Page 132 - ghosts-of-saltmarsh
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47. BARON'S SLEEPING QUARTERS A sahuagin champion is preparing four sahuagio coral
smashers for patrol duty (see appendix C for both). A
• sahuagin wave shaper watches the formation from
This room is tiled in a rich, deep green. The walls are near the foot of the stairs, and two sahuagio deep div-
frescoed with representations of marine plant life. A large ers are nearby (see appendix C for both). The group at-
seaweed bed fills the northwest corner. There is a spear tacks the characters when they become aware of them.
Development. Once the sahuagin spot the party, the
propped against the wall in the southwest corner. In the
wave shaper tries to flee up the stairs to find help. The
center of the east wall hangs a mirror with a filigree metal
characters farthest into the room can prevent its escape
frame. Below it is a large coffer. its lid dosed. if the players state their intentions quickly enough. Exer-
cise care. for even ifthe two upper levels have been com-
pletely cleared of sahuagin, there are enough sahuagin
A character who makes a successful DC 14 Wisdom
in various parts of this level to devastate the party.
(Perception) check notices the secret door in this room.
If the wave shaper gets away. it returns to join the fight
Baron' s Coff er. The coffer has a keyhole meant to
along with a guard patrol (see "Patrols in the Lair'").
trick would-be thieves. There is no lock behind the
These forces arrive in this area 3d6 + 6 rounds after the
keyhole the actual locking mechanism is a slot hidden
wave shaper makes its escape.
under the lid of the coffer. This slot cannot be opened
Treasure. There are thirty-six coffers in this room. A
by using thieves' tools. A character who succeeds on a
long search of all the coffers turns up a total of 390 ep,
DC 16 Intelligence (Investigation) check notices the slot
three dozen leather harnesses with simple copper buck-
and realizes that the coffer is trapped. The trap can be
les (J gp each), and an anemone stuck in a glass bottle.
disarmed by a character who makes a successful DC
16 Dexterity check using thieves' tools. Also. sliding the 49. CHAMPIONS' ARMORY
medallion found in area 46 into the slot disarms the trap
and opens the coffer.
Attempting to pick the keyhole or opening the chest Two stone racks run the length of this room, forming
without disarming the trap triggers the trap. If the trap aisles. The racks hold spears, tridents, and warhammers.
is triggered, a large blade swings out, slicing anyone
within 5 feet of the coffer. Creatures caught in the
blade's path must make a successful DC 16 Dexterity This armory contains the following equipment:
saving throw. taking 18 (4d8) slashing damage on a Six ornately carved spears
failed save or half the damage on a successful one. Six tridents. each with a pearl (10 gp) set into
The coffer contains the following items: the grip end
A leather harness adorned with small rubies and plati- Eight warhammers with a shark motif carved
num buckles (75 gp) into the head
A canvas bag with 20 pp On the floor at the end of one of the racks is a small
An ornately carved stone box contafoing six portions metal cage divided into two chambers. One chamber
of rapture weed (see the sidebar) contains a gold-colored fighting-fish. In the second
• A silver frame (25 gp) holding a portrait of the baron- chamber. a bright silver fighting-fish bobs leisurely. The
ess painted in oil fish swim away if released.
A statuette of a shark made from gold (200 gp)
50. TORTURE CHAMBER AND DUNGEON
FORTRESS LEVEL 3 The characters hear muted noise at the crossroads of
This level is submerged in cold (but not frigid) seawater. areas 50 and 53. From the south come the sounds of
The following locations are identified on map 6.3. spectators in the arena urging the combatants as they
fight. From the north they hear an occasional scream
48.BARRACKS from the locathah undergoing torture and the raucous
Unless the characters conceal their arrival. they are no- noise of the torturers enjoying their pastime.
ticed before they reach the foot of the stairs.
•
• This long room has five doors spaced evenly along the
The stairs descend into a barracks. At the foot of the north wall, secured from this side with metal bars.
stairs, an archway leads out of the area to your right. A To your right, by the east wall, rests an untidy pile of
swaying mass of seaweed fills the eastern side of the chains and manacles, leg irons, and bunches ofkeys.
room. Many coffers are set against the north and west To your left, you see several instruments of torture-a
walls, their lids closed. wheel, a metal boot with catches and screws, a press,
A large group of sahuagin warriors gather near the cen· and a rack. Three sahuagin with their backs to you attend
ter of the chamber. A hunched sahuagin floats near the to their task, stretching a fish-like humanoid on the rack.
bottom of the stairs, its dark green robes waving gently As you watch, a wheel is turned, the victim emits another
in the water. shriek, and the torturers hiss with pleasure.
•
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