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
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