Page 140 - ghosts-of-saltmarsh
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sion) check. If the party previously tricked their way   FAILURE
               into the area this way, they have disadvantage on
                                                               It'd be challenging for the characters to achieve no vic-
               these checks.
             •  The party might want to try sneaking into the fortress   tory point during the attack, but if they flee at the first
                                                               sign of opposition or don't parcicipate after agreeing
               elsewhere. but they'll find even tighter security un-
                                                                to do so. they face a chilly welcome upon returning to
               derwater. The success or whatever clever infiltration
                                                               Saltmarsh. The assault went on without them. but the
               methods the party proposes is left to your discretion.
                                                               allied forces took heavy losses, only barely managing to
               However the parcy gains access to the fortress, they   defeat the sahuagin. The characters are asked, politely
              find the north entrance under heavy guard. A sizable   but firmly, to leave the Saltmarsh area. The town coun-
              force of ten sahuagin. two sabuagin champions, and   cillors wish them a safe journey, as long as it is one way.
              two sabuagio coral smashers hold ranks here, pre-
              pared to face whatever attack might come. Any conflict   TRIU MPH
              here that lasts for more than 5 rounds puts the entire
                                                               Regardless of how the party's strike unfolded, the char-
              fortress on alert.                               acters are sent to the rear of the attacking force for rest.
               The room's other features are the same as detailed
                                                                healing. and eventual escort back to Saltmarsh. The
              earlier in the adventure, though the net trap has been
                                                                characters' degree of  success depends on how many
              disabled. The gate functions the same, though, which
                                                                victory points they achieved during the assault. Several
              is of  especial note as the party"s allies would be greatly   hours after returning to Saltmarsh, the town council
              aided if it were open when they attack.
                                                                informs the party of the attack's success and presents
                                                                them with their reward:
              5.  UNFINISHED BARRACKS
              The sahuagin are using these barracks as a forward   Pyrrhic Victory (Less than 50 victory points). The
              command post. Thirty sahuagin, three sahuagin cham-  alliance was victorious, but with heavy casualties. The
              pions, five sahuagin coral smashers, and Blademaster   sahuagin relinquish their lair and escape, perhaps
              Makaht (sahuagin blademaster, see appendix C), if he   returning later for revenge. The Saltmarsh council re-
              survived, are now stationed here.                  wards the party for their effort, granting them 700 gp
               If the party engages the sahuagin in combat here, the   and a favor: free passage aboard a ship headed to any
              defenders' numbers and central location on the level in-  seaport within a week's travel of town. This favor can
              stantly raise the alert.                           be called in whenever the characters please.
               Treasure. Amid mundane supplies rests a box made   Victory (51 to 125 victory points). The alliance carries
              from tightly grown pink coral. Inside is a necklace of  ad-  the day with expected casualties. The Saltmarsh
              aptation and 4 potions of healing.                 council rewards the party with 1.000 gp and one ran-
                                                                 dom item from Magic Item Table F in the Dungeon
              19.  HALL                                          Master's Guide (alternatively. you might just grant
              The sahuagin mount a desperate defense here, deter-  them a +l weapon of their choice, +l shield. +1 wand
              mined to protect their leaders below. An elite force of  six   of the war mage, or a tan bag of  tricks). Additionally,
              sahuagio champions and four sahuagin coral smash-  the council grants them a favor, as noted above, but to
              ers maintain a guard post here.                    any destination within a month's travel of town.
               Ifthe defenders are slain, a shrill battle cry rises   Total Victory (126 or more victory points). The char-
              from the level below. Regardless of how long the party   acters effectively gained control of the entire first level
              has spent in the fortress. Baron Kepmak and his honor   of the fortress. This caused the remaining sahuagin to
              guard join the fray. Begin the following encounter.   panic before Salt  marsh's forces crashed into their de-
                                                                 fenses. Any sahuagin fortunate enough to escape are
              THE B ARON'S COUNTERATTACK
                                                                 unlikely to ever be heard from again. The Saltmarsh
              Incensed by his forces' slaughter, Baron Kepmak, leader
                                                                 council rewards the party with 1,400 gp, three ran-
              of the sahuagin forces. takes the field. This is your
                                                                 dom items from Magic Hem Table Fin the Dungeon
              chance to add a dramatic finale to the assault. as the
                                                                 Master's Guide (or, you might just grant them one or
              baron leads eight sahuagin champions into battle. The
                                                                 more of the following: a +1  weapon of their choice,
              baron roars as he launches into battle, attacking the
                                                                 +l shield, +l  wand of  the war mage, or a tan bag of
              largest character and cursing them in Sahuagin (calling
                                                                 tricks). They also grant the characters a favor, as noted
              them ichor-less tide pool dwellers and the like).   above, but to wherever the characters please.
               lf  the party wishes to flee, the baron·s gargljng guffaws
                                                                Bonus (Baron Kepmak Defeated). If the characters
              follow them down the hall, but he and his retinue do
                                                                 managed to defeat Baron Kepmak, Saltmarsh"s forces
              not pursue. The party soon encounters the Saltmarsh
                                                                 find the sahuagin in utter chaos. the strong ineffectu-
              forces. which appreciatively spirit them to safety.
                                                                 ally trying to force panicked. weaker troops into the
                However, if the party stands and defeats the baron.
                                                                 fray.  In addition to their other rewards. the Saltmarsh
              all sahuagin in the room stop attacking when he falls.
                                                                 council rewards the party with an additional 1.000 gp
              their shock turning to terror. In the momentary silence,
                                                                 and a treasure long held in the town vault. a silver ra·
              the sound of booted feet precedes the appearance of   ven figurine of  wondrous power. In the aftermath, the
              Saltmarsh's forces. The sahuagin swiftly retreat. The   characters are hailed as heroes by the allied forces.
              bulk of Saltmarsh's troops take up pursuit. with a few   They never have to pay for a drink in Saltmarsh again.
              remaining to escort the characters away. The party has
              done enough. It's time for them to claim their reward.
                                                                                     (  liAl'HRt>   1111  T'l'\\l  ~Sf\I)
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