Ghosts of Saltmarsh

(Jeff_L) #1
The dwarf and the human were part of Elmo's adventur-
ing party: their bodies have been stripped of gear.
A character who makes a successful DC 14 Intelli-
gence (Investigation) or Wisdom (Medicine) check while
examining the adventurers' bodies deduces that the
organs of the pair were carefully removed. A further suc-
cessful DC 14 Intelligence (History) or Intelligence (Ar-
cana) check reveals that sahuagin rituals often involve
the use of freshly harvested organs.
lf the adventurers' corpses are targeted by speak with
dead or similar magic, they answer the caster's ques-
tions truthfully. They know nothing of the lower levels
of the fortress but arc aware the place has recently
been sunk.
Bones. The bones in the corner belong to the final two
members of Elmo's party. A character who succeeds on
a DC 14 Wisdom (Medicine) check discerns that the re-
mains are those of a female human and a male half-elf.


  1. LARGE STOREROOM


This room contains neat piles of hammers, chisels, min-
ing picks, sledgehammers. crowbars, spades, wicker bas-
kets, sacks, and coils of rope. There is also a pile of light
blue tiles. Otherwise, the place is empty.

A character who makes a successful DC 16 Wisdom
(Perception) check finds the secret door to room 18. The
door is protected by a g lyph of warding spell.


The glyph can be spotted by a character who makes
a successful DC 15 Intelligence (Investigation) check
while studying the door. The glyph triggers if the door is
opened before the glyph is dispelled. If that happens, all
creatures within 20 feet of the door must make a DC 15
Dexterity saving throw. Laking 22 (5d8) cold damage on
a failed save. or half as much on a successful one.


  1. SECRET ROOM


This plain room contains several items of interest.
A leather cloak hangs on a peg on the wall to your
right. Opposite the cloak, propped against the east wall.
stands a full suit of human-sized plate armor. A heap of
chain mail lies at the foot of the armor. Farther into the
room, three shields are piled on the floor. Finally, a coffer
lies at the far end of the room, its lid closed.

The sahuagin are uncertain of the magical items· prop-
erties and stored them in a secret place on the dry level
for fear that immersion in saltwater will ruin them.
The sahuagin have removed for storage or use else-
where all the nonmagical gear found on Elmo's and his
companions· bodies.
Coffer. The locked coffer can be opened by a char-
acter who makes a successful DC 14 Dexterity check
using thieves' tools. It is also trapped with a thrusting
blade trap. Noticing the trap requires a successful
DC 14 Intelligence (Investigation) check. A successful

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