Ghosts of Saltmarsh

(Nancy Kaufman) #1

  1. SUBCHIEF'S SLEEPING QUARTERS


A single cot, set against the east wall, features a rug be·
neath it made of a lion's skin. In the southwest corner of
the room is a brass-bound wooden chest, its lid closed
and secured with a heavy metal padlock.


The lock on the chest can be opened by a character who
succeeds on a DC 12 Dexterity check using thieves'
tools. The chest bears a paralyzing gas trap. Noticing
the trap requires a successful DC^12 Intelligence (Inves-
tigation) 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, triggers it.
When triggered, the trap fills the room with paralyz-
ing gas. Creatures caught in the gas must succeed on a
DC 10 Constitution saving throw or be paralyzed for 1 d4
minutes. A creature can repeat the saving throw at the
end of each minute.
Treasure. The chest contains these items: five leather
belts with electrum buckles set with pearls (JO gp each),
an electrum armband (20 gp), a leather purse containing
50 sp, and a prismatic kaleidoscope (no value).


  1. GUARD ROOM



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Four lizardfolk in this chamber stand on guard, ready to
challenge intru d ers. This area is bare offurniture except
for a wooden bench set against the east wall.

Three lizardfolk and one lizard folk scaleshield (see
appendix C) stand guard here. The guards immediately
challenge any approaching characters. They have been
selected specifically to guard the approach to their
queen's quarters. Charisma {Intimidation) and Cha-
risma (Persuasion) checks against these guards are
made with disadvantage. The characters must present
a convincing story to get access to area^33 and beyond;
otherwise they must leave the area immediately.


  1. QUEEN'S LIVING QUARTERS


Though hardly sumptuous, this room appears more
comfortably furnished than any others you have seen
in the lair. A circular table of polished wood with four
chairs set around it sits in the center of the room. On the
table are arranged three decorative items with a metallic
sheen-a p la tter, a carafe, and a goblet.
In the southeast corner is an armchair that has been
crudely upholstered.

The items on the table are made of silver. The platter
and the carafe are worth JO gp each, while the goblet is
worth 5 gp. All three are engraved with a simple picto-
graph showing a lizard standing proudly with its forked
tongue extended.


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  1. QUEEN'S SLEEPING QUARTERS


A large ornate bed with its head against the center of the
south wall dominates this chamber; some rugs and cush-
ions lie scattered atop it. Next to the bed on the east side
is a small table, featuring a crudely framed drawing of a
powerful-looking lizardfolk queen.
In the southeast corner sits an iron chest, closed and
padlocked. Next to it is a large, elegantly carved wooden
wardrobe.

The secret door in the southwest corner requires a suc-
cessful DC 16 Wisdom (Perception) check to notice. It
leads to area 11.
The chest is trapped with a needle. Noticing the trap
requires a successful DC 12 Intelligence (Investigation)
c heck. A successful DC 12 Dexterity check is required
to disarm the trap. Opening the chest without disarming
the trap, or failing to disarm it, triggers the trap.
When triggered, the trap fires a small needle from
the lock. Any creature standing in front of the lock is
automatically struck by the needle. The needle deals
no damage and is not poisoned. An anxious character
might assume otherwise: feel free to describe vague
pains, brief numbness, and so on to set a character on
edge, but a DC 10 Wisdom {Medicine) check reveals the
truth of the matter.
Treasure. The chest holds these items: a set of leather
straps and belts with gold buckles and adorned with
pearls (JOO gp), a gold-banded dagger and scabbard (25
gp), a leather bag containing 25 gp, a nask of perfumed
oil (5 gp). and ajade figurine of Semuanya (25 gp).
The wardrobe contains a fine brocade robe in rich red
cloth, decorated with gold thread. The robe is worth^100
gp and serves as the queen's mark of royalty.


  1. QUEEN'S LOUNGE


In the center of the room stands a circular table of pol·
ished wood with two wooden chairs set to either s ide.
A lizardfolk sits in each chair, hunched over the table.
The table holds a square gaming board with alternating
black and white squares, a silver bowl, a decanter, and
two goblets.
A brocade upholstered couch sits against the south
wall, with a large glass mirror in a wooden frame hang-
ing on the wall above it. The couch is flanked by two
wooden chests.

Unless extreme circumstances prevail (for example, the
guards in area^32 have beaten a fighting retreat here),
two lizardfolk commoners (see appendix C) reside
here, playing a game at the table.
These lizardfolk try co avoid a fight, preferring to flee
and take refuge in the pool in area 36. They fight if they
are cornered or if they see the intruding party attempt to
enter area 37.
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