
"In Saltmarsh, loyalty is as murky as the tides—shift your gaze, and even the trusted can betray."
Storyline
Eda Oweland, a Traditionalist on the Saltmarsh council, suspects a City Gate guard of disloyalty, possibly tied to smuggling activities. She hires the party to investigate discreetly, but the situation is more complex than it seems. Eliander Fireborn, captain of the guard and a Loyalist, believes Eda is stirring up trouble for political gain, while Gellan Primewater, a Traditionalist merchant secretly profiting from the smuggling operation, seeks to manipulate the investigation to protect his interests. The party must navigate this web of intrigue, uncover the truth, and decide how to handle the fallout.
Their choices will affect their reputation with Saltmarsh’s factions and could have long-term consequences for the town.
Culprit

The culprit is Teagan "Silkhand" Varnell at the City Gate
Basics
Starting Location: City Gate
Levels: Any
Adventure Hooks
Eda’s Concern: Eda approaches the party, explaining that she suspects a gate guard of disloyalty and possible ties to smuggling. She asks the party to investigate quietly and report back to her.
Rumors at the Wicker Goat: The party overhears gossip about a guard seen gambling with shady individuals or acting suspiciously near the docks.
Eliander’s Request: Eliander hears about the investigation and requests that the party report to him instead, promising rewards for their discretion.
Rewards
Building loyalty with a faction
Potential Reward (depending on who)
Creating an Ally
Objectives
- Investigate the suspected guard’s activities.
- Determine the truth behind the guard’s alleged disloyalty.
- Decide the guard’s fate and the next steps.
Important Characters
Suspects (City Gate)
Captain Arlen Vorth
Olin "The Tankard" Greybuckle
Teagan "Silkhand" Varnell
Items
Marked Coin
Leads
- Observing the Guard: The guard’s routine includes shifts at the City Gate and evenings at the Wicker Goat. Shadowing the guard may reveal suspicious behavior or meetings.
- Talking to Fishermen: Fishermen near the docks may have seen the guard meeting with smugglers or acting strangely.
- Searching the Guard’s Quarters: A search may uncover:
A marked coin tied to smuggling.
A journal with cryptic notes about suspicious shipments.
Evidence of gambling debts, suggesting a motive for bribery.
Clues
- Witness Reports: Fishermen recall the guard speaking with cloaked figures or disappearing toward the docks.
- False Leads: Evidence planted by Gellan to misdirect the investigation.
Rumors
Rumor Table
d12 | Rumor |
|---|---|
1 | “That guard’s always at the Wicker Goat, tossing coin he shouldn’t have.” |
2 | “I saw him talking to fishermen late at night. Strange for a gate guard.” |
3 | “They say smugglers are back, using the haunted house.” |
4 | “The Sea Princes are moving something big through Saltmarsh.” |
5 | “The guard? Just an old drunk. No traitor.” |
6 | “Scarlet Brotherhood’s got hands in this mess, for sure.” |
7 | “That guard’s been spooked lately. Something’s got him jumpy.” |
8 | “Eda’s just causing trouble to weaken the Loyalists.” |
9 | “The smuggling routes lead straight to the Styes. Always have.” |
10 | “I heard Eliander’s protecting him. What’s he hiding?” |
11 | “The haunted house is more than just smugglers. Dark magic there.” |
12 | “Saltmarsh guards? Loyal to their ale, nothing else.” |
Key Decision Points
Who to Trust: The party must decide whether to side with Eda, Eliander, or Gellan based on their findings and alliances.
Handling the Guard: Options include exposing the guard, offering redemption, or covering up the involvement.
Factional Impact: The party’s actions will affect their reputation with the factions and shape future events in Saltmarsh.
Possible Outcomes
Exposing the Guard:
Eda uses the evidence to damage the Loyalists.
Eliander is forced to discipline the guard, damaging morale.
Covering It Up:
Gellan rewards the party, but they lose standing with Eda and Eliander.
A Balanced Resolution:
The party convinces Eda and Eliander to handle the matter quietly, preserving stability.
Future Hooks
The Haunted House: Evidence points to the old haunted house, setting up The Sinister Secret of Saltmarsh.
The Styes: Leads suggest the smuggling network ties back to this decrepit seaport, opening a larger plotline.
Faction Rivalries: The party’s decisions create lasting alliances or enmities among Saltmarsh’s factions.
Journal & Notes
Notes or journal entries.
