Page 14 - ghosts-of-saltmarsh
P. 14

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   The quantity and quality of the catch in recent days
             humbler vessels.                                  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-  d20   Result
             mors" table below can be an inspiration for the sort of   1-6   Poor Catch. The townsfolk are frustrated and prone
             whispers characters might hear.
                                                                      to bickering; everyone is in a bad mood.
                                                                 7-12   Bountiful Catch. Music and merriment echo
             DOCK  RUMORS
                                                                      through 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 warships. It went missing near
                                                                      good pickings or bemoan their poor haul.
                   the Hool Marshes.
               2   Drow traders posing as surface elves have been doing
                                                               LOCATIONS I N  SALTMARSH
                   business in town.
                                                               Here is a summary of the notable places in Saltmarsh,
               3   Someone's sabotaging fishing boats. It's those
                                                               as depicted on map 1.1.
                   dwarves- they want to take over!
               4   The king's agents have infiltrated town.  It's only a
                                                               1.  C rTY GATE
                   matter of time before they remove the council and   Saltmarsh was built on the ruins of a much older set-
                   replace them with foppish nobles.           tlement, sometimes called Old Saltmarsh or the Old
               5   That tiefling who's looking to buy crocodile skulls   Harbor. One sign of this is that the town has a small
                   can't be up to anything good.               stretch of wall and a single town gate secured by two
               6   A couple of fishing boats have gone missing. If the   or three guards. The wall is old, crumbling, and badly
                   sea devils aren't behind it,  I'm a merman.   worn by centuries of rain and wind coming in from the
               7   A big critter's been going through everyone's trash   Azure Sea.
                                                                The garrison at the gate consists of older guards,
                   at night. Something from the swamp, I'd  reckon-
                                                               those nearing retirement and unwilling or unable to
                   maybe a troll.
                                                               walk patrols. Their eyes are sharp, and they are prone
               8   Sometimes on a moonless night, you can meet the
                                                               to gossip. A pull from a flask of whiskey or a few silver
                   ghost of a drowned sailor trying to get home. Lead
                                                               pieces can persuade them to provide information on re-
                   one to their home, and you'll get a wish. Fail, and   cent visitors.
                   they'll strangle you.
               9   If you see someone at the docks wearing a red cloak   2.  B ARRACKS AND J AIL
                   after dark, slip them a copper piece and they'll con-  Built on a low hill, the Saltmarsh barracks are also its
                   nect you with smugglers from beyond this world who   jail. It is one of the few structures in Saltmarsh with an
                                                               underground level. The jailer, Kraddok Stonehorn (LG
                   can sell you anything you've dreamed of.
                                                               male human gladiator), is an old comrade ofEliander.
               10   It's only a matter ohime before the dwarves dig too
                                                               He is a stickler for the rules, and Eliander trusts him
                   deep and unleash something horrible.
                                                               with his life.
                                                                The jail in the cellar consists of two sections. A single
             Moon OF THE TowN                                  large chamber holds drunks, brawling fishers, and other
             Saltmarsh is a place of constant energy. Pew of the com-  troublemakers who need to cool off for a few nights. The
             mon folk are so affluent that they can afford to sit idle. At   lock is high quality (requiring a successful DC 20 Dex-
             sunrise, the docks bustle with fishers preparing to ven-  terity check with thieves' tools to pick), and the door is
             ture out for the day. When they return, they spend time   built of stout wood with a small window to allow guards
             unloading their catch, mending nets, and repairing their   to check in on their charges.
             vessels. The merchants move their ships into the docks   A side passage holds six individual cells with high-
             once the fishing fleet is out for the day, and dock workers   er-quality locks (each requiring a successful DC 25
             rush to load and unload goods before the boats return.   Dexterity check with thieves· tools to pick) and solid
              The daily energy and bustle carries over into rowdy   doors that lack windows. One cell was long ago warded
             nights. The fishers chug ale and swap stories, each seek-  against both teleportation and divination magic. Spell-

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