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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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