[12], On ship-to-ship combat, Brandes Stoddard, for Tribality, wrote that "most of what we saw in the [Unearthed Arcana] article of the same name seems to still be in place the same component/battle station format for ships and naval combat. There's a haunted house outside Saltmarsh. Most differences are ultimately cosmetic: some rules have been slightly reworded, and the appearance of some sections within the rules has even been reordered. And Final enemy is level 7. A number of others are converted, new to 5e but not new to D&D. what plots should yo. Though it starts out simple, the adventures slowly get more complex and. Well, first there's Saltmarsh. Ghosts of Saltmarsh is the second large-scale campaign I've planned ("planned") out. GoS has some of the bones of one of those, but it isn't quite there. In any case the log only describes events up until the captain and crew were defeated and consumed by the cannibals. The mysterious island section of this appendix describes and provides tables for generating a variety of uncharted isles ripe for adventure. There are also a few less more mystical environs: eldritch mists, krakens graves, lure lights (the souls of dead aboleth! Ghosts of Saltmarsh makes no sense, here's why. After successfully traversing the dunes and arriving at the abbey runs, the adventurers will discover that the clerics werent wiped out after all. The characters attempt to land upon and cross a region of sandy dunes in which a large number of skeletons are buried in the sand. The final section of this appendix describes and provides a map for three generic underwater locations that you might find useful for insertion into an underwater adventure: a reef, a shipwreck, and a ruin. Related Papers. The appendix starts with rules governing ships. I recommend leveling characters to 2nd level when they have cleared the first and second floors of the mansion and 3rd level by the time they have cleared out the smugglers in the caves below the mansion. it appears that the actual print of the cover looks flatter and duller, Monstrous Monograph: Monstrosities Volume 1. Within this map pack you will find a bunch of maps representing different levels of The Sea Ghost, a smuggler's ship from the adventure The Sinister Secret of Saltmarsh, published in the 5e Dungeons and Dragons module Ghosts of Saltmarsh.. Performance cookies are used to understand and analyze the key performance indexes of the website which helps in delivering a better user experience for the visitors. . If they are challenged, one of the guards tries to escape to 3 for help. Just arrived The Wasteland Wanderer Character Record! Saltmarsh is 1. It has a recommended retail price of $49.95 in the US, and 38.99 in the UK. See Full PDF Download PDF. In the events of the previous adventure, it was discovered that the smugglers were supplying weapons to a tribe of lizardfolk living in a colony near Saltmarsh. The state of her clothing shows her as a potential prisoner. The final adventure of the book describes events on a decaying port which can be established as a self-contained town or as a district of any large coastal town in your campaign world. Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game. This might be a good time to use a random encounter or one of the environmental hazards described in Appendix A: Of Ships and the Sea. You need not utilize the entire trilogy for the adventure's premises to unfold. This website uses cookies to improve your experience while you navigate through the website. Empowering Warlocks: Alternatives to Eldritch Blast. For this session zero I wrote a Ghosts of Saltmarsh Player's Guide. This chapter is dedicated to describing both the town of Saltmarsh and the region around it. The first, Avernus, fell apart. It begins with suggestions for how the DM can tie the standalone adventures in the book together into a cohesive campaign. This may or may not be a sign of more official Greyhawk to come. These cookies ensure basic functionalities and security features of the website, anonymously. As things stand, I would probably wouldnt useSalvage Operation. On the upside, theres a huge variety of stories available here, contained in various table and check results. My party is 4th level, too. Another strength that cant be overstated is the fact that the book actually includes three adventure hubs. Each episode ends on a dramatic cliffhanger for the next episode to follow. It hints that some of the adventures in the book might make ideal side quests for campaign set in a port town (eg. Thousand Teeth a legendary giant crocodile. Furthermore, neither the captains log nor the druid can explain the presence of four ghasts in the cargo hold (though the druid falsely believes them to be emissaries of Lolth). Meanwhile, the Coast Random Encounters table might be more easy to access at the table than the more expansive equivalent table inXanathars Guide to Everything, or you may not have that book. But the means of their death makes it unlikely we can provide any further context to our players: we might think about adding a letter on their persons, but how would such a document have survived water damage when the thieves drowned? Isle of the Abbey introduces evil cultists who worship a deity of your choice. Ghosts of Saltmarsh makes no sense, here's why. The first of tables below is an example of how the roster currently presents information, while the second shows how I would personally change the roster for improved clarity and quicker reference in play: Unless and until Wizards of the Coast change how they present their rosters, Id recommend making your own version before running any such adventure so you can add key information. However if you want to keep them in Tier 1 (level 1-4) Do Salvage Operation instead of Final Enemy. Theres potential here, but its a shame there are holes that need patching by the DM. DMs looking for their next published campaign have a lot to look forward to if they choose GoS. This time, the characters are tasked with an essential role: they are to infiltrate the sahuagin stronghold in the former home of the lizardfolk, and return with intelligence that will bring about the enemys defeat.Their goals are determine the sahuagins strength of numbers, identify key areas of the fortress (which has been modified since the lizardfolk were ousted), discover significant defenses, and learn how soon the sahuagin might attack. I cannot find a way to add things in a way that makes it work automatically, that has that detail of the feat "activate" once level 5 is reached. [6][7] Beadle & Grimm, a Wizards of the Coast licensee, released a special edition called the "Sinister Silver Edition of Ghosts of Saltmarsh". Ghosts of Saltmarsh has a lot of new content-new adventures, dozens of new areas to explore, but today, we're taking a look at what it offers players. There are no encounters preceding arrival, so Id recommend either skipping past the journey or spicing it up the journey. I regret to say that in spite of its exciting settingIm surprised this is considered a classic adventure. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. Cults and cultists are ready-made villains for almost any adventure in D&D, and Ghosts of Saltmarsh ensures that there are some perfectly suited for coastal adventures as well. Functional cookies help to perform certain functionalities like sharing the content of the website on social media platforms, collect feedbacks, and other third-party features. Theres very little to complain about in this book as everything in it is both versatile and succinct when it comes to adventure building and storytelling. In addition, there are optional rumours about the site you can use to encourage the characters to take the job. The village description even has an Intrigue section which includes information about local smuggling operations, providing an adventure hook entirely unrelated to the main quest. As in the main releases in the Dungeons & Dragons Adventure System series, the Ghosts of Saltmarsh expansion sees one to five players becoming heroes with their own set of unique skills and abilities, which they'll be able to add to and improve as they gain experience and level up. The map of Saltmarsh is full colour, but the majority (including the hex map of the region) continue the trend of recent Waterdeep products to return to a more old school line art style. Language links are at the top of the page across from the title. Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game . It was an oddity in its time and is still a bit of an oddity now: if played smart the adventure requires absolutely no combat. They can pick up some rumors at the docks. This appendix includes statblocks for a number of creatures. Part 1: Sigurd's Island. This latter advice is honestly one of my favourite parts of the book: in a few brief paragraphs, it massively increases the play potential of a campaign set in and around Saltmarsh for anyone who also owns TotYP. InTammerauts Fate(along with the hooks for further connected adventures described in this chapter), undead hordes of Orcus are on the verge of being unleashed upon the world. The trouble is that the captains log may not be found as discovering it requires a DC 15 Perception check. Some are republished from Volos Guide to Monsters for convenience. If not dealt with, it will soon emerge and begin a reign of terror in the area. Lean heavily and expand upon the additional adventure hook or hooks you choose to use for motivating your players. These are the Charm of Plant Command, Cursed Luckstone, Helm of Underwater Action, Pipe of Remembrance, Pressure Capsule, and Sekolahian Worshiping Statuette. Kunzelman highlighted that "the history of 'sea adventures' seems a little more mechanically complicated than your average adventure, and it seems like a DM would need to really encourage players in specific ways if they wanted to run these as anything other than dungeon delves with strange enemies not often seen on shore. Otherwise, the attack comes out of nowhere and feels contrived. They then must defend it agaisnt a horde of drowned ones, before venturing underwater to face the drowned ones leader and seal the Pit of Hatred. Its worth remembering that there are also two random encounter tables in Chapter 1: Saltmarsh. | Ghosts of Saltmarsh Arcane Arcade 101K subscribers Subscribe 3.2K 181K views 3 years ago We begin our adventure on the high seas! The final stage of the adventure involves finding and exploring a sunken temple known as Landgraves Folly, where the aboleth keeps and protects a juvenile kraken touched with madness. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. Marshes provide homes for birds; they serve as. The kraken is fed kidnapped beggars and other folks no one would miss, while all the negative emotions of the people of the Styes feed dark magic that accelerates the krakens growth. Aside from the smuggling operation noted above, the final sections of this adventure pertain to further adventures characters could have that are connected to Tammerauts Fate. The Adventures in Saltmarsh section is very useful. (D&D 5e) XP to Level 3 433K views 2 years ago Planning for Ghosts of Saltmarsh D&D5e - GM Tips How to be a Great GM 55K views 3 years ago Tales. This is the first campaign book Ive read through properly, but I understand these rosters also appeared in previous campaign books. The only adventure Im less than keen on is Salvage Operation. The factions provide connective tissue between the adventures in Ghosts of Saltmarsh, but players can easily approach the chapters of the books as standalone adventures or pull Saltmarsh out of Greyhawk entirely without any significant issue". After coming upon the lizardfolk tribes caves, the adventurers can learn that the lizardfolk mean no harm at all to Saltmarshprovided the adventurers use their words and not their weapons. It surprises me that what seem like glaringly obvious issues have never yet been improved upon. This is easily the beating heart of an exploration game, and it doesnt look like it would get repetitive in a hurry".[13]. I can see a lot of characters wanting to take possession of it, especially since you dont need to attune. Ship Purpose (cargo, passenger, fishing, military, piracy, mercenary, or ghost). 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