Page 21 - ghosts-of-saltmarsh
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WAGES AND R ESEARCH                               ROA DS AND PATHWAYS
          You can spend a week working with Krag, helping tend
          the graveyard during the day and organizing Eliander's   The roads around Saltmarsh are heavily patrolled,
          library in the evenings. You earn enough money to af-  part of the crown's effort to make its influence felt in
                                                            the region. Travel along these thoroughfares is usually
          ford a modest lifestyle. You also learn one piece of lore
          regarding the region around Saltmarsh. That lore is the   safe, with most encounters involving merchant cara-
          equivalent of one true statement about a person, place,   vans, guard patrols, and fellow travelers. Small farms
          or thing found within 25 miles of town. The DM is the   and manors cluster near the roads, relying on passing
          final arbiter on the exact information learned, but it is   guard patrols for their safety. Where these settlements
          likely something that helps you solve a problem or make   grow more widely spaced, bandit raids become more
          progress with a task.                             likely. Travelers on the road meet ld4 caravans per
                                                            day and have a 5 percent chance of being the target of
          EMPLOYMENT                                        an ambush by 2d4 bandits led by a bandit captain. In
                                                            addition, each day on the road a party passes ld3 small
          Characters who are interested in making a fair wage for   villages or manors. There is a 25 percent chance that
          little risk can find jobs around town. Having a job can   any such location is inhabited by halflings. Otherwise,
          also enable a character to come to the attention of one of   the location is a human enclave.
          Saltmarsh's leaders. The employment opportunities be-
          low are tailored to each of those individuals, including:   POINTS OF INTEREST
          •  Hiring on with the Oweland family to work on a   Beyond Saltmarsh are a number of locations that char-
           fishing boat                                     acters can visit. Providing in-depth detail in for all of
          • Joining the guard and report to Eliander Fireborn   them is beyond the scope of this book, but enough in-
          •  Taking short-term work in Gellan Primewater's smug-  formation is provided to create a foundation for further
           gling operation                                  development.
           Mining or other forms of manual labor with the
           dwarves led by Manistrad Copperlocks             ABBEY ISLE
           Laboring on the docks, loading and unloading ships   This island south of Saltmarsh is the featured location
           for Anders Solmor's trading company              in the adventure /s/e of the Abbey.
                                                             The island is the site of a small abbey that was long
           For each week of employment, you earn the coin   ago abandoned by the order of monks that buiJt it. Since
          needed to sustain a modest lifestyle. There is also a   then, various outlaw gangs and monsters have claimed it
          chance that you attract the notice of the prominent per-  as a lair.
          son associated with your job. At the end of each week,
          make a DC 15 Charisma check. On a success, you earn   BURLE
          the opportunity to request an audience with that person.
                                                            Burle is a fortified outpost that is always on guard for
                                                            monsters emerging from the Dreadwood. It serves as a
          MERCENARY WORK
                                                            key stopover point for travelers venturing inland from
          Ingo the Drover is always on the lookout for skilled mer-  the southern coastal region. The community is domi-
          cenaries to fulfill the contracts offered to him. He has   nated by a small keep set atop a hill that overlooks the
          a particular need for those who can serve as caravan   forest it borders. A few farms cluster around it, the lo-
          guards, personal protection for merchants, and sentries   cals relying on the royal garrison to keep them safe from
          aboard docked ships.                              marauders.
           For each week of mercenary work, you earn the coin   Burle's most distinctive feature is the small copse of
          needed to sustain a modest lifestyle and an extra 2d10   trees that grows in the middle of the keep. An ancient
          gp. Additionally, roll a d20 at the end of each week. On   treant named Wander Root dwells in the keep and acts
          a 19 or higher, you earn a bonus of 3d20 gp due to the   as an informal ambassador between the humans of
          unexpectedly dangerous nature of your most recent   Keoland and the wood elves and good-aligned fey of the
          assignment.                                       Dreadwood. Years ago, the knights of Keoland helped
                                                            the denizens of the forest defeat an incursion by cultists
          SALTMARSH REGION                                  worshiping elemental evil fire. Since then, the elves, the
                                                            treants, and the crown of Keoland have observed the
          The land near Saltmarsh is safe for travelers, as are   Wild Flame Pact- a treaty that calls for mutual defense
          the roads that cut through the region. Small farms and   against the Dreadwood's horrors.
          manor houses dot the area, many maintained by army   The outpost is commanded by its castellan, Kiara
          veterans who were granted land by royal decree. A   Shadowbreaker (LG female half-elf knight), who has led
          number of small halfling villages are scattered around   many successful raids into the Dreadwood. Kiara is a
          the area, located just off the main roads. Such locations   grim figure, always cognizant of the threat posed by the
          consist of several farmhouses clustered around a pub   forest's denizens. She sees trouble behind every piece
          that provides a warm welcome to visitors who come in   of news, and she keeps the warriors and rangers head-
          peace. Once one journeys off the beaten path, however, a
                                                            quartered here ready to fight at a moment's notice. She
          variety of threats emerge from the swampy wilderness.
                                                            is especially keen to hear news about the Scarlet Broth-
           Map l.2 shows Saltmarsh and the surrounding area,
                                                            erhood. Kiara is convinced that the organization poses
          where all of the following sites and features are located.
          l.H.\PT~K I  I !s\lTM \KS!i
  l!O
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