Page 76 - ghosts-of-saltmarsh
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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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