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- GREEN MARKET
A strip of open land that is the place for everything that
isn't fish, salt, or nautical wares, this market stretches
among a dozen stalls down to the bridge. A few goats.
eggs, cloth, marsh plants, and pots are available, as well
as the occasional mule or ox for hauling carts. - SHARKFIN BRIDGE
This single large bridge spans the river, with shops and
homes along its length. The bridge predates the village
and is large enough for laden carts to pass two abreast.
Elves and fey folk feel vaguely nauseated when they
cross the bridge, owing to an ancient curse placed on it
long before Keoland rose to existence. - KESTER'S LEATHER Gooos
Kiorna Kester (LN female human commoner) runs this
tannery. where she produces smooth, colorful leather
for every purpose and sells both the cured hides and
items she fashions from it. Kiorna is keenly interested
in acquiring hides from exotic creatures to craft into
expensive leather. She pays a fee in gold pieces equal
to 100 times a creature's challenge rating for the intact
hide of any beast or monstrosity of challenge rating^3
or higher. Harvesting the hide from such a creature re-
quires an intact carcass, an hour of work. and a success-
ful DC 15 Dexterity (Sleight of Hand) or Wisdom (Sur-
vival) check to preserve it in top condition for Kiorna's
purposes. On a failed check. the hide docs not meet Ki-
orna's standards but can still be sold for a lesser price. - HOOLWATCH TOWER
This 60-foot-tall tower was the first defensive building of
Saltmarsh. and it still serves as an armory and lookout
as well as the official base oft he town guard. Eliander
spends most of his time here in his duties as com-
mander of the guard. He sometimes has need for adven-
turers, and at such times he posts jobs on a board hang-
ing by the tower's entrance. Roll a d6 and consult the
table below to determine the nature of an available task.
d6 Goa l Foes Location
Recover sto len Goblins Hool Marshes
goods
2 Apprehend a Wild beasts Hool Marshes
wanted criminal
3 Rescue a captive Bandits Dreadwood
4 Defeat a threat Cultists Dreadwood
5 Find a lost patrol Bullywugs Drowned Forest
6 Scout a dangerous Un dead Azure Sea
area
- THE SNAPPING LINE
This popular inn and tavern is built from the planks and
hulls of half a dozen decommissioned fishing ships. Its
decor is predictably nautical in theme. and its sleeping
rooms are plain but comfortable renditions of a ship's
cabins. The smell of fish has never been scrubbed from
its walls, and chose who stay the night find their belong-
ings steeped in the scent, which lasts for several days.
Sailors and fishers gather here to trade stories and
drink into the night.
<,JI \l'fl·R I S~I rM.-\RSll
The Snapping Line is run by a young woman named
Hanna Rist (NG female human commoner), who comes
from a family of well-known lobster catchers. The Rist
family also makes a spirit from lobster meat and pota-
toes called claw wine; it is, to put it mildly, an acquired
taste. Hanna employs several former dockhands to keep
peace in her bar.
- COUNCIL HALL
This large brick building contains the offices of the town
council and the chamber where they meet to discuss
the town business. The hall is built from sturdy stone
from the nearby cliffs and a variety of hardwood from
the nearby Hool Marshes. A wooden sign depicting a
net filled with fish hangs above the double doors lead-
ing into the hall. A small tower rises from the building.
housing a horn at the top, which is blown to announce
the beginning of a council session or other signifi-
cant events.
The town has a sturdy but weatherbeaten platform
and gallows in front of the hall for use in the event of an
execution. Such punishments are rare, but when they do
occur, they draw a large crowd. In any given week, there
is a 2 percent chance of an execution, usually of some
bandit or other non-native ne'er-do-well. - WEEKLY MARKET
Built around the first well dug for the fishers in the
town's early days is a large market square where mer-
chants of all descriptions gather on the first day of each
week to sell their wares. Initially established to sell fish,
the market has grown to include a wide variety of goods.
The center area of the square contains a dozen long
tables where shoppers can eat communally. Items from
the Player's Handbook costing up to 150 gp are avail-
able for purchase here. - PRJMEWATER MANSTON
Gellan Primewater maintains a large mansion right
on the docks, allowing him to oversee his ships from
his upstairs window. He sometimes leans out to shout
orders or answer questions for his captains and crews,
his booming voice echoing over the docks. The location
or his house also makes it convenient for his smugglers;
the crews slip goods through a secret entrance that
leads to his mansion's cellar.
The mansion's most notable feature is its grand entry-
way and feast hall. Gellan hosts at least one extravagant
feast per week. headlined by food and drink bought in
distant ports. His cook, a young gnome named Feliza.
sometimes hires adventurers to find rare herbs, meats,
and other ingredients for her dishes. - THE 0WARVEN ANVIL
The blacksmith's forge has a single anvil with a clear
sign of dwarven origins, and a backlog of orders ten
miles long. The human smiths make hooks, nails, har-
poons, knives, fishing weights. and much more all day.
Their master smith is an elderly. dark-skinned woman
named Mafera (LG female human common er ): her son,
Jasker (LG male human common er). is her best jour-
neyman. A small shrine to Morad in can be found under
the eaves as well. though it is somewhat neglected.