Page 161 - ghosts-of-saltmarsh
P. 161

ANCIENT WARNING                                   This cavern is all that remains of  what was once a
           If  the characters search the sand around the ship,   jagged chasm in the seaAoor. The mound of  bones rep-
           they discover the tip of  a stone slab sticking up above   resents both the crew of Tammeraut and others who
           the muck and ooze. The rest of  the slab is buried. If  it   have succumbed to the ocean's perils. all preserved by
           is pulled out (requiring a successful DC 15 Strength   the rift's dark  magic. The hollow to the north is the ac-
           check). it is found to be inscribed with ancient runes.   cess point to the ancient evil that has imbued the Pit of
          A character who succeeds on a DC 14 lntelligence (In-  I latred with its sinister aura.
           vestigation) check deduces that the slab is the product   Tammeraut's captain, Syrgaul Tammeraut, resides
           of  magic. A subsequent successful DC 16 lntelligence   in this chamber- transformed into a twisted monster
           (Arcana) check confirms it  was made using a stone   known as a drowned master (sec appendix C). Syrgaul
           shape spell.                                      is the conduit through which the pit's evil essence once
            The runes are in Elvish. They communicate a warn-  again spreads its  dark influence into the world. Feeding
           ing to stay away from the sealed rift and the horror that   off the captain's rage and hate as he died, the energy of
           lies below.                                       the rift  animated Tammeraut's crew and turned them
                                                             into drowned ones. Though the drowned ones can range
           INSIDE THE SHIP                                   abroad. Syrgaul is forever trapped within the rift near
           Numerous breaches in the hull and openings on the   the source of  his dark unlife.
           rowing decks allow entry into the ruined ship. Alterna-  As the characters explore this area, Syrgaul and one
           tively, characters can swim down into the stem's interior   drowned blade rise from the pile of  bones and attack.
           from the top of  the ship, where the bow is missing.   Treasure. The treasure carried on Tammeraut has
                                                             been placed in front of  the north alcove by the drowned
          '   The interior of  the sunken ship is a ruin. The decks   t   ones, as an offering to the great sleeping evil below. A
                                                             rotting sea chest holds 5,000 sp, 1,850 gp, 75 pp, and
            have all but collapsed, creating a tangled maze where   ten masterfully cut pieces of  jade depicting various sea
            ooze and muck cling to sundered timbers and beams.   animals (100 gp each).
            An eerie, many-colored light pulses from the depths of
                                                             SEALING THE RIFT
            the hull.
                                                             The funnel-shaped hollow to the north of  the hull is 3
                                                             feet in diameter and descends 2 feet to a 1-inch-wide
           The rotten tangles of  timbers and bulkheads are weak   vent at the bottom. In addition to being the source of
           after ten years underwater and can be pushed through   the pulsating light, the vent is the center and source
           with relative ease.                               of the area's dark hallow effect. This narrow opening
            A large hole in the buried stern of  the wreck allows   continues down for hundreds of  feet beneath the ocean
           easy access to a darkened cavern that opens up beneath   bottom, never widening.
           broken slabs of  stone- the remains of  the seals that   Sealing this vent is the only way to lay Syrgaul's spirit
           once blocked the opening of  the pit.             to rest. Doing so also prevents the evil from further cor-
            As the characters enter the wreck, a number of   rupting those who drown in the area. One easy method
           drowned ones that stayed behind from the most recent   of  sealing it is to use the flask of  sovereign glue from the
           assault on Firewatch Island take notice. Three drowned   hermitage to affix a plug over the opening (the substance
           blades, one drowned ascetic, and one drowned  as-  hardens even underwater). Spells such as stone shape
           sassin lurk inside the ruined Tammeraut and attack as   can also seal off the vent. When the vent is sealed, the
           soon as the characters enter. The undead do not pursue   hallow effect surrounding the rift immediately ends.
           Aeeing characters beyond the 300-foot hemisphere of
           dark energy that surrounds the rift.
                                                             CONCLUSION
           THE RIFT                                          If  the characters accomplish all their objectives-res-
                                                             cuing the surviving hermits, destroying the drowned
           •                                                 ones and their leader. and sealing the opening in the Pit
            A pulsating light composed of  unnatural colors perme-  i   of Hatred- things soon return to normal on Firewatch
            ates this underwater cavern. The stern of  the ship has   Island and the communities of the nearby coast. The
            broken through the cavern's fifteen-foot-high ceiling near   surviving hermits abandon the island. but a new group
                                                             settles there before long. Or, Feldrin Kane, the Uskarn
            the center of  the area. The nauseating light reveals a
                                                             bailiff, might deed the island and fortress to the char-
            hideous array of piled bones, many of  which clearly once
                                                             acters as a reward for ending the threat of the drowned
            belonged to humanoids-far more bones than could be
                                                             ones. Of  course. such a reward comes with the expecta-
            accounted for by the crew of  a single sunken ship.   tion that the characters would use the place to protect
              A shallow alcove opens up to the north, with a rotting   and defend the settlements of  the nearby coast.
            sea chest set before it, leaning against the rough stone   If  the characters depart Firewatch Island before night-
                                                             fall and the drowned ones' second attack. the undead
            wall. Within the alcove, a funnel-shaped hollow in the
                                                             become a greater threat. Now that they've exhausted
            cavern floor terminates at a narrow hole in the bedrock
                                                             the nearby prey, the undead make it to the mainland in
            below. The pulsing light emanates from this hole.   their nightly wanderings. Attacks on coastal roads and

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