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
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