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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

