Page 47 - ghosts-of-saltmarsh
P. 47

22.  SANBALET'S  PRIVATE QUARTERS                 Six old skeletons lurk in the shadows here. They rise
                                                            and attack as soon as the characters enter the room.
                                                       '    They have disadvantage on initiative checks owing to
            Unlike the barracks, this small room holds comfortable
                                                            the length of  their dormancy. The skeletons are rein-
            furnishings and appears to be well cared for.   forced by compounds applied to their bones years ago.
             A  comfortable-looking bed in the northwest corner has   The first time they take damage from a melee attack,
            a wooden locker at its foot.                    that damage is reduced by half. If  the skeletons are vul-
                                                            nerable to that damage. they instead ignore that vulnera-
             A small wooden table stands against the east wall, with
                                                            bility for this attack.
            a padded leather chair beside it. On the table, a brass
                                                              Development. If  the characters spend more than a
            three-branch candlestick with three burning candles pro-  few moments here, a faint blue light appears at the seam
            vides the room with bright light. The candles, though not   of  the secret door to area 24. The light gradually grows
            fresh, are far from spent.                      brighter as the alchemist's remains reanimate after long
                                                            decades. At a time of  your choosing, the alchemist (skel-
             Under the table is a small wooden box and an unlit
                                                            etal alchemist; see appendix C) emerges through the
            bullseye lantern with a movable shutter over the lens.
                                                            secret door to assist the skeletons.
             On a shelf above the table sit three books. In the
                                                              When the alchemist enters the scene, read:
            northeast corner is a closed wooden wardrobe.
                                                             A  hunched corpse wearing a pointed hat and dressed in a  l
          Jf the characters have avoided alerting the smugglers to   robe embroidered with mystic symbols crosses through
          their presence, Sanbalet (see appendix C) is in his quar-
                                                             the hidden door. Thin wisps of  beard A  oat from its bony
          ters. Otherwise, this room is vacant.
                                                             jaw. It raises a finger, tracing arcane symbols in the air.
            Sanbalet's books consists of  the following volumes:
                                                              In a hoarse voice, it speaks: "Secrets found and lost then
            A volume of erotic poetry, fully illustrated
                                                             found again. Your paltry minds cannot fathom ...  "
            A naval almanac listing tide times for the area of  coast
            around Saltmarsh (a total of  one hundred miles of
            coastline is covered)                             Treasure. The alchemist wears an empty bag of  hold-
           A treatise concerning the demigod luz and its minions   ing at the waist. One rib bone on each of  the skeletons
            Inside the third book is a sheet of  parchment featuring   is dipped in gold and is worth 5 gp. The alchemist also
          a few simple words and phrases in the Common tongue   carries a cursed luckstone (see appendix B).
          and their equivalents in Goblin. The words include
          '"stop," "fight," "lift,"' "come,'" and so forth- key words
          used by Sanbalet to instruct his hobgoblin mercenaries.
           Bullseye Lantern. The lantern is used to signal the
          Sea Ghost. Someone who makes a successful DC 10 In-
          telligence (Investigation) check realizes that the lantern
          is used only infrequently.
           Treasure. The three books are worth JO gp each. A
          fancy floor-length oilskin coat (5 gp) hangs in the ward-
          robe. Its sleeves contain numerous pockets (empty), and
          it is trimmed in iridescent green silk.
           A character who makes a successfu l DC 12 Intelli-
          gence (Investigation) check finds a hidden compartment
          under the table that holds Sanbalet's spellbook. The
          book contains all the spells Sanbalet has prepared.
           The small wooden box holds twelve candles, flint and   5KELE T~L  ALCHEMl~T
          steel, and a piece of parchment that details Sanbalet's
          method of  communicating with the ship. See ""The Sig-
          naling System·· in the second part of  this adventure for
          more information.

          23.  SKELETONS' ROOM
          The bar securing the door is easily lifted. The smugglers
          sealed this room after discovering the undead within.


           Light spilling in from the large room behind you barely
           shows that the chamber 1s only about twelve feet across
           and the corners are filled with shadow. What little you
           can see is dingy and dirty.



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