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The gate that allows access to this area and area 27 28. OFFICER'S QUARTERS
is normally closed and locked. The gate's lock can be
opened with a successful DC 20 Dexterity check using
thieves' tools. or the gate can be broken (AC 15. 18 hit A plain wooden table and a wooden chair are set against
points. damage threshold 10). Guards from area 27 the south wall of this room. On the table sits a wooden
rush forward to attack any intruders that make noise bowl. A single bed stands against the east wall, a wooden
at the gate. chest at its foot.
Area 26 is accessed by a secret door in the east side of •
the corridor. Noticing the door requires a successful DC
14 Wisdom (Perception) check. If someone opens the The chest contains personal possessions. a dagger in a
door and is able to see what lies beyond. read: scabbard. and a purse with 25 cp.
29. BARRACKS
A ten-foot-square entrance expands to the east to form a Adjust the description depending on the number of liz-
room of considerable size. ardfolk found here. as detailed below.
The short corridor that leads into area 26 is the site of About a dozen straw mattresses lie scattered around the
a pit trap. The trap is well concealed by a false floor and floor, each with a wooden chest at its foot. At the south
requires a successful DC 16 Wisdom (Perception) check end of the room, a long table is set centrally, wooden
to be noticed. Creatures that step on the false floor fall benches to either side. A few lizardfolk are seated on
through into a bog pit (see the "Hazards in the Marsh"
sidebar), taking normal falling damage. benches or mattresses, talking and tending to their
Inside the pit are five giant poisonous snakes. which weapons.
attack anything that falls in.
As soon as a character occupies the space to the east Four lizardfolk. one lizardfolk render (see appendix
of the bog pit and can see farther into the room. read:
C), and one lizardfolk scaleshield (see appendix C) are
in this chamber. awaiting their turn at patrol duty. if they
At the far end of the chamber ahead, you see some sacks have not been called elsewhere.
If the party arrives here accompanied by friendly liz-
and a large chest.
ardfolk. the scaleshicld initially urges the guards to at-
tack. A successful DC 15 Charisma (Persuasion) check
The chest is trapped with a poison needle. Notic- by a character prevents a fight. and instead the lizardfolk
ing the trap requires a successful DC 12 lntelligence take the characters in custody and take them to meet
(Investigation) check. A successful DC 12 Dexterity the queen.
check is required to disarm the trap. Opening the chest Treasure. Some of the chests contain personal pos-
without disarming the trap. or failing to disarm it. trig- sessions and the following items. distributed randomly:
gers the trap. • In each of five chests, a purse containing 5 sp
When the trap is triggered, a small poisoned dart is • A seashell necklace (no value)
ejected from the lock. Any creature standing in front of • A pewter mug (no value)
the lock is automatically struck by the needle, taking I • A lump of pink coral (10 gp)
piercing and 4 (ld4 + 2) poison damage. A leather bag containing five irregularly shaped stones
Treasure. The chest and sacks contain the lair's (no value)
wealth. The chest holds 1,700 ep, a gold-bonded ivory
scepter (100 gp), and a gold crown in the shape of a 30. SuBCHIEF's L1v1NG QUARTERS
coiled serpent (250 gp). Inside the sacks are various
silks and hides (100 gp total).
The furniture in this pleasant chamber is of high quality.
27. GUARD ROOM A wooden table stands in the center of the room with
four chairs around it. On the table sits a gleaming bowl.
Thirty feet beyond the gate is a bare room with a wooden In the southeast corner stands a small closed cask on
bench set against the east wall. which stand an unlit lantern and a goblet.
A lizardfolk render (see appendix C) and a lizardfolk The bowl is made of pure elect rum and is worth 50 gp.
occupy this area, ordered to stand guard over the lair's The cask contains wine- quite pleasant to the human
treasure (area 26). They do not open the gate unless palate. The goblet is made of silver and is worth 7 gp.
commanded to do so by the queen or the subchief. and the lantern is a normal hooded lantern.
The guards in this area keep a watch on the gate and
the secret door that leads to area 26. They defend the
gate if they hear anyone trying to attack it. but a success-
ful attempt at unlocking it docs not draw their attention.
l H \I I I R ' I> \'I:<. I I< AT DU N \\ \" I I!

