Page 57 - ghosts-of-saltmarsh
P. 57

This cabin is the private quarters of  Punketah, the deck   consignments and at the agreed terms." The signature
           wizard. On a peg behind the door hangs a maroon robe,   here is in the form of  a pictograph and shows a lizard
           of no particular value.                           with forked tongue extended.
             Examining the boots in combination with a successful   This last document is a request from the lizard  folk for
           DC 12 Wisdom (Perception) check reveals a small hid-  more weapons. You should exercise caution here in not
           den compartment in one of the heels. The compartment   making the document too explicit  the lizardfolk would
           contains the key to the chest.                    not want the document to fall  into the wrong hands
             Treasure. The chest is locked and can be opened by   and have concealed as much of the real meaning of
           a character who succeeds on a DC 12 Dexterity check   the request as possible-for instance, using words like
           using thieves' tools.                             "goods" instead of "weapons."
             The chest is also trapped with poisonous gas. Notic-  The two desk drawers are locked; a character who
           ing the trap requires a successful DC 12 Intelligence   succeeds on a DC 10 Dexterity check using thieves'
           (Investigation) check. A successful DC  12 Dexterity   tools can open one drawer. The key to both drawers is in
           check is required to disarm the trap. Opening the chest   Captain Sigurd's belt pouch.
           without disarming the trap. or failing to disarm it. trig-  The first drawer contains two potions of  healing, a
           gers the trap.                                    dose of antitoxin. and the key that unlocks the chains
             When it is triggered, the trap releases a cloud of nox-  holding Oceanus in area 14.
           ious gas in a 5-foot radius around the chest. Creatures   The second drawer contains seven maps of  various
           caught in the cloud must succeed on a DC 12 Consti·   sea and coastal localities, prepared by professional
           tution saving throw or be knocked unconscious for   cartographers. Beneath these is another map, crudely
           ld4 minutes.                                      drawn. This map indicates that the rendezvous point
            The chest holds items of clothing, a leather purse con-  with the lizardfolk is at a small promontory beside a
           taining 50 gp, and a spell scroll of  gust of  wind. It  also   river in the tidal marshes, ten miles southwest of the
           holds Punketah"s spellbook. which has all the spells he   town of  Saltmarsh.
           has prepared recorded on its pages.                The bearskin rug covers a hatch in the floor that pro-
                                                             vides access to area 13.
           9.  CAPTAIN'S CABIN
                                                              Treasure. The chest under the couch is locked and
                                                             can be opened by a character who succeeds on a DC
                                                       1     12 Dexterity check using thieves' tools. The chest is
            This cabin is clean, and its furniture in good repair.
                                                             trapped with a swinging blade trap. Noticing the trap
              A  single bunk, made up with bed linen, has its head
                                                             requires a successful DC 12 Intelligence (Investigation)
            against the bulkhead running along the centerline of  the   check. A successful DC 12 Dexterity check is required
            ship next to a wooden partition squaring off  the corner   to disarm the trap. Opening the chest without disarming
            near the main deck.                              the trap, or failing to disarm it, triggers the trap.
                                                              When triggered, the trap swings a short scything
              A  writing desk is set against the hull toward the stern;
                                                             blade from its bottom. threatening any creature within
            it has a drawer on each side and three trays on the top.
                                                             5 feet of the front of the chest. Such creatures must
            Also on the desktop, just in front of  the trays, is an ink-
                                                             make a DC 13 Dexterity saving throw, taking 7 (2d6)
            pot, two quill pens, a small knife, and a pewter container   slashing damage on a failed save or half  as much on a
            that resembles a pepper pot. Against the desk is set an   successful one.
            upright wooden chair, and beside it is a wooden, brass·   The chest contains ten electrum ingots worth 100 ep
                                                             each. This is part of the payment made by the lizard folk
            bound chest.
                                                             for the smuggled weapons in area 15.
              Against the hull on the starboard side is a padded
            leather couch. In front of  it, a bearskin rug lies on the   10.  CREW  QUARTERS
            deck. while beneath the couch can be seen a large metal
                                                                                                         •
            box. An unlit hooded lantern hangs from the ceiling.
                                                              Various unpleasant odors of  humanoid occupation com·
                                                              pete for recognition here. These crew quarters fill  the
           A gray cloak (with no special properties) hangs on a peg   entire forward part of  this deck.
           on the back of the door. The wooden chest beside the   A  companionway staircase leads up from a point about
           desk is unlocked. It contains items of clothing, including
                                                              six feet from the bulkhead. Near it,  more to starboard,
           a well-worn, comfortable pair of slippers.
                                                              is a door.
            Writing Desk. Of the trays on the desktop next to the
           pewter container (which is nearly full of fine sand), one   Around the perimeter of  the cabin, slung between
           is empty and another contains bills and receipts for var-  hooks on the bulkhead and on supporting poles, are
           ious items of marine supply. The last contains several   eight hammocks. Judging from the way in which they
           letters of a personal and intimate nature from three   hang. the hammocks seem to be unoccupied at present.
           different women in three different ports (each of  whom
                                                              Beneath each hammock is a brass-bound wooden sea
           is under the misapprehension that she is Mrs. Sigurd
                                                              chest-most are closed, but two have open lids and ap·
           "Snake Eyes··), and a curious. scmiliterate document
           requesting a further supply of ironware "as per previous   pear to contain clothes.


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