Page 78 - ghosts-of-saltmarsh
P. 78

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!
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