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
                                                                                 CllAPllR;  l> .... NC,fR  \l  OU:\11'\flR
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