Page 147 - ghosts-of-saltmarsh
P. 147

L  PIER AND BEAC H
            The sun makes the waves sparkle as Firewatch Island
                                                                                                         •
            comes fully into view. Three barren hills are its most no-
            ticeable landmarks, rising above narrow, rocky beaches   A short wooden pier extends out into the water, con-
            and small wiry shrubs on an otherwise sparse landscape.   nected by a path to an open archway in  the fortress wall.
            In between those high points, a small fortress and bea-  The pier is in good shape, with wooden pilings raising it
            con tower can be seen. The building is made of stone   well above the high tide line of  the rocky beach. The area
            and looks to have two floors. A bell tower rises an addi-  1 s deserted, with no other boats or people in sight. The
            tional two stories above the rest of  the building, and a   call of  gulls, the shrieking of  crows, and the crashing of
            low stone wall surrounds part of  the complex  .   the waves are the only sounds.
          •
          If  the characters approach the pier that serves the her-  If  the characters took the ferry to the island, Raserhill
          mitage. see area I  for more information.         quickly offloads a shipment of  dried beans and apples,
                                                            several barrels of  water. and a few crates of other sup-
          THE HERMITAGE                                     plies before he casts off  and returns to Uskarn. If  he has
                                                            any concerns about not being met by folk from the her-
          The fortress on  Firewatch Island was hastily built when   mitage, he makes no sign that he cares. Unless the char-
          first established, and the residents of  the garrison were
                                                            acters have made other arrangements, the ferry returns
          still working on it when they disappeared. The folk of   shortly after sunrise the next day.
          the hermitage have since completed and renovated the
                                                              A character who makes a successful DC 16 Wisdom
          place in their own way, compromising some of  the site's
                                                            (Perception) check notices humanoid tracks leading
          defensive capabilities in che process.
                                                            from the waterline to the hermitage. A character who
                                                            succeeds on a DC 14 Intelligence (Investigation) or  Wis-
          G ENERAL F EATURES
                                                            dom (Survival) check also notes distinct tracks return-
          Unless otherwise noted. the walls of  the hermitage are   ing to the waterline (the trail left by the drowned ones as
          made of mortared masonry. The interior ceilings are   they departed the island).
          10 feet high, and the noors are paved with flagstones.   Within a few minutes of  arriving on the island, the
          The roof is covered in slate tiles except in places where   characters are attacked by the monstrous peryton,
          those tiles have fallen or broken. and those areas have   Rasp. See the '"Look Out Above" section (page 145) for
          been subsequently repaired and replaced with thatch.   more information.
            The wooden doors in the hermitage are usually un-  If  Raserhill has been paid to stay close by the island
          locked. A locked door can be bashed open with a suc-  with his ferry, his reaction to Rasp  and the monster·s
          cessful DC 12 Strength (Athletics) check. or smashed   reaction to him- is up to you.
          through (AC 15, 18 hit points, immunity to poison and
          psychic damage).                                  2.  COURTYARD  GARDENS
          MAKING AN ENTRANCE
                                                             An archway in the fortress's outer wall provides access to
          The ground floor of  the hermitage can be entered in a
                                                             a large courtyard. now filled with vegetable gardens and
          number of  ways, including through the main doors (be-
                                                             a small orchard of  stunted apple trees. Stairs to the east
          tween area 2 and area 4). and through the back doors
                                                             and west lead up to walkways overlooking the yard. To
          into the hermit cells (area 11) and the kitchen (area 12).
          Some of these doors have been secured against another   the southwest, the base of  the bell tower is obscured by
          assault by the drowned ones, and must be forced open.   thick growths of  vines, which also shroud the west stairs.
          See each area's description for details.           A set of  double doors stands along the front of  the her-
           There are no windows on the first floor of  the fortress,
                                                             mitage on the far side of  the garden, and appears to be
          but a hole in the north wall of  the midden (area 5) allows
                                                             the only way inside.
          access for a Small or  smaller creature.
                                                           l
           Characters can enter the hermitage on the second
          level through the door of  the guard tower (area 21),   If  the characters have not already visited area 3. add:
          or by climbing the walls and forcing open one of the
          second-story windows. Climbing the hermitage walls
          requires a successful DC 12 Strength (Athletics) check.   Along the eastern side of  the courtyard, the wall of  the
          and opening a window requires a successful DC 10   fortress once abutted the larger of  the island's rocky hills.
          Strength (Athletics) check.                        But that hillside has since been hewn away to create a

                                                             passage rounding the corner of  the hermitage.
          I SLAND APPROACH  AND  F IRST  FLOOR                                                          1
         The ground floor of  the hermitage is the main living
                                                             The vines at the base of the bell tower (area 15) are
         area for the residents of  the island. and was the initial
         site of  the drowned ones' attack. The following locations   four assassin vines (see appendix C). Brought to the is-
         are identified on map 7.2.                        land by a druid named Tallos (one of  those killed by the


         l  I t  \1,.1 ER  7  I  J'AM~tl RA!  I  S  Fl\Tf
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