Ghosts of Saltmarsh

(Jeff_L) #1

Adventure Summary


The adventure likely unfolds in the following way.
The characters meet with the Saltmarsh Town Coun-
cil, which hires them to investigate the lizardfolk lair. By
sea or by land, the characters travel to the promontory
to reach the lizard folk lair. The characters enter the lair
and explore it.
Through interaction with the lizard folk or their
guests. the characters can earn either the lizardfolk's
enmity or their respect. If they proceed cautiously and
without violent intent, they will likely be taken to an
audience with the queen, Othokent. Depending on how
they have conducted themselves to that point, the char·
acrers might be able to improve their reputation with the
tribe by using their diplomatic skills.
The bes1 possible outcome is for the characters to be-
friend the lizardfolk and for Othokent to invite them (and
Saltmarsh) to join the alliance. If the characters can't ac-
complish this through acts of contrition and persuasion,
they might be able to salvage the situation by offering
the lizard folk treasure. ln addition, the tribe has a big
problem out in the marsh, and the characters might be
able to prove themselves by taking care of things. thus
earning Othokent's gratitude.

TRUE MOTIVES
Be sure not to prematurely reveal^10 the characters that
the lizard folk do not constitute a real threat to Salt-
marsh or its inhabitants, or that the newly purchased
weaponry is not for use against humanity and its allies.
The characters are expected to discover the real in-
tentions of the lizardfolk from the various clues in the
adventure as they play through it. Unless their mission
turns into an utter failure. they must eventually become
aware that there is a war brewing between the lizard folk
(and their allies) and the sahuagin.
Unless indicated otherwise in a particular encounter
area. the characters must not be informed about the
name or nature of the sahuagin. Rather. you should
provide only a general physical description of these crea-
tures when an encounter occurs. If Oceanus is with the
party, on the other hand, he recognizes any sahuagin
on sight. He has general (biased) knowledge as to their
nature, and he readily identifies such creatures to the
characters.

Traveling to the Lair


T he inset on map 3.1 shows the location of the lizard-
folk colony and features in the vicinity. (Even if the
characters have not been through The Sinister Secret of
Saltmarsh, they still receive the map- it was given over
to the town council by the individuals who defeated the
smugglers.)
The party can choose between two methods of travel-
ing to the lair.

BY SEA
The distance from Saltmarsh to the lair is about ten
miles as the crow flies. and a sea journey would take
about three hours in normal conditions.

PLACING THE ADVENTURE
In the Greyhawk campaign setting, where the town of Salt·
marsh is located, the lizardfolk lair is a coastal promontory
adjacent to the Dunwater River.
Here are suggestions for where you can place this ad·
venture in other campaign settings.
Eberron. The appearance of lizardfolk near Saltmarsh in
the Basura Swamp endangers the town's access to profit.
able masthin shoots and dragonshards. The uneasy peace
threatens to break down, renewing the conflict between
settlers and lizardfolk. An alliance in Q'barra can involve
disparate factions, as complex agendas bring together
the Cyran diaspora, dragonmarked houses, and even
the Inspired.
Forgotten Realms. A lizardfolk lair has been discovered
close to the town of Saltmarsh, threatening the town and
traffic on the High Road. The dwarves ofThornhold at
the southern end of the Mere of Dead Men might be con·
cerned allies or remain distant and cautious, more wary
of the machinations of the Margaster family in Waterdeep
than of a few lizardfolk in the swamps. A marsh encounter
with the undead of the Mere of Dead Men could replace
the bullywug ambush. As an alternative location, Dagger·
ford to the south ofWaterdeep works because it already
has a history with the lizardfolk.
M ystara. Lizardfolk have been discovered in the Blight
Marsh of Karameikos. Because the marsh sits on the bor·
der of the Five Shires, the halfling folk might play a larger
role in the alliance. Baron von Hendriks of Fort Doom
might be aware of the lizardfolk, even indirectly supporting
them. As an alternative, set the adventures in Darokin's
other port. Port Tenobar is larger than Saltmarsh but a
good deal seedier, and the vast Malpheggi Swamp is an
excellent location for lizardfolk and other creatures to hide.

If the characters want to travel by sea, the council
places at their disposal a modified keclboat with two
pairs of oars and a step-down mast, large enough to ac-
commodate the characters and any reasonable amount
of equipment they want to take with them. Navigation
and propulsion of the craft is handled by two members
of the town guard (guards). who are assigned by the
council to sail or row the boat. The guards do not dis-
embark when the characters reach their destination, in -
stead staying with the boat to keep it under their control
and guard the party's return trip.
While they are at sea. as their boat approaches the
promontory. the characters see a well-traveled and
relatively dry track (at the point marked A on the map)
leading from the coast. It disappears into the marsh-
land interior.
Once they are within 40 feet of the promontory's
northern coastline. the party spies another track run-
ning up to the middle elevations of the promontory.
where it disappears behind a clump of tall grasses and
brightly flowering shrubs (leading to the hidden en-
trance marked Don the map).
They also note. as they approach by sea, a 15-foot
wide, 6-foot high sea cave entrance on the northeastern
tip of the promontory (marked Eon the map). A careful
approach to the sea cave goes unnoticed until after the
characters disembark and enter the entrance tunnel.
Once inside area 49. they are likely to be discovered
immediately.

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