On the edge of the Azure Ocean, Saltmarsh is a town of a sub-tropical province called Southmoor, the southernmost province of the kingdom of Trelland. Trelland was once part of an empire known as The Empire of Roses and included islands to the south in the Azure Ocean. When the Empire of Roses declined into civil war (known as the 100 Year War) and split into kingdoms and independent duchies, contact with these islands was lost. During the war a mercenary fleet calling themselves the Sea Princes hired themselves to whichever side could afford them, with no loyalty to any one side. Now the war is over the Sea Princes are not only no longer needed, they are seen as an enemy, so they have turned to piracy and smuggling, and are a thorn in the side of all shipping along the southern coast of the continent.
Now there is a fragile peace, and the various kingdoms are putting resources towards growth and expansion. They are looking southward once again, to reclaim what was lost during the war. Old documents show that there were once Empire colonies and resources on the various islands. Are they still there? What happened to the colonists? Adventurers are needed to answer these questions. The different nations are considering how to deal with the problem of the Sea Princes who will likely inhibit exploration attempts.
Saltmarsh, after decades of neglect, is once again in the eye of the government of Trelland. Loyalists are flooding to the town, with new capital and plans for the town. The Traditionalists resent this sudden attention, and want Saltmarsh to be left alone. The town needs to be stabilised, and there will be work for adventurers to facilitate this. And is adherence to tradition the only thing that drives the Traditionalists, or is there something about Saltmarsh they do not want uncovered?
And what happened to the Ancient Empire that once spanned all of the islands, including those which the more recent Empire of Roses never explored? This Ancient Empire crumbled mysteriously and suddenly. Did the explorers of the Ancient Empire find something in the southern islands that triggered its destruction? Adventurers are needed to find out this mystery, lest it happen again.
The peace between the kingdoms is tenuous. Some would like war to erupt again. Even within each kingdom there are factions, each with their own agendas. On top of that, behind the scenes two secret societies oppose each other, fighting vicious, secret wars at night and in the dark. What do they want? Which side should the party align with, if any?
To prevail, the party must unravel the Secrets of Saltmarsh!
DM's Note: This campaign uses the Ghosts of Saltmarsh location and adventures as a starting point, but uses homebrew and 3rd party resources, including a concept from the Seafall legacy boardgame to provide an avenue for exploration and plot advancement. The campaign is meant to have a Pirates of the Caribbean and Lovecraftian cosmic horror feel when the party get around to exploring the islands to the south of the continent.
This campaign is a hybrid setting of Greyhawk and homebrew; Greyhawk only because I did not want to create a setting from scratch. The nation of Trelland is based on Keoland, but I wanted to have a different name to make the point this is mostly a homebrew campaign. The Sea Princes in this campaign are based on the Sea Lords of Freeport (yes, THAT Freeport from Death in Freeport from Paizo Publishing) rather than having their own country on the continent as they do in Greyhawk. For purposes of this campaign there is nothing south of Saltmarsh other than islands in the Azure Ocean.
This post has potentially manipulated dice roll results.
1st Day of Deepspring (third month of Spring)
The back street of Saltmarsh is shrouded in deep darkness under the moonless sky. The faint glow of distant lanterns from the main thoroughfares struggles to penetrate the thick, salty mist that hangs in the air, giving the scene an almost otherworldly feel. The narrow cobblestone street is uneven and slick from the moisture, with puddles reflecting the dim light from occasional flickering windows.
The buildings lining the street are weathered and worn, their wooden facades creaking softly in the gentle breeze that carries the briny scent of the Azure Ocean. Fishing nets and lines, draped carelessly over posts and railings, cast long, eerie shadows that dance in the scarce light. The faint sound of waves crashing against the distant shore mixes with the occasional rustle of marsh grasses, creating a haunting symphony that fills the night.
Crates and barrels, filled with the day's catch, sit abandoned near doorsteps, their contents occasionally shifting with a soft, wet thud. The air is thick with the smell of fish, insect repelling incense, and seaweed, mingling with the earthy scent of the saltmarsh. Somewhere in the distance, a lone gull's cry pierces the night, its call quickly swallowed by the vast darkness.
The street is empty of people, the townsfolk likely tucked away in their homes, wary of the night. The oppressive darkness seems to press in from all sides, amplifying every sound and movement, making the deserted back street feel alive with unseen presences.
Susk Keelan, sea elf and smuggler, padded silently towards the Empty Net, a rickety tavern on the waterfront. He was sure there was someone ahead of him, but whoever they were they were very good, and Susk only got glimpses of a shape at the edge of his darkvision. The person was moving quickly and quietly, which piqued Susk's interest. Another smuggler maybe? Susk patted his own cargo hidden under his leather armour, a small sack with something hard in it. He thought it might be a small statuette. When Susk did a job he did not ask what he was transporting. The sea elf was to meet Mr Porter in the Empty Net and hand over the cargo.
The figure ahead stopped for a second then changed direction, keeping low and silent. Now was Susk's chance to catch a glimpse of who it was, and he moved quickly forward to the edge of the building. Then realised his mistake.
"Hold it there," said a figure in a robe with a deep hood, as Susk came around the corner. There were more behind him. The first man uncovered a lantern, briefly blinding Susk.
"Was it a sea elf? 'e didn't say nothin' about a sea elf?" queried another hooded figure.
"He's the only one here where we were told to find him or her. So it's him. Get him."
Irob moved through the night, pulling his cloak around him. He stumbled a little, not being able to see in the dark. He had arrived in Saltmarsh, earlier in the day, avoiding the gate by coming through the Hool Marshes. Very inefficient to not have a wall to the north of the town, Iron thought. He had gotten past some patrolling soldiers by using fire bolt to set fire to a bush to draw their attention elsewhere. Irob had gone into hiding straight away. It looked like this Saltmarsh place was as far south as he could go. Maybe it was far enough. Maybe.
Now it was night and Irob was moving around the town, heading towards the ocean. He suddenly saw a light appear up ahead, and three robed figures were menacing a single person, who was not a human Irob saw. An aquatic elf of some sort, he judged. Irob wondered if he should get involved.
Yga the gnome and Zaerra the astral elf exited the Empty Net in company with Rask the dragonborn. Yga and Zaerra had met that day, coming out of their respective temples, and after exchanging a few words Yga realised Zaerra was clueless about Saltmarsh. The elf was unlike anything Yga had ever seen, her accent was unusual, and she was obviously from a long distance away. Yga had brought her on a night sightseeing tour of Saltmarsh, and laughed at seeing Zaerra's pretty nose wrinkle in distaste when they walked into the Empty Net. They met the dragonborn Rask there, but did not spend long there as they started to attract hard stares from some of the clientele. Yga and Zaerra chose to leave, laughing, and Rask said she would come too, after she settled the bar tab.
As Zaerra and Yga left the pub and waited for Rask, they suddenly noticed a sea elf being menaced by some robed figures, and another dark cloaked figure standing extremely still, considering the same elf and robed figures.
Yga, Zaerra, Rask, and Irob - please roll for initiative.
Yakeerk winged his way silently through the night. The marines had received word of a skyship dropping down to the east, and had been a bit uneasy about what that might mean. The ship apparently had gone before anyone else could even see it, but Yakeerk decided to keep a look out for the next 24 hours in case it reappeared. He was flying over the Bridgers district and up ahead saw a scene that looked like it needed immediate intervention.
Two females had come out of the Empty Net tavern and were ogling a violent robbery or assassination about the take place. Another cloaked figure stood unnaturally still nearby, but did not seem threatening. The owlin ranger swooped down, hoping he would get there in time before the victim's blood was spilled.
This post has potentially manipulated dice roll results.
The laughter died on Zaerra lips... what was going on here. She took in the scene before her, elf kin is elf kin. She shrugged internally. Reached a hand to stop Yga moving off. She adjusted her stance, narrowed her eyes and willed the sea elf to realised that she would have their back.
Irob observes the altercation in front of him. 3:1 is an unfavourable ratio for the sea elf. Processing that fair fights are rare and that unfair fights are statistically likely to be the product of malicious intent Irob decides to increase the ratio in the sea elf's favour. 3:2 is unfavourable but it's more favourable than 3:1 after all.
Dropping the hood of his cloak, he pulls a small clockwork contraption out of his pocket. It begins to gently glow the same colour as two previously unnoticed spectral gears that float behind him.
Rask, after paying the tab, hurried out of the Empty Net. She was keen to avoid the stares of the townfolk until she had the opportunity to get the lay of the land and build connections. As she stepped into the night she nearly fell over Yga and Zaerra who had stopped short in the road. Following their gazes she saw what seemed to be the start of trouble- made even more troublesome by the fact her new acquaintance, Zaerra, was clearly readying herself for a fight. 'So much for laying low and getting the lay of the land', Rask thought, following suit and reaching for her weapon.
This post has potentially manipulated dice roll results.
Susk sighs at himself as he realises there is only one way out of this. "I should always expect things to go awry" he mutters to himself as one hand drops to his rapier and the other whips a dagger towards his assailants.
This post has potentially manipulated dice roll results.
Order of Battle
Rask
Yga
Yakeerk
Susk
Irob
Zaerra
Enemies
So we'll revert to the party acting together, so anyone can go first. Describe your action and then roll attack and damage (if it's a miss I'll tell you - because at this point you don't know what the enemies' AC is, and then obviously the damage won't count), or if you're casting a spell that needs a save I'll roll for the baddies.
Seeing I'm here I'll get Yakeerk to go first.
Yakeerk draws an arrow as he swoops and then rises to make himself vertical and shoots with his bow at the first figure menacing Susk. Because Yakeerk is effectively invisible in the moonless night I'm giving him advantage on the attack.
The first figure draws back his arm to swing at Susk, but an arrow out of the darkness slams into his chest and he collapses to the ground, dead already.
Seeing a third member enter the altercation making the ratio 3:3 Irob's decision is reinforced. He turns the contraption in his hand as the gears behind him mesh and spin. A streak of light leaves his hands towards the second figure as he casts firebolt.
To hit: 19, damage: 10 fire.
Sure of his aim, he turns on the spot and maneuvers to the nearest form of cover before seeing the outcome of his spell.
This post has potentially manipulated dice roll results.
Zaerra watches an arrow fly through the air and one of the hooded figures drop to the ground. Where the hell did that come from? She begins to move her hands, muttering quietly to herself. In her hand forms a bubble of some form which she hurls towards the two remaining upright hooded figures. (Acid Splash - Dex save - two enemy within 5 ft of each other - if further apart it will only hit one ;) )
Seeing arrows, fire and acid fly through the sky, Rask watches the bodies hit the floor. Gripping her maul she advances, swinging at the third cloaked figure. "Better make sure they're dead-dead..."
The second robed figure is caught in a fiery spell from the cloaked figure. It staggers him and he screams as the fire burns him. His lungs run out of air and he fails to draw another breath as he collapses to the ground, smoke rising from a burnt hole in his neck.
The third spins around to see where the attacks are coming from, and cops a glob of acid on his upraised arm. He screams as the acid burns into his clothes and flesh. But he is not dead.
The dagger flies out from under Susk's cloak, glinting in the moonlight and thuds into the already dead body of the robed man in front of him (21 to hit).
He raises an eybrow as the flurry of activity occurs around him, warily watching the newcomers to see if they intend him harm and just did away with the competition, or are truly coming to his aid.
Rollback Post to RevisionRollBack
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On the edge of the Azure Ocean, Saltmarsh is a town of a sub-tropical province called Southmoor, the southernmost province of the kingdom of Trelland. Trelland was once part of an empire known as The Empire of Roses and included islands to the south in the Azure Ocean. When the Empire of Roses declined into civil war (known as the 100 Year War) and split into kingdoms and independent duchies, contact with these islands was lost. During the war a mercenary fleet calling themselves the Sea Princes hired themselves to whichever side could afford them, with no loyalty to any one side. Now the war is over the Sea Princes are not only no longer needed, they are seen as an enemy, so they have turned to piracy and smuggling, and are a thorn in the side of all shipping along the southern coast of the continent.
Now there is a fragile peace, and the various kingdoms are putting resources towards growth and expansion. They are looking southward once again, to reclaim what was lost during the war. Old documents show that there were once Empire colonies and resources on the various islands. Are they still there? What happened to the colonists? Adventurers are needed to answer these questions. The different nations are considering how to deal with the problem of the Sea Princes who will likely inhibit exploration attempts.
Saltmarsh, after decades of neglect, is once again in the eye of the government of Trelland. Loyalists are flooding to the town, with new capital and plans for the town. The Traditionalists resent this sudden attention, and want Saltmarsh to be left alone. The town needs to be stabilised, and there will be work for adventurers to facilitate this. And is adherence to tradition the only thing that drives the Traditionalists, or is there something about Saltmarsh they do not want uncovered?
And what happened to the Ancient Empire that once spanned all of the islands, including those which the more recent Empire of Roses never explored? This Ancient Empire crumbled mysteriously and suddenly. Did the explorers of the Ancient Empire find something in the southern islands that triggered its destruction? Adventurers are needed to find out this mystery, lest it happen again.
The peace between the kingdoms is tenuous. Some would like war to erupt again. Even within each kingdom there are factions, each with their own agendas. On top of that, behind the scenes two secret societies oppose each other, fighting vicious, secret wars at night and in the dark. What do they want? Which side should the party align with, if any?
To prevail, the party must unravel the Secrets of Saltmarsh!
DM's Note: This campaign uses the Ghosts of Saltmarsh location and adventures as a starting point, but uses homebrew and 3rd party resources, including a concept from the Seafall legacy boardgame to provide an avenue for exploration and plot advancement. The campaign is meant to have a Pirates of the Caribbean and Lovecraftian cosmic horror feel when the party get around to exploring the islands to the south of the continent.
This campaign is a hybrid setting of Greyhawk and homebrew; Greyhawk only because I did not want to create a setting from scratch. The nation of Trelland is based on Keoland, but I wanted to have a different name to make the point this is mostly a homebrew campaign. The Sea Princes in this campaign are based on the Sea Lords of Freeport (yes, THAT Freeport from Death in Freeport from Paizo Publishing) rather than having their own country on the continent as they do in Greyhawk. For purposes of this campaign there is nothing south of Saltmarsh other than islands in the Azure Ocean.
The party have chosen the name 'Amici Noctia' which in the ancient tongue means "Friends of the Night". This was chosen because of how they all met.
1st Day of Deepspring (third month of Spring)
The back street of Saltmarsh is shrouded in deep darkness under the moonless sky. The faint glow of distant lanterns from the main thoroughfares struggles to penetrate the thick, salty mist that hangs in the air, giving the scene an almost otherworldly feel. The narrow cobblestone street is uneven and slick from the moisture, with puddles reflecting the dim light from occasional flickering windows.
The buildings lining the street are weathered and worn, their wooden facades creaking softly in the gentle breeze that carries the briny scent of the Azure Ocean. Fishing nets and lines, draped carelessly over posts and railings, cast long, eerie shadows that dance in the scarce light. The faint sound of waves crashing against the distant shore mixes with the occasional rustle of marsh grasses, creating a haunting symphony that fills the night.
Crates and barrels, filled with the day's catch, sit abandoned near doorsteps, their contents occasionally shifting with a soft, wet thud. The air is thick with the smell of fish, insect repelling incense, and seaweed, mingling with the earthy scent of the saltmarsh. Somewhere in the distance, a lone gull's cry pierces the night, its call quickly swallowed by the vast darkness.
The street is empty of people, the townsfolk likely tucked away in their homes, wary of the night. The oppressive darkness seems to press in from all sides, amplifying every sound and movement, making the deserted back street feel alive with unseen presences.
Susk Keelan, sea elf and smuggler, padded silently towards the Empty Net, a rickety tavern on the waterfront. He was sure there was someone ahead of him, but whoever they were they were very good, and Susk only got glimpses of a shape at the edge of his darkvision. The person was moving quickly and quietly, which piqued Susk's interest. Another smuggler maybe? Susk patted his own cargo hidden under his leather armour, a small sack with something hard in it. He thought it might be a small statuette. When Susk did a job he did not ask what he was transporting. The sea elf was to meet Mr Porter in the Empty Net and hand over the cargo.
The figure ahead stopped for a second then changed direction, keeping low and silent. Now was Susk's chance to catch a glimpse of who it was, and he moved quickly forward to the edge of the building. Then realised his mistake.
"Hold it there," said a figure in a robe with a deep hood, as Susk came around the corner. There were more behind him. The first man uncovered a lantern, briefly blinding Susk.
"Was it a sea elf? 'e didn't say nothin' about a sea elf?" queried another hooded figure.
"He's the only one here where we were told to find him or her. So it's him. Get him."
The robed men drew cutlasses and moved forward.
(Susk roll initiative)
Enemy Initiative : 5.
Irob moved through the night, pulling his cloak around him. He stumbled a little, not being able to see in the dark. He had arrived in Saltmarsh, earlier in the day, avoiding the gate by coming through the Hool Marshes. Very inefficient to not have a wall to the north of the town, Iron thought. He had gotten past some patrolling soldiers by using fire bolt to set fire to a bush to draw their attention elsewhere. Irob had gone into hiding straight away. It looked like this Saltmarsh place was as far south as he could go. Maybe it was far enough. Maybe.
Now it was night and Irob was moving around the town, heading towards the ocean. He suddenly saw a light appear up ahead, and three robed figures were menacing a single person, who was not a human Irob saw. An aquatic elf of some sort, he judged. Irob wondered if he should get involved.
Yga the gnome and Zaerra the astral elf exited the Empty Net in company with Rask the dragonborn. Yga and Zaerra had met that day, coming out of their respective temples, and after exchanging a few words Yga realised Zaerra was clueless about Saltmarsh. The elf was unlike anything Yga had ever seen, her accent was unusual, and she was obviously from a long distance away. Yga had brought her on a night sightseeing tour of Saltmarsh, and laughed at seeing Zaerra's pretty nose wrinkle in distaste when they walked into the Empty Net. They met the dragonborn Rask there, but did not spend long there as they started to attract hard stares from some of the clientele. Yga and Zaerra chose to leave, laughing, and Rask said she would come too, after she settled the bar tab.
As Zaerra and Yga left the pub and waited for Rask, they suddenly noticed a sea elf being menaced by some robed figures, and another dark cloaked figure standing extremely still, considering the same elf and robed figures.
Yga, Zaerra, Rask, and Irob - please roll for initiative.
Yakeerk winged his way silently through the night. The marines had received word of a skyship dropping down to the east, and had been a bit uneasy about what that might mean. The ship apparently had gone before anyone else could even see it, but Yakeerk decided to keep a look out for the next 24 hours in case it reappeared. He was flying over the Bridgers district and up ahead saw a scene that looked like it needed immediate intervention.
Two females had come out of the Empty Net tavern and were ogling a violent robbery or assassination about the take place. Another cloaked figure stood unnaturally still nearby, but did not seem threatening. The owlin ranger swooped down, hoping he would get there in time before the victim's blood was spilled.
Yakeerk rolls for initiative - 13
The laughter died on Zaerra lips... what was going on here. She took in the scene before her, elf kin is elf kin. She shrugged internally. Reached a hand to stop Yga moving off. She adjusted her stance, narrowed her eyes and willed the sea elf to realised that she would have their back.
3
Irob observes the altercation in front of him. 3:1 is an unfavourable ratio for the sea elf. Processing that fair fights are rare and that unfair fights are statistically likely to be the product of malicious intent Irob decides to increase the ratio in the sea elf's favour. 3:2 is unfavourable but it's more favourable than 3:1 after all.
Dropping the hood of his cloak, he pulls a small clockwork contraption out of his pocket. It begins to gently glow the same colour as two previously unnoticed spectral gears that float behind him.
Initiative: 10
Rask, after paying the tab, hurried out of the Empty Net. She was keen to avoid the stares of the townfolk until she had the opportunity to get the lay of the land and build connections. As she stepped into the night she nearly fell over Yga and Zaerra who had stopped short in the road. Following their gazes she saw what seemed to be the start of trouble- made even more troublesome by the fact her new acquaintance, Zaerra, was clearly readying herself for a fight. 'So much for laying low and getting the lay of the land', Rask thought, following suit and reaching for her weapon.
Initiative: 18
After scrounging for some loose copper pieces scattered in the nearby gutter, Yga looks up after hearing some sort of commotion.
Initiative: 17
Susk sighs at himself as he realises there is only one way out of this. "I should always expect things to go awry" he mutters to himself as one hand drops to his rapier and the other whips a dagger towards his assailants.
Initiative: 5
Order of Battle
So we'll revert to the party acting together, so anyone can go first. Describe your action and then roll attack and damage (if it's a miss I'll tell you - because at this point you don't know what the enemies' AC is, and then obviously the damage won't count), or if you're casting a spell that needs a save I'll roll for the baddies.
Seeing I'm here I'll get Yakeerk to go first.
Yakeerk draws an arrow as he swoops and then rises to make himself vertical and shoots with his bow at the first figure menacing Susk. Because Yakeerk is effectively invisible in the moonless night I'm giving him advantage on the attack.
Attack: 18 Damage: 11
The first figure draws back his arm to swing at Susk, but an arrow out of the darkness slams into his chest and he collapses to the ground, dead already.
Seeing a third member enter the altercation making the ratio 3:3 Irob's decision is reinforced. He turns the contraption in his hand as the gears behind him mesh and spin. A streak of light leaves his hands towards the second figure as he casts firebolt.
To hit: 19, damage: 10 fire.
Sure of his aim, he turns on the spot and maneuvers to the nearest form of cover before seeing the outcome of his spell.
Zaerra watches an arrow fly through the air and one of the hooded figures drop to the ground. Where the hell did that come from? She begins to move her hands, muttering quietly to herself. In her hand forms a bubble of some form which she hurls towards the two remaining upright hooded figures. (Acid Splash - Dex save - two enemy within 5 ft of each other - if further apart it will only hit one ;) )
3 Acid damage
Seeing arrows, fire and acid fly through the sky, Rask watches the bodies hit the floor. Gripping her maul she advances, swinging at the third cloaked figure. "Better make sure they're dead-dead..."
Hit: Nat 20+5 (25), damage: 26 bludgeoning.
"... that should do it."
The second robed figure is caught in a fiery spell from the cloaked figure. It staggers him and he screams as the fire burns him. His lungs run out of air and he fails to draw another breath as he collapses to the ground, smoke rising from a burnt hole in his neck.
The third spins around to see where the attacks are coming from, and cops a glob of acid on his upraised arm. He screams as the acid burns into his clothes and flesh. But he is not dead.
If it's not too late Yga will cast a Guiding Bolt, rolling a 20 (16+4) and delivering 6 points of force damage
The dagger flies out from under Susk's cloak, glinting in the moonlight and thuds into the already dead body of the robed man in front of him (21 to hit).
He raises an eybrow as the flurry of activity occurs around him, warily watching the newcomers to see if they intend him harm and just did away with the competition, or are truly coming to his aid.