Ghosts of Saltmarsh

(Nancy Kaufman) #1
COMMON-SPEAKING LIZARDFOLK
Some lizardfolk can learn how to understand and speak
Common. This adventure includes many of these individ·
uals, which offers the potential for the party to communi·
cate without needing magical assistance (assuming none
of the characters knows Draconic).
When the queen or another lizardfolk talks to the charac-
ters, keep in mind that Common is not a native language
for the race, and their but their mindset results in a speech
pattern distinct from that of other Common-speaking
humanoids.
lizardfolk rarely use metaphors or complex sentences.
Their speech is almost always literal-halting, but not
primitive. They might pick up the meaning of an idiom, but
only with some difficulty.
Names confuse them, unless the names are descriptive.
They tend to apply their own naming conventions to other
creatures using Common words.
Lizardfolk use active verbs to describe the world. A liz·
ardfolk in cold weather might say, "This wind brings cold"
rather than "I feel cold." Lizardfolk tend to express con-
cepts in terms of actions, rather than effects.

COMMUNICATION AND DISPOSITION
In this adventure, the queen, the subchief Irhtos, the
shamans, and the scaleshields can speak and under-
stand the Common tongue. The aged lizardfolk minister.
Sauriv. is fluent and literate in Common. All other liz-
ardfolk speak only Draconic and are illiterate.
The lizardfolk in this colony are nervous and on edge,
fearful of an imminent sahuagin invasion. ln addition,
a few weeks before this adventure began, the lair was
raided by a party of humans and half-ogres who were all
defeated. but at the cost of many lizardfolk lives.
With the exception of the minister in area 38. all the
lizardfolk are initially mildly suspicious of the charac-
ters (though the intruders are obviously not sahuagin).
They do not attack at first sight unless the characters
have been seen committing an act that provokes their
hostility. But the characters are curtly challenged and-
unless they think up a suitable story ordered co leave
or surrender by word or gesture. Their refusal to do so
automatically prompts an attack.
Jn such an attack, the lizardfolk's first priority is the
expulsion, rather than the death, of the intruders. but
they fight co the death if provoked. Once the characters
are identified as a threat. the only way to calm the Jiz.
ardfolk's aggression is to call for a truce and parley with
the queen. See "Parley and Surrender· below.
If the entire lair were to mount a mass auack against
the party. the characters would be quickly overwhelmed.
Your job here is to find a balance and respond to the
party's actions accordingly. If the characters try to
communicate with the lizard folk, even during battle,
consider halting the combat and allowing the characters
to exercise their social skills. The queen needs allies in
the corning war and prefers to avoid violence. especially
if doing so helps her ally with strong warriors.


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PARLEY AND SURRENDER

The lizard folk are not welcoming toward intruders.
Unless someone in the party speaks Draconic or the
characters meet one of the occupants who speak Com-
mon. the lizardfolk don't waste time wondering what
the characters are doing in their lair. They jab their
weapons toward the characters threateningly and attack
within 2 rounds unless the characters can convey their
non hostile intentions. If the characters can't communi-
cate verbally, they might accomplish this with placating
gestures. such as sheathing their weapons. They will
certainly get their point across if they throw down their
weapons in a convincing gesture of submission. [n that
case, the characters are bound and taken as prisoners,
to await an audience with the queen.

I N H ABITANTS
The lizardfolk lair is a dynamic and living place, filled
with warriors. commoners, and leaders. The characters'
actions while exploring the lair impact the state of the
place. Do not hesitate to respond lo their aggressiveness
with substantial difficulties as a consequence of their
acting rashly and without thought.
Conversely. reward the characters for careful plan-
ning. consideration, and attempts to engage in actions
that don't involve combat. The lizardfolk's greatest fear
is the sahuagin. and the sooner the characters realize
this fact, the better.
The lizardfolk population is summarized on the Liz-
ard folk Roster table, which also provides information on
how the occupants of various areas might react as the
adventure unfolds.

P ATROLS lN THE LAIR
The lizard folk patrol the corridors of their lair routinely.
Unless the characters are extremely stealthy and care-
ful, they are bound to encounter a patrol at some point.
A guard patrol consists of two lizardfolk. one of which
carries a torch (because the corridors are normally un-
lit). and one lizardfolk scal eshi eld (see appendix C).
For every 10 minutes the characters spend traveling
the corridors, roll a dl 2. On a 12, the characters come
upon a guard patrol.
One member of each guard patrol carries a key that
unlocks either of the gates at area 41.

LAIR LOCATIONS
The following locations are identified on map 3.1.


  1. NORTH ENTRANCE
    Tracks leading through the marsh to the door can be
    followed with a successful DC 13 Wisdom (Survival) or
    Intelligence (Investigation) check. Following the tracks
    allows the party to discover the door automatically. 0th·
    erwise, spotting the door requires a successful DC 14
    Wisdom (Perception) check.
    Once the door is spotted. read:

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