Ghosts of Saltmarsh

(Nancy Kaufman) #1
SINISTER SECRET OF SALTMARSH

Tipped off by his Scarlet Brotherhood handlers, Anders
Solmor seeks adventurers to explore the abandoned
mansion outside town. He has information that slavers
from the Sea Princes are using it as a base to kidnap
local travelers and sell them into bondage.
In this version of the adventure, the characters find
navigational charts and logs aboard the Sea Ghost that
implicate its crew as slavers. Ned Shakeshaft is a Scar-
let Brotherhood agent. He makes an attempt to foil the
characters, but his true intent is to surrender and impli-
cate Gellan Primewater as a key villain. The distraction
afforded by the lizardfolk and the looming sahuagin
threat gives the Scarlet Brotherhood the opportunity
to bring more agents into town. posing as mercenaries
brought in by Anders to protect the town. If Gellan can
be removed from the council, Solmor might ask one of
the characters to take his place.


DANGER AT DUNWATER
Anders Solmor hires the characters to investigate the
lizardfolk lair and possibly drive away or exterminate
the lizardfolk, which he sees as a dire threat after being
fed tales by his Brotherhood handlers of the Jizardfolk's
preference for eating humans. lf presented evidence of
their peaceful intentions. he switches gears to pledge
Saltmarsh's assistance in destroying the sahuagin.

SALVAGE OPERATION
Emperor of the Waves is a lost ship belonging to the
Scarlet Brotherhood. Solmor receives information
about it and hires the characters to recover the treasure
aboard the ship. He is led to believe that the ship was
once owned by his family. but characters who research
the town's history can uncover its ties lo the Sea Princes
and the slave trade. If Anders is confronted with this in-
formation, he professes ignorance, and his Brotherhood
handlers add the characters to their list of enemies.

I SLE OF THE ABBEY
With hostility toward the Sea Princes running high,
Eliander sponsors an expedition to clear Abbey Isle and
establish a base there. fts location makes it an ideal
lookout point for any sea-based threats.

THE FINAL ENEMY
The three competing factions in Saltmarsh unite in an
effort to defeat the sahuagin threat. Both the traditional-
ists and the loyalists want the town to remain safe. and
the Scarlet Brotherhood deems the sea devils a threat to
their plans. If the characters accomplish their mission
and enable the alliance to destroy the sahuagin. they arc
hailed as heroes and gain tremendous political power.
Any character who has not yet become associated with a
faction is courted by all three.

TAMMERAUT's FATE
Wcllgar Brinehanded, a cleric of Procan, approaches
the characters in hopes of recruiting them. He has long
maintained ties to the inhabitants of the island hermit-
age in this adventure. When he loses contact with them,
he asks the party to investigate.

C llAl'TER I SAi T~IAR!>lt

THE STYES
This adventure can be placed in an isolated harbor city
located on an island in the Azure Sea. Once a bustling
port town. it fell into ruin due to the depredations of the
Sea Princes. When the characters visit the port to stock
up on supplies, they become involved in the intrigue.

TALES FROM THE YAWNING PORTAL
The adventures in this book consist of classic dungeons,
which you can use to expand the possibilities for adven-
turing in the Dreadwood and the Hool Marshes.

THE SUNLESS CITADEL
This ruined castle could easily be located in the Dread-
wood. It makes a good side trek for low-level characters.

THE FORGE OF FURY
This fallen dwarvcn citadel can be placed on an island
in the Azure Sea. Reclaiming it would be a priority of
the dwarves in Saltmarsh as a point of pride.

THE HIDDEN SHRINE OF TAMOACHAN
The dungeon described in this adventure could be
located on a tropical continent in the Azure Sea. The
magic items found here would be particularly interest-
ing to the Scarlet Brotherhood, who might use Solmor
to recruit the characters for a treasure hunt.

WHITE PLUME MOUNTAIN
The magic items claimed by Keraptis could have been
stolen from the Saltmarsh area and spirited away to that
mage's hidden volcanic island far to the south.

DEAD INIBAY
Consider adapting this adventure to represent a hidden
stronghold of luz tucked away in the Dreadwood. Per-
haps Iuz is seeking to extend his reach into this region
and orders the wizards in his service to establish a base
here. All three factions in Saltmarsh would seek to end
such an incursion before it grows into a serious threat.

AGAINST THE GIANTS
As the characters gain renown. King Kimbertos Skotti
hears of their prowess and recruits them to lead an ex-
pedition to defeat giants that are despoiling realms in
the western mountains. If the characters succeed. they
become trusted allies of the crown.

THE TOMB OF HORRORS
This deadly tomb might be hidden away in the Hool
Marshes. The lure of valuable magic items can be
enough to tempt many characters lo enter the place, but
perhaps one of the items hidden in the Tomb is essential
to a local faction's plans.
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