Page 135 - ghosts-of-saltmarsh
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Five shell  sharks (see appendix C) swim above the   gain access to the exit. Alternatively. a character who
           racks in this room. They have not been fed in some time   makes a successful DC 18 Strength check clears the
           and attack the characters on sight.               rubble in a matter of  moments.
            Stored Items. If the characters want to count a  LI  the   The sound of the slab being smashed rings through
           items in here, they find the following supplies:   the nearby rooms, drawing the attention of  the three sa-
           •  Twenty-three lengths of  rope                  huagin champions (see appendix C) in area 50, if  they
            Fifty hides of  various sizes (2 gp each)        are still alive. They arrive 5 minutes later with twelve
           •  Two hundred nails                              sahuagin and two sahuagin coral smashers (see ap-
           •  Fifty hooks and buckles                        pendix C) drawn from area 60.
            Forty-eight warhammers                            Treasure. The four canvas sacks hold 500 ep each.
            Seventy daggers                                  The coffer contains the baron's personal treasure:
            Eighty-four spears                                Two platinum and pearl coronets of  sea elf  design
           •  Seventy tridents                                (700 gp each)
            Secret Door. The secret door in the south wall con-  •  A fine pearl necklace (500 gp)
          sists of  a slab of  stone hinged along its top edge that   •  Two gold wristbands inlaid with diamonds
          swings open toward area 52. Noticing the door requires   (250 gp each)
          a successful DC 1 4 Wisdom (Perception) check. A char-  A silver ring bearing the signet of  the Prince of  Mon-
          acter who examines the two tridents at the south end   murg (see the "Insignia of  Prince Monmurg'' sidebar)
          of  the rack along the east wall notices that the tines are   200 pp scattered loosely
          blunt, not sharp; these are used to prop up the secret   53.  ARENA
          door when it is open.
                                                            This area consists of  two distinct sections, so the de-
          52.  TREASURE CHAMBER                             scription of  what the characters see depends on which
                                                            section the party enters from.
                                                              Central  Arena. The arena proper I  ies somewhat
            The secret door opens into a short passage that leads   lower than the rest of  this level. Double doors at the
            south into a larger area. At the far end of  that open area,   south end of  a downward-sloping passage running
            perhaps fifty feet away, stands a closed coffer with can-  south from the crossroads near the torture chamber
                                                            (area 50) provide access to this section. These doors
            vas sacks propped against it.
                                                            can be barred from the outside with bronze bars set in
                                                            brackets. preventing any combatant from escaping in
          The threshold of  the chamber at the south end of  the   that direction.
          passage is trapped with a  glyph of  warding spell.   The walls of  the arena rise 30 feet from the floor to
            The glyph can be spotted by a character who makes   the lower edge of  the gallery, which is  supported by pil-
          a successful DC 15 Intelligence (Investigation) check   lars at each corner. A clear quartz dome. slightly convex.
          while examining the floor in this area. The glyph is trig-  rests on the four  edges of  the gallery and arches over
          gered if  any creature passes from the corridor into the   the arena. so that at its center the dome is about 40 feet
          chamber. If  that occurs, each creature within 20 feet of   above the arena floor.
          the glyph must make a DC 15 Dexterity saving throw,   Gallery. The gallery is tiered on three levels, with
          taking 22 (5d8) cold damage on a failed save, or half  as   10 feet between levels, so that the uppermost tier is
          much on a successful one.                         50 feet above the floor of  the combatants' area and the
            Coff er. The coffer is locked; the key to open it is car-  ceiling  to feet higher than that. Access to the gallery is
          ried by Baron Kepmak in area 42. It can be opened by   provided by short passages in the east, south, and west
          a character who makes a successful DC 14 Dexterity   walls. Each tier has a row of  stone benches that sur-
          check using thieves' tools.                       round the area, except for flights of steps that provide
           The coffer is also trapped. A character who searches   access to the benches.
          the coffer and makes a successful DC 14 Intelligence   On the lowest tier. in the center of  its south side. the
          (Investigation) check discovers the trap. A character   row of  benches is broken by three special seats. The
          who makes a successful DC 15 Dexterity check using   center and western seats. the largest and most ornately
          thieves' tools can disarm the trap. The trap is triggered   decorated, are reserved for the baroness and baron, and
          if  a character fails to disarm it, or if  the coffer is opened   the eastern seat. larger and better decorated than an or-
          without first disarming the trap.                 dinary bench but not so finely as the baroness's and bar-
           When the trap is triggered, a stone slab springs out   on's, is for Blademaster Makaht. Any sahuagin of  lesser
          of the ceiling in the passage, knocking the secret door   rank caught in these seats immediately goes to the top
          closed (and with sufficient force to break the tridents   of  the list for the next fight in the arena.
          if they are being used to support the secret door). Any   On important occasions, more than two hundred sa-
          creatures standing near the door must make a success-  huagin fill the arena to watch the sport. but at present
          ful DC 14 Dexterity saving throw or take 18 (4d8) blud-  fifty·  five are here: forty-nine sahuagin, five sahuagin
          geoning damage from the door as it closes.        champions. and Blademaster Makaht (sahuagin blade-
           Trapped Inside. The slab is badly damaged. riddled   master. see appendix C), who sits apart from the rest in
          with cracks after crashing into the doorway. The party   his special seat. The warriors and lieutenants are scat-
          can spend a few minutes clearing the rubble away to   tered around the area. All the sahuagin in the gallery
                                                            have their usual weapons and equipment.
          C l l\l'J 11! 6  I  I Ill  llNAL  IN~  M\
  •'H
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