Page 73 - ghosts-of-saltmarsh
P. 73

•                                                   Carcasses. The carcasses include those of  a manta
           Warm air wafts gently through the doorway. At one end
                                                            ray, a giant frog, an adult male hobgoblin, two sharks,
           of  the room is a large firepit in which a bed of  coals is   and a giant crayfish. One of the sharks has a mostly
           burning. Over it are multiple half-cooked, skinned animal   smashed armor plate embedded in its side. The plate is
           carcasses impaled on spits that are being turned by four   made from coral and wood and appears to have been
                                                            driven into the creature. If Oceanus is with the party. he
           unarmed lizardfolk. A fifth worker bastes the carcasses
                                                            identifies the shark's armor as of  sahuagin manufacture
           with liquid spooned from a wooden bucket. In the center
                                                            and relates that animals like this serve the sahuagin
           of  the room is a long wooden table cluttered with an as-  as war beasts (see the "Shell Shark" entry in appen-
           sortment of  knives, raw meat, and splinters of  bone.   dix C). Jn his absence. a character can glean the same
             On the floor beneath the table are some uncured   information with a successful DC 14 Intelligence (Na-
           hides; beside the table are two large wooden buckets.   ture) check.
             Against the south wall rests a large wooden cabinet; its   9 . BARRACKS
           shelves are piled high with clay pots, bowls, basins, and
           drinking mugs. Against the west wall stand three large
                                                             Fifteen straw mattresses are placed around the room,
           wooden barrels. Against the east wall is an open wooden
                                                             each with a small wooden chest at its foot. A  long table is
           cask containing a white crystalline substance, and three
                                                             in the center of  the room, with benches to each side.
         .                                            '      armored officer. Another lizardfolk dressed in a robe
           wooden buckets. A large iron cauldron, currently empty,
                                                               Four lizardfolk warriors receive orders from a heavily
           hangs from the ceiling, suspended over the firepit.
                                                             stands to one side, observing the assembly.
          The five lizardfolk commoners (see appendix C) fight
          only if they are cornered. Otherwise, they escape to the
          nearest barracks (area 9). whose occupants return to   If they have not been called elsewhere, four lizard  folk,
          the kitchen in the shortest possible time.       one lizardfolk scaleshield (see appendix C). and one
           If the characters convince the commoners of  their   lizardfolk shaman prepare for patrol in this room.
         good intentions, such as by offering gifts and by not   If  the party arrives here accompanied by friendly liz·
         drawing weapons, the lizard  folk lead them to area 9.   ardfolk. the shaman initially urges the guards to attack.
           The basting liquid is a spiced oil. Two of the barrels   A successful DC 15 Charisma (Persuasion) check by
         contain fresh water, and the third is half full of brine.   a character prevents a fight, and instead the lizardfolk
         The cask contains salt. Two of the buckets by the east   take the characters in custody and take them to meet
         wall contain herbs. and the third holds rendered animal   the queen.
         fat. All the items in this room are normal for the place-  Treasure. The chests are unlocked and contain per-
         none are valuable or of more than passing interest.   sonal possessions. Five of the chests each contain a
           Carcasses. The carcasses are those of  a sahuagin and   purse with 6 sp. Three of the other chests hold a whet·
         a shark.  If Oceanus is with the party, he can identify the   stone. a dagger in a scabbard, and a crude wooden carv-
         sahuagin carcass for what it is. Otherwise, a successful   ing of  a crocodile.
         DC  16 Intelligence (Investigation or Nature) check en-
         ables a character to deduce that the carcass belongs to   10.  BANQUET HALL
         some sort of humanoid sea creature. The hides under
         the table arc from those creatures. and the buckets con-  Five unarmed lizardfolk are preparing this area for a
         tain their entrails and edible organs.
                                                             feast, setting tables with wood and stone utensils.
         8. STORES                                            Several long wooden tables are placed end to end in
                                                             the center of  the hall, with wooden benches running
                                                             along each side. At the south end of  the tables is a large
           Hanging from hooks set into the ceiling are six carcasses
                                                             wooden chair; four slightly smaller chairs flank it, two on
           of  various shapes and sizes. Against the south wall are
                                                             each side facing the table. Placed on the tables are earth-
           four open barrels and a lidless wicker basket. Against the
                                                             enware pots, jars, plates and cups, five drinking mugs,
           west wall are three large clay jars, a wooden chest, and
                                                             and woven baskets. Against the west and east walls are
           a sealed barrel. Against the east wall 1 s a large wooden
                                                             t~lwoodencupboards
           cage In which squawk a dozen irritable waterfowl.
                                                           The five lizardfolk commoners (see appendix C) fight
         The open barrels contain apples. pears, mixed nuts, and
         the carcass of  a giant constrictor snake pickled in brine.   only if they are cornered. Otherwise, they escape to the
         The wicker basket holds wild cherries.            nearest barracks (area 29), whose occupants return to
           The three jars are filled with light. edible oil. The   the banquet hall in the shortest possible time.
                                                             The cupboards contain extra mugs, platters. bowls.
         chest is full of  wild herbs. and the sealed barrel is full of   and so forth.
         salt. The waterfowl are ordinary and pose no threat.



         c  HAl'll:'l~  l>\Nr.:1-RAI  OUNV.Artl!
   68   69   70   71   72   73   74   75   76   77   78