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

