Page 70 - ghosts-of-saltmarsh
P. 70

•    4. OFFICE R'S  Q UARTERS
               Shrubs and tall grasses conceal a large, stout
               wooden door.
                                                                 A wooden table with two wooden chairs stands in the
                                                                 center of  the room. A wooden bowl containing apples
             The door is unlocked. Simply opening the door, without   sits on the table. Against the west wall, a brass-bound
              making any other noise, does not attract the attention of   wooden chest rests at the foot of  a single bed.
              the guards in area 2.
                                                               •
              2. GUARD ROOM                                     This room serves as quarters for the officer in area 3.
              If the party has not alerted the guards here, lizard  folk   Treasure. The chest is locked and can be opened by
              are lounging on benches and talking among themselves.   a character who makes a successful DC 12 Dexterity
              Modify the description below as needed.           check using thieves' tools or who has the key. lt  contains
             •                                                  personal possessions, a morningstar, a leather purse
               This room is bare except for two wooden benches, set   containing 50 ep, and a chunk of  violet-colored crystal.
                                                                The last item appears valuable but is in fact worthless.
               opposite each other against the longer walls. A handful of
               lizardfolk stand at attention, ready to move into action.   5.  OFFICER'S  Q UARTERS

                                                               •
              Five lizardfolk are always on duty here. If the charac-  A wooden table against the north wall is set with an
              ters make any noise in the nearby corridor, one of the   earthenware jug of  cider and a wooden cup. A wooden
              guards comes out to investigate. On seeing intruders, he
              shouts to his comrades and then challenges the charac-  chair stands by the table. A bed stands against the west
              ters. demanding in Draconic that they retreat. The other   wall with a brass-bound, wooden chest against its foot.
              guards join him immediately.                       A lizardfolk warrior in scale armor sits on the bed, facing
               Development. lf  a fight breaks out, one of the guards   the door, as he sharpens his sword with a whetstone.
              tries to run back to the barracks (area 3). If the guard   •
              gets away, refer to the "Development" section in area 3.
                                                                The officer (lizardfolk scaleshield: see appendix C)
              3.BARRACKS                                        leaps up, ready to fight. as  soon as the characters enter.
              The lizardfolk here likely join the guards in area 2   Development. If the characters have avoided combat
              during any disturbance. If  they are not alerted, the four   to this point, the lizardfolk in areas 2 and 3 join the offi·
              of them are performing a final check on their gear be-  cer in this room when they hear sounds of  combat.
              fore departing on patrol. Modify the description below   Treasure. The chest is locked and can be opened by
              as needed.                                        a character who makes a successful DC 12 Dexterity
                                                                check using thieves' tools or who has the key. It contains
                                                                personal possessions, a purse containing 25 ep, a dag-
                Thirteen straw mattresses are set around the room   ger in a scabbard. and a leather whip. The officer carries
                against the walls. Beside each is a closed wooden chest.   the key to the chest and he wears a silver collar (15 gp).
                In the center of  the room is a long wooden table with two
                                                                6. ARMORY
                wooden benches beside it.
                 Four lizardfolk appear to be gathering their weapons   •
                and readying to leave this area.                  Shields of  all sizes hang on the walls here, with javelins
                                                                  stacked in wooden racks against the north wall. Three
                                                                  large wooden chests, all closed, line the east wall.
              There are three lizardfolk in this room forming up un-
              der one officer (lizardfolk scaleshield; see appendix C)                                       •
              to go on patrol in the lair.                      The unlocked chests contain the following weapons:
                Development. If the lizardfolk in this room have
              been alerted, they exit south into the hallway and circle   10 clubs
              around, hoping to trap the characters in area 2.   10 longswords
                If a fight occurs in this room. the lizardfolk officer   10 morningstars
              in area 5 hears the battle and joins the fray as soon
                                                                7.  K ITCH EN
              as possible.                                      If  the characters pause in the corridor near the door to
                Treasure. The chests are unlocked and contain per-
              sonal effects. A thorough search turns up the following   this room, they detect a smell in the air; it reminds them
                                                                of cooking meat. though with an acrid tang to it. This
              items: 100 sp, a dagger in a bone scabbard. a wooden   odor is being emitted by the roasting carcasses. Simi-
              mallet, a crude reed flute, and a crude pewter mug   larly. even if they do not pause specifically to listen, they
              with Scmuanya's symbol (a reptilian egg) scratched   hear chattering. muffled clanking as the lizardfolk turn
              into the side.                                    the spits and otherwise go about their business.
                The officer carries the key to the chest in area 4 in a
                                                                  When the characters open the door. read:
              belt pouch.

                                                                                  CH.\PIFR ~  llANl.rH  \T Ol  !':II  \fl R
   65   66   67   68   69   70   71   72   73   74   75