The party returns to Saltmarsh returning the sentient painting and bringing sad tidings.
A man rushes up the docks and into Oweland's home. Curious, Adlia moves closer to overhear that this man's captain was stolen from the deck of his boat by an enormous crab. The Try-hard Misfits gather to help retrieve the missing captain.
The Try-Hard Misfits have left the guildhouse behind, but unbeknownst to them, someone saw them leave. Now the alarms are being raised and the whole town seems to turn out to waylay them.
The party secretly infiltrates the Guildhouse to retrieve Primewater's portrait of the king.
Karyssa has a problem with undead in the Tipsy Tavern's cellar. Will the Tryhard Misfits rise to the call?
Having cleared the natural well of the Grick, the party works out a plan to liberate the famed painting of Kimberos Skotti from the Agile Hand.
The party arrives safely at Redshore to begin exploration prior to freeing the stolen painting, but are immediately tasked with a quest to cleanse a natural well.
Primewater's expensive portrait of King Skotti has been stolen. Fireborn wants the Try-hard Misfits to retrieve, covertly.
The characters wrap up threads from last session and we add a new player before setting up next session.
The party gets awakened by a loud clatter that reverberates within their rooms and head out to find the source of the din.
After returning from the island, the party needs to decide what to do regarding their prisoners, check in with the Merchant's Guild, and they discover a new encampment in town.
The party is deep within the winding tunnels of the abbey with a foul stench invading their senses. Will their search ever end and what will they do with the veteran guards?
The party has resolved the cultists camping out in the ruins of the abbey, but they've learned that there is a secret treasure worth ten thousand gold and want to recover it before heading back to the Sea Mariner's Guild.
The party heads out from Saltmarsh to procure the island for the Sea Mariners guild.
The Try-hard misfits have returned from the Dwarven Mine and are catching up with activities within Saltmarsh.
The Try-hard Misfits have discovered tracks that seem to indicate Dwarves have taken Mafera's prized anvil. Can they retrieve it before it disappears forever?
The part finds itself within the cavern lair of Ixitxachitl and discover new dangers returning to the surface.
The party has located Krichelle who wants some supplies from her father's ship that crashed upon the Tyrant's shards. She won't be able to pay much, but she only wants a few items from the ship that are sentimental, a Sextant and a painting of her and her father.
The party has just captured the Sea Princes ship "The Gladiator" and it's now time to head back toward Saltmarsh. Will they face clear skies and following winds, or will Procan frown upon their endeavor and send them astray?
Our heroes are on-board the Emperor searching for Aubreck's chest. Will they find it within the bilge? What will happen when they return back to the Soul of Winter? Are there other forces searching for it?
Continuing the search for Aubreck's treasure chest
Aubreck Drallion heard the song Tryhard Misfit's sighting his ship the Emperor of the Waves. He has requested that the group be his boarding party to retrieve his treasured chest that includes all of the promissory notes of his fortune.
The morning after returning to Saltmarsh, Capt Fireborn commissions the party in a mystery
Manistrad Copperlocks has had some mining equipment hijacked by the Sea Princes who have now approached her with a ransom fee. She's contracting the party to go negotiate on her behalf.
You were able to negotiate a peace with the Lizardfolk upon learning of their upcoming war against Sahuagin and have earned several weeks of downtime. Most of the party regularly practices Draconic, while Mina works on her herbalism skill.
A large promontory point rises out of the marsh across the Dunwater river. The trail you've been following fords the river and then runs straight to a cave within the bedrock.
Immediately after returning with the smuggler's ship, the Sea Ghost, you headed out of town to thwart zombies reeking havoc upon the town and surrounding countryside. In those 4 days away, the pirates have been questioned, the lizardfolk have been interrogated, and the contraband has been properly distributed. The lizardfolk are heading to war and the council wants to know more about their lair, particularly their defenses and offensive capability and target.
You've taken down the pirate crew aboard the smuggling vessel, the Sea Ghost, but you haven't had a chance to explore it. You'll want to be back at Saltmarsh by dawn in case there are other vessels out here. What cargo is the hold containing? Is there more to the request from the Lizardfolk? What do you do with the Lizardfolk?
You've returned to Saltmarsh in victory. You've been through the entire mansion and uncovered the reasons for it's hauntings. Now it's time to bask in the praise from the council on a job well done, receive your reward and move on to your next challenge.
As we left our heroes, they had finished exploring the second and first floors of the haunted mansion and in the last room had just heard the loud mocking words "Welcome Fools! Welcome to your deaths!" with fiendish laughter echoing away.
After fighting your way through the wild grounds, you have entered within the ramshackle mansion. Each of you have seen or heard furtive motive but so far no living humanoid has been seen. Is the house truly haunted? Is there a banshee waiting on the first floor?
You arrived in Saltmarsh a few days ago. Hoping for hero's welcome, you are unceremoniously dumped off at The Snapping Line, a small inn and tavern built into a modified fishing vessel. What might've otherwise been quaint, feels too realistic thanks to the cramped quarters, narrow passageways, and the ever-present smell of rotting fish that has been your unwelcome companion the last few weeks on your travels. The feeling is so complete that you've sworn the floor has rolled beneath you. And just like a real ship, you're confined within its frame. The city watch guards the entrances and turns you back any time you attempt to explore the village. Today brings hopeful news, though: you and several other persons who recently arrived are being brought to the town council for induction into this village. If they see your worth you can finally start pursuing your dreams of wealth in the surrounding countryside.