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WRECK FEATURES tached has advantage on all saving throws relating to
crashing when it crashes into a creature or object. The
The Marshal has the following features:
ship and the ram suffer no damage in the crash. These
Barnacles. The outside of the Marshal is covered in all benefits don't apply if another vessel crashes into the
manner of sharp barnacles. A creature that is pushed ship with the naval ram attached.
against the outside of the ship by magic like the thun-
derwave spell, or by a shove attack, or that falls prone M3. CARGO HOLD
onto a barnacle-covered surface takes 3 (ld6) slash- The cargo hold has the following features:
ing damage. Debris. Broken crates and barrels that once held food
Ceilings. The ceilings of the Marshal's lower deck are and fresh water litter the ground.
8 feet high, with 6-foot-high doorways connecting Statue. A 25-foot-tall marble statue of St. Cuthbert
the chambers. is laid horizontally and attached to the floor with
Depth. The sea floor is 40 feet below the surface of the rusty chains.
water. The Marshal's highest point is 5 feet below the
Rusty Chains. The chains that bind the statue of St.
surface of the water. The depth of the rocks and vari-
Cuthbert have AC 14, 18 hit points, and immunity to
ous decks of the ship are noted on map A.6.
poison and psychic damage. The chains are rusty but
Light. The exposed decks of the Marshal and areas out-
side the ship are brightly lit by the sun during the day solidly locked. A character can pick the lock with a suc-
and dimly lit by the moon at night. The interior of the cessful DC 15 Dexterity check using thieves' tools. A
ship and the sea cave are concealed in darkness. character can break the chains with a successful DC 14
Structure. The wood of the Marshal's hull, deck, and Strength check.
doors is rotting. Unless otherwise noted, a door or a Statue of St. Cuthbert. The missionaries of St. Cuth-
5-foot-square section of wall, ceiling, or floor of the bert planned to stay for months or years in most ports,
ship has AC 10, 10 hit points, and immunity to poison so they brought along a statue of their sacred deity to
and psychic damage. display at each stop. The statue weighs 1,500 pounds.
A detect magic spell or similar effect reveals auras
WRECK AREAS of enchantment and necromancy magic radiating from
the statue. A creature of any nonchaotic alignment that
The following areas are keyed to map A.6. prays to St. Cuthbert for 1 minute while within 10 feet of
the statue is affected as if it just drank a pob"on of hero-
Ml. HARPY ROCK
ism. The statue grants this benefit to no more than one
Eight har pies lurk in their bone-covered nests on this
creature every 24 hours.
rock, gnawing on humanoid remains. When the harpies
A creature of any chaotic alignment that prays to St.
notice humanoids nearby, they use Luring Song to bring
Cuthbert for 1 minute while within 10 feet of the statue
their prey in close before attacking. The harpies fight
must succeed on a DC 15 Constitution saving throw or
until four remain and then flee.
become blinded for 1 hour.
Treasure. If the characters search the harpy nests,
they find a holy symbol of St. Cuthbert made with gold M4. ST. CuTHBERT's SHRINE
and sapphires (150 gp), a jasper (50 gp), a piece of obsid-
The missionaries fashioned this shrine so they would
ian (10 gp), a tiger eye (10 gp), 1,231 cp, 641 sp, 320 ep, have a place to worship during travel. It has the follow-
164 gp, and 12 pp.
ing features:
M2. UPPER DECKS Altar. An oak altar painted with a faded image of St.
The upper decks of the Marshal have the follow- Cuthbert stands at the west end of the room.
ing features: Benches. Four rotting benches are attached to the floor.
Barnacles. The upper decks are covered in barnacles Altar. A detect magic spell or similar effect reveals
(see "Wreck Features"). an aura of divination magic radiating from the altar. A
Cabins. Doors leading fore and aft from the central character who examines the altar and succeeds on a
portion of the deck give access to cabins that once DC 15 Intelligence (Investigation) check finds a hidden
were occupied by the ship's officers. These cabins (not lid that allows the altar to open. The inside of the lid is
depicted on the map) were emptied of their belong- mirrored. The altar's inner compartment holds a carved
ings long ago. indentation of a holy symbol of St. Cuthbert and a coiled
Naval Ram. The ship's iron naval ram is shaped like an iron cobra that attacks any creature not wearing a sym-
enormous cudgel, the chosen weapon of St. Cuthbert. bol of St. Cuthbert.
Pit. A 15-foot-wide, 10-foot-long pit leads 10 feet down to When a creature places the symbol of St. Cuthbert's
the cargo hold (area M3). It is half covered with a net knowledge (see area M8) in the indentation, that crea-
overgrown with algae. ture can touch the mirrored lid and cast a scrying spell
Trapdoors. Two trapdoors lead down to steps that end (DC 17) with the altar. The altar can be used to cast this
in area M3. spell only once every 24 hours.
Cudgel Ram. A detect magic spell or similar ef-
M5. CREW QUARTERS
fect reveals an aura of evocation magic around the
The crew quarters are a mess of rotted mattresses, bro-
1.000-pound naval ram. A ship with the naval ram at-
ken furniture, and ruined belongings .
.\l'PENDIX /\,OF SlllPS \NO TllE SFA

