Ghosts of Saltmarsh

(Nancy Kaufman) #1

LIZARDFOLK ROSTER


Area Occupants at Start
2 5 lizardfolk

3 3 lizardfolk, 1 lizardfolk scaleshield1•

5 1 lizardfolk scaleshield*

7 5 lizardfolk commoners*
9 4 lizardfolk, 1 lizardfolk scaleshield,*
1 lizardfolk shaman
10 5 lizardfolk commoners*

11 2 hatchlings

12 2 amphisbaenae.* l lizardfolk shaman
20 2 lizardfolk, l lizardfolk shaman

22 6 giant lizards

23 3 lizardfolk

24 20 lizardfolk commoners,*^13 hatchlings

25 3 hatchlings
26 5 giant poisonous snakes
27 l lizardfolk, l lizardfolk render*

29 4 lizardfolk, l lizardfolk render,*
l lizardfolk scaleshield*
32 3 lizardfolk, l lizardfolk scaleshield*
35 2 lizardfolk commoners*
38 Sauriv (lizardfolk noble)

40 l lizard queen, 1 lizardfolk subchief.* 2
lizardfolk scaleshields,* 1 lizardfolk ren·
der,* 8 lizardfolk
42 3 lizardfolk, 1 lizardfolk scaleshield*

43a l sahuagin
43e l lizardfolk commoner

44 2 lizardfolk, l lizardfolk scaleshield*

48 4 lizardfolk

49 4 lizardfolk

50 3 koalinth,* l koalinth sergeant*

51 4 locathah,1• l locathah hunter,'~
5 giant sea eels*
52 3 merfolk,^1 merfolk salvager*

*See appendix C

Notes
These guards are alerted by noise in 1. If they are challenged, one of the guards
tries to escape to 3 for help.
If a guard from 2 escaped, these guards go to 2. If not, they remain here until
alerted by noise nearby.
This officer is alerted by noise in 3. The guards in^2 and 3, if they are still pres·
ent, join the officer in this room when they hear sounds of battle.
The kitchen workers escape to^9 if allowed to do so.
These guards go to^7 if a commoner escapes to warn them of the characters in
that room. Otherwise they remain here.
The banquet workers escape to^29 if allowed to do so. The characters m ight
accompany them.
Friendly hatchlings (noncombatants) latch onto the characters if they're not dis·
couraged from doing so.
The shaman tries to flee to the west. If it does so, it races to^20 looking for help.
These lizardfolk go to 12, responding to the threat if alerted by the shaman that
escaped from that a rea.
The giant lizards remain here until encountered. No amount of noise or disrup·
tion will coax the reptiles elsewhere.
These lizardfolk go to^22 if alerted by sounds of combat there. They go to^24 if a
commoner escapes from that room and arrives here.
These lizardfolk protect hatchlings (noncombatants) and guard the entrance to


  1. If combat starts, two commoners try to flee to^23 and get help.
    The hatchlings (noncombatants) remain here.
    The snakes remain here.
    These lizardfolk move toward the gate if alerted by noise in that area. Otherwise
    they remain here.
    These lizardfolk go to 10 if a commoner escapes to warn them of the characters
    in that room. Otherwise they remain here.
    These lizardfolk remain here until encountered.
    These commoners try to flee to 36 if attacked.
    The minister (noncombatant) remains here unless the characters fail to win his
    favor. If that happens, he tries to flee to 40.
    These lizardfolk remain here until encountered, unwilling to Jeopardize the
    queen's defense by leaving.


These guards go to the gate at 41 (north) in response to noise there. Otherwise
they remain here until encountered. If that happens, one tries to flee to^44 to
get reinforcements.
The sahuagin remains here unless the characters release it.
The commoner remains here unless the characters release it. If that happens, it
tries to flee to 44.
These guards go to 42, 48 , or 52 if alerted to the presence of characters in those
areas. Otherwise they remain here until encountered.
These guards go to the gate at 41 (south) in response to noise there. If they hear
sounds of combat in 52, three go there and one goes to^44 for added help.
If these lizard folk become aware of intruders, one goes to^42 and elsewhere
looking for reinforcements. Another one goes to^50 ,^51 , and^52 in succession to
alert the occupants there.
The koalinth go to 49 if alerted to the presence of intruders there, eager to sup·
port their lizardfolk allies.
The locathah a nd their eels go to 49 if a lerted to the presence of intruders there.

The merfolk go to 49 if alerted to the presence of intruders there, cooperating
with their allies.

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