Ghosts of Saltmarsh

(Jeff_L) #1
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).


  1. 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.


  1. 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.


  1. 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.


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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.



  1. 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.

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