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.
( 11 \I' I ~ R 2 1 II!. ~ 11' Is I I R :, I ( RI r I) I s \I I M \Rs 11

