211
WELCOMING ISLAND INHABITANTS
d6 Inhabitants
SdlO aarakocra
2 8d8 pixies and 8d8 sprites
3 ld6 lizardfolk shamans and SdlO lizardfolk
4 ld6 druids and SdlO tribal warriors
S 3dl0 centaurs
6 3dl0 scouts and SdlO commoners
WELCOMING ISLAND STORY HOOKS
d4 Story Hook
2
3
4
The island is a colony or outpost sponsored by a
nation or wealthy noble the characters are associ-
ated with.
The island's residents swear a character looks like
a beloved past leader. Melancholy, they treat the
characters as they would their lost hero.
The island never gets visitors. The charact ers' ar-
rival is cause for a peculiar but earnest celebration.
The island's leader is a long-lost relative or friend
of a character's family.
WILD ISLAND
Nature reigns on wild islands. The creatures on the
island respond to the ebb and flow of t he natural world
rather than trying to tame the environment.
WILD ISLAND FEATURES
d6 Feature
l A waterfall Aows up a mountainside.
2 The island slowly rotates clockwise.
3 Geysers shoot bright light into the sky at night.
4 Razorvine (see "Wilderness Hazards" in chapter S,
"Adventure Environments," of the Dungeon Mas-
ter's Guide) grows in 10-foot-tall hedges shaped
like animals.
5 Rain on the island creates a beautiful melody.
6 All beasts on the island have truesight out to a
range of 120 ft.
WILD ISLAND ENCOUNTERS
d20 Encounter
l 2d8 baboons
2 ld4 brown bears
3 l owlbear
4 2d6 giant toads
S 2dl 0 giant wasps
6 2d4 giant spiders
7 4 d4 pixies or 4d4 sprites
8 ld4 blink dogs
9 l pirate captain (see appendix C) and 3dl0 bandits
digging up buried treasure
10
11
12
3d6 tribal warriors
2d4 druids
ld6 dryads
Al'l'lā¢ '<!>IX \ Ot SHIP~ \:-Ill I Ill "FA
d 20 Encounter
13 2d4 centaurs
14 1 ankheg
15 ldlO giant boars
16 2d6 giant eagles
17 1 d4 giant apes
(^18) 1d4 treants
19 1 roe
20 l d4 veteran explorers
WILD ISLAND STORY HOOKS
d4
2
3
4
Story Hook
The island hides a spring that restores life to any-
one washed in it, as per the raise dead spell. A crea-
ture can only benefit from the spring once.
A djinni recluse dwells on the island and grants
favors.
Pixies beg the characters to help them oust a
group of 3dl 0 trophy hunters (scouts) from the
island.
The island holds the tomb of an archdruid, which
contains a portal to the Feywild.
UNDE RWATER LOCATIONS
The underwater locations in this section can be used for
single-session adventures or as side treks to help you
fill out the story of Saltmarsh. Each location i ncludes
a map. a description, story hooks, and encounters. You
can place these locations anywhere near Saltmar sh or
off distant shores of your choosing.
COVE REEF
Near the shore of a cove. a coral reef built around an
alien idol teems with life. Long ago the reef was the
home of merfolk enslaved by an aboleth named Ogrorlo.
Lenth. a merfolk cleric of the ocean deity Eadro, killed
Ogrorlo and freed the merfolk, but the influence of th e
aberration still lingers around the reef and in a nearby
gorge that descends into darkness.
C O V E REEF FEATURES
The cove reef has the following features:
Depth. The reef and the area around it are 50 feet below
the sur face of the water. The depths of the rock forma-
tions around the reef are noted on map A .5.
Light. U nless otherwise noted in an area's description,
the cove is brightly lit by the sun during the day and
dimly lit by the moon at night.
C O V E REEF AREAS
The following areas are keyed to map A.5.
Cl. BLOOD HAWK ROOST
Twelve blood hawks hunt fish in the cove and roost in
six nests atop a rock formation that peeks above the sur-
face of the water. The blood hawks attack any creature