Ghosts of Saltmarsh
A splendid treasure trove is yours for the taking in this adventure for the world’s greatest roleplaying game.
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Contents
Introduction
Ch. 1: Saltmarsh
- Politics and Factions
- Saltmarsh Overview
- Downtime Activities
- Saltmarsh Region
- Adventures in Saltmarsh
- Saltmarsh Backgrounds
Ch. 2: The Sinister Secret of Saltmarsh
Ch. 3: Danger at Dunwater
- Background
- Rules of Engagement
- Roleplaying Lizardfolk
- Adventure Summary
- Traveling to the Lair
- Lizardfolk Lair
- Conclusion
- Epilogue: Croc Hunt
Ch. 4: Salvage Operation
Ch. 5: Isle of the Abbey
- Background
- Adventure Hooks
- Adventure Summary
- Traveling to the Isle
- The Island
- The Abbey Ruins
- Locations in the Ruins
- Conclusion
Ch. 6: The Final Enemy
Ch. 7: Tammeraut’s Fate
- Background
- Adventure Summary
- Adventure Hooks
- Harpy Attack
- The Village of Uskarn
- Firewatch Island
- The Hermitage
- Last Stand
- Preparing for the Drowned Ones
- Death from the Deep
- Safe by Day
- The Wreck
- Conclusion
Ch. 8: The Styes
- Background
- Adventure Summary
- Adventure Hooks
- Part 1: A Dying District
- Part 2: Murder Mystery
- Part 3: Hemlock Pit
- Part 4: The Lamp's Shadow
- Part 5: Tharizdun’s Progeny
- Aftermath
Appendix A: Of Ships and the Sea
- Ship Stat Blocks
- Sample Ships
- Officers and Crew
- Superior Ship Upgrades
- Ships in Combat
- Travel at Sea
- Ocean Environs
- Encounters at Sea
- Random Ships
- Mysterious Islands
- Underwater Locations
- Cove Reef
- Wreck of the Marshal
- Warthalkeel Ruins
Appendix B: Magic Items
Appendix C: Monsters and NPCs
Credits
Disclaimer: After battling dragons, elemental cultists, vampires, demons, and giants, you deserve a relaxing ocean cruise. Please keep all vital limbs well within the ship’s confines. We are not responsible for valuables, hit points, or lives lost during your voyage. In fact, perhaps you’d prefer a more relaxing vacation option. Can we suggest a trip to the Nine Hells? They’re quite balmy this time of year.