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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)

