Page 75 - ghosts-of-saltmarsh
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12. TEMPLE 14- 17. SHAMAN'S QUARTERS
These rooms. though not identical, are very similar. The
following description serves for any one of them.
Sweet perfume hangs in the air of this place of worship.
At the far end, a lizardfolk crouches before a stone altar. •
Thts bare, cell-like room contains a plain wooden table
To each side of the altar are small lit burners while, at its
and chair, a straw mattress, and a small wooden chest.
center, a candelabrum holds four lit candles.
Above the altar, the south wall is decorated with a ma-
rine fresco of a lizardfolk warrior brandishing a club. The furniture varies slightly from room to room. All the
Blue and green drapes cover the east and west walls. chests are unlocked. Each contains personal effects and
• a small ivory statuette of Semuanya. These are of no
value but are regarded as very valuable by the shamans.
The mural depicts Semuanya, the lizardfolk deity. Treasure. The chests in these rooms contain a variety
The club in the mural has sharp-looking seashells em- of items. One chest has a wooden club and a leather
bedded in it. purse containing 10 ep. Another holds a silver belt
A single lizardfolk shaman worships at the altar in buckle (5 gp), a leather purse containing 20 sp, and a
this room. Two amphisbaeoae (sec appendix C) serve long, brilliantly colored bird feather (no value) A third
as guardians here, and live within the hollow altar. chest has a leather purse containing 7 ep, and the final
Development. Only the shamans, the queen, and the one holds a bolt of blue-green cloth (no value) and a
subchief know about the amphisbaenae. The serpentine pouch containing 25 sp.
monsters attack anything within 10 feet of the altar, with
the exception of the aforementioned individuals. 18. SENIOR SHAMAN'S LIVING QUARTERS
When the characters enter, the shaman is meditating. •
He is roused by the sound of combat or any direct at-
tempts to contact him. Unless cornered. he flees to area A wooden table with two chairs is set against the south
20 and returns with the occupants of that room. If they wall. On the table are a carafe, a cup, and a wicker bas-
are gone or slain, he flees, never to be seen again. If he ket. A smaller table stands against the north wall; on it
cannot escape, he fights alongside the amphisbaenae. sits an unlit incense burner.
Treasure. Two tridents and two folded nets are offer-
ings and war trophies taken from the sahuagin, given to
Semuanya. The candelabrum is worth 25 gp. The silver The key to the chest here lies inside a mask in area 13.
incense burners on the altar are worth lO gp each. Examining the incense burner reveals a small key that
unlocks the chest in area l 9.
13. VESTRY Treasure. The carafe. cup, and incense burner are sil-
ver, worth 10 gp, 3 gp, and 5 gp respectively. The chest
contains 20 gp and a potion of water breathing.
Seven carved wooden masks representing crocodile
and serpent faces hang from the walls of this room. 19. SENIOR SHAMAN'S SLEEPING QUARTERS
The masks are decorated with blue and green feathers.
Against the west wall stands an iron chest, its lid closed. A single cot rests by the south wall, an iron chest set at
• its foot. A large wooden carving of a lizardfolk brandish· j
Hidden inside one of the masks is the key to the chest ing a club hangs on the east wall.
in area 18. lt is found by any character inspecting the
masks who makes a successful DC 12 Intelligence (In-
vestigation) check. The key to the chest in this room is hidden in area 18.
Chest. The chest is unlocked but trapped with a poi- The wooden carving on the wall is of no value.
son gas trap. Noticing the trap requires a successful DC Chest. The chest is locked and can be opened by the
I 2 Intelligence (Investigation) check. A successful DC key found in area 18 or by a character who succeeds
12 Dexterity check is required to disarm the trap. Open- on a DC 12 Dexterity check using thieves' tools. The
ing the chest without disarming the trap, or failing to chest is trapped with a poison needle. Noticing the trap
requires a successful DC 12 Intelligence (Investigation)
disarm it. triggers the trap.
When triggered, the trap fills the entire room with check. A successful DC 12 Dexterity check is required
noxious green gas. Creatures caught in the gas must to disarm the trap. Opening the chest without disar ming
succeed on a DC 10 Constitution saving throw or cough the trap, or failing to disarm it, triggers the trap.
and choke loudly for ld4 minutes; those affected by the When triggered, the trap fires a small poisoned dart
gas are far more likely to attract the attention of wander- from the lock. Any creature standing in front of the lock
ing patrols and nearby inhabitants of the lair. is automatically struck by the needle. taking I piercing
Treasure. The chest contains the following items: damage and 4 (ld4 + 2) poison damage.
a silver gong and striker (25 gp). five silver bells (5 Treasure. The chest contains the personal wealth of
gp each), a large silver chalice (50 gp), and a curved the senior shaman: a silver figure of Semuanya (25 gp).
wooden horn. a leather bag containing 50 ep, and a pearl of power.
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