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
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100

