Saltmarsh
Saltmarsh
Saltmarsh's roughly five thousand residents are predominantly human, with the dwarven mining contingent of about two hundred workers the largest non-human faction in town. Elves and halflings draw no special notice, since the Silverstand hosts a wood elf enclave and a few halfling villages are tucked in the hills around town. The residents react to other visitors, especially tieflings and dragonborn, with a mixture of curiosity and fear.
Law and Order
Saltmarsh is a bastion of civilization in the midst of an untamed region. Without its stout defenders, it might have long ago fallen to the depredations of outsiders.
Militia and Defense
One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard's badge—the green reed of Saltmarsh—and is armed with a club while patrolling in town. The guards work in pairs, operating from two guardhouses built near the road into Saltmarsh. A smaller station at the docks quells the fights that break out there nightly. The captain of the town guard is Eliander Fireborn.
The guard also patrols the area around Saltmarsh on horseback. Groups assigned to this duty are more heavily armed and armored; they wear chain mail and wield longswords and heavy crossbows.
A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since they are expected only to keep an enemy at bay until the king's forces arrive.
A small force of marines watches over the docks and, if needed, can take to sea to meet the threat of a pirate ship or sahuagin incursion. The marines are hardened veterans of several battles against the Sea Princes. They are led by a married couple, Tom and Will Stoutly, veterans who have fought dozens of engagements against pirates, raiders, and monsters.
The guard is seen as something of a meddlesome force, since most of its members are drawn from the military veterans who migrated here with the crown's blessing. Townsfolk tend to see them as brutish thugs, though they are quick to call them when trouble arises.
Local Law Enforcement
The town guard arrests lawbreakers and imprisons them in the town jail. In most cases, criminals pay a fine and are let go. Those who cannot pay are required to work off their debt, usually put to work sweeping streets or helping with construction projects. If a crime requires a trial, the town council hears evidence and renders a verdict. Crime breaks down into three basic categories in Saltmarsh.
Petty Crime.
Public unarmed brawling, pickpocketing, and other crimes that cause up to 50 gp in property damages are classified as petty crimes. The accused pays a fine of 2d6 gp, or one day of hard labor per gold piece owed.
Minor Crime.
Armed assault, defined as any nonfatal attack made with a weapon, along with any other assault or property crimes that cause more than 50 gp in damages, but less than 250 gp, are minor crimes. The perpetrator must pay a fine of 100 gp and serve 1d4 years in prison or at forced labor.
Major Crime.
Crimes more severe than those outlined above, including murder, are major crimes. The criminal faces 2d10 years of imprisonment, though serious cases earn the death penalty. In most instances, these crimes are dealt with in Seaton, the provincial capital located east of Saltmarsh.
Commerce
Saltmarsh might be encrusted in sea salt and reek of rotting fish guts, but there is gold aplenty in the coffers of its citizens. For more than a century, the ships of Saltmarsh have worked the rich fishing grounds along the coast. Trade ships from near and far have been using the docks to unload their goods, and lately more ships have come to call as the dwarven mining operation grows. Smuggling has also long been a profitable business here.
The dwarven mining operation promises to bring about a rapid growth in Saltmarsh's fortunes. Whether that's a good or a bad thing depends on who you ask. The merchants look forward to more business, but the fishers don't see how the mines will do anything to enrich their coffers. If anything, they fear that competition for fish will become more ferocious as the town grows.
Fishing
More folk in town work in the fishing industry than any other, and it has been the backbone of Saltmarsh for generations. The wealthier families own their own boats, while less well-to-do folk hire out to work as deckhands. The work is difficult and dangerous, but a smart deckhand can save money for several years and eventually buy their own boat. That promise of earned prosperity is important to the townsfolk, and they see newcomers as a threat to it.
Trading
The wealthiest families in town own large trading vessels that they use to ship goods across the Azure Sea. Saltmarsh exports other foodstuffs from the farms around town. Most manufactured goods, except for rope, nets, and other items created locally to support the fishing industry, are imported into town.
Smuggling
As a sleepy backwater town, Saltmarsh has long been an ideal market for illegal goods. Pirates, agents of the Sea Princes, and Keoish nobles looking to evade the king's taxes have all helped fuel a bustling local black market. Some fishing boats meet ships at sea to load and unload illegal goods, while other cartels conduct business at isolated points along the shore near town. The locals see smuggling as a victimless crime and resent the crown's growing insistence on cracking down on it.
Mining
The mine outside town is a new development. Despite the skepticism of the locals, the mine has started to yield silver in growing quantities, and the dwarves are convinced that the nearby cliffs are rich with gold. If the mine takes off, Saltmarsh could transform into a sprawling boomtown overnight.
Docks
The docks of Saltmarsh are the beating heart of the town. The fishing trade and related commerce that keep the town alive are based here.
The docks have recently undergone a series of expansions intended to lure larger merchant vessels into the port. Two primary piers are used to load and unload large ships, while a series of smaller ones accommodate humbler vessels.
This part of Saltmarsh is almost constantly busy; it's rare to see the large piers unoccupied. Guarded warehouses are a common sight in this district, and it is considered suspicious behavior to walk near those places at night.
The docks are a hotbed of rumors and gossip. The sailors and laborers who frequent this area are bored, eager for news, and inclined to share what they have heard. A character who spends a few hours asking for news can learn the current scuttlebutt. The "Dock Rumors" table below can be an inspiration for the sort of whispers characters might hear.
d10
Rumor
1
The crown dispatched a caravan with enough gold to commission six new warships. It went missing near the Hool Marshes.
2
Drow traders posing as surface elves have been doing business in town.
3
Someone's sabotaging fishing boats. It's those dwarves—they want to take over!
4
The king's agents have infiltrated town. It's only a matter of time before they remove the council and replace them with foppish nobles.
5
That tiefling who's looking to buy crocodile skulls can't be up to anything good.
6
A couple of fishing boats have gone missing. If the sea devils aren't behind it, I'm a merman.
7
A big critter's been going through everyone's trash at night. Something from the swamp, I'd reckon—maybe a troll.
8
Sometimes on a moonless night, you can meet the ghost of a drowned sailor trying to get home. Lead one to their home, and you'll get a wish. Fail, and they'll strangle you.
9
If you see someone at the docks wearing a red cloak after dark, slip them a copper piece and they'll connect you with smugglers from beyond this world who can sell you anything you've dreamed of.
10
It's only a matter of time before the dwarves dig too deep and unleash something horrible.
Dock Rumors
Mood of the Town
Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out for the day. When they return, they spend time unloading their catch, mending nets, and repairing their vessels. The merchants move their ships into the docks once the fishing fleet is out for the day, and dock workers rush to load and unload goods before the boats return.
The daily energy and bustle carries over into rowdy nights. The fishers chug ale and swap stories, each seeking to outdo the other with their tales of the sea. Fights erupt as rival crews cross paths, and the town guard keeps a high profile in hopes of maintaining the peace.
The quantity and quality of the catch in recent days goes a long way toward determining the town's mood and general atmosphere. A bountiful catch for a few days in a row puts all the fishers in a celebratory mood, while a poor harvest that lasts more than a couple of days leads to frayed tempers and brawling.
Use the following table to determine the mood around the village, rolling once every few days or choosing as you see fit.
d20
Result
1-6
Poor Catch. The townsfolk are frustrated and prone to bickering; everyone is in a bad mood.
7-12
Bountiful Catch. Music and merriment echo through town as everyone celebrates.
13-20
Typical Catch. Overall, the fishers are content with their recent results. Here and there, crews boast of good pickings or bemoan their poor haul.
Saltmarsh Mood
Locations in Saltmarsh
1. City Gate Saltmarsh was built on the ruins of a much older settlement, sometimes called Old Saltmarsh or the Old Harbor. One sign of this is that the town has a small stretch of wall and a single town gate secured by two or three guards. The wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea. The garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to walk patrols. Their eyes are sharp, and they are prone to gossip. A pull from a flask of whiskey or a few silver pieces can persuade them to provide information on recent visitors.
2. Barracks and Jail Built on a low hill, the Saltmarsh barracks are also its jail. It is one of the few structures in Saltmarsh with an underground level. The jailer, Kraddok Stonehorn (LG male human gladiator), is an old comrade of Eliander. He is a stickler for the rules, and Eliander trusts him with his life. The jail in the cellar consists of two sections. A single large chamber holds drunks, brawling fishers, and other troublemakers who need to cool off for a few nights. The lock is high quality (requiring a successful DC 20 Dexterity check with thieves' tools to pick), and the door is built of stout wood with a small window to allow guards to check in on their charges. A side passage holds six individual cells with higher-quality locks (each requiring a successful DC 25 Dexterity check with thieves' tools to pick) and solid doors that lack windows. One cell was long ago warded against both teleportation and divination magic. Spellcasters are kept here, blindfolded and manacled. Occasionally Eliander uses this cell to conduct meetings that require the utmost secrecy. The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are transferred to the prison at Seaton, a larger, heavily fortified port to the east. At any given time, 2d4 guards, led by a veteran, keep watch here.
3. The Wicker Goat Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (NG male human guard), a retired officer of the Keoish army who caters to the dwarven miners and town guard. The two-story building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way through Saltmarsh on the way to somewhere else. Those who seek an audience with Manistrad can find her here when she's not working at the mine. She sometimes has need for adventurers to help keep the mining operation secure. Roll a d6 and consult the table below to determine the nature of an available task. d6 Task 1 Guard a mining shaft that was recently attacked by duergar from the Underdark. 2 Escort supply wagons moving to and from Saltmarsh. 3 Explore a tunnel discovered in the mines that bears signs of troglodyte infestation. 4 Find a group of miners who went missing underground and may have been snatched by slavers. 5 Track down a thief who stole a shipment of expensive mining gear in Saltmarsh. 6 Locate the source of zombies and skeletons that have been sighted in the mines recently.
4. Eliander's House Tucked at the edge of town and overlooking the sea, Eliander's home provides him with a relaxing sanctuary away from the bustle of Saltmarsh. Eliander maintains the largest library in town; during his days of military service, he made a hobby of collecting rare books. If the characters need information on the history of Saltmarsh, they might find it in Eliander's archives.
5. Mining Company Headquarters Once a mansion owned by a local noble family, this building was purchased by the crown and serves as the dwarven mining company's headquarters in Saltmarsh. Manistrad Copperlocks stays here when she must do business in town; otherwise, several dwarf clerks work here during the day, logging deliveries at the docks to be transported to the mine and arranging for the processed ore to be loaded on trade ships bound for distant ports. Rumors abound of a vault hidden beneath the building. In the cellar, the dwarves have dug a chamber in the earth that is sealed with a heavy iron door and a fine lock (requiring a successful DC 25 Dexterity check with thieves' tools to pick). The dwarves keep their funds here—about 1,000 gp in coins and gems, guarded by four suits of animated armor and a rug of smothering left in the vault. The constructs do not attack dwarves and can be disabled for 10 minutes if the command word "Tatalot" is spoken to them. Manistrad and her close advisors know the command word.
6. Keledek Tower This three-story tower is home to the town's resident sage and wizard, Keledek the Unspoken (LE male human mage). Keledek's dusky skin, bald head, and bright red silk turban—not to mention his height of nearly 7 feet—make him an unmistakable figure in town. Keledek came to town years ago from Ket, a distant kingdom held in a mix of contempt, mistrust, and fear by the locals. Rumor around town claims that speaking his name aloud allows Keledek to eavesdrop on a conversation for a short time. In truth, Keledek relies on his familiar, an imp named Zivmal, to spy on the townsfolk. Keledek is a close associate of Gellan Primewater. He uses his magic to help a gang of smugglers based out of the nearby Tower of Zenopus in exchange for rare spell components and magic items.
7. Faithful Quartermasters of Iuz A trade delegation led by Captain Xendros (CE female tiefling priest) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of Iuz, a mighty cambion and demigod who rules much of the distant north. Iuz's realm does not produce enough food to feed all its citizens, so it relies on imports for the rest, and Saltmarsh is one of its major suppliers. The minions of Iuz have only rarely come into direct conflict with Keoland, and its ongoing war with Keoland's rivals makes the nation an acceptable trade partner in the eyes of the king. The emissaries from Iuz pay on time and they buy shiploads of fish at once, so no one inquires too closely into the captain's sepulchral voice or her penchant for wearing gold jewelry etched with grim designs. Xendros sometimes has need for adventurers. She is particularly interested in tracking down an apparatus of Kwalish. If news of one reaches her, she offers magic items to those willing to recover it for her (short of an artifact, she can supply anything if given enough time to send word to Iuz). If her offer is rebuked, agents of Iuz conjure a team of demonic assassins to take the device and spirit it back to Iuz's realm.
8. Empty Net Partially supported by stilts driven into the harbor waters, this rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates. The owner, Kreb Shenker (NE male human thug), takes coin from anyone and asks no questions. Troublemakers are thrown out the door, over the railing, and into the reeking harbor. Characters looking to carouse find this the best place for a rowdy night of drinking and brawling. The town guard comes here only if called. Kreb works with Gellan Primewater to screen prospective buyers and sellers for smuggled wares. He also recruits local toughs and sailors for Gellan's ventures, but he prefers those who are business-minded and less likely to cause trouble.
9. 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.
10. 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.
11. Kester's Leather Goods 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 requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of Hand) or Wisdom (Survival) check to preserve it in top condition for Kiorna's purposes. On a failed check, the hide does not meet Kiorna's standards but can still be sold for a lesser price.
12. 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 of the town guard. Eliander spends most of his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower's entrance. Roll a d6 and consult the table below to determine the nature of an available task. d6 Goal Foes Location 1 Recover stolen goods Goblins Hool Marshes 2 Apprehend a wanted criminal Wild beasts Hool Marshes 3 Rescue a captive Bandits Dreadwood 4 Defeat a threat Cultists Dreadwood 5 Find a lost patrol Bullywugs Drowned Forest 6 Scout a dangerous area Undead Azure Sea
13. 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 those who stay the night find their belongings steeped in the scent, which lasts for several days. Sailors and fishers gather here to trade stories and drink into the night. 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 potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar.
14. 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 leading 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 significant 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.
15. Weekly Market Built around the first well dug for the fishers in the town's early days is a large market square where merchants 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 available for purchase here.
16. Primewater Mansion 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 of 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 entryway 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.
17. The Dwarven 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, harpoons, knives, fishing weights, and much more all day. Their master smith is an elderly, dark-skinned woman named Mafera (LG female human commoner her son, Jasker (LG male human commoner), is her best journeyman. A small shrine to Moradin can be found under the eaves as well, though it is somewhat neglected. Some of the dwarves associated with the new mining operation would 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 with anything that "rightfully" belongs to the dwarves.
18. Fishmongers' Plants The large fish-processing buildings in this area reek of prosperity (and fish). All are engaged in salting or brining the catch brought in by the fleet. Most of the time these places are busy, and the workers have little time for chatter.
19. Oweland House The Oweland family has owned this sprawling mansion 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. Skerrin Wavechaser has discovered a few that are unknown even to the family.
20. Solmor House The Solmor family owns several buildings in this modest 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 storage for expensive goods. The Solmor family maintains a cadre of a dozen guards led by four veterans (all LE humans). These mercenaries report to Skerrin, and though they outwardly serve the Solmors, their loyalty is to the Scarlet Brotherhood. 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 partially 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 seeking news from afar. The guildhall is an excellent place to discuss seafaring, as well as the various threats to navigation along the coast.
22. Ingo 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 Ingo the Drover here and is slowly building a reputation as a good source for guards, marines, and muscle when sailing through difficult waters. His only link to his prior life is his campaign medals—souvenirs 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. Ingo (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 Ingo 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 Forest, and the Dreadwood. Roll a d8 and consult the table below if the characters seek work from her. d8 Object 1 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
24. Crabber's Cove Just east of the docks, built along the shores of a secluded bay, are a handful of buildings known collectively as Crabber's Cove. The buildings are weathered, abandoned by the residents of Saltmarsh years ago. Since 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 operation and Skerrin's role in it. He trades this information for his freedom if confronted by adventurers. Procan, Sailor of Sea and Sky Procan is a chaotic neutral deity of the sea and weather. He offers his clerics access to the Tempest domain. He is embodied in the sudden storm that overtakes a ship, battering it with monstrous waves and howling winds that give way to peaceful waters and calm weather in the space of a moment. Procan's domain is the sea, and whatever the oceans touch, he bears witness to. His mood shifts to darkness as he witnesses a brutal murder on the docks of a squalid port, then lifts in pride as he watches a brave mariner leap into the sea and save a drowning child. Every story of the oceans courses through his mind, and he in each moment curses and blesses mortals for their endless follies, heroism, and hatreds. When the sea reaches its limit at the shore, so too does Procan's power. His clerics and priests rarely venture inland, and he cares little for what happens beyond his waters. At sea, he expects sacrifices in the form of fine food, potent alcohol, or valuable treasures thrown overboard at the start of a voyage. Due to this ritual, Procan holds all treasures lost at sea as part of his domain. He curses those who plunder shipwrecks without the blessings of his clerics, dogging their steps with wretched weather until his attention is drawn elsewhere. Procan's clerics reflect their deity's chaotic nature. They seek omens of his moods in the weather and sky, and mirror their own demeanor to match their deity's.
25. The Leap The Leap is an outcropping of rock nearly a hundred feet above the churning water below. Several stone benches stand near this precipitous edge, and a few stone markers sit in the tall grass nearby. Traditionally, the people of Saltmarsh leap from the cliffs into the water below when a loved one drowns at sea. The jump is usually not fatal; the water below the Leap is free of rocks, and it is a short swim back to dry land.
26. Temple of Procan Services at this long-standing sea god's temple are well attended. The congregation is led by a one-legged former whaler: Wellgar Brinehanded (CG male human priest), an older human man with a sharp memory for every storm, lost ship, and enormous catch ever brought into Saltmarsh harbor. He knows many fanciful stories of shipwrecks, lucky escapes, and famous captains. Matters ashore rarely interest him, but the temple and its bell tower are also served by a half-dozen novitiates and laypeople who keep things running smoothly. Wellgar uses the blessings of Procan to seek out shipwrecks in order to recover the remains of sailors for a proper burial. He is willing to trade cleric spells of up to 5th level, including raise dead, in return for recovery of the remains he seeks.
27. Saltmarsh Cemetery The town's cemetery is well-kept, but many of its graves are little more than memorial stones laid for those who died at sea. Krag (NG male half-orc commoner) is the town gravedigger, as well as something of a town historian and local loremaster. He has conducted extensive research into the folk buried here and events in the region. He can be an invaluable resource for adventurers seeking information and is especially helpful to those who can help him with his research. In his spare time, Krag helps organize and translate Eliander's library. He keeps a room in the guard commander's home, and the two are close friends.
28. Winston's Store The owner of this establishment, a retired rogue, knows a great deal about the Hool Marshes. Winston (N male halfling bandit) spent years as an outlaw lurking in the marshes before a raid on an army payroll caravan netted him enough loot to open a business. The increased presence of law enforcement in Saltmarsh has him on edge, and he is concerned that his involvement in the heist will emerge. In the meantime, he does business with sailors, adventurers, and those who need "solid goods at honest prices," as he often says. Winston has a few maps of the marshes, and those who intend to explore that area often consult with him for guidance.
29. Sea Grove of Obad-Hai Open to the air and set in a grove outside town, the sea-grove is a gathering place for seagulls, sailors, and swamp folk, as well as an information market for traders and trappers. Ferrin Kastilar (NG male halfling druid), a somewhat melancholy individual of middle years, tends the shrine with his bullfrog companion, Lorys. Ferrin always keeps an eye out for rumors of aberrations in the wild. He also has contacts with the elves of the Dreadwood, and they send word to him if a monster escapes that forest and heads in the direction of Saltmarsh. If news of an aberration reaches him, he hires adventurers to stalk and kill the creature.
30. Standing Stones Two enormous runestones stand on this island. In ages past, a siren was chained to the stones here and sacrificed by an evil human tribe as an offering to the sea. Since then, the fishing in the region has flourished. The siren's spirit was captured in the stones, and her captivating song continues to echo through the weave and draw fish to the area. The siren's sisters and allies, among them a powerful djinn, have scoured the planes in search of her spirit for centuries.
Locations in Saltmarsh
1. City Gate Saltmarsh was built on the ruins of a much older settlement, sometimes called Old Saltmarsh or the Old Harbor. One sign of this is that the town has a small stretch of wall and a single town gate secured by two or three guards. The wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea. The garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to walk patrols. Their eyes are sharp, and they are prone to gossip. A pull from a flask of whiskey or a few silver pieces can persuade them to provide information on recent visitors.
2. Barracks and Jail Built on a low hill, the Saltmarsh barracks are also its jail. It is one of the few structures in Saltmarsh with an underground level. The jailer, Kraddok Stonehorn (LG male human gladiator), is an old comrade of Eliander. He is a stickler for the rules, and Eliander trusts him with his life. The jail in the cellar consists of two sections. A single large chamber holds drunks, brawling fishers, and other troublemakers who need to cool off for a few nights. The lock is high quality (requiring a successful DC 20 Dexterity check with thieves' tools to pick), and the door is built of stout wood with a small window to allow guards to check in on their charges. A side passage holds six individual cells with higher-quality locks (each requiring a successful DC 25 Dexterity check with thieves' tools to pick) and solid doors that lack windows. One cell was long ago warded against both teleportation and divination magic. Spellcasters are kept here, blindfolded and manacled. Occasionally Eliander uses this cell to conduct meetings that require the utmost secrecy. The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are transferred to the prison at Seaton, a larger, heavily fortified port to the east. At any given time, 2d4 guards, led by a veteran, keep watch here.
3. The Wicker Goat Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (NG male human guard), a retired officer of the Keoish army who caters to the dwarven miners and town guard. The two-story building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way through Saltmarsh on the way to somewhere else. Those who seek an audience with Manistrad can find her here when she's not working at the mine. She sometimes has need for adventurers to help keep the mining operation secure. Roll a d6 and consult the table below to determine the nature of an available task. d6 Task 1 Guard a mining shaft that was recently attacked by duergar from the Underdark. 2 Escort supply wagons moving to and from Saltmarsh. 3 Explore a tunnel discovered in the mines that bears signs of troglodyte infestation. 4 Find a group of miners who went missing underground and may have been snatched by slavers. 5 Track down a thief who stole a shipment of expensive mining gear in Saltmarsh. 6 Locate the source of zombies and skeletons that have been sighted in the mines recently.
4. Eliander's House Tucked at the edge of town and overlooking the sea, Eliander's home provides him with a relaxing sanctuary away from the bustle of Saltmarsh. Eliander maintains the largest library in town; during his days of military service, he made a hobby of collecting rare books. If the characters need information on the history of Saltmarsh, they might find it in Eliander's archives.
5. Mining Company Headquarters Once a mansion owned by a local noble family, this building was purchased by the crown and serves as the dwarven mining company's headquarters in Saltmarsh. Manistrad Copperlocks stays here when she must do business in town; otherwise, several dwarf clerks work here during the day, logging deliveries at the docks to be transported to the mine and arranging for the processed ore to be loaded on trade ships bound for distant ports. Rumors abound of a vault hidden beneath the building. In the cellar, the dwarves have dug a chamber in the earth that is sealed with a heavy iron door and a fine lock (requiring a successful DC 25 Dexterity check with thieves' tools to pick). The dwarves keep their funds here—about 1,000 gp in coins and gems, guarded by four suits of animated armor and a rug of smothering left in the vault. The constructs do not attack dwarves and can be disabled for 10 minutes if the command word "Tatalot" is spoken to them. Manistrad and her close advisors know the command word.
6. Keledek Tower This three-story tower is home to the town's resident sage and wizard, Keledek the Unspoken (LE male human mage). Keledek's dusky skin, bald head, and bright red silk turban—not to mention his height of nearly 7 feet—make him an unmistakable figure in town. Keledek came to town years ago from Ket, a distant kingdom held in a mix of contempt, mistrust, and fear by the locals. Rumor around town claims that speaking his name aloud allows Keledek to eavesdrop on a conversation for a short time. In truth, Keledek relies on his familiar, an imp named Zivmal, to spy on the townsfolk. Keledek is a close associate of Gellan Primewater. He uses his magic to help a gang of smugglers based out of the nearby Tower of Zenopus in exchange for rare spell components and magic items.
7. Faithful Quartermasters of Iuz A trade delegation led by Captain Xendros (CE female tiefling priest) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of Iuz, a mighty cambion and demigod who rules much of the distant north. Iuz's realm does not produce enough food to feed all its citizens, so it relies on imports for the rest, and Saltmarsh is one of its major suppliers. The minions of Iuz have only rarely come into direct conflict with Keoland, and its ongoing war with Keoland's rivals makes the nation an acceptable trade partner in the eyes of the king. The emissaries from Iuz pay on time and they buy shiploads of fish at once, so no one inquires too closely into the captain's sepulchral voice or her penchant for wearing gold jewelry etched with grim designs. Xendros sometimes has need for adventurers. She is particularly interested in tracking down an apparatus of Kwalish. If news of one reaches her, she offers magic items to those willing to recover it for her (short of an artifact, she can supply anything if given enough time to send word to Iuz). If her offer is rebuked, agents of Iuz conjure a team of demonic assassins to take the device and spirit it back to Iuz's realm.
8. Empty Net Partially supported by stilts driven into the harbor waters, this rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates. The owner, Kreb Shenker (NE male human thug), takes coin from anyone and asks no questions. Troublemakers are thrown out the door, over the railing, and into the reeking harbor. Characters looking to carouse find this the best place for a rowdy night of drinking and brawling. The town guard comes here only if called. Kreb works with Gellan Primewater to screen prospective buyers and sellers for smuggled wares. He also recruits local toughs and sailors for Gellan's ventures, but he prefers those who are business-minded and less likely to cause trouble.
9. 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.
10. 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.
11. Kester's Leather Goods 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 requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of Hand) or Wisdom (Survival) check to preserve it in top condition for Kiorna's purposes. On a failed check, the hide does not meet Kiorna's standards but can still be sold for a lesser price.
12. 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 of the town guard. Eliander spends most of his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower's entrance. Roll a d6 and consult the table below to determine the nature of an available task. d6 Goal Foes Location 1 Recover stolen goods Goblins Hool Marshes 2 Apprehend a wanted criminal Wild beasts Hool Marshes 3 Rescue a captive Bandits Dreadwood 4 Defeat a threat Cultists Dreadwood 5 Find a lost patrol Bullywugs Drowned Forest 6 Scout a dangerous area Undead Azure Sea
13. 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 those who stay the night find their belongings steeped in the scent, which lasts for several days. Sailors and fishers gather here to trade stories and drink into the night. 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 potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar.
14. 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 leading 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 significant 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.
15. Weekly Market Built around the first well dug for the fishers in the town's early days is a large market square where merchants 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 available for purchase here.
16. Primewater Mansion 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 of 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 entryway 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.
17. The Dwarven 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, harpoons, knives, fishing weights, and much more all day. Their master smith is an elderly, dark-skinned woman named Mafera (LG female human commoner her son, Jasker (LG male human commoner), is her best journeyman. A small shrine to Moradin can be found under the eaves as well, though it is somewhat neglected. Some of the dwarves associated with the new mining operation would 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 with anything that "rightfully" belongs to the dwarves.
18. Fishmongers' Plants The large fish-processing buildings in this area reek of prosperity (and fish). All are engaged in salting or brining the catch brought in by the fleet. Most of the time these places are busy, and the workers have little time for chatter.
19. Oweland House The Oweland family has owned this sprawling mansion 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. Skerrin Wavechaser has discovered a few that are unknown even to the family.
20. Solmor House The Solmor family owns several buildings in this modest 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 storage for expensive goods. The Solmor family maintains a cadre of a dozen guards led by four veterans (all LE humans). These mercenaries report to Skerrin, and though they outwardly serve the Solmors, their loyalty is to the Scarlet Brotherhood. 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 partially 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 seeking news from afar. The guildhall is an excellent place to discuss seafaring, as well as the various threats to navigation along the coast.
22. Ingo 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 Ingo the Drover here and is slowly building a reputation as a good source for guards, marines, and muscle when sailing through difficult waters. His only link to his prior life is his campaign medals—souvenirs 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. Ingo (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 Ingo 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 Forest, and the Dreadwood. Roll a d8 and consult the table below if the characters seek work from her. d8 Object 1 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
24. Crabber's Cove Just east of the docks, built along the shores of a secluded bay, are a handful of buildings known collectively as Crabber's Cove. The buildings are weathered, abandoned by the residents of Saltmarsh years ago. Since 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 operation and Skerrin's role in it. He trades this information for his freedom if confronted by adventurers. Procan, Sailor of Sea and Sky Procan is a chaotic neutral deity of the sea and weather. He offers his clerics access to the Tempest domain. He is embodied in the sudden storm that overtakes a ship, battering it with monstrous waves and howling winds that give way to peaceful waters and calm weather in the space of a moment. Procan's domain is the sea, and whatever the oceans touch, he bears witness to. His mood shifts to darkness as he witnesses a brutal murder on the docks of a squalid port, then lifts in pride as he watches a brave mariner leap into the sea and save a drowning child. Every story of the oceans courses through his mind, and he in each moment curses and blesses mortals for their endless follies, heroism, and hatreds. When the sea reaches its limit at the shore, so too does Procan's power. His clerics and priests rarely venture inland, and he cares little for what happens beyond his waters. At sea, he expects sacrifices in the form of fine food, potent alcohol, or valuable treasures thrown overboard at the start of a voyage. Due to this ritual, Procan holds all treasures lost at sea as part of his domain. He curses those who plunder shipwrecks without the blessings of his clerics, dogging their steps with wretched weather until his attention is drawn elsewhere. Procan's clerics reflect their deity's chaotic nature. They seek omens of his moods in the weather and sky, and mirror their own demeanor to match their deity's.
25. The Leap The Leap is an outcropping of rock nearly a hundred feet above the churning water below. Several stone benches stand near this precipitous edge, and a few stone markers sit in the tall grass nearby. Traditionally, the people of Saltmarsh leap from the cliffs into the water below when a loved one drowns at sea. The jump is usually not fatal; the water below the Leap is free of rocks, and it is a short swim back to dry land.
26. Temple of Procan Services at this long-standing sea god's temple are well attended. The congregation is led by a one-legged former whaler: Wellgar Brinehanded (CG male human priest), an older human man with a sharp memory for every storm, lost ship, and enormous catch ever brought into Saltmarsh harbor. He knows many fanciful stories of shipwrecks, lucky escapes, and famous captains. Matters ashore rarely interest him, but the temple and its bell tower are also served by a half-dozen novitiates and laypeople who keep things running smoothly. Wellgar uses the blessings of Procan to seek out shipwrecks in order to recover the remains of sailors for a proper burial. He is willing to trade cleric spells of up to 5th level, including raise dead, in return for recovery of the remains he seeks.
27. Saltmarsh Cemetery The town's cemetery is well-kept, but many of its graves are little more than memorial stones laid for those who died at sea. Krag (NG male half-orc commoner) is the town gravedigger, as well as something of a town historian and local loremaster. He has conducted extensive research into the folk buried here and events in the region. He can be an invaluable resource for adventurers seeking information and is especially helpful to those who can help him with his research. In his spare time, Krag helps organize and translate Eliander's library. He keeps a room in the guard commander's home, and the two are close friends.
28. Winston's Store The owner of this establishment, a retired rogue, knows a great deal about the Hool Marshes. Winston (N male halfling bandit) spent years as an outlaw lurking in the marshes before a raid on an army payroll caravan netted him enough loot to open a business. The increased presence of law enforcement in Saltmarsh has him on edge, and he is concerned that his involvement in the heist will emerge. In the meantime, he does business with sailors, adventurers, and those who need "solid goods at honest prices," as he often says. Winston has a few maps of the marshes, and those who intend to explore that area often consult with him for guidance.
29. Sea Grove of Obad-Hai Open to the air and set in a grove outside town, the sea-grove is a gathering place for seagulls, sailors, and swamp folk, as well as an information market for traders and trappers. Ferrin Kastilar (NG male halfling druid), a somewhat melancholy individual of middle years, tends the shrine with his bullfrog companion, Lorys. Ferrin always keeps an eye out for rumors of aberrations in the wild. He also has contacts with the elves of the Dreadwood, and they send word to him if a monster escapes that forest and heads in the direction of Saltmarsh. If news of an aberration reaches him, he hires adventurers to stalk and kill the creature.
30. Standing Stones Two enormous runestones stand on this island. In ages past, a siren was chained to the stones here and sacrificed by an evil human tribe as an offering to the sea. Since then, the fishing in the region has flourished. The siren's spirit was captured in the stones, and her captivating song continues to echo through the weave and draw fish to the area. The siren's sisters and allies, among them a powerful djinn, have scoured the planes in search of her spirit for centuries.