Page 212 - ghosts-of-saltmarsh
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SHIP DISPOSITION                                  their catches, while pirates might offer stolen potions in
                                                                exchange for gems or gold. Most of  the people offering
                 d10    Disposition
                                                                trades are willing to haggle. If  the characters refuse to
                  l     Diseased                                trade. evil-aligned crews and passengers might attack to
                  2     Emergency                               get what they want.
                  3     Help with purpose
                  4     Mutiny                                  MYSTERIOUS ISLANDS
                  s     Trading                                 Small islands dot most oceans, distant or unexplored
                 6-10   No special disposition                  locales that might host all manner of adventures. The
                                                                following rules can be used to generate any islands the
              DISEASED                                          characters might encounter.
              Roll percentile dice. The result reveals the percentage of
              the ship"s crew and passengers infected with a disease   ISLAND  SIZE
              of  your choice from "'Sample Diseases" in chapter 8,   These rules are used to generate islands with areas
              "Running the Game," of  the Dungeon Master's Guide.   roughly ld6 miles long and ld6 miles wide. Most is-
              This ship approaches the characters, begging for or de-  lands aren't perfect rectangles, and most coastlines
              manding help with the infection.                  aren't perfectly straight, so feel free to make areas of  the
               Ghost ships can't be diseased; if  you get this result for   island shorter, longer, thinner. or wider as you see fit.
              a ghost ship, ignore it and roll again.
                                                                ISLAND HABITAT
              EMERGENCY
              A ship experiencing an emergency is suffering some   An island can have any habitat that seems appropriate
              sort of  crisis. The crew and passengers beg or demand   for the clime it occupies. For example, islands of  floating
              the characters' help in getting out of  the situation.   ice are found in arctic seas, while islands with jungle
              Choose or roll for an emergency on the Ship Emergency   habitats are found in tropical waters. Not all islands are
              table to determine the vessel's crisis.           created by nature, though. A powerful spellcaster or  di-
                                                                vine being could conjure an island made of  crystal. iron,
                                                                or any material you choose.
              SHIP EMERGENCY
                 d4   Emergency
                                                                ISLAND THEME
                 l    The ship's crew is lost.                  Each island encountered has a theme chosen or rolled
                 2    The ship is damaged and can't be steered as it   on the Island Theme table. This theme defines the is-
                      drifts with the current.                  land's story in one broad stroke. Once you have a theme,
                 3    The ship is stuck on a sandbar.           consult its section after the table to determine related
                 4    The ship is sinking.                      details and story hooks.

              HELP WITH Pu  RPO  SE                             ISLAND THEME
              Ship crews looking for help with their purpose ap-   d6   Theme
              proach the characters asking for direct aid in a task.    Alien
              For instance, mercenaries ask for help mapping an
              unexplored area while a cargo ship's crew asks the char-  2   Cursed
              acters to serve as guards. Most crews offer compensa-  3   Hostile
              tion in return for the characters' services, though some   4   Sanctum
              might threaten or beg for charity to get help.       s    Welcoming
                                                                   6    Wild
              MUTINY
              The crew of  ships ready to mutiny are unhappy with   ALIEN
              the leadership of  their officers and plan to overthrow   Alien islands are inhabited by isolated creatures with
              them. The officers approach the characters. asking for   ways of  life beyond most beings' comprehensions. Ev-
              or demanding help quelling the uprising, or the crew ap-  erything about the cu I  tu  re of the island, from architec-
              proaches, requesting aid with their uprising or attempt-  ture to food, is unfamiliar and unsettling to outsiders.
              ing to trick the characters into killing the officers.
                                                                At your discretion the inhabitants of  the island might
                                                                speak. read. and write a language all their own.
              TRADING
              Ship crews and passengers looking to trade offer their
              cargo or  services lo the characters in exchange for   ALIEN  ISLAND LEADER
              deeds. items. or coin. Use the ship's purpose to guide   d4   Leader
              what they have to trade. For instance, commercial         Aboleth
              fishermen might offer a crate of  valuable crabs in ex-  2   Beholder
              change for the head of  a shark that keeps consuming
                                                                   3    Death slaad
                                                                   4    Kraken



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