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DC 15 Dexterity check is required to disarm the trap. FORTRESS LEVEL 2
Opening the coffer without disarming the trap, or failing
This level is entirely submerged in cold (but not frigid)
to djsarm it, triggers the trap. Once triggered, a short
seawater. The characters must make appropriate prepa-
blade thrusts from the coffer. stabbing any creature next
rations before descending the stairs into area 20.
to the coffer's lock. The creature must make a success-
The following locations are identified on map 6.2.
ful DC 14 Dexterity saving throw or take 9 {2d8) pierc-
ing damage.
20. LARGE HALL
Treasure. The leather cloak hanging here is a cloak
of the manta ray. The armor is a suit of mithral armor
(plate) and a suit of normal chain mail. The three After descending the stairs, you find yourselves in a large
shields. all usable, bear the insignia of Prince Mon- open area. Stone pillars rise from floor to ceiling, two
murg- a spire rising against a blue ocean sky. 1
each to your left and your right.
The coffer contains twelve potions of water breathing.
19. HALL
This area is empty, quiet, and peaceful.
If the sahuagin in this area have been alerted to the
presence of intruders. this area is vacant. Read: 21. BLADEMASTER'S QUARTERS
•
' To the west of a large archway stretches an area of plain ' Dark green tiles cover the walls and floor of this room,
stone construction. Three pillars extend to the tiled ceil- and the ceiling is tiled in white. A table in the center of
ing. In the center of this chamber, a wide staircase leads the room has a small bench beside it. In the southwest
down. An unfinished half-wall surrounds three sides of corner is a coffer its lid closed. A mass of seaweed rises
the staircase. Piles of colored tiles sit near the wall, await- in the northwest corner to a height of about seven feet;
ing placement. The sound of water lapping against stone the seaweed covers an area about ten feet square.
can be heard coming up from the bottom of the stairs.
Blademaster Makaht resides here. At present he can
If the sahuagin in this area have not been alerted when be found in area 53, watching the so-called sport in the
the party enters, continue with: arena during his short recreation period.
Coff er. The locked coffer can be opened by a charac-
ter who makes a successful DC 14 Dexterity check us-
Ten slaves, working by torchlight, smooth and dress the
ing thieves' tools. Makaht keeps the key on his person.
unfinished exterior walls of the hall. Each slave is shack- The coffer contains the following treasure:
led at the ankles with a length of chain and wears a metal
• Six leather harnesses with gold buckles (10 gp each)
collar. Several sahuagin oversee the slaves as they work, • A leather bag containing two cut rubies (100 gp each)
while others rest and chat near the top of the stairs. I A small silver mirror (25 gp)
• •
22. CHAMPION'S QUARTERS
This area of the fortress remains to be finished to the
satisfaction of the sahuagin before the level is flooded.
There are ten slaves in this area: fou r ores, four hob- The walls and floor of this chamber are tiled in a dark
goblins, and two lizardfolk. See the "Slaves of the Sa- green color, and the ceiling is tiled light green. A seaweed
huagin" sidebar for more information. bed fills the northeast corner. In the center of the room
Four sahuagin coral smashers (see appendix C), one
stands a small table with a small bench beside it. Against
sahuagin champion (see appendix C), one sahuagin
the east wall rests a coffer, its lid closed.
priestess. and two sahuagin oversee the work of the
slaves. The sahuagin attack any intruders on sight.
Development. If the sahuagin here are alerted by the The occupant of this room is presently in the throne
sounds of combat in area 12, they gather the slaves and room (area 42).
chain them to the pillars in chis room before proceeding, Coff er. The locked coffer can be opened by a char-
which delays their arrival accordingly-it takes 5 min- acter who makes a successful DC 14 Dexterity check
utes for them to get to the scene. using thieves· tools. The key 10 the coffer is held by one
Stairs. The stairs descend into area 20. Water from of the sahuagin champions in area 42.
the flooded levels laps at the second step from the top of The coffer contains:
the stairs. Descending the stairs submerges the party in
• Six leather harnesses with silver buckles (5 gp each)
cold {but not frigid) seawater.
A small gold locket on a fine chain (50 gp): if the locket
Treasure. The sahuagin champion wears a pair of
is opened, it is seen to contain a miniature portrait of
gold and silver armbands (25 gp each). Intricate designs
a human girl and a lock of blonde hair, which floats
depicting shark teeth encircle the armbands.
away into the surrounding water
• A leather bag containing 25 gp
G 11 \I' n k b 1111 f I !'<A I I· NP ~n
122

