Page 138 - ghosts-of-saltmarsh
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60. 'TEMPORARY BARRACKS                           CONCLUSION
             •                                                  If  the adventurers achieve their objectives and return
               North of  the entrance, this vast cavern immediately   safely to Saltmarsh. they receive a hero's welcome. They
               opens into an area bounded to the south by a ledge along   are granted Saltmarsh citizenship, and a house is set
               which plain pillars support the roof  high above. Beyond   aside for them to use, rent-free, whenever they wish.
                                                                 If  you want to continue the story, proceed with the
               that ledge, the area becomes a natural sea cave. Thick   ''The Assault." That information assumes that the char-
               beds of  seaweed grow along nearly every part of  the   acters take on a role in the upcoming invasion of  the
               south wall. The walls and roof arch high above.   stronghold and provides guidance on how to play out
                 In the center of  the worked area, a flight of  steps leads   those events. If  you and the group want to move on to
                                                                other challenges instead, a full-scale assault on the for-
               down to the south. Beyond, in the center of  the cave's
                                                                tress takes place about fourteen days after they return to
               south wall, a metal gate lies across a cave mouth.
                                                                Saltmarsh. The sahuagin are wiped out and their plans
                 Many bulging canvas sacks lie along the north wall.   destroyed, thus removing the threat to the town and the
             l   An enormous force of  sahuagin occupies this cavern.   •   races living in the area. The lizard  folk return to their
                                                                home and, though the Saltmarsh militia suffers losses  .
                                                                the area settles down to its former peaceful ways.
              This area will eventually house the drill hall and assem-
              bly area for the fortress. but at present sixty-eight sa-  T H E ASSAULT
              huagi  n are barracked here, awaiting the completion and
              flooding of  their  accommodations on level  1.   Because of the characters' familiarity with the sahuagin
               The occupants include forty-five sahuagin. ten sa-  fortress and their obvious skill at staying alive, the Salt-
              huagio  coral smashers, seven sahuagin champions.   marsh council involves them in the their battle plans.
              four sahuagin deep divers, and two sahuagin wave
              shapers  (see appendix C for all but the sahuagin). The   THE P LAN
              sahuagin in this area are socializing, performing drills,   The allied forces have devised a simple but effective
              or resting in the seaweed beds. Six shell  sharks (see   plan. They begin with an attack by Saltmarsh's militia
              appendix C) also swim in the cavern, close to the roof   against the entrance (area 1 ). Once the sahuagin commit
              of  the natural area to the south. Shoals of tiny silver fish   troops to the defense of  the gate, the aquatic factions of
              dart about here and there, obstructing vision in places.   the alliance will attack through the entrances on level 3.
                Gate. The gate barring the cave mouth is an ex-  The humans will then keep the sahuagin busy on level
              tra-large device, 20 feet wide by 20 feet high. Its mech-  l  while their allies sweep through the lower levels and
              anism is correspondingly larger than others elsewhere.   eventually crush the defenders in a pincer attack.
              The bronze gate is normally closed (down). though it can   The Saltmarsh council explains that the characters'
              be raised and lowered by one of  two chain and pulley   role is to serve as a strike force, disrupting the sahuagin
              mechanisms. One is fastened to the wall on the inside   defenses and slaying  as many foes as possible before the
              of  the cavern, to the east of  the cave mouth. The other   main force engages the enemy. A cunning party should
              is outside the cavern, also to the east of  the cave mouth.   have the chance to take out numerous defenders, open
              Under normal circumstances, it takes 3 rounds to raise   the gate in area 1. and slay sahuagin leaders. possibly
              or lower the gate, but an emergency device can drop the   without ever raising an alert. It's a daunting task. but the
              gate in a split second with a muffled clang (not audible   party has their allies' full confidence.
              on this level other than in areas 58 and 59).     RESOURCES
                The gate (AC 18, 100 hit points, damage threshold  14)   Before being ferried from to a landing point near the
              can be forced open by a character who makes a success-  sahuagin fortress. the Saltmarsh council provides the
              ful DC 20 Strength (Athletics) check.             characters with 1 potion of  invisibility and 1 potion
                Treasure. Each sahuagin has a leather pouch con-  of  gaseous form for each party member. The council
              taining 12 sp. Ten canvas sacks contain the personal   makes it clear that these items are on loan to the party
              possessions of  the champions: a total of  860 ep. twelve   and that they expect the return of  any unused items.
              uncut gems of  various sorts (10 gp each). and a variety of
              personal items with no monetary value.            THE ATTACK
                                                                The allied forces are destined for victory, but their de·
              61.  OLD Gu  A RD RooM
                                                                gree of  success is  yet to be determined. Success in the
                                                                battle is determined by how many victory points the
               The passage opens into a small chamber. On the oppo·   characters accrue during their infiltration. Every time
               site side, another passage leads out of the room.   the party defeats a foe or achieves a strategic goal, they
                                                                gain victory points. as detailed on the following table.
                                                                Keep a running total of  how many victory points the
              This room and the nearby passages have not been al-  party earns during their incursion. If  the group caused
              tered by the sahuagin. They are roughly hewn from the   particular damage to the sahuagin fortress on their first
              rock and display none of  the precision that characterizes   visit, feel free to grant them a discretionary 5 to 15 vic-
              sahuagin construction.                            tory points based on the scope of  the destruction.



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