Page 85 - ghosts-of-saltmarsh
P. 85
52. MERFOLK POOL MISSION GONE WRONG?
This pool and the three to the north (areas 49, 50, and
Lacking any evidence to the contrary, the people of
51) are partly illuminated by torches set in sconces.
Saltmarsh initially hail the returning characters as he-
Describe the passages leading to and from this area
roes for weakening or eliminating the (supposed) threat
depending on where the party approaches from.
posed by the lizardfolk. Even though any information
• the characters might bring back is truly of little value,
This Aooded natural rock cavern is roughly circular and the council is pleased with whatever report they provide
about seventy feet in di<1meter. and promises to make good on their reward.
In the meantime, while the characters are recuperat-
A bloom of colorful blue and green algae covers the
ing, a contingent of merfolk arrives in Saltmarsh and
surface of the water, obscuring its depths.
asks for a meeting with the council. During that session,
From a stone path, narrow stairs descend into the wa-
they relate that they have just come from the lizard folk
ter from this path. lair. which is in a state ranging from distress to utter
destruction. They explain about the impending threat
of the sahuagin and the attempt by the lizardfolk to arm
One merfolk salvager (see appendix C) and three mer-
themselves and form an alliance against the sea devils.
folk are beneath the algae.
The council members realize that the characters' mis-
Development. The merfolk defend themselves if at-
sion was not as successful as it first seemed. As a show
tacked but otherwise leave the characters alone. They
of good faith, they share the essential facts of the char-
are willing to discuss their reason for being in the lair acters· mission and an explanation of how their actions
(which is to negotiate an alliance) only if the characters
were misinterpreted when they returned. They also ex-
are traveling with friendly lizard folk, or if a character
press interest in joining the alliance.
makes a successful DC 14 Charisma (Persuasion)
The merfolk. after recovering from their consterna-
check. ff they hear combat in either area 50 or area 51.
tion. decide to consider the characters' actions an hon-
they respond and help defend their potential allies.
est if uncivilized-mistake. They agree to accept the
Treasure. The merfolk salvager carries a leather
town's help in the looming conflict. Then they call upon
purse containing 20 gp.
the council to again enlist the aid of the adventurers.
The alliance has a need for a team to pull off a mission
CONCLUSION that could give the allies the upper hand even before
At the end of the adventure, there are two possible pri- full-scale war breaks out, and the adventurers have
mary outcomes. Use one of the following scenarios to proven themselves potentially capable of succeeding.
determine what happens next. The next steps in the story are presented in chapter 6,
XP Awards. If the characters succeeded in their mis- The Final Enemy.
sion and an alliance is forged between Saltmarsh and
the I izardfolk, the characters receive 1,600 XP. EPILOGUE: CROC HUNT
If they made an earnest effort to impress the lizardfolk
Either as a way of apologizing for making a bad first
but fell shore, their award is instead l,200 XP.
impression on the lizardfolk. or to provide some extra
excitement for combat-loving characters, this encounter
FORMALIZING THE ALLIANCE
pits the party against a terrible foe that dwells in the
If the characters succeed in impressing the lizardfolk, deepest muck of the swamps. Queen Othokent details
Queen Othokent reconsiders her previous assumption the threat. telling the characters a story about a creature
regarding the inability of the humans to render worth- the lizardfolk call Thousand Teeth the Devourer. Role-
while assistance. An alliance with Saltmarsh is agreed play a conversation with the queen, or summarize the
to, which the characters can report to the town council. conversation using the following information:
The lizardfolk dispatch two Common-speaking
• When the lizardfolk returned to this long-abandoned
scaleshield officers named Garurt and Vyth to Salt-
lair, they soon discovered that a giant crocodile
marsh to accompany the characters as ambassadors.
prowled in the marsh nearby.
The lizardfolk, impressed by the characters' actions and
Crocodiles are sacred to this tribe and they regarded
their attempts at righting any wrongs they committed
its presence as a good omen. The lizardfolk have
in the lair, invite the town to join in the attack on the
much experience with crocodiles and thus perceived it
sahuagin fortress. They are well received by the council.
as not dangerous.
and the alliance is quickly agreed to when the council
Their complacency was shattered when the giant
members learn of the situation regarding the sahuagin.
crocodile attacked and devoured three members of a
The town council recognizes the characters' role in
lizardfolk patrol that had paused near its lair.
this negotiation and rewards them with the gold they
• The difficulty facing the lizard folk is that they cannot
were promised in the initial meeting.
attack the crocodile. for its kind are sacred to them.
Now, the council might look to hire the characters one
Since the first attack, matters have grown worse. The
more time-to launch an attack on the sahuagin forces
giant crocodile has attacked lizardfolk engaged in rou-
and explore their fortress. Refer to chapter 6, The Final
tine patrols of the marsh, killing and eating many.
Enemy, to embark on this adventure.

