Ghosts of Saltmarsh

(Nancy Kaufman) #1

The gate that allows access to this area and area^27
is normally closed and locked. The gate's lock can be
opened with a successful DC 20 Dexterity check using
thieves' tools. or the gate can be broken (AC 15.^18 hit
points. damage threshold 10). Guards from area^27
rush forward to attack any intruders that make noise
at the gate.
Area 26 is accessed by a secret door in the east side of
t he corridor. Noticing the door requires a successful DC
14 Wisdom (Perception) check. If someone opens the
door and is able to see what lies beyond. read:


A ten-foot-square entrance expands to the east to form a
room of considerable size.

The short corridor that leads into area^26 is the site of
a pit trap. The trap is well concealed by a false floor and
requires a successful DC^16 Wisdom (Perception) check
to be noticed. Creatures that step on the false floor fall
th rough into a bog pit (see the "Hazards in the Marsh"
sidebar), taking normal falling damage.
Inside the pit are five giant poisonous snakes. which
attack anything that falls in.
As soon as a character occupies the space to the east
of the bog pit and can see farther into the room. read:

At the far end of the chamber ahead, you see some sacks
and a large chest.

The chest is trapped with a poison needle. Notic-
ing the trap requires a successful DC 12 lntelligence
(Investigation) check. A successful DC^12 Dexterity
check is required to disarm the trap. Opening the chest
without disarming the trap. or failing to disarm it. trig-
gers the trap.
When the trap is triggered, a small poisoned dart is
ejected from the lock. Any creature standing in front of
the lock is automatically struck by the needle, taking I
piercing and 4 (ld4 + 2) poison damage.
Treasure. The chest and sacks contain the la ir's
wealth. The chest holds 1,700 ep, a gold-bonded ivory
scepter (100 gp), and a gold crown in the shape of a
coiled serpent (250 gp). Inside the sacks are various
silks and hides (100 gp total).


  1. GUARD ROOM


Thirty feet beyond the gate is a bare room with a wooden
bench set against the east wall.

A lizardfolk render (see appendix C) and a lizardfolk
occupy this area, ordered to stand guard over the lair's
treasure (area 26). They do not open the gate unless
commanded to do so by the queen or the subchief.
The guards in this area keep a watch on the gate and
the secret door that leads to area 26. They defend the
gate if they hear anyone trying to attack it. but a success-
ful attempt at unlocking it docs not draw their attention.


  1. OFFICER'S QUARTERS



A plain wooden table and a wooden chair are set against
the south wall of this room. On the table sits a wooden
bowl. A single bed stands against the east wall, a wooden
chest at its foot.

The chest contains personal possessions. a dagger in a
scabbard. and a purse with 25 cp.


  1. BARRACKS
    Adjust the description depending on the number of liz-
    ardfolk found here. as detailed below.


About a dozen straw mattresses lie scattered around the
floor, each with a wooden chest at its foot. At the south
end of the room, a long table is set centrally, wooden
benches to e ither s ide. A few lizardfolk are seated on
benches or mattresses, talking and tending to their
weapons.

Four lizardfolk. one lizardfolk rende r (see appendix
C), and one lizardfolk s caleshield (see appendix C) are
in this chamber. awaiting their turn at patrol duty. if they
have not been called elsewhere.
If the party arrives here accompanied by friendly liz-
ardfolk. the scaleshicld initially urges the guards to at-
tack. A successful DC 15 Charisma (Pers uasion) check
by a character prevents a fight. and instead the lizardfolk
take the characters in custody and take them to meet
the queen.
Treasure. Some of the chests contain personal pos-
sessions and the following items. distributed randomly:


  • In each of five chests, a purse containing 5 sp

  • A seashell necklace (no value)

  • A pewter mug (no value)

  • A lump of pink coral (10 gp)
    A leather bag containing five irregularly shaped stones
    (no value)



  1. SuBCHIEF's L1v1NG QUARTERS


The furniture in this pleasant chamber is of high quality.
A wooden table stands in the center of the room with
four chairs around it. On the table sits a gleaming bowl.
In the southeast corner stands a small closed cask on
which stand an unlit lantern and a goblet.

The bowl is made of pure elect rum and is worth^50 gp.
The cask contains wine- quite pleasant to the human
palate. The goblet is made of silver and is worth 7 gp.
and the lantern is a normal hooded lantern.

l H \I I I R ' I> \'I:<. I I< AT DU N \\ \" I I!
Free download pdf