TSR 9064 - U2 - Dang.. - Free
TSR 9064 - U2 - Dang.. - Free
TSR 9064 - U2 - Dang.. - Free
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THE PLOT (precis for the Dungeon Master)<br />
A colony of lizard men has recently re-established possession<br />
of a lizard marl stronghold previously abandoned many years<br />
before. The lizard men are also known to have bought large<br />
quantities of weapons from a gang of smugglers (who were<br />
also, before the gang was routed, smuggling contraband<br />
goods to Saltmarsh -see module U1 THE SINISTER SECRET<br />
OF SALTMAFISH). The members of the Saltmarsh Town<br />
Council are fearful of these developments lest their own little<br />
fishing town is to be the target of the aggression for which the<br />
lizard men are obviously preparing. They approach a party of<br />
adventurers and ask for aid in ridding Saltmarsh of the<br />
menace.<br />
Unknown to tie Town Council (and to the adventurers) the<br />
lizard men are not planning an attack on Saltmarsh. Rather,<br />
they are anxious to rid the area of the menace posed by an<br />
invading horde of sahuagin. To this end, the lizard men are<br />
negotiating w th several other tribes - of mermen, koalinth<br />
and locathah -- to gain allies in the struggle to come.<br />
The prob1ems"acing the lizard men could possibly beamplified<br />
by internal dissent, though as yet thisdissent has not comeout<br />
into the open Some of the lizard men in the colony do not<br />
agree with the idea of allying with other races, even in the face<br />
of the sahuagin threat, since they hold this is contrary to the<br />
teachinas of tlieir aod. Semuanva. These dissenters dare not<br />
opposerheirchief yet, but if hisauthorityand that of hissenior<br />
officers were removed, they would make their feelings known in<br />
no uncertain rianner.<br />
DESCRIPTIONS OF MONSTERS<br />
LIZARD MEN There are large numbers of lizard men in the<br />
stronghold, from the chief to the children. For convenience,<br />
the DM may wish to use the statistics which follow, selected as<br />
appropriate tcl the circumstances, whenever lizard men are<br />
encountered, though the DM should feel free to alter the<br />
statistics to add variety (though those statistics which are<br />
given in the AD&D'" Monster Manual should not be changed).<br />
Chfief:Ac4; MV6tr//12,,; HD7; hp44;#AT30rl; D1-2/1-2/1-8<br />
or by weapon type. He is armed with a broadsword (which he<br />
will use in me ee to set an example to his men) and carries a<br />
shield. The gold collar round his neck and the gold arm-band<br />
on his left for8?-arm are worth 300 gp each. He wears a belt<br />
pouchcontaining the keyto hisironchest (in room34). Hecan<br />
speak the common tongue. He will normally be found in this<br />
adventure in the Drill Hall (room 40).<br />
Sub Chief: AC 4; MV 6"//12"; HD 5; hp 32; #AT 3 or 1;<br />
D 1 -2/1-2/1-8 or by weapon type. He is armed with a broadsword<br />
(which he will use in melee) and carries a shield. The electrum<br />
collar round his neck is worth 100 gp and the silver arm-band<br />
on his left foi,earm is worth 75 gp. He wears a belt pouch<br />
containing the key to his iron treasure chest (in room 31). He<br />
can speak the common tongue. He will normally be found in<br />
this adventure in the Drill Hall (room 40).<br />
APPENDIX<br />
28<br />
Chief Shaman: AC 5; MV 6"//12"; HD 5; hp 32; #AT 3;<br />
D 1-2/1-2/1-8. He carries a magical staff of the Python and<br />
wears a gold necklace set with pearls (value 350 gp). His<br />
memorised spells are:<br />
First level: light, remove fear, cure light wounds<br />
Second level: chant, resist fire, snake charm,<br />
Third level: cause blindness<br />
Hecanspeak the common tongue. He will normally be found<br />
in this adventure in his Living Quarters (room 20)<br />
Senior Shaman: AC 5; MV 6"//12"; HD 4; hp 22; #AT 3;<br />
D 1-2/1-2/1-8. He carries a staff but will not use it in melee.<br />
Round his neck he wears a silver collar set with pearls (value<br />
150 gp). His memorized spells are:<br />
First level: light, cure light wounds (X2)<br />
Second level: resist fire, snake charm<br />
He can speak the common tongue. Me will normally be found<br />
in this adventure in one of the Barracks (room 9).<br />
Shamans (4): AC 5; MV 6"//12"; HD 3; hp 17; #AT 3; D 1-2/1-<br />
2/1-8. They carry no weapons but each wearsasilvercollarset<br />
with coral (value 25 gp each). Each shaman has memorised<br />
only one spell:<br />
First level: Light