Two sahuagin champions (see appendix C) talk idly.
The other two who bunk here are at the arena (area 53).
Treasure. The unlocked coffers each contain two har-
nesses with si lver buckles (JO gp each) and a canvas bag
holding 40 ep. One coffer contains a set of game pieces
carved from coral (10 gp).
- CHAMBER OF THE WAVE SHAPERS
T
This pillared area has a vast seaweed bed filling the north
end and a considerable number of coffers, their lids
dosed, set neatly against the east and west walls.
Several sahuagin float around the area, along with a
pair of sharks.
Though originally built to house more than twenty
sahuagin, this area has recently been rese rved for the
sahuagin wave s hapers. Currently, two sahuagin wave
shapers (see appendix C), six sahuagin, and two shell
sharks (see appendix C) occupy this area.
•
Development. Sounds of combat in this area are
heard by the sahuagin wave shaper in area 57, who joins
the battle immediately.
Treasure. The unlocked coffers are empty. Each sa-
huagin carries a pouch with 12 sp.
- WAVE SHAPER'S QUARTERS
•
This austere room has a large seaweed bed along
the south wall. In the center is a table with four small
benches beside it. A small pillar of undissolved salt
stands on the table. Two coffers, their lids dosed, sit
against the west wall.
A single sahuagin floats beside the table, fiddling with
the pillar of salt.
One sahuagin wave shape r (see appendix C) magically
assembles and disassembles the salt on the table.
Treasure. One coffer is empty; the other contains a
small coral carving of a shark (20 gp) and 75 gp. scat-
tered across the bottom.
- GUARD POST
This spartan area is furnished only with a long bench set
against the west wall. At the south end of the east wall,
a bronze gate bars the exit to the east. Beside it, on the
north wall, is a bronze mechanism of chains, wheels,
and pulleys. Next to the mechanism, a wooden peg has
been driven into a crack in the wall. A rope, descending
through a hole in the ceiling, is lashed to the peg.
Several well-armed sahuagin occupy this room.
Two sahuagin champions (see appendix C) and six sa-
huagin keep watch in this area.
lH\l'HRGl 1111 fl"\I Jl'H\IY
'
1
The bronze gate is normally closed (down). It can be
raised and lowered by a chain and pulley mechanism on
the north wall next to th e gate. Under normal circum-
stances, it takes 3 rounds to raise or lower the gate, but
an emergency device allows the gate to be dropped in
a split second with a muffled clang (not audible outside
this area except for in area 60).
The gate (AC 18, (^50) hit points, damage threshold 14)
can be forced open by a character who makes a success-
ful DC 18 Strength (Athletics) check.
Net Trap. Installed in the ceiling of the short corridor
leading south from area 58 to area 60 is a large net trap.
The net falls when a creature in area 58 releases the
rope holding it in place. The net is not hidden.
When a creature releases the net, a 10-foot-by-20-foot
net falls from the ceiling. Each creature standing under
the net as it falls must make a successful DC 16 Dexter-
ity saving throw or be restrained by the net. A creature
trying to free itself or another creature from the net
must make a successful DC 14 Strength check. [f the
ner takes 30 slashing damage, it is destroyed, and all
creatures restrained by it are freed.
- ABANDONED GUARD POST
' This is a spartan area, furnished only with a long bench
set against the east wall. At the south end of the west
wall, a bronze gate bars the exit to the west. Beside it, on
the north wall, is a bronze mechanism of chains, wheels,
and pulleys. Next to the mechanism, a wooden peg has
been driven into a crack in the wall. A rope, descending
through a hole in the ceiling, is lashed to the peg.
Two sahuagin occupy this area.
Most of the guards stationed here have s l ippcd away to
watch the fight in area 53. A sahuagin champion (see
appendix C) and one sahuagin are left behind.
The bronze gate is normally closed (down). ll can be
raised and lowe red by a c hain and pulley mechanism
fastened onto the east wall. Under normal circum-
stances, it takes 3 rounds to raise or lowe r the gate, but
there is an emergency device which. if activated when
the gate is raised. allows the gate to be dropped in a split
second with a muffled clang (outside this area except for
in a rea 60).
The gate (AC 18 , 50 hit points, damage threshold 14 )
can be forced open by a character who makes a success-
ful DC 18 Strength (Athletics) check.
Net Trap. Installed in the ceiling of the short corridor
leading south from area 59 to area (^60) is a large net trap.
The net falls when a c reature in area 59 releases the
rope holding it in place. The net is not hidden.
When a creature releases the net. a 10-foot-by-20-foot
net falls from the ceiling. Each creature standing under
the net as it falls must make a successful DC 16 Dexter-
ity saving throw or be restrained by the net. A creature
trying to free itself or another creature from the net
must make a s uccessful DC 14 Strength c heck. lf the
net takes 30 slashing damage. it is destroyed. and all
creatures restrained by it are freed.