- 1 THE HEROES
- 2 THE TEN THOUSAND ISLE SETTING
- 3 THE SAVAGE TIDE/GHOST OVERVIEW
- 4 Saltmarsh
- 5 CULTURES OF THE ISLAND
- 6 SAILING SHIPS AND NEW RULES
- 7 EXTRA GEAR
|Character'sName||Played by...||Class/Level||Species||ALN||AC||Max HP||Speed||Spell Slots||Abilities|
|Federigo Soto||@SirMoogle||Rogue 3||Human||NG||15||21||30ft||n/a||Sneak Attack (2d6), Expertise, Cunning Action|
|Sister Charity Bronzegg||@Unka Josh||Fighter 3||Stout Halfling||NG||18/19||31||25ft||n/a||Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+3), Action Surge|
|Zyran Wroggereth||@jmucchiello||Bard 3||Triton||LG||14||24||30ft, Swim 30ft||4/4 2/2||Amphibious, Control Air and Water, Emissary of the Sea, Guardians of the Depths, Bardic Spellcasting, Bardic Inspiration, Jack-of-All trades, Healing Song, Expertise, Cutting Words|
|Borgar Silverfist||@Talisman||Paladin 3||Orc||CG||16||28||30ft||3||Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (15), Divine Caster, Divine Smite|
|Eckanem Itthobaal||@JasonELeigh||Wizard 3||Dragonborn||NG||15||20||30ft||4/4, 2/2||Breath Weapon, Resistant to Fire, Arcane Spellcasting, Arcane Recovery|
|Zuri||@Aikireikinu||Monk 3||Wood Elf||NG||16||24||45ft||n/a||Mask of the Wild, Unarmored Defense, Martial Arts, Ki 3/3|
|Sticks||@brahnamin||Druid 2||Human||NG||14||19||30ft||3/3||Druidic Spellcasting, Circle of the Land, Wildshape|
|Vex "Gold" Goldenworm||@Mr Adventurer||Paladin 1/ Sorcerer 2||Human||CG||18||19||30ft||2/2||Divine Sense, Lay on Hands, Sorcerer Spellcasting & Draconic Origin|
The key to the manor house the heroes now own
Located 4 miles out of the town of Saltmarsh and on a step hill near the cliff. The attic and wine cellar are not pictured. Also not shown is the alchemist lab and storage room along with the stairwell down to the necromancer's room and caves that led to the sea.
- 1. Entryway Foyer with stairwell to 2nd floor.
- 2. Library (with fireplace)
- 3. Servant Bedroom (shared two beds) includes fireplace
- 4. Study that leads to back porch/garden
- 5. Dinning Hall (there is an open sliding doors from the foyer to here. The hallway in the back of room or the north leads under the broken stairs). Includes large fireplace
- 6. Back study room/office.
- 7. Pantry (does NOT include fireplace)
- 8. Servant Bedrooms (one large bed, includes fireplace)
- 9. Kitchen (with stairs going up to the second floor) door leads to garden, footpath to well.
- 10. Smaller Storage room with stairs leading to the cellar
- 11. Larger Bedroom with fireplace (Claimed by Zyran)
- 12. Larger Bedroom with fireplace
- 13. Smaller Bedroom with fireplace
- 14. Smaller Bedroom
- 15. Smaller Bedroom with fireplace
- 16. Smaller Bedroom with fireplace
- 17. Living room or another study.
- Stairwell up to the attic and down to the kitchen
Treasure and Magic
Presumably stored at the manor house: Treasure
- 13 random Books (might be worth something if sold) and 4 that have title/names (worth more?)
- Leger of illegal items and diary of the daughter who dies.
- Pouches 414gp, 303sp and another with 24 gems
- Doll with Jade gemstone eyes
- Alchemist book (volume I & II)
- Spellbook of necromancers
- Long sword +1 [Zuri]
- Half-Plate +1 [Charity]
- This armor weighs on 20lbs and does not impose disadvantage for Stealth or Athletics check to swimming
- Half-Plate +1 [Borgar]
- This armor weighs on 20lbs and does not impose disadvantage for Stealth or Athletics check to swimming
- Goggles Of Night [Federigo]
- Magic Item ImageWondrous item, uncommon
- While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
- Gloves Of Swimming And Climbing [Borgar]
- Wondrous item, uncommon (requires attunement)
- While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
- Pearl Of Power
- Wondrous item, uncommon (requires attunement)
- While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.
- Philosopher's Stone
- Wonderous item, Rare (requires attunment)
- This gem stone has 6 charges. It recovers 1d6 charges at dawn each day.
- The user can use one of the charges to gain their Proficiency bonus to Arcana, History, Nature and Religion (if the already are proficiency with these skills they gain double their proficiency bonus) for the next hour. Or they can use a charge to gain the bonus for 8 hours if applied to only one of these skills.
- Can also cast the following spells...
- The user can use 1 charge to cast the following spell -- Comprehand Languages.
- The user can use 2 charges to cast the following spells -- Locate Object, See Invisbile
- The user can use 3 charges to cast the following spells -- Clairoyance, Sending
- Intelligence is your spell casting attribute for these spells.
- Provided one charge remained, the user is immune to diseasae. They also gain advance on saving throws vs. poison and resistance to any damage caused by poisons. But when the last charge was used, the stone disintegrated.
- Pipes of Haunting
- Wondrous item, Uncommon (requires attunmebt)
- You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and exped 1 charge to create an errie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdon saving throw or become frightened of you for 1 minute. If you wish, all creatures in the the area that aren't hostile towards you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that has succeeds on a saving throw is immune t the effect of these pipes for 24 hours. The pipes regain `1d3 expended charges daily at dawn.
- Ring of Weapons [Zyran]
- Wonderous item, Rare (requires attunement)
- As a bonus action is can create any one type of Simple or Martial Weapon to appears in the ring wearer's hand (either hand, ring wearer's choice). It cannot create missle weapons like bows or crossbows, but can make a javelin or other thrown weapons. All such created weapons disappear within 1 round after it leaves the hands of the ring wearer OR if the wearer uses a bonus action to create another weapon. These weapons are also magical weapons but grant no bonuses to attack or damage. Otherwise any weapon created appears to be just a normal weapon to casual observers. The ring wearer can also dismiss and weapon as a bonus action.
- Spell Stone
- Magical Item, requires attunement to cast a spell into (but not to case the spell(s) stored within the stone). Rare
- The stone can store up to a 3rd levels worth at a time. Any creature who is attuned can Cast a Spell of 1st through 3rd Level into the stone by touching it as if the spell is cast. The spell has no Effect, other than to be stored in the stone. Casting Time one action
- Wand Of The War Mage +1 [Eckanem]
- Wand, uncommon (requires attunement)
- While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
- Oil of Slipperiness
- Potion of Diminution
- Potion of Greater Healing and Potion of Superior Healing
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 long-loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Long 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.
The port city of Saltmarsh is on a good sized island called The Black Opal (EDIT I have changed the island to about the size of the island of Lawrence Island in Alaska, so about 90 miles long and 25 miles wide at its widest. In interior is all volcanic mountains and the north is also heavy mountains). The island itself is located in the western archipelago chain. 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.
The sea port of Seamarsh is a nondescript fishing village tucked away on the south-eastern 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 (made up of the seven riches landowners and merchants of the town) 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.
- 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.
- 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 a number of islands in 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 existence.
- 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.
Map of the surrounding area
Hool Marshes. To the north of Saltmarsh is a massive salt marsh lands called the treacherous Hool Marshes, which are notorious for pools of water that seem easy to cross but hide deep wells and layers of mud. The area is full of tall, sickly trees and great swarms of biting insects. None but the desperate venture into this place, making it the ideal hiding place for outlaws or raiders. There is little dry land within and almost all travel is via flat bed small boats or canoes. Lizardfolk tribes live deep within the swamps but are xenophobic and have no contact with outsiders.
- Lizardfolk Lair. This old abondoned camp has all but been swallowed by the swamp. 20 some years ago the lizardfolk from the marshes would trade with the few merchants from Saltmarsh for the exotic plants and herbs of the deep marshes. But they abondoned it without warning and have never been back.
- Dunwater River. The Dunwater River meanders its way through the marshes and into the Azure Sea. It is a broad, slow-moving body of water. choked with reeds and too shallow in many spots to allow boats other than rafts to traverse it.
Drowned Forest. To the north of Saltmarsh and perched at the edge of the Hool Marshes, the Drowned Forest was once a verdant region. A few decades ago, the marsh began to encroach on this area. As the water level rose, the forest was transformed into a more foreboding place. Shambling mounds and blights appeared in the forest in increasing numbers while the water rotted away the trees themselves. In time, strange mushrooms and fungus sprouted throughout the woods. Today, the Drowned Forest is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud. Mushrooms and other fungi sprout everywhere. A thick cloud of spores fills the air and blots out the sun, allowing the unnatural growths to fiourish.
Tower of Zenopus. The wizard Zenopus once dwelled in this tower on the cliffs outside Saltmarsh. He built his lair next to the remains of an ancient graveyard rumored to be haunted. One night. the tower was engulfed in a fiery green aura. A few brave folks from town investigated the tower and found it abandoned. The door at the base of the cellar stairs was covered with strange symbols and wrapped in silver chains. An explorer tried to open the door, but a jolt of lightning from the door·s runes nearly killed her. Shortly afterward, strange spirits and capering fey were seen atop the tower. After a few travelers went missing nearby. the town council asked a Keoish galleon to bombard the structure with catapult fire until it was battered into rubble.
Abbey Islsand. This island south of Saltmarsh is the site of a small abbey that was long ago abandoned by the order of monks that built it. Since then, various outlaw gangs and monsters have claimed it as a lair. The village has occasional set out adventures or marines to clear it if they start causing trouble for the area.
Silverstand. This small crop of hardwood has a few animals within but ratherly anything danagerous due to the proxity of the fort of Burle. There is an ancient treaten by the name of Wander Root who protects it and does not allow the cutting down of any live trees by the locals. It also acts as an informal ambassador between locals and the wood elves and good-aligned fey of the Dreadwood.
- Years ago, the warriors from Saltmarsh helped the denizens of the forest defeat an incursion by cultists worshiping elemental evil fire. Since then, the elves, the treants, and Saltmarsh have observed the Wild Flame Pact- a treaty that calls for mutual defense against the Dreadwood's horrors.
Burle. Burle is a fortified outpost that is always on guard for monsters emerging from the Dreadwood. It serves as a key stopover point for travelers venturing inland from the southern coastal region. The community is dominated by a small keep set atop a hill that overlooks the forest it borders. A few farms cluster around it, the locals relying on the garrison to keep them safe from marauders.
Dreadwood. Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Saltmarsh maintains ranger patrols that sweep through the outer reaches of the forest periodically, while several wood Elf clans dwell at its edge. The two forces are generally successful at keeping the monsters of the Dreadwood in check. but at times a threat that avoids them or overcomes them emerges to wreak havoc across the land. Wild rumors say that there is a portal into the mortal world and the Shadowfells is located somewhere within its depts and the cause of much of the regions evil.
Dwarf Mines. These cliff side mines are only one of the dwarven mines in the other is some 8 miles to the west at the base of the Black Opel Mountain range. The mine here is a broad shaft dug into a steep hillside near the shore. Stone walls encompass it, with two guard towers overlooking the main gate and three other towers spaced evenly around the perimeter. The inner area contains a small village with warehouses, workshops, and houses, all erected during the time when the excavation was beginning and enormous amounts of stone became available for building.
Black Opal Mountains about 8 miles west of Saltmarsh are a chain of 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 6,000ft above the sea 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.
The Azure Sea. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of Ameclio, emerge from below its waves from time to time.
CULTURES OF THE ISLAND
BASIC HUMAN CULTURES
- Baklunish. These are golden-skinned humans. They dwell mostly on the Eastern part of the Island Archipelago chains. Many of their island nations have joined the Merchant League and their ships can been found throughout.
- Flannae. These are the aboriginal inhabitants of the northern Archipelago Island chains, their bronze skin ranges from a lighter coppery hue to deep brown. Their hair tends to be wavy or curly, and from black to brown. They have strong, broad faces and sturdy builds. Many have immigrated to other Human Islands and migled well with the other nations.
- Oeridian. These people have olive or tan skin and any color of hair from honey-blonde to black. The Oeridians founded the mighty Great Kingdom of the Easter-Northern Island Chain (on one of the largest Islands of the Archipelago) and co-founded the kingdom of Keoland (in the West-Nothern chain), so their influence on everything from language to culture in the A is considerable.
- Olman. The Olman are a brown-skinned people found mainly in the tropics of Hepmonaland and the Amedio Jungle Islands of the Central Archipelago. Their hair is straight and black, and their eyes are very dark. They have high cheek bones and high-bridged noses.
- Rhennee. The Rhennee have olive-toned skin like the Oeridians, but darker, curlier hair. They tend to be short, but wiry and strong. They are a very different people culturally, thought to have originated on another plane of existence. In the Archipelago, they exist culturally as nomadic sea wanders aboard great galleys where many of the live full time. While few of their ship-homes have joined the Merchant League they are on good terms with Greyhawk and many other members and enjoyed favored statues even through not members.
- Suloise. The Suloise are pale, some nearly albino, with kinky or curly hair of blonde or red. They tend to be narrow and lean. Their island nations are concenttrated in the southern polar regions of the Archipelago.
- Touv. The Touv have dark brown or nearly black skin, straight or wavy black hair, and brown or startlingly blue eyes. They dwell mostly in the island nations along the equator to the east and west of then the more central jungle islands. They tend towards isolationism but a few city-states have joined the Merchant League.
Most of the civilized nations form a ring of island chains around the central islands of the equator (which are mostly jungle islands).
- Greyhawk. Home of the Merchant League, this city-state is located in the northern parts of Archipelago chain. Their merchant ships are found throughout the Ten-Thousands Islands and they are one of the best known city-states.
- Keoland. Located in the western parts of the Archipelago, it controls five islands. It is a full member of the Merchant League and trades thoughout the Ten-Thosand Island. This nation state has existed for many centuries and has had a great deal of influence of much of the western island chains.
- Furyondy. Once a part of the Great Kingdom it gained its independence over two hundred years ago. Located in the south-western parts of the Archipelago, this island nation-state controls at least a dozen islands (most of only average size), but their navey is very strong (one of the strongest in fact) and they can be found through the Ten-Thousand Islands (both war and tradeships as they are also part of the Merchant League).
- The Great Nation. Only a shell of its former glory, the island where the nation-state was first form is only partially held by them today. Other port cities on the island are full independent of the Kingdom which is now rumored to be lead by an undead 'Emperor'.
- Kingdom of Iuz. A chain of some eight islands (of various sizes) in the north-eastern chain. Ruled over by luz, a supposedly mighty cambion (deamon) and demigod. These lands are dark and forboddin and almost no one trades directly with them. They have been at 'peace' with most other island nations however for over a hundred years. Most just assume their ruler is bidding his time for something.
- Hold of the Sea Princes. Pirate nation formed by so-called Pirate Kings and Queens some 20 years ago. Many up of all species and cultures of the Archipelago. These islands are located in the south, far-western parts of the islands.
- The Frost Islands. Located in the far southern parts of the Archipelago these islands are home to the Frost, Snow and Ice Barbarians tribes of Human, Dwarf and Elf origins. They are have similar cultures to the Blood Stone Orcs of the north but they are also just as likely to hire themselves out as mercenaries for a season or two.
- Ironhold. The largest Nation-State of the Dwarfs is located in the northern Island of the Archipelago on one of the largest islands. This nation state has joined the Merchant League and Dwarf Ironclad ships due prowl the Seas to trade but most trade they conduct is at their own island markets.
- The Steel Islands. Located in the north-eastern Island chain of the Archipelago is the island Chain of Steel as it is called. Here the Dwarfs have a string of six islands where they dig deep into the volcanic mountains of the chain. They trade with the League but are not members. Gnomes are also common here and are a few villages of Halflings and Human farmers who feed the nation.
- Celene. Another large forested island located in the south-western Archipelago is where the Elf nation of Celene and is home to both High and Wood Elf. Somewhat isolationist they never the less have the Port of Green on the western coast where the trade with anyone who wishes to come (and stay peaceful).
- Seven Hilled Islands. Located in the north-western far fringes of the Archipelago are seven islands where the Halflings hold sway and their rather peaceful nation sits. Two of the islands are full members of the Merchant League but the nations only have a few merchant craft that are manned by other species and a few Halfling captains.
- Blood Stone Islands. This is a collection of Islands in the far northern exterme of the Archipelago where the Orcs (amd many of their Ogre allies) reside. Their culture is very 'Sea Raider' based. Most Trall warriors are farmers and herds people during much of the year but 'go a raiding' during the late summer period. Many peoples fear these raids as they do not consider anyone 'civilian' and they especially like to attack and pillage holy sites and places of worship. Their own gods encourage this among them.
- Ring of Surtr. Inhabited by the Silfursvin clan of orcs, who dwelled on the island chain. The central island of this chain, the largest, bore a volcano known as the Eye of Imix; clan legend held that a portal to the Underworld lay deep within it, and it was true that the mountain would at times disgorge terrible monsters: fiends, mutated animals, creatures of living lava, and worse. The Silfursvins believed it was their sacred duty to contain the horrors within the mountain, and their greatest warriors, the Andariddari, dedicated their lives to doing just that. Their patron was the god Silfurloginn, seen as an enormous silver boar with the silver scales of a dragon and tusks of fire, and whose sign was flames that burned silver.
Otherwise all people and cultures have intermingles on many of these islands. The Merchant League trades with most except those of the Blood Stone Islands and the Hold of the Sea Princes.
These islands hold no real dominate nation-state but are well known and occasionally visited. Some even have minor ports set up as semi-permentant cities run by other nation-states or independently.
- Bright Islands. These three larger islands located in the north-eastern part of the Archipelago chain are rocky deserts with little or no vegetation on them and even less life. They are avoid by most and rumored cursed. However there does seem to have been an ancient civilization on it at one time in its past and ruined stone structures can be seen dotting the islands.
- Hepmonalands. A chain of volcanic islands near the center and eastern-cental parts of the Archipelago chain. Many of these islands are quite large and most are only lightly populated by sentient beings. Thunder lizards and other mythal monsterous creatures are far more comman and plentiful.
- Amedio Jungle Islands. Another island volcanic jungle chain of islands these are located on the western-central parts of the Archipelago chain. They tend to have more civilized cultures and ports then then in the Hepmonalands but are also populated by a great number of 'thunder-lizards' (big dinosaurs) that threaten all peoples.
- The Pomarj. Located south-western chain this is a heavily forested and cursed island. Fairly large in size it is home to only one sentient species -- the Gnolls. These cannablist tribes fight each other as much as they raid the surrounding islands for their demon god Yeenoghu.
- Crystalmist Islands. These huge volcanic islands are located on the far eastern fringes of the Archipelago chain. They are the location of some of the tallest islands in the Known World and many have no places for a ship to easily land on. They are for the most part inhabated only by Dragons and a few other wild flying beasts. This chain is made up of at least a dozen fairly large islands.
SAILING SHIPS AND NEW RULES
These are a bit of a mix of rules found in Ghosts of Saltmarsh and Navey Adventures
The ocean is a vast and dangerous place, ripe with adventure both above and below the waves. This appendix expands the material available in the Player's Handbook and Dungeon Master's Guide, providing further resources for waterborne adventures.
SHIP STAT BLOCKS
To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels.
A ship stat block has three main parts: basic statistics, components, and action options. Ships can't take any actions on their own. Without effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.
- Size, Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.
- Space. A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space. A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the CRASHING A SHIP section below.
- Capacitty. A ship's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don't generally engage in running a ship, but they also don't need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers. Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can't move-or might even start taking on water- if its cargo exceeds this capacity.
- Travel Pace. A ship's travel pace determines how far the vessel can move per hour and per day. A ship's movement-related components (described later in the stat block) determine how far the vessel can move each round.
- Ability Scores. A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers.
- The Strength of a ship expresses its size and weight. Dexterity represents a ship's ease of handling. A ship's Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.
- If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. It also ignores any effect that would normally be imposed on it for a failed save (GM descrition)
- Vulnerability, Resistance and Immunities. A ship's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block.
- A ship's Sails are vulnerable to fire damage (unless treated. See SUPERIOR SHIP UPGRADES below).
- Ships are typically immune to poison and psychic damage.
- Ships are also usually immune to the following conditions: blinded, charmed, deafened , exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.
This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship's captain decides which actions to use. A given action can be chosen only once during a turn.
A ship is composed of different components, each of which comprises multiple objects:
- Hull. A ship's hull is its basic frame, on which the other components are mounted.
- Control. A control component is used to steer a ship.
- Movement'. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed.
- Weapon. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.
- A ship's component might have special rules, as described in the stat block.
- Armor Class. A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness.
- Hit Points. A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.
- A ship doesn't have Hit Dice.
- Damage Threshold. If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points.
Officers and Crew
Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.
TYPES OF OFFICERS
If you'd like to explore running a ship, it needs officers to oversee its operations- officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order.
The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis.
Each type of officer is described below, along with the abilities and proficiencies that help a character excel in that role:
- Captain. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the Intimidation and Persuasion skills.
- First Mate. This specialist keeps the crew's morale high by providing supervision, encouragement. and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills.
- Bosun. The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bosun has a high Strength score, as well as proficiency with carpenter's tools and the Athletics skill.
- Quartermaster. The quartermaster plots the s hip's course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with navigator's tools and the Nature skill.
- Surgeon. The ship's surgeon tends to injuries. keeps illnesses from spreadin g throughout the ship, and over sees sa nitation. A capable surgeo n benefits from a high Intelligence score, as well as proficiency with herbalism kits and the Medicine skill.
- Cook. A s hip's cook works with the limited ingredients aboard a ship to make meals. A skilled cook k eeps the crew 's morale in top shape. while a poor one drags down the entire crew's performance. A talented cook has a high Constitution score as well as proficiency with brewer's supplies and cook's utensils.
- Cargo Master or Super. While having little direct interaction with the crew this officer's position is never the less vial for crew moral. They are in charge of the supplies and rations that the crew consumes (making sure there is enough to eat and drink and also making sure it does not spoil and the right foods are packed, etc.). They can also be vital for the record keeping on the cargo to make sure a merchant ship makes money and can pay its crew. The should have a good Intelligence and proficiency with calligrapher's supplies tools.
A ship req uires a number of able-bodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale. and health are defined by its quality score.
This score can affect a number of general ship activities, like the crew's ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low as -10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.
A typical crew member uses the commoner stat block in the Monster Manual.
OPTIONAL RULE: LOYALTY AND QUALITY
When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from chapter 4 of the Dungeon Master's Guide. To convert a quality score into an individual's loyalty score, add 1O to the crew's quality score.
A poorly led or mistreated crew might turn against its officers. Once per day, if a crew's quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew's quality score. If the check total is between 1 and 9, the crew's quality score decreases by 1. If the check total is 0 or lower, the crew mutinies.
They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure or other rewards.
When the DM ends tbe mutiny, the crew's quaity score increases by ld4.
Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure. If a crew's quality score is 3 or lower, the score increases by 1 for each day the crew spends in port or ashore.
Ships in Combat
Whether sailing to war or hunting notorious pirates, ships make deadly weapons and dramatic battlefields. This section provides guidance on using ships in combat.
SHIPS AND INITIATIVE
A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll. On a ship's turn, the captain decides which of the ship's actions to use.
SPECIAL OFFICER ACTIONS
During an encounter, the captain, first mate, and bosun each have access to two special action options: Take Aim and Full Speed Ahead, both detailed below.
As an action, the captain. first mate, or bosun directs the crew's firing, aiding in aiming one of the ship's weapons. Select one of the ship's weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship's next turn.
FULL SPEED AHEAD
As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the ship forward faster. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship's speed until the end of the ship's next turn. If the ship is already benefiting from this action"s bonus, don't add the bonuses together; the higher bonus applies.
CREW IN COMBAT
Managing a ship's entire crew in combat can prove cumbersome, especially as larger ships often host dozens of sailors. Typically the crew is too busy managing the ship to do anything else during combat. Don't worry about tracking their specific positions unless you want to add that complexity. You can assume that the crew is evenly divided among the upper two decks of a ship.
Slaying a ship's crew reduces the number of actions most s hips can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for resolving many, identical attacks at once from the Dungeon Master's Guide as needed. In the case of spells that cover an area, such as fireball or lightning bolt, you might track the exact location of
Water Craft Types and Stats
Ship Cannons and Weapons
- 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.
- Oil Skinned Bag | 2 gp | 1 lb
- These bags are semi-water proof and can be used to carry gear or gunpowder underwater... but only for a short time. Can hold up to 8lbs of items and will keep the dry even if submerged in water for 1d6+2 minutes (not always sure how long).
- 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 Cargo Master 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.
Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267 but update the prices to including the Flintlock Pistol (125gp each) and Musket rifle (150gp each). Both replace the loading feature with 'long-loading (2)' meaning it takes 2 full actions to reload. Ammo costs 1gp for 10 shots and weigh 2lb. A Horn gunpowder costs 10gp for 10 shots worth of powder and weigh 2lbs. A keg of blackpowder (gunpowder) is 100gp and weighs 20lbs. A blackpowder bomb costs 25gp.
NEW MARTIAL FIREARMS
- Blunderbuss | Cost 250gp | Wt. 8lbs
- Damage- 1d10 piercing; Qualities - Ammunition (range 20/60), long-loading (2), special
- This weapon can be fired normally or loaded to make a scattering shot, attacking all creatures within a 20 foot cone. Each creature in the cone takes 2d6 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot requires pellet ammunition.
- Dragon Pistol | Cost- 175gp | Wt. 3lbs
- Damage- 1d8 piercing; Qualites - Ammunition (range 20/60), long-loading (2), special
- This weapon can be fired normally or loaded to make a scattering shot, attacking all creatures within a 15 foot cone. Each creature in the cone takes 2d4 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot requires pellet ammunition
- Pellet Ammunition | Cost 40gp | Wt. 1lb
- 10 shots with a small pellet cloth bags to hold multiple small little pellets in.
|Squalid||1 sp||6 sp||23 sp|
|Poor||2 sp||12 sp||40 sp|
|Modest||1 gp||6 gp||23 gp|
|Comfortable||2 gp||13 gp||40 gp|
|Wealth||4 gp||23 gp||82 gp|
- Wretched is living on the street with no food except what you get out of the garbage (or rations)
- Squalid is living in a floop house with other poor wretches or an inn's common room. Food and drink is very poor quality and not much.
- Poor is living in a small one room with only a bed and not much more space then that. Food and drink are of a poor or lesser quality or not as much.
- Modest is a private or semi-private room with wash area and more room (maybe a desk). Food and drink is enough to get by on and good quality.
- Comfortable in a larger room with semi-private bath area. Food is above average and plenty of it.
- Wealthy is a large private room and kitchen and bath or small cottage or similar home. Food and drink or excellent quality with a large variaty.