11
casters are kept here, blindfolded and manacled. Occa-
sionally Eliander uses this cell to conduct meetings that
require the utmost secrecy.
The jail is used to hold prisoners with sentences of
up to a year, but those facing longer terms or sentenced
to hard labor are transferred to the prison at Seaton, a
larger, heavily fortified port to the east.
At any given time, 2d4 guards, led by a ve teran. keep
watch here.
3. THE WICKER GOAT
Bearing the dubious honor of being the oldest tavern in
town, the Wicker Goat is owned by Lankus Kurrid (NG
male human guard), a retired officer of the Keoish army
who caters to the dwarven miners and town guard. The
two-story building has sleeping quarters for rent on the
upper floor, usually sufficient to accommodate the slow
stream of travelers making their way through Saltmarsh
on the way to somewhere else.
Those who seek an audience with Manistrad can find
her here when she's not working at the mine. She some-
times has need for adventurers to help keep the mining
operation secure. Roll a d6 and consult the table below
to determine the nature of an available task.
d6 Task
Guard a mining shaft that was recently attacked by
duergar from the Underdark.
2 Escort supply wagons moving to and from Saltmarsh.
3 Explore a tunnel discovered in the mines that bears
signs of troglodyte infestation.
4 Find a group of miners who went missing under·
ground and may have been snatched by slavers.
5 Track down a thief who stole a shipment of expensive
mining gear in Saltmarsh.
6 Locate the source of zombies and skeletons that have
been sighted in the mines recently.
- ELIANDER'S HOUSE
Tucked at the edge of town and overlooking the sea,
Eliander's home provides him with a relaxing sanctuary
away from the bustle of Saltmarsh. Eliander maintains
the largest library in town; during his days of military
service, he made a hobby of collecting rare books. lf
the characters need information on the history of Salt-
marsh, they might find it in Eliander's archives.
- MINING COMPANY HEADQUARTERS
Once a mansion owned by a local noble family, this
building was purchased by the crown and serves as the
dwarven mining company's headquarters in Saltmarsh.
Manistrad Copperlocks stays here when she must do
business in town: otherwise. several dwarf clerks work
here during the day, logging deliveries at the docks to be
transported to the mine and arranging for the processed
ore to be loaded on trade ships bound for distant ports.
Rumors abound of a vault hidden beneath the build-
ing. In the cellar, the dwarves have dug a chamber in
the earth that is sealed with a heavy iron door and a fine
lock (requiring a successful DC 25 Dexterity check with
thieves' tools to pick). The dwarves keep their funds
here- about 1.000 gp in coins and gems, guarded by
C'B\P1ERI SAlTM\R:O.H
~
four suits of animated armor and a rug of smothering
left in the vault. The constructs do not attack dwarves
and can be disabled for 10 minutes if the command
word "Tatalot" is spoken to them. Manistrad and her
close advisors know the command word.
- KELEDEK TOWER
This three-story tower is home to the town's resident
sage and wizard, Keledek the Unspoken (LE male hu-
man mage). Keledek's dusky skin, bald head, and bright
red silk turban-not to mention his height of nearly 7
feet-make him an unmistakable figure in town.
Keledek came to town years ago from Ket. a distant
kingdom held in a mix of contempt, mistrust, and fear
by the locals. Rumor around town claims that speaking
his name aloud allows Keledek to eavesdrop on a con-
versation for a short time. In truth, Keledek relies on his
familiar, an imp named Zivmal, to spy on the townsfolk.
Keledek is a close associate of Gellan Primewater. He
uses his magic to help a gang of smugglers based out of
the nearby Tower of Zenopus in exchange for rare spell
components and magic items.
- FAITHFUL QUARTERMASTERS OF Iuz
A trade delegation led by Captain Xendros (CE female
tiefting priest) has come to Saltmarsh to acquire large
quantities of fish (salted and preserved for transport) in
the name ofluz, a mighty cambion and demigod who
rules much of the distant north. luz's realm does not
produce enough food to feed all its citizens, so it relies
on imports for the rest, and Saltmarsh is one of its ma-
jor suppliers.
The minions of Juz have only rarely come into direct
conflict with Keoland, and its ongoing war with Keo-
land's rivals makes the nation an acceptable trade part-
ner in the eyes of the king. The emissaries from Iuz pay
on time and they buy shiploads of fish at once, so no one
inquires too closely into the captain's sepulchral voice
or her penchant for wearing gold jewelry etched with
grim designs.
Xendros sometimes has need for adventurers. She is
particularly interested in tracking down an apparatus
of Kwalish. If news of one reaches her. she offers magic
items to those willing to recover it for her (short of an
artifact, she can supply anything if given enough time to
send word to Tuz). If her offer is rebuked. agents of Iuz
conjure a team of demonic assassins to take the device
and spirit it back to luz's realm.
- EMPTY NET
Partially supported by stilts driven into the harbor
waters. this rickety tavern is purportedly a haven for
smugglers, mercenaries, assassins and even pirates.
The owner, Kreb Shenker (NE male human thug), takes
coin from anyone and asks no questions. Troublemakers
are thrown out the door, over the railing, and into the
reeking harbor. Characters looking to carouse find this
the best place for a rowdy night of drinking and brawl-
ing. The town guard comes here only if called.
Kreb works with Gellan Primewater to screen pro-
spective buyers and sellers for smuggled wares. He also
recruits local toughs and sailors for Gellan's ventures,
but he prefers those who are business-minded and less
likely to cause trouble.