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return to water every 4 hours. and it uses that fact as its '
excuse for an attempt to escape. if needed.) While it is A plain wooden table and two wooden chairs stand near
with the party, it fights any hostile creature they encoun- the wall farthest from the door. To one side of the room
ter with great ferocity.
is a single bed, just a rough mattress set on a wooden
lf the characters decline the sahuagin's offer of an
frame. At the foot of the bed rests a wooden chest.
alliance, it attacks them and tries to force its way past
them to escape by way of the sea cave at area 49. It has
no weapons or treasure. The table in area 45 holds a wooden dish, and the table
Oceanus. If the sea elf is with the party, he recog- in area 46 has a ceramic pitcher and mug.
nizes the sahuagin on sight and immediately identifies Treasure. The chests are unlocked and contain
it for the characters. Oceanus advises strongly against personal possessions. The chest in area 45 contains a
allying with it and accepting its assistance. If the rest dagger in a scabbard (2 gp) and a purse with 20 sp. The
of the characters overrule him, he tries to kill the sa- chest in area 46 contains a purse that holds 15 sp and a
huagin then and there. Jf unassisted and uninterrupted. chunk of raw amber (10 gp).
Oceanus kills the weakened sahuagin in 2 rounds.
47. GARBAGE ROOM
438. EMPTYWATER CELL Unlike most of the lair. this area is not illuminated. If
This cell is identical to 43a but is empty, and its vertical the characters use a light source or have some other
grill is open. way of seeing in the dark. read:
43c- 43D. EMPTY CELL
This cell is empty. ' The room smells of decay. Scattered on the floor are bro·
ken and rusted weapons, rotted leather straps, a pile of
43E. LIZARDFOLK CELL
moldy sacks, dirty and torn cloths of various colors, and
• pieces of wood that might once have been furniture .
A single lizardfolk is confined in this otherwise bare cell.
Jn the southwest corner. amid a heap of moldy sacks.
A lizardfolk commoner (see appendix C) has been kept lies a worn leather backpack that belonged to one of the
here for a few days as a disciplinary measure. It hisses adventurers who took part in the earlier unsuccessful
and cowers in the corner if approached. Tt escapes to raid. When his comrades were slain, though he was
area 44 if it can. mortally wounded. he broke free from the fight and fled
Development. If the sahuagin is with the party, the here, where he subsequently died. The lizardfolk re-
lizard folk commoner attacks it immediately. moved the corpse but overlooked the gear.
Treasure. The backpack can be discovered by a char-
44. BARRACKS acter who rifles around in the heap of cloth and makes
a successful DC 15 Wisdom (Perception) check. Jt con·
•
tains 5 gp. 11 sp, a topaz (10 gp), and an explorer's pack
Three lizardfolk are seated at benches around a plain
that has all its contents except the rations and water.
wooden table in the center of this room. Eleven straw
mattresses, with a wooden chest beside each, lie along 48. GUARD POST
the walls. If combat elsewhere has drawn these creatures away,
adjust the description below.
Two lizardfolk and one lizardfolk scaleshield (see ap-
Four lizardfolk stand guard here. A wooden bench along
pendix C) are seated at the table. playing a dice game for
copper pieces. the south wall is the only furniture.
Treasure. The lizardfolk scaleshield wears a sil- •
vered necklace (10 gp). The pot for the dice game con-
Four lizardfolk are stationed here. These guards hear
sists of 20 cp.
any sounds of melee in area 52. Jf this happens. three of
The chests are unlocked. They contain a variety of
them go immediately to that area, and the fourth goes to
leather belts and straps. personal possessions. and the
area 44 to summon reinforcements.
following items distributed randomly:
• Four purses containing 6 sp each 49. GUARDS' POOL
• Three nasks of oil (3 sp each) This pool and the three to the south (areas 50, 51. and
• A bag of seashells (no value) 52) arc partly illuminated by torches set in sconces on
A solid quartz sphere (no value) the wall next to the pathway. If the characters enter this
• A dagger in a scabbard (2 gp) area from the north. they are initially in darkness but
soon come into view if they near the shore.
45- 46. OFFICERS' QUARTERS Use portions or the entirety of the following descrip-
These rooms are very similar: the following description tion. depending on which direction the characters ap-
serves for each, though the positions of the furniture proach from:
can be varied if desired.
Cll \1 1 1 t R ~ II \"i(Jl RAT lJUNWAHR

