Page 128 - ghosts-of-saltmarsh
P. 128

36. HIGH PRIESTESS'S QUARTERS                       The coffer contains the following items:
             •                                                 •  A leather harness with platinum buckles (50 gp)
               The floor and walls of  this room are tiled in gray, the   •  A canvas bag filled with 50 pp
                                                               •  A gold bracelet set with pearls (200 gp)
               ceiling in white. In the center of  the room stands a white
               stone table, the top surface covered in gold-colored en-  37. TEMPLE
               gravings. Three small ornately carved benches stand near
                                                               '
               the table, and a seaweed bed fills the southeast corner.   This large room features walls and floor covered in gray
             •                                            •      tiles, the ceiling covered in white. Tiled pillars support

             This is the chamber of  high priestess Thadrah. She is   the ceiling and run down the length of  the area on either
             currently in area 42 with the baron.               side of the center.
               A characler who searches the seaweed bed discovers
                                                                  An altar is built against the northern wall of  this cham-
             a hidden, unlocked coffer.
                                                                ber. Its stone base is covered in carved shark eyes that
               Trapped Table. A character who examines the table
             and makes a successful DC 14 Wisdom (Perception)   stare out in all directions. The startlingly realistic eyes
             check discovers a secret compartment in its underside.   are inset with dark stones that reflect the chamber's dim
             The compartment is locked and can be opened by a   blue light.
             character who makes a successful DC 14 Dexterity
             check using thieves' tools. The compartment is trapped
             with a thrusting blade trap. Noticing the trap requires   If the characters look into the chamber without inter-
             a successful DC 14 Intelligence (Investigation) check. A   rupting the ritual taking place. read:
             successful DC 15 Dexterity check is required to disarm
             the trap. Opening the coffer without disarming the trap.
                                                                Glowing symbols and strange designs are engraved into
             or failing to disarm it. triggers the trap.
                                                                the walls of  this place, casting an eerie light throughout
               When the trap is triggered, a short blade thrusts from
             the coffer, stabbing any creature next to the coffer's lock.   the chamber. Three chanting sahuagin dressed in cere-
             The creature must make a successful DC 14 Dexterity   monial robes float near the altar, their arms raised toward
             saving throw or take 9 (2d8) piercing damage.      the ceiling, which is some thirty feet above. Carvings of
              Treasure. The hidden compartment contains four
                                                                shark's eyes adorn the altar's front, each varied in shape
             portions of  rapture weed and a gold flask 61Jed with
                                                                and size. The gory remains of unidentified creatures rest
             three doses of  a restorative draught (potions of  healing).
                                                                                    l  II >d' fl R  t>  i  II t  t  I -.:.~I  £-.;Bl Y
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