Page 32 - ghosts-of-saltmarsh
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MARI NERS ' GUILD Player's Handbook). Additionally, you can automatically
You work with the mariners' guild, providing sailors find a safe route to land a boat on shore, provided such a
with rope, sails, tools. and other goods. You have a work- route exists.
shop attached to the guildhall and can draw support
from similar guilds found in ports across the world. You H ARDSHIP ENDURED
have done a lot of business with Eda Oweland's family Hardship in your past has forged you into an unstoppa-
and are on good terms with her. ble living weapon. This hardship is essential to you and
is at the heart of a personal philosophy or ethos that
DWARVEN ARTISANS often guides your actions. You can roll on the following
You arrived in town as part of a mercantile concern as- table to determine this hardship or choose one that best
sociated with the Copperlocks dwarves. Currently the fits your character.
dwarves rely on your guild to provide supplies for their
work at the mine outside town. You are friends with d6 Hardship
several of the miners, have access to their work site, and Nearly Drowned. You hid underwater to avoid detec·
are on good terms with the clan's leader, Manistrad. tion by enemies and held your breath for an extremely
long time. Just before you would have died, you had a
HERMIT revelation about your existence.
The wilds around Saltmarsh might seem like the ideal 2 Captured. You spent months enduring thirst, starva-
place to find peace and quiet, though the monsters that tion, and torture at the hands of your enemy, but you
lurk in the region can make isolation a dangerous prac- never broke.
tice. If your character has this background, the table be- 3 Sacrifice. You enabled the escape of your fellow sol-
low gives you some options for the nature of the secret diers, but at great cost to yourself. Some of your past
that prompted you to return to civilization. comrades may think you're dead.
4 Juggernaut. No reasonable explanation can explain
d4 Secret
how you survived a particular battle. Every arrow and
1 You stumbled across a clandestine meeting outside
bolt missed you. You slew scores of enemies sin-
town. A wealthy· looking fellow named Skerrin met
gle-handedly and led your comrades to victory.
with someone and discussed bringing slaves to
5 Stowaway. For days, you hid in the bilge of an enemy
Saltmarsh. You suspect trouble is afoot and came to
ship, surviving on brackish water and foolhardy rats.
town to investigate.
At the right moment, you crept up to the deck and
2 The anguished ghost of an elf haunts your dreams,
took over the ship on your own.
insisting that you tear down the standing stones just
6 Leave None Behind. You carried an injured marine for
outside Saltmarsh. The elf claims that dark magic is
miles to avoid capture and death.
behind the bountiful fishing in the region.
3 You have been plagued by visions of a massive wave,
SUGGESTED CHARACTERISTICS
carrying a swarm of toothy sharks, crashing over the
Marines are looked up to by other soldiers and re-
land and tearing apart everything in its path. Maybe
spected by their superiors. They are veteran warriors
someone in town can help.
who rarely lose composure on the battlefield. Marines
4 The land around town is too dangerous to remain out who leave the service tend to work as mercenaries, but
in it alone. The lizardfolk of the swamps were once their combat experience also makes them excellent
your friends, but they disappeared not too long ago. adventurers. Though they are self-reliant. marines tend
You came to Saltmarsh out of necessity. to operate best in groups, valuing camaraderie and the
companionship of like-minded individuals.
M A RINE
MARINE PERSONALITY TRAITS
You were trained for battle on sandy beaches and rocky
shores. You have launched midnight raids from swift d8 Personality Trait
ships whose names evoke terror in the hearts of your ad- l I speak rarely but mean every word I say.
versaries. The water is your second home, the rain your 2 I laugh loudly and see the humor in stressful situa-
shelter, and the crashing waves your battle cry. tions.
Skill Proficiencies: Athletics, Survival 3 I prefer to solve problems without violence, but I fin·
Tool Proficiencies: Vehicles (water, land) ish fights decisively.
Equipment: A dagger that belonged to a fallen comrade, 4 I enjoy being out in nature; poor weather never sours
a folded Rag emblazoned with the symbol of your my mood.
ship or company, a set of traveler's clothes, and a belt 5 I am dependable.
pouch containing 10 gp 6 I am always working on some project or other.
7 I become cantankerous and quiet in the rain.
FEATURE: STEADY
8 When the sea is within my sight, my mood is jovial
You can move twice the normal amount of time (up to
and optimistic.
16 hours) each day before being subject to the effect of
a forced march (see "Travel Pace" in chapter 8 of the
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