Page 74 - ghosts-of-saltmarsh
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Behind the throne. a secret trapdoor in the floor opens
              11.  THRONE ROOM
                                                                onto a vertical shaft, 5 feet square and 20 feet deep. The
                                                                door requires a successful DC 14 Wisdom (Perception)
               Two sets of  three pillars flank a central area where two   or Intelligence (lnvestigacion) check to be noticed. Iron
               lizardfolk hatchlings are playing. At the far end of  the   handrails are set into one side of  the shaft. It  descends
               room, a wooden throne stands on a low, stone dais.   to a tunnel, 10 feet wide by 10 feet high, that leads to
                                                                another identical vertical shaft that ascends into area
               Carvings of  reptiles decorate the throne, and glints of  re-
                                                                34. The tunnel and the shafts have neither light nor
               flected light hint at the presence of inset gemstones.
                                                                occupants.
                 The heads of  several creatures hang on the walls,   Trophy Heads. The trophy heads are as follows, from
               mounted on plaques of  wood for display as trophies.   north to south:
                                                                West wall: giant crayfish, carrion crawler, hippopota-
              The hatch  lings, one male and one female, wandered   mus, hobgoblin. sahuagin
                                                                East wall: brown bear, lion, shark, giant frog, an-
              here from area 24. They have no treasure and are fear-
              less and quite harmless. On encountering the charac-  other shark
              ters, they exhibit great curiosity about these strange be-  You can elect not to name the creatures but simply give
              ings. Unless firmly discouraged. they attach themselves   detailed physical descriptions. leaving the players to
              to the characters and follow them wherever they go.   make the identifications. If  Oceanus accompanies the
              making strangely adorable nuisances of  themselves.   party. he can identify the sharks, the giant frog. the giant
                Reptilian Throne. The throne is  carved with images   crayfish. and the sahuagin.
              of  snakes and lizards. Twenty translucent blue-green
              stones of have been inset to represent the eyes of  these
                                                                  VALUABLE  NUISAN CES
              creatures. These are of  worthless quartz, though to the
                                                                  The presence of  the two lizardfolk hatchlings in the
              unskilled eye they appear reasonably valuable. A charac-
                                                                  company of  the characters might create problems, but it
              ter who makes a successful DC 10 Intelligence (Investi-
                                                                  can also be helpful to the mission's success-because it
              gation) check realizes their true nature.           causes the lizardfolk in the lair to pause instead of  imme-
                A hidden space under the throne can be discovered   diately attacking. During that time, the characters can take
              by someone who succeeds on a DC 12 Wisdom (Percep-  an opportunity to engage the lizardfolk in dialogue so that
              tion) or Intelligence (Investigation) check. The compart-  hostilities might be avoided.
              ment contains the key to the chest in area 26.
                                                                                 (  llAl'l IR:;   ll~N<,f  R 1\T  fl\JNll HER
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