Ghosts of Saltmarsh

(Jeff_L) #1
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Five shell sharks (see appendix C) swim above the
racks in this room. They have not been fed in some time
and attack the characters on sight.
Stored Items. If the characters want to count a LI the
items in here, they find the following supplies:


  • Twenty-three lengths of rope
    Fifty hides of various sizes (2 gp each)

  • Two hundred nai ls

  • Fifty hooks and buckles
    Forty-eight warhammers
    Seventy daggers
    Eighty-four spears

  • Seventy tridents


Secret Door. The secret door in the south wall con-
sists of a slab of stone hinged along its top edge that
swings open toward area 52. Noticing the door requires
a successful DC 14 Wisdom (Perception) check. A char-
acter who examines the two tridents at the south end
of the rack along the east wall notices that the tines are
blunt, not sharp; these are used to prop up th e secret
door when it is open.


  1. TREASURE CHAMBER


The secret door opens into a short passage that leads
south into a larger area. At the far end of that open area,
pe rhaps fifty feet away, stands a closed coffer with can-
vas sacks propped against it.

The threshold of the chamber at the south end of the
passage is trapped with a glyph of warding spell.
The glyph can be spotted by a character who makes
a successful DC 15 Intelligence (Investigation) check
while examining the floor in this area. The glyph is trig-
gered if any creature passes from the corridor into the
chamber. If that occurs, each creature within 20 feet of
the glyph must make a DC 15 Dexterity saving throw,
taking 22 (5d8) cold damage on a failed save, or half as
much on a successful one.
Coffer. The coffer is locked; the key to open it is car-
ried by Baron Kepmak in area 42. It can be opened by
a character who makes a successful DC^14 Dexterity
check using thieves' tools.
The coffer is also t rapped. A character who searches
the coffer and makes a successful DC^14 Intelligence
(Investigation) check discovers the trap. A character
who makes a successful DC 15 Dexterity check using
t hieves' tools can disarm the trap. The trap is triggered
if a character fails to disarm it, or if the coffer is opened
without first disarming the trap.
When the trap is triggered, a stone slab springs out
of the ceiling in the passage, knocking th e secret door
closed (and with sufficient force to break t he tridents
if they are being used to support the secret door). Any
creatures standing near the door must make a success-
ful DC 14 Dexterity saving throw or take^18 (4d8) blud-
geoning damage from the door as it closes.
Trapped Inside. The slab is badly damaged. riddled
with cracks after crashing into the doorway. The party
can spend a few minutes clearing the rubble away to

C ll\l'J 11! 6 I I Ill llNAL IN~ M\

gain access to the exit. Alternatively. a character who
makes a successful DC 18 Strength check clears the
rubble in a matter of moments.
The sound of the slab being smashed rings through
the nearby rooms, drawing the attention of the three sa-
huagin champions (see appendix C) in area 50, if they
are still alive. They arrive 5 minutes later with twelve
sahuagin and two sahuagin coral smashers (see ap-
pendix C) drawn from area 60.
Tr easure. The four canvas sacks hold 500 ep each.
The coffer contains the baron's personal treasure:
Two platinum and pearl coronets of sea elf design
(700 gp each)


  • A fine pearl necklace (500 gp)

  • Two gold wristbands inlaid with diamonds
    (250 gp each)
    A silver ring bearing the signet of the Prince of Mon-
    murg (see the "Insignia of Prince Monmurg'' sidebar)
    200 pp scattered loosely



  1. ARENA
    This area consists of two distinct sections, so the de-
    scription of what the characters see depends on which
    section the party enters from.
    Central Arena. The arena proper I ies somewhat
    lower than the rest of this level. Double doors at the
    south end of a downward-sloping passage running
    south from th e crossroads near the torture chamber
    (area 50) provide access to this section. These doors
    can be barred from the outside with bronze bars set in
    brackets. preventing any combatant from escaping in
    that direction.
    The walls of the arena rise^30 feet from the floor to
    the lower edge of the gallery, which is supported by pil-
    lars at each corner. A clear quartz dome. slightly convex.
    rests on the four edges of the gallery and arches over
    the arena. so that at its center t he dome is about^40 feet
    above the arena floor.
    Gallery. The gallery is tiered on three levels, with
    10 feet between levels, so that the uppermost tier is
    50 feet above the floor of the combatants' area and th e
    ceiling to feet higher than that. Access to the gallery is
    provided by short passages in th e east, sout h, and w est
    walls. Each tier has a row of stone benches that sur-
    round the area, except for flights of steps that provide
    access to the benches.
    On the lowest tier. in the center of its south side. the
    row of benches is broken by three special seats. The
    center and western seats. the largest and most ornately
    decorated, are reserved for the baroness and baron, and
    the eastern seat. larger and better decorated than an or-
    dinary bench but not so finely as the baroness's and bar-
    on's, is for Blademaster M akaht. Any sahuagin of lesser
    rank caught in these seats immediately goes to the top
    of the list for the next fight in the arena.
    On important occasions, more than two hundred sa-
    huagin fill the arena to watch the sport. but at present
    fifty· five are here: forty-nine sahuagin, five sahuagin
    champion s. and Blademaster Makaht (sahuagin blade-
    m aster. see appendi x C), who sits apart from the rest in
    his special seat. The warriors and lieutenants are scat-
    tered around the area. All the sa huagin in t he gallery
    have their usual weapons and equipment.

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