Page 175 - ghosts-of-saltmarsh
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ever arrives, forcing Mr. Dory to rely solely on his own handler. The manticores Ay between levels on constant
guards and minions to defend his property and himself. patrol, and the slaad spends its time lounging in the
loft. lf it needs to get down to the ground Aoor, it simply
DI. MAIN STOREHOUSE
jumps, knowing it will quickly regenerate the damage it
• takes from the fall.
The interior of the warehouse is piled high with crates, Fire Hazard. The alchemical contents of the crates
make the warehouse a risky place to have a fight. At
boxes, and packages, most marked with alchemists'
the end of each round in which weapon damage or the
personal symbols and "FRAGILE" or "HANDLE WITH movement of combatants might accidentally disturb a
CARE." A closed door offers a way into a walled-in area to pile of crates, or if any effect deals damage in an area
the northwest. A mechanical lift stands along the south other than necrotic. poison. or psychic damage, there's
a 20 percent chance that a nearby crate explodes, set-
wall to the east, and two iron spiral staircases rise from
ting off a chain reaction that engulfs the entire ware-
the northeast and southwest corners.
• house in Rames. The initial explosion deals 28 (8d6)
fire damage to each creature in the warehouse. or half
The lift is operated by a winch, and it can be used to damage to creatures that succeed on a DC 15 Dexterity
move large objects between this area and the loft. At saving throw.
least two people are needed to operate the winch. Every creature that starts its turn in the burning ware-
Daytime Crew. By day, this room bustles with work- house takes 3 (1d6) fire damage. Additionally, the upper
ers (eleven commoners) loading and unloading ship- Aoors of the warehouse collapse 2d4 rounds after the
ments of alchemical supplies and products onto and fire starts. Each creature in the warehouse when it col-
off wagons. The workers are too busy to talk, but four lapses takes 14 (4d6) fire damage and must make a DC
guards (thugs) approach the characters to ask their 15 Dexterity saving throw. On a failed save, a creature
business, and to direct them to Birsk Chumwell in area takes an additional 28 (8d6) bludgeoning damage and is
D2 if they ask odd questions or seem suspicious. If they restrained beneath the rubble. On a successful save, the
see anyone trying to enter the loft (area D3), they alert creature takes half the bludgeoning damage and is not
Chum well at once. If the characters act belligerently, the restrained.
workers and the guards Hee from such obviously capable The collapse makes the entire area of the warehouse
foes, and try (without success) to summon the militia. difficult terrain. and each creature that starts its turn in
Nighttim e Watch. By night, the only denizens of the the warehouse thereafter takes 7 (2d6) fire damage. A
warehouse are three manticores and their red slaad restrained creature can escape by using an action and

