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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