Page 35 - ghosts-of-saltmarsh
P. 35

SHIPWRIGHT  IDEALS                                SMUGGLER
            d6   Ideal
                                                             On a rickety barge, you carried a hundred longswords
                 Crew. If everyone on deck pitches in, we'll never sink.   in fish barrels right past the dock master's oblivious
                 (Good)                                      lackeys. You have paddled a riverboat filled with stolen
             2   Careful Lines. A ship must be balanced according to   elven wine under the gaze of the moon and sold it for
                 the laws of the universe. (Lawful)          twice its value in the morning. In your more charitable
             3   Invention. Make what you need out of whatever is at   times, you have transported innocents out of war zones
                 hand. (Chaotic)                            or helped guide herd animals to safety on the banks of a
                                                             burning river.
             4   Perfection. To measure a being and find it lacking is
                 the greatest disappointment. (Evil)        Skill Proficiencies: Athletics, Deception
             5   Reflection. Muddied water always clears in time.   Tool Proficiencies: Vehicles (water)
                 (Any)                                       Equipment: A fancy leather vest or a pair of leather
             6   Hope. The horizon at sea holds the greatest promise.   boots, a set of common clothes, and a leather pouch
                                                              with 15 gp
                 (Any)
                                                            FEATURE: D owN Low
          SH IPWRIGHT  BONDS                                You are acquainted with a network of smugglers who
            d6   Bond                                       are willing to help you out of tight situations. White in a
                 I must visit all the oceans of the world and behold the   particular town, city. or other similarly sized community
                                                            (DM's discretion). you and your companions can stay for
                 ships that sail there.
                                                            free in safe houses. Safe houses provide a poor lifestyle.
             2   Much of the treasure I claim will be used to enrich  my
                                                            While staying at a safe house, you can choose to keep
                 community.
                                                            your presence (and that of your companions) a secret.
             3   I must find a kind of wood rumored to possess magi-
                 cal qualities.                             CLAI M  TO FAME
             4   I repair broken things to redeem what's broken in   Every smuggler has that one tale that sets them apart
                 myself.                                    from common criminals. By wits, sailing skill, or a silver
             5   I will craft a boat capable of sailing through the most   tongue, you lived co tell the story- and you tell it often.
                dangerous of storms.                        You can roll on the following table to determine your
                                                            claim or choose one that best fits your character.
             6   A kraken destroyed my masterpiece; its teeth shall
                adorn my hearth.                              d6   Accomplishment
                                                                  Spirit of the Whale. You smuggled stolen dwarven
          S HI PWRI GHT  FLAWS                                    spirits in the body of a dead whale being pulled be-
            d6   Flaw                                             hind a fishing boat. When you delivered the goods,
                I don't know when to throw something away. You    the corpse suddenly exploded, sending whale meat
                never know when it might be useful again.         and whiskey bottles for half a mile.
             2   I get frustrated to the point of distraction by shoddy   2   Cart and Sword. You drove a cart filled with stolen art
                craftsmanship.                                    through the middle of a battlefield while singing sea
             3   Though I am an excellent crafter, my work tends to   shanties to confuse the combatants.
                look as though it belongs on a ship.           3   The Recruit. You enlisted in another nation's navy for
             4   I am so obsessed with sketching my ideas for elabo-  the purpose of smuggling stolen jewels to a distant
                rate inventions that I sometimes forget little thing like   port. You attained a minor rank before disappearing
                eating and sleeping.                              from the navy and making your way here.
            5   I'm judgmental of those who are not skilled with tools   4   River of Shadows. Your riverboat accidentally slipped
                of some kind.                                     through the veil into the Shadowfell  for several hours.
            6   I sometimes take things that don't belong to me, es-  While you were there, you sold some stolen drag-
                pecially if they are very well  made.             onborn artifacts before returning to this plane and
                                                                  paddling home.
          SALT M ARSH TIES                                    5   Cold-Hearted. You agreed to transport a family es-
          Ships make Saltmarsh's economy run. You have con-       caping a war. The baby began to cry at a checkpoint,
          tacts with one of the following leaders in town. Choose   and you gave the guards all your gold to let you pass.
          or roll on the table.
                                                                  The family never found out about this gesture.
            d6   Contact                                      6   Playing Both Sides. You once smuggled crates of
           1-2  Eda Oweland                                       crossbow bolts and bundles of arrows, each destined
           3-4  Gellan  Primewater                                for an opposing side in a regional war, at the same
           5- 6  Anders Solmor                                    time. The buyers arrived within moments of each
                                                                  other but did  not discover your trickery.


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