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Treasure. A character who succeeds on a DC 13 Wis-  of their time in the cave. They can't stand the painful
           dom (Perception) check while searching the room finds   memories that come from looking at their old ship.
           a set of  gilded navigator's tools (100 gp) amid a great   The ghosts are devout followers of  St. Cuthbert, and
           deal of ruined paper and deteriorated clothing.   they attack any creature they see committing an illegal
                                                             or  evil act (such as if  ihe characters are carrying items
           M6. PASSENGER QUARTERS                            they stole from the ship's occupants).
           The furniture in the passenger quarters is in  pieces that   If  the characters have committed no such acts. the
           litter the ground.                                ghosts ask the characters to recover their remains as
            Crab of  Cuthbert. The day before the Marshal sank.   well as the bones of  their friends in the harpy nest (area
           Clergol of  the Viola. a bard and a follower of  St. Cuth-  M 1) and the brig (area M8) and give them a proper
           bert, cast the awaken spell on a crab he named Barnacle   burial. If  the characters perform this task. the ghosts
           Bess. Bess has the statistics of  a giant crab, with the   give them permission to take treasure from the Marshal.
           following changes:                                after which they share their knowledge of the ship's
                                                             original purpose and then fade into the afterlife.
           •  She is lawful neutral.
           •  Her Intelligence score is lO (+O). and she can speak
            and understand Common.                           WRECK ADVENTURES
                                                             You can create your own stories for adventuring at this
            Bess hides beneath the broken pieces of  furniture.
                                                             site or use the information in the Marshal Wreck En-
           She is timid and knows very little about the ship's
                                                             counters table to create an adventure. You can roll ran-
           history, though Clergol did teach her the tenets of  St.
           Cuthbert and how to sing a few of  the god's hymns. If   domly or choose an encounter appropriate for the aver-
                                                             age level of  the characters. Each encounter is described
           the characters find Bess, she tries to flee unless one of
                                                             in detail after the table.
           them wears a symbol of  St. Cuthbert. in which case she
           follows that character around singing and obeys orders
                                                             MARSHAL WRECK  ENCOUNTERS
           given to her by that character.
                                                               d4    Encounter         Level
           M7.  MISSIONARY CARGO                                     Vecna's Twist      5th
           The door to this area is locked. A character can pick   2   Merrow Mayhem    7th
           the lock with a successful DC 15 Dexterity check using    Golem Diver        11th
           thieves' tools. A character can break the door open with   3
                                                                4    Dragon Turtle Bandit   15th
           a successful DC 12 Strength check.
            This cabin contains fifteen watertight crates of  various
           sizes, which hold hundreds of  copies of St. Cuthbert and   VECNA'S TWIST
           Common Sense, a short book used to explain the tenets   The town guard of  Saltmarsh recently broke up a secret
           of  the deity's faith to nonbelievers.            cult of  Vecna, an enemy of  St. Cuthbert. jander Caudron
                                                             (NE male human cult fanatic) was the leader of  the cult.
           M8. BRIG                                          During interrogation.jander revealed that the cult hon-
           The brig·s door is made of rusted iron. Inside is a broken   ored Vecna by using a cursed ceremonial dagger to twist
           chamber pot and four skeletons wearing torn and rotted   the souls of St. Cuthbert's faithful killed on the Marshal
           priest robes and manacles with broken, rusty chains.   into warriors of  the Maimed God meant to assault Salt-
            Skeletons. The skeletons are the remains of  the   marsh. The dagger is hidden somewhere in the wreck.
           missionaries that overcame the allure of  the harpies'   Saltmarsh Story Hook. Eliander Fi  reborn asks the
           song and tried lo convince the others to put the Marshal   characters lo investigate the matter, offering 300 gp if
           back on course. Their pleas failed, and these mission-  they neutralize the threat and recover the dagger.
           aries were imprisoned in the brig, where they ulti-  Cursed Dagger. The cursed dagger. decorated with
           mately drowned.                                   the hand and eye symbol ofVecna, is hidden beneath the
            Symbol of  St. Cuthbert's Knowledge. One of  the skel-  statue of  St. Cuthbert in area M3. A character can spot
           etons is that of Uzol Telmock, a high priest of St. Cuth-  it with a successfu  I DC 17 Wisdom (Perception) check.
           bert. It still carries the symbol of  St. Cuthbert's magic   A detect magic spell or similar effect reveals an aura of
           inside its robes. A detect magic spell or  similar effect   necromancy magic radiating from the dagger.
           reveals an aura of  divination magic emanating from chis   Whenever an undead creature is destroyed within 500
           jade symbol of  St. Cuthbert. The symbol can activate the   feet of  the dagger. the creature's essence is trapped in
           altar in area M4.                                 the blade, and  Id  I 0 days later the creature re-forms with
                                                             all its hit points in a space within 10 feet of  the dagger.
           M9. CAVE OF LOST SOULS                            When a creature that is not undead and does not wor-
           This sea cave has the following features:         ship Vecna touches the dagger. that creature must suc-
           Al gae. The sea cave is covered in phosphorescent algae.   ceed on a DC 12 Constitution saving throw or become
             which fills the cave with dim green light.      paralyzed for I  hour. If the creature is still touching the
           Ceiling. The ceiling is 10 feet high.             dagger when the condition ends. that creature must
                                                             repeat the saving throw. becoming subject to the effect
             Ghosts. Calimara and Alina are the ghosts of  mis-  again on a fai lure.
           sionaries that died in the brig (area M8) along with the   A character who examines the dagger and succeeds
           high priest when the ship sank. The ghosts spend most   on a DC 15 Intelligence (Arcana) check discerns that


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