Page 177 - ghosts-of-saltmarsh
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manticores roam freely through the warehouse at night.   06. UPPER DECK
          They spend their days in the loft but respond quickJy to
           any disturbance in the main warehouse below.                                                  •
                                                                                                         I
            Treasure. The crates in this area and their contents   The decrepit-looking hull of  a ship is suspended from
           are similar to those in area Dl. The chief  difference is   the crane by massive chains, all of  which creak and groan
           that no one in town is likely to notice or care if  these
                                                              ominously as the ship shifts in the wind. The only appar-
          items are pawned or fenced. Much of  what's here
                                                              ent access to the vessel's interior is  near the bow on the
          has spoiled or lost its potency, but 1,700 gp worth of
                                                              port side. A  grate in the hull there belches smoke, while
           still-valuable equipment and supplies can be collected
           with a thorough search.                            water flowing along a wooden trough pours through the
                                                            l grate into the hull.
           04. UPPER WALKWAY
          A walkway surrounds the highest level of  the ware-
          house. which is now used only as an approach to area   Many of  the compartments of this decommissioned hull
          OS. The door to area 05 is made of iron and is kept   have been Aooded with water so that its aquatic occu-
          locked. Dory and all his guards carry a key for the door.   pants can move about more easily. The skum that lurk
          which can otherwise be opened with a successful DC   in area D7 patrol the upper deck once every 30 minutes,
           15 Dexterity check using thieves' tools. The door can   but they mostly rely on the guards in area DS to warn
          also be smashed open by making a successful DC 18   them of  intruders.
          Strength (Athletics) check and a lot of noise.      As the characters move around on the hulk, stress the
                                                            ominous creaking and groaning from the chains holding
          D5.CRANE                                          it aloft. These chains are solidly attached and there's no
                                                            danger of the ship crashing to the ground, but it should
          '                                                 feel like a dangerous environment. The grate through
            A narrow, rotting walkway with missing boards and no
                                                            which water Aows into area D7 isn't locked or trapped,
            railing surrounds the rusting bulk of  this ancient crane.   but lifting it open creates a lot of  noise unless someone
            The hull of  the ship dangles from the crane's arm. fifty   makes a successful DC 15 Dexterity (Stealth) check
            feet above the broad mud pool below. A  wooden trough   while doing so. Once the grate is open, characters can
                                                            drop down into area 07.
            connects the ship to a nearby water tower, and a crude
                                                              The chains holding the ship aloft are too sturdy to
            bridge suspended between the crane and the ship's deck
                                                            be broken by any quick or simple method. Severing
            promises a treacherous climb. Steam rises from the hulk,   one would take a successful DC 30 Strength check,
            and rivulets of  water spill out from between the planks of   prolonged heating, or half  a dozen shatter  spells. Such
            the hull,  raining down to the mud below.   l   attempts also likely attract the attention of  nearby skum.
                                                            D7.  BowPooL
          The walkway around the crane is rickety but is more
          solid than it  looks. The real danger on the walkway
                                                              The air in this compartment is oppressively hot and hu·
          and the bridge comes from their uneven surface and
          the lack of  a railing. A character who moves no more   mid. Clouds of  smoke rise and escape through the grate
          than 10 feet per turn and devotes all their attention to   above, billowing from a pair of  roaring boilers near the
          watching where they place their feet is in no danger   bow, bolted to the deck and walls on either side of  a large
          while moving through this area. But a character who
                                                              pool of steaming water. The walls, floor, and ceiling of
          moves more quickly or who performs any other action in
                                                              the compartment are thick and shiny with condensation
          addition to moving must succeed on a DC 13 Dexterity
                                                              and mildew.
          saving throw or fall prone. If  the saving throw fails by
          more than 5, the character slips and falls 60 feet. The
          fall deals only 10 (3d6) bludgeoning damage because of
                                                            This area is difficult terrain because of  the moisture and
          the soft, deep mud below, but the mud is contaminated.
                                                            slime everywhere.
          Anyone who falls in must also succeed on a DC 11
                                                              The bottom of  the pool is open to the ship"s Hooded
          Constitution saving throw or  contract sewer plague (see
                                                            bilge, allowing  all the water in the ship to be heated
          ''Diseases" in chapter 8 of  the Dungeon Master's Guide).
                                                            from this area. That opening can't be seen from above
            The crane's gears and controls are heavily rusted and
                                                            through the smoke, steam, and dirty water. A creature
          frozen in place.
                                                            can swim from this pool through the bilge directly into
            Three skum (see appendix C and the "Skum" sidebar)
                                                            areas DB and D9. and vice versa.
          hidden inside the crane's shed stand guard over this
                                                              The cloudy water conceals three skum (see appendix
          area. They confront anyone who tries to cross the foot-
                                                            C and the "Skum" sidebar). 1  f they were alerted by the
          bridge to the ship. simultaneously calling out to alert the
                                                            skum guarding the crane or by a noisy opening of  the
          ship's occupants. These skum are intimately familiar
                                                            grate above, they"re prepared for trouble and can't be
          with the walkway and the precarious bridge, so they
                                                            surprised. Otherwise. they're napping or loafing in the
          can move and act normally with no risk of  falling. If  they
                                                            water, so they're automatically surprised by enemies
          can, they try to push intruders off the walkway rather
                                                            who approach stealthily.
          than fight them.
          <.HAl' J t  k  11  I  r11u snts
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