Saltmarsh Session 0 – DM Notes

Saltmarsh, a small fishing town along the sword coast north of Waterdeep seems an unlikely place for strangers to meet and gather, but yet this seems to be where we begin.  Jikra, Thrace, and Phesemir have been around town for a while and have gotten to know a few of the local inhabitants.  Jikra arrived with several folks that have joined the town guard but he may be looking to do something a bit different while he is here.  Thrace arrived with the dwarven mining group and has been helping them with a few odds and ends but comes to town frequently to spread light among the inhabitants.  Phesemir is here on commission from his employer to transcribe a few books.  He is staying with his host to make the transcribing more easily accessible.  They have learned so far about the town council and a few of the local hangouts.  The town council is made up of Eda Oweland, a local noble who owns three large fishing vessels; Gelln Primewater, a dapper older gentleman whose family is primarily focused on trade goods; Eliander Fireborn, captian of the guard; Manistrad Copperlocks, a dwarven woman who leads the local mining group; and lastly Anders Solmor, a personable young man whose family owns several smaller fishing vessels.  There is a bit of tension in town as Dagult Neverember, Lord Protector of Neverwinter, has started to take interest in the sleepy fishing town as a possible trade outpost.  The mining operations that have recently started are also backed by the Neverember.  The ruler has visions of expanding the small town and its docks to increase trade in the area and pad the coffers of Neverwinter.  The locals however prefer their sleepy town as it is.  There are three taverns/inns in town where folks gather for conversation, food, and drink.  The Wicker Goat that seems to be the local hangout for the town guard and those dwarves from the mining community that make their way into Saltmarsh.  The Empty Nest that seems to attract a seedier clientele, however the inn owner has no qualms at throwing disruptive patrons over the railing into the cold salt water.  Finally, the Snapping Line run by Hanna Rist who offers local faire and wine with a few imported options available if the local “Claw Wine” does not suit their fancy.  She has also started to acquire a few fine teas for Phesemir and experimenting with possible delicacies for the fine dwarven noble Thrace to attract their patronage.    The Snapping Line is where they meet Tearmann, Laddie, and Tariq who are new to Saltmarsh, although the distance they traveled to get here varied wildly.  Laddie was the closest having been in the wilds for some time, wandered into town who shared a handful of orange berries with the group, only Tearmann seemed to be brave enough to give them a try.  He also paid some attention to Llewella, the squirrel that seems have befriend Phesemir and appears quite attentive.  Tasted a bit like sweet crab but were very filling.  Tearmann, who has been patrolling the border lands to the forests protecting civilized peoples from the dangers of the woods. And Tariq, who just arrived by vessel from the far away land of Zakhara in search of artifacts.

During his stay Phesemir heard rumor of a house not far from Saltmarsh that may contain a library and some artifacts that belonged to an alchemist who once lived there.  According to these rumors the place seems haunted as eerie lights have been seen emanating from within and those brave enough to enter the run down mansion have heard ghastly shrieks and left before investigating any further.  After much lively conversation where berries come from and who may or may not be able to walk on water, the group decided that taking a look at this local site might be an interesting thing to do.  Everyone agrees to meet in the morning and heads out to get a night’s sleep.

And so our adventure begins.

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