Page 67 - ghosts-of-saltmarsh
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BYLAND                                            to skewer the characters from astride the toad's back,
                                                             commanding it to move when necessary, but mostly
           The overland journey is longer because of the difficult
                                                             letting it do as it pleases. The remaining bullywugs Hee
           terrain. Dozens of trails follow a route roughly parallel
                                                             into the marsh if their leader dies.
           to the coast and 100 to 400 yards away from it. Because
                                                              Treasure. The bullywugs' treasure consists of 325
           of the terrain, it will take the party about 12 hours to
                                                             pp and a helm of  underwater action (see appendix B) in
           travel from Saltmarsh to the ford over the Dunwater
                                                             which the loose coins are contained. It can be easily dis-
           River (marked Bon the map). This time does not ac-
                                                             covered nearby after all the bullywugs are dealt with.
           count for resting but does allow for slow movement
           at times when the mist inhibits visibility. As long as
           the characters move at this rate, the route is easily fol-  LIZARDFOLK LAIR
           lowed-there is no risk of  straying in a wrong direction.   The lizardfolk in this colony are more developed than
            From the ford, the characters can see in the distance   others of their kind, as demonstrated by their abiJity to
           the entrance lo the cave of the giant lizards (marked C   use sophisticated weaponry and their readiness to ally
           on the map. area 22 of the lair).                with other races when necessity dictates. They still lag
                                                             behind more intelligent races, however. The construc-
          ThE B ULLYWUC AMBUSH                               tion of their lair is simplistic, employing only basic ma-
          If  the characters' route takes them through the marsh,   terials; most noors. walls, and ceilings are of rammed
           they eventually pass close to the temporary lair of  a   earth. and the furnishings are spartan.
           band of bullywugs. Bullywug scouts patrol the area and,
           unless spotted, return 10 the larger group after identify-  GENERAL FEATURES
           ing the adventurers lo organize an ambush.
                                                             In the lair, all corridors are 10 feet wide with 12-foot-
            Bullywug Transients. The bullywugs are a roving
                                                            high ceilings. All  rooms have 12-foot ceilings, except for
           band but they have set up a defensive camp here be-
                                                            areas 10.  ll , 12, 22, 24, 25. 36. and 40, which are 15
          cause they have happened upon a considerable treasure.
                                                            feet high. For the height of the sea caves (areas 49. 50,
           Rather than risk traveling through the swamp with their
                                                            51, and 52). see the area descriptions.
          discovery, thus making themselves vulnerable to bandits
                                                              The doors in the lair are closed and not locked. except
          or brigands. they made camp to guard the treasure un-
                                                            where otherwise noted. All gates and doors (except
           til their great king could travel here from their lair ten
                                                            those in areas 42 and 43, which are made of iron-bound
          miles away, deep in the swamp. The bullywugs dared
                                                            solid wood) are of  stout wooden construction. 5 feet
          make no move regarding the items they have found until   wide by 8 feet high (unless otherwise specified). The
           he gives his decision on the matter.
                                                            10-foot-wide pathways through areas 22. 49. 50. 51 and
            Buflywug King. The king. Gulpa"Gor, arrived the
                                                            52 are of stone construction; they stand 1 foot above the
          night before the party struck out into the marsh. He and
                                                            surface of the water in those areas.
          his advisor. Arrp, inspected the treasure. When the king
                                                              All pillars are of  wood. 3 feet in diameter. and are
          learns of the party's presence, he and Arrp stage a com-
                                                            mounted on stone pedestals to support wooden ceiling
          petition to see who can waylay the tasty interlopers.
                                                            crossbeams.
            Frog Waves. The party is assaulted by three waves of
                                                              All the chambers in the lair are brightly illuminated
          bullywugs:
                                                            by torches set in iron brackets on the walls, except for
          Wave l.  Six bullywugs attempt to surprise the charac-  areas 22, 26, and 47, which are unlit and dark. The cor-
            ters. leaping from the muddy water to attack.   ridors that run between rooms arc not illuminated, how-
          Wave 2. Arrp (bullywug croaker; see appendix C) and   ever, with the exception of the stone pathway that skirts
            two bullywugs arrive shortly after the first wave is   the perimeter of areas 49 through 52.
            defeated. They make a grand show of battling the
            characters, and Arrp grins at the king whenever he is
                                                              HAZARDS  IN  THE  MARSH
            effective in combat.
                                                              In addition to the bullywug ambush and any random en-
          Wave 3. Gulpa'Gor (bullywug royal; see appendix C) ar-
                                                              counters the party meets while traveling overland, the fol-
            rives mounted on a giant toad shortly after Arrp and   lowing wilderness hazards can be used at your discretion:
            his guards are slain.                              Bog Pit. A bog pit is a 10-foot-square hole, 10 feet deep,
                                                              covered by a thin mat of  dried mud and leaves.  Noticing
            The king tries to communicate with the party with
                                                              a bog pit requires a successful DC  14 Wisdom (Survival)
          harsh croaks and aggressive gestures. boasting of his
                                                              check; characters trained in Survival gatn advantage on
          prowess in battle. A dozen more bullywugs appear
                                                              this check. Creatures who fail to notice the pit fall in and
          at the edge of the battlefield but do not approach. An   take normal falling damage. They must succeed on a DC
          equally aggressive response from the characters. ver-  12 Strength saving throw or become restrained by the mud
          bally or through gestures. and a successful DC 16 Cha-  in the pit. A restrained creature can free itself by using
          risma (Intimidation) or Charisma (Persuasion) check   an action.
          convinces the king to retreat and take his remaining   Green Slime. Patches of  green slime (see "Dungeon
          warriors with him.                                  Hazards" in chapter S  of  the Dungeon Master's Guide) coat
            1  f the king is attacked or goaded into battle (on a failed   the overhead branches of  dead trees. The slime falls on
                                                              creatures passing below.
          check), the other bullywugs do not interfere. His steed
                                                               Quicksand. See "Wilderness Hazards" in chapter S of
          is trained in combat, and when allowed to act inde-
                                                              the Dungeon Master's Guide.
          pendently. it attacks the nearest enemy. Gulpa'Gor tries
          C'll \Pl£R 1   l>~Nl~I R  Af UUNll \II R
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