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'
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