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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