Page 91 - ghosts-of-saltmarsh
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1.  MAIN DECK                                     the room. At the same time, four swarms of insects
                                                             (spiders) crawl through the deck from below. Any char-
           •                                            t    acter who has a passive Perception score of 14 or lower
             The Emperor's upper decks slope gently down toward   is surprised. (In tight quarters, remember that a swarm
             the ship's port side. The forecastle and quarterdeck are   can occupy the same space as another creature.)
             empty, and short wooden stumps are all that remain of   Captain's Log. A character who searches th rough the
                                                             debris in the room and succeeds on a DC 15 Wisdom
             the ship's masts. The double doors leading to cabins
                                                             (Perception) check finds the ship's ledger and the cap-
             fore and aft appear intact, as does the metal grate in the
                                                             tain's log, both written in Common.
             deck that offers access to the lower decks. Aside from the   The log details the ship's last voyage, including an
             rhythmic creak of the ship's badly weathered timbers, all   account of the terrible storm that threw Emperor of
             seems quiet.                                    the Waves off course and separated it from its escort.
           •                                                 Running low on food and drinkable water, the ship was
                                                             forced to drop anchor off an uncharted island. The last
           This area is unoccupied. The doors to fore and aft are   entry describes an attack by ores that fought alongside
           not locked (but see area 3), and the ship's wheel turns   goblins and monstrous vermin. Though the crew fended
           easily and freely. A character who makes a successful   off this initial attack, they suffered heavy casualties.
           DC 10 Intelligence check determines that the wheel is   The final entry records the captain's fear that this attack
           no longer connected to the ship's rudder, and it can't be   might have been the precursor to an even larger assault.
           used to steer the ship until the vessel undergoes exten-  Treasure. A minor offering to Lolth is concealed
           sive repairs.                                     by the mud and litter on the deck. A search of the
             The deck is marred in places by bloodstains, notice-  cabin uncovers a small sack containing ten red rubies
           able co someone who makes a successful DC 15 Wis-  (100 gp each).
           dom (Perception) check. A successful DC 10 Wisdom
           (Medicine) check thereafter reveals that the stains are   3.  NAVIGATOR'S ROOM
           about three days old.                             The door into this room from the main deck is held shut
             Through the grate set into the deck can be seen a   by a thick mass of webbing behind it. It can be forced
            ladder extending down to area 5, but the grate is rusted   open with a successful DC 15 Strength (Athletics) check
           shut. It can be wrenched open with a successful DC 15   or broken through (AC  15, 18 hit points. immunity to
           Strength (Athletics) check or smashed apart (AC 15; 10   poison and psychic damage, resistance to piercing and
            hit points; immunity to fire, poison, and psychic dam-  slashing damage).
           age). Anyone who peers down into area 5 after the grate   Sheets of webbing fill this room, such that anything
            is removed and succeeds on a DC 10 Wisdom (Percep-  more than 10 feet from the entrance appears as little
            tion) check spots several fist-sized spiders crawling   more than a vague shape. Hidden in the webs are a
           along the walls of the passage below. The spiders imme-  narrow staircase down and. near the bow. a table and
           diately scuttle away from any noise or light.     four chairs.
                                                               The weathered furn iture here is worthless, but the
            2. ALTAR TO LOLTH                                table is still covered with charts and maps.
                                                        •      A giant spider and an ettercap lurk near the ceiling
                                                             above the table, completely hidden in webbing and
             A rough stone altar dominates this cabin. Strange
                                                             shadow. They attack the first creature to examine the
             markings cover its surface, dried mud cakes the floor
                                                             charts and maps. gaining surprise unless the creature
             around it, and humanoid skulls ring the wall above, each   has a passive Perception score of 17 or higher.
             mounted on a wooden spike. The corners of this room   Combat in this area arouses the hungry vermin in
             are piled with garbage and debris-crudely cut wooden   the decks below. Beginning ld4 rounds after the giant
                                                             spider"s initial attack, one swarm of insects (spiders)
             logs, smashed furniture, torn sacks, shattered crates,
                                                             boils up the stairs from area 4 each round, using the
             and small piles of dried palm fronds. A staircase de-
                                                             same initiative count as the giant spider. The swarms
             scends from  the southeast corner, and an acrid odor fills   keep coming until four have entered the fight, unless the
             the air.                                        passage from area 4 is blocked somehow. Each swarm
           •                                            •    attacks the nearest creature.
            This chamber was once the captain's cabin. Now it's a   LOWER DECK AND  CARGO HOLD
            shrine to Lolth, the demon queen of spiders. The skulls
            are cracked, weathered, and obviously old.       The cabins beneath the main deck are home to the
                                                             druid Krell- and to the murderous creatures under
             Lurking under the garbage and debris is a host of
            vermin held sacred by the cultists ofLolth- spiders   his control.
            of every size and type. If anyone other than the druid
                                                              4. WEBBED DOORWAY
            Krell spends more than a few moments in this room,
                                                             This area is not shrouded in sheets of webs, unlike most
            one giant spider bursts from the webs on the port side,   of the lower deck (see the "Webs Aboard Ship,. sidebar).
            while an ettercap emerges from the starboard side of
                                                             A web of a different sort stretches across the doorway


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