Page 18 - ghosts-of-saltmarsh
P. 18
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

