TEXT: An adventure suitable 
  for PCs of levels 5-7
  CALL  
  OF THE 
  KRAKEN
  WATERDEEP
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DUNGEONS & DRAGONS, D&D, Wizards of the 
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  This work contains material that is copyright Wizards of the Coast and/or other 
  authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild. 
  All other original material in this work is copyright 2018 by Troy E. Taylor and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  An adventure for player characters levels 5 to 7.
  References 
  Kenson, Steve, Sword Coast Adventurer’s Guide. 2015 
  Cordell, Bruce R., Ed Greenwood and Chris Sims. Forgotten Realms Campaign Guide, 2008. 
  Greenwood, Ed., Elminster’s Forgotten Realms. 2012 
  Perkins, Christopher, Storm King’s Thunder, 2016 
  Greenwood, Ed, Volo’s Guide to Waterdeep, 1992 
  Mearls, Mike and Jeremy Crawford, Volo’s Guide to Monsters, 2016 
  Perkins, Christopher and James J. Haeck, James Introcaso, Adam Lee and Matt Sernett, Waterdeep Dragon Heist, 
  2018
  waterdeep
  CALL OF THE 
  KRAKEN
  Writing and design 
  Troy E. Taylor 
  Editing 
  Motorcycle Riding Librarian 
  Cover Photograph 
  Masaaki Komori, Unsplash 
  Interior illustrations 
  DMs Guild Creator Resource 
  art packet. 
  New York Public Library 
  Digital Art Collection 
  Interior photograph 
  Shifaaz Shamoon, Unsplash 
  Cartography 
  Dyson Logos, commercial 
  license
  
  PAGE 3
  Kraken Priest Kerttu
  “Call of the 
  Kraken” is a D&D 
  adventure designed 
  for a party of player 
  characters levels  
  5 to 7. 
  Set in 
  Waterdeep, it is 
  designed so it can 
  be used after PCs 
  have completed the 
  official hardcover 
  adventure, 
  “Waterdeep Dragon 
  Heist.”  
  The use of the 
  Kraken Society 
  makes it useful as a 
  side quest for the 
  adventure “Storm 
  King’s Thunder.”  
  Its many aquatic 
  adversaries also 
  make it an 
  appropriate 
  nautical scenario 
  for PCs opposed to 
  the Crushing Wave 
  and its leader, Gar 
  Shatterkeel, from 
  “Princes of the 
  Apocalypse.”
  
  ver the centuries, the Kraken Society 
  has found channels into the great 
  cities of the Sword Coast, including 
  Waterdeep. The society established 
  safe houses and false fronts to hide their 
  underground access points into the city, 
  marking them with stonework symbols 
  understood only by those faithful to the great 
  kraken, Slarkrethel.  
  As the Kraken Society’s influence in 
  Waterdeep waned (thanks to the vigilance of sea 
  elves and the merfolk residing in Deep Harbor), 
  many of these locations were abandoned. 
  Surface dwellers put the buildings to other uses, 
  or in some cases, allowed them to fall into 
  disrepair. 
  A Kraken priest surfaces 
  Kerttu, a female Kraken priest, had success 
  converting many residents of a fishing village 
  near Red Rocks into her school of believers. She 
  lured these humanoids into the sea and 
  PAGE 4
  O
  Evil’s long reach
  
  transformed them into piscine hybrids called deep 
  scions.  
  Emboldened, she established a beachhead in 
  Waterdeep, using the sea caves and underground 
  temple beneath a trading house as a base. She has 
  attracted some of the neighborhood’s weak-willed 
  inhabitants and outcasts into the society. She then 
  entrusted her deep scions to guard the surface 
  entrance.  
  Out of necessity, Kerttu allied with a tribe of 
  sahuagin to protect the seawater-filled passages 
  linking the sea caves to the harbor. The sahuagin 
  already established a shrine at the location. A 
  Sword of Vengeance they venerate as the Blade of 
  Sekolah rests in the hands of a great marble 
  sculpture the sahuagin salvaged from the seabed 
  and placed upon a pedestal in the underground 
  temple.  
  Kerttu hopes she might co-op the 
  sahuagin beliefs in the shark god into her 
  cult. However, her primary agenda is to use 
  tried and true Kraken Society proxies — 
  smugglers, slavers and assassins — to achieve 
  her ends.    
  Kerttu’s infiltration of the city went undetected 
  until a curious dwarven faction agent, Skittles 
  Runehammer, stumbled upon her operation.  In an 
  unrelated investigation, he discovered the pattern 
  of Kraken Society stonework in the foundations 
  of buildings in many of the sea-facing districts. 
  He recognized them as being aquatic in nature, 
  but he was unable to decipher their true 
  purpose.  
  Curious, Skittles followed them like a 
  trail of breadcrumbs to the trading house a 
  few blocks from the shore in the Southern 
  Ward.  Kerttu’s deep 
  scion followers 
  took the dwarf 
  prisoner and 
  intend to 
  turn him 
  using more 
  forceful 
  means of 
  persuasion.    
  Underwater situations
  Players may want their characters to swim 
  and a DM may want to run underwater combat 
  during the course of the adventure.  
  Relevant sections of the Player’s Handbook 
  are: swimming movement on page 182, 
  movement and position on page 190, and 
  underwater combat on page 198. For the 
  Dungeon Master’s Guide, note the swimming 
  rules in the underwater section on pages 
  116-117.
  PAGE 5
  
  Course of the adventure 
  A faction leader contacts the player characters and asks them to 
  locate the missing dwarf, Skittles Runehammer, last seen in the 
  vicinity of a trading house a few blocks from the shore in the 
  Southern Ward. 
  PCs who investigate may discover the trail of runes leading to the 
  trading house. They will encounter the trading house’s two proprietors, 
  who are deep scions in their human form.  
  Stairs lead to an underground passage partially flooded by seawater 
  and inhabited by cultists, sea spawn, deep scions, and sahuagin. 
  Investigating the sea caves the PCs would discover the treasures 
  — and their guardians —  the sahuagin and the Kraken Society 
  have placed there for safekeeping.  
  Probing deeper into the underground chamber they will find 
  the cell where the dwarf is being held prisoner, the leaders of the 
  sahuagin and, eventually, confront the Kraken Society priest, Kerttu.     
  Faction Assignment 
  Skittles Runehammer, a dwarven agent (see Faction sidebar), has 
  gone missing. Concerned, his faction handler employs the adventurers to 
  investigate. Skittles was last seen in the vicinity of a rundown trading 
  house a few blocks from the shore  in the Southern Ward.  
  Skittles was following a trail of related runes inscribed in the 
  foundations of some of the older structures in the ward. During his last 
  report, Skittles suspected the markings were linked in some way he’d not 
  yet determined.  
  Whether the markings were related to the sea elves of T’quossion, the 
  merfolk of Thanqualnaar or some other undersea race, he wasn’t certain. 
  But they seemed an aquatic derivation of the Primordial language.     
  In truth, the handler is worried less about their agent’s fate than 
  whatever business he might have run afoul of. 
  Make it a pirate scenario
  For a different flavor, this adventure could be undertaken by crew 
  members of a pirate ship that docked in Waterdeep on "business." 
  Perhaps they are searching for the Blade of Sekolah and the dwarf 
  Skittles is their contact. In this case, replace the deep scions in 
  Encounter area 2 Trading House: Interior with two swashbucklers (from 
  Waterdeep: Dragon Heist or Volo's Guide to Monsters). Roleplay the 
  swashbucklers in all their over-the-top piratey goodness.
  PAGE  6
  Skittles 
  Runehammer
  
  1 Trading House: Exterior and 
  Surrounding Grounds  
  The trading house is a sturdy three-story 
  structure with an inverted T-shaped floor plan. It 
  features a high foundation of heavy stone blocks, 
  indicating a deep and reinforced basement, and 
  brick walls for the upper two floors.  
  A new sign, too small for the space allocated 
  for it, has been erected over the main doors. It 
  reads: Red Rocks Trading Co. 
  It has a narrow yard on both the east and 
  west sides of the building, leading to the T-
  shaped cross hall. 
  Search. A DC 10 Intelligence/Investigation 
  of the perimeter reveals a rain-soaked satchel 
  tucked into the T-corner on the southwest side of 
  the building. It contains Skittles’ journals and 
  rubbings he made of the runic inscriptions 
  carved into foundation stones. 
  The runes are old and hard to see with the 
  naked eye because of weathering. Examining the 
  rubbings, however, a character familiar with 
  Primeval might discern some of it. The gist of it: 
  phrases of praise to the shark god Sekolah.  
  A DC 15 Intelligence check might spot that 
  interspersed among the characters are very 
  stylized symbols that might represent the fins of 
  sharks cutting through the water. 
  2 Trading House: Interior 
  The main doors are divided by a pillar. The 
  place is a ramshackle: dust everywhere, cobwebs 
  dangling from the ceiling, floor littered with 
  papers and discarded refuse. Twin wood pillars 
  that extend to the ceiling divide the room. But it 
  has neither stacks of shipping containers nor the 
  display of goods one might expect from trading 
  house. 
  Amid the clutter there are two tables set up 
  as desks, one in the front of the room and one in 
  the back. Both are occupied.  
  A human woman in smart nautical attire sits 
  in the front. A man in similar clothes is 
  Faction sidebar
  Skittles can be a member of whatever 
  faction makes most sense for your Waterdeep 
  campaign.  
  Bregan D’aerthe: As an unwitting 
  operative, he believes he is working for Illuskan 
  captain Zardoz Zord of the carnival ship 
  Eyecatcher. 
  Emerald Enclave: Employed as a gardener 
  at Phalkonmere, he is under the watchful eye of 
  Melannor Fellbranch. His task is to unearth 
  historical clues about the region’s natural order 
  before it became a city. 
  Gray Hands: As a former member of the 
  City Watch who reports to Meloon Wardragon,  
  he investigates old lore, trying to unearth 
  magical threats that are slumbering or waiting 
  for the right conditions to waken. 
  Harpers:  As a warehouse employee of 
  Ulbrinter shipping, he keeps his ear to the 
  ground about goings on in the shore wards and 
  informs Lady Remallia. 
  Lord’s Alliance: As a former sailor, he is 
  kept on the city payroll as a minor official in the 
  Southern Ward.  His reports reach the ears of 
  Mirt through a chain of contacts. 
  Order of the Gauntlet: He was part of an 
  old fighting unit that maintains close association 
  through Helm’s Hall in the Southern Ward. 
  Amelda Tomakdautir, a halfling priest of Helm, 
  acts as his patron. 
  Xanathar Guild:  A Southern Ward enforcer 
  named Darthen runs a host of operatives and 
  informant, of which Skittles is one. 
  Zhentarim:  He acts as an informant for 
  Zhentarim’s master of opportunities and 
  negotiations, Davil Starsong.
  PAGE  7
  
  1 square = 5 feet
  Map credit: The Oracle’s Grotto, 
  www.DysonLogos.com
  15
  2
  scratching notes with a quill in a ledger in the 
  back. Compared with their surroundings, the 
  desks and their clothes are new, clean and well-
  kept. They appear oblivious to the mess they are 
  working in. 
  There is a placard on the front desk that says 
  “Welcome” in Common.   
  Shallows and Dorsal. The two proprietors 
  are both deep scions in humanoid form. Both 
  the woman, Gilly Shallows, and the man, Evertide 
  Dorsal, have flat expressions and a monotone way 
  of speaking. Neither is unpleasant, simply 
  expressionless, placing no emphasis in any of 
  their speech.  
  The woman at the reception desk greets the 
  player characters: “Welcome to our place of 
  business. What can we do for you? My name is 
  Gilly Shallows, associate manager for the Red 
  Rocks Trading Company.” 
  Any inquiry made by the players is met by the 
  reply: “That sounds like a question for my 
  associate, Mister Evertide Dorsal. Let me get him 
  for you.” She then turns and heads over to the 
  desk where the man is working at the ledger. They 
  return. A DC 10 Wisdom/Perception check shows 
  5
  X
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  PAGE 8
  N
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  they have a steady, yet tentative walking stride, as if they 
  are unpracticed at it.  
  When Dorsal speaks, his manner is identically even 
  and emotionless.  
  “Welcome to our place of business. What can we do 
  for you?” 
  Some expected responses to queries: 
  What do you do? What are you trading?  
  “We represent the interests of a fishing village near 
  Red Rocks.  Things are going swimmingly, yes?”  
  Why is this place a mess? 
  “This place suits our needs. We’ve made quite a few 
  improvements. Do you like them?” 
  This place is empty. Where are your goods? 
  What do you trade?  
  “Arrangements have been made. I assure you, we 
  are fully operational.”  
  We are searching for a dwarf, Skittles 
  Runehammer. Have you seen him? 
  “There was a dwarf. We did not get his name. He 
  wanted to look at the foundation. We agreed.  I don’t 
  know what happened to him.” 
  We found his pack. What do you make of 
  that? 
  “That looks like the pack he carried. Why would he 
  leave it?” 
  There are stairs back here. Where do they 
  lead? 
  “You are not permitted to go down there. Get away 
  from there.” 
  For any other questions, they reply: 
  “I think that is enough for today. If you aren’t here 
  to trade or sell, I am going to have to ask you to leave.” 
  If PCs do not leave or they persist in investigating the 
  building, Dorsal and Shallows transform into their 
  humanoid piscine hybrid forms and attack with bite and 
  two claws.  
  Substitute statistics
  If you do not have access to Volo’s Guide to Monsters,  substitute the deep scion with werewolf 
  stats, adding an additional claw attack. 
  Substitute the sea spawn with sahuagin, but give it 32 hp.  
  Substitute Kraken priest with a sahuagin baron, do not use the bite and claw attacks, but give it the 
  following spells: call lightning, Evard’s black tentacles, control water, darkness, water breathing, water 
  walk, command, create or destroy water. The priest has a Wisdom spell save DC 13 and +5 to hit with 
  spell attacks.
  PAGE 9
  Evertide 
  Dorsal 
  and Gilly 
  Shallows
  
  3 Closet 
  A water tank sits on a table.  The tank is filled 
  with a dozen quippers.  
  4 Stairwell 
  Three flights of steep stairs curve to the right. 
  At the bottom of the stairs there hangs a light, like 
  a single bulb, suspended in the center of the room.  
  A DC 10 Wisdom/Perception check reveals 
  that the light is an everburning torch that hangs 
  from a cord that extends up into a hole in the 
  ceiling. 
  Trap. Touching the light or the cord activates 
  the hidden pit trap, opening a trapdoor that is the 
  length and breadth of the floor. It drops into a 40-
  foot deep well filled with seawater. The surface of 
  the water is 20 feet from the floor. A giant 
  octopus is kept in the trap (fed quippers from 
  Room 3) and attacks anyone who falls into it. 
  The trap is a mechanical trap of the setback 
  variety. It has a Save DC 11 to detect and disable. 
  Falling into the water does one-half 1d10 damage but 
  the splash alerts the giant octopus that there is prey. 
  5 Temple to Sekolah 
  This underground temple has a 30-foot-high 
  ceiling with three pairs of support columns. The 
  floors are a mosaic of sea green and blue tiles that 
  depicts a monstrous shark with a toothy maw. The 
  room is partially flooded by two sea cave channels 
  in the southern wall. The walls of the temple are 
  smooth and reflect the water, projecting the 
  illusion that everything is under water. 
  A prominent feature is a sculpture, draped in 
  clothing, of a humanoid figure holding a massive 
  sword. The figure is twice again life-sized.  
  A human female adorned in priestly robes 
  stands knee deep  in the flooded waters in front of 
  the sculpture. She reads from stone tablets resting 
  on a stone lectern. Standing roughly in a semicircle 
  around the reader are two humans and two elves, 
  paired male and female, in similar attire, carrying 
  PAGE 10
  Sculpture 
  holding 
  the Blade 
  of Sekolah
  
  scimitars on their belts, and four piscine 
  humanoids covered in spiny barbs, barnacles and 
  possessing gills.   
  Worship service. The assembly is listening 
  and responding to a litany in the language of the 
  sahuagin. The holy response is a pledge of 
  vengeance by the sea dwelling folk against surface 
  peoples who do not submit to the toothy might of 
  Sekolah the shark god.  The litany includes praise 
  for as-yet unrevealed champion who will wield 
  the Blade of Sekolah. 
  The reader is Arowana, a deep scion in 
  humanoid form, who is armed with a berserker 
  axe. (After taking damage in combat, Arowana 
  makes a DC 15 Wisdom check. On a failed roll  she 
  attacks the nearest person, and continues attack 
  until there are no persons within 60 feet that she 
  can see or hear.)  
  The humans and elves are cultists, 
  Waterdeep residents who make their living from 
  the sea. The other four are sea spawn (Volo’s 
  Guide to Monsters). The are also worshipping, but 
  will quickly switch to defending the hall against 
  any intruders. 
  Treasure. The cultists carry 2d6 silver pieces 
  each. Arowana carries a cursed item, a berserker 
  axe. The statue holds a greatsword that is the 
  Blade of Sekolah, which is a Sword of Vengeance. 
  6 Flooded Seaway 
  Sea life swims in the flooded sections of the 
  chamber and the two channels that lead out to the 
  sea. Any creature in the water has a chance of the 
  following encounters on a given round. 
  7 Deep channel 
  This section of the sea cave has a deep water 
  channel running 20- to 50-feet deep in places 
  (1d4+1 to determine depth of a particular section). 
  An air pocket between the waterline and the 
  ceiling of the cave is less than 5 feet.  
  Three hunter sharks patrol this section on 
  behalf of the sahuagin, though they are mostly 
  concerned with intrusion by sea elves and merfolk.   
  8 Shallow channel 
  This section of the sea cave rarely runs deeper 
  than 20 feet (4d6 to determine depth of a 
  particular section in feet).  
  Occasionally, a reef shark will swim in this 
  section of the caves (a chance of 1-4 on a d20 roll).  
  d20
  Result
  1-8
  No encounter
  9-10
  Awakened shrub (kelp)
  11-12
  Swarm of quippers
  13-14
  Two reef sharks
  15-16
  Octopus
  17-18
  Two giant crabs
  19-20
  Giant sea horse
  PAGE 11
  
  Two sahuagin are sometimes (a chance of 1-10 
  on a d20 roll) assigned to guard the treasure 
  placed on an underwater shelf (marked X on the 
  map). Two merfolk might be investigating these 
  caves (a chance of 1-8 on a d20 roll) in an attempt 
  to uncover sahuagin mischief. 
   If the merfolk and either the reef shark or the 
  sahuagin appear at the same time, the PCs will 
  come upon them doing battle in the shallow 
  waters. 
  Treasure. 3 gems (worth 50 gp each), 140 
  pp and 1,000 gp. The coins are loose in piles, 
  resting in chests of sodden wood and rusted 
  metal platters.     
  9 Channel convergence 
  The two channels have a chokepoint before 
  merging into a narrow sea cave. This cave, which 
  extends roughly 1,500 feet out toward a deeper 
  section of the Great Harbor, is filled to the ceiling 
  with water and has no air pockets.  
  Vikliti, a merrow, was assigned here by the 
  Kraken Society to guard against intrusion by sea 
  elves and merfolk. A solitary hunter, however, he 
  often neglects his duties.  He dislikes the cramped 
  space of the narrow cave and much prefers open 
  water for his hunting  (He can be encountered 
  here on a 1-7 of a d20 roll). 
  10 Foyer 
  Starfish and Brine, female and male deep 
  scion guards in their hybrid forms are stationed 
  here. Their purpose is two-fold, escort persons 
  into the Royal Hall for an audience with the 
  sahuagin priestess and to attend to the dwarf 
  captive. 
  There is a bucket here filled with fish, a snack 
  for Brine. Starfish carries a “scroll” of ray of 
  enfeeblement inscribed on a seashell. The item is 
  a trophy she took in battle with a sea elf and not 
  useable by either deep scion.  
    
  PAGE 12
  Vikliti the 
  merrow
  
  11 Royal Hall 
  The leader of the Kraken Society’s sahuagin 
  allies holds court here. The room appears hastily 
  decorated to look like an audience chamber. There is 
  a large stone chair that acts as a throne and large 
  seashells and other ocean paraphernalia adorn the 
  walls.  
  Wishalagala (wish AL-ga-la) is a sahuagin 
  priestess. She has 6 sahuagin attendants, two 
  positioned in front of the doors to the two cell, the 
  others are lined up against the west wall.  They 
  perceive anyone who is not a sahuagin or a 
  member of the Kraken Society as a threat. 
  Wishalagala disagrees with Kerttu’s decision 
  to keep the dwarf captive. She thinks the dwarf 
  would make better shark food. A key made of 
  whale bone that fits the lock to both cells is on her 
  person. She also has the dwarf’s shortsword and 
  hand crossbow tucked behind the throne. 
  If threatened by the PCs, Wishalagala warns 
  them that she is under the protection of Baroness 
  Korshinka who will bring the wrath of the seas 
  upon them if she is harmed. She says Korshinka’s 
  arrival is imminent. 
  12 Cell A 
  The door is unlocked. The room is empty. 
  13 Cell B 
  The door is locked. Skittles, the dwarf spy, is 
  here. He is unconscious and has 0 hp. He has been 
  abused by his captors.  
  14 Priest’s Quarters 
  A pool 1 feet deep filled with seawater serves 
  as a “bed” for Kerttu.   
  15 Inner Sanctum 
  This door to this room is locked (DC 15 to 
  unlock, key is held by Kerttu).  
  This room is adorned with imagery of 
  tentacles, swirling patterns and other octopus-
  themed decor.   
  Empowered by the sea. Once Kerttu, a 
  Kraken Priest (Volo’s Guide to Monsters) is 
  aware that the adjoining priest’s quarters has been 
  violated (such as someone trying the lock on the 
  door), she will retreat through the secret door to 
  Room 5, the Temple to Sekolah. Her first action 
  will be Voice of the Kraken to frighten her 
  enemies. Her allies, including sharks in the 
  channel, will hear it and rally to her side. 
  On her turns in combat, she will cast these 
  spells: control water to flood the area, and then 
  Evard’s black tentacles and call lightning to 
  attack intruders. After wearing down the PCs, she 
  attacks with thunderous touch. 
  Sahuagin surprise. At any point during or 
  after combat with Kerttu, but only if the DM 
  deems it within the PCs’ capabilities, the 
  sahuagin baroness Korshinka arrives via the 
  deep channel access.  Her primary goal is to 
  rescue and escort the other sahuagin, most 
  especially the priestess Wishalagala, to safety of 
  the harbor. If she doesn’t see Wishalagala during 
  the combat, she will go to the Royal Hall. If she 
  finds her people slain, she will return to the 
  temple and join the attack on the PCs. She fights 
  until she loses half her hit points. At that point, 
  she will make a vow of vengeance and retreat 
  down the deep channel to the harbor. 
  What’s next? 
  The PCs gain a point of  renown from their 
  faction for the safe return of Skittles. 
  The PCs have made enemies of the Kraken 
  Society and the sahuagin baroness Korshinka, if 
  she survives. Either could provide complications 
  or further adventures for the PCs. 
  The PCs’ faction will be interested in turning 
  the trading house into a legitimate business or 
  using the underground section as a safe house. 
  The access to the harbor is especially useful for 
  smuggling, spying, or for defense of the city. 
  Learning that there is a fishing village in the 
  vicinity of Red Rocks that has been overrun by the 
  Kraken Society might be an incentive for the PCs 
  to investigate.
  PAGE 13
  
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