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
\PPE'dJIX \ () '<!Ill'~ ANll Tl!P srA

