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SECOND FLOOR
19 ®
Open to
below
s
i square = io feet
MAP 7,3 HERMITllGE SEC.ONO FLOOR
15. OLD STOREROOM SECOND FLOOR
The door to this area is locked but can be opened with a
successful DC 14 Dexterity check using thieves' tools. The second level was once a key defensive point for the
fortress, but it was put to a different purpose by the her-
f mits. The following locations are identified on map 7.3.
This damp, dark tower room smells of rot and mildew.
16. JUNK ROOM
The floor glistens with puddles of water, and trickles of
moisture dribble down the wall to the west and south.
What once might have been barrels and crates stacked r Bundles, barrels, and boxes are piled haphazardly across
against the walls have decayed into nearly unidentifiable this tower room. A narrow path leads through the clutter
heaps of mold. to a staircase curving along the chamber's inner wall. The
stairs rise to an open trapdoor in the celling.
This room served as a storeroom for mundane materials
for the original garrison but has not seen any use since Formerly an armory, this room has stored ever-accumu-
then. The contents of the barrels and crates mostly con- lating masses of junk since the hermitage's founding.
sist of ruined linens and brackish water. The containers All kinds of mundane equipment is stored here, most of
themselves are rotted and untrustworthy as well. it having no value. This includes such things as a 1-foot
Green Slime. The hermits discovered deadly green length of hempen rope, a harp with only one string. a
slime in this area shortly after taking over the fortress. single left boot. a bucket with no bottom. and so forth.
Rather than risk exposing themselves to it, they chose Still, a number of items are of potential help in fortify-
to lock the door and throw away the key. A 10-foot-by-10- ing the hermitage against another attack. These include
foot patch of green slime lurks on the ceiling in the west- a 10-pound cask of iron nails, a bent crowbar, th ree clay
ern portion of the room. Any character who succeeds on planters for the garden, a hammer, a rusty hand saw, a
a DC 16 Wisdom (Perception) check notices the slime hooded lantern, a few 10-foot lengths of hempen rope.
before stepping under it. Otherwise, the slime falls on and a slack of firewood.
any creature passing below it. See "Dungeon Hazards" Treasure. A careful search of this area reveals a case
in chapter 5 of the Dungeon Master's Guide for informa- of twelve +2 bolts left behind by the garrison and over-
tion on green slime. looked by the inhabitants of the hermitage.
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