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.