The Town of Saltmarsh
D&D: Ghosts of Saltmarsh | |
---|---|
GM | |
Mark | |
Milestone | |
Level 9 | |
Characters | |
Ajasz, lizardfolk scout Arkis "Elric", kobold paladin of Tiamat Chimalli, tortle barbarian Elora, elven bladesinger Ayida Ginen, half-elf undying warlock Sond, halfling barbarian Yeoman Scribus, kenku bard | |
Party Gear | |
The Sea Ghost • The Harridan Saltmarsh Gear | |
Saltmarsh Region | |
The Town of Saltmarsh Saltmarsh Region | |
NPCs | |
Saltmarsh NPCs • Guests | |
Resources | |
House Rules |
Saltmarsh is a town located between Waterdeep and Neverwinter but answering to neither. It sits at the edge of the Mere of Dead Men and while it has trails to Leilon, most of its traffic is via ship and boat.
As the PCs discover more about Saltmarsh, notes will appear below the map corresponding to the map numbers.
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 Sea of Swords
The garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to walk patrols. They mostly keep an eye on the tent city of refugees from the recent Dragon War just outside the town.
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 (human male), 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 door for this room 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 high-quality locks 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.
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 often transferred to Waterdeep under an arrangement that Eliander has made.
The facility is guarded and staffed at all times.
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 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.
4. Eliander's Home
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.
6. Keledek 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.
Keledek came to town years ago from Mulhorand, 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.
7. Faithful Quartermasters of Luskan
A trade delegation led by Captain Xendros, a female tiefling, has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of Luskan, known as the City of Sails and home of the sinister Arcane Brotherhood. Due to being far in the north, Luskan 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.
Although known for being frequented by pirates, Luskan's official policy is that piracy is illegal which allows its emissaries to conduct trade with its fellow Sword Coast cities. Among the merchants who do business with her, Captain Xendros is known for paying on time and buying shiploads of food at once, so nobody inquires too closely about the captain sepulchral voice or her penchant for wearing gold jewelry with grim designs.
Xendros sometimes has need for adventurers to find rare items and adventurers often find her to acquire magical goods. She is the unofficial representative of the Arcane Brotherhood and magical items flow in and out of her warehouse with regularity. She is said to be able to acquire most magical items with enough time and money.
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 (human male) 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.
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.
11. Kester’s Leather Goods
Kiorna Kester (female human) 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. Saltwatch 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.
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 human woman named Hanna Rist, 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 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 slight 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, is her best journeyman. A small shrine to Moradin can be found under the eaves as well, though it is somewhat neglected.
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.
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.
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
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 Mere of Dead Men.
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.
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 Valkur
Services at this lesser-known god's temple are well attended. The congregation is led by a one-legged former whaler: Wellgar Brinehanded, 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 Valkur 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.
The temple also houses a shrine to Selûne, whom sailors and their families also pray to for safe return from their sea journeys.
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, a male half-orc, 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
29. Sea Grove of Silvanus
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, male halfling, 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 Neverwinter Woods, 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 Umberlee. 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. It is said that siren’s sisters and allies, among them a powerful djinn, have scoured the planes in search of her spirit for centuries.
Refugee Camps
Not listed with a number on the map, there are two refugee camps filled with people fleeing the War of the Dragon Queen. These camps are largely ramshackle affairs filled with tents and poorly-built hovels made of scrap materials. The townsfolk often resent their presence as they have caused the price of labor to drop ("they're stealing our jobs!") while the refugees resent the townsfolk lack of empathy as Saltmarsh was curiously left unscathed by marauding dragons during the war.
The camps are slowly growing smaller in size as news of peace has allowed many to start returning back to their former homes and salvage what remains of their homes. The townsfolks are happy to spread this news and encourage the refugees to leave, even offering free rides to Waterdeep and Neverwinter if they happen to be heading that way already. However, a sizeable number of refugees seemed determined to stay and make Saltmarsh their new permanent home.
The first camp is just outside the old City Gate (1) while a second camp is along the Kingfisher river under the watchful eye of the Guard based at Saltwatch Tower (12).