Page 28 - ghosts-of-saltmarsh
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COAST  RANDOM  ENCOUNTERS                           Pale Prow is commanded by Captain Ineca Sufocan
               d20   R esult                                   (LE male elf  vampire). who sails from an island hidden
                                                               by fog, where his harbor and mansion have fallen into
               1-3   2d6 blood hawks
                                                               disrepair. l neca searches for a heart made of  pearl,
                4    2d6 stirges
                                                               which contains drops of  dried blood from his true love.
                5    ld6 giant crabs
                                                               This pearl heart has exchanged hands for decades, and
               6-7   ld3 perytons
                                                               the undead captain desires it above all things.
               8-10   ld3 giant lizards                         The remainder of the crew of Pale Prow is composed
               11-12   2d8 giant rats                          of  undead servants, both corporeal and ghostly. Nec-
                13   2d6 sahuagin                              romancers are drawn to Pale Prow whenever it nears
               14-15   2d4 lizardfolk                          land, and it is common for them to take up residence in
                16   ld3 merrow                                the dark cabins below deck. A specter serves as lookout
               17-19   1 cyclops                               in the crow's nest.
                                                                A silver skull embroidered on a white field and
                20   ld3 chuuls
                                                               trimmed with silver fangs flies from the tall mast of
                                                               Pale Prow.
             AZURE  SEA  RANDOM  ENCOUNTERS
               d20   Result                                    0READNAUGHT
               1-2   1  d3 giant octopi                        Dreadnaught is a heavy warship covered in scorched
                                                               iron plates laid over coal-colored wood. No portholes or
               3-4   1 plesiosaurus
                                                               oar slits mar the perfect surface of  its riveted hull; no
               5-6   1  d3 perytons
                                                               mast can be seen to rise from its sooty deck. A cabin.
                7    ld3 water elementals
                                                               reinforced with steel bars, sits toward the aft, a dull red
               8-10   2d4 reef  sharks
                                                               glow pulsing from within.
               11-12   2d8 sahuagin
                                                                Dreadnaught's captain is a mad tinkerer and wizard
                13   ld4+1  merrow                             named Vigr Thrass (CE male human mage). Vigr's mad-
               14-15   2d6 pteranodons                         ness arose from his discovery of a dark tome that de-
                16   1 adult bronze dragon                     scribed rituals used to animate constructs. The wizard
                17   Pirate ship, Gnasher                      now sails the Azure Sea, stealing wealth and arms from
                18   Pirate ship, Pale Prow                    merchant and navy vessels alike. Vigr wears a suit of
                19   Pirate ship, Salted Glade                 magic plate armor, granting him supernatural strength
                20   Pirate ship,  Dreadnought                 and speed while allowing him to cast his spells unhin-
                                                               dered. He is known to mingle in the seaside communi-
                                                               ties, where he pretends to be a kind-hearted merchant
             GNASH  ER
                                                               in need of  a few crew members. In reality, the captain is
             Thereax Guldeer (LE half-red dragon veteran) took
                                                               looking for suitable slaves to clean and repair his magic
             command of  the warship. Gnasher, several years ago
                                                               automatons.
             when her father was slain in a duel with an admiral in
                                                                Dreadnaught's crew includes twelve automatons (an-
             the Keoland Navy. The young half-dragon is merciless,
                                                               imated armor) brought to life by Vigr's magic. Various
             and her greed is as strong as that of  any red dragon. She
                                                               tools, weapons, and implements (flying  swords) flit
             alone can sound the dragon's horn, a monstrous instru-
                                                               about the ship performing tasks. A dozen humanoid
             ment mounted to the prow of  her ship. When blown, it
                                                               slaves are kept aboard to accomplish the tasks Vigr's
             roars like a massive dragon.
                                                               automatons cannot perform.
              Gnasher is crewed by uncouth humanoids who fear
             and admire Thereax, amounting to twenty-three ores,
             forty goblins, four hobgoblins, twelve kobolds, and two   ADVENTURES  IN
             bugbears. An ogre named Yem serves as the ship's first
                                                               SALTMARSH
             mate, and Vern's method of  discipline tends to be fatal.
             A red dragon's wing emblazoned on a black background   The factions in Saltmarsh see adventurers as a useful
             Ries from the mast of  Gnasher.                  resource for achieving their  goals. Their plans can be
                                                              integrated with the plots of  the adventures featured in
             PALE PROW                                        Ghosts of  Saltmarsh and Tales from the Yawning Portal.
             An old ship whose faded hull and rat-gnawed sails belie
             its speed and the ferocity of its crew, Pale Prow is a ram-  GHOSTS OF SALTMARSH
             shackle warship with an ornate rudder made from bone
                                                              The adventures in this book arc meant to interact with
            and wood. The rudder is not attached to the ship's wheel
                                                              Saltmarsh. They were designed as stand-alone adven-
            and is instead operated by a team of  six vampire spawn,
                                                              tures but can be adapted to reflect the ambitions of the
            who turn it at the command of  its dread captain. Pale
                                                              town's factions. lf  you want to make Saltmarsh and the
             Prow doesn't sail under the sun. and its appearance
                                                              machinations of  the Scarlet Brotherhood the center of
             is always preceded by a heavy fog that appears with-
                                                              a campaign, use the following information to help you
            out warning. It  is  said that Pale Prow has never been
                                                              determine the direction of  your story.
            touched by a shipwright. despite its many injuries. By
            what means the ship is repaired, none can say.
                                                                                        C llAf'I ER  I   SALf\lt\RSll
                                                                                                                 2.7
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