Ghosts of Saltmarsh

(Jeff_L) #1
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Tl. MILDEN S PAN


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A tangled wall of apartments and storefronts rises up
on either side of a channel of sluggish, tainted water.
The structures down near the waterline are empty and
desolate, while the ramshackle additions built over their
roofs appear progressively more inhabitable as they rise
up into the polluted sky. The overall effect is that of a
canyon, with walls made from the cross-section of a de·
caying shantytown rather than from stone.
A narrow timber bridge sags across the channel, lead·
ing from the back of a crooked alley to what appears to
be a partially sunken galley whose structure has been
incorporated into the ruined jumble of buildings.

Unless the characters want to swim in, clamber down
the side of several stories of buildings, or use magic,
this bridge (known locally as the Milden Span for its
long-dead builder) is the only approach to the temple's
entrance. The skum lurking in the ship's prow (area T3)
keep an eye on the bridge and respond to any intruders.

T2. GALLEY PIER



  • The main deck of the ruined galley has buckled, and is
    cluttered with trash, driftwood, and other refuse washed
    up on the tide. To the east, the galley's prow juts into the
    channel like a jagged fang, while the west side of the deck
    disappears into a wall of boarded-up and badly weath·
    ered buildings. The only cleared pathway across the tilted
    deck leads from the bridge to a pair of massive wooden
    doors leading into the buildings.


This area is used by cult members as a gathering point
before they stage their ceremonies inside the temple. A
Hight of rickety steps half hidden behind detritus leads
up to the ship's prow (area T3).
Unless a meeting is taking place, the heavy doors into
area T4 are locked. They can be finessed open with a
successful DC 15 Dexterity check using thieves' tools,
forced open with a successful DC 20 Strength (Athlet-
ics) check. or broken down by physical damage (AC 15.
25 hit points, immunity to psychic and poison damage,
resistance to piercing and slashing damage). If the char-
acters manage to get to this point without attracting the
notice of the skum in area T3, those guards are alerted
by any noise at the doors.

T3. SttrP's PRow



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The ancient ship's prow juts up from the foul water of
the channel, its tilted surface a hopeless tangle of trash,
driftwood, and filth. Scurrying sounds within the detritus
suggest the presence of a great many rats.
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The trash heaped here make this area difficult terrain.
The aboleth has ordered the cult to keep four skum
guards posted here (see appendix C and the "Skum"
sidebar). These guards lurk behind mounds of rubble as
they watch the surrounding area for intruders. When the
characters assemble on the galley pier created from the
ship's deck (area T2). the skum rise up and attack with
thrown tridents (they have a large supply of those weap-
ons on hand). They have half cover while in the rubble.
and they engage in melee only if the characters come to
them or attempt to open the doors into the temple.

T4. CHUUL-HAUNTED HALLWAY


This oppressive hallway reeks of mildew and rotting fish.
The walls are severely stained, and the ceiling sags where
pockets of water and fungus weigh it down. The sounds





of creaking wood and dripping water echo loudly here. I


Humanoid cultists and aboleth savants aren't the only
ones whose dreams have been tainted by Tharizdun's
whispers. Four chuuls have also become haunted by
the dark god's sendings, and were driven to seek out the
cult in the Styes. Being near the temple soothes their
psychic torment, so they spend most of their rime hid-
den in a secret, submerged grotto beneath areas T4 and
TS. They know that the cultists always chant when they
are inside the temple, and so they interpret any voiceless
movement in this hallway as a sign of intruders.
The chuuls have a number of options for their attack.
Think about the type of combat the players might enjoy
and choose one of the following:


  • The chuuls can pull down the Aoor of area T4 from be-
    low. so that all creatures in the corridor fall into their
    grotto. The grotto is roughly circular, 40 feet in diam-
    eter, and filled with water 20 feet deep. The surface
    of the water is 5 feet below the floor of area T4. A sub·
    merged tunnel connects the grotto to the larger tunnel
    outside (see area T6 and "Mysterious Tunnel ," below).

  • They can wait until the characters have filed into the
    chapel area of the temple (area TS), then tear thei r
    way through the floor of the runnel or the floor of the
    temple to climb up and fight in those areas.
    They can use both tactics, splitting the party so as to
    turn the encounter into simultaneous battles in the
    temple and the submerged grotto. The chuuls are
    most likely to use this option if their Sense Magic trait
    suggests that doing so might separate powerful mag-
    ic-wielding characters from the rest of the group.


T5. DARK Goo's CHAPEL


This cavernous room smells of decaying fish and sea·
weed. The walls, floor, and ceiling are covered with carv-
ings of complex spirals and smeared with blood. Crude
chairs and benches are arranged in a semicircle facing a
smaller antechamber to the west. A large, fish-like shape
hangs in the air at the far end of the alcove.




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