Ghosts of Saltmarsh

(Nancy Kaufman) #1
return to water every 4 hours. and it uses that fact as its
excuse for an attempt to escape. if needed.) While it is
with the party, it fights any hostile creature they encoun-
ter with great ferocity.
lf the characters decline the sahuagin's offer of an
alliance, it attacks them and tries to force its way past
them to escape by way of the sea cave at area 49. It has
no weapons or treasure.
Oceanus. I f the sea elf is with the party, he recog-
nizes the sahuagin on sight and immediately identifies
it for the characters. Oceanus advises strongly against
allying with it and accepting its assistance. If the rest
of the characters overrule him, he tries to kill the sa-
huagin then and there. Jf unassisted and uninterrupted.
Oceanus kills the weakened sahuagin in 2 rounds.


  1. EMPTYWATER CELL
    This cell is identical to 43a but is empty, and its vertical
    grill is open.


43c-43D. EMPTY CELL
This cell is empty.

43E. LIZARDFOLK CELL


  • A single lizardfolk is confined in this otherwise bare cell.


A lizardfolk commoner (see appendix C) has been kept
here for a few days as a disciplinary measure. It hisses
and cowers in the corner if approached. Tt escapes to
area 44 if it can.
Development. If the sahuagin is with the party, the
lizard folk commoner attacks it immediately.



  1. BARRACKS


    Three lizardfolk are seated at benches around a plain
    wooden table in the center of this room. Eleven straw
    mattresses, with a wooden chest beside each, lie along
    the walls.




Two lizardfolk and one lizardfolk scaleshield (see ap-
pendix C) are seated at the table. playing a dice game for
copper pieces.
Treas ure. The lizardfolk scaleshield wears a sil-
vered necklace (10 gp). The pot for the dice game con-

sists of (^20) cp.
The chests are unlocked. They contain a variety of
leather belts and straps. personal possessions. and the
following items distributed randomly:



  • Four purses containing 6 sp each

  • Three nasks of oil (3 sp each)

  • A bag of seashells (no value)
    A solid quartz sphere (no value)

  • A dagger in a scabbard (2 gp)


45 - 46. OFFICERS' QUARTERS
These rooms are very similar: the following description
serves for each, though the positions of the furniture
can be varied if desired.


Cll \1^11 t R ~ II \"i(Jl RAT lJUNWAHR


A plain wooden table and two wooden chairs stand near
the wall farthest from the door. To one side of the room
is a single bed, just a rough mattress set on a wooden
frame. At the foot of the bed rests a wooden chest.

The table in area 45 holds a wooden dish, and the table
in area 46 has a ceramic pitcher and mug.
Treasure. The chests are unlocked and contain
personal possessions. The chest in area 45 contains a
dagger in a scabbard (2 gp) and a purse with 20 sp. The
chest in area 46 contains a purse that holds 15 sp and a
chunk of raw amber (10 gp).


  1. GARBAGE ROOM
    Unlike most of the lair. this area is not illuminated. If
    the characters use a light source or have some other
    way of seeing in the dark. read:


' The room smells of decay. Scattered on the floor are bro·
ken and rusted weapons, rotted leather straps, a pile of
moldy sacks, dirty and torn cloths of various colors, and
pieces of wood that might once have been furniture.

Jn the southwest corner. amid a heap of moldy sacks.
lies a worn leather backpack that belonged to one of the
adventurers who took part in the earlier unsuccessful
raid. When his comrades were slain, though he was
mortally wounded. he broke free from the fight and fled
here, where he subsequently died. The lizardfolk re-
moved the corpse but overlooked the gear.
Treasure. The backpack can be discovered by a char-
acter who rifles around in the heap of cloth and makes
a successful DC 15 Wisdom ( Perception) check. Jt con·

tains 5 gp. (^11) sp, a topaz (10 gp), and an explorer's pack
that has all its contents except the rations and water.
48. GUARD POST
If combat elsewhere has drawn these creatures away,
adjust the description below.
Four lizardfolk stand guard here. A wooden bench along
the south wall is the only furniture.


'



  • Four lizardfolk are stationed here. These guards hear
    any sounds of melee in area 52. Jf this happens. three of
    them go immediately to that area, and the fourth goes to
    area 44 to summon reinforcements.



  1. GUARDS' POOL
    This pool and the three to the south (areas 50, 51. and



  1. arc partly illuminated by torches set in sconces on
    the wall next to the pathway. If the characters enter this
    area from the north. they are initially in darkness but
    soon come into view if they near the shore.
    Use portions or the entirety of the following descrip-
    tion. depending on which direction the characters ap-
    proach from:

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