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A LIEN  ISLAND  IN H ABITANTS
                                                               d6   Curse
             d6   Inhabitants
                                                                3   Each day at dawn, the island conjures 2dl0 magma
                  1d6 berserkers and SdlO tribal warriors           mephits, which are hostile toward creatures that
             2-3   1 d6 cult fanatics and Sdl 0 cultists            aren't inhabitants of the island.
             4    ld6 lizardfolk shamans and SdlO lizardfolk   4    When a creature that isn't an inhabitant of the is-
              S   1d6 bullywug croakers (see appendix C) and SdlO   land completes a long rest there, it must succeed
                  bullywugs                                         on a DC 15 Wisdom saving throw or be blinded for
             6    ld8 locathah hunters (see appendix C) and  3d10   8 hours.
                  locathah (see appendix C)                    s    Creatures must succeed on a  DC 10 Constitution
                                                                    saving throw at the end of each hour they spend
          ALIEN  I NH AB ITANT  REACTIONS                           on the island. If they fail, they gain a  1-inch scar in
                                                                    a random place on their body. Only a remove curse
             d6   Reaction
                                                                    spell or similar magic removes the scar.
                  The inhabitants try to force the characters to serve
                                                               6    When a creature that isn't an inhabitant of the is-
                  their leader.
                                                                    land completes a long rest there, it must succeed
             2    The inhabitants demand the characters give their
                                                                    on a DC 15 Wisdom saving throw or gain a random
                  leader an item worth lOdlO x 100 gp.
                                                                    form of long-term madness (see "Madness" in
             3    The inhabitants wish to devour the characters.
                                                                    chapter 8, "Running the Game," of the Dungeon
             4    Some inhabitants are planning to rise up against
                                                                    Master's Guide).
                  their leader and ask the characters fo r help.
             s    The inhabitants see the characters as no more than
                                                            CURSE D  I SLAND  I NHABITANTS
                  insects and refuse to interact with them unless
                  forced.                                      d6   Inhabitants
             6    The inhabitants see the characters as gods and can   Sd 10 specters
                  be convinced to worship them.                2    lOdlO zombies
                                                               3    A coven of 3 sea hags and 1 d4 flameskulls
          ALIEN  I SLAND STORY  HOOKS                          4    1 medusa and 3d10 skeletons
                                                               s    1 vampire and 2d6 vampire spawn
             d4   Story Hook
                                                               6    1 demilich and 2dl0 wraiths
                  The leader has a spell scroll of true resurrection
                  among its belongings.
                                                            CURSED  ISLAND STORY  H OOKS
             2    The island contains a  piece of a tablet with instruc-
                  tions on how to open a portal to the Far Realm.   d4   Story Hook
             3    The island's leader knows how to end a planar dis-  The island contains rare spell components the
                  ease infecting a humanoid settlement.             characters need.
             4    A mage with information the characters need hides   2   Pirates buried treasure worth Sd6 x 1.000 gp on
                  among the ranks of the inhabitants, learning their   the island.
                  ways.                                        3    A keelboat carrying 1d6 commoners crashed on the
                                                                    island. The commoners are struggling to survive.
          CURSED                                               4    The ghost of a character's loved one is trapped on
          Cursed islands are steeped in dark magic from a           the island.
          ritual cast by necromancers. hag covens, evil spell-
          casters. foul deities, or worse. The island might still   HOSTILE
          hold some hint as to why it was cursed. or all trace of
                                                            Hostile islands contain creatures that want to harm the
          those who brought down the affliction might have been
                                                            characters. These creatures fill their islands with traps
          scoured away.
                                                            and attack outsiders out of hunger, boredom, or fear.
          ISLAN D  CURSES
                                                            HOSTILE  ISLAND  LEADER
             d6   Curse
                                                               d6   Leader
                  When a creature dies on the island, its spirit rises
                                                                    Cloud giant
                  as a specter 1 d4 hours after death. The specter is
                                                               2    Hill giant
                  obsessed with killing its former friends.
                                                               3    Oni
             2    Creatures that aren't inhabitants of the island must
                                                               4    Spirit naga
                  succeed on a Constitution saving throw at the end
                                                               5    Werewolf
                  of each hour they spend on the island. If they fail,
                                                               6    A chromatic dragon of the DM's choice
                  they gain one level of exhaustion. The DC for this
                  check equals 10 + the number of hours spent on
                  the island.
          APPF:-:LHX  \   Of SHll'S  \;\JD  fill  SE\
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