higher than the dealer's win 100% of their bets."
]
}
]
},
{
"name": "Sava",
"source": "KG",
"page": 6,
"ruleType": "O",
"entries": [
"This odd version of chess is a drow invention. Two players play against each other using ebony pieces resembling drow warriors, mages and priestesses. The goal of the game is to destroy the other player's 'noble house'. It is a game of skill, deception and insight.",
"A game of sava takes roughly 30 minutes. Each player makes a bet before the game begins (the minimum bet is 5 {@item golden goose|KG|golden geese}). To determine who wins the game, each participant makes three rolls:",
{
"type": "list",
"page": 6,
"items": [
"An Intelligence ({@skill Sava|KG}) check.",
"A Wisdom ({@skill Insight}) check.",
"A Charisma ({@skill Deception}) check."
]
},
"Compare the combined totals of these three rolls to determine the winner of the game (on an equal result, the game is a draw). The winner claims the loser's bet."
]
},
{
"name": "Underwater Combat",
"source": "KG",
"page": 12,
"ruleType": "V",
"entries": [
"Remember that there are special rules for fighting under water, which can be found on {@book page 198 of the Player's Handbook|PHB|9|underwater combat}. The rules for {@book drowning can be found on page 183|PHB|8|Suffocating}, but if you want some more punishing rules for drowning, you can try the following:",
{
"type": "list",
"page": 12,
"items": [
"You have 'breath points' equal to your Constitution modifier x 10 (minimum of 5).",
"At the start of your turn, you lose 1 breath point if you don't have access to air, or regain an amount of breath points equal to 5 + your Constitution modifier if you have access to air.",
"Each time you take an action, bonus action or reaction, you lose 1 breath point.",
"When you suffer a critical hit, you must make a Constitution saving throw to keep holding your breath. The DC equals 10 or half the damage you take, whichever is higher. If you fail, you lose all your breath points.",
"When you would lose a breath point, but have 0 breath points, you must succeed on a {@dc 10} Constitution saving throw or drop to 0 hit points and start dying at the start of your next turn. The DC of this saving throw increases by 1 each consecutive time it is made without access to breathable air."
]
}
]
}
],
"skill": [
{
"name": "Sava",
"source": "KG",
"page": 6,
"entries": [
"{@note This skill tracks proficiency in the game of Sava, rules for which are included below:}",
{
"type": "statblock",
"tag": "variantrule",
"source": "KG",
"name": "Sava",
"page": 6
}
]
}
],
"adventure": [
{
"name": "Kraken's Gamble",
"id": "KG",
"source": "KG",
"group": "homebrew",
"cover": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KG/Cover.webp"
},
"published": "2016-11-15",
"storyline": "Storm King's Thunder",
"level": {
"start": 6,
"end": 8
},
"contents": [
{
"name": "Kraken's Gamble",
"headers": [
"Background",
"Synopsis",
"Hooks",
{
"header": "The River",
"depth": 1
},
{
"header": "The Inn",
"depth": 1
},
"Getting to Yartar",
"Yartar",
{
"header": "Brief Description",
"depth": 1
},
{
"header": "The Rossolio Manor",
"depth": 1
},
{
"header": "Waterbaron's Hall",
"depth": 1
},
{
"header": "Hand of Yartar",
"depth": 1
},
{
"header": "Grand Dame",
"depth": 1
},
{
"header": "Following the Purple Lady",
"depth": 1
},
"The Sewers",
{
"header": "S1. Control Office",
"depth": 1
},
{
"header": "S2. Otyugh's Pools",
"depth": 1
},
{
"header": "S3. Kuo-Toa Lair",
"depth": 1
},
{
"header": "S4. Emergency Drainage",
"depth": 1
},
{
"header": "S5. To the Aboleth's Lair",
"depth": 1
},
{
"header": "Aboleth's Lair",
"depth": 1
},
"Conclusion"
]
},
{
"name": "Items",
"ordinal": {
"identifier": "A",
"type": "appendix"
}
}
]
}
],
"adventureData": [
{
"id": "KG",
"source": "KG",
"data": [
{
"type": "section",
"name": "Cover & Introduction",
"page": 1,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KG/Cover-Full.webp"
},
"title": "Kraken's Gamble Cover",
"width": 900,
"height": 1273
},
{
"type": "hr"
},
"This adventure is designed for the {@adventure Storm King's Thunder|SKT} campaign, and is meant to enhance your party's connection to important events and NPCs. Intended for a party of around 6th to 8th level, the main purpose is to acquaint your characters with the Kraken's Society and {@adventure the Grand Dame casino|SKT|11|The Grand Dame}, both of which feature prominently in {@adventure Chapter 11 of Storm King's Thunder|SKT|11}.",
{
"type": "section",
"name": "Background",
"page": 1,
"entries": [
"The Kraken Society has long sought to grasp the mid-sized city of Yartar in its slimy tentacles, and now the time has come to make a bold move. A few weeks ago, the Kraken Society sent one of its most capable operatives, the {@creature aboleth} {@creature Oosith|KG}, to aid Kraken Society member {@creature Khaspere Drylund|SKT|Lord Drylund} in becoming the Waterbaron of Yartar.",
"Over the past few weeks, {@creature Oosith|KG}, {@creature Khaspere Drylund|SKT|Lord Drylund} and a young psionic named {@creature Atalia Nimmeryn|KG|Atalia} have abducted young nobles. {@creature Khaspere Drylund|SKT|Lord Drylund} invites them to his riverboat casino, where {@creature Atalia Nimmeryn|KG|lady Atalia} seduces them and leads them into {@creature Oosith|KG|Oosith's} sewer lair. Here the {@creature aboleth} infects them with an insidious disease, wraps them in a watertight cocoon and sends them flowing down the Dessarin River to Waterdeep. When they find their destination, other members of the Kraken Society gather them up, and the Society use them as hostages to blackmail their families, ensuring the noble houses' allegiance against the current {@creature Waterbaron Nestra Ruthiol|KG}.",
"Our heroes become entangled in the kraken's slimy appendages, when the third of these abducted nobles, young {@creature Lord Artan Rossolio|KG|Lord Artan}, is intercepted by a pack of giant birds, while flowing down the river towards Waterdeep."
],
"id": "001"
},
{
"type": "section",
"name": "Synopsis",
"page": 1,
"entries": [
"On their travels, the party come across a young noble who's been imprisoned in a cocoon and sent down the Dessarin River from his home in Yartar. They escort him back to Yartar, where his mother hires them to figure out who attempted to abduct him.",
"The party's investigations might take them into Yartar's back-alleys and taverns, and even to the the Waterbaron's Hall. Ultimately, the clues lead to the riverboat casino {@adventure The Grand Dame|SKT|11|The Grand Dame}. Here they'll speak to a Kraken Society operative, who's willing to betray her associate {@creature Oosith|KG}. She'll lead the party down into the sewers, where they must brave fish-men, oozes and traps, before going head to head with a deceptive {@creature aboleth|MM} in its natural habitat."
],
"id": "002"
},
{
"type": "section",
"name": "Hooks",
"page": 1,
"entries": [
"Here we'll go over two ways to get this adventure started, both of which requires your party to be in the somewhere in the vicinity of the Dessarin Valley.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The River",
"page": 1,
"entries": [
"This hook only works if your party are travelling near the Dessarin River south of Yartar. They might be here if they are travelling to or from Triboar, Goldenfields or Waterdeep, or have made a stop at Womford or Beliard.",
"While travelling near the water's edge, the party can see a flock of very large birds circling something in the river, repeatedly diving down and attempting to pick it up. As the party closes in on the four {@b giant seagulls} {@homebrew (Use the {@creature Giant Swan|WBtW} statblock.)}. They can see what the birds are trying to retrieve from the water: a 6-foot long white, opaque, cocoon-like container.",
"The birds screech loudly and argue over their prize as they pull it from the water, and it drops onto the bank next to the river. The seagulls land and peck at the cocoon and each other, each attempting to be the first to break the shell. If the party attacks the seagulls, the birds fight back, but quickly fly away if seriously threatened.",
"The cocoon has been ruptured, and the party can clearly see what lies within: a naked, unconscious man with translucent and slimy skin, covered in several inches of grimy water. A {@dc 10} Intelligence ({@skill Nature}) check reveals that the cocoon isn't the product of any natural beast. It seems to be made of soft, membraneous tissue, that isn't webbing or fabric. A {@dc 20} Wisdom ({@skill Medicine}) check determines that the man's weird skin condition is probably the product of some sort of twisted magic or unnatural disease.",
"The young man soon regains his consciousness, coming to life with a shuddering breath, as his stark blue eyes flutter open. {@i 'Wh- Where am I?'} he mutters with a broken voice. He looks up at the party, a confused expression on his young face. {@i 'Who... Who are you? What have you done with me?'}",
"If the party explains the situation to him, young {@creature Lord Artan Rossolio|KG} seems even more confused. {@i 'Last I remember... I was in Yartar... I don't understand.'} {@creature Lord Artan Rossolio|KG|Artan} proceeds to tell the party what he knows (see the '{@adventure Lord Artan Rossolio|KG|0|Lord Artan Rossolio}' textbox) and then pleads with them to lend him a set of clothes and help him get home. Go to '{@adventure Getting to Yartar|KG|0|Getting to Yartar}'."
],
"id": "005"
},
{
"type": "entries",
"name": "The Inn",
"page": 2,
"entries": [
"A different\u2014but similar\u2014way to start this adventure, which fits a broader variety of situations, is to have it start at an inn or similar establishment. This can be anywhere within a hundred miles of the Dessarin River.",
"While the party are relaxing or otherwise leisurely occupied the door to the establishment is pushed violently open. In strides a naked man, covering his private parts with both hands. His skin is translucent and slimy, his blonde hair wet and sticking to his forehead. The young man stumbles to the bar, and almost falls onto it, as he croaks: {@i 'wa- water... Good sir, I must... I must have water!'}",
"The stunned barkeep quickly fills a mug with water from a barrel and hands it to the young man. The drink almost slips from the naked man's slimy hands, but he manages to catch it, and proceeds to pour it over his own head. As the water trickles down over his naked skin, he lets out a profound sigh.",
"{@creature Lord Artan Rossolio|KG} finds a chair near the party, and recognizing that they are adventurers, immediately beseech them for their help. He tells them that he awoke trapped in some sort of cocoon, with giant birds fighting over him. He managed to slip away, while the birds fought over their prize and walked for a mile before finding his way here. The whole way, his skin burned and itched, and he knew he needed water. He don't know where he is, or how he ended up in the cocoon. {@creature Lord Artan Rossolio|KG|Artan} remembers only very little (see the '{@adventure Lord Artan Rossolio|KG|0|Lord Artan Rossolio}' textbox).",
"While speaking with the party, he continues to douse himself with water every 10 minutes, complaining that his skin burns and that he needs the water. Desperate, he pleads with the party to help him get home. Go to '{@adventure Getting to Yartar|KG|0|Getting to Yartar}'."
],
"id": "006"
}
],
"id": "004"
},
{
"type": "inset",
"page": 2,
"name": "Optional Hook",
"entries": [
"If your party is nowhere near Yartar, but you still want to run this adventure, there's hope for you. Any Lords' Alliance member can contact the party, reaching out to them on behalf of {@creature Waterbaron Nestra Ruthiol|KG} in Yartar, who needs a party of competent out-of-towners to investigate some mystical disappearances."
],
"id": "007"
},
{
"type": "inset",
"page": 2,
"name": "Lord Artan Rossolio",
"entries": [
"The young lord has blonde hair and blue eyes. Spoiled rotten and used to getting his way, this pudgy 20-something-year-old hasn't seen a day of hard labour in his life. He's not rude or arrogant, but woefully out-of-touch with lesser folk and almost completely incapable of taking care of himself. He has {@creature Lord Artan Rossolio|KG|the statistics of a noble without weapons and armor}.",
{
"type": "entries",
"name": "Quick Background",
"page": 2,
"entries": [
{
"type": "list",
"page": 2,
"items": [
"House Rossolio made its fortune in barge building.",
"Artan's mother, fierce {@creature Lady Dezhia Rossolio|KG}, is the head of House Rossolio.",
"{@creature Lord Artan Rossolio|KG|Artan} has two siblings, Martyn and Urzales, but they are usually off on business trips.",
"{@creature Lord Artan Rossolio|KG|Artan's} father Ernest died when {@creature Lord Artan Rossolio|KG|Artan} was young.",
"{@creature Lord Artan Rossolio|KG|Artan} fancies himself the 'treasurer' of the family company, but in reality he is excluded from as much business as possible, due to his slow wit."
]
}
],
"id": "009"
},
{
"type": "entries",
"name": "What Artan knows",
"page": 2,
"entries": [
"{@creature Lord Artan Rossolio|KG|Artan's} memory is very fuzzy, but he has some bits and pieces of information:",
{
"type": "list",
"page": 2,
"items": [
"The last he remembers, he was at the Rossolio Manor, getting ready to go out alone. He can't remember where to, unfortunately.",
"He remembers something about a {@item golden goose|KG}, but he can't quite place it. He doesn't think it was an actual golden goose, although that wouldn't be the weirdest thing the young socialite has seen at a party in Yartar.",
"There was definitely a beautiful woman involved. She had black hair, and a gorgeous purple dress. He can't remember her name, if she even told him."
]
}
],
"id": "00a"
}
],
"id": "008"
}
],
"id": "003"
},
{
"type": "section",
"name": "Getting to Yartar",
"page": 2,
"entries": [
"{@creature Lord Artan Rossolio|KG|Artan} is desperate to acquire the party's help, as he is wholly incapable of taking care of himself, especially in his compromised state. He tells the party:",
"{@i 'You must get me back to Yartar, as fast as possible. My mother will give you more gold than you've ever seen, when I return to her,'} with desperation and sincerity in his voice. {@i 'Oh, by the gods, she must be worried sick!'}",
"{@creature Lord Artan Rossolio|KG|Artan} will accept any demand the party has, assuring them that his mother will pay the reward, if they'll just lead him back to Yartar (he can't fathom that his mother might not agree with that assessment).",
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Aboleth's Touch",
"page": 2,
"entries": [
"As it turns out, the young noble is quite in need of the party's help, since he's been afflicted with an aboleth's tentacle, and must be doused with water each 10 minutes or take {@damage 1d12} acid damage. The party must find a way to mitigate this while making their way to Yartar, such as carrying a large container of water that {@creature Lord Artan Rossolio|KG|Artan} can fit in, or fill extra {@item waterskin|PHB|waterskins} (continually dousing {@creature Lord Artan Rossolio|KG|Artan} with water uses up six {@item waterskin|PHB|waterskins} per 24 hours, and must be done throughout the night and day). {@creature Lord Artan Rossolio|KG|Artan} is optimistic that his family will be able to pay someone to cure him of his condition."
],
"id": "00e"
}
],
"id": "00d"
}
],
"id": "00c"
}
],
"id": "00b"
},
{
"type": "section",
"name": "Yartar",
"page": 3,
"entries": [
"The city of Yartar is described on {@adventure page 115 of the Storm King's Thunder campaign book|SKT|3|Yartar}, as well as on {@book page 57 of the Sword Coast Adventurer's Guide|SCAG|2|Yartar}. It's advisable to read as much about Yartar as possible, before running this adventure. Some of this information is summarized in the section below, and some of the locations that are particularly relevant to this adventure, are also described in more detail on the following pages.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Brief Description",
"page": 3,
"entries": [
"In short, Yartar is a fortified fishing and barge building town set on the banks of the Dessarin River. It is divided into a citadel on the west bank, and the town proper on the east bank, with a sturdy stone bridge between them. The prosperous and crowded town is a member of the Lord's Alliance, and the elected leader is {@creature Waterbaron Nestra Ruthiol|KG}. Other factions are also present in Yartar: the Zhentarim, the Harpers, the local all-female thieves' guild the Hand of Yartar, and the city guard the Shields of Yartar."
],
"id": "011"
}
],
"id": "010"
},
{
"type": "entries",
"name": "The Rossolio Manor",
"page": 3,
"entries": [
"{@creature Lord Artan Rossolio|KG|Artan's} home is a two-story building on the outskirts of town. Large and old, fenced in and foreboding, the Rossolio manor reeks of wealth and power. Inside, the manor is decorated with lavish paintings, tapestries, busts and statues, the floors are polished mahogany where they aren't covered by massive carpets, and gaudy chandeliers hang from the high ceilings.",
"The Rossolio manor is guarded by 12 elite guards (LN and N male and female {@creature veteran|MM|veterans}), which take orders from the unassuming 'butler' {@creature Khemed|KG} (N male assassin). The head of the household is {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} (LN female noble), a fierce, proud and hawkish old woman, who has a knack for business and no patience for incompetence.",
"When the party arrives with {@creature Lord Artan Rossolio|KG|Artan}, {@creature Khemed|KG} greets the young master and the party with cool politeness, and then leads them to {@creature Lady Dezhia Rossolio|KG|Lady Dezhia's} office. The busy old matron doesn't seem particularly thrilled at the return of her son, and immediately starts verbally abusing him:",
"{@i 'Where have you been, you foolish boy? No, don't answer that. I will not tolerate your presence while you are wearing that dreadful attire. You look horrid. Go get yourselves a bath and some clean clothes, then we'll talk!'}",
"As {@creature Lord Artan Rossolio|KG|Artan} bows his head and retreats to his chambers, {@creature Lady Dezhia Rossolio|KG|Dezhia} turns her attention to the party. She demands they explain what happened to {@creature Lord Artan Rossolio|KG|Artan}, how they found him and how they got him to Yartar. Regardless of what promises {@creature Lord Artan Rossolio|KG|Artan} has made, she'll refuse to pay anything more than 100 gold pieces for the party's aid in returning {@creature Lord Artan Rossolio|KG|Artan}. However, she'll entice the party with a job offer:",
"{@i 'Our family priest will have a look at his condition. In the meanwhile, I must know who our enemies are, so that they can be dealt with. I also see that the boy has carelessly lost his family pendant. It is an irreplaceable heirloom that must be returned to the house.'}",
"{@creature Lady Dezhia Rossolio|KG|Lady Dezhia} offers a reward of 500 gold pieces if they can learn what happened to {@creature Lord Artan Rossolio|KG|Artan}, and another 500 gold pieces for retrieving the pendant (which is a capital R engraved with emeralds into an onyx disk). If the party press her, she'll agree to pay half of the prize up front.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bring the Butler",
"page": 3,
"entries": [
"If you think your party might need an extra hand with the challenges ahead, or some guidance along the way, you can have {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} offer up {@creature Khemed|KG|Khemed's} services. He can act as a guide and an aid in combat. Instead of taking a prominent role in planning or negotiation, the silent assassin should stay in the background and only intervene to keep the party from getting themselves in over their heads."
],
"id": "014"
}
],
"id": "013"
},
{
"type": "inset",
"page": 3,
"name": "Lady Dezhia Rossolio",
"entries": [
"The head of the Rossolio household is a sharp-featured woman of about sixty years. Her white hair is kept in a bun, and she wears stylish, but practical clothes. Her wit is sharp, her speech refined and her demeanor unforgiving. {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} abhors stupidity\u2014which is why {@creature Lord Artan Rossolio|KG|Artan} is only barely tolerated\u2014and respects strength and cunning. Her ultimate goal is to firmly secure her family's coffers and legacy.",
{
"type": "entries",
"name": "What Dezhia Knows",
"page": 3,
"entries": [
"{@creature Lady Dezhia Rossolio|KG|Lady Dezhia} can offer some information that might be helpful to the party:",
{
"type": "list",
"page": 3,
"items": [
"{@creature Waterbaron Nestra Ruthiol|KG} was very interested in {@creature Lord Artan Rossolio|KG|Artan's} disappearance, and {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} got the distinct impression that {@creature Lord Artan Rossolio|KG|Artan} wasn't the only noble to have gone missing in the recent weeks.",
"If the characters mention the woman in a purple dress, {@creature Lady Dezhia Rossolio|KG|Dezhia} comments that it might be one of the 'Hand of Yartar', the all-female thieves' guild. She doesn't know where they reside, but suggests that looking for 'hardened women in sordid places' might be a way to get in contact with them.",
"If the party somehow know about {@adventure The Grand Dame|SKT|11|The Grand Dame}, she can tell them that it is only for the wealthy (or 'fools with more coin that sense', as {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} puts it). {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} can be convinced to lend them fine clothes to help the party disguise themselves as nobles, if needed."
]
}
],
"id": "016"
}
],
"id": "015"
}
],
"id": "012"
},
{
"type": "entries",
"name": "Waterbaron's Hall",
"page": 4,
"entries": [
"The Waterbaron of Yartar, {@creature Waterbaron Nestra Ruthiol|KG|Nestra Ruthiol} (LE female human noble), resides in the Waterbaron's Hall which sits at the center of Yartar. It's a large, squat building with a vaulted roof. Within are all sort of meeting rooms, a vast feast hall, and the Waterbaron's grand chambers. The hall is built in marble, and rich tapestries and ornate statues fill each of the high-ceilinged chambers.",
"Visitors to the hall must announce themselves with the Shields of Yartar standing guard outside. If the party ask to see the Waterbaron, the heavily armored {@creature veteran|MM} guards escort the party to {@creature Waterbaron Nestra Ruthiol|KG|Waterbaron Nestra Ruthiol's} grand chamber.",
"If the party asks about disappearing nobles, {@creature Waterbaron Nestra Ruthiol|KG|Nestra} immediately seems interested in what they have to say. She's noted the disappearance of several nobles with concern, and she's suspicious that {@creature Khaspere Drylund|SKT|Lord Drylund} (the owner of {@adventure the Grand Dame|SKT|11|The Grand Dame}) is somehow involved. She thinks the lord is vying for her seat, and finds it suspicious that all the nobles who've gone missing so far, are from families that back her as Waterbaron. She finds herself unable to act on the suspicions, though, because she doesn't have sufficient proof to warrant a thorough investigation into {@creature Khaspere Drylund|SKT|Lord Drylund}. Any brash move risks tipping her hand and turning more nobles against her.",
"She doesn't tell the party all of this, of course, but instead poses as a benevolent leader, concerned for the safety and well-being of the people she governs. She can provide the following information:",
{
"type": "list",
"page": 4,
"items": [
"Three nobles have gone missing over the last few weeks. {@creature Lord Artan Rossolio|KG|Artan Rossolio}, Jakkob Dawnflower and Timothy Salzberg. All are young men.",
"Timothy was a regular at {@adventure the Grand Dame|SKT|11|The Grand Dame} and Jakkob might've been involved with the Hand of Yartar, or so the rumors say.",
"No clues have been found about where any of them are, and all seem to have disappeared during the night."
]
},
"If the party seem hesitant to investigate, or ask why she doesn't get her Shields to look into the matter, {@creature Waterbaron Nestra Ruthiol|KG|Nestra} says that she can't legally investigate {@adventure the Grand Dame|SKT|11|The Grand Dame} with so little actual evidence, and ask the party to get to the bottom of this for her. She'll pay them a 100 gold pieces up front for the effort, but warns the party that they do not officially work for her or the city, and if they are caught doing anything illicit, or take up arms against the Shields or any other of Yartar's citizens, she'll deny having ever met them and punish them according to harsh Yartarian law."
],
"id": "017"
},
{
"type": "entries",
"name": "Hand of Yartar",
"page": 4,
"entries": [
"If the party wants to speak with the all-female thieves' guild, they'll first have to find a representative. There's a couple of places that they might choose to visit for this: the Yartar market (called the Fishyard by the locals), the many alleys in the town, or one of the more sordid taverns, such as the Cointoss or the White-Winged Griffon.",
"Describing each of these locations are out of the scope of this document, but a thorough investigation should eventually allow the party to find one of the Hands. In an alley it's a woman beggar that looks a little too well-fed and sharp-eyed, in the taverns it's a stern-faced woman that everyone else seems to give a wide berth, and in the marketplace it's a lone woman who seems more focused on observing passersbys than buying anything.",
"If you prefer to do a montage-style-investigation, you can have each party member involved in the search roll a {@dc 15} Intelligence ({@skill Investigation}) check each hour, to determine how long it takes them to find a Hand.",
"Regardless where the party finds her, {@creature Scimitar Sally|KG} isn't keen on mincing words with well-armed strangers. She'll deny any open accusation about being a member of the Hand of Yartar, but might confess to 'knowing some people'. If the party cough up sufficient coin\u2014a few platinum pieces at the least\u2014and make a good Charisma roll or two, Sally will tell them some or all of what she knows, at your discretion (see the '{@adventure Scimitar Sally|KG|0|Scimitar Sally}' textbox). If the party tries to intimidate her, or becomes violent, she'll make her way to an alley (if she isn't already in one) where three {@creature Hand of Yartar|KG|Hands of Yartar} joins her against the party. If she's close to being defeated, she surrenders the information willingly, rather than die.",
{
"type": "inset",
"page": 4,
"name": "Scimitar Sally",
"entries": [
"This seasoned thief has dirty-blonde hair, a square jaw and a nasty scar that runs from her hairline to her upper lip, twisting her mouth in a perpetual scowl.",
{
"type": "entries",
"name": "What Sally Knows",
"page": 4,
"entries": [
"Sally knows a thing or two about what's going on:",
{
"type": "list",
"page": 4,
"items": [
"The Hand of Yartar isn't involved in the disappearances, and don't know who's behind them. They suspect that some sort of organization is involved, but can't be sure if its Zhentarim, Harpers or some third faction.",
"The lady in purple might be {@creature Atalia Nimmeryn|KG|Lady Atalia}, a young woman who has some sort of mind-powers and frequents {@adventure the Grand Dame|SKT|11|The Grand Dame}. The Hand have tried recruiting her, to no avail."
]
}
],
"id": "01a"
}
],
"id": "019"
}
],
"id": "018"
},
{
"type": "entries",
"name": "Grand Dame",
"page": 5,
"entries": [
"{@adventure The Grand Dame|SKT|11|The Grand Dame} and its notable inhabitants are detailed on {@adventure page 215 to 219 of the Storm King's Thunder campaign book|SKT|11|The Grand Dame}, so we won't go over the interior in great detail here.",
"The brief summary is that {@adventure the Grand Dame|SKT|11|The Grand Dame} is an ornately decorated riverboat owned by {@creature Khaspere Drylund|SKT|Lord Khaspere Drylund}, who is a member of the Kraken Society. In essence, {@adventure the Grand Dame|SKT|11|The Grand Dame} is a nightly, floating casino catering to rich nobles.",
"The ship is captained by {@creature Nelvin Storn|KG|Nelvin Storn (LE male bandit captain}) who employs eight deckhands (NE male and female {@creature bandit|MM|bandits}), and the casino is overseen by {@creature Pow Ming|SKT} (N female mage). Around 80 people work on {@adventure the Grand Dame|SKT|11|The Grand Dame} (deckhands, rowers, chefs, servers, dealers, escorts and musicians) and {@dice 2d6 + 5} wealthy aristocrats or guild members spend their money there each night.",
"The only thing in this adventure that is really different from what is detailed in the book, is that {@creature Khaspere Drylund|SKT|Lord Khaspere Drylund} is away on business at this time. No one knows where, not even his most trusted employee {@creature Pow Ming|SKT}. He's supposed to come back in a week or two, and she's in charge while he is away. This change is made to avoid the party accidentally killing {@creature Khaspere Drylund|SKT|Lord Khaspere} or otherwise badly disrupt {@adventure Chapter 11 of Storm King's Thunder|SKT|11}.",
{
"type": "entries",
"name": "Getting on the Boat",
"page": 5,
"entries": [
"As it is detailed on {@adventure Storm King's Thunder page 216|SKT|11|The Grand Dame}, there are four obvious ways to gain access to {@adventure the Grand Dame|SKT|11|The Grand Dame}. Enter by force, pose as a worker, pose as a wealthy guest or sneak onto the riverboat. Remember, the party doesn't have to all get onboard, and they don't have to all get onboard the same way. Any characters openly wearing weapons and armor won't be allowed onto the boat, under any circumstances.",
"We'll cover each of the options below, expanding on the information in the campaign book, so that you're prepared for what your party might try. Be advised, posing as guests is probably the approach that'll get them the longest, and is easiest to pull off.",
{
"type": "entries",
"name": "Enter by Force",
"page": 5,
"entries": [
"Really, you should do everything to make sure your players do not choose this option. Drop hints like 'the captain and his deckhands seem ready for trouble' and maybe even remind the players that 'there's a guard station just at the end of the pier'.",
"If your party still end up in a fight with {@creature Nelvin Storn|KG|Nelvin} and his deckhands, or even {@creature Pow Ming|SKT}, you can have one of the characters spot the {@creature Atalia Nimmeryn|KG|Purple Lady} during the fight, standing a hundred feet away\u2014perhaps at the end of the pier. She sees the character noticing her, and immediately starts walking away. This does two things: it's now no longer necessary to get onboard of {@adventure the Grand Dame|SKT|11|The Grand Dame}, and the party will have an excuse to quickly make their escape, instead of continuing a fight they shouldn't fight. It's not an optimal outcome, but it's better than nothing. If the party catch up to her, you can jump straight to '{@adventure Following the Purple Lady|KG|0|Following the Purple Lady}'."
],
"id": "01d"
},
{
"type": "entries",
"name": "Posing as a Worker",
"page": 5,
"entries": [
"Workers usually arrive early in the evening, a few hours before the guests. {@creature Nelvin Storn|KG|Nelvin} has the workers line up, before going down the line one by one and appraising them. For each character, roll a Charisma ({@skill Deception}) check against {@creature Nelvin Storn|KG|Nelvin's} Wisdom ({@skill Insight}) roll (his mod is {@skillCheck insight 0}). If a character fails, {@creature Nelvin Storn|KG|Nelvin} stops and looks at the character. {@i 'And who might you be? A thief?'}",
"The character then has an opportunity to give an explanation, or simply a denial, and can roll another contested Charisma ({@skill Deception}) check. On a successful check, {@creature Nelvin Storn|KG|Nelvin} gives a short remark like {@i 'fix your hat'} or {@i 'straighten your blouse'}, before continuing down the line. On a failed save, {@creature Nelvin Storn|KG|Nelvin} turns the character away with a suspicious glare, and perhaps even threats of violence."
],
"id": "01e"
},
{
"type": "entries",
"name": "Posing as a Guest",
"page": 5,
"entries": [
"The characters might also attempt to pose as wealthy guests, to gain entrance to {@adventure the Grand Dame|SKT|11|The Grand Dame}. {@creature Nelvin Storn|KG|Nelvin} has a list of guests, but knows that turning away wealthy visitors is bad for business, so he doesn't always adhere to it. If a character succeeds on a {@dc 13} Charisma ({@skill Deception}, {@skill Intimidation} or {@skill Persuasion}, depending on the story) check, they can convince the captain to allow them onto the boat. A character with the {@background noble|PHB|noble background} has advantage on this check, and a character that isn't dressed suitably (such as in a noble's outfit) has disadvantage on this check.",
"If the characters fail the check, but doesn't otherwise grossly insult or threaten {@creature Nelvin Storn|KG|Nelvin}, he might ask them to prove that they've money to spend. That's {@creature Nelvin Storn|KG|Nelvin's} not-so-subtle way of asking for a bribe. If they give him 50 gold pieces or more, he'll flash an insincere smile and allow them onto the boat."
],
"id": "01f"
},
{
"type": "entries",
"name": "Sneaking onto the Boat",
"page": 5,
"entries": [
"The easiest way to sneak onto the boat is with a spell of {@spell invisibility} or similar measures. Without invisibility its very hard to sneak unnoticed onto the boat from the pier, since there's deckhands by all exits. If the party manages a sizable diversion, however, they might be able to sneak in while the deckhands and {@creature Nelvin Storn|KG|Nelvin} are distracted.",
"It's also possible to sneak onto the boat from the water, through one of the windows on the main deck. Climbing the hull from the river will require suitable equipment (such as a {@item Hempen Rope (50 feet)|PHB|rope} and {@item grappling hook|PHB}) combined with a {@dc 15} Strength ({@skill Athletics}) check, or helpful spells such as {@spell fly} or {@spell spider climb}. The longer it takes for a character (or several characters) to find their way to the window, the larger the chance that they are discovered. If you want to, you can roll a {@dice 1d6} each round. On a 6, a worker spots the party sneaking in and begin asking questions."
],
"id": "020"
}
],
"id": "01c"
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KG/Kraken.webp"
},
"altText": "A line-work drawing of a tentacle with suckers.",
"width": 800,
"height": 246
},
{
"type": "entries",
"name": "The Casino",
"page": 6,
"entries": [
"{@adventure The Grand Dame's|SKT|11|The Grand Dame} Casino is detailed on {@adventure page 218 of the Storm King's Thunder campaign|SKT|11|The Grand Dame} book (its {@adventure area 9|SKT|11|9. Golden Goose Casino}).",
"When a character posing as a guest enters the casino for the first time they are met by the stern-faced {@creature Pow Ming|SKT}, who tersely offers to exchange gems or gold for {@item golden goose|KG|golden geese}, the wooden chips used for betting in the casino. A single {@item golden goose|KG} costs 10 gold pieces.",
"In the casino itself, the guests (nobles of various races and ethnicities) are playing games and indulging in free liquor. The attractive {@creature dealer|KG|dealers} sitting by the gaming tables are commoners with the following changes:",
{
"type": "list",
"page": 6,
"items": [
"A {@creature dealer|KG} has an Intelligence, Charisma and Wisdom score of 12 (+1).",
"A dealer is proficient in Intelligence ({@skill Sava|KG}) and Wisdom ({@skill Insight}) checks."
]
},
{
"type": "entries",
"name": "The Purple Lady",
"page": 6,
"entries": [
"Any character entering the casino will quickly spot a beautiful woman clad in a gorgeous purple dress. She has black hair that is cropped short on the sides and a stunning necklace set with black stones around her slender neck.",
"She's playing a game of {@variantrule sava|KG} with a gaudily dressed older man, that finishes up when a character approaches. The white-haired noble pushes a stack of {@item golden goose|KG} coins across the table and rises from his plush seat. {@i \"I don't know how you do it, Lady Atalia. You seem to know my every move, before I know it myself. Thank you for the game,\"} he says graciously, before bending down and kissing the woman's extended hand. {@i \"Now I think I must find another table, lest I squander all the coin I've spent a lifetime acquiring.\"} The young woman smiles warmly at the older man. {@i \"You do that, Lord Hubert. Until next time.\"}",
"If a character asks to sit down for a game of {@variantrule sava|KG} with {@creature Atalia Nimmeryn|KG|Atalia}, she agrees with a smile, and asks them questions about who they are, where they're from and what they're doing in Yartar, continually using her {@spell detect thoughts} spell to read the character's surface thoughts. She doesn't probe any deeper, unless absolutely necessary, knowing that a deep look will alert the character that their thoughts are being read. Her spell also helps her with winning the {@variantrule sava|KG} game (in which she's proficient), giving her advantage on her Wisdom ({@skill Insight}) check.",
"If a character asks {@creature Atalia Nimmeryn|KG|Lady Atalia} about {@creature Lord Artan Rossolio|KG|Artan} or any other disappearances, she maintains her composure and claims that she knows nothing about any disappearances, although she did play a few games of {@variantrule sava|KG} with a young noble named {@creature Lord Artan Rossolio|KG|Artan} some time ago. While outwardly appearing as if everything is normal, {@creature Atalia Nimmeryn|KG|Atalia} uses her telepathy to speak in the mind of the character: {@i 'Pretend as if everything is fine. We need to talk. Not here. Follow me when the boat returns to the docks. Nod if you understand me.'} If the party agrees, go to '{@adventure Following the Purple Lady|KG|0|Following the Purple Lady}' when {@adventure the Grand Dame|SKT|11|The Grand Dame} returns to Yartar."
],
"id": "022"
},
{
"type": "entries",
"name": "Developments",
"page": 7,
"entries": [
"What else happens during the party's stay on the riverboat is up to you. The boat is sailing on the river from late evening to the early hours of morning, so there's plenty of time to snoop around and play casino games. When the boat returns to Yartar, the party can cash their {@item golden goose|KG} coins in for gold pieces, if they've any left."
],
"id": "023"
},
{
"type": "inset",
"page": 6,
"name": "Casino Games",
"entries": [
"If some or all of your party are posing as casino guests, they might want to actually play some games. Here are some rules that should hopefully make this a fun experience for the whole table. Remember, if some of your party aren't included in these games, or some players just don't enjoy these sort of mini-games, you shouldn't drag them out for too long.",
{
"type": "statblock",
"tag": "variantrule",
"source": "KG",
"name": "Kobold's Knuckles",
"page": 6
},
{
"type": "statblock",
"tag": "variantrule",
"source": "KG",
"name": "Sava",
"page": 6
}
],
"id": "024"
},
{
"type": "entries",
"name": "Troubleshooting",
"page": 7,
"entries": [
"For various reasons, your party might not get a chance to sit down with {@creature Atalia Nimmeryn|KG|Lady Atalia} on {@adventure the Grand Dame|SKT|11|The Grand Dame}.",
{
"type": "entries",
"name": "No meet and greet",
"page": 7,
"entries": [
"If they're posing as workers or have snuck unto the ship, the party probably won't be able to sit down for a friendly game of {@variantrule sava|KG}. Instead, allow them the chance to confront {@creature Atalia Nimmeryn|KG|Lady Atalia} when she's making her way to her cabin, the restroom or to the boat's railing for a breath of fresh air. If the party board the boat before it's evening, {@creature Atalia Nimmeryn|KG|Lady Atalia} can be found in the Dining Room ({@adventure area 7|SKT|11|7. Dining Room}) eating a light meal. She has a {@variantrule sava|KG} game with her, if any from the party wishes to play."
],
"id": "026"
},
{
"type": "entries",
"name": "Failure to board",
"page": 7,
"entries": [
"It's also possible that your party never gets onto the boat, either by choice or by accident, and instead hang around the docks looking for the Purple Lady. If they do, they never see {@creature Atalia Nimmeryn|KG|Atalia} board {@adventure the Grand Dame|SKT|11|The Grand Dame} (she's already on the boat before the party arrives), but she departs the boat when it docks a few hours after midnight, arm-in-arm with a young noble. They might confront her then, upon which she bids the noble farewell and you can pick it up from '{@adventure Following the Purple Lady|KG|0|Following the Purple Lady}', or they can sneak after her, following her down into the sewers, as she makes her way to the {@creature aboleth|MM|aboleth's} chamber with the newest subject."
],
"id": "027"
}
],
"id": "025"
}
],
"id": "021"
}
],
"id": "01b"
},
{
"type": "entries",
"name": "Following the Purple Lady",
"page": 8,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KG/PurpleLady.webp"
},
"altText": "A an illustration of the silhouette of a woman wearing a purple ball gown and matching gloves.",
"width": 796,
"height": 1280
},
"When the boat docks a few hours after midnight, {@creature Atalia Nimmeryn|KG|Lady Atalia} doesn't acknowledge the party or gives them any indication that they should follow her. She simply assumes that they will, and walks off the docks at a brisk pace, heading towards the empty streets of Yartar. She walks for a couple of minutes, attempting to stay at least a hundred feet ahead of the party, before ducking into an alley. There she waits for the party to arrive.",
{
"type": "entries",
"name": "Damsel in Distress",
"page": 8,
"entries": [
"{@creature Atalia Nimmeryn|KG|Lady Atalia} is a competent and dangerous Kraken Society operative, but she isn't about to reveal that to the party. Instead she hopes to convince them that she is as much a victim as {@creature Lord Artan Rossolio|KG|Artan}, and that she's not an enemy, but an ally. She tells the party the following half-truths and lies:",
{
"type": "list",
"page": 8,
"items": [
"Yes, she was involved in abducting {@creature Lord Artan Rossolio|KG|Artan}, but she didn't do it willingly. She was forced by the evil sorcerer {@creature Oosith|KG}, who'll kill her if she doesn't comply. [The truth is that {@creature Oosith|KG} was send by the Kraken Society to help {@creature Khaspere Drylund|SKT|Lord Drylund} become Waterbaron, and {@creature Atalia Nimmeryn|KG|Atalia} is ordered by the kraken to aid him.]",
"{@creature Oosith|KG} came to Yartar a few weeks ago and was initially charming, although he's an evil and ruthless man beneath the surface. He's tall and handsome, with a black moustache. [The truth is that {@creature Oosith|KG} was never charming, {@creature Atalia Nimmeryn|KG|Atalia} was just given orders to obey him. She doesn't know that {@creature Oosith|KG} is actually an {@creature aboleth|MM}, however, since the creature has used it's phantasmal force to appear to her as a human noble.]",
"{@creature Khaspere Drylund|SKT|Lord Drylund} and everyone else on {@adventure the Grand Dame|SKT|11|The Grand Dame} aren't involved, she just uses the riverboat because it's a good place to pick up lone nobles, which is what {@creature Oosith|KG} requires of her. [The truth is that {@creature Khaspere Drylund|SKT|Lord Drylund} is very much at the center of this conspiracy, but {@creature Atalia Nimmeryn|KG|Atalia} wants to protect that secret\u2014and we don't want the party to get too suspicious of {@creature Khaspere Drylund|SKT|Lord Drylund} before {@adventure Chapter 11 of Storm King's Thunder|SKT|11}].",
"She doesn't know what happens to the nobles she brings to {@creature Oosith|KG}, but is afraid that it is nefarious. [{@creature Atalia Nimmeryn|KG|Atalia} truly doesn't know, but she has a pretty good idea that they are taken captive and not killed, since she could very easily do that herself].",
"{@creature Oosith|KG} resides in the sewers, preferring to stay out of sight of the Shields and the Hand of Yartar. He's protected by a handful of fish-people, who revere him like a god. She usually delivers her 'catch' to the fish-people not very far into the sewers, so she doesn't know the full layout or which traps or other guardians are there. [This is all true].",
"{@creature Atalia Nimmeryn|KG|Atalia's} telepathy (and other powers, if the party has seen them) are small feats of magic that {@creature Oosith|KG} has taught her. [The truth is that they are actually powers granted by her patron, the ancient kraken {@creature Slarkrethel|SKT}].",
"She's helping the party because she wishes to be free of her tormentor, but is to afraid to do anything directly, and begs them not to tell {@creature Oosith|KG} of her involvement. [{@creature Atalia Nimmeryn|KG|Atalia} actually helps the party because she detests the weird {@creature Oosith|KG}, and wishes to take his position in the Kraken Society]."
]
},
"After giving the party all this information, {@creature Atalia Nimmeryn|KG|Atalia} tells them that she will wait here, while they head down below using a sewer grate in the alley.",
{
"type": "entries",
"name": "Treasure",
"page": 8,
"entries": [
"{@creature Atalia Nimmeryn|KG|Atalia} carries a necklace set with jet stones worth 1,000gp. She also has {@dice 2d10} {@item golden goose|KG} coins."
],
"id": "02a"
}
],
"id": "029"
},
{
"type": "entries",
"name": "Troubleshooting",
"page": 8,
"entries": [
"At this point some problems might arise. Below we'll go over some of the most significant ones:",
{
"type": "entries",
"name": "Violence",
"page": 8,
"entries": [
"The party might choose to fight {@creature Atalia Nimmeryn|KG|Lady Atalia}. That's alright, she has a statblock and isn't imperative to the rest of the adventure or anything else in {@adventure Storm King's Thunder|SKT}. While defending herself, she'll try to calm things down and talk instead, so unless your party are really bloodthirsty, she should still get to tell her story. If they manage to kill her before she tells them about {@creature Oosith|KG}, you can remark on a sewer grate being open in the direction she was heading."
],
"id": "02c"
},
{
"type": "entries",
"name": "Interrogation",
"page": 8,
"entries": [
"If the party somehow compel {@creature Atalia Nimmeryn|KG|Atalia} to talk about {@creature Khaspere Drylund|SKT|Lord Drylund's} role in the scheme, or the existence of the Kraken Society, the kraken {@creature Slarkrethel|SKT} uses its telepathic link with her to deal enough psychic damage to kill her instantly, before she can divulge anything more than {@i 'the Kraken...'}"
],
"id": "02d"
},
{
"type": "entries",
"name": "Come with us",
"page": 8,
"entries": [
"If the party asks {@creature Atalia Nimmeryn|KG|Atalia} to accompany them, she refuses on the basis that her connection with {@creature Oosith|KG} would enable him to turn her against them. If they insist, she'll reluctantly go along with them, but use the first chance she gets to slip away unnoticed."
],
"id": "02e"
},
{
"type": "entries",
"name": "Calling for backup",
"page": 8,
"entries": [
"The party might feel that they've done enough, and choose to ask for help with {@creature Lady Dezhia Rossolio|KG|Lady Rossolio} or the Waterbaron's Shields of Yartar. {@creature Atalia Nimmeryn|KG|Atalia} will tell the party that Yartar's Shields are grunts, and are likely to scare off {@creature Oosith|KG}. If the party goes back to {@creature Lady Dezhia Rossolio|KG|Lady Rossolio}, she asks them to exact vengeance and get her pendant back, and might offer them more gold, or the help of {@creature Khemed|KG}, if they're still not convinced it's their duty."
],
"id": "02f"
}
],
"id": "02b"
}
],
"id": "028"
}
],
"id": "00f"
},
{
"type": "section",
"name": "The Sewers",
"page": 9,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "General Statistics",
"page": 9,
"entries": [
"The sewers have the following general statistics unless otherwise noted.",
{
"type": "entries",
"name": "Floors",
"page": 9,
"entries": [
"All vertical surfaces are grimy and slippery. A creature moving on these surfaces must succeed on a {@dc 10} Dexterity saving throw or fall prone at the end of their movement, unless they move at half their move speed."
],
"id": "033"
},
{
"type": "entries",
"name": "Illumination",
"page": 9,
"entries": [
"It is pitch black in Yartar's sewers."
],
"id": "034"
},
{
"type": "entries",
"name": "Sewer Water",
"page": 9,
"entries": [
"The sewer water is filled with refuse and garbage. The canals are 5 feet deep unless otherwise noted. The water {@quickref Vision and Light|PHB|2|0|heavily obscures} anything more than 10 feet away. A creature that enters the water for the first time must succeed on a {@dc 11} Constitution saving throw or contract {@disease Sewer Plague|DMG} {@homebrew |(see page 257 of the Dungeon Master's Guide)}."
],
"id": "035"
},
{
"type": "entries",
"name": "Wall and Ceilings",
"page": 9,
"entries": [
"The tunnels and rooms that make up the sewers are old stonework. The ceilings are low, reaching only 8 feet above the gangways."
],
"id": "036"
}
],
"id": "032"
},
{
"type": "entries",
"name": "Entering the Sewers",
"page": 9,
"entries": [
"The party enters from a sewer grate above, climbing down a metal ladder into a tunnel which is blocked off to the west, but continues to the east. They appear from the western edge of the map."
],
"id": "037"
}
],
"id": "031"
},
{
"type": "gallery",
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KG/Sewer(DM).webp"
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"id": "SewerDM",
"title": "Sewer",
"imageType": "map",
"grid": {
"type": "square",
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"mapRegions": [
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"area": "038",
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969,
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2645,
1244
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2851,
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2851,
911
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"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KG/Sewer.webp"
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"title": "Player Version",
"imageType": "mapPlayer",
"grid": {
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"mapParent": {
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},
{
"type": "entries",
"name": "S1. Control Office",
"page": 9,
"entries": [
"This room has handwheels and levers used for opening and closing the waterpipes flowing into and out of the sewers in this area. There's desk and two chairs in the middle of the office. The skeleton of an unfortunate sewer worker lies naked and half-dissolved on the ground, having been cleaned by the oozes that occupy this room (see below).",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Control Mechanisms",
"page": 9,
"entries": [
"The handwheels and levers have half-rotten labels and color-coded handles, which are probably quite obvious to a professional, but requires some thinking for a non-professional.",
"Any character that takes a minute to study the mechanisms, must succeed on a {@dc 13} Intelligence ({@skill Investigation}) check to figure out how they work. The four handwheels let more water into this part of the sewers (the water rises by 1 feet per minute, per handwheel), but the emergency drainages (see {@area S4|043}) prevent the sewer from overflowing. The four levers open up the drains beneath the water, emptying this section of the sewer (1 foot per minute per lever). On a failed check, a character gets it wrong, and thinks that the handwheels will empty the sewer, and the levers will fill it.",
"If a character uses an action to turn a handwheel or pull a lever, starting the process of filling or emptying the sewers, it immediately alerts the kuo-toa in {@area S3|040}. Two {@creature kuo-toa|MM} and one {@creature kuo-toa whip|MM} swim to investigate and arrive three rounds later."
],
"id": "03a"
},
{
"type": "entries",
"name": "Psionic Oozes",
"page": 9,
"entries": [
"The aberrant presence of the {@creature aboleth|MM} has caused some the grime and refuse of the sewers to develop sentience. Four {@creature Gray Ooze (Psychic)|MM|psionic gray oozes} slither along the ceilings and walls of the room, looking like ordinary muck. They attack when the party begin operating the sewer mechanisms, or before the last character leaves the room."
],
"id": "03b"
},
{
"type": "entries",
"name": "Treasure",
"page": 9,
"entries": [
"There are a set of {@item mason's tools|PHB} in a bag on the table as well as 4 gold pieces and 11 silver pieces."
],
"id": "03c"
}
],
"id": "039"
}
],
"id": "038"
},
{
"type": "entries",
"name": "S2. Otyugh's Pools",
"page": 9,
"entries": [
"{@creature Oosith|KG|Oosith's} most favoured pet, an {@creature otyugh|MM}, make it's lair in the 3-foot deep pools of stinking offal in this collapsed part of the sewer. It disregards any of the treasure and material objects that lay strewn about there. The kuo-toa keeps it well-fed with rats and any humanoids they capture that aren't needed as mind-slaves. If the party begin picking up items around its lair, it springs out from one of the pools, and attempt to drag a character down into the pool and consume it.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Treasure",
"page": 9,
"entries": [
"Strewn about the otyugh's lair are several objects left behind by the otyugh's victims. There's 14 gold pieces, 17 silver pieces, a {@item longsword|PHB}, a {@item hand crossbow|PHB}, a bundle of five {@item torch|PHB|torches} and two {@item Potion of Water Breathing|DMG|potions of water breathing}."
],
"id": "03f"
}
],
"id": "03e"
}
],
"id": "03d"
},
{
"type": "entries",
"name": "S3. Kuo-Toa Lair",
"page": 9,
"entries": [
"This encircled area is intended as the first step of a filtration process in this section of the sewer. Solids are separated from the water, as it flows through fine-masked nets under the gangways on the north and south side of the square pool. This process makes the water inside this area slightly cleaner and free of {@disease sewer plague|DMG}. The pool is 20 feet deep.",
"A group of four {@creature kuo-toa|MM} and two {@creature kuo-toa whip|MM|kuo-toa whips} live here. They revere the {@creature aboleth|MM} {@creature Oosith|KG} as a god, worshipping it with unquenchable fervor. Clever characters might be able to convince the kuo-toa that they mean their god no harm, and be allowed to pass unharmed, and even learn information about {@creature Oosith|KG}.",
"The kuo-toa otherwise stay submerged in the pool, and don't notice passersby unless they make a lot of noise or bring light close to their pool. If combat erupts by {@area S2|03d}, the kuo-toa wait until the fight is well underway, afraid to become the victims of the ever-hungry {@creature otyugh|MM}, before joining the fray. One {@creature kuo-toa whip|MM} swims to warn {@creature Oosith|KG}, and stays within the {@creature aboleth|MM|aboleth's} lair, to aid in any combat that erupts there.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Treasure",
"page": 9,
"entries": [
"The kuo-toa are carrying four {@item spear|PHB|spears}, four {@item net|PHB|nets}, four {@item Pincer Staff|KG|pincer staffs} and four {@item sticky shield|KG|sticky shields}. The kuo-toas' pool contain little treasures, as they offer most of everything they gather to the {@creature aboleth|MM}, but they have stored two sealed jugs of {@item aboleth mucous|KG} on the bottom of their pool, which they consider a very valuable intoxicant."
],
"id": "042"
}
],
"id": "041"
}
],
"id": "040"
},
{
"type": "entries",
"name": "S4. Emergency Drainage",
"page": 10,
"entries": [
"These two large drainage pipes are safeguards to prevent the sewers from overflowing. If a creature is pushed into one of these drainage pipes, it falls 30 feet into the water below, taking {@damage 3d6} damage as it falls. The sides of the pipes are slippery and can only be scaled with magic such as {@spell spider climb} or using a rope secured above ({@dc 10} Strength ({@skill Athletics}) check).",
"A creature can also be lifted out of the drainage pipe by flooding the sewer with water (see {@area S1|038}), which raises the water level below until a creature can reach the edge and climb out."
],
"id": "043"
},
{
"type": "entries",
"name": "S5. To the Aboleth's Lair",
"page": 10,
"entries": [
"A sewer grate hides the entrance to {@creature Oosith|KG|Oosith's} lair. Lifting the grate is a {@dc 10} Strength ({@skill Athletics}) check. Below is an iron ladder climbing down for 10 feet before reaching the ceiling of {@creature Oosith|KG|Oosith's} Lair.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Glyph of Warding",
"page": 10,
"entries": [
"{@creature Oosith|KG} has inscribed the grate with a {@spell glyph of warding}, set to go off if a non-kuo-toa lifts the grate. The {@creature aboleth|MM} has imbued it with the spell {@spell thunderwave}. Each creature within 15 feet of the grate when the glyph is disturbed must make a {@dc 14} Constitution saving throw. On a failed save, a creature takes {@damage 2d8} thunder damage and is pushed 10 feet backwards. On a successful save, it takes only half that much damage and isn't pushed. The loud boom caused by the spells alerts {@creature Oosith|KG} and the {@creature merrow|MM} below, as well as any kuo-toa still alive.",
"Allow any character who succeeds on a {@dc 10} Intelligence ({@skill Investigation}) check to notice the glyph, and a character that succeeds on a {@dc 15} Intelligence ({@skill Arcana}) to recognize it as a {@spell glyph of warding}. A character that uses {@spell detect magic} will also see an aura of abjuration and evocation magic emanating from the sewer grate."
],
"id": "046"
}
],
"id": "045"
}
],
"id": "044"
},
{
"type": "entries",
"name": "Aboleth's Lair",
"page": 11,
"entries": [
{
"type": "gallery",
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KG/AbolethLair(DM).webp"
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"title": "Aboleth's Lair",
"imageType": "map",
"grid": {
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},
"The walkways in this large room are 15 feet above the floor and 15 feet below the ceiling. When the party first enter this chamber, the water just barely reaches the edge of the walkways. The waterpipes (e) on each side of the chamber are closed, as are the drainages (c) underneath the water. The {@creature aboleth|MM} uses the drainages to transport the nobles it abducts, after infecting them with its insidious disease and wrapping them in cocoons. The drainages flow all the way out to the Dessarin River, and from there to the Sea of Swords in the southwest.",
"By both of the handwheels on either side of the chamber (d) stand one {@creature merrow|MM} mind-slave, ready to heed the {@creature aboleth|MM|aboleth's} unspoken commands. On the far edge of the room from the sewer grate entrance (a) is a stone building (f) that rises up to the ceiling. Its steel door is closed, but unlocked. Within are a set of chairs and a table, as well as crates and bags holding {@creature Oosith|KG|Oosith's} stolen treasures (see the {@adventure Treasure section|KG|0|Treasure|4} below).",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Deception",
"page": 11,
"entries": [
"When the party arrive at the {@creature aboleth|MM|aboleth's} lair through the sewer grate, {@creature Oosith|KG} allows them all to climb down into the chamber, while it remains hidden deep in the murky water. When all of the party has come down, it speaks telepathically to each of them, taking on the mental voice of a charming and distinguished noble.",
"{@i \"Welcome, friends. I apologize for the unpleasant locale. If you would step into my office, I have more suitable accommodations for a private discussion.\"}",
"The {@creature aboleth|MM} wants the party as far away from the exit as possible, before it orders its mind-slaves to flood the chamber with sewer water. It uses every lie it can to lure them further into the chamber, such as:",
{
"type": "list",
"page": 11,
"items": [
"There's treasure in the office (the {@creature aboleth|MM} knows the greatest desire of any creature it speaks telepathically with).",
"The two missing nobles (Jakkob and Timothy) are within, you can come take them.",
"The {@creature merrow|MM} are agents of a much greater and darker power\u2014we can't speak in their presence."
]
},
"When the {@creature aboleth|MM} judges that it can get no further with conversation, or the party makes a dangerous move towards itself or its servants, the {@creature aboleth|MM} orders the {@creature merrow|MM} mind-slaves to start flooding the chamber. It also orders any surviving kuo-toa mind-slaves above to put the sewer grate back in place and guard it, barring the party's escape."
],
"id": "049"
}
],
"id": "048"
},
{
"type": "entries",
"name": "Running the Encounter",
"page": 12,
"entries": [
"The two {@creature merrow|MM} use their actions on the first round of combat to open the waterpipes and begin flooding the chamber. On their next turn, they take the {@action Ready|PHB} action, setting themselves up to {@action grapple} anyone who tries to come close to the handlewheels.",
{
"type": "entries",
"name": "Free the slaves",
"page": 12,
"entries": [
"Each time a {@creature merrow|MM} takes damage, it can make a {@dc 14} Wisdom saving throw against the {@creature aboleth|MM|aboleth's} enslavement. On a successful save it regains its own free will, and you can describe how sudden sentience seems to fill its eyes, and it turns its hateful gaze towards the dark waters. If the party doesn't attack it again, the merrow goes after its former master, fighting alongside the party until the {@creature aboleth|MM} is destroyed (upon which it might very well turn on the party again)."
],
"id": "04b"
},
{
"type": "entries",
"name": "Oosith",
"page": 12,
"entries": [
"The {@creature aboleth|MM} prefers to keep well out of harm's way. It stays beneath the water as much as possible, using its enslave ability, or attacking with its long tentacles before quickly diving away again. It's up to you if it uses its legendary actions to make tail attacks and psychically drain its mind-slaves, or lair actions to conjure phantasmal forces or use the water in the room to aid it. It's perfectly fine not to abuse these abilities to keep the already complex encounter more manageable, and might even be advisable if your party aren't at least 8th level or higher."
],
"id": "04c"
},
{
"type": "entries",
"name": "Escape",
"page": 12,
"entries": [
"If it comes below half hit points, and the fight is souring for it, {@creature Oosith|KG} commands any remaining mind-slaves to open one of the drainages. It swims out through the drainage, flowing all the way to the Dessarin River and back towards Waterdeep and the Sea of Swords. Any remaining {@creature merrow|MM} mind-slaves follow it.",
"A character that attempts the drainage, either in chase of the {@creature aboleth|MM} or in an attempt to escape its tentacles, are swept underwater with the current for five rounds, upon which they appear in the water by Yartar's docks, with the {@creature aboleth|MM} nowhere in sight."
],
"id": "04d"
}
],
"id": "04a"
},
{
"type": "entries",
"name": "Treasure",
"page": 12,
"entries": [
"Within the office building on the western end of the {@creature aboleth|MM|aboleth's} lair are the compiled treasures of its noble victims. There are three neatly folded noble attires, each gaudy and expensive (15gp each), as well as pouches containing a combined sum of 92 platinum pieces, 108 gold pieces, 45 silver pieces, two tourmalines (100gp each) and a single emerald (1,000gp). There's also a magical {@item Hat of Disguise|DMG} (or roll another magic item from the {@table Magic Item Table F|DMG}) and {@creature Lord Artan Rossolio|KG|Artan Rossolio's} lost pendant, resplendent with its capital R engraved in emeralds on an onyx disk (500gp). Lastly, there's ten {@item Golden Goose|KG} coins, each worth 10gp."
],
"id": "04e"
},
{
"type": "entries",
"name": "Developments",
"page": 12,
"entries": [
{
"type": "entries",
"name": "Victory",
"page": 12,
"entries": [
"Hopefully the party kill the {@creature aboleth|MM} or force it to flee its lair. If it dies, the {@creature merrow|MM} are mind-slaves no more, and either attempt to escape through the drainages, or fight to the death. Any kuo-toa left above can be convinced to leave if they see proof that their 'god' is dead, but will otherwise attack the party as they come up from the {@creature aboleth|MM|aboleth's} lair."
],
"id": "050"
},
{
"type": "entries",
"name": "Defeat",
"page": 13,
"entries": [
"The last encounter with the {@creature aboleth|MM} is very dangerous, and could easily end up bad for the party. Luckily, the {@creature aboleth|MM} prefers enslaving creatures to killing them. It will stabilize any dying characters, and have them set up in the sewers above. It will take some work on your part, but give your party a chance to escape, such as the {@creature otyugh|MM} biting an enslaved character, breaking the charm, or Shields of Yartar coming down into the sewer, because {@creature Waterbaron Nestra Ruthiol|KG|Nestra Ruthiol} had the party followed."
],
"id": "051"
}
],
"id": "04f"
},
{
"type": "inset",
"page": 12,
"name": "Flooding the Chamber",
"entries": [
"Below are some rules for creating a tense situation, where the party and the {@creature aboleth|MM} compete to control the water level in the lair:",
{
"type": "list",
"page": 12,
"items": [
"A handlewheel (d) on each side of the chamber open or close the waterpipes (e) that allow water to run into the chamber. The water level rises by 5 feet per round for each waterpipe that is open.",
"The four handlewheels in the middle of the chamber (b) control the four drainages (c), each of which can be either opened or closed. Each open drainage causes the water level to fall by 3 feet each round.",
"A creature can use an action to turn a handwheel from open to closed, or vice versa. A creature can also attempt to break off a handwheel by using an action and succeeding on a {@dc 15} Strength ({@skill Athletics}) check.",
"At each initiative count 20, take stock of how each handlewheel is turned, and adjust the water level accordingly. If the water level reaches 0, the chamber is completely empty of water. If the water level reaches 30, the room is completely filled."
]
},
{
"type": "statblock",
"tag": "variantrule",
"source": "KG",
"name": "Underwater Combat",
"page": 12
}
],
"id": "052"
}
],
"id": "047"
}
],
"id": "030"
},
{
"type": "section",
"name": "Conclusion",
"page": 13,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The Purple Lady",
"page": 13,
"entries": [
"If {@creature Atalia Nimmeryn|KG|Lady Atalia} felt like the party believed her story and that they won't betray her to the authorities, she is waiting for them above, and thanks them profusely for their victory. Otherwise, she'll flee Yartar entirely for a while, until the whole thing blows over. In a week or two she'll come back to take over where {@creature Oosith|KG} left off, abducting nobles so that her master, the kraken {@creature Slarkrethel|SKT}, can install {@creature Khaspere Drylund|SKT|Lord Drylund} as the Waterbaron of Yartar."
],
"id": "055"
},
{
"type": "entries",
"name": "The Waterbaron",
"page": 13,
"entries": [
"If the party return successful to {@creature Waterbaron Nestra Ruthiol|KG|Nestra Ruthiol}, the savvy Waterbaron thanks them for their aid and pays them their dues. She's genuinely grateful for the assistance. If they raise any concerns about {@adventure the Grand Dame|SKT|11|The Grand Dame} and {@creature Khaspere Drylund|SKT|Lord Drylund}, or have figured out the other nobles might've gone to Waterdeep, she takes note of their observations, but tell them to inquire no further at the moment, as she's afraid to stir up trouble with the nobles."
],
"id": "056"
},
{
"type": "entries",
"name": "The Rossolios",
"page": 13,
"entries": [
"{@creature Lady Dezhia Rossolio|KG} doesn't lavish the party with gratitude, even if they follow her quest to the letter. She tells {@creature Khemed|KG} to give the party their reward, but doesn't have any kind words to spare. If the party returns without the pendant and/or the {@creature aboleth|MM} was allowed to escape, they might even earn a derisive comment about their incompetence."
],
"id": "057"
},
{
"type": "entries",
"name": "Aboleth's Curse",
"page": 13,
"entries": [
"The Rossolio's family {@creature priest|MM}, a lanky fellow named Ibborn who worships Tymora, has cured {@creature Lord Artan Rossolio|KG|Artan Rossolio} of his aberrant disease with a {@spell heal} spell. He can cure any afflicted party members if they cough up a 1000 gold pieces, or somehow convinces {@creature Lady Dezhia Rossolio|KG|Lady Dezhia} to cover the expense."
],
"id": "058"
}
],
"id": "054"
}
],
"id": "053"
}
],
"id": "000"
},
{
"type": "section",
"name": "Appendix A: Items",
"page": 13,
"entries": [
"This adventure introduces three novelty items, detailed below.",
{
"type": "statblock",
"tag": "item",
"source": "KG",
"name": "Aboleth Mucous",
"page": 13
},
{
"type": "statblock",
"tag": "item",
"source": "KG",
"name": "Pincer Staff",
"page": 13
},
{
"type": "statblock",
"tag": "item",
"source": "KG",
"name": "Sticky Shield",
"page": 13
},
"{@note Additionally an item has been created for convenience in VTTs:}",
{
"type": "statblock",
"tag": "item",
"source": "KG",
"name": "Golden Goose",
"page": 13
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/SKT/099-skt11-02.webp"
},
"title": "A \"Golden Goose\"",
"width": 1000,
"height": 793
}
],
"id": "059"
}
]
}
]
}