Page 56 - ghosts-of-saltmarsh
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6. SHIP'S CALLEY A pseudodragoo named Bimz sleeps in a small nest
behind the chest. It is the companion of one of the liz-
• ard folk and joins in the combat to defend its master.
A crude metal stove, not lit, leans against the hull. It has Combat in this small room is hampered by its size
an adjustable metal chimney that can be placed through and low ceilings. Melee attacks made with two-handed
a vent hole when it is opened. Next to the stove is an weapons have disadvantage in this room.
Development. If Bimz is still alive when its master
open metal bin containing sticks of wood kindling, and
dies. it stops attacking and retreats to its nest. It con-
beside this is a large wood table, bolted firmly to the
tinues to fight only if pursued. After the remaining liz-
deck, with a thick top crisscrossed with score marks. The ard folk are dealt with. Bimz chooses one character and
table has a large drawer. bonds with that individual. Bimz prefers to bond with
Hanging from hooks set into the hull above the table a party member that did not directly attack it, is good-
aligned, and also did not directly attack its lizard folk
are two iron frying pans, two saucepans, and a skillet.
master. If no character meets all those conditions. the
Set against the bulkhead opposite is a large cask filled
one who met the most conditions will suffice. Alterna-
with clear liquid. Beside this stands a wooden cupboard. tively. the characters can engage in a contest of Cha-
Against the bulkhead beside the forward door is a risma checks (highest wins) to determine whom Bimz
wooden upright chair, and hanging from the center of the bonds with.
Treasure. A silver jug on the table contains wine and
deck above is an unlit, hooded lantern.
is worth 25 gp.
The chest is locked and can be opened by a character
There is nothing of significant value here. and the area who succeeds on a DC 12 Dexterity check using thieves'
is unoccupied. tools. The key to the chest lies under a hammock; it can
The drawer. which is unlocked, holds an assortment be noticed by someone who succeeds on DC 10 Wisdom
of butcher's knives. saws, and choppers. The cask con- (Perception) check or by a character who closely exam-
tains water, while the cupboard holds a miscellany of tin ines the hammock.
mugs, small and large tin plates. wooden platters, and a The chest is also trapped with a poison needle. No-
metal dipper. ticing the trap requires a successful DC 12 lntelligence
(Investigation) check. A successful DC 12 Dexterity
7. LIZARDFOLK QUARTERS check is required to disarm the trap. Opening the chest
without disarming the trap. or failing to disarm it, trig-
gers the trap.
A distinct odor about this room reminds you of a marsh
When triggered. the trap fires a small poisoned dart
or a swamp-not fetid, not oppressive, but certainly from the lock. Any creature standing in front of the lock
noticeable. is automatically struck by the needle, Laking 1 piercing
In the center of the area is a wood table, bolted to the damage and 4 (ld4 + 2) poison damage.
deck. On the table sits a silver jug half full of a red liquid; The chest contains ten electrum ingots worth 100 ep
each. These ingots are another part of the payment for
with it are three pewter mugs. Around the table are set
the consignment of weapons. to be handed over on com-
three upright wooden chairs, and an unlit hooded lantern
pletion of delivery.
hangs from the ceiling above.
In the gloom, you can see three hammocks-one 8. P UNKETAH'S QUARTERS
at each end of the cabin slung between the bulkhead
and one of the ship's ribs, and the third hanging across This seems to be one of the master cabins. The furnish·
the corner of the cabin from next to the aft door to ings and fittings are of good quality, and the place is tidy.
the central bulkhead. Each hammock is occupied by a A single bunk, made up with bed linen, has its
scaled figure. head against a bulkhead running along the centerline
A small chest or box of some sort lies under the most of the ship.
forward hammock. There appear to be weapons under A polished wood table stands in the center of the
each of the hammocks. room, bolted to the deck. On the table is a silver bowl
containing an assortment of fruit, a silver carafe half
Three lizardfolk warriors occupy the hammocks. The full of a light red liquid, and a silver goblet. Set at the
chest and its contents are their property. The lizardfolk table are two upright wooden chairs and a padded
were provided by the chieftain of their clan to help en- leather chair.
sure that the smuggled weapons in area 15 make it to On the deck toward the stern is a wooden, brass·
their lair. When they become aware of the characters,
they initially assume they are smugglers and treat them bound chest. Beside it is a pair of highly polished black
as such, demanding in a combination of Draconic and leather boots. From the center of the ceiling, over the
broken Common to know when the weapons will be de- table, hangs an unlit hooded lantern.
livered to their kinfolk.
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