DnD5 theSavageTide

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Inro

Ghost of Saltmarsh.jpg

THE HEROES

Character's Name Played by... Class & Level Species ALN AC Max HP Current HP Speed Spell Slots Abilities
Federigo Soto @SirMoogle Rogue 2 Human NG 14 15 15 30ft n/a Sneak Attack (1d6), Expertise, Cunning Action
Sister Charity Bronzegg @Unka Josh Fighter 2 Stout Halfling NG 17 22 22 25ft n/a Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+2), Action Surge
xx @jmucchiello Bard 2 Triton NG 10 10 10 30ft 3/3 xx
Borgar Silverfist @Talisman Paladin 2 Orc CG 16 19 19 30ft 2 Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (10), Divine Caster, Divine Smite
Eckanem Itthobaal @JasonELeigh Wizrd 2 Dragonborn NG 15 14 14 30ft 3/3 Breath Weapon, Resistant to Fire, Arcane Caster
Zuri @Aikireikinu Monk 2 Wood Elf NG 16 17 17 45ft n/a Mask of the Wild, Unarmored Defense, Martial Arts, Ki 2/2

THE TEN THOUSAND ISLE SETTING

The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous.

This archipelago is centered on the world's equator but the chain stretches into both a frozen northern and southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised.

The game will be using a lot of Greyhawk organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered 'Savages' and 'Evil' by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons.

Technology is that of very early Industrial with musket weapons and blackpowder only having been discovered and widely distributed in the last hundred years. Sailing ships are fairly advanced and common by all the Known Islands. Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the Exra-Loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Extra Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship).

THE SAVAGE TIDE/GHOST OVERVIEW

The first savage tide has already touched the mortal world. Unleashed from the cruel heart of a shadowpearl. The tide swept over an ancient civilizations transforming the citizens of a proud city into feral cannibalistic fiends. The hateful architects of the savage tide watched, taking pride in the ruin they had wrought. Now, after a thousand years, the savage tide is about to return. Yet this time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore. blissfully ignorant of what the tide is about to bring in.

Saltmarsh Port.jpg

The port city of Saltmarsh is on the western part of the archipelago on a good sized island (about 300 miles long and 150 miles at its widest). The city has traded its fish and its farming produces to many other communities for centuries but recently a number of dwarfs have immigrated and set up a mine on the inner mountain range. The city council has also signed the Treaty of Trade about three years ago. These new developments have not gone over well with everyone in the city and a minor factor among the Council would prefer to return to their old ways and remain completely indendent of this treatry or these dwarfs.

The Treaty of Trade was intially started some 598 years ago in the Free City-Port of Greyhawk. Gathering many local indendent ports together they formed the Merchant League with this treaty. In order to promote trade within the League and combat pirates, every legal merchant ship is required to have a legal Super as the cargo master. This Super bares a unquie and semi-magical tattoo with a hidden number within it. All legal cargo carried by a merchant ship of the legal then stamps their cargo with this number and carries legal document manifest, bearing where the cargo is from etc.

When Saltmarsh joined the League they agreed to this rules on shipping. The traditionalist are not happy as they enjoyed a lot of 'smuggler' trade between various League members of the Hold of the Sea Prines.

The Hold of the City Princes is a group of islands to the southeast of Saltmarsh that is made up of pirates, slavers, smugglers and all around unruley raiders who have been a plauge to the League for hundreds of years. Saltmarsh itself has been a victim of their attacks in the past also which is why most on the council favored joining the League -- for protections and and end to the lawlessness.

Saltmarsh

The sea port of Seamarsh is a nondescript fishing village tucked away on th e southern coast of Black Opal Island. It was formed on the bedrock of an oldern unknown town or village that disappeared serval centuries ago (its old wall still remains on the south part of the village). Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose confederacy known as the Hold of the Sea Princes. The Sea Princes' raiding ships pillaged the coast for more slaves to support their growing realm. and Saltmarsh suffered heavily. The memories of those times loom heavily over the area, and the locals' hatred of the Sea Princes runs deep.

In time, the city's council decided that their best course was to sigh the Treaty of Trade out of Greyhawk and join the Merchant League for protection against these raids. That was three years ago and the village has seen a lot of influx of new comers in that time. Not everyone is happy but the fact that the pirate slave raids have dropped off is a testament to most.

Map of the port city of Saltmarsh[1] and [2]

Map Key

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 s ingle 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.
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. Location of the Town's Guard (most Merchant League mercenaries).
3. The Wicker Goat. Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (Human male), a retired officer of the Keoish army (island nation to the north of Saltmarsh) who caters to the dwarven miners and town guard.
4. Ellander's Manor. One of the city's council members. 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.
5. Mining Company Headquarters. Once a mansion owned by a local landowning family, this building was purchased by the crown and serves as the dwarven mining company's headquarters in Saltmarsh. Manistrad Copperlocks (Dwarf female) 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.
6. Keledek's Tower. This three-story tower is home to the town's resident sage and wizard, Keledek the Unspoken (Human male). 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.
7. Faithful Quartermasters of Iuz. A trade delegation led by Captain Xendros (Tiefling female) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of luz, a mighty cambion and demigod who rules much of the distant north. She is also the only known person in town who might be interested in purchasing or selling of random magical items.
8. The 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 (Human male), takes coin from anyone and asks no questions. Troublemakers are thrown out the door, over the railing, and into the reeking harbor.
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.
10. The 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, rumored becayse of an ancient curse placed on it long before Greyhawk rose to existenc
11. Kester's Leather Goods. Kiorna Kester (Gnome female) 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.
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 cheif, one Eliander Fireborn (Human male, he also sits on the city council).
13. The Slapping 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 chose who stay the night find their belongings steeped in the scent, which lasts for several days. The inn is run by Line is run by a young woman named Hanna Rist (Human female), who comes from a family of well-known lobster catchers.
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.
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.
16. Pinewood Mansion. Gellan Primewater (Human male) 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.
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 (Human female). Her son, Jasker (Human male), is her best journeyman.
18. The Fishmongers' Plate. 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. The 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.
20. The 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.
21. The Mariners' Guildhouse. The mariners' guild serves all the towns among the League, providing a bunk and a meal for sailors passing through. Sea captains in search of a crew stop here, as do others seekjng news from afar.
22. lngo the Drover's House. A fairly recent arrive to Saltmarsh from places unknown, lngo the Drover (Dragonborn male) is slowly building a reputation as a good source for guards, marines, and muscle when sailing through difficult waters. Many such mercenaries live at his home when passing through the village.
23. The Carpenters Guildhouse. Run by a snobby gnome named Jilar Kanklesten (Gnome female), the carpenters' guild has plenty of work building houses, assembling fish barrels, repairing docks, and much more. The whole building is a marvel of workmanship, made without a single nail. jilar is obsessed with rare woods; she pays handsomely for adventurers to make expeditions in search of specific trees in the Hool Marshes, the Drowned Porest, and even from the Dreadwood.
24. Crabbers' Cover. 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.
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 Sahmarsh 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 by the locals (especially fisher families). The congregation is led by a one-legged former whaler: Wellgar Brinehanded (Human male) priest), an older 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.
27. The 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 (Orc male) 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.
28. The Winston Store. The owner of this establishment, Winston (Halfling male), is often telling tales and seems to know a great deal about the Hool Marshes. His general store carries most common items and goods.
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 (Halfling male), a somewhat melancholy individual of middle years, tends the shrine with his bullfrog companion.
30. The Standing Stones. Two enormous runcstones stand on this island. In ages past, legends tell that 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. Or so the legend goes...

Other Locations in Saltmarsh

(31). Mechant League's Office and Manor (just above #17 in the square open building). This building has been greatly exadened as the offices for the Merchant League after the signing of the growing importants the village has in the League. Many popular fish types and sea marsh plants have become very popular within the greater League.

Surronding Lands

Map of the surrounding area[3]

To the north their is the Hool Marshes.
Also to the north is the Drowned Forest.
To the northwest is the village of Burle at the southern part of the Silverstand wood. The village of Burle
To the southwest is the Dreadwood.
To the west are the Black Opal Mountains that split the island from north to south. This is a chain of six long dead volcanic mountains. that run most of the length of the island. The highest, the Eagle Eyrie Mount, is 10,000ft above the city level. All are cloaked in thick jungle forest. Rumors of mineral wealth in the mountains has drawn the Dwarf mining company 'the Copperlocks' to the area. The peeks are said to be home to a nest of Wyvern but if so they must limit their hunting to the west side of the island as most never have personally claimed to have seen one. Other monsterous beasts do roar their foothills and the Dwarfs in the area are suppost to be heavily armed at all times.

EXTRA GEAR

Bandana | 5 cp
Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable.
Eye Patch | 5 cp
Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above.
Hat | 1 sp to 5gp | 1/2 lb to 2lbs
Often worn by pirates for sun protection and style, such as bicorn and tricorn hats.
Nautical Chart | 25 gp
Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools.
Reed Breathing Tube | 1 sp | 1/2 lb.
Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.
Sextant | 500 gp | 2lbs
Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.
Spyglass | 250 gp | 1lb
Objects viewed through a spyglass are magnified to twice or three times their size.
Tattoo | 1 cp – 20gp (or free... ouch!)
Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price.
NOTE that a Ship's Quartermaster or Super for any merchant ship within the League requires them to have obtained a Super's tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them.