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Otbokent. I rhtos (lizardfolk subchief), and two lizard- 43. PRISONER CELL ENTRY HALL
folk scaJeshields observe eight lizardfolk and one liz-
ardfolk render as they train for battle (see appendix C •
for all but the lizardfolk). A short flight of steep, rough steps leads to a narrow
Othokent is a lizard queen, with these changes: east-west passage that ends in a blank wall some sixty
feet away. To your right are five iron-bound doors, all
Her alignment is lawful neutral.
She speaks Common as well as Abyssal and Draconic. closed. The doors have no exterior features except for a
keyhole midway up the left side of each one.
If the characters enter this area with weapons drawn
or otherwise behave threateningly, they are attacked
without hesitation. The lizardfolk in the drill hall aggres- The cell doors are locked. and the keys are in the pos-
sively protect the queen. If the characters refrain from session of the lizard folk scaleshield in area 42. A char-
attacking and call out to the queen to parley, she holds acter who makes a successful DC 15 Dexterity check
her warriors back and enters discussions with them. using thieves' tools can open a lock. Each of the doors
Target Practice. The object lashed to the mattress is a can be forced open with a successful DC 18 Strength
training dummy assembled from cloth. wood. and straw. (Athletics) check, or it can be broken (AC 15, 18 hit
A rotting sahuagin head is affixed to the makeshift body. points, damage threshold 10).
which is approximately the size of a real sahuagin. Communication through a closed door is muffled at
Treasure. None of the lizardfolk here have valuables. best, and it will be difficult to carry on more than a very
The queen and the subchief carry the keys to the chests fragmentary conversation between any prisoner and a
located in their quarters. would-be rescuer. A character must succeed on a DC 15
Wisdom (Perception) check whenever meaningful com-
41. THICK GATE
munication with a prisoner is attempted .
•
A wooden gate bars your way, reaching from floor to ceil· 43A. SAHUAGIN WATER CELL
ing. It is hinged at the walls and locked in the center. '
Where you would expect to see a floor, there is instead
a watery surface. Halfway across the room, a metal grill
One of these gates is located on each end of the corridor
that allows access to the eastern section of the lair. A extends across the space.
gate's lock can be opened with a successful DC 20 Dex- Though the water is not particularly clear, you can see
terity check using thieves· tools. or the gate can be bro· a shape swimming around below the surface beyond
ken (AC 15. 18 hit points, damage threshold 10). the grill.
Tf a gate is opened or broken, the view ahead shows a Above the water. the cell is bare.
steep flight of stairs leading down.
Under normal circumstances, if any occupants of the
lair want to pass through either of these gates into the The cell is divided into two parts: a shallow area and a
area the gates enclose. they must wait for a guard patrol deep area. separated vertically by a metal grill. The grill
to appear and unlock the gate. If the characters knock is hinged and locked. It can be opened with the key to
at one of these gates or otherwise attract attention from the cell, or by a character who makes a successful DC
those on the other side, the lizard folk at the nearest 12 Dexterity check using thieves' tools.
guard post (area 42 or area 48) will come to investigate Before the grill is accessed, any character who forces
within ld6 rounds. open the door must succeed on a DC 12 Dexterity
Conversely. any lizardfolk that want to pass into the saving throw or fall into the water from the forward
western part of the lair are accompanied to the gate by momentum. The grill prevents anyone who falls into
a guard patrol, and the gate is locked behind them after the shallow portion of che water cell from tumbling into
they depart. the depths.
A sahuagin captive is kept in the deep area of this
42. GUARD POST cell. This creature speaks Common (from its back-
ground as a scout and spy) and is extremely cunning and
subtle. lf the characters do not realize its true nature,
Four lizardfolk are on guard here. An iron-bound wooden
the sahuagin tells them that it is a triton held captive by
door stands in the southwest corner of this area. A rough
the evil lizardfolk, and it offers to assist the characcers
wooden bench sits next to it, set against the south wall. against their "mutual enemies" if they release it. Even
• if the characters correctly identify it (perhaps because
they have seen one before), it still tries to persuade them
Three lizard folk and one Iizardfolk scaleshield (sec
appendix C) stand guard here. Mclee in this area is to take it along, offering help against the lizardfolk in ex-
not heard by the occupants of area 44, but if one of the change for its freedom. It is very persuasive in its argu·
guards escapes, it goes there and calls for help. ments, not hesitating to lie about its abilities in order to
Treasure. The guards carry no valuables. The enhance its potential as a possible ally. If the characters
scaleshicld keeps the keys to the cells in area 43 accept the sahuagin's offer. it deserts them at the first
on her belt. opportunity and returns to its tribe. (The sahuagin must
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