Ghosts of Saltmarsh

(Nancy Kaufman) #1

212


A LIEN ISLAND INHABITANTS

d6 Inhabitants
1d6 berserkers and SdlO tribal warriors
2-3 1 d6 cult fanatics and Sdl 0 cultists
4 ld6 lizardfolk shamans and SdlO lizardfolk
S 1d6 bullywug croakers (see appendix C) and SdlO
bullywugs
6 ld8 locathah hunters (see appendix C) and 3d10
locathah (see appendix C)

ALIEN INHABITANT REACTIONS

d6 Reaction

2

3
4

s


6

The inhabitants try to force the characters to serve
their leader.
The inhabitants demand the characters give t heir
leader an item worth lOdlO x 100 gp.
The inhabitants wish to devour the characters.
Some inhabitants are planning to rise up against
their leader and ask the characters for help.
The inhabitants see the characters as no more than
insects and refuse to interact with them unless
forced.
The inhabitants see the characters as gods and can
be convinced to worship them.

ALIEN ISLAND STORY HOOKS

d4 Story Hook

2

3

4

CURSED

The leader has a spell scroll of true resurrection
among its belongings.
The island contains a piece of a tablet with instruc-
tions on how to open a portal to the Far Realm.
The island's leader knows how to end a planar dis-
ease infecting a humanoid settlement.
A mage with information the characters need hides
among the ranks of the inhabitants, learning t heir
ways.

Cursed islands are steeped in dark magic from a
ritual cast by necromancers. hag covens, evil spell-
casters. foul deities, or worse. The island might still
hold some hint as to why it was cursed. or all trace of
those who brought down the affliction might have been
scoured away.

ISLAN D CURSES
d6 Curse

2

When a creature dies on the island, its spirit rises
as a specter 1 d4 hours after death. The specter is
obsessed with killing its former fr iends.
Creatures that aren't inhabitants of the island must
succeed on a Constitution saving throw at the end
of each hour they spend on the island. If they fail,
they gain one level of exhaustion. The DC for this
check equals 10 + the number of hours spent on
the island.

APPF:-:LHX \ Of SHll'S \;\JD fill SE\

d6
3

4

s


6

Curse
Each day at dawn, the island conjures 2dl0 magma
mephits, which a re hostile toward creatures that
aren't inhabitants of the island.
When a creature that isn't an inhabitant of the is-
land completes a long rest there, it must succeed
on a DC 15 Wisdom saving throw or be blinded for
8 hours.
Creatures must succeed on a DC 10 Constitution
saving throw at the end of each hour they spend
on the is land. If they fail, they gain a 1-inch scar in
a random place on their body. Only a remove curse
spell or s imilar magic removes the scar.
When a creature that isn't an inhabitant of the is-
land completes a long rest there, it must succeed
on a DC 15 Wisdom saving throw or gain a random
form of long-term madness (see "Madness" in
chapter 8, "Running the Game," of the Dungeon
Master's Guide).

CURSED ISLAND INHABITANTS
d6 Inhabitants

2
3
4
s
6

Sd 10 specters
lOdlO zombies
A coven of 3 sea hags and 1 d4 flameskulls
1 medusa and 3d10 skeletons
1 vampire a nd 2d6 vampire spawn
1 demilich and 2dl0 wraiths

CURSED ISLAND STORY HOOKS
d4 Story Hook

2

3

The is land contains rare spell components the
characters need.
Pirates buried treasure worth Sd6 x 1.000 gp on
the island.
A keelboat carrying 1d6 commoners crashed on the
island. The commoners are struggling to survive.
4 The ghost of a character's loved one is trapped on
the island.

HOSTILE
Hostile islands contain creatures that want to harm the
characters. These c reatures fill their islands with traps
and attack outsiders out of hunger, boredom, or fear.

HOSTILE ISLAND LEADER
d6 Leader
Cloud giant
2 Hill giant
3 Oni
4
5
6

Spirit naga
Werewolf
A chromatic dragon of the DM's choice
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