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CHAPTER 5: ISLE OF THE ABBEY
LOCAL MARINERS' GUll,0 WOUi,O LIKE TO CLAIM The guild does not know that there are survivors on
a small, strategically located island and build the island. ln addition to other hazards they encounter.
a lighthouse there. But so far. its representa- the characters must deal with the remaining clerics and
tives have not been able to land safely on the their followers, whether through conAict or negotiation,
island-every attempt lo come ashore has been before collecting their payment. Por more on the inhabi-
met by a horde of u ndead. tants, see "The Survivors" on page 102.
The guild posts a lucrative contract offer in
nearby coastal communities. seeking adventur- SUPPLIES
ers willing to secure the island and its burned-out abbey. The mariners' guild can supply the characters with any
When the characters come across this information and of the equipment listed in chapter 5 of the Players Hand-
decide to investigate the opportunity, the adventure offi- book except for holy symbols, holy water, thieves' tools,
cially gets under way. weapons, and armor. The price of any equipment used
Isle of che Abbey is designed for a party of four to six by the characters must be deposited with the guild and
5th-level characters. will be refunded when it is returned in good condition or
after the successful completion of the mission.
BACKGROUND
ADVENTURE HOOKS
Over the past three months, the evil clerics of Abbey
Isle have quarreled violently with a large band of local The isle has long been a source of trouble for the re-
pirates. Their struggle seems to have left the island un- gion's mariners' guild. The clerics who inhabited the
inhabited. The pirates burned the abbey to the ground, island's abbey proved to be capable defenders of their
but they suffered so many casualties that they were de- territory- until the pirates' recent success. all of the
stroyed in turn by the local mariners' guild. guild's attempts to evict the clerics from tbe island had
Unknown to the mariners' guild, a small number failed. Use either of the following additional hooks to
of evil clerics and their minions survived the pirate strengthen the characters' motivation to succeed.
assaults by taking refuge in the cellars of the ruined
abbey. Hidden halls, dangerous guardians, and shining G ILDED RUMORS
treasures await those who dare to explore the depths of The clerics of the abbey would not build such a defense
the abbey. to guard musty tomes and simple acolytes. Something
precious rests in the belly of that place: a golden statue,
THE jOB AT H AND a staff made from rubies, or a fountain lined with pearls
The posted contract explains that any interested parties and rare stones. Those hapless pirates cleared a path
are to meet with Guildmaster Tabeth at the local guild but failed to discover any treasure. With both pirates
house. When the characters follow up, Tabeth provides and clerics out of the picture, only a few undead stand in
them with the following summary of what he knows: the way of untold riches.
• Pirates recently ransacked Abbey Isle, an island just F OR THE PEOPLE
off the coast populated by evil clerics and their follow-
ers. Much to the guild's delight, the battle between the The stretch of water near Abbey Isle is treacherous.
two factions weakened them both. The thick fog that rolls through this region sends even
The mariners' guild then sent a force ashore, and the most steadily steered ships veering off course. The
the remaining pirates were killed or driven off by the sandy Aoor near the island is littered with broken hulls
guild' soldiers. and lost souls. A lighthouse built at the tip of the island
• The island. though now apparently abandoned. re- would secure the nearby seas for all. If the charac-
mains a danger due to undead guarding the only safe ters are well intentioned and civic-minded. helping to
approach: a beach called the Skull Dunes. make the lighthouse possible can serve as additional
The mariners' guild is willing to pay 2,000 gp to incentive.
the characters if they can land, explore the island.
and clear it entirely of threats so that the guild can ADVENTURE SUMMARY
construct a lighthouse on the site. Payment is made The adventure likely unfolds in the following sequence.
upon completion of the job, which will be verified by
The characters meet with the mariners' guild and
guild members. accept the contract to make Abbey Isle safe for the con-
The mariners' guild contact in the region is Major struction of a new lighthouse.
Ursa. who keeps a lighthouse on an island nearby. He The characters travel to a nearby island by boat and
will provide additional information to any group that meet their contact for the job. Major Ursa. The major
takes on the assignment. Anyone who accepts the con- shares what he knows about the situation on the island
tract will be provided with a large. sturdy rowboat for
and offers advice before sending them on their way.
transportation to Major Ursa's location.
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