Page 129 - ghosts-of-saltmarsh
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This room is used to store the religious objects and re-
atop the altar; blood rises like smoke upward past the sa· galia of the priestesses. The coffer is twice as large as
huagin. Two large and squirming sacks flank the altar. others found throughout the fortress and features the
A massive two-headed shark, its fins adorned with same shark-eye carvings as the altar in area 37 (though
bands of pearl and gold, swims in circles above the altar. these are not magical). The key to the coffer is found 011
• one of the priestesses in area 37 .
Coffer. The coffer is Jocked and can be opened by
Noise of combat in this area does not attract attention a character who makes a successful DC 17 Dexterity
from any other occupied area. Even if a sabuagin patrol check using thieves' tools. It is also trapped with a
passes near the temple during combat inside, it is not at thrusting blade trap. Noticing the trap requires a suc-
all surprised to hear such noises. The priestesses are cessful DC 14 Intelligence (Investigation) check. A suc-
a strange bunch, in the average warrior's opinion, and cessful DC 15 Dexterity check is required to disarm the
conduct some very noisy ceremonies in their temple- trap. Opening the coffer without disarming the trap, or
this must just be another one. It is a different matter, of failing to disarm it, triggers the trap.
course, if a patrol sees combat occurring. When the trap is triggered, a short blade thrusts from
Three sahuagin priestesses are performing the ritual the coffer, stabbing any creature next to the coffer's lock.
at the altar. Each sack contains ten sahuagin hatch lings The creature must make a successful DC 14 Dexterity
that are no threat and are automatically slain if attacked. saving throw or take 9 (2d8) piercing damage.
The Maw ofSekolah (see appendix C) swims menac- The coffer contains fourteen precious items worn by
ingly overhead. The priestesses have disadvantage on the sahuagin priestesses during their most important
any Perception checks to detect the characters. While and holy festivals:
the ritual is being maintained, the Maw of Sekolah does • Six silver masks, all in the shape of a shark's head
not attack the characters, even if it becomes aware of (50 gp each)
them. Interrupting the ritual, however. has dire conse- • Four golden gongs, each with a gold striker (75 gp
quences for everyone in the temple. for each set)
Glowing Symbols. The wall designs glow with dim Four gold necklaces set with coral beads (175 gp each)
illumination because of an application of lumines-
cent algae salvaged from the ocean bottom. They are 39. OCCUPIED SHARK PEN
not magical.
Interrupting the Ritual. The ritual serves to placate •
and feed the Maw of Sekolah. It must be performed for This ceiling and floor of this large room are unfinished
another hour before it is considered complete. Every 10 stone. Light green tiles cover the walls. Seaweed grows
minutes, one of the priestesses sacrifices a sahuagin freely throughout this chamber, and anemones and star·
hatchling, whose blood rises and feeds the avatar. fish crawl over the natural rocky surfaces.
The priestesses stop chanting only if they are at- Several large sharks with armored plates driven into
tacked. They know the ritual must be maintained, or
their lives are forfeit. their flanks swim freely here.
If the characters cause any of the three priestesses
to stop chanting, the Maw of Sekolah descends and de- This is one of two large shark pens on the second level
vours two of the priestesses immediately before attack-
of the fortress. Because of the ubiquitous seaweed, lhe
ing the party. The remaining priestess fights alongside
number of animals housed here is difficult to discern.
the shark.
Ten shell sharks (see appendix C) swim through the
Note: The Maw of Sekolah and a single sahuagin
water in this room. They are always hungry, and they at-
priestess make for a hard fight for a party of four 7th-
tack creatures that enter the room other than sahuagin.
level characters. For each additional character in the
Tn the far west corner of the room. hidden behind
party, allow one more priestess to survive to maintain
some seaweed, a stack of armor plates made from shell
the same degree of difficulty.
and coral rests against the wall. One side of each plate
Dark Words in the Deep. Non-sahuagin humanoid
has barbs used to affix it to an animal.
creatures who can hear the chanting of the priestesses
must make a DC 14 Wisdom saving throw. On a fai led 40. NEARLY EMPTY SHARK PEN
save, a creature is frightened for ld4 rounds.
Treasure. The two pearl-and-gold bands on the Maw •
of Sekolah are worth 125 gp each. One of the priest- This ceiling and floor of this large room are unfinished
esses carries the key to the coffer in area 38. stone. Light green tiles cover the walls. Seaweed grows
freely throughout this chamber. Anemones, starfish, and
38. VESTRY
a lone lobster crawl over the natural rocky surfaces.
• 1
This austere room has gray-tiled floor and walls, and a
This is one of two large shark pens built on the second
white ceiling. A large coffer, its lid closed, stands against
level of the fortress. The sharks housed here are out
the east wall in this otherwise empty room. on patrol, away from the stronghold, with their sa-
huagin masters.
'11 ... l'TER G THE fl~Al f.-;HIY

