Ghosts of Saltmarsh

(Jeff_L) #1

In the arena proper, two sahuagin are locked in mor-
tal combat, each unarmed and tearing at the other with
vicious claws and bone-crushing bites. They are settling
a major grievance in the traditional sahuagin manner:
a duel to the death, using only nature's weapons. They
have no possessions.
Observing the Action. If the characters enter any part
of the arena, what they can see depends on their point
of entry and the extent of their precautions and conceal-
ment. Anyone entering the arena floor draws immediate
attention, unless they are invisible or otherwise cloaked
from view. If the sahuagin spot intrude rs, the c rowd
erupts into chaos. The five champions rus h forward to
attack. while ld6 + 4 sahuagin swim down to block the
exit. The rest watch the fight with glee, rushing to join
the fight if three or more champions are slain or the
characters rush past the sahuagin guarding the exit.
An intrusion into the gallery is not as dangerous. since
the sahuagin are absorbed by the battle taking place be-
low. A successful DC 10 Dexterity (Stealth) check allows
a c haracter to avoid drawing attention so long as they
don' t a ttempt to inte ract with the sahuagin. Otherwise,
use the sahuagin's passive Pe rception as normal to see
if activity attracts their attention. If characte rs are spot-
ted in the gallery. assume that 2d6 + 2 sahuagin and
l d3 sahuagin champions (see appendix C) are within
30 feet and rush to attack. The rest watch and cheer the
fight. joining in if more than half the original attackers
are slain. Jf the characters flee. the original attackers
pursue them. but the rest return to watching the en-
tertainment.



  1. BARRACKS


This pillared area has a vast seaweed bed at the north
end and a considerable number of coffers, their lids
closed, set neatly against the east and west walls.
Many sahuagin relax in this chamber.

'


There are twenty off-duty sahuagin he re. They talk,
check their equipment. s harpen their weapons, or sim-
ply swim lazily around. Most of their weapons have been
laid aside. though within easy reach.
Treasure. The unlocked coffers here are empty. Each
sahuagin carries a pouch with 12 sp.
Development. oise of melec here will certainly
be heard at the guard post (area 58). bringing two sa-
huagin champions (see appendix C) and six sahuagio
to this area to investigate 3 rounds later. The two sa-
huagin champions (see appendix C) in area 55 also
hear the combat and arrive on the round after it starts.


  1. CHAMPIONS' QUARTERS


This austere area has a large seaweed bed a long the
south wall. In the center is a table with four small
benches beside it. There are four coffers, their lids
closed, against the west wall.
Two sahuagin sit at the table.





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