Page 76 - ghosts-of-saltmarsh
P. 76

20.  CHIEF SHAMAN'S  LIVING QUARTERS
                                                                 and tracks from large creatures pass in and out. Inside
              If  the shaman in area 12 escaped and alerted the sha-
              mans here, the room is unoccupied. Otherwise, use the   the cave, the floor consists of  thick mud, and you find it
              description below.                                 impossible to move at normal speed.
                                                                   The cave reaches a height of  about forty feet. At the far
                                                                 side of  the cave, a narrow stone pathway connects two
               A wooden table set against the south wall features a
                                                                 arched entrances that lead deeper into the hillside, one
               wooden bowl of  fruit. A wooden bench is against the
                                                                 in the northeast corner of  the cave and the other in the
               north wall, and in the center of  the room a wooden chair
                                                                 southeast corner. A sudden movement in the mud is all
               faces the bench.
                                                                 the warning you get before six forms leap forth.
                 Three lizardfolk in robes are reciting a sibilant chant.
                                                                If the party arrives from inside the lizardfolk lair, read:
              A lizardfolk shaman is leading two disciples (lizard-
              folk) in a short prayer to Semuanya.                                                          •
                If the party arrives here accompanied by friendly liz-  You have entered a huge cave on a narrow stone path-
              ard  folk, the shaman initially urges the guards to attack.   way that runs along the eastern portion of  the south
              A  successful DC 15 Charisma (Persuasion) check by   wall. The pathway connects two tunnel entrances-one
              a character prevents a fight, and instead the lizardfolk
              take the characters in custody and take them to meet   in the southeast corner, the other in the northeast. At
              the queen.                                         the far side of  the cave is a gaping hole thirty feet wide
                Treasure. The shaman wears a gold necklace       and fifteen feet high that leads out into the marsh and
              adorned with polished pearls (100 gp).             the open air.

              21.  CHIEF SHAMAN'S SLEEPING QUARTERS                Apart from the stone pathway, the floor is covered with
                                                                 thick mud; tracks indicate that some large creatures have
                                                           •     passed back and forth. There is sudden movement in the
               A single cot is set against the west wall, an iron chest at
                                                                 mud, and six large reptilian forms rush toward you.
               its foot. Opposite, against the east wall, stands a small
               wooden table. On it are two items made of  silver, a statu-
                                                                With the exception of the edge of  the pit to the west. this
               ette of  a lizardfolk and an incense burner.
                                                                area is difficult terrain. The mud here is 15 inches deep.
                                                                 Six giant lizards lair in this mud-filled cave. They
                The key to the chest in this room is affixed to the un-  have been trained to serve as guards by the lizardfolk
              derside of the table with a blob of  gummy resin.   and attack intruders immediately. Any adult lizardfolk
                Chest. The chest is locked and can be opened by a   can call off the lizards. The giant lizards can (and will)
              character who makes a successful DC 12 Dexterity   pass through the cave entrance to pursue characters out
              check using thieves' tools. The chest is trapped with a   into the marsh.
              swinging blade trap. Noticing the trap requires a suc-  Development. Combat in this area alerts the lizard-
              cessful DC 12 Intelligence (Investigation) check. A suc-  folk in area 23.
              cessful DC 12  Dexterity check is required to disarm the   Treasure. About 5 feet north of the center of the
              trap. Opening the chest without disarming the trap, or   southern wall, partially buried in the mud, is a breast-
              failing to disarm it, triggers the trap.          plate- much battered and twisted and now detached
                When the trap is triggered, a scything blade swings   from the full suit of plate armor it once belonged to. Be-
              up, striking at any creature within 5 feet of the front of   neath the breastplate, buried in mud, is a longsword.
              the chest. Affected creatures must make a DC 13 Dex-  These items were the property of a member of a band
              terity saving throw, taking 7 (2d6) slashing damage on a   of inexperienced adventurers who tried to penetrate the
              failed save or half as much on a successful one.   lair on their own some weeks ago and were killed in the
                Treasure. The incense burner is worth 5 gp, and the   attempt. The breastplate is too battered to perform any
              silver statue is worth 50 gp. The chest contains the fol-  useful function, but the weapon is a +I longsword.
              lowing items: a bolt of  green velvet cloth (5 gp). a large
              leather sack holding 200 ep. an ivory figurine depicting   23.  GUARD  ROOM
              Semuanya (25 gp), and a small, padded wooden box con-  Unless the sounds of combat in area 22 are magically
              taining two doses of antitoxin (100 gp).          silenced, the lizardfolk in this room rush there imme-
                                                                diately to assist the giant lizards. Adjust the description
                                                                below if they have not moved to that area.
              22.  CAVE OF THE GIANT LIZARDS
              If  the party arrives here directly from the marsh, read:
              •                                                   This bare room features only a wooden bench set
                A cave entrance yawns thirty feet wide and fifteen feet   against the west wall.
                                                                                                             •
                high. The marshy ground turns to mud near the cave,



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