1. Quests

U1 Sinster Secret of Saltmarsh

This quest is completed.

Session 3 & 4

Having shopped, studied, and generally restored themselves, the party seeks aid from Welgar Brinehanded at the Temple of Procan to both provision and ask questions related to the Sailors’ Cipher they found in Sanbalet’s possession. Clues lead them to understand it’s related to a signal call/response code that the smugglers no doubt use to conduct their business safely and in secret.

Arriving at the Saltmarsh Town Council, the party discovers it is in session. Eliander Fireborn first discourages them from interrupting the council but eventually relents. They find the council arguing about the direction King Scotti wants to take Saltmarsh, with goals to use the proceeds from the Copperlocks mining interest, as well as taxes generated from Saltmarsh’s continued growth, to transform the village into a stable naval base of operations and an anchor for pursuing an end to the Unknown. It is clear that Eda Owenland and Gellan Primewater represent the Traditionalists, who would see Saltmarsh continue as it has been, while Eliander Fireborn and Manistrad Copperlocks are invested in the village’s growth and adherence to the King’s desires.

The party informs them of the smuggling operation, earning the council’s respect, though they grow suspicious of Gellan Primewater as he appears eager to quickly move past any details of the operation itself. They are paid their rewards from Anders Solomor  for clearing up the mystery of the Haunted Mansion and offered a contract by Copperlocks to deal with the smuggling operation once and for all, for the benefit of all of Saltmarsh.

Shardona Lightbright and Beldroth tail Gellan back to his mansion, while the rest of the party prepares and heads toward the Empty Net. At the Empty Net, Durik Ironhide impresses the crowd by buying them drinks, earning their favor and shaming the tavern owner, Kreb Shenker. The party meets with two guards provided by Eliander Fireborn and sets out in search of the smugglers.

Arriving at the Haunted Mansion, the party decides to disguise themselves as smugglers and uses the  smugglers pinnace, and Sailors’ Cipher to signal the smugglers and arrange a rendezvous. Gaining entry to the ship, they mount a surprise ambush on a lone sailor. They discover a group of lizardmen sleeping on board the ship and attempt to assassinate them. Sadly, they fail to seize the moment, and the noise they make causes the smugglers to investigate. An epic battle ensues with the smugglers, resulting in the near-death of Barrister Alemen as the party defeats them and captures the captain. Fearing that Barrister was dead and wanting to exact revenge, Beldroth kills the captain in cold blood. A search of the ship yields two wonders: a sea elf named Oceanus, who was tracking a strange arms shipment the smugglers were loading, and the shipment of weapons itself. It is learned that the lizardmen are purchasing large quantities of weapons, likely to mount an offensive against the local inhabitants. The party returns to Saltmarsh to inform the Town Council and prepare for what comes next.

Session 2

Finding yet another secret door, the party exited the wine cellar and entered the main cellar area of the mansion. There, they found what appeared to be a temporary barracks for up to ten individuals. An examination of the space revealed a curiously chained door with a sign that contained the sloppily scrawled word "danger" on it, and another secret door which gave way to a cavern system.

Choosing the cavern system, the party was soon ambushed by a mage leading a group of gnolls and smugglers. After a hard-fought battle, the party continued deeper into the cavern system, soon finding a hidden smuggler's cove with a group of smugglers attempting to flee the scene. 

The party was able to parley, convincing two of the smugglers to surrender, but the other two refused to be cowed by words and were quickly put down. A deal was struck: the remaining smugglers' liberty in exchange for information and to act as porters while the party determined to investigate more of the mansion before returning to Saltmarsh and claiming their reward...

Session 1

Saltmarsh

The sailors of Saltmarsh have a saying, “May the tides offer more to you than they take.” The party, with dwindling coin and little prospect of enriching themselves through conventional work, was certainly hoping for a changing of the tide. Resolving to change their fortunes, they hatched a plan to explore and loot a nearby abandoned mansion. Rumor had it that the mansion was haunted, and the leaders of Saltmarsh wanted this rumor dispelled to remove the stain on the village. There was both coin and notoriety for anyone brave enough to face the ordeal.

After taking the time to provision themselves and acquire whatever knowledge and rumors they could from the local dockside taverns, the party embarked on their mission. Tension and heart rates increased as they entered the abandoned mansion. While searching, the party, with the exception of the stalwart ranger, was set upon by terror from what they believed to be a spectral sentry. An investigation revealed it was the work of magic, not spirits, as a magic mouth trap was found guarding a secret entrance to the wine cellar. Descending into the cellar, the party found the remains of an unfortunate adventurer, whose previous attempts to learn the secrets of the manor had ended in his untimely death. His corpse, infested with rot grubs, proved too tempting for the cleric, who narrowly escaped death after being attacked by the grubs. The threat was skillfully dispatched by the ranger and thief, and the party, perhaps in their greed, unceremoniously took possession of the fallen warrior's equipment, offering neither eulogy or prayer for the poor mans soul.

Steeling themselves against the further secrets and dangers the manor had in store, the party prepared to continue their quest.