Page 44 - ghosts-of-saltmarsh
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Anyone who inspects the cask can tell from the staining   Two swarms of  insects (spiders) infest this room. One
              on its interior that it was used to boil water.   swarm descends on anyone who approaches the fire-
               If the characters found the tracks in area 9 that lead   place. and the other descends from the webs above the
              here. they discover that they descend the stairs inro area   door a moment later. Both wash down the walls with the
              20 below. lf  they failed to find  the tracks earlier. they can   muffled clatter of thousands of tiny legs.
              pick up the trail here with a successful DC lO Intelli-  Fireplace. The glint inside the fireplace comes from
              gence (Investigation) or Wisdom (Survival) check.   a small crystal bauble (5 sp) that once belonged to the
               Magic Mouth. Sanbalet has cast a magic mouth spell   alchemist. The flat-bottomed crystal orb is pleasant to
              on the stairs, which is triggered when anyone treads on   look at and tactilely satisfying to hold. but ultimately
              the top step. If  the spell is set off, hideous screams-as if   neither particularly valuable nor useful. A character who
              of a soul in torment- rise from the cellar below.   succeeds on a DC 10 Intelligence (Investigation) check
               Each creature that hears the screams must make a   while examining the bauble realizes it might be a part
              DC 12 Wisdom saving throw. On a failed save. a crea-  of  a set of  similar crystals used as counterweights in
              ture has disadvantage on all ability checks for 1 hour   alchemicaJ work.
              unless it is immune to the frightened condition. The
              creature can repeat the saving throw every 15 minutes.   14.  CRUMBLING BEDROOM
                                                               •
              UPPER FLOOR
                                                                 This room appears to be another dirty, decaying bed-
              The following locations are identified on map 2.1. Re-  room without furniture. Even viewed from the doorway,
              view the information regarding the balcony in area 1   it's evident that the floor in here does not look safe;
              before the characters ascend to this floor.
                                                                 some of  the floorboards are missing, and others are par-
              11.  MOLDERING BEDROOM                             tially dislodged  .
                                                          •
               What was once a fine master bedroom now stands de-  Anyone who enters the room with reasonable care can
               cayed. Some of  the floorboards are missing, and there is   avoid moving into the part of  the floor that is sagging
                                                                and damaged, looking perhaps not strong enough to
               rubbish scattered around. A tall wooden wardrobe stands
                                                                support significant weight. A successful DC 10 Intelli-
               against the wall opposite the fireplace, its door closed.
                                                                gence (Investigation) or Wisdom (Survival) check en-
                                                                ables a character to detect recent tracks that lead from
              The wardrobe contains two items: a pair of old, cracked   the door to the window, and back again, along the west
              leather boots with no value or special properties. and   edge of the room.
              a ragged, stained cloak hanging on a peg. The cloak is   Clues at the Window. A combination of the position of
              tooled with a design of  coiling ivy leaves and appears   the house and the topography of the cliff results in this
              harmless but the inner folds are covered in yellow mold   room providing the best view of the sea from any part of
              (see "Dungeon Hazards'" in chapter S of  the Dungeon   the house. and it is from here that the smugglers signal
                                                                to their colleagues out at sea. A character who carefully
              A1aster's Guide).
                                                                examines the window area and makes a successful DC
              12.  DECREPIT BEDROOM                             12 Intelligence (Investigation) check discovers small
                                                                clues to this fact: fresh scratches on the sill where the
              '  Rubbish is scattered around what was once a fine guest   signaling lantern has been placed, scuffing of the floor
                                                                dust immediately near the window, and so forth. These
               bedroom; there is evidence of rodent infestation, and   signs cannot be seen from the door; they require up-
               webs hang in the corners. A four-poster bed stands   close observation to be discovered.
                                                                 Falling Through the Floor. The tracks left on the
               against the wall opposite the fireplace.  Its woodwork is
                                                                floor by the smugglers represent the only safe places to
               worm-ridden, and the curtains that once screened the
                                                                walk in the room. Each time a Medium or larger crea-
               bed are torn and stained. There is no bed linen, but the
                                                                ture moves off this safe trail into the shaded area on the
               bed is mostly intact.                            map. it must succeed on a DC J  2 Dexterity saving throw
                                                                or fall  10 feet through the floor, landing in area 6.
              While some smugglers have slipped away to nap here in   15.  NED'S B EDROOM
              recent months, there is nothing of particular note here.   The door to this room is locked. The key to the room
                                                                has been left rather obviously in the hallway outside the
              13.  GUEST BEDROOM
                                                                room and can be spotted by someone who makes a suc-
                                                                cessful DC 10 Wisdom (Perception) check. Alternatively,
               This bedroom has no furniture, but rubbish is scattered   the door can be opened by a character who succeeds
                                                                on a DC 12 Dexterity check using thieves' tools. Any
                everywhere, and webs cover the walls and ceiling. From
                                                                character who opens the lock discovers that it was re-
                the doorway, you can see a glint of  light in the fireplace
                                                                cently oiled.
                from a small, highly reflective object.           Once the door is opened. read the following text:

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