Page 108 - ghosts-of-saltmarsh
P. 108
Odium (cult fanatic) now lives in this storage area and THE WINDING WAY
is plotting his escape. He emerges hoping that the visi-
When the abbey was constructed, the cultists dug these
tors will provide an opportunity.
tunnels for treasure storage. Only the abbey's overlord
Statues. The small statues and figurines are all made
was privy to all the passage's secrets. and he died in the
of glazed clay and poorly fashioned. The two large
pirates' assault. The tunnels are well made, with smooth
statues are made of stone, and each stands on a square
walls, Aoors, and IO-foot ceilings. The Winding Way
base. They were used as scarecrows in the garden. The
contains an abundance of traps and guardians meant to
island's birds stopped being frightened by them and be-
protect the abbey's treasure.
gan roosting on the figures, so they were removed to the
Traps in the Winding Way are denoted by letters on
cellars. Bits of old birds' nests can still be found in the
the map. Each type is described below.
medusa's snaky hair and between the skeleton's ribs.
The characters can remove the statuary if they want.
A. TRIPWIRE
The statues weigh 700 pounds each. The mariners'
A wire stretches across the noor at ankle height. A
guild charges a stiff fee for transporting them. and the
character who has a passive Perception score of 16 or
characters soon discover that no one wants to buy an
higher notices the trip wire and the stone block in the
ugly statue of Death or a medusa.
ceiling above it that is poised to fall when it is triggered.
A character who has a passive Perception score of 14
A character who searches carefully and who makes a
or higher notices that the Aoor by the statue of the me-
successful DC 14 Wisdom (Perception) check also finds
dusa shows evidence of wear. Looking under the statue,
the trap. A character can disarm the trap by making a
a character can discover a hidden compartment in the
successful DC 12 Dexterity check using thieves' tools.
statue's base.
The trap triggers if a character walks through the trip
Treasure. The hollow base of the medusa statue con-
wire, or if an attempt to disarm it fails. When the trap
tains several items that Odium has hidden here: a spell
triggers, the ceiling stone falls onto the creature. That
scroll of command, a spell scroll of hold person, a gilded
creature must make a successful DC 14 Dexterity sav-
tome of dark ritual incantations written in Aquan and
ing throw or take 18 (4d8) bludgeoning damage.
Infernal (25 gp), and a large silver holy symbol (50 gp).
B. OPEN PIT AND ILLUSION
10. DISCIPLES' QUARTERS
The builders placed several open pits throughout the
Winding Way, each measuring 6 feet by 6 feet and with a
Several large bookcases lean against the walls in this cold depth of 10 feet. Covering each pit is an illusory section
of floor (major image cast at 6th level). A character who
room, and a high chair and a scribe's desk sit to the right
has a passive Perception score of 19 or higher notices
of the door. The bookcases are loaded with books and
the illusory floor shimmering slightly. A creature that
scrolls. Four bedrolls are stacked neatly in the comer.
falls into the pit takes 22 (4d10) acid damage from the
pool of corrosive slime at the bottom. A character who
remains in the pit at the end of their turn takes this dam-
The four disciples make this room their home. A single
age again. A character must make a successful DC 10
cultist is here most of the time, scribing a scroll. Overly
Strength {Athletics) check to climb out of the pit because
cautious, the disciples dare not heat the room for fear
of the slick slime and moss growing on its sides.
of setting their precious books and scrolls alight. The
bedrolls are made of scratchy blankets and hold nothing
c. SPIKED PIT TRAP
of interest or value.
Each of these pits, measuring 6 feet by 6 feet and with
Bookshelves. The majority of the books and scrolls
a depth of 10 feet, has long wooden spikes affixed to the
arc merely bookkeeping documents. One set of five
bottom. The opening is covered by a wooden trapdoor
books, bound in sky-blue leather and trimmed in copper.
painted to blend into the stone of the tunnel. A charac-
is of a more sinister nature. These five tomes have old,
ter who has a passive Perception score of 16 or higher
fragile pages; if the characters examine them. they dis-
notices the trapdoor. A character who is searching
cover that the ancient books describe procedures and
carefully and who makes a successful DC 14 Wisdom
details for several evil rites and ceremonies. The books
(Perception) check also finds the trapdoor.
make grim and harrowing reading for any character.
The trapdoor opens when a weight greater than 50
The tomes can be turned over to any non-evil-aligned
pounds is placed on it. Any creatures on the trapdoor
temple for destruction (adding to the characters' rep-
when it opens fall into the pit, taking 3 (ld6) bludgeon-
utation as upstanding adventurers) or sold in shady
ing damage from the fall and 9 (2d8) piercing damage
markets for 20 gp each. Selling such rare items is sure
from the spikes. A character must make a successful DC
to attract attention from sources as dark as the tomes
10 Strength (Athletics) check lo climb out of the pit be-
themselves.
cause of the slick slime and moss growing on its sides.
Treasure. The desk is locked. A character who makes
a successful DC 12 Dexterity check using thieves' tools D. FALSE DOOR WITH OVERHEAD BLOCK
can open the desk. Inside the desk are two vials of rare A false door is installed in the wall in these locations.
ink worth 25 gp each. The ink smells faintly of copper. The handle of the door is connected to a hidden wire
Amid the papers and dusty ledgers on the bookshelves that releases a large stone above the door onto anyone
are a spell scroll of light and a spell scroll of bless. who tries to open it. A character who has a passive
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