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31. SUBCHIEF'S SLEEPING QUARTERS 34. Q UEEN'S SLEEPING QUARTERS
A single cot, set against the east wall, features a rug be· A large ornate bed with its head against the center of the
neath it made of a lion's skin. In the southwest corner of south wall dominates this chamber; some rugs and cush-
the room is a brass-bound wooden chest, its lid closed ions lie scattered atop it. Next to the bed on the east side
and secured with a heavy metal padlock. is a small table, featuring a crudely framed drawing of a
• powerful-looking lizardfolk queen .
The lock on the chest can be opened by a character who In the southeast corner sits an iron chest, closed and
succeeds on a DC 12 Dexterity check using thieves' padlocked. Next to it is a large, elegantly carved wooden
tools. The chest bears a paralyzing gas trap. Noticing wardrobe.
the trap requires a successful DC 12 Intelligence (Inves-
tigation) check. A successful DC 12 Dexterity check is
required to disarm the trap. Opening the chest without The secret door in the southwest corner requires a suc-
disarming the trap, or failing to disarm it, triggers it. cessful DC 16 Wisdom (Perception) check to notice. It
When triggered, the trap fills the room with paralyz- leads to area 11.
ing gas. Creatures caught in the gas must succeed on a The chest is trapped with a needle. Noticing the trap
DC 10 Constitution saving throw or be paralyzed for 1 d4 requires a successful DC 12 Intelligence (Investigation)
minutes. A creature can repeat the saving throw at the check. A successful DC 12 Dexterity check is required
end of each minute. to disarm the trap. Opening the chest without disarming
Treasure. The chest contains these items: five leather the trap, or failing to disarm it, triggers the trap.
belts with electrum buckles set with pearls (JO gp each), When triggered, the trap fires a small needle from
an electrum armband (20 gp), a leather purse containing the lock. Any creature standing in front of the lock is
50 sp, and a prismatic kaleidoscope (no value). automatically struck by the needle. The needle deals
no damage and is not poisoned. An anxious character
might assume otherwise: feel free to describe vague
32. G UARD ROOM
pains, brief numbness, and so on to set a character on
• edge, but a DC 10 Wisdom {Medicine) check reveals the
Four lizardfolk in this chamber stand on guard, ready to truth of the matter.
Treasure. The chest holds these items: a set of leather
challenge intruders. This area is bare offurniture except
straps and belts with gold buckles and adorned with
for a wooden bench set against the east wall.
l pearls (JOO gp), a gold-banded dagger and scabbard (25
gp), a leather bag containing 25 gp, a nask of perfumed
Three lizardfolk and one lizard folk scaleshield (see oil (5 gp). and ajade figurine of Semuanya (25 gp).
appendix C) stand guard here. The guards immediately The wardrobe contains a fine brocade robe in rich red
challenge any approaching characters. They have been cloth, decorated with gold thread. The robe is worth 100
selected specifically to guard the approach to their gp and serves as the queen's mark of royalty.
queen's quarters. Charisma {Intimidation) and Cha-
risma (Persuasion) checks against these guards are 35. QUEEN'S LOUNGE
made with disadvantage. The characters must present
a convincing story to get access to area 33 and beyond; In the center of the room stands a circular table of pol·
otherwise they must leave the area immediately.
ished wood with two wooden chairs set to either side.
33. Q UEE N'S LIVING QUARTERS A lizardfolk sits in each chair, hunched over the table.
The table holds a square gaming board with alternating
black and white squares, a silver bowl, a decanter, and
Though hardly sumptuous, this room appears more
two goblets.
comfortably furnished than any others you have seen
A brocade upholstered couch sits against the south
in the lair. A circular table of polished wood with four
wall, with a large glass mirror in a wooden frame hang-
chairs set around it sits in the center of the room. On the
ing on the wall above it. The couch is flanked by two
table are arranged three decorative items with a metallic
wooden chests.
sheen-a platter, a carafe, and a goblet.
In the southeast corner is an armchair that has been
crudely upholstered. Unless extreme circumstances prevail (for example, the
guards in area 32 have beaten a fighting retreat here),
two lizardfolk commoners (see appendix C) reside
The items on the table are made of silver. The platter here, playing a game at the table.
and the carafe are worth JO gp each, while the goblet is These lizardfolk try co avoid a fight, preferring to flee
worth 5 gp. All three are engraved with a simple picto- and take refuge in the pool in area 36. They fight if they
graph showing a lizard standing proudly with its forked are cornered or if they see the intruding party attempt to
tongue extended. enter area 37.
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