Press ESC to close. Download Ghosts Of Saltmarsh Pdf. Share Article:. Kamal Kamal Dewangan is not tech savvy, Kamal try to provide all types of pdf for free and always try to get update pdf books and all. Leave a Reply Cancel reply Save my name, email, and website in this browser for the next time I comment. Of Pages: PDF Size: Language : English. She was once a fearsome warrior, and she's Dwarvish, Gnomish, Elvish. In a crisis, Eliander Fireborn might put the good of Manistrad occupies an awkward place on the coun- the crown above local rule.
He possesses a royal writ cil. She was placed in her position by royal decree: the that allows him to seize authority over the town guard in crown decided that if Saltmarsh is 10 support a mining case of an emergency.
He is loath to use it, as the locals operation. A might react to his seizure of power with an open revolt. He recognizes that rest of the council, save for Eliander. Saltmarsh is on the verge of tremendous growth, but Personality Traits. Manistrad is a woman of few he sees the influence of the Sea Princes behind every words. She is curt and quick, yet she gives every person stroke of misfortune. Slow and steady wi ns the day, as who comes before the council a fair accounting.
She's he likes to say. Curiosity and hard work mark everything land. When the time is right, the Brotherhood w ill strike Manistrad does. Once she is interested in a topic, to seize the reins in kingdoms all across the world. Obstacles don't ready its assassins have s lain those who might oppose slow her down. In almost every court in the land, Bond. Manistrad is intensely loyal to her kinfolk and from the most remote backwater barony to the imperial the mining operation her clan seeks to establish here.
Manistrad has little patience; she tends to push In Saltmarsh, the Brotherhood supports councilman for quick results over a more measured approach. Anders Solmor and his fami ly's trade cartel. The Brotherhood arranges for the Solmor the dwarven mine is a success, and clamping down on ships to meet with eager merchants in distant ports who smuggling to keep the Sea Princes in check. The mine pay well above market value for his goods, ensuring his is the most precious commodity in the region for this popula rity and dependence on Brotherhood contacts.
If word of any Sea Prince activity reaches the advisers and functionaries to ensure that Saltmarsh loyalists, they are quick to meet the threat. As unrepentant house to house in search of contraband. He's the youngest person cape the dungeons, increasing te nsion in town. Brash and inexperi- The dwarves make a spectacular find in the mine, enced.
Anders is a slight man with sharp features and sparking plans to expand their presence and the a toothy smi le.
His recent forays into trade have made docks. Since Anders owns both a fishing fleet and several trading vessels, he can sell his catch at Eliander and the town gua rd are called away to help a highly competitive price. And he can offer better prices deal with a threat from the Dreadwood, leaving for the other fishers in town to sell to him, since his behind only a skeleton crew to keep the peace and catch brings in so much more profit.
On the other ists might win a majority in the next town council hand, his open opposition to smuggling and his hatred election. The squadron comes Unbeknownst to Anders, his butler, Skerrin Wave- to town to press local sailors into service. Eliander chaser, is an agent for the Scarlet Brotherhood.
Solmor fleet. Anders is sunny and optimistic. Eliander seizes Gellan and ships him to Seaton to He sees the potential for profit and opportunity in every face charges of smuggling. Riots break out in town.
Unfortunately, he is too young to temper his views with a realistic assessment of the risks. Anders believes that freedom is the root of hap- piness. He pays his employees well and wants to help The Scarlet Brotherhood claims that the bloodline of its Saltmarsh grow into a prosperous town. Above all else, followers traces back to an ancient empi re, the Suel lm- be hates the Sea Princes and wants to see their realm perium, and their goal is to restore the old Suloise noble and its slave trade scoured from the earth.
As scions of a realm Bond. Anders's mother Petra was the center of his that once enjoyed unmatched arcane power and a vast life, and his sense of responsibility stems from her ex- dominion, its members see themselves as superior to all ample. Every important decision he makes is guided other folk and the only ones fit to ru le. If Skerrin is For decades, this group has been concocting a con- implicated in her murder, his hold over Anders would be spiracy to spread fear, chaos, and uncertainty across the.
For now, Skerrin uses Petra's memory to fan for war and continue to help Brotherhood agents infil- Anders's antipathy toward the Sea Princes. Due to a combination of his youth and his If war does erupt, Brotherhood agents will work to somewhat sheltered upbringing, Anders is naive. He ensure a long, drawn-out stalemate that grinds down relied on his mother's expertise in most matters, which both sides.
Ideally, assassinations will pave the way for has aliowed Skerrin to worm his way into Anders's Brotherhood agents to assume high positions in both confidence. They hope that the Sea Skerrin LE male human assassin is secretly the head Princes can then be transformed into a puppet state, Brotherhood agent in town.
Tall, lean, tan, with short allowing the Brotherhood to turn their attention to the silver hair, he speaks in precise, measured statements rest of Keo land. He is dispas- sionate and takes a protective stance toward Anders. Once, he hid the guard, causing several popular fishing boat himself in the attic above a noble's bedroom, waiting owners to be arrested. Skerrin squeezed a single drop from a to award the dwarves rulership of Saltmarsh as vial of poison he carried on to the noble's bald scalp.
He compensation. Keledek the Unspoken, two people in town with Personality Traits. Skerrin is literally a man of two dark pasts, into th ei r service, turning them into personalities. He appears to be a concerned, fatherly fig- usefu l agents. With a few moments of focus. When operating as Anders' servant, Skerrin plague. As an assassin, he holds other siniste r means to turn an important member that those strong enough to survive flourish only by cull- of another faction into an al ly.
S kerring's bond alternates between Anders They claim that several sailors at the docks once and the Scarlet Brotherhood. He sees both as the best worked as slave traders , prompting outraged calls bets to bring order and security to the world. Skerrin genuinely believes that if 19 Pirate activity increases, bearing the unmistakable he had to, he could murder everyone of consequence in mark of the Sea Princes.
The Brotherhood's ships town in a single night and secure the place for the Scar- let Brotherhood. Sometimes he is tempted to do so, if adopt Sea Prince regalia to confuse the issue. The Scarlet Brotherhood is an opportunistic faction. It seeks to cause the maximum amount of disruption with the least amount of risk.
Elves and halflings draw no special no- his participation in the slave trade. Such evidence is not tice, since the Silverstand hosts a wood elf enclave and a ha rd to find once Gellan's dealings with the Sea Princes few halfling villages are tucked in the hills around town.
The residents react to other visitors, especially tieflings The Brotherhood plans to use such accusations to and dragonborn, with a mixture of curiosity and fear. Then Saltmarsh is a bastion of civilization in the midst of an the Brotherhood plans to assassinate Anders, frame the untamed region. Without its stout defenders, it might Sea P rinces.
Finally, Skerrin will agitate. Saltmarsh might be encrusted in sea salt and reek of Each of them wears studded leather armor marked with rotting fish guts, but there is gold aplenty in the coffers a town guard's badge the green reed of Saltmarsh- of its citizens. For more than a century, the ships of and is armed with a club while patrolling in town.
The Saltmarsh have worked the rich fishing grounds along guards work in pairs, operating from two guardhouses the coast. Trade ships from near and far have been built near the road into Saltmarsh. A smaller station at using the docks to unload their goods, and lately more the docks quells the fights that break out there nightly. Smuggling has also long been a profitable The guard also patrols the area around Saltmarsh on business here. Groups assigned to this duty are more heav- The dwarven mining operation promises to bring ily armed and armored; they wear chain mail and wield about a rapid growth in Sahmarsh's fortunes.
Whether longswords and heavy crossbows. A militia of five hundred residents can be mustered to The merchants look forward to more business, but the take up the defense of the town if it comes under attack.
If anything, they fear that competition since they are expected only to keep an enemy at bay for fish will become more ferocious as the town grows. A small force of marines watches over the docks and. FISHING if needed, can take to sea to meet the threat of a pirate More fo lk in town work in the fishing industry than ship or sahuagin incursion.
The mari nes are hardened any other, and it has been the backbone of Saltmarsh veterans of several battles against the Sea Princes. They for generations. The wealthier families own their own are led by a married couple, Tom and Will Stoutly, vet- boats, while less well-to-do fol k hire out to work as erans who have fought dozens of engagements against deckhands. The work is difficult and dangerous, but a pirates. That promise of earned force. Townsfolk tend to see them as brutish thugs.
The town guard arrests lawbreakers and imprisons Saltmarsh exports other foodstuffs from the farms them in the town jail. In most cases, criminals pay a around town. Most manufactured goods, except for fine and are let go. Those who cannot pay are required rope, nets. Crime breaks down into three basic As a sleepy backwater town, Saltmarsh has long been categories in Saltmarsh.
Pirates, agents of the Petty Crime. The accused market. Some fishing boats meet ships at sea co load pays a fine of 2d6 gp. Minor Crime. Armed assault, defined as any nonfatal The locals see smuggling as a victimless crime and attack made with a weapon, along with any other assault resent the crown's growing insistence on cracking or property crimes that cause more than 50 gp in dam- down on it.
The mine outside town is a new development. Despite M'fjor Crime. Crimes more severe than those out- the skepticism of the locals, the mine has started to lined above, including murder, are major crimes. The yield silver in growing quantities. If the serious cases earn the death penalty. I n most instances. Saltmarsh could transform into a sprawl- these crimes are dealt with in Seaton, the provincial ing boomtown overnight.
The fishing trade and related commerce that keep the town alive arc based here. Fights sions intended to lure larger merchant vessels into the erupt as rival crews cross paths, and the town guard port. Two primary piers are used to load and unload keeps a high profile in hopes of maintaining the peace. A bountiful catch for a few it's rare to see the large piers unoccupied. Guarded days in a row puts all the fishers in a celebratory mood, warehouses are a common sight in this district, and it while a poor harvest that lasts more than a couple of is considered suspicious behavior to walk near those days leads to frayed tempers and brawling.
Use the following table to determine the mood around The docks are a hotbed of rumors and gossip. The the village, rolling once every few days or choosing as sailors and laborers who frequent this area are bored, you see fit. The townsfolk are frustrated and prone whispers characters might hear. Overall, the fishers are content with The crown dispatched a caravan with enough gold to their recent results.
Here and there, crews boast of commission six new wa rships. It went missing near good pickings or bemoan their poor haul. It's those Here is a s ummary of the notable places in Saltmars h, dwarves- they want to take over! It's only a 1. C rTY GATE matter of time before they remove the council and Saltmarsh was built on the ruins of a much older set- replace them with foppish nobles.
One sign of this is that the town has a small can' t be up to anything good. If the or three guards. The wall is old, crumbling, and badly sea devi ls aren't behind it, I'm a merman. Something from the swamp, I'd reckon- T he garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to maybe a troll.
T heir eyes are s harp, and they are prone 8 Sometimes on a moonless night, you can meet the to gossip. A pull from a flask of whiskey or a few s ilver ghost of a drowned sailor trying to get home. Lead pieces can pers uade them to provide information on re- one to their home, and you'll get a wish.
Fail, and cent visitors. It is one of the few structures in Saltmarsh with an can sell you anything you've dreamed of. T he jail in the cellar consists of two sections. Pew of the com- troublemakers who need to cool off for a few nights.
The mon folk are so affluent that they can afford to sit idle. At lock is high quality requiring a successful DC 20 Dex- sunrise, the docks bustle with fishers preparing to ven- terity check with thieves' tools to pick , and the door is ture out for the day. When they return, they spend time built of stout wood with a small window to allow guards unloading their catch, mending nets, and repairing their to check in on their charges.
The merchants move their ships into the docks A s ide passage holds six individual cells with high- once the fishing fl eet is out for the day, and dock workers er-quality locks each requiring a successful DC 25 rush to load a nd unload goods before the boats return.
One cell was long ago warded nights. The fishe rs chug ale and swap stories, each seek- against both teleportation and divination magic. Occa- four suits of animated armor and a rug of smothering sionally Eliander uses this cell to conduct meetings that left in the vault. The constructs do not attack dwarves require the utmost secrecy. Manistrad and her up to a year, but those facing longer terms or sentenced close advisors know the command word.
Keledek's dusky skin, bald head, and bright 3. The by the locals. Rumor around town claims that speaking two-story building has sleeping quarters for rent on the his name aloud allows Keledek to eavesdrop on a con- upper floor, usually sufficient to accommodate the slow versation for a short time. In truth, Keledek relies on his stream of travelers making their way through Saltmarsh familia r, an imp named Zivmal, to spy on the townsfolk. Keledek is a close associate of Gellan Primewater. He Those who seek an audience with Manistrad can find uses his magic to help a gang of smugglers based out of her here when she's not working at the mine.
She some- the nearby Tower of Zenopus in exchange for rare spell times has need for adventurers to help keep the mining components and magic items. Roll a d6 and consult the table below to determine the nature of an available task. The emissaries from Iuz pay 6 Locate the source of zombies and skeletons that have on time and they buy shiploads of fish at once, so no one been sighted in the mines recently.
Tucked at the edge of town and overlooking the sea, Xendros sometimes has need for adventurers. She is Eliander's home provides him with a relaxing sanctuary particu larly interested in tracking down an apparatus away from the bustle of Saltmarsh. Eliander maintains of Kwalish.
If news of one reaches her. If her offer is rebuked. EMPTY NET building was purchased by the crown and serves as the Partially supported by stilts driven into the harbor dwarven mining company's headquarters in Saltmarsh.
Troublemakers transported to the mine and arranging for the processed are thrown out the door, over the railing, and into the ore to be loaded on trade ships bound for distant ports.
Characters looking to carouse find this Rumors abound of a vault hidden beneath the build- the best place for a rowdy night of drinking and brawl- ing. In the cellar, the dwarves have dug a chamber in ing. The town guard comes here only if called.
He also thieves' tools to pick. The dwarves keep their funds recruits local toughs and sailors for Gellan's ventures, here- about 1. MllP 1. The Rist among a dozen stalls down to the bridge. A few goats. Hanna employs several former dockhands to keep peace in her bar.
The bridge predates the village This large brick build ing contains the offices of the town and is large enough for laden carts to pass two abreast. The hall is built from sturdy stone cross the bridge, owing to an ancient curse placed on it from the nearby cliffs and a variety of hardwood from long before Keoland rose to existence. A wooden sign depicting a net filled with fish hangs above the double doors lead- A small tower rises from the building. Kiorna Kester LN female human commoner runs this housing a horn at the top, which is blown to announce tannery.
Kiorna is keenly interested The town has a sturdy but weatherbeaten platform in acquiring hides from exotic creatures to craft into and gallows in front of the hall for use in the event of an expensive leather. She pays a fee in gold pieces equal execution. Such punishments are rare, but when they do to times a creature's challenge rating for the intact occur, they draw a large crowd.
In any given week, there hide of any beast or monstrosity of challenge rating 3 is a 2 percent chance of an execution, usually of some or higher. Harvesting the hide from such a creature re- bandit or other non-native ne'er-do-well.
On a failed check. Initially established to sell fish, This foot-tall tower was the first defensive building of The center area of the square contains a dozen long Saltmarsh. Items from as well as the official base oft he town guard. Eliander the Player's Handbook costing up to gp are avail- spends most of his time here in his duties as com- able for purchase here. He sometimes has need for adven- turers, and at such times he posts jobs on a board hang- Roll a d6 and consult the Gellan Primewater maintains a large mansion right table below to determine the nature of an available task.
He sometimes leans out to shout d6 Goa l Foes Location orders or answer questions for his captains and crews, Recover sto len Goblins Hool Marshes his booming voice echoing over the docks.
The location goods or his house also makes it convenient for his smugglers; 2 Apprehend a Wild beasts Hool Marshes the crews slip goods through a secret entrance that wanted criminal leads to his mansion's cellar. Rescue a captive Bandits Dreadwood The mansion's most notable feature is its grand entry- 3 way and feast hall.
Gellan hosts at least one extravagant 4 Defeat a threat Cultists Dreadwood feast per week. His cook, a young gnome named Feliza. Its sign of dwarven origins, and a backlog of orders ten decor is predictably nautical in theme. The human smiths make hooks, nails, har- rooms are plain but comfortable renditions of a ship's poons, knives, fishing weights.
The smell of fish has never been scrubbed from Their master smith is an elderly. Jasker LG male human common er. A small shrine to Morad in can be found under drink into the night. His only link to his prior life is his campaign med- ownership of such fine dwarven tools.
A few suspect als- souvenfrs that remind him of his former glories treachery and might hire the characters to break into even if their discovery would reveal his past. He keeps a this place and make off with anything that "rightfully" s hield guardian in his home, a last, hidden resort to foil belongs to the dwarves.
He avoids taking sides in any conflict, but if his The large fish-processing buildings in this area reek of cover comes under pressure, he can be compelled to prosperity and fish.
All are engaged in salting or brin- throw in with one faction or the other. He has a good ing the catch brought in by the fleet. Most of the time friendship with Eliander. The two sometimes meet for these places are busy, and the workers have little time a drink and share stories of their experiences in the for chatter.
Although fngo tries to keep his stories vague enough to maintain his cover, Eliander suspects his The Oweland family has owned this sprawling man- sion for generations. Despite the family's wealth, the Each generation of the family female gnome commoner , the carpenters' guild has has added to the building to accommodate the clan's plenty of work building houses, assembling fish barrels, growth. The family takes in fishers who have fallen on repairing docks, and much more.
The whole building is hard times, sharing their wealth with others until they a marvel of workmanship, made without a single nail.
The fami ly once engaged in Dreadwood. Roll a d8 and consult the table below if the smuggling, and several hidden tunnels run from the characters seek work from her. Sker- rin Wavechaser has discovered a few that are unknown d8 Object even to the family. The branch of a tree used to hang a murderer 2 Splinters from a tree struck by lightning The largest is the personal mansion of the 5 Tendrils harvested from a shambling mound Solmor family.
Three smaller buildings house servants, 6 Deck planks stolen from a pirate ship employees of the family's trading fleet, and secure stor- age for expensive goods. These 8 Wood from a shipwreck mercenaries report to Skerrin, and though they out- wardly serve the Solmors, their loyalty is to the Scarlet Just east of the docks, built along the shores of a se- Despite the Brotherhood's infiltration of this place, cluded bay, are a handful of buildings known collectively Skerrin takes pains to avoid leaving any incriminating as Crabber's Cove.
The buildings are weathered, aban- evidence lying about. His eidetic memory allows him to doned by the residents of Saltmarsh years ago.
S ince burn any notices and reports he receives after reading then, thousands of crabs have taken up residence in them, though at times he can be careless and leave par- the crumbling remains. Crabbers from Saltmarsh are tially burned scraps of paper in his garbage. Unknown to the folk of Saltmarsh, The mariners' guild serves all the towns along the coast, a vampire named Xolec is trapped in a hidden cellar providing a bunk and a meal for sailors passing through. Xolec was buried in an Sea captains in search of a crew stop here, as do others ancient tomb, unleashed on Saltmarsh decades ago seekjng news from afar.
The guildhall is an excellent when his sealed coffin was brought to town by a trader place to discuss seafaring. A cleric of St. Cuthbert confronted him, but to navigation along the coast. Instead, she trapped him here by means of a powerful curse: Xolec can leave the General Illinar the Fifth is a disgraced human general Xolec is best left trapped, except for one detail: by a of the Great Kingdom.
He knows the after he supported an unsuccessful bid to usurp the full details of their operarion and Skerrin's role in it. He throne. He goes by the name lngo the Drover here and is trades this information for his freedom if confronted by slowly building a reputation as a good source for guards, adventurers. He can be an invaluable resource for adventurers Procan is a chaotic neutral deity of the sea and weather.
He who can help him with his research. He keeps a room in the guard com- give way to peaceful waters and calm weather in the space mander's home, and the two are close friends. Procan's domain is the sea. His mood shifts to darkness The owner of this establishment. Winston N male into the sea and save a drowning child. Every story of the halfling bandit spent years as an outlaw lurking in the oceans courses through his mind, and he in each moment marshes before a raid on an army payroll caravan netted curses and blesses mortals for their endless follies, hero- him enough loot to open a business.
The increased pres- ism, and hatreds. His clerics and priests rarely venture will emerge. In the meantime, he does business with inland, and he cares little for what happens beyond his wa- sailors, adventurers, and those who need "solid goods ters. At sea, he expects sacrifices in the form of fine food, at honest prices.
Winston has a few potent alcohol, or valuable treasures thrown overboard maps of the marshes, and those who intend to explore at the start of a voyage. Due to this ritual, Procan holds that area often consult with him for guidance. He curses those who plunder shipwrecks without the blessings of his clerics, dogging their steps with wretched weather until his Open to the air and set in a grove outside town, the Procan's clerics reAect their deity's chaotic nature.
They sea-grove is a gathering place for seagulls, sailors, and seek omens of his moods in the weather and sky, and mir- swamp folk, as well as an information market for traders ror their own demeanor to match their deity's. Ferrin Kastilar NG male halfling druid. He also has contacts with the elves of feet above the churning water below.
Several stone the Dreadwood. If news of an aberration reaches him, he hires Traditionally. The jump is usually not fatal: the water below In to dry land. Since then, the fishing in the region has flourished.
Services at this long-standing sea god's temple are The siren's spirit was captured in the stones, and her well attended. The congregation is led by a one-legged captivating song continues to echo through the weave former whaler: Wellgar Brinehanded CG male human and draw fish to the area. The siren's sisters and allies, priest , an older human man with a sharp memory for among them a powerful djinn, have scoured the planes every storm, lost ship, and enormous catch ever brought in search of her spirit for centuries.
He knows many fanciful stories of shipwrecks. The following wrecks in order to recover the remains of sailors for a options build on the downtime activities discussed in proper burial. He is willing to trade cleric spells of up to chapter 8 of the Player's Handbook. Characters can pur- 5th level. The activities given here are based on the ones pre- Krag NG male half-ore com m oner is the given in that book.
You can also offer other activities town gravedigger, as well as something of a town histo- as you see fit. The ones detailed below are specific to rian and local loremaster. He has conducted extensive Saltmarsh. Any such item comes with a mild curse, however. Anyone attuned to the item can be targeted by a detect thoughts spell cast by Xendros. This curse can be detected by casting an identify spell on the item and succeeding on a DC 25 Intelligence Arcana check. The check can be attempted once per casting.
BUYING ITEMS Xendros asks for a 50 gp retainer to engage her services as an item broker each week, and the process consumes a character's effort for a week as it involves multiple meetings to haggle over prices, specific desired features, and so on. Unsold items are shipped elsewhere and regu- larly replaced with new options. If the characters want a specific item, Xendros can fulfill a request for an item from Table For Table G with ld4 weeks of work.
Her asking price is based on the item's rarity. She especially wants to see Keoland's ambitions for Saltmarsh foiled, and she might try to enlist the charac- ters in a plot to ruin the mining efforts. Rarity Asking Price Common 75 gp of the contacts depends on the chosen tavern. The OM Uncommon gp creates a specific contact, such as the bartender at the Rare 2, gp appropriate tavern or a specific person you have con- Very rare 25, gp nected with.
In this case. In either case, that individual acts as a Xendros is always on the lookout for items she can buy trusted fri end and offers help as necessary. Since she must make a profit on any item she are unwi lling to risk their life or possessions. Carousing gives the characters a organize Eliander's library and take care of things in chance to make contacts in town. In return for help with his day job. When search. His expert command of local history makes him carousing, pick a single tavern in town to frequent.
At a useful contact. He has no shortage of semi-interesting the end of the week, you earn a contact in town. You can tales about notorious fish and monstrous pirates. The nature. You earn enough money to af- part of the crown's effort to make its influence felt in ford a modest lifestyle.
You also learn one piece of lore the region. Travel along these thoroughfares is usually regarding the region around Saltmarsh. That lore is the safe, with most encounters involving merchant cara- equivalent of one true statement about a person, place, vans, guard patrols, and fellow travelers.
Small farms and manors cluster near the roads, relying on passing or thing found within 25 miles of town. The DM is the final arbiter on the exact information learned, but it is guard patrols for their safety. Where these settlements grow more widely spaced, bandit raids become more likely something that helps you solve a problem or make progress with a task.
In addition, each day on the road a party passes ld3 small Characters who are interested in making a fair wage for villages or manors. There is a 25 percent chance that little risk can find jobs around town. Having a job can any such location is inhabited by halflings. Otherwise, also enable a character to come to the attention of one of the location is a human enclave. Saltmarsh's leaders. The island is the site of a small abbey that was long For each week of employment, you earn the coin ago abandoned by the order of monks that buiJt it.
Since needed to sustain a modest lifestyle. There is also a then, various outlaw gangs and monsters have claimed it chance that you attract the notice of the prominent per- as a lair. At the end of each week, make a DC 15 Charisma check. Burle is a fortified outpost that is always on guard for monsters emerging from the Dreadwood.
The community is domi- cenaries to fu lfill the contracts offered to him. He has nated by a small keep set atop a hill that overlooks the a particular need for those who can serve as caravan forest it borders. A few farms cluster around it, the lo- guards, personal protection for merchants, and sentries cals relying on the royal garrison to keep them safe from aboard docked ships.
For each week of mercenary work, you earn the coin Burle's most distinctive feature is the small copse of needed to sustain a modest lifestyle and an extra 2d10 trees that grows in the middle of the keep. An ancient gp. Additionally, roll a d20 at the end of each week.
On treant named Wander Root dwells in the keep and acts a 19 or higher, you earn a bonus of 3d20 gp due to the as an informal ambassador between the humans of unexpectedly dangerous nature of your most recent Keoland and the wood elves and good-aligned fey of the assignment. Since then, the elves, the treants, and the crown of Keoland have observed the The land near Saltmarsh is safe for travelers, as are Wild Flame Pact- a treaty that calls for mutual defense the roads that cut through the region.
Small farms and against the Dreadwood's horrors. A Shadowbreaker LG female half-elf knight , who has led number of small halfling villages are scattered around many successful raids into the Dreadwood. Kiara is a the area, located just off the main roads. Such locations grim figure, always cognizant of the threat posed by the consist of several farmhouses clustered around a pub forest's denizens.
She sees trouble behind every piece that provides a warm welcome to visitors who come in of news, and she keeps the warriors and rangers head- peace. Once one journeys off the beaten path, however, a quartered here ready to fight at a moment's notice. She variety of threats emerge from the swampy wilderness.
Kiara is convinced that the organization poses where all of the following sites and features are located. She suspects that Duke Miner's Respite, and spend their off hours there drink- Feldren of Seaton has been compromised by Scarlet ing, swapping tales, and gambling.
The game of darts Brotherhood agents, and she surreptitiously seeks to has become an obsession among the bored miners and hire spies who could investigate him in search of proof. K iar a offers a bounty equal to 5 gp per H it Die for any aberration, elementa l, or outlaw slain in the region.
Use the description from ing of specific monsters or criminals. Gellen Owarven prospectors have toiled in this new mine for Primewater relies on this drop point to conduct much of the past three years.
Soldiers from Keoland's royal army his business. Use the place, but only those with business related to the mine description from that adventure for this place. The lizardfolk here view the area around the swamp The mine is a broad shaft dug into a steep hillside as their domain.
They threaten intruders to warn them near the shore. Stone walls encompass it, with two off, attacking only those who insist on remaining in the guard towers overlooking the main gate and three other area. The lizard folk arc not only guarding their terri- towers spaced evenly around the perimeter. The inner t0ry, they are protecting a youn g black dragon. Skip to content. Geronimo stilton books pdf full book download is a bit tricky, but its still possible.
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