The summer campaign is based on 5e and the new book of the same name. I am excited because it is an old school series of adventures I ran WAY back in the 80s when I was a new GM. So, when we needed to pause the Mummy campaign for the summer, this was a no-brainer for me.
Background and Setting:
Saltmarsh is a fishing village on an island in the archipelago of Nelanther also known as the Pirate Isles. Historically it has been claimed by many nations. The Moonshaes, Chult, Tethyr, and even Waterdeep. However, nobody has ever truly conquered the over 1000 islands, many of which remain uncharted, due to the extremely dangerous reefs, extreme tides, and unpredictable storms. The northern islands, some refer to as “The Colony Isles” are primarily populated by descendants of seaman of many nations. The largest island, has had many names. Montenegro being the most common, reflective of the dark basalt mountain range in the center of the island. The current “rulers” however call it Keoland. Keoland is officially under the control of Amn. It has a small duchy in the very north of the island that is ruled by a would be king (who the Amnish recognize as a duke) named Kimbertos Skotti. A rough nobleman, his claim to fame is obtaining one of the few usable navigational maps of the northern islands. His ambition is to turn the entire Nelanther into a trading super power. His ambition is large, but his challenges are even larger. For one, the various Pirate factions have proven impossible to defeat in the past. Secondly, the people who live on these islands, many of whom have lived here for generations, prefer to be free and live the same simple lives they always have. Bringing in people to exploit resources and generate trade, and importing military to control the sea lanes is not sitting well with those folks. The party was not planning to be there, and have no loyalties to any party, and will be needed to deal with a threat nobody sees coming.