Following their victory over the Blood Riders, the crew of the Smokestreak continues their search for the archdruid Alwynos, and sets out on a perilous mission to the pirate stronghold of Monmurg.
The crew of the Smokestreak unexpectedly find themselves in alliance with the pirate king Hammandaturian, and agree to help him break a smuggling ring that is operating out of the deepest part of the Monmurg Garrison prison.
The crew of the Smokestreak accompany Tiberius on his annual pilgrimage to the gathering of the Blood Hunters, where they will uncover lost lore and be confronted by a terrible new enemy...
The crew of the Smokestreak are attending the annual gathering of the Blood Hunters at Sandorne Keep, when they come under attack from a pustulent Deep Dragon. Yet they will discover the attack was a ruse, with another terrible purpose...
Following the events at Sandorne Keep and the death of Redgrave, the crew of the Smokestreak head out on a wilderness adventure, as they head east, planning to reconvene with their ship. The journey is not destined to be a straightforward one...
Reunited with their ship, the crew of the Smokestreak make their way back to Saltmarsh, only to discover that the town has changed since they were last there. The council offers them a new mission, and Tiberius goes to visit an old acquaintance.
Hi Merecraft! I recently came across your work on World Anvil and have been so impressed by how you reimagined the world surrounding Saltmarsh. I'm also pleased to see your own game still going strong at 45 sessions. I'm hoping to incorporate some of your ideas in to a Ghosts of Saltmarsh home game I'm running soon and just wanted to say thank you for making so much of the material public!
Thanks Vin, that's so great to hear! Though considering the party wipe we had last session, we aren't going so strong anymore. We will be back soon though to continue the story with four new characters.
Like many DMs I stand on the shoulders of many who came before. Let me know if you need any advice or resources.
So, we're back after a month off, following the party wipe last session. The crew of the Smokestreak are dead, but the threats to the Azure Sea have not diminished. Our story continues as a new group of adventurers find themselves drawn in to the machinations of the Green Hand and the Black Armada.
Searching for the missing scholar Mirrin Galant, our heroes have become trapped in the strange realm of the Undergarden - a mystical forest inside an enormous cave, where danger lurks in every corner.
The party has found the missing scholar Mirrin Galant, but are trapped in the Undergarden and must locate four special keys to escape. Meanwhile the clock is ticking and the strange place is having worrying effects on some of the characters...
Having escaped the strange realm of Undergarden, the party learns of the true dangers to the Azure Sea, and sets out for Saltmarsh, where they hope to find some answers. Unfortunately they will discover the very real and devastating consequences to the failure of the crew of the Smokestreak.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Following their victory over the Blood Riders, the crew of the Smokestreak continues their search for the archdruid Alwynos, and sets out on a perilous mission to the pirate stronghold of Monmurg.
The crew of the Smokestreak unexpectedly find themselves in alliance with the pirate king Hammandaturian, and agree to help him break a smuggling ring that is operating out of the deepest part of the Monmurg Garrison prison.
The crew of the Smokestreak accompany Tiberius on his annual pilgrimage to the gathering of the Blood Hunters, where they will uncover lost lore and be confronted by a terrible new enemy...
The crew of the Smokestreak are attending the annual gathering of the Blood Hunters at Sandorne Keep, when they come under attack from a pustulent Deep Dragon. Yet they will discover the attack was a ruse, with another terrible purpose...
Following the events at Sandorne Keep and the death of Redgrave, the crew of the Smokestreak head out on a wilderness adventure, as they head east, planning to reconvene with their ship. The journey is not destined to be a straightforward one...
Reunited with their ship, the crew of the Smokestreak make their way back to Saltmarsh, only to discover that the town has changed since they were last there. The council offers them a new mission, and Tiberius goes to visit an old acquaintance.
The party begin their reconnaissance of the Sahuagin fortress near Saltmarsh, ahead of the planned strike by the Sunken Alliance.
The crew of the Smokestreak continue their search of the Sahuagin fortress and find themselves in very deep water, in more ways than one!
Hi Merecraft! I recently came across your work on World Anvil and have been so impressed by how you reimagined the world surrounding Saltmarsh. I'm also pleased to see your own game still going strong at 45 sessions. I'm hoping to incorporate some of your ideas in to a Ghosts of Saltmarsh home game I'm running soon and just wanted to say thank you for making so much of the material public!
Thanks Vin, that's so great to hear! Though considering the party wipe we had last session, we aren't going so strong anymore. We will be back soon though to continue the story with four new characters.
Like many DMs I stand on the shoulders of many who came before. Let me know if you need any advice or resources.
So, we're back after a month off, following the party wipe last session. The crew of the Smokestreak are dead, but the threats to the Azure Sea have not diminished. Our story continues as a new group of adventurers find themselves drawn in to the machinations of the Green Hand and the Black Armada.
Searching for the missing scholar Mirrin Galant, our heroes have become trapped in the strange realm of the Undergarden - a mystical forest inside an enormous cave, where danger lurks in every corner.
The party has found the missing scholar Mirrin Galant, but are trapped in the Undergarden and must locate four special keys to escape. Meanwhile the clock is ticking and the strange place is having worrying effects on some of the characters...
Only two keys remain to be found in order for the party to escape from the strange realm of Undergarden, and complete the rescue of Mirrin Galant.
Having escaped the strange realm of Undergarden, the party learns of the true dangers to the Azure Sea, and sets out for Saltmarsh, where they hope to find some answers. Unfortunately they will discover the very real and devastating consequences to the failure of the crew of the Smokestreak.