Ghosts of Saltmarsh

(Jeff_L) #1

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MARINE IDEALS

d6 Ideal
Teamwork. Success depends on cooperation and
communication. {Good)
2 Code. The marines' code provides a solution for every
problem, and following it is imperative. {Lawful)
3 Embracing. Lafe is messy. Throwing yourself into the
worst of it is necessary to get the job done. (Chaotic)
4 Might. The strong train so that they might rule those
who are weak. (Evil)
S Bravery. To act when others quake in fear- this is the
essence of the warrior. (Any)
6 Perseverance. No injury or obstacle can turn me from
my goal. (Any)

MARINE BONDS

d6 Bond
I face danger and evil to offset an unredeemable act
in my past.
2 I. Will. Finish. The. job.
3 I must set an example of hope for th ose who have
given up.
4

s
6

I'm searching for a fellow marine captured by an elu-
sive enemy.
Fear leads to tyranny, and both must be eradicated.
My commander betrayed my unit, and I will have
revenge.

MARINE FLAWS

d6 Flaw
I grow combative and unpredictable when I drink.
2 I find civilian life difficult and struggle to say the right
thing in social situations.
3 My intensity can drive others away.
4 I hold grudges and have difficulty forgiving others.
5 I become irrational when innocent people are hurt.
6 I sometimes stay up all night listening to the ghosts
of my fallen enemies.

SALTMARSH TIES

As a former member of Saltmarsh's elite marine con-
tingent. you are friends of Tom and Will Stoutly and
can turn to them for help and support. Eliander Fire-
born, captain of the guard. aJso makes time to listen to
your concerns.

NOBLE
The folk of Saltmarsh care little for nobles and their
titles. Although the king technically rules the land, the
south has long been left to its own devices. Are you a lo-
cal noble turning to a life of adventure, or did you come
here in search of fame and fortune? Regardless of your
origin. your Position of Privilege feature allows you to
request an audience with any official in town. including
members of the town council. They typically take ld6 +
I days to fulfill such a request. The table below includes
suggestions for how you came to arrive in Saltmarsh.

CHAPTER I SAi TMAR'ill

d6 Origin
1-2 You were sent here by King Skotti himself. You are
expected to keep your ties to the crown secret, the
better to gain a clear insight into the region. lffolk
know that you represent the king, they'll put their best
faces forward and hide the issues you've been sent to
uncover. Above all else, the king fears the emergence
of a secretive group called the Scarlet Brotherhood.
Learn about their dealings here if you can.
3- 4 Your family owns a small manor outside town. Your
siblings are in line to inherit your family's land, leav-
ing you with few prospects. Perhaps with several suc-
cessful adventures under your belt, you can achieve
fame in Saltmarsh.
5-6 Your family lost their holdings when Keoland's ene-
mies pushed back the realm's borders. In compensa-
tion, you have been given a writ by the crown to found
a new barony. The trouble is, the land you were ceded
has been swallowed by the Drowned Forest.

OUTLANDER
Outlanders are a common sight in ports such as Salt-
marsh. Even a small port attracts folk from across the
world, though how they end up in a place like Saltmarsh
varies greatly. The table below provides some ideas for
how your character came to town.

d6 Origin
1-2 You spent years shipwrecked on a deserted isle. Fi-
nally, you were recently picked up by a passing ship
on its way to Saltmarsh. You were stranded after
pirates attacked the ship you were aboard and killed
everyone else. You survived by leaping overboard and
swimming for hours.
3- 4 For years your people survived in an isolated village an
the Hool Marshes. Last year, lazardfolk fell upon your
home. You escaped in the confusion. became lost,
and ended up here. If anyone wants to go bash those
scaly murderers, you're ready to leap into action.
5- 6 You were part of a tribe in a distant land, when one
day red-sailed ships appeared off shore. The sailors
were friendly at first and shared their food and drank.
You woke up hours later in the hold of a Sea Princes
slaving ship, having been drugged into a stupor. A
Keoish ship ran down and boarded the vessel, saving
you from a terrible fate. You owe your life to Eliander
Fireborn and the marines Tom and Will Stoutly. They
were the ones who received word of the ship and dis-
patched a squadron to intercept it.

SAGE
Though Saltmarsh is by no means a center of learning,
the lack of ongoing examination and investigation of its
environs make it an ideal place to conduct research. The
mystery of the Tower of Zenopus might also attract the
attention of an academic. Consider the following options
for your character.
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