Ghosts of Saltmarsh

(Nancy Kaufman) #1
COAST RANDOM ENCOUNTERS

d20 Result
1-3 2d6 blood hawks
4 2d6 stirges
5 ld6 giant crabs
6-7 ld3 perytons
8-10 ld3 giant lizards
11-12 2d8 giant rats
13 2d6 sahuagin
14-15 2d4 lizardfolk
16 l d3 merrow
17-19 1 cyclops
20 ld3 chuuls

AZURE SEA RANDOM ENCOUNTERS

d20 Result
1-2 1 d3 giant octopi
3-4 1 plesiosaurus
5-6 1 d3 perytons
7 ld3 water elementals
8-10 2d4 reef sharks
11-12 2d8 sahuagin
13 ld4+1 merrow
14-15 2d6 pteranodons
16 1 adult bronze dragon
17 Pirate ship, Gnasher
18 Pirate ship, Pale Prow
19 Pirate ship, Salted Glade
20 Pirate s hip, Dreadnought

GNASH ER

Thereax Guldeer (LE half-red dragon veteran) took
command of the warship. Gnasher, several years ago
when her father was slain in a duel with an admiral in
the Keoland Navy. The young half-dragon is merciless,
and her greed is as strong as that of any red dragon. She
alone can sound the dragon's horn, a monstrous instru-
ment mounted to the prow of her ship. When blown, it
roars like a massive dragon.
Gnasher is crewed by uncouth humanoids who fear
and admire Thereax, amounting to twenty-three ores,
forty goblins, four hobgoblins, twelve kobolds, and two
bugbears. An ogre named Yem serves as the ship's first
mate, and Vern's method of discipline tends to be fatal.
A red dragon's wing emblazoned on a black background
Ries from the mast of Gnasher.

PALE PROW
An old ship whose faded hull and rat-gnawed sails belie
its speed and the ferocity of its crew, Pale Prow is a ram-
shackle warship with an ornate rudder made from bone
and wood. The rudder is not attached to the ship's wheel
and is instead operated by a team of six vampire spawn,
who turn it at the command of its dread captain. Pale
Prow doesn't sail under the sun. and its appearance
is always preceded by a heavy fog that appears with-
out warning. It is said that Pale Prow has never been
touched by a shipwright. despite its many injuries. By
what means the ship is repaired, none can say.


Pale Prow is commanded by Captain Ineca Sufocan
(LE male elf vampire). who sails from an island hidden
by fog, where his harbor and mansion have fallen into
disrepair. l neca searches for a heart made of pearl,
which contains drops of dried blood from his true love.
This pearl heart has exchanged hands for decades, and
the undead captain desires it above all things.
The remainder of the crew of Pale Prow is composed
of undead servants, both corporeal and ghostly. Nec-
romancers are d rawn to Pale Prow whenever it nears
land, and it is common for them to take up residence in
the dark cabins below deck. A specter serves as lookout
in the crow's nest.
A silver skull embroidered on a white field and
trimmed with silver fangs flies from the tall mast of
Pale Prow.

0READNAUGHT
Dreadnaught is a heavy warship covered in scorched
iron plates laid over coal-colored wood. No portholes or
oar slits mar the perfect surface of its riveted hull; no
mast can be seen to rise from its sooty deck. A cabin.
reinforced with steel bars, sits toward the aft, a dull red
glow pulsing from within.
Dreadnaught's captain is a mad tinkerer and wizard
named Vigr Thrass (CE male human m age). Vigr's mad-
ness arose from his discovery of a dark tome that de-
scribed rituals used to animate constructs. The wizard
now sails the Azure Sea, stealing wealth and arms from
merchant and navy vessels alike. Vigr wears a suit of
magic plate ar mor, granting him supernatural strength
and speed while allowing him to cast his spells unhin-
dered. He is known to m ingle in the seaside communi-
ties, where he pretends to be a kind-hearted merchant
in need of a few crew members. In reality, the captain is
looking for suitable slaves to clean and repair his magic
automatons.
Dreadnaught's crew includes twelve automatons (an-
imated armor) brought to life by Vigr's magic. Various
tools, weapons, and implements (flying swords) flit
about the ship performing tasks. A dozen humanoid
slaves are kept aboard to accomplish the tasks Vigr's
automatons cannot perfor m.

Adventures in Saltmarsh


The factions in Saltmarsh see adventurers as a useful
resource for achieving their goals. Their plans can be
integrated with the plots of the adventures featured in
Ghosts of Saltmarsh and Tales from the Yawning Portal.

GHOSTS OF SALTMARSH
The adventures in this book arc meant to interact with
Saltmarsh. They were designed as stand-alone adven-
tures but can be adapted to reflect the ambitions of the
town's factions. lf you want to make Saltmarsh and the
machinations of the Scarlet Brotherhood the center of
a campaign, use the following information to help you
determine the direction of your story.

C llAf'I ER I SALf\lt\RSll
2.7
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