Page 181 - ghosts-of-saltmarsh
P. 181

Tl. MILDEN S P AN                                 The trash heaped here make this area difficult terrain.
                                                              The aboleth has ordered the cult to keep four skum
          '                                                 guards posted here (see appendix C and the "Skum"
            A  tangled wall of  apartments and storefronts rises up
                                                            sidebar). These guards lurk behind mounds of  rubble as
            on either side of  a channel of  sluggish, tainted water.   they watch the surrounding area for intruders. When the
            The structures down near the waterline are empty and   characters assemble on the galley pier created from the
            desolate, while the ramshackle additions built over their   ship's deck (area T2). the skum rise up and attack with
                                                            thrown tridents (they have a large supply of  those weap-
            roofs appear progressively more inhabitable as they rise
                                                            ons on hand). They have half  cover while in the rubble.
            up into the polluted sky. The overall effect is that of  a
                                                            and they engage in melee only if  the characters come to
            canyon, with walls made from the cross-section of  a de·
                                                            them or attempt to open the doors into the temple.
            caying shantytown rather than from stone.
                                                            T4.  CHUUL- HAUNTED HALLWAY
             A narrow timber bridge sags across the channel, lead·
            ing from the back of  a crooked alley to what appears to                                     •
            be a partially sunken galley whose structure has been   This oppressive hallway reeks of  mildew and rotting fish.
            incorporated into the ruined jumble of  buildings.   j   The walls are severely stained, and the ceiling sags where
          l                                                   pockets of  water and fungus weigh it down. The sounds
                                                              of  creaking wood and dripping water echo loudly here.  I
          Unless the characters want to swim in, clamber down
          the side of several stories of buildings, or use magic,
          this bridge (known locally as the Milden Span for its
                                                            Humanoid cultists and aboleth savants aren't the only
          long-dead builder) is the only approach to the temple's
                                                            ones whose dreams have been tainted by Tharizdun's
          entrance. The skum lurking in the ship's prow (area T3)
                                                            whispers. Four chuuls have also become haunted by
          keep an eye on the bridge and respond to any intruders.
                                                            the dark god's sendings, and were driven to seek out the
                                                            cult in the Styes. Being near the temple soothes their
          T2. GALLEY PIER
                                                            psychic torment, so they spend most of their rime hid-
          •                                            •    den in a secret, submerged grotto beneath areas T4 and
           The main deck of  the ruined galley has buckled, and is   TS. They know that the cultists always chant when they
                                                            are inside the temple, and so they interpret any voiceless
           cluttered with trash, driftwood, and other refuse washed
                                                            movement in this hallway as a sign of  intruders.
           up on the tide. To the east, the galley's prow juts into the
                                                             The chuuls have a number of  options for their attack.
           channel like a jagged fang, while the west side of  the deck
                                                            Think  about the type of  combat the players might enjoy
           disappears into a wall of  boarded-up and badly weath·   and choose one of  the following:
           ered buildings. The only cleared pathway across the tilted
                                                            •  The chuuls can pull down the Aoor of  area T4 from be-
           deck leads from the bridge to a pair of  massive wooden   low. so that all creatures in the corridor fall into their
           doors leading into the buildings.                 grotto. The grotto is roughly circular, 40 feet in diam-
                                                             eter, and filled with water 20 feet deep. The surface
                                                             of the water is 5 feet below the floor of  area T4. A sub·
          This area is used by cult members as a gathering point   merged tunnel connects the grotto to the larger tunnel
          before they stage their ceremonies inside the temple. A   outside (see area T6 and "Mysterious Tunnel," below).
          Hight of rickety steps half hidden behind detritus leads   •  They can wait until the characters have filed into the
          up to the ship's prow (area T3).
                                                             chapel area of  the temple (area TS), then tear their
           Unless a meeting is taking place, the heavy doors into   way through the floor of the runnel or the floor of  the
          area T4 are locked. They can be finessed open with a   temple to climb up and fight in those areas.
          successful DC 15 Dexterity check using thieves' tools,
                                                             They can use both tactics, splitting the party so as to
          forced open with a successful DC 20 Strength (Athlet-  turn the encounter into simultaneous battles in the
          ics) check. or broken down by physical damage (AC 15.   temple and the submerged grotto. The chuuls are
          25 hit points, immunity to psychic and poison damage,   most likely to use this option if  their Sense Magic trait
          resistance to piercing and slashing damage). If  the char-  suggests that doing so might separate powerful mag-
          acters manage to get to this point without attracting the   ic-wielding characters from the rest of  the group.
          notice of  the skum in area T3, those guards are alerted
          by any noise at the doors.                        T5. DARK Goo's CHAPEL
          T3. SttrP's PRow                                                                              •
                                                             This cavernous room smells of  decaying fish and sea·
         •                                                   weed. The walls, floor, and ceiling are covered with carv-
           The ancient ship's prow juts up from the foul water of
                                                             ings of  complex spirals and smeared with blood. Crude
           the channel, its tilted surface a hopeless tangle of  trash,
                                                             chairs and benches are arranged in a semicircle facing a
           driftwood, and filth. Scurrying sounds within the detritus
                                                             smaller antechamber to the west. A large, fish-like shape
           suggest the presence of  a great many rats.
         •                                            1      hangs in the air at the far end of  the alcove .

          'll\l'IIRB I  Jiii  Sl\IS
  180
 ~
   176   177   178   179   180   181   182   183   184   185   186