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casters are kept here, blindfolded and manacled. Occa- four suits of animated armor and a rug of smothering
sionally Eliander uses this cell to conduct meetings that left in the vault. The constructs do not attack dwarves
require the utmost secrecy. and can be disabled for 10 minutes if the command
The jail is used to hold prisoners with sentences of word "Tatalot" is spoken to them. Manistrad and her
up to a year, but those facing longer terms or sentenced close advisors know the command word.
to hard labor are transferred to the prison at Seaton, a
larger, heavily fortified port to the east. 6. KELEDEK T OWER
At any given time, 2d4 guards, led by a veteran. keep This three-story tower is home to the town's resident
watch here. sage and wizard, Keledek the Unspoken (LE male hu-
man mage). Keledek's dusky skin, bald head, and bright
3. THE WICKER GOAT red silk turban-not to mention his height of nearly 7
Bearing the dubious honor of being the oldest tavern in feet-make him an unmistakable figure in town.
town, the Wicker Goat is owned by Lankus Kurrid (NG Keledek came to town years ago from Ket. a distant
male human guard), a retired officer of the Keoish army kingdom held in a mix of contempt, mistrust, and fear
who caters to the dwarven miners and town guard. The by the locals. Rumor around town claims that speaking
two-story building has sleeping quarters for rent on the his name aloud allows Keledek to eavesdrop on a con-
upper floor, usually sufficient to accommodate the slow versation for a short time. In truth, Keledek relies on his
stream of travelers making their way through Saltmarsh familiar, an imp named Zivmal, to spy on the townsfolk.
on the way to somewhere else. Keledek is a close associate of Gellan Primewater. He
Those who seek an audience with Manistrad can find uses his magic to help a gang of smugglers based out of
her here when she's not working at the mine. She some- the nearby Tower of Zenopus in exchange for rare spell
times has need for adventurers to help keep the mining components and magic items.
operation secure. Roll a d6 and consult the table below
to determine the nature of an available task. 7. FAITHFUL QUARTERMASTERS OF Iuz
A trade delegation led by Captain Xendros (CE female
d6 Task tiefting priest) has come to Saltmarsh to acquire large
Guard a mining shaft that was recently attacked by quantities of fish (salted and preserved for transport) in
duergar from the Underdark. the name ofluz, a mighty cambion and demigod who
2 Escort supply wagons moving to and from Saltmarsh. rules much of the distant north. luz's realm does not
produce enough food to feed all its citizens, so it relies
3 Explore a tunnel discovered in the mines that bears
on imports for the rest, and Saltmarsh is one of its ma-
signs of troglodyte infestation.
jor suppliers.
4 Find a group of miners who went missing under·
The minions of Juz have only rarely come into direct
ground and may have been snatched by slavers.
conflict with Keoland, and its ongoing war with Keo-
5 Track down a thief who stole a shipment of expensive
land's rivals makes the nation an acceptable trade part-
mining gear in Saltmarsh. ner in the eyes of the king. The emissaries from Iuz pay
6 Locate the source of zombies and skeletons that have on time and they buy shiploads of fish at once, so no one
been sighted in the mines recently. inquires too closely into the captain's sepulchral voice
or her penchant for wearing gold jewelry etched with
4. ELIANDER'S H OUSE grim designs.
Tucked at the edge of town and overlooking the sea, Xendros sometimes has need for adventurers. She is
Eliander's home provides him with a relaxing sanctuary particularly interested in tracking down an apparatus
away from the bustle of Saltmarsh. Eliander maintains of Kwalish. If news of one reaches her. she offers magic
the largest library in town; during his days of military items to those willing to recover it for her (short of an
service, he made a hobby of collecting rare books. lf artifact, she can supply anything if given enough time to
the characters need information on the history of Salt- send word to Tuz). If her offer is rebuked. agents of Iuz
marsh, they might find it in Eliander's archives. conjure a team of demonic assassins to take the device
and spirit it back to luz's realm.
5. MINING COMPANY HEADQUARTERS
Once a mansion owned by a local noble family, this 8. EMPTY NET
building was purchased by the crown and serves as the Partially supported by stilts driven into the harbor
dwarven mining company's headquarters in Saltmarsh. waters. this rickety tavern is purportedly a haven for
Manistrad Copperlocks stays here when she must do smugglers, mercenaries, assassins and even pirates.
business in town: otherwise. several dwarf clerks work The owner, Kreb Shenker (NE male human thug), takes
here during the day, logging deliveries at the docks to be coin from anyone and asks no questions. Troublemakers
transported to the mine and arranging for the processed are thrown out the door, over the railing, and into the
ore to be loaded on trade ships bound for distant ports. reeking harbor. Characters looking to carouse find this
Rumors abound of a vault hidden beneath the build- the best place for a rowdy night of drinking and brawl-
ing. In the cellar, the dwarves have dug a chamber in ing. The town guard comes here only if called.
the earth that is sealed with a heavy iron door and a fine Kreb works with Gellan Primewater to screen pro-
lock (requiring a successful DC 25 Dexterity check with spective buyers and sellers for smuggled wares. He also
thieves' tools to pick). The dwarves keep their funds recruits local toughs and sailors for Gellan's ventures,
here- about 1.000 gp in coins and gems, guarded by but he prefers those who are business-minded and less
likely to cause trouble.
C'B\P1ERI SAlTM\R:O.H
11
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