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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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