Ghosts of Saltmarsh Plot in Cydonia | World Anvil
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Ghosts of Saltmarsh

Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of any who cross their path. Monsters gather beneath the waves. Drowned sailors stir to unnatural life, animated by dark magic. The cult of a forbidden god extends its reach. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe!

Arc I: Plight of the Lizardfolk

The Haunted House

Our first adventure saw the heroes hired by the Saltmarsh town council to investigate mysterious goings-on in the decaying, supposedly haunted mansion on the cliff top near the town. They discovered that the alleged haunting of the place was a ruse devised by a gang of smugglers importing contraband. The adventurers overcame the smugglers in the house then boarded their ship, the Sea Ghost. They routed the rest of the gang, allying with the lizardfolk representatives on board the vessel. The smuggling operation quashed, the adventurers were rewarded by the grateful Saltmarsh authorities.

But even with the smuggling operation dealt with, a danger remained. The adventurers told the town council that they discovered evidence that indicated the smugglers had been selling weapons to a nearby colony of lizardfolk. Their deduction was corroborated by Oceanus, a sea elf who was being held prisoner aboard the smugglers' ship when the adventurers made their assault. The town council decided they needed to know more and took the lizardfolk representatives into custody.

With the town council stuck in endless meetings and interrogations with the lizardfolk, the party turned their sights to more lucrative engagements. Taking a job from Keledek the Unspoken, a local wizard, the group ventured deep beneath the ruins of the Tower of Zenopus for a dungeon crawl. There they discovered a sea cave used by pirates as a drop point and rescued a young woman named Lemunda Primewater, the daughter of councillor Gellan Primewater.

The Lizardfolk Lair

Having failed to get any useful information out of the lizardfolk from the Sea Ghost and fearful that the lizardfolk might be planning to assault Saltmarsh, the town council asked the adventurers to seek out the lizardfolk lair and deal with the threat. After facing a few setbacks and discovering a magical fountain of fruit punch, the adventurers arrived at the lair to find that there was no threat to Saltmarsh - at least not from the lizardfolk. In fact, the lizardfolk were building alliances and preparing to go to war against a tribe of sahuagin, a brutal horde that one year ago drove the lizardfolk from their original home.

After discovering the intentions of the lizardfolk and realizing that the sahuagin were the true threat to Saltmarsh, the adventurers escorted two lizardfolk officers back to meet with the town council and ask the aid of the humans of Saltmarsh in the battle to come.

The possibility of an alliance was threatened when a group of dwarven miners passing through town let slip that they were on their way to the Dragontooth Cliffs - an ancient cliff face sacred to the lizardfolk. The adventurers sprung into action, sailing to the old mining site and taming the rampaging Xorn that forced the miners to relocate - foiling a devious fire cultist's plot along the way. With the subterranean threat nullified, the miners returned home and the lizardfolk agreed to resume talks with the council.

Skyhorn Lighthouse

The heroes had only begun to settle in for a week on the town when news of Captain Guldeer reached Ris'Tavar. It wasn't much to go on - rumours of sea monsters at an abandoned lighthouse, and a whisper that Captain Guldeer was involved - but Ris knew the half-dragon captain was his only hope of locating his mother.

So it was that the group set sail for Skyhorn Lighthouse, the long standing sentinel guiding ships to safe harbour. The tower had just come into view when the ship was rocked by crashing waves, signalling the approach of a water elemental. The crew fought to keep the ship above water while the adventurers engaged the forces of nature head on, buying enough time for the ship to dock before finishing the bound creature off with StormChaser's lighting blasts.

The group soon discovered the lighthouse was in peril; Lucien, the last heir to the Skyhorn line that had kept the beacon burning for generations, was barricaded in the lantern room and doing his best to fend off encroaching eelfolk. Following his advice, the party fought their way downstairs to a trapdoor leading into a system of sea caves that riddled the lower half of the island.

Fending off sharks and eelfolk alike on their way to secure Lucien's bowl of commanding water elementals, the adventurers discovered the broken down husk of the Gnasher - Guldeer's vessel! The ship had been completely stripped of anything useful, but a young boy was found hiding in a cupboard. The child, who introduced himself as Raf, described how the pirates kidnapped him weeks ago and had been forcing him to clean the ship. StormChaser took a liking to Raf and the boy was soon riding into battle against the eelfolk with the rest of the heroes.

Fighting through the caves, the party soon found the crew of the Gnasher tied up and beaten. Sophie freed Yem on the condition that he help in the battle, and with his help the adventurers defeated the eelfolk. Captain Guldeer made a deal to provide information in exchange for letting the pirates walk - she didn't know anything about Ris'Tavar's mom in particular, but told the group of a secret shanty town her father frequented on an island further out to sea.

The day was won, but the group sustained a heavy loss; Raf had been killed in the final push to defend the bowl. Everyone had a heavy heart as they sailed back to town, but StormChaser took it the hardest. The goliath gazed out over the waves at the setting sun, wondering at the unfairness of a life cut short too soon. It was then he first heard the voice. A childlike voice, emanating from the shield into his mind.

I just wanted to be an adventurer StormChaser, now look what you did. Now we can go on quests together for ever and ever and ever . . .

Saltmarsh

The party sailed back to Saltmarsh and were greeted by a terrifying sight; three keelboats, each loaded with three imps and a bonfire and headed towards the docks! They sprang into action, ramming the newly fireproofed Sea Ghost into the first keelboat and expertly executing the three captains along with their entourage of imps.

Gellan Primewater, whose home happened to be right on the docks so he could closely observe his workers, was very grateful to the party and offered to put them up in his mansion for three days as a reward while the remaining ambassadors travelled to Saltmarsh. It seemed that while the group was away the town council had hammered out the details with the lizardfolk and representatives from each of the peoples in the alliance were due to arrive for a big war council soon.

The three days of luxury passed quickly, and soon it was time for the war council with the alliance. Most of our group went inside with the town's residents and the aquatic ambassadors, but Sophie stayed outside to keep watch. It was a good thing she did too, because she noticed Oceanus coming up late, seemingly having just arrived to town. Without stopping to ask any questions she knocked him out and disguised herself as the sea elf, stopping to pick up the scroll of parchment clenched in his hand.

Meanwhile inside the council chambers, the party was just about to receive a mission from Eliander when Sophie entered. Still disguised as Oceanus, she passed on his report to the expectant Primewater who conferred with his fellow councillors for a moment before turning back to address the crowd. Oceanus had brought new information:

  • the Sahuagin plan to move against Saltmarsh in 32 days (166)
  • they've summoned a giant two headed shark they call the Maw of Sekolah and plan to use it in the attack

This understandably changed things for the council and alliance; the party's mission was now to sneak into the fortress, raising as little alarm as possible, and destroy the Maw before it can be used against Saltmarsh. The lizardfolk ambassadors

The Azure Sea - 29 days until the invasion

The group agreed to wait 3 days for good weather, using Sophie's warlock skills to read the skies. Maverick uses this time to stock up on supplies, and soon the party set sail on the Sea Ghost bound for the former home of the lizardfolk near the mouth of the Javan River.

They didn't get very far before they encountered a warship lying in wait; the Night Shark with its captain, the Sea Prince Darvin Slaughterkeel! The sea battle was soon won with the help of elementals commanded by Lucien Skyhorn from the nearby lighthouse, but when the Night Shark was boarded there were only two crew members left (who were promptly and coercively "recruited"). Sophie searched the ship and located a giant hole in the stern of the cargo deck, through which she could see four humanoid figures escaping on a rowboat. The warlock cursed the pirates as she watched them row out of sight.

The Javan River - 23 days until the invasion

The rest of the journey to the fortress passed uneventfully. The Sea Ghost arrived near midday and dropped anchor near the mouth of the Javan River, less than a mile away from the fortress.

Rokku Daun Gaiden: The Coronavirus Sessions

On December 26 of 2020 the province of Ontario went into a lockdown due to COVID-19 including a stay-at-home order. The group transitioned to playing online for the duration of the lockdown, and the in-game date of the Sahuagin invasion was adjusted to compensate.

Monster of the Week: DM Nick

The adventurers settled in for a night of rest, but were roused from their sleep by StormChaser who had taken the first watch and spotted three lithe figures slipping out of the water. The party quickly mobilized and went out to introduce themselves. The figures turned out to be sea elves, cousins on a quest to rid the land of a fierce beast; the froghemoth! Their settlement had targeted the monster due to rumours of it laying an egg. Joining up with the elves, the heroes combed the marshes near the Javan River

  • Froghemoth hunt, Huey cleft in twain, Louie swallowed by giant toad
  • Rancid Mangoes vanishes into the marsh
  • Sophie returns to the ship with the baby Froghemoth
  • Meet Randall at the river crossing with a jelly
  • Furiza tower and oblex fight
  • Randall and Maverick fly back to the ship after spotting smoke
  • Sophie arrives at the ship to find a fight already in progress!
  • Ris/Storm/Dew/Lou follow oblex spawn to a hydra
  • Randall and Maverick arrive at the ship and begin fighting their way toward Sophie
  • Ris and co defeat the hydra then get drunk and wander around the marsh before arriving at the ship
  • ship fight, kill ogres and goblins
  • get to ship, find Turf and Jackalwere bodies, no IcyBubbles
  • finding evidence of the hag, Sophie summons Granny Nightshade with her book and she appears in a cloud of green smoke as an apparition
  • GN kidnapped IcyBubbles and wants to use them for some magyckal experiments, challenges the party to find her in the Drowned Forest
  • The Black Tower of Herran the Mad: DM Joel

    Relations

    Protagonists

    Ris'Tavar (he/him)

    "Imma punch it!"

    A lizardfolk entertainer from Milfy Way, his parents ran a tavern there before pirates struck and he had to find his own way.

    StormChaser (he/him)

    "That's how it's done!"

    A goliath marine who used to serve in King Skotti's royal navy - honourably discharged after "the incident".

    Sophie (she/her)

    A mysterious warlock from a distant universe. Spell focus is a pistol.

    IcyBubbles (they/them)

    A strange oversized talking St. Bernard from Knoxburg. Arrived with Sophie after travelling across the land.

    Maverick Duskwing (he/him)

    The kindest edgelord you'll ever meet. Watch out for his large batlike wings!

    Randall

    A mysterious paladin hailing from parts unknown.

    Adonis Adventum (he/him)

    A bard following the way of the school of glamour. Joined the party during their time in and around Arle's Crossing.

    Gnott Thabes Tchoyce

    Secondary Protagonists

    Turf (it)

    A xorn originally encountered in the Dwarven Mine, Turf was subject to the evil rituals of the Cult of the Eternal Flame before being rescued by the party.

    The Child (???)

    The offspring of the Froghemoth, a seemingly unique beast said to have emerged from a strange cylindrical chamber of metal beneath the earth.

    Raf Frogwater (he/him)

    The ghost of a young boy from Saltmarsh that inhabits StormChaser's shield.

    Retired Protagonists

    Bisasam Zarre

    "BOOM BOOM!"

    The previous owner of Maverick's shipyard. Happily retired from the adventuring life after amassing enough gold to live comfortably. Left Saltmarsh with no destination in mind.

    Rancid Mangoes (he/him)

    "KAPOW GRRR SKRR PAP"

    A triton urchin from the nearby marsh. Very good at stealin', but he always feels bad about it. Last seen wandering off into the Hoole Marshes.

    Allies

    The One-Eyed Scout

    An unexpected ally encountered in the haunted house. Used to be a member of Sanbalet's gang of smugglers until Rancid and Stormchaser "convinced" him to help the party through the use of a rot grub and a match. Very grateful to be spared, he ran off into the wilds north of Saltmarsh to find a new path.

    Oceanus

    A sea elf found imprisoned aboard the Sea Ghost when the party first boarded the vessel. Wants to expose smugglers and work towards peace in the region. Comes from the same underwater community as Huey, Dewey, and Louie.

    Gellan Primewater

    A dapper gentleman who is on Saltmarsh's town council. Rewarded Bisasam and Rancid with a sack of exotic fruit and called them heroes of the town. Pledged his assistance in locating Ris'Tavar's mother. Secretly leads a smuggling operation from a hidden basement room.

    Keledek & Zivmal

    Keledek the Unspoken is a wizard that hails from Ket, a faraway land where it's hot all year and water is a precious resource. Rumours persist in the bars that speaking his name out loud allows him to hear your conversation for a short time. In reality, he uses his imp familiar Zivmal to spy on the townsfolk. Sent the party on a mission to explore the ancient Tower of Zenopus

    Huey, Dewey & Louie

    Three cousins from the same underwater community as Oceanus. Huey led the group into the Hoole Marshes on a coming-of-age quest to defeat the Froghemoth, but tragically was cleft in twain by the beast. His cousins avenged the elf with the help of our protagonists, and now they're working to rid the marshes of monsters in his memory.

    Adversaries

    Yem

    An ogre pirate who leads a crew of goblins with an iron ham-fist. Nearly killed both Stormchaser and Ris'Tavar, probably definitely leaving them with some sort of trauma.

    Captain Thereax Guldeer

    Daughter of the famed pirate Captain James Guldeer, rumoured to be responsible for the destruction of Ris' family tavern. Runs a ship called the Gnasher with Yem as her first mate.

    Town Council

    Saltmarsh's future rests in the hands of two factions that represent the opposing sentiments that have grown in town through recent years.

    The Traditionalists - Eda Oweland & Gellan Primewater

    The traditionalists are an alliance of the prominent fishing and merchant families in Saltmarsh - community minded folk who want things to go back to the way they were before the Crown extended its influence over the region. Eda Oweland leads this faction, and can count on Gellan Primewater to back her up.

    The Loyalists - Eliander Fireborn & Manistrad Copperlocks

    The loyalists consist of newcomers who arrived from the northern reaches of Keoland, loyal to King Kimbertos Skotti. They want to keep Keoland's enemies at bay while ensuring law and order. The retired solder Eliander Fireborn has long represented the loyalists, but was forced to share his power with Manistrad Copperlocks when King Skotti installed her on the council by royal decree following the establishment of the mine.

    Anders Solmor

    The newest member of the council, young Anders recently inherited his family's fleet of fishing boats after the untimely death of his mother. His appointment was very abrupt and rumours persist among the dockworkers that he bought his way on. Anders tends to side with the traditionalists on most issues, but takes a particularly strong stance against smugglers and the slave trade.

    Backdrops

    Locations

    Saltmarsh

    A nondescript fishing village tucked away on the southern coast of Keoland. Saltmarsh, remote though it might be, is entering a new phase of its life as it reacts to King Skotti's plans. The crown's agents want to expand the village's port and make it a prime location for trade with the world beyond. In another recent development, a band of dwarves - bearing a decree from the king himself - have arrived and begun to excavate the hills and seaside cliffs near town, looking for precious metals. If their work bears fruit as expected, the mine stands to become a major factor in the region's prosperity. Although the recent changes stand to bring new wealth to the area, many locals don't want to see their home changed.

    Sea Grove of Obad-Hai

    Open to the air and set in a grove outside Saltmarsh, the sea grove is a gathering place for seagulls, sailors, and swamp folk. It also serves as an information market for traders and trappers. Ferrin Kastilar, a somewhat excitable halfling of middle years, tends the shrine with bullfrog companion Lorys. Ferrin has contacts within the elves of the Dreadwood, and they send word to him if a monster escapes the forest and heads in the direction of the town.

    The Snapping Line

    A popular inn and tavern 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. Sailors and fishers gather here to trade stories and drink into the night.

    Threats

    The Sea Princes

      The Azure Sea is thick with pirates waiting for a chance to reclaim some semblance of power over the region. While the Princes have been decimated by King Skotti's navy, many rogue captains remain eager to reform the pirate empire with themselves at the top.

    Past Events

    Years ago the Kingdom of Keoland campaigned to the north. Pirates and smugglers slowly took over the south, building a loose confederacy known as the Hold of the Sea Princes. Saltmarsh and the surrounding area suffered as the village succumbed to piracy and slavery under the cruel Princes. Suffering a number of defeats in the north, King Kimbertos Skotti directed his ships to retreat to the south, shattering the confederacy of the Sea Princes. With the Sea Princes on the run, the King sent troops and agents south to establish security and trade. A band of dwarves carrying the King’s decree begin to mine in the nearby hills. Although the recent changes stand to bring new prosperity to the area, many locals don’t want to see their home changed.
    South Keoland
    Years ago the Kingdom of Keoland campaigned to the north. Pirates and smugglers slowly took over the south, building a loose confederacy known as the Hold of the Sea Princes. Saltmarsh and the surrounding area suffered as the village succumbed to piracy and slavery under the cruel Princes. Suffering a number of defeats in the north, King Kimbertos Skotti directed his ships to retreat to the south, shattering the confederacy of the Sea Princes. With the Sea Princes on the run, the King sent troops and agents south to establish security and trade. A band of dwarves carrying the King’s decree begin to mine in the nearby hills. Although the recent changes stand to bring new prosperity to the area, many locals don’t want to see their home changed.   Campaign Summary: Ghosts of Saltmarsh
    Party status

    Wandering through the Hoole Marsh

    Current goal

    Get back to the Sea Ghost and complete the mission


    Plot Points
    • The "haunted house" near Saltmarsh isn't really haunted - it's just a smuggling ring
    • The smugglers from the haunted house have been supplying a nearby lizardfolk tribe with a lot of weapons
    • The town council wants to find out why the lizardfolk need so many weapons
    • The lizardfolk were driven from their home near the Javan River by a pack of sahuagin, they're forming an alliance with the merfolk and locathah to take it back

    Published adventures
    U1: The Sinister Secret of Saltmarsh by Dave J. Browne (1981) - Sessions 1-4
    Tower of Zenopus / Sample Dungeon by J. Eric Holmes (1977) - Session 5
    U2: Danger at Dunwater by Dave J. Browne (1982) - Sessions 6-10
    Fire and Diplomacy by Jacob Gobar (2019) - Sessions 11-12
    The Secrets of Skyhorn Lighthouse by Kelsey Dionne (2017) - Sessions 13-14
    Fire on the Water by Darion Smith (2019) - Session 15

    Plot type
    Campaign Overview
    StormChaser by Bailey Laverdure

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