Page 66 - ghosts-of-saltmarsh
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ADVENTURE SUMMARY                                   PLACING THE ADVENTURE
                                                                In the Greyhawk campaign setting, where the town of  Salt·
            The adventure likely unfolds in the following way.   marsh is located, the lizardfolk lair is a coastal promontory
              The characters meet with the Saltmarsh Town Coun-  adjacent to the Dunwater River.
             cil, which hires them to investigate the lizardfolk lair.  By   Here are suggestions for where you can place this ad·
             sea or by land, the characters travel to the promontory   venture in other campaign settings.
             to reach the lizard  folk lair. The characters enter the lair   Eberron. The appearance of  lizardfolk near Saltmarsh in
             and explore it.                                    the Basura Swamp endangers the town's access to profit.
              Through interaction with the lizard  folk or their   able masthin shoots and dragonshards. The uneasy peace
                                                                threatens to break down, renewing the conflict between
             guests. the characters can earn either the lizardfolk's   settlers and lizardfolk. An alliance in Q'barra can involve
             enmity or their respect. If  they proceed cautiously and   disparate factions, as complex agendas bring together
             without violent intent, they will likely be taken to an   the Cyran diaspora, dragonmarked houses, and even
             audience with the queen, Othokent. Depending on how   the Inspired.
             they have conducted themselves to that point, the char·   Forgotten Realms. A lizardfolk lair has been discovered
             acrers might be able to improve their reputation with the   close to the town of  Saltmarsh, threatening the town and
             tribe by using their diplomatic skills.            traffic on the High Road. The dwarves ofThornhold at
              The bes1 possible outcome is for the characters to be-  the southern end of  the Mere of Dead Men might be con·
             friend the lizardfolk and for Othokent to invite them (and   cerned allies or remain distant and cautious, more wary
             Saltmarsh) to join the alliance. If the characters can't ac-  of  the machinations of  the Margaster family in Waterdeep
                                                                than of  a few lizardfolk in the swamps. A marsh encounter
             complish this through acts of  contrition and persuasion,   with the undead of  the Mere of Dead Men could replace
             they might be able to salvage the situation by offering   the bullywug ambush. As an alternative location, Dagger·
             the lizard  folk treasure. ln addition, the tribe has a big   ford to the south ofWaterdeep works because it already
             problem out in the marsh, and the characters might be   has a history with the lizardfolk.
             able to prove themselves by taking care of  things. thus   M ystara. Lizardfolk have been discovered in the Blight
             earning Othokent's gratitude.                       Marsh of Karameikos.  Because the marsh sits on the bor·
                                                                 der of  the Five Shires, the halfling folk might play a larger
             TRUE MOTIVES                                        role in the alliance. Baron von  Hendriks of  Fort Doom
                                                                 might be aware of  the lizardfolk, even indirectly supporting
             Be sure not to prematurely reveal 10 the characters that   them. As an alternative, set the adventures in Darokin's
             the lizard  folk do not constitute a  real threat to Salt-  other port. Port Tenobar is larger than Saltmarsh but a
             marsh or its inhabitants, or that the newly purchased   good deal seedier, and the vast Malpheggi Swamp is an
             weaponry is not for use against humanity and its allies.   excellent location for lizardfolk and other creatures to hide.
             The characters are expected to discover the real in-
             tentions of the lizardfolk from the various clues in the   If the characters want to travel by sea, the council
             adventure as they play through it. Unless their mission   places at their disposal a modified keclboat with two
             turns into an utter failure. they must eventually become   pairs of oars and a step-down mast, large enough to ac-
             aware that there is a war brewing between the lizard  folk   commodate the characters and any reasonable amount
             (and their allies) and the sahuagin.              of  equipment they want to take with them. Navigation
               Unless indicated otherwise in a particular encounter   and propulsion of the craft is handled by two members
             area. the characters must not be informed about the   of the town guard (guards). who are assigned by the
             name or nature of the sahuagin. Rather. you should   council to sail or row the boat. The guards do not dis-
             provide only a general physical description of these crea-  embark when the characters reach their destination, in-
             tures when an encounter occurs. If Oceanus is with the   stead staying with the boat to keep it under their control
             party, on the other hand, he recognizes any sahuagin   and guard the party's return trip.
             on sight. He has general (biased) knowledge as to their   While they are at sea. as their boat approaches the
             nature, and he readily identifies such creatures to the   promontory. the characters see a well-traveled and
             characters.                                       relatively dry track (at the point marked A on the map)
                                                               leading from the coast. It disappears into the marsh-
             TRAVELING TO THE LAIR                             land interior.
             The inset on map 3.1 shows the location of the lizard-  Once they are within 40 feet of the promontory's
             folk colony and features in the vicinity. (Even if the   northern coastline. the party spies another track run-
             characters have not been through The Sinister Secret of   ning up to the middle elevations of the promontory.
             Saltmarsh, they still receive the map- it was given over   where it disappears behind a clump of tall grasses and
             to the town council by the individuals who defeated the   brightly flowering shrubs (leading to the hidden en-
             smugglers.)                                       trance marked Don the map).
               The party can choose between two methods of travel-  They also note. as they approach by sea, a 15-foot
             ing to the lair.                                  wide, 6-foot high sea cave entrance on the northeastern
                                                               tip of the promontory (marked Eon the map). A careful
             BY SEA                                            approach to the sea cave goes unnoticed until after the
                                                               characters disembark and enter the entrance tunnel.
             The distance from Saltmarsh to the lair is about ten   Once inside area 49. they are likely to be discovered
             miles as the crow flies. and a sea  journey would take   immediately.
             about three hours in normal conditions.

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