Ghosts of Saltmarsh
Adventure on the high seas.
Chapter by Chapter
Ghosts of Saltmarsh Overview
An overall look at the campaign.
Session Zero
An example of how to run a session zero.
Chapter 1: Saltmarsh
Welcome to Saltmarsh.
Chapter 2: The Sinister Secret of Saltmarsh
What secrets lie in the depths of a haunted mansion on the outskirts of town.
Chapter 3: Danger at Dunwater
What are the intentions of the new inhabitants in Dunwater?
Chapter 4: Salvage Operation
The Emperor of the Waves has been spotted floating derelict and its owner needs its contents to be salvage.
Chapter 5: Isle of the Abbey
There are plans to build a lighthouse on the Isle of the Abbey, but its current inhabitants will not like the change.
Chapter 6: The Final Enemy
Saltmarsh is not safe while this enemy still holds sway.
Chapter 7: The Tammeraut’s Fate
Some sailors should be left lost to the sea.
Chapter 8: The Styes
A killer stalks the streets of this poor district.
At the end of Chapter 5: Isle of the Abbey the characters should be 6th level, and the next adventure is for 7th level characters. One of the adventures that I used to bridge this gap was Book of Cylinders from Candlekeep Mysteries. As a 6th level adventure, it worked perfectly to help move the characters up to the appropriate level.
Book of Cylinders
A prophetic book that tells of an attack on a grippli village in this 6th level adventure.
The Island of the Chained God
A conclusion to Ghosts of Saltmarsh.