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casting dispel magic on the dagger or striking the dag-  Carmaclo (LN human mages), devout followers of  St.
          ger with a magic or adamantine weapon will cause rhe   Cuthbert on a mission to recover the statue, which was
          dagger to break. The ghosts in area M9 know how to de-  carved by their father, Fergos. They sent their iron go-
          stroy the dagger. If  the dagger is destroyed, the undead   lem to claim the work of  art so they could avoid the har-
           it created are destroyed, and their souls return to the   pies and are waiting for the construct to return.
          afterlife.                                          1f the characters are polite, the wizards happily share
            Vecna's Dead. The cultists twisted the souls of five   their mission. A character who succeeds on a DC 18
           missionaries, turning them into one wraith and four   Charisma (Deception or Persuasion) check convinces
          specters that haunt the lower deck of the Marshal. The   the mages to allow the characters to recover the statue
           undead attack the characters when they come below,   for them. The wizards are willing to give 500 gp to the
           fighting co che death.                            characters if they help with the recovery.
            Ignoring the Threat. If the characters don't kill the   If the characters recover the statue without talking to
           undead and recover the dagger, the undead attack   the wizards, the mages attack the characters, demand-
           the town during the next festival thrown by Gellan   ing the statue be given to them. The mages fight until
           Primewater.                                       one of them falls.
                                                              Iron Go/em. When the characters arrive at the wreck
           MERROW M AYH EM                                  of the Marshal, Arla and Vengrs iron golem is in area
           Calimara Deswin (see area M9) was a warrior who   M3. breaking the chains that bind the statue before it
           fought the forces of Demogorgon in life. The Prince of   attempts to lift it out of the ship. If the characters try to
           Demons wants to keep Calimara's soul trapped in her   hinder the golem. it attacks, fighting until the characters
           watery grave and has sent merrow to guard the wreck.   retreat. The golem allows the characters to help it bring
            Saltmarsh Story Hook. Gellan Primewater's smug-  the statue back to the Bat Guano.
           glers bring in goods by moving through the waters
           near the wreck of the Marshal, since they know other   DRAGON TuRTLE BAN DIT
           people avoid the place for fear of the harpies. One of   Those who fish  in the waters around Saltmarsh know
           these boats, posing as a merchant vessel. was attacked   that a dragon turtle called Xalatamos claims the wreck
           by merrow while traveling near the wreck and barely   of the Marshal as part of  its domain. As long as the
           escaped. Gellan offers the characters a letter of recom-  wreck was undisturbed, Xalatamos kept to itself-until
           mendation (see "Letter of Recommendation" in chapter   recently, when it began threatening fishers to hand over
           7 of the Dungeon Master's Guide) if they can end the   their daily catches to pay for the theft of his treasure.
           merrow threat.                                     Saltmarsh Story Hook. Anders Solmor can't turn
            Merrow. Relzagon is a muscular merrow (with 72 hit   a profit with his fishing vessels if Xalatamos keeps de-
           points), missing one eye, who spends most of her time   manding the haul. He offers the characters 1,000 gp,
           in area M3 with four other merrow. Another three mer-  plus the recovery of any expenses they incur, to discover
           row patrol the water just outside the Marshal. These   why the dragon turtle is angry and mollify it.
           monstrosities are on a mission from Demogorgon and   Xalatamos. The dragon turtle spends most of its
           fight to the death.                               time within 60 feet of the wreck, watching the Marshal.
            Extra Reward. If the characters kill the mer  row and   When the characters enter the area, the dragon turtle
           fulfill the ghost's request to lay the missionaries to   approaches, demanding to know what they are doing in
           rest (see ''Ghosts'' in area M9), the ghosts reward the   its domain. A character who succeeds on a DC 15 Cha-
           characters with a charm of  heroism as they depart (see   risma (Persuasion) check convinces Xalatamos to speak
           "Charms" in chapter 7 of the Dungeon Master's Guide).   with them. Otherwise. Xalatamos demands tribute in
                                                             the form of  coins and gems worth no less than 500 gp
           G OLEM DIVER                                      before speaking further with the characters.
           Captain Xendros (see location 7 in Saltmarsh) wants   lf the tribute is forthcoming, Xalatamos tells the char-
           the statue in the cargo hold (area M3) of the Marshal   acters that it kept a staff  of  power in the crew quarters
           because he knows the gift would please luz, an enemy of   (area MS), but the item went missing ten days ago. The
           St. Cuthbert. At the same time, Arla and Vengi Carma-  creature is certain a thief from Saltmarsh took the staff,
           clo, twin mages and worshipers of St. Cuthbert, want to   and it intends to make the fishers of the town pay until
           recover the statue for themselves.                the item is returned. A character who succeeds on a DC
            Saltmarsh Story Hook. Captain Xendros asks the   13 Charisma (Persuasion) check convinces Xalatamos
           characters to recover the statue from the wreck, offering   to let the characters explore the wreck for clues of  where
           a box of Nolzur's marvelous pigments in exchange for   the lost staff  could be.
           the likeness of  St. Cuthbert. Xendros warns the charac-  If the characters try to explore the wreck without its
           ters that bandits might try to recover treasure from the   permission, Xalatamos attacks. Jt fights until reduced to
           wreck and to be on the lookout.                   100 hit points and then flees.
            If  the characters recover the statue but don't give it to   What Real/y  Happened. The culprit is none other
           Xendros, he sends two glabrezus to attack the charac-  than Keledek the Unspoken (see location 6 in Salt-
           ters while they rest.                             marsh). After using research and magic to discern that
             Wizards. When the characters approach the wreck,   an item of power was likely buried somewhere aboard
           they notice a keelboat. the Bat Guano. anchored in the   the Marshal, he conjured a water elemental and sent it
           distance. The boat belongs to the twins Arla and Vengi   forth to uncover what it could. The elemental found the


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