Page 64 - ghosts-of-saltmarsh
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found human society interesting and observed caravans   ters earn progress toward achieving the alliance. On a
            and villages in secret. She knows about the outside   failed check, they don't lose any ground, but the charac-
            world but feigns ignorance in an altempt to catch the   ter who made that check. along with any who helped on
            characters in a lie. She respects those who show her   the check, cannot try to gain that group's or individual's
            respect and treat her people as their equals. rather than   trust again.
            as primitive fools to be mocked or patronized. Her ex-
            perience with humans tells her that they can be useful   CHARISMA CHECK  BENEFITS
            allies, but she also knows that they can be duplicitous.
                                                               Accomplishment           DC        Benefit
              During this meeting. the queen makes it clear how
                                                               Earn trust of  commoners   10        +5
            she feels about the characters' behavior so far. She
                                                               Earn trust of  other lizardfolk   15   +5
            gives them a lot of credit for not killing any lizardfolk
                                                               Earn trust of  shamans    20        +10
            (if that's the case), or she chastises them for taking the
            lives of lizardfolk unnecessarily. If hatch  lings are among   Earn trust of  locathah   15   +S
            the characters' victims, the queen is close to outrage   Earn trust of merfolk   15     +5
            and makes no secret of it. Conversely. if the characters   Earn trust of Sauriv   10   +10
            arrive with hatchlings in tow, her estimation of  them   Earn trust of  Othokent   15   +15
            rises steeply.
              If the characters have accumulated any creasure while   If the characters can raise their score to 50 points
            in the lair, either from victims or from unoccupied areas,   with a sufficient number of  successful checks, relations
            the queen demands its return. She doesn't hold a grudge   with the lizardfolk become amicable and an alliance
            as long as the characters give it back.           can be formalized. If they fall short at the end of the 24
              If the mission isn't ruined by how they conduct them-  hours, there are a couple of  other ways (see below) that
            selves prior to this first audience, the queen allows the   they can get to the required number.
            characters to circulate through the lair for a brief time to
            give all the occupants a chance to pass their own judg-  BRIBERY
            ment. Beyond this point. the only ways the characters
                                                              If  the characters have exhausted their opportunities
            can improve their score hereafter are by succeeding
                                                              to impress the lizardfolk but don't have the needed 50
            on Charisma checks (see "Goodwill Tour·· below) and
                                                              points. Othokent might be willing to cooperate if the
            perhaps tipping the scales by offering the queen some of
                                                              characters offer her tribute from their personal trea-
            their valuables or the use of their services.
                                                              sures (not including loot from the lair). Por every 10
                                                              gp in coins, gems, and other valuables they offer, the
            INITIAL ATTITUDE
                                                              characters gain 1 point. Consumable magic items earn 5
             Characters Have ...           Penalty or Benefit   points and permanent ones JO points, provided that the
             Killed lizardfolk adults       -1  per victim    items have direct application for battling the sahuagin.
             Killed hatchlings              -10 per victim
                                                              KILL THE CROCODILE
             Taken treasure from lizardfolk   -1  per gp of  value
                                           unless returned    Another way the characters can earn points is by defeat-
             Been apprehended trying to enter by   -5         ing monsters in the marsh that threaten the lizardfolk,
             sea (see area 49)                                demonstrating both their skill and their good intentions.
             Killed no lizardfolk               +15             ln particular, the great crocodile called Thousand
                                                              Teeth is an ongoing problem for the tribe. If  the charac-
             Arrived accompanied by hatchlings   +10
                                                              ters are shy of 50 points and out of options, you can have
                                                              the queen bring up this opportunity. See "Epilogue:
            GOODWILL TOUR
                                                              Croc Hunt'' at the end of the adventure. Slaying the croc-
            After the characters meet the queen, she gives them   odile earns the characters 10 points.
            24 hours to prove their worth and win the lizardfolk's   The lizardfolk have other enemies in the swamp as
            trust by visiting and interacting with occupants of the   well. If the characters are earnest in their attempt to
            lair. Successful Charisma checks during this activity   succeed on the mission but have fallen victim to some
            can add to the characters' points and help sway the   bad luck (low die rolls), you can arrange for them to
            lizardfolk into an alliance with Saltmarsh. For the best   gain some last-ditch points by seeking out and defeat-
            possible outcome, the characters must win over most or   ing some of these other creatures. Stage encounters
            all the occupants of the lair, including its two most im-  in the marsh as you see fit. involving trolls, ogres, or
            portant individuals.                              bullywugs. The characters earn 2d6 points for every
              To earn the trust of an N  PC (Sau  riv or Othokent) or a   troll slain, ld6 for each ogre, and ld6 for every three
            group (commoners, shamans. other lizardfolk, locathah,   bullywugs.
            or merfolk). one or more characters must display their
            good intentions to that individual or group consistently   DEAL BREAKERS
            for at least 3 hours. At the end of that time, a character
                                                              Regardless of how they otherwise conduct themselves.
            can then attempt a Charisma (Persuasion) check against
                                                              the characters will see their mission end in failure. or at
            a DC that depends on the group or individual in question
                                                              least be seriously compromised. if they perform any of
            (see the table below). On a successful check, the charac-
                                                              these deeds.
                                                                               C.JIAPI ~II.  '3   U \NCI R 1\T llUN\\AT~  R
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