Page 17 - ghosts-of-saltmarsh
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9.  GREEN MARKET                                    The Snapping Line is run by a young woman named
           A strip of  open land that is the place for everything that   Hanna Rist (NG female human commoner), who comes
           isn't fish, salt, or nautical wares, this market stretches   from a family of  well-known lobster catchers. The Rist
           among a dozen stalls down to the bridge. A few goats.   family also makes a spirit from lobster meat and pota-
           eggs, cloth, marsh plants, and pots are available, as well   toes called claw wine; it is, to put it mildly, an acquired
           as the occasional mule or  ox for hauling carts.   taste. Hanna employs several former dockhands to keep
                                                             peace in her bar.
           10.  SHARKFIN B RIDGE
           This single large bridge spans the river, with shops and   14.  COUNCIL HALL
           homes along its length. The bridge predates the village   This large brick building contains the offices of  the town
           and is large enough for laden carts to pass two abreast.   council and the chamber where they meet to discuss
           Elves and fey folk feel vaguely nauseated when they   the town business. The hall is built from sturdy stone
           cross the bridge, owing to an ancient curse placed on it   from the nearby cliffs and a variety of  hardwood from
           long before Keoland rose to existence.            the nearby Hool Marshes. A wooden sign depicting a
                                                             net filled with fish hangs above the double doors lead-
           11.  KESTER'S LEATHER Gooos                       ing into the hall. A small tower rises from the building.
           Kiorna Kester (LN female human commoner) runs this   housing a horn at the top, which is blown to announce
           tannery. where she produces smooth, colorful leather   the beginning of  a council session or other signifi-
           for every purpose and sells both the cured hides and   cant events.
           items she fashions from it. Kiorna is keenly interested   The town has a sturdy but weatherbeaten platform
           in acquiring hides from exotic creatures to craft into   and gallows in front of the hall for use in the event of an
           expensive leather. She pays a fee in gold pieces equal   execution. Such punishments are rare, but when they do
           to 100 times a creature's challenge rating for the intact   occur, they draw a large crowd. In any given week, there
           hide of  any beast or monstrosity of  challenge rating 3   is a 2 percent chance of  an execution, usually of  some
           or higher. Harvesting the hide from such a creature re-  bandit or  other non-native ne'er-do-well.
           quires an intact carcass, an hour of  work. and a success-
           ful DC 15 Dexterity (Sleight of  Hand) or  Wisdom (Sur-  15.  WEEKLY MARKET
           vival) check to preserve it in top condition for Kiorna's   Built around the first well dug for the fishers in the
           purposes. On a failed check. the hide docs not meet Ki-  town's early days is a large market square where mer-
           orna's standards but can still be sold for a lesser price.   chants of  all descriptions gather on the first day of  each
                                                             week to sell their wares. Initially established to sell fish,
           12.  HOOLWATCH TOWER                              the market has grown to include a wide variety of goods.
           This 60-foot-tall tower was the first defensive building of   The center area of  the square contains a dozen long
           Saltmarsh. and it  still serves as an armory and lookout   tables where shoppers can eat communally. Items from
           as well as the official base oft  he town guard. Eliander   the Player's Handbook costing up to 150 gp are avail-
           spends most of  his time here in his duties as com-  able for purchase here.
           mander of  the guard. He sometimes has need for adven-
           turers, and at such times he posts jobs on a board hang-  16.  PRJMEWATER MANSTON
           ing by the tower's entrance. Roll a d6 and consult the   Gellan Primewater maintains a large mansion right
           table below to determine the nature of  an available task.   on the docks, allowing him to oversee his ships from
                                                             his upstairs window. He sometimes leans out to shout
             d6   Goal           Foes       Location         orders or  answer questions for his captains and crews,
                 Recover stolen   Goblins   Hool Marshes     his booming voice echoing over the docks. The location
                 goods                                       or his house also makes it convenient for his smugglers;
             2   Apprehend a     Wild beasts   Hool Marshes   the crews slip goods through a secret entrance that
                                                             leads to his mansion's cellar.
                 wanted criminal
                                                              The mansion's most notable feature is its grand entry-
             3   Rescue a captive   Bandits   Dreadwood
                                                             way and feast hall. Gellan hosts at least one extravagant
             4   Defeat a threat   Cultists   Dreadwood
                                                             feast per week. headlined by food and drink bought in
             5   Find a lost  patrol   Bullywugs   Drowned Forest
                                                             distant ports. His cook, a young gnome named Feliza.
             6   Scout a dangerous   Un  dead   Azure Sea    sometimes hires adventurers to find rare herbs, meats,
                 area                                        and other ingredients for her dishes.
           13. THE SNAPPING LINE                             17.  THE 0WARVEN ANVIL
           This popular inn and tavern is built from the planks and   The blacksmith's forge has a single anvil with a clear
           hulls of  half  a dozen decommissioned fishing ships. Its   sign of  dwarven origins, and a backlog of  orders ten
           decor is predictably nautical in theme. and its sleeping   miles long. The human smiths make hooks, nails, har-
           rooms are plain but comfortable renditions of  a ship's   poons, knives, fishing weights. and much more all day.
           cabins. The smell of  fish has never been scrubbed from   Their master smith is an elderly. dark-skinned woman
           its walls, and chose who stay the night find their belong-  named Mafera (LG female human commoner): her son,
           ings steeped in the scent, which lasts for several days.   Jasker (LG male human commoner). is her best jour-
           Sailors and fishers gather here to trade stories and   neyman. A small shrine to Morad  in can be found under
           drink into the night.                             the eaves as well. though it is somewhat neglected.


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