Page 77 - ghosts-of-saltmarsh
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Three lizardfolk keep guard in this room, alert for characters from entering area 25. If a fight breaks out,
unusual sounds coming from the north or south. If the two lizardfolk adults try to leave through the east door
guards have not moved elsewhere, they are sitting on to find the guards in area 23.
the bench. talking and keeping their weapons near. If the characters leave without taking action other
than observing, the adults do not pursue them. But if the
24. NURSERY
characters take aggressive action (fighting. looting, or
• even merely threatening) and any adults are alive when
A bustle of activity fills this room, and it is fairly noisy- the characters depart. one or two adults try to sneak un-
detected to the nearest room that contains warriors.
over a dozen lizardfolk adults and hatchlings mingle and
play here. This appears to be a large nursery, with adult 25. HATCHERY
lizardfolk and hatchlings distributed throughout the area
in small groups. The young play or sleep while the adults
It is discernibly warmer here and a slightly fetid odor
chat, drink, and oil their bodies.
wafts from within. The floor of the room is mud, smooth
Straw mattresses are scattered around the floor.
and unbroken except near the door where three tiny rep-
Wooden tables hold earthenware cups, mugs, pitchers,
1 tilian shapes crawl among what look like egg fragments.
and clay bowls filled with wild flowers. Chairs sit beside
the tables, with wooden stools here and there.
More than two hundred lizardfolk eggs are buried in
the mud in this room. Three near the door have hatched
There are twenty lizardfolk commoners (see appendix very recently. Any blow will kill these hatch lings-even
C) and thirteen lizardfolk hatchlings here. The hatch- picking them up carelessly could do them considerable
lings do not fight and pose no threat to the party. harm. There is nothing else of note here.
If the lizard folk hatchlings from area 11 are following
the characters, they abandon the party and rush to play 26. GATE AND TREASU RE R OOM
with the other hatch lings when the group arrives here. As the characters move along the hallway toward areas
The characters' arrival is unlikely to be noticed be- 26 and 27. read:
cause of the general hubbub. but their presence will cer-
tainly be detected if they move into the room. A stout wooden gate bars your way, reaching from
Even when their intrusion is noticed. the characters
will not be greeted with hostility unless they take offen- floor to ceiling. It is hinged at the walls and locked in
sive action. The lizard folk adults defend their hatchlings the center.
and their property, doing their utmost to prevent the •

