Ghosts of Saltmarsh

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swims for the surface. If the green conch shell is de-
stroyed, the portal closes.
Gali. Gali, a merfolk, searches the ruined building
(area W3) directly east of the Temple of Vaalastroth
(area W7). She saw the mephit that stole the conch shell
swim over the temple and then over the r uined building.
She didn't see where the mephit dropped the shell. lf
she notices the characters. she flags them down. beg-
ging for help and sharing her story.
Green Conch Shell. The green conch shell was
dropped into area W7f of the Temple of Vaalastroth. A
detect magic spell or similar effect reveals an aura of
conjuration magic around the shell. If the shell is de-
stroyed, the portal closes.
Treasure. If the characters close the portal, in grati-
tude Gali gives them a potion of climbing she found in
an old shipwreck.

LIZARDFOLK GAMES
Wynce, queen of the Black Claw lizardfolk tribe, holds a
series of athletic games eve ry year to challenge her best
warriors. These games are legendary among the Black
Claw, for the grand prize is always an item of great
power. This year the games take place in the water over
the ruins ofWarthalkeel.
Saltmarsh Story Hook. Eliander Fireborn tells the
characters that a group of lizardfolk has gathered in the
water above the ruins of Warthalkeel. He asks the char-
acters to greet the lizardfolk on behalf of the town and
find out why they're close to the town. Eliander offers
the characters 250 gp to talk to the lizardfolk and gives
each character a potion of water breathing before they
set out. He expects the potions back if the characters
don't use them.
Let the Games Begin! Wynce. a lizardfolk s ha-
man. s ix of her finest lizardfolk warriors. and thirty
lizardfolk commoners (see appe ndix C) are gathered

Muo MEP H1T

in twelve canoes on the surface of the water when the
characters arrive. Wynce welcomes the characters and
explains why the Black Claw tribe is congregating. Not
one to let a chance for a challenge go by, Wynce invites
the characters to participate in the games.
Wynce oversees the games. She is a fair judge and al-
lows the use of magic in the following contests:
Turtle Shell Toss. The participants in this game hurl a
sea tu r tle shell across the water. All those participat-
ing make Strength (Athletics) checks. The participant
with the highest check total makes the farthest toss
and wins. The winner keeps the impressive shell
as a trophy.
Driftwood Surfing. The players of this game stand on a
large piece of driftwood, keeping their balance on the
shifting waters. All those participating make Dexterity
(Acrobatics) checks. The highest check total wins. The
winner keeps the driftwood as a trophy.
Quipper Wrestling. Wynce casts conjure animals to
conjure eight quippers. The winner of the game is
the one who grapples and holds onto a quipper longer
than any of the other players and is rewarded with a
crown made of quipper bones.
Water Sparring. Each competing character battles a
lizard folk in the water. The battle continues until a
creature submits or is defeated. The lizardfolk sub-
mit when reduced to 5 hit points, and if they reduce
a character to 0 hit points with a weapon attack, the
character is automatically stabilized. The winner of
each match gets a pearl worth 10 gp as a prize.
Main Event. After the initial games, Wynce an-
nounces the main event. She has given a ring of
swimming to a "stone-faced guardian" in the ruins of
Warthalkeel. Normally she would divide her warriors
into teams, but if the characters compete, she pits her
warriors against them. The team that brings the ring to
the surface wins and gets to keep the ring.
The ring of swimming is around one of fingers of the
statue of Procan in area W6a. It takes the lizardfolk 1
hour to find the ring. If the characters find the ring in
less time that, they win.

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