Page 109 - ghosts-of-saltmarsh
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Perception score of 16 or higher notices the wire. A Unless a character in the party is prominently wearing
character who is searching carefully and who makes a the special golden medallion (see the sidebar), all the
successful DC 14 Wisdom (Perception) check also finds creatures in this area attack the party.
the wire. A character can disarm the trap by making a Two minotaur skeletons, two specters, and a bodak
successful DC 12 Dexterity check using thieves' tools. (see appendix C) guard this area. The undead attack un-
The trap triggers if a character tries to open the door, til they are destroyed or the intruders have been driven
or if an attempt to disarm it fails. When the trap trig- away. They pursue intruders throughout the tunnels but
gers, a large stone falls onto the creature standing next do not leave the Winding Way. Once any intruders have
to the door. That creature must make a successful DC been killed or driven back through the door of the room,
14 Dexterity saving throw or take 36 (8d8) bludgeon- the undead return to their original positions.
ing damage. The specters hang back from the fight, and ifthe char-
acters appear on the verge of victory, they move through
E. DOOR WTTH CROSSBOW
the door to the east. They use hit-and-run tactics to ha-
A loaded ballista is trained on the doorway, and it fires
rass the characters and try to lure them into triggering
on anyone who opens the door. The ballista makes an the traps in the Winding Way.
attack (+6 bonus to hit) with advantage against that
individual. The attack deals 16(3d10) piercing dam- 12. HALLWAY GUARDROOM
age on a hit.
11. ENTRANCE GUARDROOM The hallway widens out into a bare fifty-foot-square
chamber. Three enormous, rotting ogres stand close to
the southern wall. They clutch large morningstars, which
A short tunnel widens into an unfurnished and undeco-
drag on the stone floor.
rated thirty-foot-square chamber. Standing next to one
Standing directly in the exit on the southern wall, effec-
another in the center of the room are two enormous skel-
tively blocking it, is a large crystal statue of a minotaur.
etal guardians; their heads feature prominent horns, and
each wields a massive, rusted axe.
Five corpse-like figures stand shoulder to shoulder, One ogre zombie. two gbasts. and one minotaur living
guarding a door in the eastern wall. Their faces have crystal statue (see appendix C) guard this area.
Unless a character in the party is prominently wear-
been painted in gruesome colors.
ing the special golden medallion (see the sidebar), all
•
the undead in this area attack the party. The crystal
l II \ 1'11 R I I' U 0 F I HE \fl IH'
108

