Ghosts of Saltmarsh

(Jeff_L) #1
HOSTILE ISLAND LEADER MOTIVATI O N S

d4 Motivat ion

2

3

4

The leader wants to commandeer a boat to con·
quer other islands.
The leader takes all treasure gained by its follow-
ers, growing rich off their brutality.
The leader needs humanoid remains to perform a
ritual with a dark purpose.
The leader never ages because it consumes the
souls of creatures its followers kill.

HOSTIL E INHABITANTS

d6

2

3
4
5
6

Inhabitants
3dl 0 winged kobolds and lOdlO kobolds
1 goblin boss and 8dl0 goblins
l d6 berserkers and Sd lO tribal warriors
1 ore chieftain , 2dl0 o rogs, and SdlO ores
4dl0 ogre s
3dl0 trolls

HOSTILE ISLAND STORY HOOKS
d4 Story H oo k
The island's leader killed an N PC the characters
admired.
2 The island's leader has a headband of intellect.
3 The characters are challenged by rivals to survive a
n ight on the island.
4 An e loquent invitation from the island's leader in·
vites the characters for a hunt.

SANCTUM

The inhabitants of sanctum islands use the seas to pro-
tect themselves and their property, o r they simply enjoy
the isolation a remote island affords. The creatures on
sanctum islands usually live in permanent structures
like abbeys, fortresses, libraries, or towers.

SAN CTUM ISLAND LEADER
d6 Leader
l Archmage
2 Lich
3 Night hag
4 Noble
5 Rakshasa
6 Werebear

SANCTUM ISLAND INHABITANT S

d6 In habitants
Sdl O guards and l OdlO commoners
2 l p irate captain (see appendix C), 1 pirate bosun
(see appendix C), 2d4 pirate deck w iza rds (see ap·
pendix C), and 8dl0 b andits
3 ld 6 flesh golems, ld4 priests, and 2dl0 acolytes
4 2d4 veterans, 2dl 0 scouts, 4dl 0 guards

d6
5
6

Inhabitants
ld4 stone golems, ld4 mages, and 3dl 0 guards
l shield gua rdian, 2d4 knights, 2d6 priests, and
6dl 0 commoners

SANCTUM I SLAN D REACTIONS
d6 Reaction

2

3

4

5

The characters are allowed on the is land, but the
inhabitants don' t allow the characters into any
buildings.
The inhabitants like the characters and give them
advice to help them impress the island's leader.
Some unhappy inhabitants believe the characters
are their ticket off the is land. They flirt, lie, bribe,
and beg to be taken away.
The inhabitants attempt to convince the characters
to use the island as a base of operations and con-
tribute to the community.
The inhabitants hunger for information about the
outside world and allow the characters to use news
as currency.
6 The inhabitants don't trust the characters. All Cha·
risma checks made to influence the inhabitants
have disadvantage.

SANCTUM ISLAND STORY HOOKS

d4 Story Hook

2

3

4

A spy among the inhabitants needs extraction from
the is la nd.
The island's leader misses an item (such as a
flower or a particular food) that can't be found on
the island and offers a reward for the item.
The island asks for aid against an adult green
dragon that regularly raids it.
The island has an armory full of legendary adaman-
t ine and si lvered weapons.

WELCOMING

Welcoming islands host creatures that are friendly to-
ward the c haracters. These creatures provide what aid
they can and might even put themselves in harm's way
for the characters if a friendship is established.

WELCOMING ISLAND LEADER
d6 Leader

2
3
4
5
6

Ba rd (see appendix C)
Dru id
Guardian naga
Treant
Unicorn
A metallic dragon of the DM 's choice

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