Ghosts of Saltmarsh

(Nancy Kaufman) #1

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SHIPWRIGHT IDEALS
d6 Ideal
Crew. If everyone on deck pitches in, we'll never sink.
(Good)
2 Careful Lines. A ship must be balanced according to
the laws of the universe. (Lawful)
3 Invention. Make what you need out of whatever is at
hand. (Chaotic)
4 Perfection. To measure a being and find it lacking is
the greatest disappointment. (Evil)
5 Reflection. Muddied water always clears in time.
(Any)
6 Hope. The horizon at sea holds the greatest promise.
(Any)

SHIPWRIGHT BONDS
d6 Bond
I must visit all the oceans of the world and behold the
ships that sail there.
2 Much of the treasure I claim will be used to enrich my
community.
3 I must find a kind of wood rumored to possess magi-
ca l qualities.
4

5

6

I repair broken th ings to redeem what's broken in
myself.
I will craft a boat capable of sailing through the most
dangerous of storms.
A kraken destroyed my masterpiece; its teeth shall
adorn my hearth.

S HIPWRIG HT FLAWS

d6 Flaw
I don't know when to throw something away. You
never know when it might be useful again.
2 I get frustrated to the point of distraction by shoddy
craftsmanship.
3 Though I am an excellent crafter, my work tends to
look as though it belongs on a ship.
4 I am so obsessed with sketching my ideas for elabo-
rate inventions that I sometimes forget little thing like
eating and sleeping.
5 I'm judgmental of those who are not skilled with tools
of some kind.
6 I sometimes take things that don' t belong to me, es-
pecially if they are very well made.

SALT MARSH TIES
Ships make Saltmars h's economy run. You have con-
tacts with one of the following leaders in town. Choose
or roll on the table.
d6 Contact
1-2 Eda Oweland
3-4 Gellan Primewater
5- 6 Anders Solmor

SMUGGLER
On a ricke ty barge, you ca r ried a hundred longswords
in fis h barrels right past the dock mas te r's oblivious
lackeys. You have paddled a riverboat filled with stole n
elve n wine under the gaze of the moon and sold it for
twice its value in the morning. In your more charitable
times , you have transported innocents out of war zones
or helped guide he rd animals to safety on the banks of a
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficie ncies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather
boots, a set of common clothes, and a leather pouch
with 15 gp

FEATUR E: DowN L ow
You are acquainted with a ne twork of smugglers who
a re willing to help you out of tight s ituations. White in a
particular town, city. or other similarly sized community
(DM's discretion). you and your companions can stay for
free in safe houses. Safe houses provide a poor lifestyle.
While staying at a safe house, you can choos e to keep
your presence (and that of your compa nions) a secre t.

CLAI M TO FAME
Eve ry smuggler has that one tale that sets th e m apart
from common crim inals. By wits, sailing s kill, or a silver
tongue, you lived co tell the s tory- and you tell it often.
You can roll on the following table to de te rmine your
claim or choose one that best fits your c haracter.

d6 Accomplishment

2

3

4

5

6

Spirit of the Whale. You smuggled stolen dwarven
spirits in the body of a dead whale being pulled be-
hind a fishing boat. When you delivered the goods,
the corpse suddenly exploded, sending whale meat
and whiskey bottles for half a mile.
Cart and Sword. You drove a cart filled with stolen art
through the middle of a battlefield while singing sea
shanties to confuse the combatants.
The Recruit. You enlisted in another nation's navy for
the purpose of smuggling stolen jewels to a distant
port. You attained a minor rank before disappearing
from the navy and making your way here.
River of Shadows. Your riverboat accidentally slipped
through the veil into the Shadowfell for several hours.
While you were there, you sold some sto len drag-
onborn artifacts before returning to this plane and
paddling home.
Cold-Hearted. You agreed to transport a family es-
caping a war. The baby began to cry at a checkpoint,
and you gave the guards all your gold to let you pass.
The family never found out about this gesture.
Playing Both Sides. You once smuggled crates of
crossbow bolts and bundles of arrows, each destined
for an opposing side in a regional war, at the same
time. The buyers arrived within moments of each
other but did not discover your trickery.
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