Page 48 - ghosts-of-saltmarsh
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              15. FORGE   OF SPELLS                              The monster that guards this room is a spectator.  One
                                                                 of the human wizards who worked in the Forge of Spells
              Here is where the wizards allied with the dwarves and  summoned  the creature to guard the magic items created
              gnomes of the Phandelver's  Pact channeled  the magic  and stored here. When the mine was sacked, the ores
              of these caverns to enchant dwarven arms and gnome  disturbed  the delicate magic in the area, unhinging  the
              gadgets. The northernmost  door is scorched and cracked,  spectator's  grip on reality. It has become deranged  and
              its iron hinges partially melted; forcing it open requires  believes that the mine is still in use, ignoring all evidence
              a successful  DC 15 Strength  check. The western double  to the contrary.
              doors are just as damaged but stand slightly ajar.
                                                                   The wraith (area 14) wants to drive off or kill the
                                                                 spectator, but so far, the creature  has easily handled the
               This large workshop  was badly damaged  by the ancient  assaults of Mormesk's  zombies and ghouls while seeing
               spell battle that laid waste to the mine. Worktables  taking  nothing strange about undead roaming the mine. If the
                                                                 party attempts to remove anything from this area, the
               up two corners  of the room are scorched,  and the plaster
                                                                 spectator  attacks. If the spectator  is blinded somehow, it
               has been burned off the masonry walls. In the middle of the
                                                                 disappears  back to its home plane, convinced that it can
               room, a stone pedestal  holds a small brazier in which an  no longer perform the task for which it was summoned.
               eerie green flame dances and crackles. The brazier and its  With a successful  DC 15 Charisma  (Deception) check,
               pedestal  appear to have been untouched  by the forces that  a character  can trick the spectator into thinking one or
                                                                 more party members  are wizards or miners who work
               destroyed  this area.
                                                                 for the owners of Wave Echo Cave, sent to terminate  the
                Behind the brazier of green flame floats a spherical  creature
                                                                 spectator's  employment. If the deception succeeds,  the
               measuring  roughly four feet in diameter.  Four eyestalks  spectator believes it is released from its obligations, and it
               protrude  from its central mass, two on each side. In the  disappears  and returns to its home plane.
               center of the body is a large eye that stares at you.  Brazier of Green Flame. A successful  DC 15
                "Hello," says a thick, burbling voice inside your head.  Intelligence  (Arcana) check identifies the brazier as the
                                                                 source of the magic that suffuses the surrounding  caverns.
                                                                 This magic has waned over the years, to the extent that
                                                                 it can no longer be harnessed  to permanently  enchant
                                                                 magic items. However, any nonmagical  weapon or armor
                                                                 bathed in the green flame for at least 1 minute becomes a
                                                                 +1 weapon or +1 armor, respectively, for Id12 hours (see
                                                                 appendix A). The brazier cannot be removed from the
                                                                 Forge of Spells.
                                                                   Northern Room. This small room is a separate
                                                                 workspace,  where items being prepared  for enchantment
                                                                 were polished, lacquered,  and otherwise  finished. Like the
                                                                 main workshop, it has been almost completely destroyed.

                                                                 TREASURE
                                                                 On the worktable in the southeast  corner of the room
                                                                 are the last items the spectator was charged to protect:
                                                                 Lightbringer and Drsgongusrd.
                                                                   Lightbringer. This +1 mace was made for a cleric of
                                                                 Lathander,  the god of dawn. The head of the mace is
                                                                 shaped like a sunburst  and made of solid brass. Named
                                                                 Lightbringer, this weapon glows as bright as a torch when
                                                                 its wielder commands.  While glowing, the mace deals an
                                                                 extra Id6 radiant damage to undead creatures.
                                                                   Dragonguard. This +1 breastplate has a gold dragon
                                                                 motif worked into its design. Created for a human hero of
                                                                 Neverwinter  named Tergon, it grants its wearer advantage
                                                                 on saving throws against the breath weapons of creatures
                                                                 that have the dragon type.

                                                                  16. BOOMING      CAVERN
                                                                 The sound of pounding surf that gives Wave Echo Cave its
                                                                 name can be traced to this water-filled cavern.










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                 PART 4: WAVE ECHO CAVE
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