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Published by SirCatalot05, 2019-10-13 15:01:02

Ghosts of Saltmarsh

Ghosts of Saltmarsh

GHOSTS OF SALTMARSH.

CREDITS Producer: Da n Tovar
Project Managers: Bill Benham, Stan!, Matt Warren
lead Designers: Mike Mearls, Kate Welch Product Engineer: Cynda Calloway
Designers: Wolfgang Baur, Jam es lntrocaso, Joseph A. McCullough, Imaging Technician: Kevin Yee
Jon Sawa tsky. Steve Winter Art Administration: David Gershman
Design Consultants: Will Ansell, Myke Cole Prepress Specialist: Jefferson Dunlap
Developers: Jeremy Crawford, Ben Petrisor, F. Wesley Schneider
Playtest Coordinators: Bill Benham, Christopher Lindsay Senior Director Global Brand Strategy: Nathan Stewart
Playtest Analyst: Be n Petri~or Director licensi ng & Publishing: Liz Schuh
Licensing Manager: Hilary Ross
lead Editor: Kim Mohan Digital Marketing Manager: Bart Carroll
Editors: Michele Ca rter, Scott Fitzgerald Gray, F. Wesley Schneider Senior Communications Manager: Greg Tito
Art Direction: Kate Irwin Manager Global Brand Marketing: Anna Vo
Graphic Design: Emi Tanji, Trish Yochum Brand Manager: Shelly Mazzanoble
Concept Artist: Shawn Wood Associate Brand Manager: Pelham Greene
Senior Art Director: Richard Whitters Principal Game Designer. Chris Perkins
Senior Creative Art Director: Shauna Narciso Narrative Designers: Adam Lee, Ari Levi tch

Cover Illustrator: Grzegorz Ru tkowski Pbytesters: Adam Howard, Adrian Farmor, Alan Or<h. Ale• D'Am1co. Ale• Forsyth
Cartographers: Dyson Logos, Mike Schley Alex Kammer. Alex McClead. Afex Wilson, Alexander l<retov, Alicia Cisneros, Ahcia
Interior Illustrators: Even Amundsen, Joachim Barrum, Mark Graham, Amanda Stone, Amber Spova, Andre Battrick, Andrew Corneio, Andrew Epps,
Behm, Eric Belisle, Zoltan Boros, Sam Burley, Sidh arth Chaurvedi, Andrew Ku1awa, Andy Baker, Anthony V1c1n1, Ari Gonulu, Ariel H•rsh, Arthur Wright,
Conce ptopolis, Olga Drebas, Wayne England, Justin Gerard, Leesha Ashleigh Bishop, Austin Fields, Austin H• fflie, Austin Sanders, Beau Coker. Ben1omin
Hannigan, Lake Hurwitz, Tyler Jacobson, Sam Keiser, Julian Kok, Shlndewolfe. Beverly Stauffer. Biii Kerney, Boyd Bennrn. Brenda Hopper, Brendan Barr,
Michael Komarek, Slawomir Maniak, Brynn Metheney, Christopher Broderick Jones. Bruce laClair, Call Davis. C•mcron Scruggs, CasS1dySchenley. Charles
Moeller, Scott Mu rphy, Jim Nelson, Vincent Proce, Chris Rallis, Wri&ht. Chase Louviere. Chene Bruce, Cheryl Pierce, Chloe M1tzay1. Chris Davis. Chris
Chris Seaman, Rudy Siswanto, David Slad ek, Francis Tsai, Franz Kensta. Chns McGovern. Chns Wood, Christian Franz, Chflstian Hancock, Chr1s11an
Vohwinkel, Richard Wh itters, Shawn Wood, Mark Zug Zoltaf Bellomo, Chust1ne Weidenbach, Chnstophtt Hac~ler~ Christopher Scoggin,
Christopher Wood. Chuck Benscoter. Cindy Moort. Clayton Embrey. 01ff H•nger. Cody
O N THE COVER Helms. Collin Wh..ltr. Connor S<htnck. Connor Self. C,.1g Domres, Dace Mcfadden.
Agroup ofdesperate adventurers confronts a deadly sahuagin warrior 01n Beam. Dan DeHun. Oan Harsh, Dan Harsh. Dan krinesttwr. Oamel E. Chapman
on rough seas. Meanwhile. unbeknownst to the heroes, a mo nstrosity II. Daniel 'KBhn' Oliveira, Daniel Kl1nest•vtr, Daniel Tye. Otlno Berto. Dave Sacker, Dave
from the deep breaks the surface to assaul t their ship. This piece Knighton, David •cameron• Gidcumb. Oav1d Mon1s. Oav1d SchnoH, OaVld Woods.
marks Grzegorz Rutkowski's debut as a cover artist for D&D. Oerek Gray, Oerek Myers, Oevon Argo. Doug Oavos. Oylan Cole. Ed kr•ft. Em1eCih•ngir.
Enc Kooistra Enk Grentet, Evan Jackson. Evan Rodarte, Evan Schulz, Flo Velasquez,
D1sclo1m11: After hauling dragons. cJem1fltol culfisu, vomprrts. dtmom. 01td gionrs. )'0&1 C•bnel Soares Machado, Gabrielle Zulask1, CentSls Martinez. Greg Lyman. Greg Smith,
dtstrvt o ttloxmg ocea.11 c1u1st. Please kttp oil 111tol l1mbs \ltltlt w11hm the Jh1p's eon.fines. Wt Gugory Pa.rov1chn1kov, Gvs Reyer. Haig Morrison, Heather Coleman, H~ctor Ramirez.
Oft nor rt$pons1blt for vol'1obles. h11 po111U, or l1vti lost dur;ng "JOur ...oyogt In foef, pethaps How•rd Hubbard, Hugo Mendieli, Ian Hawthorne. l•n Kimmel, Ian R1<k. Jackson
Thomas. Jacob Benscoter, Jacob Dalton, Jacob DelMauro, Jamal AH, James Armstead,
~u 'd prefer o more ttloxmg vocoeron opt;on. Con we se111eu a '"P to tl-e Nine Hells? Thcy'rt James Endicott. James Hazel, lames Holland, James Kirtley. l•m« Schweiss, Jamie
Shepperson. )•red Fegan. Jason Conwell, rason )orosz. Jason Lopez, Jason Maneson,
qv1tt balmy rim time ofyear joson Thomas. Jawsh Murdock, jay Africa, jay Elmore. Jay )•n•. Junette Wiiey. Jeffery "Jj"
Zielinski, Jeffery Barnes, JenniferCourvre-Swarner, Jeramie Coopef, jerem1iih Gaddis,
Jeremiah Pop•. Jernn Chambers. Jesse Smoth. Jessoca Goff, J1a l,.n Tin. J•m Berner. Jim
Quirk, )oao Eduardo D•ntas. joDee Murch. Jc>e Boergies, loe G1over. fc>e Mor• nd•. Joel
Gonulez. lc>el Thompson, John Amann, John Fulmer lohn Horan, john Mangrum,
lohn Stockles. John W Mangrum. Jon l•mk1n, Jonathan Connor Self lonathan Longstaff.
jo•dan Brass. Jorge Sepulveda, Joseph Kauffman Ill, Joseph Schonck Ill, foseph Sompson
Ph 0, Joshua Frtdrtckson. Joshua Hart, Joshua Lt••n. lul•t Wright. Jul•us Sm1th, lusttn
Faris, Kalani Jasmine Vernon. K411fan1 Vernon. Kar~ Rader, Karl Resch, Kate Tollefson,
k•ttlyn Pop• . Kathy Ounn, Kelly Lewis, Ken Beckman, Ken Breese, Kenneth M•han.
K1rs1en Thomas, Krupal Desai, Kurt Waldkirch, Kyle Jackson. lance Schantz. laura
Wol~. Logan Ruggaber. Logan Thomas Ruggaber, Lou Mochell1. Luca Andreolli, Lucas
Thode. Luke Absolum Reid, Lyza Bryandinskaya, Mackenzie hoffman, Magnus Morgan,
Marc Soucy, Marcello De Velazquez, Mark Detwiler, Martin Lennartz, Mary Hershey,
Matt Sulton, Matt Maranda, Mau Warwick. Matteo La Rosa, Matthew Austin, Matthew
Rodertck. Matthew Stanford, Ma!lhew Talley, Manhew Warwick, Max Leu, Melissa
Bassett, Michael Ande,.on, Michael Campfield, M1ch•el Dunn, Michael Obermeier,
M1ch..1Patrtck Campfield, Mike Kelly. Mike Olson, Mike Thom.,, Miranda McFadden,
Nllahe Tabor. Nathaniel l. Arons, Neil Hamamoto. Nie Tollefson. Nick LaCla1r, Nina
Wong. Olga Shvedova, Patrick la• Rick. P•ul Aparoc10, Paul Thomas. Philip Koop, Rachel
Aubrecht. Ralph Bohn Jr. Ramitl Lou1e, Randall H•ms. Richard Nunn, Rob Parker. Robert
D•tsch. Robert Qu•llen II, Robert Scon. Rod Ehrman, Roy Adam Lentz. Russ Paulsen,
R)an Hagan. Samuel Brett~ Sc.ou Moore, Stan Freeland, Sun Payne, Sergey Gv1ld1s,
Shani kn11hton, Stacy McGovern. Stephen M1hon, Sttrf1n1 Hershey. Steve Townshend,
Tab•tt-ia "muel, Tuhfecn 8h1md1. Thelem Eys•er. Thomas Kocantt'. Thomas WhHney
T1.,, Langen. Tom Bfaclcmon. ToM Duchaine, Tony lovttl Tony Stremanos, TonyV1c1n1,
Tor. Backer, Travis Fuller. Tnstan Andrews. Tristan Htndm:, Troy SandlJn. Tyler Urbanski,
V.inusa Ftrnandes P1f'lht1to, Victor Barros Pimentel , W.aynt ChJng. Wayne Fuller, W-111
Hoffman. Woll Vaughn, W11io Burger, Xavier S1tpn1ak, Zach"y Pockett

620C6297000001 EN CE
ISB N: 978-0-7869-6675·2
Fi rst Pri nting: May 2019

9876 54321

DUNGEONS & DRAGONS. O&D. W1urds of the Coast. Forgo11cn Realms. the dragon ampersand, Plortr• Hondbook Monsru Manual. Dungton Mouu·s c,.dt. all other Wozards of
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CONTENTS Cb. 7: Tammeraut's Fate......................................................... 141
Background.................................................................................. 141
l n t r o d u c t i o n........ .. ......................... .......... ....... ................................ 4 Adventure Summary .................................................................141
Using This Book .............................................................................5 Adventure Hooks ........................................................................141
Harpy Attack............................................................................... 142
Cb. 1: Saltmarsh............................................................................7 The Village ofUskarn............................................................... 143
Politics and Factions .....................................................................7 Firewatch lsland ........................................................................ 144
Saltmarsh Overview....................................................................11 The Hermitage ........................................................................... 146
Downtime Activities.....................................................................18 Last Stand ................................................................................... 156
Saltmarsh Region ....................................................................... 20 Preparing for the Drowned Ones .......................................... 157
Adventures in Saltmarsh........................................................... 27 Death from the Deep ................................................................ 157
Saltmarsh Backgrounds............................................................ 29 Safe by Day ................................................................................. 158
The Wreck ................................................................................... 158
Ch. 2: The Sinister Secret ofSaltmarsh............................. 37 Conclusion................................................................................... 160
Background................................................................................... 37 Extending the Adventure......................................................... 161
Adventure Summary .................................................................. 38
Adventure Hooks ......................................................................... 38 Ch. 8: The Styes........................................................................ 163
The Haunted House.................................................................... 39 Background................................................................................. 163
The Sea Ghost.............................................................................. 50 Adventure Summary ................................................................ 164
Adventure Hooks....................................................................... 164
Ch. 3: Danger at Dunwater.......................................................61 Part l: A Dying District............................................................ 165
Background.......... ............................................... ...........................61 Part 2: Murder Mystery............................................................ 169
Rules of Engagement.................................................................. 62 Part 3: Hemlock Pit................................................................... 172
Roleplaying Lizardfolk............................................................... 64 Part 4: The Lamp's Shadow.................................................... 179
Adventure Summary .................................................................. 65 Part 5: Tharizdun's Progeny................................................... 182
Traveling to the Lair ................................................................... 65 Aftermath .................................................................................... 185
Lizard folk Lair ............................................................................. 66
Conclusion..................................................................................... 84 App. A: OfShips and the Sea ............................................... 186
Epilogue: Croc Hunt ................................................................... 84 Ship Stat Blocks ........................................................................ 186
Sample Ships ............................................................................. 187
Cb. 4: Salvage Operation......................................................... 87 Officers and Crew ...................................................................... 194
Background................................................................................... 87 Superior Ship Upgrades.......................................................... 196
Adventure Summary .................................................................. 87 Ships in Combat ........................................................................ 198
Adventure Hooks ......................................................................... 88 Travel at Sea ............................................................................... 199
State of the Ship .......................................................................... 89 Ocean Environs ......................................................................... 202
Death of the Emperor................................................................. 93 Encounters at Sea .....................................................................207
Conclusion..................................................................................... 95 Random Ships............................................................................ 208
Mysterious Islands ....................................................................211
Ch. 5: Isle ofthe Abbey............................................................. 97 Underwater Locations.............................................................. 214
Background................................................................................... 97
Adventure Hooks ......................................................................... 97 Cove Reef................................................................................ 214
Adventure Summary .................................................................. 97 Wreck of the Marshal........................................................... 218
Traveling to the Isle..................................................................... 98 Warthalkeel Ruins................................................................ 223
The Island ..................................................................................... 99
The Abbey Ruins ....................................................................... 101 App. B: Magic Items ................................................................ 229
Locations in the Ruin s ............................................................. 104
Conclusion................................................................................... 109 App. C: Monsters and NPCs ................................................. 230

Cb. 6: The Final Enemy.......................................................... 111
Background ................................................................................. 111
Council of War............................................................................ 111
Sahuagin Stronghold ............................................................... 112
The Mission B egins .................................................................. 114
Conclusion................................................................................... 137

INTRODUCTION In addition Lo the adventures themselves, chapter 1,
"Saltmarsh," provides an in-depth look at the town, its
EL.COME TO GHOSTS OF SALTMARSH. THIS various inhabitants, the nearby coasts, and what dan-
gers threaten the region. A variety of new backgrounds
book collects seven D&D adventures, each also help make new characters part of the Saltmarsh
famous for their unique challenges, for their community, giving them personal stakes in the town's
deadly threats, and for embracing the danger opportunities and hardships.
and wonder of the high seas. Some of these
adventures initially charted their courses The sea and its threats aren't unique to Saltmarsh.
in the earliest days of D&o·s history. while To help launch explorations across the wild waves. ap-
others set sail in more recent years. In each pendix A. "Of Ships and the Sea." presents a toolbox for
case, these tales of plunder and peril have been updated ocean-bound adventures. New rules for various ships,
for the current edition of the game. revealing deadly how to crew and captain them, and how to pit them
shores for brave crews to explore anew. against each other provide adventurers with new modes
Along with these adventures returns one of D&D's of exploration. Beyond this, details on a variety of nauti-
most famous seaside settings: the port town of Salt- cal dangers and oceanic hazards- from magical storms
marsh. The original backdrop of three of this collec- to whirlpools- make the seas even deadlier than ever
before. A spectrum of tables also helps generate encoun-
tion's tales (The Sinister Secret ofSaltmarsh. Danger at ters upon the waves, be they deadly sea monsters; ran-
Dunwater, and The Final Enemy), this fishing commu- dom vessels. theirs crews. and cargo; or islands brim-
ming with untold mysteries. Concluding the appendix
nity has a tradition of being a starting point for incredi- are a variety of underwater locations-like deadly reefs
ble adventures. Historically, Saltmarsh and the dangers and sunken ruins ready to be customized and explored
facing its people provided a widening sphere of adven-
ture, with increasingly dire threats drawing heroes to as your campaign demands.
explore more of the coast of the Azure Sea. Ghosts of The book's remaining appendices present magical

Saltmarsh continues that tradition. presenting a portion treasures perfectly suited to seafarers and a robust col-

of the coastal lands of Keoland, a kingdom in the Grey- lection of fearsome aquatic foes.
hawk setting. Each adventure notes where that story New horizons of adventure now lie before you. What
might unfold in the region around Saltmarsh. providing
a shared setting for them all. Although these seven ad- wonders and terrors will you discover across the waves?
ventures weren·t designed to create a single overarching
narrative, the tools provided herein make it easy to link Set sail and find out!
these stories into a wider Saltmarsh campaign.

USI NG THIS BOOK CREDITS FROM THE ORIGINALS

Ghosts ofSaltmarsh feat ures seven tales of adventure As every Dungeon Master knows, considerable work
that take place upon the waves, on brine-battered goes into the creation of a DUNGEONS & DRAGONS ad-
shores, and in the sea's deadliest depths. Each of these venture. Presented below are the credits from the clas-
adventures comes from across the tides of D&D history, s ic adventures that inspired the updated tales found in
returning to test heroes grown used to the predictable this book. For more on each adventure's origin a nd its
th reats and reliable footing of d ry land. place in D&D history, see the "About the Original" sec-
tion featured near the begining of each adventure.
Along with each adventure appear notes for setting
the adventure in the Saltmarsh region or ada pting it to a The Sinister Secret ofSaltmarsh (1981)
variety of D&D settings. Use that information to place it Design: Dave J. Browne
in your campaign or on the shores of your choice. Development: Don Turnbull
Editing and Production: Tom Kirby, Sally Meadows, Graeme Morris,
These adventures make perfect side quests for
ongoing campaigns. If you run published D&D cam- Don Turn bull
paigns, like Waterdeep: Dragon Heist, the higher-level Art: Jim Holloway, Dave de Leuw. Harry Quinn, Stephen D. Sullivan
adventures presented here are an ideal way to extend Playtesting: Jim Bambra, Michael W. Brunton, Chris Hall, Bill
the campaign.
Howard, Steve Mote, Allen Ovens, Mar tin Pickering, Chris Rick,
The adventures in Ghosts of Saltmarsh a lso perfectly Dave Tant, Patrick Thompson, Don Turnbull, Mark Valentine, Pat
complement those in Ta les from the Yawning Porta/- Whitehead
which collects another seven famo us (albeit land locked) Cartography: Graeme Morris
adventures. By picking and choosing your favorite en-
tires in each compilation, you'll be on your way to creat- Danger at Dunwater (1982)
ing a customized campaign a ll your own. Design: Dave J. Browne
Development: Don Turn bull
RUNNING THE ADVENTURES Editing and Production: Penny Bogg, Tom Kirby, Carole Morris.

To run each of these adventures, you need the fifth Graeme Morris, Don Turnb ull
edition Player's Handbook, Dungeon Master's Guide, Art: Dave de Leuw, Jim Holloway, Harry Quinn, Tim Truman
and Monster Manual. Before you sit down with your Playtesting: Jackie Apps, Steve Buckalow, Mike Ferguson, Bill
players, read the text of the adventure and familiarize
yourself with the maps as well, perhaps making notes Francis, Andrew Geer, Bill Jones, Tom Kirby, Ma rtin Pickering,
about complex areas or places where the characters Matt Quartermain, Tony Ross, Phil Spivey, Dave Tant, Nick
are certain to go, so you're well prepared before the ac- Thornley, Simon Thornley, Ji m Ward, Guy Williamson
tion starts. Cartography: Graeme Morris

Text that appears in a box like this is meant to be read Salvage Operation (2005)
Design: Mi ke Mearls
aloud or paraphrased for the players when the ir charac· Editing and Production: Sean Glenn, James Jacobs, Erik Mona,

te rs fi rst arrive at a location or un de r a specific circum· Sarah Robinson, Mike Schley, Jeremy Walker
Artwork: Attila Adorjany
stance, as described in the text. Cartography: Kyle Hunter

The Monster Manual contains stat blocks for most Isle ofthe Abbey (1992)
of the monsters and NPCs found in this book. When Design: Ra ndy Maxwell
a creature's name appears in bold type, that's a visual Editing and Production: Wolfgang H Baur, Dale A. Donovan, Roger
cue pointing you to its stat block in appendix C or in the
Monster Manual. If a stat block appears in appendix C of E. Moore, La rry W. Smith, Barbara G. Young
this book, the text tells you so. Artwork: Peter Clarke
Cartography: Diesel
Spells and nonmagical equip·
ment mentioned in the book The Final Enemy (1983)
are descri bed in the Player's
Handbook. Magic items are Story: Dave J. Browne
described in the Dungeon
Master's Guide, unless the Development: Don Tu rnbull
adventu re's text directs you Editing and Production: Paul Cockburn, Tom Kirby, Graeme Morris,
to an item's description in
appendix B. Don Turnbull
Cover Art: Dave de Leuw
Cartography: Graeme Morris, Philip Kaye
Playtesting: Bill Black, Bob Collman, Thomas Haas, Bill Howard,

Allan Owens, Dawn Poole, Gi na Poole, Chris Rick, Dave Tant,
Mark Valentine

Tammeraut's Fate (2004)
Design: Greg A. Vaughn
Editing and Production: Sean Glenn, James Jacobs, Erik Mona
Artwork: Peter Bergting
Cartography: Rob Lazzaretti

The Styes (2005)
Design: Richard Pett
Editing and Production: Sean Glenn, James Jacobs. Erik Mona,

Sarah Robinson, Mike Schl ey, Jeremy Wa lker
Artwork: Joachim Barrum
Cartography: Jason Engle

INTRODUCTION



CHAPTER 1: SALTMARSH

ALTMARSH IS A NONDESCRIPT FISHING VILLAGE POLITICS AND FACTIONS

tucked away on the southern coast of the Saltmarsh's future rests in the hands of three factions
Kingdom of Keoland. For several generations, that compete for supremacy. Two of the factions repre-
Keoland was a formidable military power. sent the opposing sentiments that have grown in town
Its superior cavalry and bold knights pushed in recent years. The third is a secret group that seeks to
the kingdom's borders outward to the north. undermine Saltmarsh and seize control of the region.
west. and east. Each successful campaign These factions' struggles play out in the day-to-day lives
increased both the crown's wealth and power, of the townsfolk and the political maneuvering of Salt-
and each one in turn drew the kingdom's attention even marsh·s town council.
farther north. The southern coastal regions of Keoland
remained a backwater. TRADITIO NALISTS
The crown's benign neglect allowed piracy and ban-
ditry to flourish. Saltmarsh and similar towns kept to The traditionalist faction is an alliance of the prominent
fishing, content to maintain a low profile and avoid gov- fishing families and merchants in town, along with the
ernmental entanglements. Decades ago, the pirates who workers who rely on those industries for a living. The
prowled the waters off Saltmarsh grew strong enough traditionalists remember the terrible times during the
to create their own realm, a loose confederacy known as Sea Princes' raids and have no desire to see the crown's
the Hold of the Sea Princes. With the rise of that nation ambitions lead to open war. The smugglers who operate
came increased raids on Saltmarsh and its neighbors. in the area tend to be traditionalists. Most pose as mer-
The Sea Princes' raiding ships pillaged the coast for chants and rely on their local contacts to move goods
more slaves to support their growing realm. and Salt- through the region without interference from the town
marsh suffered heavily. The memories of those times guard or royal agents. Smuggling has long been an easy
loom heavily over the area, and the locals' hatred of the way to make money in Saltmarsh, and locals generally
Sea Princes runs deep. look the other way, seeing it as a victimless crime.
In time, Keoland's victories in the north gave way to
a string of defeats in which its neighbors pushed the The traditionalists would like to see the dwarves' min-
kingdom back to its original boundaries. With the world ing efforts fail and interest from the north wane, so that
closing in, King Kimbertos Skotti looked to the south Saltmarsh's dependable fishing trade can thrive and
and saw unchecked banditry and a rising pirate nation. the smugglers in the area are left alone. They resent the
The crown struck peace treaties with its former foes to intrusion of outsiders seeking to transform Saltmarsh
the north, raised a navy, and dealt a sharp check to the and undoubtedly drain power from the fishing families
ambitions of the Sea Princes- but the conflict is by no to give to dwarves and merchants.
means over.
King Skotti has decreed that the pirates must be put This faction relies on two council members for repre-
down, the sea lanes secured, and trade cultivated. If sentation. Eda Oweland leads the faction and can count
Keoland cannot prosper as a military force, it must grow on Gellan Primewater to back her up. Anders Solmor is
mightier as a center of trade. young and unpredictable. but he has supported the tradi-
Saltmarsh. remote though it might be from the center tionalists' viewpoint on most issues.
of power in Keoland, is entering a new phase of its life
as it reacts to the king's plans. The crown's agents want At their best, traditionalists are community-minded
to expand the village's port and make it a prime location folk who want Saltmarsh to return to its old way of
for trade with the world beyond. In another recent devel- doing things, arguing that the town has survived for a
opment, a band of dwarves bearing a decree from the century by sticking to its original priorities. They suf-
king himself- have arrived and begun LO excavate the fered mightily due to the Sea Princes' depredations and
hills and seaside cliffs near town, looking for precious remember the days when the crown turned a blind eye
metals. If their work bears fruit as expected, the mine to their troubles. Their loyalty to the king runs second to
stands to become a major factor in the village's-and. their desire for peace and quiet.
indeed, the entire region's prosperity.
Naturally, not all of Saltniarsh's residems feel the EDA 0WELAND
same way about the recent developments in and around Eda (CG female human noble) is the current senior
their community, which is the key issue that affects their member of the town council, as well as the owner of
lives and livelihood. Although the recent changes stand three large fishing boats. She has lived in Saltmarsh all
to bring new prosperity to the area. many locals don't her life and has been elected to the council three times.
want to see their home changed. At the same time. as She is a gruff, pragmatic woman whose graying hair is
an undercurrent through all the goings-on, agents of the cut short and whose face bears the marks of a life lived
secretive and mysterious Scarlet Brotherhood work to outdoors. Eda is keenly interested in expanding Salt-
thwart Keoland's ambitions while advancing their own. marsh's fishing industry. her sights set on a wild section
of the coast where she hopes to build a new dock. She is
suspicious of the dwarves' mining enterprise and doubts 7
it will amount to much.

C 1-IAPTf RI S>\LI \I \11~11

Pe.rsonality Traits. Eda swears like a sailor when she THE TRADITlONALISTS IN PLAY

is frustrated or angry. and the folk in town who support The traditionalists simply want things to remain the
her appreciate her wi II ingness to stick up for them. same. If they had their way, the dwarves would go home,
Despite her temper. she respects those who keep their the guard would stick to dealing with monsters rather
cool. Anyone who stands up to her wins her respect. than hassling honest traders, and the crown would go
Those who try to flatter her earn her contempt. back to dreaming of conquests in the north. The more
things change. the more this faction resorts to open pro-
Ideal. If anyone in town needs help. Eda is the first test and resistance.

lo volunteer. She believes community binds people to- TRADITIONALIST SAMPLE EVENTS
gether and allows the1n to ride out che fiercest storm.
d20 Event
Bond. Saltmarsh is Eda's home. She would protect it 1- 6 Agroup of fishers accosts dwarves and other out-
7- 10 siders, demanding they leave town or else.
to her dying breath and wants its people to prosper. Gellan Primewater rmports a variety ofexotic flow-
11-12 ers that he uses to decorate the town, while also
Flaw. Eda is suspicious of outsiders. and she is too 13- 14 distributing fresh tropical fruit free of charge to the
1S-16 townsfolk.
quick to trust those familiar to her. 17- 18 A fire breaks out in town, and Eda Oweland raises
funds to support those who lost their homes.
GELLAN PRIMEWATER 19 A fishing boat goes missing with its crew. They
were smuggling a haul of black pearls, and Gellan
Gellan (NE male human noble) is a well-spoken, dap- 20 wants his treasure back without risking his cover.
per older gentleman with a neatly trimmed beard and a A bountiful catch leads to a day offeasting and
fancy wardrobe. With his cunning instincts, he has po- reconciliation, giving the factions a chance to make
sitioned his family to become the most prominent mer- amends.
chants in town. but he now faces an intractable problem. A bungled smuggling operation lands a few re-
Gellan made his fortune through smuggling, his textile spected people in jail, leading to near riots as fish-
and lumber exports serving as a cover for his illegal ers gather in a huge mob to effect a breakout.
activities. When Saltmarsh was a sleepy backwater, he A horrible sea creature has been sighted. keeping
could operate with impunity. Now that Saltmarsh has many crews at the docks until rt disappears. Any-
attracted attention from the outside world, he sees busi- one who tracks it down and slays it would be a
ness growing more difficult and less profitable. hero. Gellan pledges a magic weapon to its slayer.
Several fishing crews have gone missing. The locals
Over the years, Gellan has cultivated relationships demand that Keoland dispatch a squadron of ships
with a number of contacts among the Sea Princes. His to track down the slavers from the Sea Princes who
ships move illicit goods, including slaves, between their surely kidnapped them.
realm and Keoland. Gellan takes care to keep this side
of his business quiet, since any hint of involvement with LOYALISTS
slave traders would mean the end of his days in Salt-
marsh, if not his life. The loyalists consist of newcomers who arrived from
the northern reaches of Keoland, loyal to K ing Kim-
Gellan seeks to keep his smuggling cartel functioning bertos Skotti. They feel that the town should focus on
with as little interference as possible. Having a seat on becoming a useful asset to the crown and value the good
the council puts him in a perfect position to maintain his of the kingdom before the good of the region. The town
business while supporting all aspects of the traditional- guard. the dwarves. and the local farmers are generally
ists' agenda. His popularity in the faction is second only loyalists.
to that of Eda Oweland.
The loyalists care about security. They want to keep
Because Gellan is the wealthiest man in town, be Keoland's enemies at bay while ensuring law and order.
garners a great deal of popu lar support from the many They see smuggling as a key problem, as it enriches the
feasts, entertainments, and other diversions he supports Sea Princes at the cost of the royal treasury and the ef-
with expenditures and donations. H e pretends to care forts of honest merchants.
l ittle for the daily functions of the council. defaulting to
throw his support behind Eda's position. Tn truth, this Above all else. the members of this faction put their
deference is a ruse he uses to mask his efforts to shield faith in law. They exert influence through the town
his smuggling operation. guard, though they remain within their legal authority.

Personality Traits. Gcllan loves to play che role of the At their best. the loyalists want to grow Saltmarsh into
a trading hub with a higher standard of living and im-
foppish dandy. He enjoys fine wine. good food. and the proved security. If the Sea Princes are held in check and
latest fashions. He is a patron of the arts and spends lav- the sea lanes cleared of threats, Saltmarsh can grow to
ishly to support festivals. plays. and concerts. become the envy of the world.

Ideal. For Gellan. beauty and elegance are everything.

He derives great enjoyment from watching the town en-
joy his events.

Bond. Gellan values his reputation above all else. He

wants to be admired by the people of Saltmarsh.

Flaw. Greed colors every action Gellan takes. He can't

turn down a chance lo turn a profit. even if it means
breaking the law. Gellan secretly believes that even if
he is caught, he can spend his way back into the town's
good graces by throwing the biggest. most extravagant
festival Saltmarsh has ever seen.

Gii ·\i' IL I! l I SA i I ~11\l<Sll

At their worst. the loyalists see the people of Salt- Ideal. Eliander is a faithful servant of the crown. The
marsh as a barrier to growth. The locals are little more law must be obeyed. as faithful service and iron disci-
than allies of the Sea Princes, traitors who for too long pline arc the surest ways to maintain peace and order.
have evaded the crown's notice. If they were to do as the
loyalists tell them, then perhaps this fish-reeking pile of Bond. Once he gives his word, Eliander keeps it to the
a town could become something respectable.
death. Honor is his life. and treachery earns his wrath.
ELIANDE R F l REBORN Flaw. Eliander is stubborn to a fault. Once he sets
Eliander (LN male human gladiator) fought in the royal
army of Keoland. where he earned a name driving the his mind to a belief or a course of action, little can
wild th ings of the Dreadwood away from the settled dissuade him.
lands. Eliandcr suffered a tremendous injury to his leg
in a battle against an owlbear and now walks upon a MANISTRAD COPPERLOCKS
finely carved wooden peg. Despite his injury and ad- The leader of the newly established mini ng operation
vancing age. the burly captain of the Saltmarsh town in Saltmarsh is an iron-willed dwarven woman named
guard remains an imposing figure. El iander is a local Manistrad (LN fema le dwarf veteran). She r uns the
celebrity thanks to his facility with languages, and he is mining outfit from a small office near the edge of town.
often called upon by the town's various organizations to Manistrad is a competent leader, as well as a savvy
assist with translations. He is fully literate in Common, miner with a knack for pulling off impossible jobs. She's
Dwarvish, Gnomish, Elvish. and Halfling: he can also convinced that the veins of si lver found in the cliffs near
speak and understand Ore and Draconic. Saltmarsh are indicative of more valuable stones deeper
in the rock. She was once a fearsome warrior, and she's
In a crisis, Eliander Fireborn might put the good of not above delivering a few well-placed blows to ensure
the crown above local rule. He possesses a royal writ her orders are followed.
that allows him to seize authority over the town guard in
case of an emergency. He is loath to use it, as the locals Manistrad occupies an awkward place on the coun-
might react to his seizure of power with an open revolt. cil. She was placed in her position by royal decree: the
crown decided that if Saltmarsh is 10 support a mining
Personality Traits. Caution guides Eliander·s operation. the miners would need a political voice. A
more diplomatic figure might have smoothed over the
thoughts and his every action. He recognizes that tension. but Manistrad has little patience and sees the
Saltmarsh is on the verge of tremendous growth, but rest of the council, save for Eliander. as rustic dullards.
he sees the influence of the Sea Princes behind every
stroke of misfortune. Slow and steady wi ns the day, as Pers onality Traits. Manistrad is a woman of few
he likes to say.
words. She is curt and quick, yet she gives every person
who comes before the council a fair accounting. She's q
nobody's fool.

< It \Pl IR I S.\IT\iAR"ll

Ideal. Curiosity and hard work mark everything land. When the time is right, the Brotherhood w ill strike
Manistrad does. Once she is interested in a topic, to seize the reins in kingdoms all across the world. Al·
she is relentless in learning about it. Obstacles don't ready its assassins have s lain those who might oppose
slow her down. their sinister plans. In almost every court in the land,
from the most remote backwater barony to the imperial
Bond. Manistrad is intensely loyal to her kinfolk and courts of world powers, the Brotherhood's agents have
the mining operation her clan seeks to establish here. quietly assumed positions of influence.
Threats to the livelihood of the dwarves earn her wrath.
In Saltmarsh, the Brotherhood supports councilman
Flaw. Manistrad has little patience; she tends to push Anders Solmor and his fami ly's trade cartel. They hope
for quick results over a more measured approach. to use Anders to destabilize the region, weaken the
crown, and clear the way for the Scarlet Brotherhood to
THE LOYALISTS IN PLAY seize control. The Brotherhood arranges for the Solmor
ships to meet with eager merchants in distant ports who
T he loyalists are focused on two things: ensuring that pay well above market value for his goods, ensuring his
the dwarven mine is a success, and clamping down on popula rity and dependence on Brotherhood contacts.
smuggling to keep the Sea Princes in check. The mine The Brotherhood plans to surround him with their
is the most precious commodity in the region for this advisers and functionaries to ensure that Saltmarsh
faction, and its members do everything they can to sup- develops under their control. They intend to ignite open
port it. If word of any Sea Prince activity reaches the war between Keoland and the Sea Princes, leaving
loyalists, they are quick to meet the threat. both realms battered and weakened while the Brother-
hood moves in.
LOYALIST SAMPLE EVENTS
Unlike the other factions in Saltmarsh, there is no
d20 Event good s ide to the Scarlet Brotherhood. As unrepentant
1- 6 The town gua rd cracks down on smuggling, going megalomaniacs, they are villains through and through.
7-10 house to house in search ofcontraband.
A tribe of marauders (gnolls, ores, or goblins) ANDERS SOLMOR
11-1 2 moves into the area, putting the town on alert and
13-14 forcing Eliander to call out the militia. The tradi· Young Anders (LG male human noble) recently inher-
15-16 tionalists chafe under his orders. ited his family's fleet of fishing boats after the untimely
Amass breakout allows a crew ofsmugglers to es- death of his mother, Petra. He's the youngest person
17-18 cape the dungeons, increasing te nsion in town. ever to be elected to the council. Brash and inexperi-
The dwarves make a spectacular find in the mine, enced. Anders is a slight man with sharp features and
19 sparking plans to expand their presence and the a toothy smi le. His recent forays into trade have made
docks . him a local celebrity. Since Anders owns both a fishing
20 Eliander and the town gua rd are called away to help fleet and several trading vessels, he can sell his catch at
deal with a threat from the Dreadwood, leaving a highly competitive price. And he can offer better prices
behind only a skeleton crew to keep the peace and for the other fishers in town to sell to him, since his
watch the mine. catch brings in so much more profit.
A new wave of immigrants from the north arrives
in town, tilting the population such that the loyal· Everyone involved in the town's fishing industry sup-
ists might win a majority in the next town council ports Anders, and his energy and ambition have made
election. him something of a folk hero on the docks. On the other
A bloody battle against pirates leaves a Keoish na· hand, his open opposition to smuggling and his hatred
val squadron undermanned. The squadron comes of the Sea Princes' practice of slavery makes him a
to town to press local sailors into service. Eliander thorn in the smugglers' side.
secretly passes along the names of hotheaded t ra·
ditionalists for the press gangs to target. Unbeknownst to Anders, his butler, Skerrin Wave-
Having found enough evidence to charge him, chaser, is an agent for the Scarlet Brotherhood. He
Eliander seizes Gellan and ships him to Seaton to engineered the death of Anders' mother and has placed
face charges of smuggling. Riots break out in town. a number of Brotherhood agents in key positions in the
Solmor fleet.
SCARLET BROTHERHOOD
Personality Traits. Anders is sunny and optimistic.
The Scarlet Brotherhood claims that the bloodline of its He sees the potential for profit and opportunity in every
followers traces back to an ancient empi re, the Suel lm- challenge. Unfortunately, he is too young to temper his
perium, and their goal is to restore the old Suloise noble views with a realistic assessment of the risks.
houses to prominence in the world. As scions of a realm
that once enjoyed unmatched arcane power and a vast Ideal. Anders believes that freedom is the root of hap-
dominion, its members see themselves as superior to all piness. He pays his employees well and wants to help
other folk and the only ones fit to ru le. Saltmarsh grow into a prosperous town. Above all else,
be hates the Sea Princes and wants to see their realm
For decades, this group has been concocting a con- and its slave trade scoured from the earth.
spiracy to spread fear, chaos, and uncertainty across the
Bond. Anders's mother Petra was the center of his
life, and his sense of responsibility stems from her ex-
ample. Every important decision he makes is guided
by his desire to live up to her standards. If Skerrin is
implicated in her murder, his hold over Anders would be

CltAP1 EH 1 S \1-J \HRSll

ro

~

shattered. For now, Skerrin uses Petra's memory to fan for war and continue to help Brotherhood agents infil-
Anders's antipathy toward the Sea Princes. trate Keoland's towns in the south.

Flaw. Due to a combination of his youth and his If war does erupt, Brotherhood agents will work to
somewhat sheltered upbringing, Anders is naive. He ensure a long, drawn-out stalemate that grinds down
relied on his mother's expertise in most matters, which both sides. Ideally, assassinations will pave the way for
has aliowed Skerrin to worm his way into Anders's Brotherhood agents to assume high positions in both
confidence. realms, but if necessary, the Brotherhood will engage
armies of mercenaries, humanoid tribes, and fanatics
SKERRIN WAVECHASER it has gathered to finish the job. They hope that the Sea
Princes can then be transformed into a puppet state,
Skerrin (LE male human assassin) is secretly the head allowing the Brotherhood to turn their attention to the
Brotherhood agent in town. Tall, lean, tan, with short rest of Keoland.
silver hair, he speaks in precise, measured statements
of a man who has a keen eye for detail. He is dispas- SCARLET B ROTH ERHOOD SAMPLE EVE NTS
sionate and takes a protective stance toward Anders.
To observers, he is nothing more than a faithful and d20 Event
trusted butler. 1-6 The Brotherhood sli ps evidence of smuggling to
7- 10 the guard, causing several popular fishing boat
Skerri n was renowned for his patience during his owners to be arrested.
days as an assassin for the Brotherhood. Once, he hid 11 - 1 2 The Brotherhood's agents spread rumors that the
himself in the attic above a noble's bedroom, waiting mine is on the verge of failure and the crown plans
in a trance-like state for three days and nights until his 13-14 to award the dwarves rulership of Saltmarsh as
target was positioned just below a small crack in the 15-16 compensation.
room's ceiling. Skerrin squeezed a single drop from a 17-18 The Brotherhood blackmails lngo the Drover and
vial of poison he carried on to the noble's bald scalp. He Keledek the Unspoken, two people in town with
waited in his hiding place for another full day until the 19 dark pasts, into th ei r service, turning them into
contact poison killed the man. 20 useful agents.
Tainted grain delivered by a merchant in league
Personality Traits. Skerrin is literally a man of two with the Brotherhood leads to an outbreak of
personalities. He appears to be a concerned, fatherly fig- plague.
ure, a Joyal retainer who worries about his young mas- The Brotherhood uses kidnapping, blackmail, or
ter. With a few moments of focus. however, he can shift other sinister means to turn an important member
to become a cold-blooded, patient killer. of another faction into an al ly.
A small band of escaped slaves arrives in town.
Ideal. When operating as Anders' servant, Skerrin They claim that several sailors at the docks once
believes that it is the duty of those with experience and worked as slave traders, prompting outraged calls
wisdom to advise the young. As an assassin, he holds for justice from Anders.
that those strong enough to survive flourish only by cull- Pirate activity increases, bearing the unmistakable
ing the weak. mark ofthe Sea Princes. The Brotherhood's ships
adopt Sea Prince regalia to confuse the issue.
Bond. S kerring's bond alternates between Anders Skerrin, growing bored and overconfident, assassi-
and the Scarlet Brotherhood. He sees both as the best nates a prominent member of a faction and tries to
bets to bring order and security to the world. frame the Sea Princes for the deed.

Flaw. Arrogance. Skerrin genuinely believes that if SALTMARSH OVERVIEW
he had to, he could murder everyone of consequence in
town in a single night and secure the place for the Scar- Saltmarsh's roughly five thousand residents are pre-
let Brotherhood. Sometimes he is tempted to do so, if dominantly human, with the dwarven mining contingent
only to prove himself right. of about two hundred workers the largest non-human
faction in town. Elves and halflings draw no special no-
THE SCARLET BROTHERHOOD IN P LAY tice, since the Silverstand hosts a wood elf enclave and a
few halfling villages are tucked in the hills around town.
The Scarlet Brotherhood is an opportunistic faction. It The residents react to other visitors, especially tieflings
seeks to cause the maximum amount of disruption with and dragonborn, with a mixture of curiosity and fear.
the least amount of risk.
L AW AND ORDER
The Brotherhood wants to tilt the town council in its
favor and install Anders as the most prominent member. Saltmarsh is a bastion of civilization in the midst of an
Their first goal is to find evidence of Gellan Primewa- untamed region. Without its stout defenders, it might
ter's involvement with the Sea P r inces and implicate have long ago fallen to the depredations of outsiders.
his participation in the slave trade. Such evidence is not
ha rd to find once Gellan's dealings with the Sea Princes
are revealed.

The Brotherhood plans to use such accusations to
increase tension in town between the traditionalists and
the loyalists, ignite a civil war, assassinate leaders on
both sides. and then use Anders as a peacemaker. Then
the Brotherhood plans to assassinate Anders, frame the
Sea Princes. and install Skerrin as his replacement as
the town's foremost leader. Finally, Skerrin will agitate

(I! \I IF R I SAl r\I \R~JI II

M ILITIA AND DEFENSE COMM ERCE
One hundred trained warriors serve in the town guard.
Each of them wears studded leather armor marked with Saltmarsh might be encrusted in sea salt and reek of
a town guard's badge the green reed of Saltmarsh- rotting fish guts, but there is gold aplenty in the coffers
and is armed with a club while patrolling in town. The of its citizens. For more than a century, the ships of
guards work in pairs, operating from two guardhouses Saltmarsh have worked the rich fishing grounds along
built near the road into Saltmarsh. A smaller station at the coast. Trade ships from near and far have been
the docks quells the fights that break out there nightly. using the docks to unload their goods, and lately more
The captain of the town guard is Eliander Fireborn. ships have come to call as the dwarven mining opera-
tion grows. Smuggling has also long been a profitable
The guard also patrols the area around Saltmarsh on business here.
horseback. Groups assigned to this duty are more heav-
ily armed and armored; they wear chain mail and wield The dwarven mining operation promises to bring
longswords and heavy crossbows. about a rapid growth in Sahmarsh's fortunes. Whether
that's a good or a bad thing depends on who you ask.
A militia of five hundred residents can be mustered to The merchants look forward to more business, but the
take up the defense of the town if it comes under attack. fishers don't see how the mines will do anything to en-
The militia members have undergone minimal training, rich their coffers. If anything, they fear that competition
since they are expected only to keep an enemy at bay for fish will become more ferocious as the town grows.
until the king's forces arrive.
FISHING
A small force of marines watches over the docks and. More fo lk in town work in the fishing industry than
if needed, can take to sea to meet the threat of a pirate any other, and it has been the backbone of Saltmarsh
ship or sahuagin incursion. The mari nes are hardened for generations. The wealthier families own their own
veterans of several battles against the Sea Princes. They boats, while less well-to-do fol k hire out to work as
are led by a married couple, Tom and Will Stoutly, vet- deckhands. The work is difficult and dangerous, but a
erans who have fought dozens of engagements against smart deckhand can save money for several years and
pirates. raiders. and monsters. eventually buy their own boat. That promise of earned
prosperity is important to the townsfolk, and they see
The guard is seen as something of a meddlesome newcomers as a threat to it.
force. since most of its members are drawn from the
military veterans who migrated here with the crown's TRADING
blessing. Townsfolk tend to see them as brutish thugs. The wealthiest families in town own large trading ves-
though they arc quick to call them when trouble arises. sels that they use to ship goods across the Azure Sea.
Saltmarsh exports other foodstuffs from the farms
LOCAL LAW ENFORCEMENT around town. Most manufactured goods, except for
The town guard arrests lawbreakers and imprisons rope, nets. and other items created locally to support the
them in the town jail. In most cases, criminals pay a fishing industry, are imported into town.
fine and are let go. Those who cannot pay are required
to work off their debt, usually put to work sweeping SMUGGLING
As a sleepy backwater town, Saltmarsh has long been
streets or helping with construction projects. If a crime an ideal market for illegal goods. Pirates, agents of the
requires a trial, the town council hears evidence and Sea Princes, and Keoish nobles looking to evade the
renders a verdict. Crime breaks down into three basic king's taxes have all helped fuel a bustling local black
categories in Saltmarsh. market. Some fishing boats meet ships at sea co load
and unload illegal goods, while other cartels conduct
Petty Crime. Public unarmed brawling, pickpocket· business at isolated points along the shore near town.
The locals see smuggling as a victimless crime and
ing, and other crimes that cause up to 50 gp in property resent the crown's growing insistence on cracking
damages are classified as petty crimes. The accused down on it.
pays a fine of 2d6 gp. or one clay of hard labor per gold
piece owed. MINING
The mine outside town is a new development. Despite
Minor Crime. Armed assault, defined as any nonfatal the skepticism of the locals, the mine has started to
yield silver in growing quantities. and the dwarves are
attack made with a weapon, along with any other assault convinced that the nearby cliffs are rich with gold. If the
or property crimes that cause more than 50 gp in dam- mine takes off. Saltmarsh could transform into a sprawl-
ages, but less than 250 gp, are minor crimes. The per- ing boomtown overnight.

petrator must pay a fine of JOO gp and serve ld4 years in D OCKS

prison or at forced labor. The docks of Saltmarsh are the beating heart of the
town. The fishing trade and related commerce that keep
M'fjor Crime. Crimes more severe than those out- the town alive arc based here.

lined above, including murder, are major crimes. The
criminal faces 2d 10 years of imprisonment, though
serious cases earn the death penalty. I n most instances.
these crimes are dealt with in Seaton, the provincial
capital located east of Saltmarsh.

12 <.llAP"l I kt Is \l I MAR~ll

~

The docks have recently undergone a series of expan- ing to outdo the other with their tales of the sea. Fights
sions intended to lure larger merchant vessels into the erupt as rival crews cross paths, and the town guard
port. Two primary piers are used to load and unload keeps a high profile in hopes of maintaining the peace.
large ships, while a series of smaller ones accommodate
humbler vessels. The quantity and quality of the catch in recent days
goes a long way toward determining the town's mood
This part of Saltmarsh is almost constantly busy; and general atmosphere. A bountiful catch for a few
it's rare to see the large piers unoccupied. Guarded days in a row puts all the fishers in a celebratory mood,
warehouses are a common sight in this district, and it while a poor harvest that lasts more than a couple of
is considered suspicious behavior to walk near those days leads to frayed tempers and brawling.
places at night.
Use the following table to determine the mood around
The docks are a hotbed of rumors and gossip. The the village, rolling once every few days or choosing as
sailors and laborers who frequent this area are bored, you see fit.
eager for news, and inclined to share what they have
heard. A character who spends a few hours asking for S ALTMARSH Mooo
news can learn the current scuttlebutt. The "Dock Ru-
mors" table below can be an inspiration for the sort of d20 Result
whispers characters might hear. 1-6 Poor Catch. The townsfolk are frustrated and prone
to bickering; everyone is in a bad mood.
DOCK RUMORS 7-12 Bountiful Catch. Music and merriment echo
thro ugh town as everyone celebrates.
dlO Rumor 13-20 Typical Catch. Overall, the fishers are content with
The crown dispatched a caravan with enough gold to their recent results. Here and there, crews boast of
commission six new wa rships. It went missing near good pickings or bemoan their poor haul.
the Hool Marshes.
LOCATIONS I N SALTMARSH
2 Drow traders posing as surface elves have been doing
business in town. Here is a s ummary of the notable places in Saltmars h,
as depicted on map 1.1.
3 Someone's sabotaging fishing boats. It's those
dwarves- they want to take over! 1. C rTY GATE

4 The king's agents have infiltrated town. It's only a Saltmarsh was built on the ruins of a much older set-
matter of time before they remove the council and tlement, sometimes called Old Saltmarsh or the Old
replace them with foppish nobles. Harbor. One sign of this is that the town has a small
stretch of wall and a s ingle town gate secured by two
5 That tiefling who's looking to buy crocodile skulls or three guards. The wall is old, crumbling, and badly
can' t be up to anything good. worn by centuries of rain and wind coming in from the
Azure Sea.
6 A couple of fishing boats have gone missing. If the
sea devi ls aren't behind it, I'm a merman. T he garrison at the gate consists of older guards,
those nearing retirement and unwilling or unable to
7 A big critter's been going through everyone's trash walk patrols. T heir eyes are s harp, and they are prone
at night. Something from the swamp, I'd reckon- to gossip. A pull from a flask of whiskey or a few s ilver
maybe a troll. pieces can pers uade them to provide information on re-
cent visitors.
8 Sometimes on a moonless night, you can meet the
ghost ofa drowned sailor trying to get home. Lead 2. B ARRACKS AN D J A IL
one to their home, and you'll get a wish. Fail, and
they'll strangle you. Built on a low hill, the Saltmarsh barracks are also its
jail. It is one of the few structures in Saltmarsh with an
9 If you see someone at the docks wearing a red cloak underground level. The jailer, Kraddok Stonehorn (LG
after dark, slip them a copper piece and they'll con- male human gladiator), is an old comrade ofEliander.
nect you with smugglers from beyond this world who He is a stickler for the rules, and Eliander trusts him
can sell you anything you've dreamed of. with his life.

10 It's only a matter ohime before the dwarves dig too T he jail in the cellar consists of two sections. A single
deep and unleash something horrible. large chamber holds drunks, brawling fishers, and other
troublemakers who need to cool off for a few nights. The
Moon OF THE TowN lock is high quality (requiring a successful DC 20 Dex-
terity check with thieves' tools to pick), and the door is
Saltmarsh is a place of constant energy. Pew of the com- built of stout wood with a small window to allow guards
mon folk are so affluent that they can afford to sit idle. At to check in on their charges.
sunrise, the docks bustle with fishers preparing to ven-
ture out for the day. When they return, they spend time A s ide passage holds six individual cells with high-
unloading their catch, mending nets, and repairing their er-quality locks (each requiring a successful DC 25
vessels. The merchants move their ships into the docks Dexterity check with thieves· tools to pick) and solid
once the fishing fl eet is out for the day, and dock workers doors that lack windows. One cell was long ago warded
rush to load a nd unload goods before the boats return. against both teleportation and divination magic. Spell-

The daily e nergy and bustle carries over into rowdy
nights. The fishe rs chug ale and swap stories, each seek-

( flAl'"fER l I ~\11 M \llSll








































































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