Page 122 - ghosts-of-saltmarsh
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The dwarf  and the human were part of  Elmo's adventur-  The glyph can be spotted by a character who makes
             ing party: their bodies have been stripped of  gear.   a successful DC 15 Intelligence (Investigation) check
              A character who makes a successful DC 14 Intelli-  while studying the door. The glyph triggers if  the door is
             gence (Investigation) or Wisdom (Medicine) check while   opened before the glyph is dispelled. If that happens, all
             examining the adventurers' bodies deduces that the   creatures within 20 feet of  the door must make a DC 15
             organs of  the pair were carefully removed. A further suc-  Dexterity saving throw. Laking 22 (5d8) cold damage on
             cessful DC 14  Intelligence (History) or Intelligence (Ar-  a failed save. or half  as much on a successful one.
             cana) check reveals that sahuagin rituals often involve
             the use of freshly harvested organs.              18.  SECRET ROOM
              lf  the adventurers' corpses are targeted by speak with
            dead or  similar magic, they answer the caster's ques-
                                                                This plain room contains several items of interest.
             tions truthfully. They know nothing of  the lower levels
                                                                 A leather cloak hangs on a peg on the wall to your
            of  the fortress but arc aware the place has recently
             been sunk.                                         right. Opposite the cloak, propped against the east wall.
              Bones. The bones in the corner belong to the final two   stands a full  suit of  human-sized plate armor. A heap of
             members of Elmo's party. A character who succeeds on   chain mail lies at the foot of  the armor. Farther into the
            a DC 14  Wisdom (Medicine) check discerns that the re-
                                                                room, three shields are piled on the floor.  Finally, a coffer
             mains are those of  a female human and a male half-elf.
                                                                lies at the far end of  the room, its lid closed.
            17.  LARGE STOREROOM
                                                              The sahuagin are uncertain of  the magical items· prop-
              This room contains neat piles of  hammers, chisels, min-  erties and stored them in a secret place on the dry level
                                                              for fear that immersion in saltwater will ruin them.
              ing picks, sledgehammers. crowbars, spades, wicker bas-
                                                                The sahuagin have removed for storage or  use else-
              kets, sacks, and coils of  rope. There is also a pile of  light
                                                              where all the nonmagical gear found on Elmo's and his
              blue tiles. Otherwise, the place is empty.      companions· bodies.
                                                                Coffer. The locked coffer can be opened by a char-
                                                              acter who makes a successful DC 14 Dexterity check
            A character who makes a successful DC 16 Wisdom
                                                              using thieves' tools. It is also trapped with a thrusting
            (Perception) check finds the secret door to room 18. The
                                                              blade trap. Noticing the trap requires a successful
            door is protected by a  glyph of  warding spell.
                                                              DC 14 Intelligence (Investigation) check. A successful
                                                                                   t  11 A rrr  R  f   Hl  E  fl...; \ l  f  N E  ~I\
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