Escape from the Abyss

Welcome to the Marsh
Sinister Secrets

The Stranger and company arrive in the fishing and shipping town of Saltmarsh to investigate the origin of Longspear’s new selected treasurer Garrit Loften. Their inquiries amongst the townsfolk and merchants eventually lead them to the town council, the council of six.
The six council members represent the significant town interests, Fishing/Shipping (Piracy) Senga Gunn, Law Enforcement/Justice Farthroy Hrebthurd, Property/Taxes Tikan Timertikos, Trade/Commerce, Tormont Lassiter, Infrastructure/Utilities Mercule Aerakin, and Spirtual/Mystical guide Sovaile Makaster.
The Council offers little information on the individual in question, but suggest they may be able to find out if the party investigates an abandoned property three miles outside the city walls, The council wishes to annex the property for the town but in order to satisfy the bureaucracy must have the Mansion and grounds investigated in order to proceed.
During their investigation the party discovers that the Mansion has been staged to appear haunted for the purposes of deterring curious folk from the location, an Illusionist and a band of thieves have set up a smugglers den in the basement of the mansion working in coordination with Pirates for the purposes of smuggling fine or illicit goods into Saltmarsh without taxes or seizure.
The party defeats the smugglers and notifies the Council of their findings; Senga Gunn surmises that the party has only uncovered one aspect of the smuggling operation, without discovering or eliminating the Ship itself the smugglers will simply set up a new location to work from. The Stranger informs Ms. Gunn that such work is not why they arrived in Saltmarsh and inquires about the Council’s investigation into their mysterious new Treasurer in Longspear, the Mysterious Garrit Loften.
Torment Lassiter informs the party that Mr. Loften served as the 2nd to only Mantifer Panitker in House Panitker’s Merchants Guild. Mr. Loften was forced from the guild when he was overzealous with some of his own smuggling operations. The council failed to understand any connection between Mr. Loften and the Scarlett Brotherhood, but they themselves admit they don’t know where Loften came from prior to his work for the Panitker Guild.
The Council requests the party aid them in eliminating the Smuggler’s shipping aspect of their operation promising a substantial reward for the capture or elimination of the perpetrating ship and crew.

South Western Keoland
Down the River.

Captain Kirby sends the Stranger south down the river to the coast of the Azure sea to the town of Saltmarsh to investigate possible political origins of a candidate up for selection in Longspear. Investigations have traced the suspect’s origin back to the fishing town of Saltmarsh where the Stranger and his escort will pursue any leads that will shed light on the suspicious and alarming influence of the Scarlet Brotherhood.

The Yeomanry League

The Stranger awakes in the fortified town of Farvale along the north west edge of the Yeomanry, along the base of the Crystalmist mountains.

He and his tribal rescuer, Bear make for the capital Loftwick, where the Stranger meets Quinton and a mysterious benefactor with unique abilities and a vast fortune. The Benefactor reaches out to the Stranger when Quinton is beaten and arrested by the town guard without explanation. The Benefactor request the Stranger’s aid to assist one of his agents in freeing Quinton from the jail and fleeing west to Longspear where agents of the Benefactor’s guild can hide Quinton from the forces that wish to do him harm.

Once in Longspear, The Stanger meets Captain Kirby, the senior member of the guild and owner of the River Run tavern. Captain Kirby confides in the Stranger of a coup in the Hold of the Sea Princes undertaken by the mysterious Scarlet Brotherhood. Unnerved by the brotherhood’s boldness Captain Kirby seeks the Stranger’s aid in curious happenings in Longspear.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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