Ghosts of Saltmarsh: Chapter 5 - Isle of the Abbey
Evil has found a home in an old abbey in the Azure Sea and it is kept remote by a horde of undead. To keep Saltmarsh safe, someone must go and purge the island of its evil denizens, so that a lighthouse can be built.
Ghosts of Saltmarsh: Chapter 4 - Salvage Operation
A derelict ship lists perilously close to capsizing. Its decks are scarred by the atrocities they have witnessed. Lost for three years in unknown waters, it has been spotted within a day’s travel of its homeport of Saltmarsh. And it is being hunted…
Ghosts of Saltmarsh: Chapter 3 - Danger at Dunwater
Less than a day’s travel by ship, an abandoned lair has been reoccupied. The lizardfolk have returned to this place at the mouth of the Dunwater River. They are amassing weapons and the people of Saltmarsh are worried that they are the target of an eventual attack.
Ghosts of Saltmarsh: Chapter 2 - Sinister Secret of Saltmarsh
A haunted house sits on a bluff near the town of Saltmarsh. For years it has sat derelict watching mournfully over the waters of the Azure Sea. Tales are told on dark nights about what ghosts roam its dusty halls left behind after its owner, the old alchemist, disappeared. There are rumors about those that have gone to investigate it, they either come back and talk of horrors that they saw or they don’t come back at all.
The Candlekeep Barbarian
So yo want to play a barbarian, but the adventure takes place in a library. What can you do?