• Mark S. Cookman

One-Armed Sal's Nautical Trade Emporium and Pawn Shop


Do your PC's need a (reasonably) trustworthy place to buy spell components, potions, and minor magic items? Do they need a fence to sell arcane items to? Perhaps they just need a person to cast spells (like identify) for them. Maybe they need a contact into the seedy underworld of the docks or maybe they need a low-level quest giver or a place to learn of rumors or arcane lore. Perhaps they could use a 30 day loan on some magic item that they possess. You could also use Sal as just another ex-pirate goombah to die at the PC's hands, but I think that would be a waste. Without further ado, here's Sal.

One-armed Sal (Sal Magundy)

Human Rogue 6/Wizard 2 5' 10" 185lbs, Neutral -------------------- Armor Class 15 (+2 Ring of Protection) Hit Points 57 (8 HD; 2d6+6d8+16) Speed 30 ft. -------------------- STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 16 (+3), WIS 12 (+1), CHA 15 (+2) --------------------

Background: Jack Tar Sailor

Feats: Keen Mind Saving Throws: Dex +6, Int +6 Skills: Athletics +4, Deception +5, Insight +4, Perception +7, Persuasion +8, Stealth +6 Senses: passive Perception 17 Languages: Common, Elvish, Pirate Patois, Thieves Cant Challenge 4 (1,100 XP)

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Cantrips: Chill Touch, Mage Hand, Mending

1st Level Spells: Charm Person, Comprehend Languages, Detect Magic, Identify, Magic Missile, Sleep, Unseen Servant

Magic Items: Ring of Mind Shielding, Ring of Protection (+2), Wand of Magic detection (3 charges)

Armor: None

Weapons: +1 Rapier, Throwing Daggers

Items: Cartographer's Toolset, Set of Bone Dice, Common Clothes, a Small Flask of Rum, and a belt pouch with 25 gold. Hidden within the store is a small chest with 2,500 gold piece value in various coins and gems.

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Sal came to the area about four years ago when he left the crew of the Soaring Gull, a small merchant/smuggler ship captained by "Bloody" Benjamin Wren. He left the crew in good standing, missing the lower part of his left arm, but with more than a little coin. He purchased a small warehouse with attached offices and opened Sal's Nautical Trade Emporium. He stocked it with some of his share from the ship, which was paid in miscellaneous trade goods, and went from shady smuggler to respectable businessman in very short amount of time.

Sal Magundy began quietly studying and practicing magic when he arrived in the area. He no longer practices thievery, other than to maintain contacts within the local guilds and gangs, plus serve as a fence for certain items. Sal has become well-liked by most in the settlement and has 3 contacts that he can go to for information, favors, and the like. You will need to work these out prior to introducing Sal to your PC's. Every few months, the Soaring Gull returns to this port and Sal will get "resupplied" with new trade goods and trinkets.

No one in the area knows how Sal came to lose his left arm and Sal won't talk about it. It is clear that the loss of the arm sometimes impedes him, but Sal has learned to work with Mage Hand and Unseen Servant to make up for his missing limb. He longs to return to the sea and hopes to find (or perhaps some day craft) a magical replacement for his missing left arm.

One-Armed Sal's Nautical Trade Emporium and Pawn Shop is going to be a recurring element of this blog. It will be used as a place to introduce items, npc's, and adventure hooks in future columns. Fair winds and following seas until next time.

#5e #dnd #DnD #dmadvice #gmadvice #rpg #pirates #pirate #1ArmedSal

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