Page 100 - ghosts-of-saltmarsh
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•  "As for the abbey, who knows for sure? We never got   1  square  z  500  feet
               anywhere near the place. Smoke rose from the island
               for days after the pirates attacked. Maybe that means
               the island's been abandoned. or maybe the abbey
               burned and the clerics are waiting to rebuild. [don't
               know. That's what you've been hired to find our:·
             WHAT HE MIGHT KNOW
             Major Ursa serves as a conduit when you want to give
             information to the players, particularly if  they retreat
             from the Skull Dunes and return to the lighthouse.
             The major can offer suggestions and occasional helpful
             hints. These hints should not be given on demand. and
             the major might not have advice on every subject. The
             major's suggestions concerning the tactical situation on
             the island depend on how much information the party
             gives him about the island, its inhabitants, and its traps
             and monsters.
               For example, questions such as "How do we gel
             through the tunnels underneath the ruins?" are inap-
             propriate because the major has no way of knowing
             about the tunnels under the abbey. The party must first
             describe the tunnels (see ..  The Winding Way") and the
             situation there before the major can help them.
             THE ISLAND
             Abbey Isle is a small island about a mile wide and two
             miles long. An overview of  the island, including its major
             areas and features, can be found on map 5.1.

              GENERAL FEATURES                                 MnP 5 1·  AasEv lsu
             The island is little more than a slab of  rock rising from
             the ocean. The sea has battered its crumbling cliffs so   holder to safely pass through the dunes, but this scepter
             that almost the entire island is surrounded by danger-  was destroyed in the fire that razed the abbey.
             ous rocky shoals. The waves crashing and splashing   The skeletons now form an uncontrolled minefield of
             over thejagged rocks make it obvious. even to landlub-  undead. When anyone passes near, the undead rush up
             bers. that any attempt to navigate the shoals can only   out of  the sand and attack. The skeletons are impossible
             end in disaster.                                  to avoid by stealth because they can detect intruders by
               ln fact, there is no reason to pass through the danger-  noise. vibrations caused by movement. and pressure on
             ous rocks, because the granite cliffs beyond them rise   the sand. When the pirates landed here, the skeletons
             directly out of the water, offering no place to land or   made them pay dearly, but the pirates eventually cleared
             come ashore. Only the sandy area at the southernmost   a path through the undead and pushed on to the abbey.
             tip of the island offers a safe place to land a boat (see   When the characters enter the dunes, use the map
             "The Skull Dunes'').                              lo keep track of their location. Assume that the party
               The island has little wildlife but is covered in grass,   lands at the southernmost tip of  the dunes (in the square
             small Bowering plants. and a few gnarled, stunted   south of  the number 12) unless the characters decide
             trees and shrubs. What few animals there are on the   otherwise. When the characters first come ashore,
             island were imported by the clerics. either deliberately   the hills of  sand are smooth and trackless. and the
             or accidentally, when they arrived and built the abbey.   loose sand counts as difficult terrain. As the characters
             Some other more dangerous creatures have also come   soon discover, the dunes are filled with skeletons that
             ashore recently.                                  awaken and attack when anything treads on the sand
                                                               above them.
             THE SKULL DUNES
                                                               ENCOUNTER PROCEDURE
             The Skull Dunes (see map 5.2) lie beyond a beach of   Use the following rules to play out the Skull Dunes en-
             coarse brown sand at the southern end of the island.   counter with the help of  the map. using a single token
             The dunes are desolate; only an occasional bit of  scrag-  or miniature to represent the characters in the square
             gly grass grows here and there in the sandy hollows.   they occupy. Each square is I 50 feet on a side. Moving
             When the abbey was built. the evil clerics populated   between squares can be done only across sides and not
             the dunes with hundreds of  skeletons brought from the   on a diagonal path.
             mainland for the defense of  the island. The overlord   Pirates'  Path. Before they start moving. the charac-
             of the abbey carried a special scepter that allowed its
                                                               ters can attempt to find the clear path. The party must

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