Page 219 - ghosts-of-saltmarsh
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Granny Nightshade and hides from her in the cove, us-  The locked chains have AC 19, 50 hit points, and im-
           ing the magic of  the crystal cave (area C2) to try to stay   munity to poison and psychic damage. Auntie Canker
           one step ahead of  the night hag. The coven has no min-  holds the key to the chains. A character who makes
           ions but is working on correcting that problem.   a successful DC 17 Dexterity check using thieves'
            Saltmarsh Story Hook. The presence of  the bags   tools can pick the lock, freeing Dalixiateara. If freed,
           pollutes the water in the cove, killing the fish, which   the dragon attacks the hags and rewards the charac-
           then wash up on shore. Ferrin Kastilar (see location 29   ters who freed her with a cloak of  the manta ray from
           in Saltmarsh) offers the characters four  potions of  water   her hoard.
           breathing to find and end the source of  this problem.   Polluted Water. At the end of  every hour spent im-
             Help from New  Friends. If  the three sea hags spot   mersed in the cove's water. a creature that isn't a hag
           the characters. they approach in the guise of  three   must succeed on a Constitution saving throw or become
           merfolk named Ranna, Caulau, and Vira. who claim   poisoned for I  hour. The DC for this saving throw
           that the rest of  their tribe was killed by the minions of   equals 10 +the number of  continuous hours spent in the
           Granny Nightshade. They try to convince the charac-  cove's water. If  the hags die or leave the cove. this effect
           ters to attack the night hag's fortress. A character who   ends 1d10 days later.
           makes a successful Wisdom (Insight) check contested
           by the hags' Charisma (Deception) checks discerns that   ELKAHRAAL
           the "merfolk" aren't telling the truth about their tribe. If   Elkahraal is a marid in search of  skilled and accom-
           called out on their lies, the hags reveal their true nature   plished slaves to help him rob Favnahva, a rival genie
           and ask for the characters' help in overthrowing Granny   who has a larger treasure hoard than Elkahraal does.
           Nightshade. They agree to give the characters a share of   The marid knows the history of  the cove and believes
           the night hag's treasure when they depose her.    that his schemes can attract adventurers to the area for
             If  the characters attack, the hags fight back until one   him to kidnap.
           of  them falls, and then the other two Ree.         Saltmarsh Story Hook. Fishers in the area report
             Dalixiateara. Recently the hags captured a female   seeing tendrils made of  water rise out of the sea and
           young bronze dragon named Dalixiateara. The dragon   crash onto their boats. So far only minor damage has
           is chained to the side of  the gorge (area C7) at a depth of   been caused, but rumors about these incidents have
           1,200 feet. muzzled, and restrained. The hags are trying   spread wildly and the local fishing crews are spooked.
           to break the dragon's mind to force it to serve them but   Keledek the Unspoken (see location 6 in chapter 1)
           have had no luck so far.                          promises the characters a cap of  water breathing if
                                                             they can discover what the shapes are and report
                                                             back to him.
                                                               Elkahraal's Test. When the characters first arrive
                                                             at the cove, Elkahraal, a marid, casts invisibility and
                                                             tongues. Elkahraal has a water elemental servant that
                                                             forms the shape of  an aboleth above the surface of  the
                                                             water. and the genie speaks to the characters as if  he is
                                                             the ghost of  Ogrorlo, saying, "Find my remains and my
                                                             pearls in one hour or I will destroy Saltmarsh!"
                                                               If  the characters don't find Ogrorlo's remains (see area
                                                             C4) and his pearls (see area C7), Elkahraal sends the
                                                             water elemental to terrorize Saltmarsh. The elemental
                                                             attacks until it is destroyed, while Elkahraal hopes to
                                                             draw smarter, stronger heroes out to the cove.
                                                               If  the characters find Ogrorlo's remains and the
                                                             pearls. Elkahraal and his warer elemental attack. His
                                                             plan is to knock as many adventurers as possible uncon-
                                                             scious and then use plane shift to bring them back to the
                                                             Plane of  Water. Elkahraal fights until reduced to 80 hit
                                                             points and then flees, while the elemental fights until it
                                                             is destroyed.

                                                             WRECK OF THE MARSHAL
                                                             The Marshal was a seafaring vessel built by missionar-
                                                             ies of  SL Cuthbert. Their plan was to travel the world in
                                                             the ship, bringing law, order, and the word of  their god
                                                             to every port. Three years ago the mission launched, but
                                                             the Marshal never made it to the first stop. Harpies sere-
                                                             naded the travelers. luring the vessel shoreward until it
                                                             crashed into the rocks near Saltmarsh.



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