Page 175 - ghosts-of-saltmarsh
P. 175

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
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