11. THRONE ROOM
Two sets of three pillars flank a central area where two
lizardfolk hatchlings are playing. At the far end of the
room, a wooden throne stands on a low, stone dais.
Carvings of reptiles decorate the throne, and glints of re-
flected light hint at the presence of inset gemstones.
The heads of several creatures hang on the walls,
mounted on plaques of wood for display as trophies.
The hatch l ings, one male and one female, wandered
here from area 24. They have no treasure and are fear-
less and quite harmless. On encountering the charac-
ters, they exhibit great curiosity about these strange be-
ings. Unless firmly discouraged. they attach themselves
to the characters and follow them wherever they go.
making strangely adorable nuisances of themselves.
Reptilian Throne. The throne is carved with images
of snakes and lizards. Twenty translucent blue-green
stones of have been inset to represent the eyes of these
creatures. These are of worthless quartz, though to the
unskilled eye they appear reasonably valuable. A charac-
ter who makes a successful DC 10 Intelligence (Investi-
gation) check realizes their true nature.
A hidden space under the throne can be discovered
by someone who succeeds on a DC 12 Wisdom (Percep-
tion) or Intelligence (Investigation) check. The compart-
ment contains the key to the chest in area 26.
Behind the throne. a secret trapdoor in the floor opens
onto a vertical shaft, 5 feet square and 20 feet deep. The
door requires a successful DC 14 Wisdom (Perception)
or Intelligence (lnvestigacion) check to be noticed. Iron
handrails are set into one side of the shaft. It descends
to a tunnel, 10 feet wide by 10 feet high, that leads to
another identical vertical shaft that ascends into area
- The tunnel and the shafts have neither light nor
occupants.
Trophy Heads. The trophy heads are as follows, from
north to south:
West wall: giant crayfish, carrion crawler, hippopota-
mus, hobgoblin. sahuagin
East wall: brown bear, lion, shark, giant frog, an-
other shark
You can elect not to name the creatures but simply give
detailed physical descriptions. leaving the players to
make the identifications. If Oceanus accompanies the
party. he can identify the sharks, the giant frog. the giant
crayfish. and the sahuagin.
VALUABLE NUISANCES
The presence of the two lizardfolk hatchlings in the
company of the characters might create problems, but it
can also be helpful to the mission's success-because it
causes the lizardfolk in the lair to pause instead of imme-
diately attacking. During that time, the characters can take
an opportunity to engage the lizardfolk in dialogue so that
hostilities might be avoided.
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