Page 68 - ghosts-of-saltmarsh
P. 68
LIZ ARD FOLK ROSTER
Area Occupants at Start Notes
2 5 lizardfolk These guards are alerted by noise in 1. If they are challenged, one of the guards
tries to escape to 3 for help.
3 3 lizardfolk, 1 lizardfolk scaleshield1• If a guard from 2 escaped, these guards go to 2. If not, they remain here until
alerted by noise nearby.
5 1 lizardfolk scaleshield* This officer is alerted by noise in 3. The guards in 2 and 3, if they are still pres·
ent, join the officer in this room when they hear sounds of battle.
7 5 lizardfolk commoners* The kitchen workers escape to 9 if allowed to do so.
9 4 lizardfolk, 1 lizardfolk scaleshield,* These guards go to 7 if a commoner escapes to warn them of the characters in
1 lizardfolk shaman that room. Otherwise they remain here.
10 5 lizardfolk commoners* The banquet workers escape to 29 if allowed to do so. The characters might
accompany them.
11 2 hatchlings Friendly hatchlings (noncombatants) latch onto the characters if they're not dis·
couraged from doing so.
12 2 amphisbaenae.* l lizardfolk shaman The shaman tries to flee to the west. If it does so, it races to 20 looking for help.
20 2 lizardfolk, l lizardfolk shaman These lizardfolk go to 12, responding to the threat if alerted by the shaman that
escaped from that area.
22 6 giant lizards The giant lizards remain here until encountered. No amount of noise or disrup·
tion will coax the reptiles elsewhere.
23 3 lizardfolk These lizardfolk go to 22 if alerted by sounds of combat there. They go to 24 if a
commoner escapes from that room and arrives here.
24 20 lizardfolk commoners,* 13 hatchlings These lizardfolk protect hatchlings (noncombatants) and guard the entrance to
25. If combat starts, two commoners try to flee to 23 and get help.
25 3 hatchlings The hatchlings (noncombatants) remain here.
26 5 giant poisonous snakes The snakes remain here.
27 l lizardfolk, l lizardfolk render* These lizardfolk move toward the gate if alerted by noise in that area. Otherwise
they remain here.
29 4 lizardfolk, l lizardfolk render,* These lizardfolk go to 10 if a commoner escapes to warn them of the characters
l lizardfolk scaleshield* in that room. Otherwise they remain here.
32 3 lizardfolk, l lizardfolk scaleshield* These lizardfolk remain here until encountered.
35 2 lizardfolk commoners* These commoners try to flee to 36 if attacked.
38 Sauriv (lizardfolk noble) The minister (noncombatant) remains here unless the characters fail to win his
favor. If that happens, he tries to flee to 40.
40 l lizard queen, 1 lizardfolk subchief.* 2 These lizardfolk remain here until encountered, unwilling to Jeopardize the
lizardfolk scaleshields,* 1 lizardfolk ren· queen's defense by leaving.
der,* 8 lizardfolk
42 3 lizardfolk, 1 lizardfolk scaleshield* These guards go to the gate at 41 (north) in response to noise there. Otherwise
they remain here until encountered. If that happens, one tries to flee to 44 to
get reinforcements.
43a l sahuagin The sahuagin remains here unless the characters release it.
43e l lizardfolk commoner The commoner remains here unless the characters release it. If that happens, it
tries to flee to 44.
44 2 lizardfolk, l lizardfolk scaleshield* These guards go to 42, 48, or 52 if alerted to the presence of characters in those
areas. Otherwise they remain here until encountered.
48 4 lizardfolk These guards go to the gate at 41 (south) in response to noise there. If they hear
sounds of combat in 52, three go there and one goes to 44 for added help.
49 4 lizardfolk If these lizard folk become aware of intruders, one goes to 42 and elsewhere
looking for reinforcements. Another one goes to 50, 51, and 52 in succession to
alert the occupants there.
50 3 koalinth,* l koalinth sergeant* The koalinth go to 49 if alerted to the presence of intruders there, eager to sup·
port their lizardfolk allies.
51 4 locathah,1• l locathah hunter,'~ The locathah and their eels go to 49 if alerted to the presence of intruders there.
5 giant sea eels*
52 3 merfolk, 1 merfolk salvager* The merfolk go to 49 if alerted to the presence of intruders there, cooperating
with their allies.
*See appendix C
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