Ghosts of Saltmarsh

(Jeff_L) #1

Preparing for the Drowned Ones


The hermitage offers an abundance of tactical oppor-
tunities to defend against the coming attack. Invite
the players to concoct a plan to reinforce the old for-
tress, and to decide on a course of action for when the
drowned ones breach the defenses.
The survivors do not participate in combat against the
drowned ones. Even if they aid in the defensive prepara-
tions, come nightfall they retreat to area 25.

DEFENDING THE FORTRESS
Among the tactics the players might come up with, you
can help steer them toward the following options.

ARROW SLITS
The second level of the hermitage features numerous ar-
row s lits looking onto the exterior of the building. Char-
acters who specialize in ranged attacks and magic can
use the arrow slits to launch arrows, bolts, and spells at
the drowned ones as they approach.

FLORAL ASSAULT
The assassin vines growing near area 15 can be moved
elsewhere in their pots, as long as their murderous
nature is temporarily quelled. The charm of plant com-
mand found in area 11 can help in this effort.

RAT PACK
If the characters did not kill all the rats in area 11, they
serve as excellent guards and alarms. The rats attack
any drowned ones that enter through that area.

REINFORCING THE DOORS
There are five entrances into the hermitage-the double
doors at the front (area 4). two doors at the back of the
fortress (areas 11 and 12), the door leading in from the
rampart (area 17), and the watchtower door (area 21).
Enough wood and nails can be found inside the her-
mitage to reinforce all the doors. The main obstacle is
time.1t takes a character 1 hour to gather the required
materials and reinforce one door. The time is cut in
half if another character (including one of the survi-
vors) helps.
A reinforced door cannot be broken through with a
Strength check, but must be battered down (AC 15, 30
hit points, immunity to poison and psychic damage).
This fact helps slow the undead. since they are forced to
fight their way through doors.


RrGGING THE ROOF
The aging slate tiles on the roof can be easily rigged
to collapse. This tactic is especially useful if the victim
falls some distance into an area where the characters
have open space to make attacks (area 7, for example).


OlL OF SLIPPERINESS
If the characters have discovered this magic oil in
area 12 or area 22, it can be applied in front of entry
points. on stairs, or anywhere they want to slow the
undead down.


Death from the Deep


As soon as the sun sets, the drowned ones begin their
underwater trek from the Pit of Hatred to the shores
of Firewatch Island. They arrive at the island about an
hour after sundown. lf the characters are still on the
island at sundown and are observing the shoreline, you
can foreshadow the undead assault:

i As the last rays of the evening sun slant across the dark
waters of the bay, you catch movement from the corner
of your eye along the beach-a dark humanoid form
standing si lently in the surf. You are positive it wasn't
there a moment ago. With the next crashing breaker,
you lose sight of the intruder in the deepening dark-
ness. When the spray clears, the figure is gone. Night
has fallen.
I


  • The undead assault against the hermitage can be played
    out in two broad scenarios. Both offer roughly the same
    challenge but provide different experiences for the play-
    ers and characters. Choose the experience you think
    your players will enjoy the most. or create your own,
    incorporating any of the following elements and infor-
    mation you desire.
    The drowned ascetics, drowne d assas sins, and
    drowned blades that make up the ranks of the undead
    are all described in appendix C.


SCENARIO 1: UN DEAD HORDE
Use this scenario if the characters have prepared well
for the onslaught. 1f the undead arrive and are not
slowed by reinforced doors, traps. and attacks made
against them through arrow slits, the characters have
little chance of survival.
The drowned ones arrive as a single mass, trying to
overwhelm the defenders with sheer numbers. The in-
tention with this scenario is to make the players and the
characters feel as though the island teems with undead.
An epic battle ensues, and if that battle is won. no fur-
ther attacks come.
When the undead arrive, they attempt to batter down
the doors of the hermitage, intent on entering and
slaying any mortal defenders. Have the drowned ones
assault the doors leading into the different areas of the
fortress using the following guidelines.
Area Creat ures
4 S zombie s, 3 drowned blades, 1 dro wned ascetic
11 5 zombies , 2 drowned blades, l drowned ascetic
12 l drowned ascetic
17 1 d rowned assassin
21 1 drowned blade

The zombies amble near the indicated doors but do
not attack them. They enter the hermitage only after the
doors are breached by the drowned ones.
The drowned assassin that tries to enter through area
17 climbs onto the battlements from area 14 first.

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