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• 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

