Page 18 - ghosts-of-saltmarsh
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Some of the dwarves associated with the new mining   marines, and muscle when sailing through difficult wa-
              operation wouJd like to know how a human came into   ters. His only link to his prior life is his campaign med-
              ownership of such fine dwarven tools. A few suspect   als- souvenfrs that remind him of his former glories
              treachery and might hire the characters to break into   even if their discovery would reveal his past. He keeps a
              this place and make off with anything that "rightfully"   shield guardian in his home, a last, hidden resort to foil
              belongs to the dwarves.                          any attempts on his life.
                                                                 lngo (LN male human gladiator) tries to keep a low
              18.  FISHMONGERS' PLANTS                         profile. He avoids taking sides in any conflict, but if his
              The large fish-processing buildings in this area reek of   cover comes under pressure, he can be compelled to
              prosperity (and fish). All are engaged in salting or brin-  throw in with one faction or the other. He has a good
              ing the catch brought in by the fleet. Most of the time   friendship with Eliander. The two sometimes meet for
              these places are busy, and the workers have little time   a drink and share stories of their experiences in the
              for chatter.                                     military. Although fngo tries to keep his stories vague
                                                               enough to maintain his cover, Eliander suspects his
              19. 0WELAND HOUSE
                                                               true origin.
              The Oweland family has owned this sprawling man-
              sion for generations. Despite the family's wealth, the   23. CARPENTERS' GUILDHALL
              building is a sprawling collection of new construction,   Run by a snobby gnome named Jilar Kanklesten (N
              expansions, and additions. Each generation of the family   female gnome commoner), the carpenters' guild has
              has added to the building to accommodate the clan's   plenty of work building houses, assembling fish  barrels,
              growth. The family takes in fishers who have fallen on   repairing docks, and much more. The whole building is
              hard times, sharing their wealth with others until they   a marvel of workmanship, made without a single nail.
              can recover.                                     jilar is obsessed with rare woods; she pays handsomely
               The sprawling, mazelike interior of the Oweland   for adventurers to make expeditions in search of specific
              house has spawned rumors of hidden passages and   trees in the Hool Marshes, the Drowned Porest, and the
              secret chambers within it. The family once engaged in   Dreadwood. Roll a d8 and consult the table below if the
              smuggling, and several hidden tunnels run from the   characters seek work from her.
              cellars beneath the mansion to points out of town. Sker-
              rin Wavechaser has discovered a few that are unknown   d8   Object
              even to the family.                                     The branch of a tree used to hang a murderer
                                                                  2   Splinters from a tree struck by lightning
              20. SOLMOR HOUSE                                    3   A shard of a treant's bark, given freely
              The Solmor family owns several buildings in this mod-  4   A wooden stake used to impale a vampire
              est complex. The largest is the personal mansion of the   5   Tendrils harvested from a shambling mound
              Solmor family. Three smaller buildings house servants,
                                                                  6   Deck planks stolen from a pirate ship
              employees of the family's trading fleet, and secure stor-
                                                                  7   Log taken from the Hool Marshes, transported in
              age for expensive goods.
               The Solmor family maintains a cadre of a dozen         swamp water
              guards led by four veterans (all LE humans). These   8   Wood from a shipwreck
              mercenaries report to Skerrin, and though they out-
              wardly serve the Solmors, their loyalty is to the Scarlet   24.  CRABBER'S  COVE
              Brotherhood.                                     Just east of the docks, built along the shores of a se-
               Despite the Brotherhood's infiltration of this place,   cluded bay, are a handful of buildings known collectively
              Skerrin takes pains to avoid leaving any incriminating   as Crabber's Cove. The buildings are weathered, aban-
              evidence lying about. His eidetic memory allows him to   doned by the residents of Saltmarsh years ago. Since
              burn any notices and reports he receives after reading   then, thousands of crabs have taken up residence in
              them, though at times he can be careless and leave par-  the crumbling remains. Crabbers from Saltmarsh are
              tially burned scraps of paper in his garbage.     cautious about the cove, as more than one overeager
                                                                fisher has disappeared into the clacking darkness. never
              21.  MARINERS'  GUILDHALL                         to be seen again. Unknown to the folk of Saltmarsh,
              The mariners' guild serves all the towns along the coast,   a vampire named Xolec is trapped in a hidden cellar
              providing a bunk and a meal for sailors passing through.   beneath one of the old cabins. Xolec was buried in an
              Sea captains in search of a crew stop here, as do others   ancient tomb, unleashed on Saltmarsh decades ago
              seekjng news from afar. The guildhall is an excellent   when his sealed coffin was brought to town by a trader
              place to discuss seafaring. as well as the various threats   and opened. A cleric of St. Cuthbert confronted him, but
              to navigation along the coast.                    she wasn't able to destroy him. Instead, she trapped him
                                                                here by means of a powerful curse: Xolec can leave the
              22.  !NGO THE DROVER'S HOUSE
                                                                cellar only if someone pure of heart carries him from it.
              General Illinar the Fifth is a disgraced human general   Xolec is best left trapped, except for one detail: by a
              of the Great Kingdom. currently living in Saltmarsh and   stroke of fate, agents of the Scarlet Brotherhood use the
              trying to stay one step ahead of the Overking's assassins   cabin above him for clandestine meetings. He knows the
              after he supported an unsuccessful bid to usurp the   full details of their operarion and Skerrin's role in it. He
              throne. He goes by the name lngo the Drover here and is   trades this information for his freedom if confronted by
              slowly building a reputation as a good source for guards,   adventurers.
                                                                                          CHAPTER  l   ''°'I TM -\R~H
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