Page 159 - ghosts-of-saltmarsh
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REST AND  RESOURCES
                                                              The sultry day is silent except for the sounds of  the sea. A
            Having explored the hermitage and taken on its varied
            threats, the characters have had a busy day. Thanks to   lone bird circles in lazy loops in the sky overhead. Even-
            the hags, rats, giant snakes, and the monstrous peryton,   tually it descends and alights on a nearby rock.  It's a gull,
            their resources might be depleted. The challenge of  the   and an old one at that, with a chipped beak and patches
            drowned ones' attack is thus amplified by the fact that the
            characters can take only a short rest before the assault   missing from its thinning feathers. It waddles closer, gaz-
            begins. Adjust the difficulty of  the attack as you see fit,   ing intelligently at you with weak, rheumy eyes.
            depending on the party's available resources and the mea-
            sure of  your mercy.
                                                             This ancient gull is Virgil, formerly the familiar of  Ar-
                                                             chais, Firewatch Island's wizard. Virgil survived the
           SCENARIO 2:  WAVES OF UNDEAD                     slaughter of the garrison ten years before and has lived
           Use this scenario if the characters' preparations for the   on the island ever since, nesting in the wizard's tower
           attack are only minimal. or to create a tense and weary-  room. It has avoided the hermitage residents and was
           ing night of encounters.                          largely ignored by them.
            The drowned ones arrive in three waves, each in-  Virgil fled the island the previous night when the
           creasing in difficulty. If the characters aren't sufficiently   drowned ones attacked, but now that the characters
           challenged by a particular wave. add more monsters to   have seemingly defeated them, the gull has returned
           that part of the fight in the form of late reinforcements to   to its home. It continues to watch the party despite any
           help make a wave into a greater threat.           attempts to shoo it away. Having observed the charac-
            Each new wave arrives approximately 30 minutes   ters' actions against the drowned ones, the ex-familiar
           after the previous wave. In any area where the undead   believes that they might be the sort of heroes who could
           break through a door, the characters must reinforce that   finish Archais's work and end the undead menace.
           door again when the currem fight is over, or subsequent
           waves will move through it freely. Alternatively, you   VIRGIL'S  MISSION
           might decide that a door is too damaged to be repaired.   If  a character is able to speak with animals, Virgil is
                                                             friendly. (The scroll found in area 9 will be useful in that
           WAVE l                                            regard if none of the characters have this ability.) The
           Six drowned blades rush to assault the door into area   gull relates the events of the "Background" section to
           4. If  they cannot break down the door within 3 rounds,   the best of its knowledge. It does not know the specif-
           any survivors of the characters' defensive efforts switch   ics about Tammeraut's crew. but it does know that the
           their attention to the door that leads into area 21.   drowned ones are victims of that fateful sinking.
                                                              Virgil knows the location of the Tammeraut and can
           WAVE 2                                            guide the characters there. Based on the attack tonight,
           Five drowned blades and two drowned ascetics as-  the gull correctly deduces that Tammeraut's crew is ac-
           sault the hermitage. The drowned blades arrive at the   tive once more and must be stopped.
           door that leads into area 11 and attempt to enter. The
           drowned ascetics enter through any previously opened
           door that hasn't been reinforced again. If no doors are   THE WRECK
           open, they try to batter down the door into area 12.   If the characters decide to seek out the sunken Tam-
                                                             meraut, they must first find out where the rift is located.
           WAVE 3                                            The charts in Archais'sjournal give the exact location in
           Three drowned blades, two drowned ascetics, and one   nautical coordinates. Alternatively, a character who suc-
           drowned assassin attack the fortress. The drowned   ceeds on a DC 20 Intelligence (History) check discerns
           blades and ascetics enter through any previously open   the likely spot where the ship sunk.
           door. or if none arc open. they attack the doors that lead   Virgil also knows the location of the Pit of Hatred,
           into areas 4 and 21. The drowned assassin arrives from   having accompanied Archais there several times while
           area 14 and climbs onto area 17. trying to enter the for-  the wizard was alive. If all else fails, he can guide the
           tress through the door in that area.              characters to the proper location- Hying ahead and
                                                             circling the site. The Pit of Hatred is two miles south of
           SAFE BY DAY                                       Firewatch Island and can be rowed or sailed to in about
           Once the undead are dealt with. the coming of the   half an hour.
           dawn's first light means that the characters can finally   The bay is 300 feet deep above the Pit of Hatred, and
           rest with no fear of another assault. Raserhill's ferry re-  characters won't be able to anchor a boat there unless
           turns about an hour after sunrise, on its normal sched-  they brought along quite a lot of rope. Certain items
           ule. but the craft carries no new passengers and departs   in that treasure arc invaluable to a party that plans to
           again quickly unless the characters hail it. (lf Raserhill   investigate the wreck, but the characters might also
           stuck around the island and was driven off or killed by   require and seek out additional resourC'es before they
           the monstrous peryton. another boat from  Uskarn will   do so. See "Unusual Environments" in chapter 5 of the
           set out eventually to investigate the characters' fate.)   Dungeon Master's Guide for information on underwater
            At some time during the day, when a character is   environments. and see "Underwater Combat" in chapter
           awake and outside or near a window. read:         9 of the Player's Handbook.

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