Page 139 - ghosts-of-saltmarsh
P. 139

VICTORY  POINTS                                    The general combat readiness of  the sahuagin is sum-
           Defender               Point Value                marized by whether or not they are on alert. When the
           Sahuagin               l                         party reaches the fortress, rhe sahuagin are not alert.
                                                            This can change quickly. though. If  any of  the following
           Sahuagin champion      3
                                                            circumstances occur, the alert is raised- the sahuagin
           Sahuagin coral smasher   5
                                                            know the enemy is among them!
           Blademaster Makaht     10
           Opening the gate at area l   15                  •  When noted in an encounter area.
                                                            •  A sahuagin Aees battle and reaches Blademaster
           Baron Kepmak           25
                                                              Makaht in area  10 or Baron Keprnak via area 19.
           Raising no alert       25
                                                            •  The party makes any sort of  noise greater than angry
                                                              shouting and clashing arms- particularly noisy magi-
          THE DEFENSE
                                                              cal effects like fireball or thunderous smite.
          By the time the party returns to the fortress. the sa-
          huagin have reinforced their numbers. Every area of   Reinforcements. As soon as the fortress goes on
          level 1 now holds sahuagin defenders preparing for   alert. sahuagin reinforcements begin roaming the halls.
          battle, acting as reserves, or otherwise planning the   These reinforcements only appear once the characters
          fortress's defense. Areas 1, 5, and  19 have particular   have already engaged with an area's defenders. Every
          encounters associated with them (see "Assault Encoun-  2d4 rounds after combat begins in an area, 3d6 sa-
          ters"). For every other area, consult the following table   huagin and  I sahuagin champion (see appendix C)
          to determine what sahuagin forces linger there.   arrive. If the PCs manage to defeat all the sahuagin in a
            The sahuagin throughout the fortress fight to the   room (plus reinforcements) no further defenders appear.
          death. though the last surviving sahuagin of  every group   During these encounters, it's possible that the party
          will attempt to escape to raise the alert (see "On Alert).   could be overwhelmed by foes. Consult the "Handling
                                                            Mobs'' section in chapter 8 of  the Dungeon Master's
          SAHUAGIN  DEFENDERS                               Guide to help deal with large numbers of  enemies.
            Area   Defende. rs
                                                            CONCLUDING THE ASSAULT
             1-4   2d6 sahuagin                             Ultimately. the assault ends with one of  three possibil-
            5-11   3d6 sahuagin and 1 sahuagin champion*    ities. lf  the PCs retreat, they meet Saltmarsh's human
            12-18   3d6 sahuagin, 2 sahuagin champions,'~ and   attackers as they launch their offensive. The attack
                   l sahuagin coral smasher*                force thanks the characters for their efforts and charges
                                                            into battle.
          ·~See appendix C
                                                              If  the PCs are defeated, Saltrnarsh's forces arrive  j ust
                                                            in the nick of time. While some troops pull the charac-
          TIMING
          The party doesn't have forever to conduct their assault.   ters to safety. the remainder overwhelm the remaining
          Saltmarsh and its allies only give the characters a brief   sahuagin forces. The characters are ferried back LO Salt-
          period to weaken the sahuagin forces. While you should   marsh. all the while being hailed as heroes willing to
          encourage the party to be hasty. keep the exact time be-  sacrifice everything for the cause.
          fore their allies' attack nebulous. This allows you to have   Alternatively, if  the characters confront Baron Kep-
          troops from Saltmarsh show up in the party's defense   mak. they might decapitate the sahuagin forces. practi-
          should they get into trouble.                     cally ending the offensive before it begins.
            For you, though. the party has 30 rounds.         In any of  these cases, refer to the Triumph or Failure
           After the characters enter the fortress. start a tally   sections afterward.
          of  how many rounds they've spent inside, encouraging
          them to act fast before they're discovered. After set   ASSAULT ENCOUNTERS
          periods of  time the sahuagin begin to notice that some-  Level  I  of  the fortress teems with defenders. While most
          thing is not as it  should be and raise their alert level (see   sahuagin are clustered as described in '"The Defense:· a
          ··on Alert').                                     few locations prove central to the fortress's security.
           At the end of  this period. check the party's victory
          points. If  their number of  victory points meets or  ex-  1.  NORTH ENTRANCE AND GUARD POST
          ceeds 75, "The Baron's Counterattack" occurs (see   The sahuagin have tightened their defenses at the north
          below). The party has unlimited time to face Baron   entrance. Expecting an attack, they no longer use the
          Kepmak, but at the end of  this encounter, the characters'   causeway and keep this gate scaled at all times of day.
          allies appear and the assault draws to a close.   As the gate provides the only access lo level  I  of the for-
                                                            tress. the party's first challenge will be getting in.
          ON ALERT                                           How the character's infiltrate the fortress is up to
          Prepared for attack. the sahuagin forces readily charge   them, but might include the following strategies:
          into battle once they know the assault has begun. The
                                                            •  The party can sneak in magically by using the potions
          fortress rings with the sounds of  sahuagin preparing for   the Saltmarsh council provided.
          battle. echoing with clanging weapons and Sahuagin
         shouting. If  the party is wily. they might use the din to   •  The party might try to talk their way in. but the chal-
                                                             lenge of  deceiving the sahuagin guards has increased,
          their favor and catch their foes unaware.
                                                             requiring a DC 20 Charisma (Deception or Persua-
          l  II,,., r N r.  r  rn  H~Al F'\ un
   134   135   136   137   138   139   140   141   142   143   144