Page 33 - ghosts-of-saltmarsh
P. 33

A young green dragon named
                Venomfang has recently claimed
                the tower, having passed over
                Thundertree  while searching
                Neverwinter  Wood for a suitable
                lair. The giant spider corpses
                are the former residents
                of the tower, killed by the
                dragon after it tore its way
                through the roof. Since
                then, Venomfang has
                been laying low.
                  Tower. The dragon lives
                in the tower-a  single room
                with a 40-foot-high ceiling.
                A 5-foot-wide staircase
                circles the interior, rising to
                the now-opened  rooftop that
                allows the dragon easy access to its
                new home. Heavy wooden beams and stair
                supports  crisscross  the tower interior.
                  Venomfang does not want to give up such a promising
                lair, but if the characters  reduce the dragon to half its
                hit points, it climbs to the top of the tower and flies off to
                fight another day.
                  Cottage. The cottage contains dusty furniture  draped in
                webbing, but nothing of value. If the characters  make a lot
                of noise in the cottage, the dragon hears them and steels
                itself for a fight.
                                                                                                        VENOMFIING
                TREASURE
                                                                    the rulebook). Then they attack. When the zombies have
                An old wooden chest broken open on the tower floor holds  caught sight of the characters,  they pursue them no matter
                the last of the dead wizard's treasure: 800 sp, 150 gp, four  where they go.
                silver goblets set with moonstones  (60 gp each), a scroll of
                misty step, and a scroll of lightning bolt. Venomfang spends  A variety of old tools-tongs,  bellows, hammers,  and a
                much of his time greedily admiring the loot.        pair of iron anvils-are  scattered  around the interior of
                  The dragon has barely noticed the most interesting  item  this building.
                in its hoard. Beneath the coins is a rusty old battleaxe  AWARDING  EXPERIENCE  POINTS
                of dwarven manufacture.  Runes in Dwarvish on the axe  Divide 100 XP equally among the characters  if the party
                head read, "Hew," and the rust is misleading. Hew is a +1  destroys the ash zombies.
                battleaxe that deals maximum  damage when the wielder
                hits a plant creature  or an object made of wood. The axe's  9. HERBALIST'S  SHOP
                creator was a dwarf smith who feuded with the dryads of
                a forest where he cut firewood. Whoever carries the axe  This was an herb and alchemy shop belonging to the
                feels uneasy whenever he or she travels through a forest.  family of Mirna Dendrar, now a resident in Phandalin  (see
                                                                    encounter  5 in the "Redbrand  Hideout" section).
                AWARDING   EXPERIENCE  POINTS
                Divide 2,000 XP equally among the characters  if the party                with sagging storage shelves and 1
                                                                     This ruined shop is cluttered
                drives away Venomfang. Given their level, the characters  broken furniture.  Shards of glass and pieces of pottery glint In
                aren't likely to slay the dragon, but it is worth 3,900 XP.
                                                                   1  the weeds and rubble next to rotted books and casks.
                8. OLD SMITHY
                This smithy was abandoned  long ago.                All the reagents  and concoctions  here have long since
                                                                    been ruined, and the books are unreadable  masses of rot.
                                                        outside 1   However, a small wooden case is hidden in a compartment
                 A wide chimney and rotted piles offirewood  jumbled  beneath the storage shelves. A character  searching
                 the walls of this sagging building suggest  that it was a smithy  through the wreckage  can find the case with a successful
               1  in its day.                                       DC 15 Wisdom (Perception)  check. The check succeeds
                                                                    automatically
                                                                               if Mirna sent the party to find the heirloom.
                Two ash zombies (see the "Ash Zombies" sidebar) are  TREASURE
                slumped on the floor. When the characters  enter, the  The case is worthless  but contains a gold necklace with a
                monsters  climb to their feet (spending half their speed  fine emerald pendant (200 gp).
                to do so-see  the "Being Prone" section in chapter 2 of


                                                                                                                     33
                                                                                           PART 3: THE SPIDER'S  WEB
   28   29   30   31   32   33   34   35   36   37   38