Page 132 - ghosts-of-saltmarsh
P. 132

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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