Page 129 - ghosts-of-saltmarsh
P. 129

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
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