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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
fi':-
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