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Ghosts of Salt Marsh

This should be expected, You find yourself drenched shin-deep in a murky and gunk-like substance. If you look around, you'll see mangroves and what appear to be a few shabby houses just across the bog. Anyone with religious tie-ins must do an immediate Dexterity or Charisma saving throw. This is because, from the little you know, you are on a dormant battleground of a war between the spectral and the holy. Blue specters see you as a threat unless you tell them to help.  

Branch Path 1 (Literal)

If you manage to convince the specters that you aren't a threat, and you wish to follow the Ghosts of Saltmarsh, then they'll lead you to their station in this marsh that you find to be their native resting territory. According to the specters, clerics of various faiths banded together to do a mass exorcise on this one plot of ghostly land. Since these beings are vulnerable to most cleric spells, many of their artificers have developed these rock golems that can provide protection and alternative forms of damage in battle. The fuel for the golems, a highly reactive source of sodium, has begun to run short due to the clerics raiding the once-renowned Bayou of Saltmarsh. You would either need to search for as much salt left in the murky unknown or infiltrate the Cleric base to regain the stolen sodium.   Later, you'll have the option to participate in the war or leave while you're ahead (Potential loss of new summon)  

Branch Path 2 (Symbolic)

  If you don't gain the trust or wish to be the threat of these specters, then you'll see a lone cleric scout recruit you, asking if you want to make some Ghosts of Saltmarsh. She'll guide you to their Bunker of The A-Men, which has been well-fit for war from what you can tell. The A-Men are boisterous, flaunting what kind of god or goddess they chose (Methods work differently here) and how much they really don't like the ghosts. They say that despite everything conceptually different about their deities, removing an unnatural and grotesque phenomenon of floating creatures of undeath is unanimously agreed upon among them and as such with their followers who wish to mobilize after you become their last recruits. The A-Men have you do numerous tasks, and since they saw you in the marsh you gain some preemptive respect. These tasks include checking weapons, instructing prepared spells, attending intel meetings, and perhaps infiltration and sabotage on some random constructs the ghosts got from "slain artificers."   Later, you'll have the option to participate in the war or leave while you're ahead (Potential loss of new item)
Type
Wetland / Swamp

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