Seizing The Ghost


Adventurers seize The Ghost – a merchant yacht believed to be involved with smuggling and slavery. Will Stoutly, Saltmarsh marine is backstabbed and the original plan goes off the rails.

A chaotic battle occurs on The Ghost – a few smugglers are taken out. The Captain and Witch strike a deal – offering the ship and crew for their freedom. Sar-Gassum and Thalamoir (both unconscious) are taken as insurance/hostages as the 2 smuggling leaders leave.

Session Wrap-up

  1. The captain and witch strike a deal for their freedom.
  2. Adventurers are given control of The Ghost and the remaining crew.
  3. Onboard, adventurers find smuggled goods (brandy, silk, mining equipment and weapons).
  4. 3 Lizardfolk in guest quarters, they are “customers” attempting to buy weapons from the smugglers. Logs show that this has been going on for months.
  5. A sea elf named Oceanus is found in a hidden prison cell. He was caught while investigating suspicious activity on The Ghost.
  6. Adventurers are rewarded an additional amount of gold for the return of the smuggled goods.
  7. The Ghost has been captured along with some of its crew.


  • 170gp per adventurer
  • Set of weighted dice (0gp);
  • Set of greasy playing cards with 2 ace of spades (0gp);
  • Grog Hovels, a book describing taverns and inns along the coastline suitable for patronage by a pirate.

Quest Log

  1. Close the Portal/Fix the Chandalier @ Waterkheel – Demons continue to appear through a portal. A powerful undead drow woman (Yalaga) is the caretaker of the underwater ruins. Kelp and Kjardi now haunt the ruins.
  2. Investigate the Dread Wood – Something unnatural is stirring in the Dread Wood, according to the sun-bathing halfling Ferrin and his seagull, Jonathan.
  3. Crabbers Cove – Gloomy Devil was never found. A halfling named Rat Albert is wanted for further questioning.
  4. Lizardfolk Lair – Adventurers find evidence onboard a ship and the Town Council wants to send a scouting party to a new, nearby lizardfolk lair.
  5. Serve the Crown/ Sail The Ghost – Adventurers who want to serve and aid the crown might be offered the use of The Ghost. Requires a 1-year commitment to the Crown, talk to Captain Elliander, Captain of the Saltmarsh Guard.
  6. Recover a Sunken Treasure – Captain Xendros has mentioned a magical mechanical crab was lost at sea, she would like someone to recover it.  She is not ready to trust adventurers for this mission – a potion of healing has been purchased from her.



  • Guy Windsong  entertainer who is proficient in limericks and maybe a marine supply clerk?, half-elf bard;
  • Kelda Hellsdóttir  a red-headed hermit (follows the steps of her twin sister) on a mission to end slavery in the area. human druid, circle of the coast; (Age 30; H 5’6”; W 117;)
  • Quixsy an elite soldier who broke barriers and became a role model for women. marine veteran, half-orc barbarian; (Age 36; H 5’8”; W 152;)
  • Sar-Gassum (was that Sgt. Awesome?) his previous squad was crushed by a leviathan, soldier, water genasi monk (Age 23; H 6’0”; W 180;)
  • Snaps (Chelydra Serpentina) she enjoys the sea, and hopes to buy some oceanfront property. marine veteran, tortle barbarian; (Age 30; H 5’6”; W 425;)
  • Valamoir A blue-skinned, green haired marine with the blessing of Corellon they are hunting sahaughin, sea elf sorcerer/artificer; (Age 375; H 5’2”; W 132;)


Saltmarsh Character Tracker

Saltmarsh XP Rewards