Page 83 - ghosts-of-saltmarsh
P. 83

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
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