Page 101 - ghosts-of-saltmarsh
P. 101

select one character to lead the way. That character   Phase Two. All the skeletons within 2 squares of the
           makes a single Wisdom (Perception) check. The check   party animate and attack. Rather than assail the char-
           result is the number of  squares along the pirates' path   acters individually. half the risen skeletons form three
           that the characters travel. After that many squares. the   skeletal swarms (see appendix C). while the other half
           characters stumble into a randomly determined square   coalesce into a skeletal  juggernaut (see appendix C).
           with skeletons in it. Choose a random, skeleton-occu-  The swarms begin combat within 60 feet of the party,
           pied square that has a side in common with the last safe   while the juggernaut begins combat 240 feet from the
           square the characters entered. If  the party navigates its   party. Once the skeletons arc defeated, the Skull Dunes
           way across the dunes and slays fewer than twenty skele-  pose no further threat to the characters.
           tons while doing so, the adventurers arrive safely on the
           north edge of the map.                            AVOIDING THE SKULL D UNES
             Phase One. If  the characters enter an unmarked   The skeletal guardians of the Skull Dunes do not pursue
           square, nothing happens. If they enter a square marked   characters into water deeper than 3 feet. Seawater does
           with a number. they are immediately attacked by that   them no harm-they have simply not been ordered to
           number of  skeletons. To begin an encounter. the skel-  defend that area. Thus, characters who decide to come
           etons rise from the sand. expending half of their move-  ashore and then wade around the shore in the area of
           ment on their first turn. They are encrusted with sand   the dunes might be able to avoid the skeletons. or at
           but unhindered by it, so they retain their normal speed   least minimize their contact with them.
           while in the dunes.                                Climbing the Cliffs. If  the characters try to circum-
             For example: The characters enter a numbered square   vent the Skull Dunes altogether by scaling the cliffs.
           marked "7." Seven skeletons rise and defend that square   they find  plenty of  natural footholds and handholds that
           until they are destroyed. Once all the skeletons in a   climbers can use when making their ascent. The danger
           square have been destroyed, that square is cleared of   comes from the slick mixture of water and algae coating
           buried skeletons (but other skeletons could still pursue   the face of the cliff. The top of the cliffs is 45 feet from
           the party into that square).                      the water. Climbing a I 5-foot section of the cliff requires
            The characters continue to move. one square at a   a successful DC 12 Strength {Athletics) check: a failed
           time, awakening skeletons and defending themselves   check means a creature falls into the jagged rocks along
           until they navigate their way across the dunes to safety.   the shore. taking falling damage as normal, and addi-
           or slay twenty or more skeletons. Once they slay twenty   tional slashing damage from the sharp rocks equal to
           or more skeletons, phase two begins.              the falling damage.

                                                                                         1square=150 feet

                                        3       •   7  9
                                                •
                                        •  •  •  •  •  -
                                6  1 0   8  8   .  ~       9
                                               •
                                    5               4  3  5  15
                                       •                                                                  '1
                                   1 2  •   6 .# JO~  ...S                                                . <l
         ).S!~'                         •   • •  I  6·· 13 l  6  4                                       o~
                                                                                                          0
          ~                                    8 " 9   7 .  7
                                                         ,,
            ("\• .
            ~ ·· .
              ()O                           •  • •  •  •   2
              ~·                                   •
              .• 0                                 •
                                               7  • •  •  •  •


















           M/\P 5 2: 51(ULL  DUNES


          l  f!t\l'lr.R ')   l~l f  Of  TllE. AflHI \
  100
   96   97   98   99   100   101   102   103   104   105   106