Ghosts of Saltmarsh

(Jeff_L) #1


atop the altar; blood rises like smoke upward past t he sa·
huagin. Two large and squirming sacks flank t he altar.
A massive two-headed shark, its fins adorned with
bands of pearl and gold, swims in circles above the altar.

Noise of combat in this area does not attract attention
from any other occupied area. Even if a sabuagin patrol
passes near the temple during combat inside, it is not at
all surprised to hear such noises. The priestesses are
a strange bunch, in the average warrior's opinion, and
conduct some very noisy ceremonies in their temple-
this must just be another one. It is a different matter, of
course, if a patrol sees combat occur ring.
Three sahuagin priestesses are performing the ritual
at the a ltar. Each sack contains ten sahuagin hatch lings
that are no threat and are automatically slain if attacked.
The Maw ofSekolah (see appendix C) swims menac-
ingly over head. The priestesses have disadvantage on
any Perception checks to detect the characters. While
the ritual is being maintained, the Maw of Sekolah does
not attack the characters, even if it becomes aware of
them. Interrupting the ritual, however. has dire conse-
quences for everyone in the temple.
Glowing Symb ols. The wall designs glow with dim
illumination because of an application of lumines-
cent algae salvaged from the ocean bottom. They are
not magical.
Interrupting the Ritual. The ritual serves to placate
and feed the Maw of Sekolah. It must be performed for
another hour before it is considered complete. Every 10
minutes, one of the priestesses sacrifices a sahuagin
hatchling, whose blood rises and feeds the avatar.
The priestesses stop chanting only if they are at-
tacked. They know the ritual must be maintained, or
their lives are forfeit.
If the characters cause any of the three priestesses
to stop chanting, the Maw of Sekolah descends and de-
vours two of the priestesses immediately before attack-
ing the party. The remaining priestess fights alongside
the shark.
Note: The Maw of Sekolah and a single sahuagin
priestess make for a hard fight for a party of four 7th-
level characters. For each additional character in the
party, allow one more priestess to survive to maintain
the same degree of difficulty.
Dark Words in the Deep. Non-sahuagin humanoid
creatures who can hear the chanting of the priestesses
must make a DC 14 Wisdom saving throw. On a failed
save, a creature is frightened for ld4 rounds.
Treasure. The two pearl-and-gold bands on the Maw
of Sekolah are worth 125 gp each. One of the priest-
esses carries the key to the coffer in area 38.


  1. VESTRY



  • This austere room has gray-tiled floor and walls, and a
    white ceiling. A large coffer, its lid closed , stands against
    the east wall in this otherwise empty room.


'11 ... l'TER G THE fl~Al f.-;HIY

This room is used to store the religious objects and re-
galia of the priestesses. The coffer is twice as large as
others found throughout the fortress and features the
same shark-eye carvings as the altar in area 37 (though
these a re not magical). The key to the coffer is found 011
one of the priestesses in area 37.
Coffer. The coffer is Jocked and can be opened by
a character who makes a successful DC 17 Dexterity
check using thieves' tools. It is also trapped with a
thrusting blade trap. Noticing the trap requires a suc-
cessful DC 14 Intelligence (Investigation) check. A suc-
cessful DC 15 Dexterity check is required to disarm the
trap. Opening the coffer without disarming the trap, or
failing to disarm it, triggers the trap.
When the trap is triggered, a short blade thrusts from
the coffer, stabbing any creature next to the coffer's lock.
The creature must make a successful DC 14 Dexterity
saving throw or take 9 (2d8) piercing damage.
The coffer contains fourteen precious items worn by
the sahuagin priestesses during their most important
and holy festivals:


  • Six silver masks, all in the shape of a shark's head
    (50 gp each)

  • Four golden gongs, each with a gold striker (75 gp
    for each set)
    Four gold necklaces set with coral beads (175 gp each)



  1. OCCUPIED SHARK PEN



  • This ceiling and floor of this large room are unfinished
    stone. Light green tiles cover the walls. Seaweed grows
    freely throughout this chamber, and anemones and star·
    fish crawl over the natural rocky surfaces.
    Several large sharks with armored plates driven into
    their flanks swim freely here.


This is one of two large shark pens on the second level
of the fortress. Because of the ubiquitous seaweed, lhe
number of animals housed here is difficult to discern.
Ten shell sharks (see appendix C) swim through the
water in this room. They are always hungry, and they at-
tack creatures that enter the room other than sahuagin.
Tn the far west corner of the room. hidden behind
some seaweed, a stack of armor plates made from shell
and coral rests against the wall. One side of each plate
has barbs used to affix it to an animal.


  1. NEARLY EMPTY SHARK PEN



  • This ce iling and floor of this large room are unfinished
    stone. Light green tiles cover the walls. Seaweed grows
    freely throughout this chamber. Anemones, starfish, and
    a lone lobster crawl over the natural rocky surfaces.


This is one of two large shark pens built on the second
level of the fortress. The sharks housed here are out
on patrol, away from the stronghold, with their sa-
huagin masters.

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