Ghosts of Saltmarsh
• Warm air wafts gently through the doorway. At one end of the room is a large firepit in which a bed of coals is burning. Over ...
SINISTER SECRET OF SALTMARSH Tipped off by his Scarlet Brotherhood handlers, Anders Solmor seeks adventurers to explore the aban ...
11. THRONE ROOM Two sets of three pillars flank a central area where two lizardfolk hatchlings are playing. At the far end of th ...
Saltmarsh Backgrounds Part of the fun of a Saltmarsh campaign lies in play- ing characters who have ties to the town and the are ...
TEMPLE Sweet perfume hangs in the air of this place of worship. At the far end, a lizardfolk crouches before a stone altar. To ...
)0 SUGGESTED CHARACTERISTICS Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work eth ...
CHIEF SHAMAN'S LIVING QUARTERS If the shaman in area^12 escaped and alerted the sha- mans here, the room is unoccupied. Otherwi ...
Three lizardfolk keep guard in this room, alert for unusual sounds coming from the north or south. If the guards have not moved ...
MARINERS' GUILD You work with the mariners' guild, providing sailors with rope, sails, tools. and other goods. You have a work- ...
The gate that allows access to this area and area^27 is normally closed and locked. The gate's lock can be opened with a success ...
= MARINE IDEALS d6 Ideal Teamwork. Success depends on cooperation and communication. {Good) 2 Code. The marines' code provides a ...
SUBCHIEF'S SLEEPING QUARTERS A single cot, set against the east wall, features a rug be· neath it made of a lion's skin. In th ...
HISTORICAL RESEARCHER The graveyard keeper, Krag, and the captain of the guard. Eliander, are both experts in local history. You ...
Treasure. One chest holds the following items: a set of leather straps and belts with silver buckles and adorned with coral (10 ...
=-- 'H SHIPWRIGHT IDEALS d6 Ideal Crew. If everyone on deck pitches in, we'll never sink. (Good) 2 Careful Lines. A ship must be ...
Si'URI V THE COOPERATIVE MINISTER Sauriv, the lizardfolk minister, offers the characters the most direct route to gaining a peac ...
SUGGESTED CHARACTERISTICS In general, smugglers value survival, and then profit, above other things. One could be a part of a la ...
Otbokent. I rhtos (lizardfolk subchief), and two lizard- folk scaJeshields observe eight lizardfolk and one liz- ardfolk rende r ...
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return to water every 4 hours. and it uses that fact as its excuse for an attempt to escape. if needed.) While it is with the pa ...
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