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COMMON-SPEAKING  LIZARDFOLK                      PARLEY AND SURRENDER
            Some lizardfolk can learn how to understand and speak   The lizard  folk are not welcoming toward intruders.
            Common. This adventure includes many of  these individ·
                                                             Unless someone in the party speaks Draconic or the
            uals, which offers the potential for the party to communi·
                                                             characters meet one of  the occupants who speak Com-
            cate without needing magical assistance (assuming none
                                                             mon. the lizardfolk don't waste time wondering what
            of  the characters knows Draconic).
                                                             the characters are doing in their lair. They  jab their
              When the queen or another lizardfolk talks to the charac-
                                                             weapons toward the characters threateningly and attack
            ters, keep in mind that Common is not a native language
                                                             within 2 rounds unless the characters can convey their
            for the race, and their but their mindset results in a speech
            pattern distinct from that of  other Common-speaking   non hostile intentions. If  the characters can't communi-
            humanoids.                                      cate verbally, they might accomplish this with placating
              lizardfolk rarely use metaphors or complex sentences.   gestures. such as sheathing their weapons. They will
            Their speech is almost always literal-halting, but not   certainly get their point across if  they throw down their
            primitive. They might pick up the meaning of  an idiom, but   weapons in a convincing gesture of  submission. [n that
            only with some difficulty.
                                                            case, the characters are bound and taken as prisoners,
              Names confuse them, unless the names are descriptive.
                                                            to await an audience with the queen.
            They tend to apply their own naming conventions to other
            creatures using Common words.
                                                            I NH ABITANTS
              Lizardfolk use active verbs to describe the world. A liz·
            ardfolk in cold weather might say, "This wind brings cold"   The lizardfolk lair is a dynamic and living place, filled
            rather than "I feel cold." Lizardfolk tend to express con-  with warriors. commoners, and leaders. The characters'
            cepts in terms of  actions, rather than effects.
                                                            actions while exploring the lair impact the state of  the
                                                            place. Do not hesitate to respond lo their aggressiveness
          COMMU NICATION AN D  DISPOSITION                  with substantial difficulties as a consequence of  their
                                                            acting rashly and without thought.
          In this adventure, the queen, the subchief Irhtos, the
                                                              Conversely. reward the characters for careful plan-
          shamans, and the scaleshields can speak and under-
                                                            ning. consideration, and attempts to engage in actions
          stand the Common tongue. The aged lizardfolk  minister.
                                                            that don't involve combat. The lizardfolk's greatest fear
          Sauriv. is fluent and literate in Common. All other liz-
                                                            is the sahuagin. and the sooner the characters realize
          ardfolk speak only Draconic and are illiterate.
                                                            this fact, the better.
            The lizardfolk in this colony are nervous and on edge,
                                                              The lizardfolk population is summarized on the Liz-
          fearful of an imminent sahuagin invasion. ln addition,
                                                            ard  folk Roster table, which also provides information on
          a few weeks before this adventure began, the lair was
                                                            how the occupants of  various areas might react as the
          raided by a party of  humans and half-ogres who were all
                                                            adventure unfolds.
          defeated. but at the cost of  many lizardfolk lives.
            With the exception of the minister in area 38. all the   PATROLS  lN THE L AIR
          lizardfolk are initially mildly suspicious of  the charac-  The lizard  folk patrol the corridors of  their lair routinely.
          ters (though the intruders are obviously not sahuagin).   Unless the characters are extremely stealthy and care-
          They do not attack at first sight unless the characters   ful, they are bound to encounter a patrol at some point.
          have been seen committing an act that provokes their   A guard patrol consists of  two lizardfolk. one of  which
          hostility. But the characters are curtly challenged and-  carries a torch (because the corridors are normally un-
          unless they think up a suitable story  ordered co leave   lit). and one lizardfolk  scaleshield (see appendix C).
          or surrender by word or  gesture. Their refusal to do so   For every 10 minutes the characters spend traveling
          automatically prompts an attack.                  the corridors, roll a dl  2. On a 12, the characters come
            Jn such an attack, the lizardfolk's first priority is the   upon a guard patrol.
          expulsion, rather than the death, of  the intruders. but   One member of  each guard patrol carries a key that
          they fight co the death if  provoked. Once the characters   unlocks either of  the gates at area 41.
          are identified as a threat. the only way to calm the Jiz.
          ardfolk's aggression is to call for a truce and parley with   LAI R LOCATIONS
          the queen. See "Parley and Surrender· below.
                                                            The following locations are identified on map 3.1.
            If  the entire lair were to mount a mass auack against
          the party. the characters would be quickly overwhelmed.
                                                            1.  NORTH  ENTRANCE
          Your job here is to find a balance and respond to the
                                                            Tracks leading through the marsh to the door can be
          party's actions accordingly. If the characters try to
                                                            followed with a successful DC 13 Wisdom (Survival) or
          communicate with the lizard  folk, even during battle,
                                                            Intelligence (Investigation) check. Following the tracks
          consider halting the combat and allowing the characters
                                                            allows the party to discover the door automatically. 0th·
          to exercise their social skills. The queen needs allies in
                                                            erwise, spotting the door requires a successful DC 14
          the corning war and prefers to avoid violence. especially
                                                            Wisdom (Perception) check.
          if  doing so helps her ally with strong warriors.
                                                              Once the door is spotted. read:
          t  HJ\ PT! k   D\:-;f,ff.'  \f ll   ~W.\!Lll
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