The Ghosts of Saltmarsh must escape the bounty hunters and speak with Rodrigo and Maria Sylvenne
The party must negotiate with Rodrigo and Marcia Sylvenne
The Ghosts of Saltmarsh plot their next move
The Ghosts of Saltmarsh continue their raids on Imperial holdings along the Salmon Coast
Senior Talon Delmirev has been locked in the dungeons of Castle Feldren, and it's up to the reunited Ghosts of Saltmarsh to free him.
The party must return *Whelm* to the knights of Raan at Port Ountzous, but not everything goes according to plan...
The party plans to scry on Firewatch Island and then leave via Teleportation Circle
Descending into the depths of White Plume Mountain, the party is confronted with the enigmatic M and his many followers...
With the ring having divided the party, how will they overcome the challenges of White Plume Mountain?
The Sea Ghost, followed by a dark shape in the water, has been swept into a magical storm. When they emerge, they will find a place beyond their worst nightmares...
Mystan and Selina/Seklyn must undergo a potentially dangerous ritual to rid themselves of the Lycanthrope's Curse...
Once again at sea, the Party makes their way east and south to Port Ountzous and beyond, hoping for an unseasonable storm to whisk them away....
Xolec is on the run, the brotherhood is being monitored, and more vampire spawn are in the inn! Will Adrex, Kiara, and Keledek be able to stop them all with Eliander’s help?
Tension is wound like a spring throughout Saltmarsh. Kiara Shadowbreaker has arrested two council members and released only one, and now powerful forces converge upon both the Snapping Line and Crabber's Cove. This session will see Talon Delmirev, Keledek the Unspoken, Castellan Shadowbreaker, and Captain Fireborn take on both Xolec the Vampire and the Brotherhood of Keraptis in Saltmarsh
While the Party is stopping an Ahoyhoy, Keledek the Unspoken, Castellon Kiara Shadowbreaker, and Senior Talon Delmeriv Adrex have a race against the clock to stop the Brotherhood of Keraptis in Saltmarsh, while the Fleet of Monmurg bears down on them...
The party has escaped! Temporarily free, they must sail east into the Cobalt Sea with intent to circle around and exit by the Styes.
Skerrin revealed! The party must do battle with Skerrin Wavechaser and the Shapeshifter in the nighttime streets of Saltmarsh, lest all the worlds' lands fall to ruin...
The party has reunited with a common goal: recover the four missing weapons and prevent an international war! The party must gather information from Keledek the Unspoken and set sail for the Obsidian Isles.
A month has passed since the Cult of Zuggtmoy was banished from the Salmon Coast, but peace is not long-lasting. Talon Serrano's mission to the Styes has brought ill tidings, the monsters of Ringshadow are numerous, and now international conflict is brewing as the vaults of four major powers have all been ransacked...
With Ringshadow descending, Ciaran must finalize his daring escape from Castle Feldren, and Selina must learn all she can from the Green Corn Festival...
Virion and Mystan rush to the Drowned Forest to aid in the ritual to close the portal, while Seklyn investigates in Saltmarsh. Meanwhile, Ciara(n) must make a daring escape from Castle Feldren to rescue their sibling Faeryn.
With the investigation now out of the party's hands, they must turn to three nights of partying and revelry. All they must do is secretly preform a ritual. What could go wrong?
In order to follow the breadcrumbs of Saltmarsh's strange conspiracy, the party must bring the wrecked Bilious Saber to the Lizardfolk's Fortress at the Javan River, so that they might create a duplicate vessel.
Ingo the Drover is aboard the Bilious Saber - though not willingly. In response, Captain Fireborn and the party race on the guard's Rambunctious Devil to catch up to them before it's too late.
The party explore what the burglars and Ingo the Drover were blackmailed with, and by whom.
The break-in at Keledek's Tower seems to point to a much deeper corruption in the town of Saltmarsh, as the players race to protect what leads they have and make sure nothing goes awry...
There's been a robbery in Saltmarsh, and it reeks of a cover-up; Ironbeard needs to be transported from the mushroom caverns; there's a festival coming up in town; the party needs audiences with the Order of Raan; and there's a ritual to preform on the 19th. Will the party be able to juggle all these plates, or will everything come crashing down?
The fellowship is broken! Virion and Uk-thin prepare to duel in Burle, and the situation in Saltmarsh has changed following the Party's disappearance.
Having made it to House Caverns Overlook Rushing Water, the party - guided by Kor Selina/Seklyn - must now venture out from the Underdark and return to Saltmarsh.
With Ironbeard in the Great Mushroom's custody, the party must trek on to a drow town to pick up supplies and a Kor wayfinder to escape Deepearth.
The party has been invited to the Mushroom Appreciation Society, a covert council assembled by the shaman Zyg to deal with the Queen of Rot and Decay's influence. But not everyone is as they seem...
Dr. Jenaro Cauce and the Party are literally hanging over a cliff under the Tower of Zenopus! What's behind the limestone wall, what's in the pit, and what is Dr. Cauce planning? Meanwhile, the colonies prepare for the Green Corn Festival and the Order begins blessing crops, ensuring that Faeryn's bid to starve the region out during Ringshadow is unsuccessful.
What happened in the two weeks of downtime? And what will happen in the Month of Slaying following the election…
Chaos in Saltmarsh! Taking advantage of Gellan Primewater's trial, Faeryn and their allies have assaulted the town, breaking cultists out of the town jail and breaching Hoolwatch Tower to recover the Decanters of Endless Water. Will the party be able to stop their former friend-turned-foe, or will Faeryn escape into the marshes once more?
With the Sea Devil threat vanquished and election on the horizon, Captain Fireborn has shocked the town by announcing that Gellan Primewater will be tried before the election for his interim replacement. Does this mean he is all but guilty? Will the election even happen? And why is there so much security posted for a nobleman's trial...
The Alliance victorious and Sea Devils destroyed or routed, Queen Othokent holds a grand Potlatch in her reclaimed fortress, while the political wheels of Saltmarsh continue to spin
The party continues to push into the Sea Devil Fortress, as the Aquatic Alliance closes in...
Victorious in their scouting mission, the party returns to Javan Fortress with the Aquatic Alliance to wipe out the Sea Devil threat once and for all!
Oceanus has been revealed as a traitor, and several prisoners have been freed. After gaining the knowledge of these seafolk, the party still has one task: infiltrate and investigate the fortress...
The party has been called to the newly completed Allies' Lookout to be briefed on their part in the assault on the Sea Devils. Gathered with the Aquatic Alliance and Keoish forces - including Lt. Commander Ana Fireborn, Captain Eliander Fireborn's daughter - they will prepare to face their hardest challenge yet; avoiding combat...
Uk-Thin has been working with The Unspoken, and the election is ramping up as Saltmarsh gears for War
The Party has a daring plan to capture the Cult of the Crushing Wave and put an end to their scheme on Abbey Isle - but will they succeed?
The party is irrevocably split, but all interests are re-converging on the Isle of the Abbey...
The party is split, and Abbey Isle is not yet theirs. They must not only recapture the island, but also their team...
Lilian has been found, but she is not the same. Fishcod is presented with a test of loyalty, and a simple clean up mission became much more complicated...
With Captain Fireborn's forces mounting and political tensions brewing, Saltmarsh is becoming wound up like a spring. The party, meanwhile, is approached by the Guard with a request...
With Aubreck's chest recovered, the party awaits their pay and returns to Saltmarsh. But a lot can change in twenty days and twenty nights...
The Emperor of the Waves is under attack!
Seeking fortune in salvaging the Emperor of the Waves, the party - with Melody rejoining - set sail
With the mystery of the dunwater lizardfolk solved, contact between Saltmarsh and the Lizardfolk must continue. Will Slatmarsh join against the Sahuagin?
With the Sea Ghost's officers detained or destroyed, the Party must interrogate their prisoners and inform the council. What will come of Sanbalet's trial? Why was the Sea Ghost running weapons for the Lizardfolk?
The party plans to board the Sea Ghost and get to the bottom of the smuggler mystery. Is Gellan Primewater involved? What are they going to tell the council? All this an more will be revealed shortly...
The party will attend the Primewater Banquet, complete their downtime, and take on the Sea Ghost!
The party has captured Ned - and one of the ruffians from the basement - and is returning to Saltmarsh. What was Ned doing tied up in the house? What was the fate of the Bluesons? All this - and more - may come to light.
Who hurt Ned? What happened to the Blueson siblings? And where exactly are the threats in this house?
This will be the first session of the game, where the first adventure will begin!