Ghosts of Saltmarsh

(Jeff_L) #1

4



F ree the S ahuasin. If any lizard folk see the sahuagin
(from the cell at area 43a) in the company of the charac-
ters at any time, they conclude that the characters have
allied with, or been misled by, their enemies. The liz-
ardfolk attack the sahuagin without hesitation (and the
characters would be well advised to stand aside).
The characters take an immediate penalty of-2d6
points if this occurs. and all the DCs for Charisma
checks in the "Goodwill Tour·· section are increased by


  1. Afterward, the lizardfolk treat the characters with
    cold hostility. Even if the characters own up to their mis·
    take, the lizardfolk and their allies remain suspicious
    of the characters. Building an alliance becomes much
    more difficult.
    Kill Queen Othok ent. No amount of recompense can
    atone for their actions if the characters kill the queen.
    Every other surviving lizardfolk in the lair mobilizes to
    overwhelm and cut down the interlopers- and even if
    they do escape, th eir mission is an unmitigated failure.
    The alliance between Saltmarsh and the lizardfolk will
    likely never happen, regardless of what reparations the
    community offers.
    Kill Minister S auriv. The inAuence of the aged
    lizardfolk minister has kepl the tribe from fracturing
    because of ideological differences (see '·Politics Among
    the Lizardfolk'' above). If the characters kill him instead
    of trying to communicate with him, they are set upon by
    the rest of the tribe just as if they had killed the queen.
    After the intruders are put down or chased off. the tribe
    succumbs to infighting as the shamans try to muster
    more support for their point of view. There is no longer
    a chance of Saltmarsh becoming allied with the lizard-
    folk. and if the shamans succeed in their takeover they
    will withdraw the tribe from any discussions of alliance
    with other races as well.


Roleplaying Lizardfolk


This adventure provides the characters with opportuni-
ties for extensive interaction with a variety of lizardfolk.
The lizardfolk are generally wary of strangers, but are of
neutral alignment and are far from dimwitted or blood-
thirsty. Here are a few resources you can use to add
Aavor to the party's experiences with the lizardfolk by
giving depth and dimension to the occupants of the lair.
They are designed to help you with adventure prepa-
ration and to enable you to create distinctive lizardfolk
NPCs on the spot.

PERSONALITIES
To customize the lizard folk in the lair, use the person-
ality traits. ideals, bonds. and flaws from the character
backgrounds in chapter 4 of the Players Handbook as
a starting point. The acolyte background is ideal for
shamans, the soldier background for warriors. and the
hermit and outlander backgrounds for commoners. lf
the result of a die roll seems inappropriate, such as the
"Raised by wolves" trait in the outlander background.
roll again.
In addition. you can use the Lizardfolk Quirks table
below to determine a personality quirk for a lizardfolk
character or to inspire a unique mannerism.

Cl!l'.PHR"' D~"lvfkAT OUlllWA!ER

LIZARDFOLK QUIRKS

d8 Quirk
You hate waste and see no reason not to scavenge
fallen enemies. Fingers are tasty and portable!
2 You sleep best while mostly submerged in water-
particularly warm, stagnant water.
3 Money is meaningless to you.
4 You think there are only two species of humanoid:
lizardfolk and meat.
5 You have learned to laugh. You use this talent in
response to all emotional situations, to better fit in
with your comrades.
6 You still don't understand how metaphors work.
This doesn't stop you from trying to use them at
every opportunity.
7 You appreciate the soft humanoids who realize they
need chain mail and swords to match the gifts you
were born with.
8 You enjoy eating your food while it's still raw and
wriggling.

LIZARDFOLK NAMES
Lizard folk take their names from the Draconic lan-
guage. They use simple descriptives granted by the tribe
based on an individual's notable deeds or actions. For
example. Garurt translates as ··axe." a name given to a
lizardfolk warrior who defeated an ore and claimed his
foe·s weapon. A lizardfolk who likes to hide in a stand of
reeds before ambushing an animal might be called Ach-
uak, which means "green," to describe how she blends
into the foliage. Young lizard folk are often given a name
by one of the community's elders. but take an adult
name not long after reaching their first decade.
Lizardfolk make no distinction between male and
female in their naming conventions. and any number
of individuals can have the same name. The Lizardfolk
Names table includes a number of examples, all of
which are used for either gender.
Because each name has meaning beyond its use as
an identifier, you can use an individual's name as a
starting point for its description. (Each name's meaning
in Common is given in parentheses.) Someone named
Kosj might be exceptionally scrawny. while a lizardfolk
dubbed Usk might wear scraps of plate armor scav-
enged from a foe.

LtZARDFOLK NAMES
d20 Name d20 Name
Achuak (green)^11 Kothar (demon)
2 Aryte (war)^12 Litrix (armor)
3 Baeshra (animal)^13 Mirik (song)
4 Darastrix (dragon) 14 Throden (many)
5 Garurt (axe)^15 Thurkear (night)
6 )hank (hammer)^16 Usk (iron)
7 Kepesk (storm)^17 Valignat (burn)
8 Kethend (gem)^18 Vargach (battle)
9 Korth (danger)^19 Vutha (black)
10 Kosj (small )^20 Vyth (steel)
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