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staff  and, remaining undetected, escaped the ship and
                                                               returned to Keledek with its prize.
                                                                Finding the Staff. If  the characters search the crew
                                                               quarters (area MS), they find an important piece of
                                                               evidence among the debris: the moldy remains of  what
                                                               was once an ornate wooden case meant to hold a staff.
                                                               Where the head of  the staff would rest, the outside of  the
                                                               case is sculpted in the image of  a beholder.
                                                                 Jf the characters take this knowledge (or the item it·
                                                               self) back to Saltmarsh and ask around, someone who
                                                               makes a successful DC 14 Charisma (Investigation)
                                                               check finds out that Keledek has been sporting a new
                                                               staff recently- and the head of  the staff is a miniature
                                                               sculpture of  a beholder. If  Keledek is confronted about
                                                               the item, a successful DC 15 Charisma (Intimidation
                                                               or Persuasion) check convinces Keledek to give the
                                                               staff to the characters so that they can return it to its
                                                               rightful owner.
                                                                If  the staff is given back to Xalatamos, he stops
                                                               harassing the fishers and hides the staff in a more se-
                                                               cure location.

                                                              WARTHALKEEL RUINS
                                                               Centuries ago, Warthalkeel was a settlement built on
                                                               a seaside cliff. Its people worshiped a kraken named
                                                               Vaalastroth. The kraken would visit the town once every
                                                               decade, giving orders and taking treasure as tribute
                                                               from the people before descending into the deep to
                                                               slumber. Malek Trandence. a priest of  Procan, visited
                                                               Warthalkeel and persuaded the people to worship the
                                                               god of  the sea. When Vaalastroth next returned, the
                                                               kraken was furious at the people's betrayal. Vaalastroth
                                                               broke the cliff beneath Warthalkeel. sending the town
                                                               into the water. Rumors of  hidden treasure and strange
                                                               magic in the town's ruins sometimes attract explorers
                                                               into the depths.
                                                              WARTHALKEEL FEATURES
                                                               The ruins ofWarthalkeel have the following features:
                                                               Ceilings. The ceilings in enclosed buildings are
                                                                10 feet high, with 8-foot-high doorways between
                                                                the chambers.
                                                               Depth. The seafloor on which the ruins sit is at a depth
                                                                of 100 feet. The depth of  ledges below the surface
                                                                of  the water and the height of  those above are noted
                                                                on mapA.7.
                                                               Light. Areas exposed to the outside are brightly lit by
                                                                the sun during the day and dimly lit by the moon at
                                                                night. Enclosed areas have no light sources.
                                                              Structure. The ruins are made of  stone. A door or a
                                                                5-foot-cubic section of  wall, ceiling, or floor has AC
                                                                17. 27 hit points, and immunity to poison and psy·
                                                                chic damage.
                                                              Submerged. The ruins are filled with seawater.

                                                              WARTHALKEEL AREAS
                                                              The following areas are keyed to map A.7.
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