Ghosts of Saltmarsh

(Jeff_L) #1

SAHUAGIN ROSTER, LEVEL^1


Area Occupants a t Start
6 sahuagin, 2 s ah. coral smashers,*
1 sah. champion*
2 2 sahuagin
12 5 sahuagin, 2 sah. coral smashers,*
2 sah. priestesses
13 Elmo the slave (commone r)
19 2 sahuagin, 4 sah. coral smashers,*
1 sah. champion,* 1 sah. priestess,^10 slaves

SAHUAGIN ROSTER, LEVEL 2

Area Occupants at Start
23 2 sah. champions,* 2 sah. priestesses
24 25 s ahuagin, 5 sah. cora l smashers,*
5 s ah. champions*
25 3 sah. hatchling swarms*
26 2 sah. priestesse s, 2 sah. hatc hling swarms*

27 1 sah. champion,* 12 sahuagin,
12 sah. coral smashers*
28 1 sah. wave sha pe r*

29 1 sah. champion,*^10 sahuagin, 6 sah. coral
smashers,* 4 sah. d eep divers,* 4 shell sharks*
30 1 sah. c ha mpion*
34 1 sah. priestess, 4 shell sharks*
37 Maw of Sekolah,•~ 3 s ah. pries tesses
39 10 shell sharks*
42 Kepmak (sah. baron), Thadrah (sah. high priest-
ess*), 2 sah. champ ions ,* 1 s ahuagin,
2 shell sharks*
45 Seklaz (sah. baron), 1 s ahuagin.
1 sah. wave s haper*

SAHUAGIN ROSTER, LEVEL^3
Area Occupants at Start
48 l sah. champion,* 4 sah. coral smashers/'
1 sah. wave shaper,>; 2 sah. deep divers*
50 3 sah. champions ,*^1 locathah* (captive)
50b Sea lion*
SOd Kysh*
51 5 shell sharks*
52

53

54
55
56
57
58
59
60

Makaht (sah. blademaster*),^49 sahuagin,
5 sah. champions*
20 s ahuagin
2 sah. champions*
2 s a h. wave s hape rs,* 6 sahuagin, 2 s hell sharks *
1 sah. wave s haper*
2 s ah. champions.* 6 s ahuagin
1 sah. champion,* 1 s ahuagin
45 sahuagin, 10 sah. coral smashers,* 7 s ah.
champions,"' 4 sah. deep d ivers.* 2 sah. wave
shapers,* 6 shell sharks*
~·see appendix C

Notes
These guards are alerted by intruders they become aware of. If one of them
rings the gong three times, sahuagin in 2 and 12 rush to their aid.
These guards go to 1 if they hear combat or 1f the gong is rung three times.
These sahuagin go to 1 if the gong is rung three times or if they are alerted
by a guard from 2.
Elmo is near death and cannot be moved.
These sahuagin go to 12 if they hear sounds of combat from that a rea. The
slaves remain here.

Notes
These sahuagin remain here until encountered.
Guard patrols are drawn from this area until all the occupants are defeated.

If the swarms emerge, 5 sahuagin and 1 coral smasher come here from 24.
The swarms emerge if the priestesses are alerted. The priestesses try to Hee
to 24; if one does so, it returns with 5 sahuagin and 1 coral smasher.
These sahuagin remain here until encountered.

The wave shaper goes to 27 if alerted by sounds of combat there, arriving on
the third round.
These sahuagin remain here until encountered.

The champion goes to^29 if alerted by sounds of combat there.
These creatures remain here until encountered.
These creatures remain here until encountered.
These creatures remain here until encountered.
These creatures remain here until encountered.

If combat occurs, the sahuagin tries to escape. If it does so, it returns with^5
sahuagin and 1 coral smasher in^5 rounds.

Notes
The wave shaper escapes to level 2 if possible. If it does so, it returns with a
patrol in 3d6 + 6 rounds.
These sahuagin go to 52 if a lerted by sounds of combat there.
The sea lion attacks if re leased, unless Kysh the triton is present.
Kysh offers to join the party if he is released.
These creatures remain here until encountered.
If the stone slab is shattered, the sound brings the sahuagin from^50 plus^12
sahuagin and 2 coral smashers from 60, arriving 5 minutes later.
These sahuagin remain here until encountered.

These sahuagin remain here until encountered.
These sahuagin go to 54 if a lerted by sounds of combat there.
These creatures remain here until encountered.
The wave shaper goes to 56 if alerted by sounds of combat there.
These sahuagin go to 54 if alerted by sounds there, arriving in 3 rounds.
These sahuagin remain here until encountered.
Twelve sahuagin and 2 coral smashers go to^52 ifthe stone slab there is
shattered. Otherwise these creatures remain here until encountered.

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