Page 214 - ghosts-of-saltmarsh
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H OSTILE I SLAND  LEADER  MOTI VATIO N S             d6   Inhabitants
                d4   Motivation                                   5    ld4 stone golems, ld4 mages, and 3dl 0 guards
                     The leader wants to commandeer a boat to con·   6   l  shield guardian, 2d4 knights, 2d6 priests, and
                     quer other islands.                               6dl 0 commoners
                2    The leader takes all treasure gained by its follow-
                     ers, growing rich off their brutality.    SANCTUM  I SLA N D  R EACTIONS
                3    The leader needs humanoid remains to perform a
                                                                  d6   Reaction
                     ritual with a dark purpose.
                                                                       The characters are allowed on the island, but the
                4    The leader never ages because it consumes the     inhabitants don't allow the characters into any
                     souls of creatures its followers kill.
                                                                       buildings.
                                                                  2    The inhabitants like the characters and give them
             H OSTI LE INH ABITANTS                                    advice to help them impress the island's leader.
                d6   Inhabitants                                  3    Some unhappy inhabitants believe the characters
                     3dl 0 winged kobolds and l OdlO kobolds           are their ticket off the island. They flirt,  lie, bribe,
                2    1 goblin boss and 8dl0 goblins                    and  beg to be taken away.
                3    l d6 berserkers  and SdlO tribal warriors    4    The inhabitants attempt to convince the characters
                4    1 ore chieftain, 2dl0 orogs, and SdlO ores        to use the island as a base of operations and con-
                5    4dl0 ogres                                        tribute to the community.
                6    3dl0 trolls                                  5    The inhabitants hunger for information about the
                                                                       outside world and allow the characters to use news
                                                                       as currency.
             H OSTIL E I SLAND STORY  H OOKS
                                                                  6    The inhabitants don't trust the characters. All  Cha·
                d4   Story Hook
                                                                       risma checks made to influence the inhabitants
                     The island's leader killed an N PC the characters
                                                                       have disadvantage.
                     admired.
                2    The island's leader has a headband of intellect.
                                                               SA N CTUM  I SLAND  STO RY  H OO KS
                 3   The characters are challenged by rivals to  survive a
                                                                  d4   Story Hook
                     night on the island.
                                                                       A spy among the inhabitants needs extraction from
                4    An eloquent invitation from the island's leader in·
                                                                       the island.
                     vites the characters for a hunt.
                                                                   2   The island's leader misses an item (such as a
             SANCTUM                                                   flower or a particular food)  that can't be found on
             The inhabitants of sanctum islands use the seas to pro-   the island and offers a  reward for the item.
             tect themselves and their property, or they simply enjoy   3   The island asks for aid against an adult green
             the isolation a remote island affords. The creatures on   dragon that  regularly raids it.
             sanctum islands usually live in permanent structures
                                                                  4    The island has an armory full of legendary adaman-
             like abbeys, fortresses, libraries, or towers.
                                                                       tine and silvered weapons.
             SA N CTU M  I SLAND  LEADE R
                                                               WELCOMING
                d6   Leader                                    Welcoming islands host creatures that are friendly to-
                 l   Archmage                                  ward the characters. These creatures provide what aid
                 2   Lich                                      they can and might even put themselves in harm's way
                                                               for the characters if a friendship is established.
                 3   Night hag
                 4   Noble
                                                               WELCOM I NG  ISLAND  L EADER
                 5   Rakshasa
                                                                  d6   Leader
                 6   Werebear
                                                                       Bard (see appendix C)
                                                                   2   Druid
             S ANCTUM  I SLAND  INHABITANT S
                                                                   3   Guardian naga
                d6    Inhabitants
                                                                   4   Treant
                     Sdl O guards and l OdlO commoners
                                                                   5   Unicorn
                 2    l  pirate captain (see appendix C),  1 pirate bosun
                                                                   6   A metallic dragon of the DM 's choice
                      (see appendix C), 2d4 pirate deck wizards  (see ap·
                     pendix C), and 8dl0 bandits
                 3    l d6 flesh golems, ld4 priests, and 2dl0 acolytes
                 4   2d4 veterans, 2dl 0 scouts, 4dl 0 guards



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