Some of the dwarves associated with the new mining
operation wouJd like to know how a human came into
ownership of such fine dwarven tools. A few suspect
treachery and might hire the characters to break into
this place and make off w ith anything that "rightfully"
belongs to the dwarves.
FISHMONGERS' PLANTS
The large fish-processing buildings in this area reek of
prosperity (and fish). All are engaged in salting or brin-
ing the catch brought in by the fleet. Most of the time
these places are busy, and the workers have little time
for chatter.
0WELAND HOUSE
The Oweland family has owned this sprawling man-
s ion for generations. Despite the family's wealth, the
building is a sprawling collection of new construction,
expansions, and additions. Each generation of the family
has added to the building to accommodate the clan's
growth. The family takes in fishers who have fallen on
hard times, sharing their wealth with others until they
can recover.
The sprawling, mazelike interior of the Oweland
house has spawned rumors of hidden passages and
secret chambers within it. The family once engaged in
smuggling, and several hidden tunnels run from the
cellars beneath the mansion to points out of town. Sker-
rin Wavechaser has discovered a few that are unknown
even to the family.
SOLMOR HOUSE
The Solmor family owns several buildings in this mod-
est complex. The largest is the personal mansion of the
Solmor family. Three smaller buildings house servants,
employees of the family's trading fleet, and secure stor-
age for expensive goods.
The Solmor family maintains a cadre of a dozen
guards led by four vete rans (all LE humans). These
mercenaries report to Skerrin, and though they out-
wardly serve the Solmors, their loyalty is to the Scarlet
Brother hood.
Despite the Brotherhood's infiltration of this place,
Skerrin takes pains to avoid leaving any incriminating
evidence lying about. His eidetic memory allows him to
burn any notices and reports he receives after reading
them, though at times he can be careless and leave par-
tially burned scraps of paper in his garbage.
21. MARINERS' GUILDHALL
The mariners' guild serves all the towns along the coast,
providing a bunk and a meal for sailors passing through.
Sea captains in search of a crew stop here, as do others
seekjng news from afar. The guildhall is an excellent
place to discuss seafaring. as well as the various threats
to navigation along the coast.
22. !NGO THE DROVER'S HOUSE
General Illinar the Fifth is a disgraced human general
of the Great Kingdom. currently living in Saltmarsh and
trying to stay one step ahead of the Overking's assassins
after he supported an unsuccessful bid to usurp the
throne. He goes by the name lngo the Drover here and is
slowly building a reputation as a good source for guards,
marines, and muscle when sailing through difficult wa-
ters. His only link to his prior life is his campaign med-
als- souvenfrs that remind him of his former glories
even if their discovery would reveal his past. He keeps a
shield guardian in his home, a last, hidden resort to foil
any attempts on his life.
lngo (LN male human gladiator) tries to keep a low
profile. He avoids taking sides in any conflict, but if his
cover comes under pressure, he can be compelled to
throw in with one faction or the other. He has a good
friendship with Eliander. The two sometimes meet for
a drink and share stories of their experiences in the
military. Although fngo tries to keep his stories vague
enough to maintain his cover, Eliander suspects his
true origin.
23. CARPENTERS' GUILDHALL
Run by a snobby gnome named Jilar Kanklesten (N
female gnome commoner), the carpenters' guild has
plenty of work building houses, assembling fish barrels,
repairing docks, and much more. The whole building is
a marvel of workmanship, made without a single nail.
jilar is obsessed with rare woods; she pays handsomely
for adventurers to make expeditions in search of specific
trees in the Hool Marshes, the Drowned Porest, and the
Dreadwood. Roll a d8 and consult the table below if the
characters seek work from her.
d8 Object
The branch of a tree used to hang a murderer
2 Splinters from a tree struck by lightning
3 A shard of a treant's bark, given freely
4 A wooden stake used to impale a vampire
5 Tendrils harvested from a shambling mound
6 Deck planks stolen from a pirate ship
7 Log taken from the Hool Marshes, transported in
swamp water
8 Wood from a shipwreck
- CRABBER'S COVE
Just east of the docks, built along the shores of a se-
cluded bay, are a handful of buildings known collectively
as Crabber's Cove. The buildings are weathered, aban-
doned by the residents of Saltmarsh years ago. S ince
then, thousands of crabs have taken up residence in
the crumbling remains. Crabbers from Saltmarsh are
cautious about the cove, as more than one overeager
fisher has disappeared into the clacking darkness. never
to be seen again. Unknown to the folk of Saltmarsh,
a vampire named Xolec is trapped in a hidden cellar
beneath one of the old cabins. Xolec was buried in an
ancient tomb, unleashed on Saltmarsh decades ago
when his sealed coffin was brought to town by a trader
and opened. A cleric of St. Cuthbert confronted him, but
she wasn't able to destroy him. Instead, she trapped him
here by means of a powerful curse: Xolec can leave the
cellar only if someone pure of heart carries him from it.
Xolec is best left trapped, except for one detail: by a
stroke of fate, agents of the Scarlet Brotherhood use the
cabin above him for clandestine meetings. He knows the
full details of their operarion and Skerrin's role in it. He
trades this information for his freedom if confronted by
adventurers.
CHAPTER l ''°'I TM -\R~H