D&D: Ghosts of Saltmarsh: Difference between revisions

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* [[Elora]], Avariel Elf Bladesinger (Wizard) (Erik)
* [[Elora]], Avariel Elf Bladesinger (Wizard) (Erik)
* [[Manman Ayida Ginen]], Half-Elf Warlock (Voodo Witch) (Lisa)
* [[Manman Ayida Ginen]], Half-Elf Warlock (Voodo Witch) (Lisa)
== Party Gear and Loot ==
=== Cash ===
* 657 gp
* 3 sp
Notes:
* 70 gp advanced to Elora
=== Books ===
* ''The Magical Properties of Gemstones'' by the archmage Tenser (7 gp)
* ''The Magical Properties of Herbs and Flowers'' by the archmage Tenser (7 gp)
* ''The Metaphysics of Mathematics'' by the mage Nystul (7 gp)
* Mixed books on history, romantic poems, erotic poems (20 gp)
* A volume of erotic poetry, fully illustrated (10 gp)
* A naval almanac listing tide times for the area of coast around Saltmarsh (a total of one hundred miles of coastline is covered) (10 gp)
* A treatise concerning the demon/demigod Iuz and its minions (10 gp)
* ''Grog Hovels'', which describes taverns and inns along the coastline suitable for patronage by a pirate
* ''Principles of Navigation'' by Da Korma (10 gp)
* ''Legal Distinctions in Letters of Marque'' by Tazaar (10 gp)
==== Spellbooks ====
* Sanbalet's Spellbook:
: 1st level: charm person, color spray, magic missile, shield, silent image
: 2nd level: magic mouth, scorching ray
* Punketah's Spellbook:
: 1st level: disguise self, fog cloud, mage armor, witch bolt
: 2nd level: gust of wind, Melf’s acid arrow, misty step
=== Treasure and Gear ===
* Two pieces of blue quartz (20 gp)
* Alchemy powders (10 gp)
* Crystal alchemical weight (part of set) (5 sp alone)
* Porcelain doll looking like sailor with eyes made of jade (20 gp)
* <strike>Battered platemail (500 gp due to the damage)</strike> - SOLD
* <strike>Shield (5 gp)</strike> - SOLD
* <strike>Longsword (7 gp)</strike> - SOLD
* Fancy floor-length oilskin coat (5 gp)
* Vial of antitoxin
* Set of loaded dice with a nice case (10 gp)
* Set of loaded dice, ratty looking (no value)
* Set of dice, ratty looking (no value)
* A pack of well-used, greasy playing cards with two aces of spades
* Giant weasel pelts (3 sp)
* A silver wine jug (25 gp)
=== Trade Goods ===
* 58 bolts of silk (50 gp each)
* 53 casks of brandy (10 gp each)
* 40 casks of fine wine (7 gp each)
* 1 large crate of high-quality mining tools (200 gp)
* 19 electrum ingots (50 gp)
=== Magical Items ===
==== Consumable Items ====
* 4 potions of healing
* Spell scroll of [https://www.dndbeyond.com/spells/gust-of-wind Gust of Wind]
==== Permanent Items ====
* Pipe of Remembrance (wondrous item, common)
: This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
* Bag of Holding (wondrous item, uncommon)
: This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
: If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
: Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
=== Animals ===
* Mule
* Cuppa the Parrot
: When anyone enters a room with Cuppa, the parrot immediately wakes, squawks, repeats “Pieces of eight” several times, squawks again, and then falls quiet.
=== Vehicles ===
* [[The Sea Ghost]], a cog owned by Saltmarsh and loaned out to the party for a period of one year with crew paid for by the town
* A jolly boat


[[Category: Campaign Homepage]]
[[Category: Campaign Homepage]]
[[Category: D&D]]
[[Category: D&D]]
[[Category: D&D: Ghosts of Saltmarsh]]
[[Category: D&D: Ghosts of Saltmarsh]]

Revision as of 09:20, 25 May 2020

D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 8
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
Party Gear
The Sea Ghost
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCs
Resources
House Rules
Mere-of-dead-men-640x615.jpg

Saltmarsh is a sleepy fishing village tucked away at the edge of the Mere of Dead Men, a "haunted" swamp halfway between the city-states of Neverwinter and Waterdeep. Although influenced by both powerful neighbours, it remained a backwater settlement, barely considered a "town" controlling no particular resource, river, or region of importance. This allowed it to be left alone as garrisoning the town would be a considerable waste of money.

This neglect allowed for the town's independence, but also opened it up to piracy from time to time as it also could not count on any particular defenders. Every once in a while, it will get hit by ambitious pirates looking for loot and slaves, before inevitably getting greedy and hit a town important to Neverwinter or Waterdeep -- and then meeting their end by those towns' more powerful naval forces. Memories of these raids by pirates have left scars on Saltmarsh and their hatred of pirates runs deep.

The recent events of the War of the Dragon Queen have caused the town to become flooded with refugees fleeing dragon attacks up and down the Sword Coast. Thousands sought the shelter of towns able to defend themselves from dragon attacks. While Saltmarsh's remote location limited this flood, it nonetheless has a population who arrived on makeshift seacraft, while a very few desperate souls braved the Mere of Dead Men and its myriad dangers before finding Saltmarsh. Due to its location, Saltmarsh was unwittingly under the protection of Voaraghamanthar, the Black Wyrm of the Mere of Dead Men. The powerful black dragon brooks no draconic interference in his small domain, so other dragons left the town alone, assuming it fell in his domain.

With the War of the Dragon Queen over, news has begun to arrive that life is returning to normal in the Sword Coast. Locals are hoping the refugees will leave while some refugees refuse to believe the news and prepare to begin their new life in Saltmarsh. This has brought new life to the town as the increased population also means increased activity and work. A band of dwarves from Leilon across the hills to the northeast have arrived looking to excavate the hills and seaside cliffs near town for precious metals. Lizardfolk traders, long watched warily by the the townsfolk, have arrived with limited trade and news that a nobleman has established a settlement and castle deep in the swamp.

Naturally, not all of Saltmarsh’s residents feel the same way about the recent developments in and around their community, which is the key issue that affects their lives and livelihood. Although the recent changes stand to bring new prosperity to the area, many locals don’t want to see their home changed. It is this setting that brings the adventurers to the shores of Saltmarsh as they begin their career.

Characters