Page 43 - ghosts-of-saltmarsh
P. 43
A secret trapdoor in the northern half of the room leads 8. WITHDRAWING ROOM
to the cellar (area 21). One of the sets of tracks found in
area 1 leads to the trapdoor; if the characters are follow- •
ing those tracks, the trapdoor is immediately noticeable Two stuffed armchairs stand near the fireplace of this
(because the tracks go right up to it). If the characters room. The covers of both have been torn and the stuffing
didn't notice the tracks in area l, allow them a DC IO
has been pulled out, but the wooden frames are intact. A
Intelligence (Investigation) or Wisdom (Survivai) check
broken table lies on the floor near the north wall.
to pick up the trail in this room. If all else fails. the trap-
•
door can be spotted by a character who makes a suc-
cessful DC l 5 Intelligence (Investigation) check. A character who succeeds on a DC 12 Wisdom (Per-
Magic Mouth. Sanbalet has cast a magic mouth spell ception) check finds a stone out of place on the chim-
on the trapdoor. When a creature comes within 5 feet of ney above the fireplace. Removing the stone reveals a
it. the spell is triggered, causing the following message hidden compartment. Additionally. characters who ap-
to be spoken in a loud and malevolent voice: "Welcome. proach the fireplace notice a collection of mouse bones
fools welcome to your deaths!" Booming, fiendish spilling out from the hearth.
laughter follows the spoken message. A swarm of insects (spiders) lurks in the crevices of
Each creature that hears the message must make a the fireplace and chimney. The spiders flood forth with
DC 12 Wisdom saving throw. On a failed save, a crea- obvious irritation if any creatures move to within 5 feet
ture has disadvantage on all ability checks for l hour of the fireplace.
unless it is immune to the frightened condition. The Treasure. The hidden compartment contains a
creature can repeat the saving throw every l 5 minutes. wooden box. Inside the box are 30 cp and two small
Development. At your discretion, the smuggler in the pouches of alchemical powders (5 gp each).
cellar below the trapdoor might notice the magic mouth
being triggered. In this case. the smugglers become 9. KITCHEN
aware of the characters and investigate or prepare them-
selves for the intruders: see "The Smugglers" above.
This kitchen is dirty and damp, with patches of gray mold
5. LIVING AREA and cobwebs on the floor, walls, and ceiling. In the south-
west corner is some iron cooking equipment with a chim-
t ney above. Next to it, under the window, is a cracked and
The only thing of note in the room is a clump of tiny red
l To the right of the sink, a small, closed wooden cup·
mushrooms growing around a fireplace in a semicircular discolored stone sink.
formation. Otherwise, the room is bare. board is fixed to the wall about five feet above floor level.
Against the far wall, a flight of wooden stairs leads up-
The mushrooms are harmless.
ward from west to east; the woodwork of the staircase is
Treasure. A character who searches the chimney of
decayed, and a few of the treads are missing.
the fireplace discovers a loose stone about 3 feet above
the top of the fireplace that conceals a small cavity. In-
side the cavity is a small leather pouch containing two
The cupboard is empty. The stairs lead to area 18; they
cut pieces of blue quartz (10 gp each).
are in poor condition but still usable.
If the characters found the tracks in area I that lead
6. LrvING AREA
here, they discover that the tracks continue into area 10.
• lf they fai led to find the tracks earlier. they can pick up
Aside from a large amount of plaster that has fallen from the trail here with a successful DC 10 Intelligence Inves-
tigation) or Wisdom (Survival) check.
the ceiling, this room is bare.
Four giant centipedes nest under the floor below the
sink. They come and go through a hole in the foundation
The floor in the room above (sec area 14) is considerably beneath the kitchen. The centipedes skitter up the drain.
weaker than elsewhere. a fact visible to any who look enter the room, and attack anyone investigating the cup-
up and make a successful DC 15 Wisdom (Perception) board or the sink.
check. There is nothing else of note here.
10. SCULLERY
7. D INING ROOM
'
T This room displays the effects of damp and decay more
At one time a long table stood in the center of this room; than most. Mold grows in patches on the floor, walls,
now it lies broken on the floor. A broken chair sits against and ceiling. A large copper cask, split, discolored and
the wall between the windows, and there is a heap of bro- empty, stands under the window, with a small heap of
ken dishes in the northwest corner. crockery shards on the floor beside it. Stairs lead down
• into what is presumably a cellar.
There is nothing else of note here. •
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