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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:
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