Ghosts of Saltmarsh

(Nancy Kaufman) #1
BYLAND
The overland journey is longer because of the di fficult
terrain. Dozens of trails follow a route roughly parallel
to the coast and 100 to 400 yards away from it. Because
of the terrain, it will take the party about 12 hours to
travel from Saltmarsh to the ford over the Dunwater
River (marked Bon the map). This time does not ac-
count for resting but does allow for slow movement
at times when the mist inhibits visibility. As long as
the characters move at this rate, the route is easily fol-
lowed-there is no risk of straying in a wrong direction.
From the ford, the characters can see in the distance
the entrance lo the cave of the giant lizards (marked C
on the map. area 22 of the lair).

ThE B U LLYWUC AMBUSH
If the characters' route takes them through the marsh,
they eventually pass close to the temporary lair of a
band of bullywugs. Bullywug scouts patrol the area a nd,
unless spotted, return 10 th e larger group after identify-
ing the adventurers lo organize an ambus h.
Bullywug Transients. The bullywugs a re a roving
band but they have set up a defensive camp here be-
cause they have happened upon a considerable treasure.
Rather than risk traveling through the swamp with their
discovery, thus making themselves vulnerable to bandits
or brigands. they made camp to guard the treasure un-
til their great king could travel here from their lair ten
miles away, deep in the swamp. The bullywugs dared
make no move regarding the items they have found until
he gives his decision on the matter.
Buflywug King. The king. Gulpa"Gor, arrived the
night before the party struck out into the marsh. He and
his advisor. Arrp, inspected the treasure. When the king
learns of the party's presence, he and Arrp stage a com-
petition to see who can waylay the tasty interlopers.
Frog Waves. The party is assaulted by three waves of
bullywugs:
Wave l. Six bullywugs attempt to surprise the charac-
ters. leaping from the muddy water to attack.
Wave 2. Arrp (bullywug croa ke r ; see appendix C) and
two bullywugs arrive shortly after the first wave is
defeated. They make a grand show of battling the
characters, and Arrp grins at the king whenever he is
effective in combat.
Wave 3. Gulpa'Gor (bullywug royal; see appendix C) ar-
rives mounted on a giant toad shortly after Arrp and
his guards are slain.
The king tries to communicate with the party with
harsh croaks and aggressive gestures. boasting of his
prowess in battle. A dozen more bullywugs appear
at the edge of the battlefield but do not approach. An
equally aggressive response from the characters. ver-
bally or through gestures. and a successful DC 16 Cha-
risma (Intimidation) or Charisma (Persuasion) check
convinces the king to retreat and take his remaining
warriors with him.
1 f the king is attacked or goaded into battle (on a failed
check), the other bullywugs do not interfere. His steed
is trained in combat, and when allowed to act inde-
pendently. it attacks the nearest enemy. Gulpa'Gor tries


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to skewer the characters from astride the toad's back,
commanding it to move when necessary, but mostly
letting it do as it pleases. The remaining bullywugs Hee
into the marsh if their leader dies.
Treasure. The bullywugs' treasure consists of 325
pp and a helm of underwater action (see appendix B) in
which the loose coins are contained. It can be easily dis-
covered nearby after all the bullywugs are dealt with.

Lizard folk Lair


The lizardfolk in this colony are more developed than
others of their kind, as demonstrated by their abiJity to
use sophisticated weaponry and their readiness to ally
with other races when necessity dictates. They still lag
behind more intelligent races, however. The construc-
tion of their lair is simplistic, employing only basic ma-
terials; most noors. walls, and ceilings are of rammed
earth. and the furnishings are spartan.

GENERAL FEATURES
In the lair, all corridors are 10 feet wide with 12-foot-
high ceilings. All rooms have 12-foot ceilings, except for

areas 10. ll, 12 , 22, 24, 25. 36. and 40, which are 15


feet high. For the height of the sea caves (areas 49. 50,
51, and 52). see the area descriptions.
The doors in the lair are closed and not locked. except
where otherwise noted. All gates and doors (except
those in areas 42 and 43, which are made of iron-bound
solid wood) are of stout wooden construction. 5 feet
wide by 8 feet high (unless otherwise specified). The
10-foot-wide pathways through areas 22. 49. 50. 51 and
52 are of stone construction; they stand 1 foot above the
surface of the water in those areas.
All pillars are of wood. 3 feet in diameter. and are
mounted on stone pedestals to support wooden ceiling
crossbeams.
All the chambers in the lair a re brightly illuminated
by torches set in iron brackets on the walls, except for
areas 22, 26, and 47, which are unlit and dark. The cor-
ridors that run between rooms arc not illuminated, how-
ever, with the exception of the stone pathway that skirts
the perimeter of areas 49 through 52.

HAZARDS IN THE MARSH
In addition to the bullywug ambush and any random en-
counters the party meets while traveling overland, the fol-
lowing wilderness hazards can be used at your discretion:
Bog Pit. A bog pit is a 10-foot-square hole, 10 feet deep,
covered by a thin mat of dried mud and leaves. Noticing
a bog pit requires a successful DC 14 Wisdom (Survival)
check; characters trained in Survival gatn advantage on
this check. Creatures who fail to notice the pit fall in and
take normal falling damage. They must succeed on a DC
12 Strength saving throw or become restrained by the mud
in the pit. A restrained creature can free itself by using
an action.
Green Slime. Patches of green slime (see "Dungeon
Hazards" in chapter S of the Dungeon Master's Guide) coat
the overhead branches of dead trees. The slime falls on
creatures passing below.
Quicksand. See "Wilderness Hazards" in chapter S of
the Dungeon Master's Guide.
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