Sigurd Snake-Eye is dead and the pirate smuggling operation surely disrupted, but Punketha managed to escape on the Sea Ghost. In addition, the party learned that the Lizardfolk denizens of the swamp aim to arm themselves for a coming conflict. After being rescued by Scarin, Jhon and Thurwyn, the party returns to Saltmarsh's town council to discuss what will happen next…
After dealing with the undead in the cellar, the party checks out the hidden room beyond the skeletons and then continues investigating the Hill House...
Regrouping after the death of Scrimshaw, the party goes once more to investigate the Hill House for Councilman Solmor, this time joined by two new companions…
At the request of Councilman Solmor, our adventurers investigate rumors of paranormal activity at the Hill House outside of Saltmarsh. However, they don't get past the front door before falling into mortal peril...
The provisional party makes port in Saltmarsh and splits up to gather information, make arrangements, and honor the memory of Captain Callistan.
Six noviates hired by the Ring & Wren Adventuring Company run into trouble on the high seas during their voyage from Felstadt to the town of Saltmarsh.