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                                          •
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