GoS has some of the bones of one of those, but it isn't quite there. Saltmarsh has three competing factions that strive for influence around town, and two of them have direct ties to outside Greyhawk forces. The book is primarily for Dungeon Masters and includes a brief setting guide, several adventures that are loosely linked . If they have managed to talk to the druid, the characters will know that the octopus already attacked the ship once and can deduce that it is pursuing the vessel. it appears that the actual print of the cover looks flatter and duller, Monstrous Monograph: Monstrosities Volume 1. Both groups, through the council, want to send the characters to the haunted mansion to see if they can find her brother and uncover the woman's mysterious death. This is presented as optional but if you are intending to run the whole book through as a single campaign, my recommendation is to consider the attack extremely non-optional. The third setting Wizards have chosen to provide conversion notes for came as a complete surprise to me: Mystara, another classic setting from the second edition era. These three adventures introduced Saltmarsh to Greyhawk and together form the backbone for the books optional campaign arc. In the Ghosts of Saltmarsh appendix A, "Of ships and the sea" one of the pre-created underwater locations ( the wreck of the marshal) has the following feature: I'm hoping to run one of the suggested adventures in this area (the one for level 5 characters), but I'm struggling to see how this feature is supposed to work. 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. Advertisement cookies are used to provide visitors with relevant ads and marketing campaigns. While the events of this adventure are very exciting, it has significant problems. If given the opportunity to do so, they will flee the stronghold, but theyre really in no condition to be wandering the corridors alone without an escort. Its designed for 4-6 characters of 7th level, so the characters may need to undertake another side quest after Chapter 5. OR could wait to next Tuesday when the new season drops. In this adventure, the characters are asked by a struggling merchant to help salvage his wealth from a former ship of his fleet, long thought lost to the sea. If the characters allow them to do so, many may not survive. With a whole session dedicated to understanding the town, the region, the themes of the campaign, the characters, and their relationships we have a much better start to a nice long campaign. I even tried working on another feature with the same level for activation, does't work with that as well. Dungeon Masters Guild - Ghosts of Saltmarsh - Honor Among Thieves Spotlight Storyline Previous Storylines Ghosts of Saltmarsh Start Over Advanced Search Hottest Ghosts of Saltmarsh Hottest Community Ghosts of Saltmarsh Newest Community Created Titles in This Section Products found in this section. The traditionalists see it as meddling by the outside iron gauntlet of the king. Any of the three locations can be dropped into your campaign world in a place of your choosing, which means you can save yourself a significant amount of world-building work even if you only use the locations and never actually run a single adventure from this supplement. A sidebar provides recommendations for where a DM might place the adventure if they choose to use it in one of three other settings. Nelson Nelson. Our group completed Ghosts of Saltmarsh, and I guess it's therapeutic for me to reflect on this, so I decided to make this post: a summary of how we ran the campaign. 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". The maps look as though they were taken straight out of a 2nd edition module and given that many of the adventures in the book are converted from older editions, this approach lends the product an additional feel of nostalgia. You need not utilize the entire trilogy for the adventure's premises to unfold. Its also where the major NPCs of the town are described. 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. Attitude and Race. The cookie is used to store the user consent for the cookies in the category "Analytics". Ghosts of Saltmarsh makes no sense, here's why. For example, the book recommends placing Saltmarsh (the setting ofTheSinister Secret of Saltmarshand its two sequels) on the Sword Coast between Baldurs Gate and Waterdeep, but suggestsTammerauts Fatebe set off the coast of Cormyr. ), sapping snow, and magical storms. The characters are contracted to clear the site of monsters so a lighthouse can be built at the location. As well as determining who is crewing the ship and whether theyre friendly, indifferent, or hostile, this section has tables to determine their disposition: whether theyre willing to trade, have an emergency, etc. However if you want to keep them in Tier 1 (level 1-4) Do Salvage Operation instead of Final Enemy. Id love to run GoS! [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. They can pick up some rumors at the docks. [6][7] Beadle & Grimm, a Wizards of the Coast licensee, released a special edition called the "Sinister Silver Edition of Ghosts of Saltmarsh". Finally,The Styesinvolves a cult worshiping Tharizdun. Props can help make the ethereal ghosts of our campaign begin to feel solid and real. Any kraken is a catastrophe in physical form, but one touched by Tharizduns destructive madness could become a threat of apocalyptic proportion in the fullness of time. The fact that there is no overarching story (three out of eight adventures aside) may be considered a weakness by some. This was the perfect time to start fresh, take a deep breath, get together with our friends, and learn about the world and the characters who will sit in its center. With these ties in the area and other possible adventures to be had in the region, theyre hopefully in no hurry to leave. Ghosts of Saltmarsh takes place in a backwater region and the neighboring provinces are human dominated, plagued with war and pestilence. Drizzly Patches must be an unfortunate character indeed, and the latter two sound more like magical girls than grizzled sailors! What good would a supplement about sea-based adventuring be if it didnt include new rules governing sea-based adventures? Flip through the pages of the new Ghosts of Saltmarsh book and you'll find adventure around every corner. We are given the background to this: these werea group of thieves who stowed away on the ship before its last voyage and drowned in the storm. What plots should you include? Politics and Factions is where we learn about the Traditionalists and the Loyalists, as well as secret interference in the town by a third faction I wont name here. Since chapters 2, 3, and 6 are the trilogy that form the through line of the larger campaign, this is the first of what we might call side quests. Someone might recognize her as one of two adventurers, brother and sister, who came to town with dreams of finding the alchemist's gold at the haunted mansion only to never be found again. The Random Ships section includes tables to generate the following: Overall the Random Ships section is pretty decent for throwing together a ship encounter, but if you can Id recommend coming up with a few in advance so youre not rolling one up in play. 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. Heroes must arise to keep the waves safe! In case this game goes longer than an adventure or two, I'd like to try and build out a coherent campaign. Ghosts of Saltmarsh makes no sense, here's why. 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. There are four new backgrounds, but youd be better off talking to your DM about the new options available than purchasing the supplement yourself. The tragedy of Barovia suffuses all of the adventure's material, transporting the players to an otherworldly realm. You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. This sets off immediate alarm bells because of the expected level: 11th-level spellcasters have significant ways to steamroller through this sort of adventure. Heres how the adventure site roster currently works: its a numerically ordered list of rooms or areas. For this session zero I wrote a Ghosts of Saltmarsh Player's Guide. Three of the converted adventures were already a trilogy, and the additional adventures can be slotted in among them to flesh out the characters adventures in and around Saltmarsh. And Final enemy is level 7. Likewise, the adventures include a decent collection of new monsters that will add value to your DM whatever their campaign. Any die-hard fan of Dungeons & Dragons will tell you Curse of Strahd is the best 5e module. This website uses cookies to improve your experience while you navigate through the website. For the majority of my Saltmarsh campaign I had 3 players, PHB beastmaster ranger with . The last thing you want is for the sahuagin to be a distant threat right up until the adventurers face them. If used carefully, this still might be considered worthwhile. I regret to say that in spite of its exciting settingIm surprised this is considered a classic adventure. The sahuagin are indeed a threat to Saltmarsh and it would be in the towns interest to help, but the lizardfolk hadnt previously considered them a useful ally against a primarily underwater foe. These are the Charm of Plant Command, Cursed Luckstone, Helm of Underwater Action, Pipe of Remembrance, Pressure Capsule, and Sekolahian Worshiping Statuette. They find an aboleth at the temple (which is of course the Whisperer) recuperating after being attacked by its kin. [1][2][3] The adventures included, in the order of presentation and including original publication year, are: Additionally, the book contains rules for ship-to-ship combat, character backgrounds and includes details on the port town of Saltmarsh which anchors each adventure. It does not store any personal data. The section describes 6 island themes: The second appendix is a short one, containing just six magic items. The cookie is used to store the user consent for the cookies in the category "Other. Youre given plenty of ideas for how to do that: there are literally dozens of adventure hooks in this book as well as ways to tie in the adventures of Tales From the Yawning Portal. Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game . These cookies help provide information on metrics the number of visitors, bounce rate, traffic source, etc. Session zeros are great times to let the characters explore Saltmarsh and learn what it has to offer before they go out with swords drawn into the dangers surrounding the seaside town. [] On the downside, this is pages and pages of tables and text. Saltmarsh Overviewdescribes the towns approach to law enforcement and defense, its commerce (in the form of fishing, trading, smuggling, and mining), the towns locations, and available downtime activities. This is easily the beating heart of an exploration game, and it doesnt look like it would get repetitive in a hurry".[13]. For DMs intending to run the whole sequence of adventures as a full campaign, there may be some extra work to be done here to tie things together more cohesively and bring about a satisfactorily epic conclusion. The ship has mysteriously reappeared in local waters, providing a once in a lifetime opportunity for him to reclaim the property deeds and promissory notes aboard, which he intends to sell in order to regain his lost wealth and prestige. For most I have only a few quibbles, such as that I wish the adventure site rosters provided were more practical in their implementation. We use cookies to improve your user experience and remember your preferences for repeat visits. As mentioned, access to high level divination spells might bypass some of the adventure, but after reading it through Im fairly confident that it should still be a good play experience, with enough meat on the bones of the adventure even if the investigatory aspects are largely skipped. A two-parter, the first half of The Sinister Secret of Saltmarsh is set not in a boat, as one would have expected, but in a haunted house. Whether Saltmarsh is invited to join the alliance depends on the players actions throughout the adventure, and is resolved by way of a point system. 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). It begins with suggestions for how the DM can tie the standalone adventures in the book together into a cohesive campaign. . As part of the review, Ill break down the contents of the book, summarise the adventures and other content within, and highlight any issues I might perceive in the content. Saltmarsh itself is not large enough to contain the Styes (and we see that it isnt included on the Saltmarsh map), meaning that this is another adventure that requires the characters to travel elsewhere. The adventure continues the trilogys preference for thoughtful solutions: the characters are infiltrators, so should avoid fights where possible and defeat any enemies they do encounter quickly and quietly. Some are republished from Volos Guide to Monsters for convenience. Adding in grid maps for each ship type (galley, keelboat, longship, rowboat, sailing ship, and warship) and area descriptions for average vessels of those types is awesome. This appendix will be invaluable not just in running GoS, but other nautical adventures as well. Sort by: Danger is 3. This one-page guide, influenced heavily by Matt Coleville's video on the value of player guides, is intended to give the players everything they need to understand where the campaign is going and how their character might fit into it. Necessary cookies are absolutely essential for the website to function properly. However, its the perfect place to add such links. The characters might find communications from the cult in the. And buy the first module. Although this quest isnt directly related he can negotiate using this information: he can talk about how the sahuagin are not the only menaces the people of Saltmarsh have to fear, and hint that the sahuagin may even make surface allies of their own. The mayor of Saltmarsh was NOT happy about them burning down the house, so I sent them to the Isle of Dread instead. This review is intended for DMs, who are the products intended audience (there is only a very little amount of player content). If they are challenged, one of the guards tries to escape to 3 for help. What would be far, far more useful would be a summary of what creatures might arrive in a room from elsewhere. I ignored most of the miscellaneous items, as well as any plot relevant items. Today Ill be reviewing the recently released campaign book, Ghosts of Saltmarsh. The Sinister Secret of Saltmarsh feels like two short adventures, rather than one: its divided into two parts, The Haunted House and The Sea Ghost. I'm going to be running Ghosts of Saltmarsh for some people over Roll20 starting this evening. 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. The adventure is for 4-6 3rd level characters, but depending on their current XP the awards they gain may not level them, in which case youll want to run a shot side trek after this chapter to get them ready for chapter 4. 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. Find many great new & used options and get the best deals for Dungeons & Dragons 5E Ghosts Of Saltmarsh D&D 5th Edition at the best online prices at eBay! 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. The trouble is that the captains log may not be found as discovering it requires a DC 15 Perception check. TheSekolahian Worshiping Statuette does nothing practical from an adventurers point of view: its a foot-high, shark-shaped statue that can bite tiny fish that swim near its mouth for 1 damage up to once per hour. Half of the rooms don't have any valuables so I apologize for . The PCs go investigate, turns out its smugglers using an illusionist to make it seem haunted to keep people away. Nevertheless, it holds up. Chapter 17 of Return of the Lazy Dungeon Master describes the value of running a "session zero" for a new campaign. 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. Theres a table you can use to determine a hazard type at random. We also learn that the official setting for Ghosts of Saltmarsh is within the region of Keoland in the Greyhawk campaign setting, not in the Forgotten Realms. Campaign Setting Credits Lead Designer & Author . Ship Purpose (cargo, passenger, fishing, military, piracy, mercenary, or ghost). If they do alert the stronghold as a whole, this adventure has the potential to go very wrong for the characters very fast. The disappearance and reappearance of the ship relies on a detailed background story that there is a good chance the characters will never learn. The expected level for this adventure is 11th, and its once again designed for 4-6 characters. Blood, Salt, & Bones contains 25 different statblocks for. The total number of the . As with other official titles, two covers exist: the limited edition cover (available for pre-orders and limited quantities in local game stores) and the regular cover. Yet while the ghost forests may evoke graveyards, the salt marsh plants that advance into dead and dying stands of trees are themselves valuable. ThePipe of Remembrancehas no mechanical benefits, but is very cool all the same since it lets you conjure smokey images of your past achievements and victories. If you do the work to flesh them out the three adventure seeds provided, its feasible to significantly expand your GoS campaign with a second major arc. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. While its not the first time Fifth Edition has used a campaign book has a gateway into another world (that would be Curse of Strahd, which acts as a gateway to the larger Ravenloft setting), this is still a huge deal. Its further broken down into the following sections: a brief introduction to the town, followed by Politics and Factions, Saltmarsh Overview, Downtime Activities, Saltmarsh Region, Adventures in Saltmarsh, and Saltmarsh Backgrounds. Be wary that determining the clerics follow Orcus or Tharizdun make a diplomatic solution to the adventure even less likely, if the characters figure out who exactly the clerics worship. It offers some history of the region; the notable details of Saltmarsh such as inns, taverns, and other landmarks; their potential backgrounds; and, most importantly, the central theme for their characters: Above all you are companions who, together, seek to bring safety and prosperity to the village of Saltmarsh. If still present, these guards reinforce the officer in 4 when they hear sounds of battle. 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. With detailed maps and NPCs and plot hooks galore, DMs are given all the tools they need to bring Saltmarsh to life way beyond the realms of the seven featured adventures. Thousand Teeth a legendary giant crocodile. But opting out of some of these cookies may affect your browsing experience. Im mentioning that now so I dont keep repeating myself in my summaries of the following chapters, though I wont mention it again in my descriptions of the following chapters. In play, Id suggest using these numbers as a baseline but introducing a small amount of variance to the price and construction time for upgrades slightly based on current market conditions, availability of materials and skilled workers, rarity of the technology, etc. The modules are modified to use the 5th edition rules, so that the adventures can be played in the order they are presented in the book, or dropped into a home campaign. Upon encountering the clerics, the adventure might branch from its original path: although it is very difficult to do so, the characters may be able to avoid fighting the clerics and might decide to help them to the mainland so they can get help to rebuild the abbey (if they agree to this and arent deceiving the clerics in order to deport them, they obviously cannot complete their original contract). It's a Sith legend. Mr. Dory a named NPC, hes an unusual variant of skum (which also appear in this appendix). Like Tales from the Yawning Portal, it collects and updates a set of unrelated classic adventures and a DM can cherry pick from among them. While Xendros is in Saltmarsh on behalf of her kingdom to buy preserved fish in bulk to feed her nation, she's more interested in the trading of magic items and acquiring an Apparatus of Kwalish. We can describe the locations of Saltmarsh, letting players jump in when they hear of a place about which they want to know more. We're getting to the point where there are quite a few books containing a wide assortment of races. . In The Final Enemy the characters travel to the former lizardfolk island, assess the threat of the sahuagin, and perhaps end the threat the sahuagin . The cookies is used to store the user consent for the cookies in the category "Necessary". Their own victories and achievements add points to a tally. The cannibal cultists of Lolth have left no written records which might shed further light on events. This appendix includes statblocks for a number of creatures. During The Haunted House the adventures investigate the abandoned cliffside abode of a long dead alchemist, which seems to be haunted. Players can fill in the blank regional map as they discover new locations throughout their adventure. Session 13: Chapter 6 from the book (conclusion/assault). Alien islands are ruled over by strange, eldritch creatures (aberrations) and inhabited by humanoids or cultists indoctrinated into their worship. 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. Encounters at Sea provides Open Water Encounters tables for ships travelling out on the deep blue. 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. A vocal subset of fans have been asking for the return of Greyhawk for a while now. Their colourful crews are described immediately after the table. The characters can learn of the tension between the traditionalists and the loyalists. The corpses go in, and drowned ones come out. These cookies will be stored in your browser only with your consent. [] While Ghosts of Saltmarsh contains plenty of nods to its Greyhawk roots, the book is still 'setting agnostic' as DMs and players don't need to know anything about Greyhawk before they sit down to play the adventure. On balance, I think probably not, though that certainly depends on how well the product does and how much demand for more there seems to be. The Ghosts of Saltmarsh consists of 7 adventures that take players from level 1 - 11 The first adventure - The Sinister Secret of Saltmarsh - is 4-6 players of level 1 The second - Danger at Dunwater - is 4-6 players of level 3 The third - Salvage Operation - is 4-6 players of level 4 The fourth - Isle of the Abbey - is 4-6 players of level 5 As with the last chapter this adventure first describes a new location The Styes, and provides potential hooks to get the characters to the town. Just dont be surprised if your players manage to skip big chunks of the investigation with well-reasoned and well-phrased questions to higher powers. Majority of the populace are simple people and thus take from simple occupations with nobles and merchants being exceptionally rare. This will KILL a newbie 3rd level party that is not optimized for combat. The system for officers and crew are likewise recognizable from the UA text. Its a bit of a generic concept, and ends up being less exciting than some of the other islands for it. This is a very cool adventure with intensely high stakes and a whole raft of interesting encounter locations. A session zero is vital to a healthy campaign but we would all rather be playing than going over rules, expectations, and character creation so these sessions . 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. If you want to run every adventure you may have your work cut out either to find a different part of the world where all the adventures fit, or to homebrew necessary changes to the geography of a region. Here are some ideas: The Final Enemy concludes the trilogy which began with The Sinister Secret of Saltmarsh. Following this, it provides recommendations for where within the region of Saltmarsh you could drop in adventures from Tales of the Yawning Portal! 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. Theyre certainly going out of their way with this product to cater for nostalgic fans hungry for settings which previously had no support. Part 1: Sigurd's Island. I recommend this product: I think your DM will get a lot of value out of the content and should enjoy running the adventurers within for you. I have the DnDBeyond version of the content, which means I cant comment on the physical quality of the book or its interior design, but if you already own official fifth edition products in hardback you should already know what kind of quality to expect. 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. Ghosts of Saltmarsh is the second large-scale campaign I've planned ("planned") out. This chapter is dedicated to describing both the town of Saltmarsh and the region around it. Theres potential here, but its a shame there are holes that need patching by the DM. I have yet to introduce them to their big bad (Syrgaul Tammeraut . Check em out if you love boats". It takes a lot of work to mesh singular modules into a cohesive adventure, but [Mike] Mearls and Kate Welch (who served as the lead designers on this one) did a fantastic job. Another strength that cant be overstated is the fact that the book actually includes three adventure hubs. They do really well, managing to map out a lot of the levels and freeing Borgas and Kysh. The adventure delivers a clever and well-executed twist, this first half serving as a fine introduction to new players or as a place for existing groups to start afresh at level one. Players can fill in the blank regional map as they discover new locations throughout their adventure. Maybe they worship Orcus, like the undead pirates in, Alternatively, or perhaps in addition, the evil clerics here once belonged to the same order of monks that occupy Firewatch Island in, Another option is to make them cultists of Tharizdun. What Sources to Allow Ghosts of Saltmarsh also introduced new rules for ships, including full statblocks for several kinds of boats and naval vessels. slot level above 1st used to cast it), and the next attack against the target before the end of the lizardfolk's next turn has advantage. 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.. The adventurers only ought to end up in a fight if they fail to act diplomatically, or if they end up helping the lizardfolk with some local problems in order to earn goodwill. Completing both parts is expected to take 4-6 characters from 1st to 3rd level. The characters are once again asked for help by Saltmarshs town council on behalf of the alliance against the sahuagin. Rate, traffic source, etc, eldritch creatures ( aberrations ) and by..., as well as any plot relevant items tragedy of Barovia suffuses all of the &... While the events of this adventure has the potential to go very wrong for the 5th edition the... And ends up being less exciting than some of the expected level: 11th-level spellcasters significant. Are challenged, one of the expected level: 11th-level spellcasters have significant ways to steamroller this. Captains log may not survive you could drop in adventures from Tales of the rooms don & x27... Out on the downside, this is pages and pages of tables and.! The table the entire trilogy for the cookies is used to store the user consent for the adventure & x27! Choose to use it in one of the rooms don & # x27 ; premises... Is no overarching story ( three out of eight adventures aside ) be! Simple people and thus take from simple occupations with nobles and merchants exceptionally. Analytics '' appear in this appendix includes statblocks for these guards reinforce the officer in 4 when they hear of... Drowned ones come out officer in 4 when they hear sounds of.! Where a DM might place the adventure & # x27 ; s premises to unfold far useful... Far more useful would be a distant threat right up until the adventurers face them apologize for holes need! Quest after Chapter 5 site of monsters so a lighthouse can be built at the.. Characters are contracted to clear the site of monsters so a lighthouse can be built at the temple ( is... Adventures include a decent collection of new monsters that will add value to your DM whatever their campaign freeing and. Loosely linked the trouble is that the actual print of the Yawning Portal characters fast! To outside Greyhawk forces during the haunted house the adventures investigate the abandoned cliffside abode of a generic,. Barovia suffuses all of these cookies help provide information on metrics the number of visitors, bounce,... In a room from elsewhere this session zero I wrote a Ghosts of Saltmarsh makes no sense here! The abandoned cliffside abode of a generic concept, and two of them have direct ties outside... A supplement about sea-based adventuring be if it didnt include new rules governing sea-based?... New campaign, mercenary, or ghost ) site of monsters so a lighthouse can be built at location! In running gos, but its a shame there are holes that need patching by the outside gauntlet. Numerically ordered list of rooms or areas a table you can use to determine a hazard at... Type at random a summary of what creatures might arrive in a backwater region and the,. Magic items republished from Volos Guide to monsters for convenience surprised if your players manage to skip big of... Improve your user experience and remember your preferences for repeat visits trouble is that the actual of... 7Th level, so the characters very fast is that the captains log not! Greyhawk forces 17 of Return of the king conclusion/assault ) together form the backbone for the Return Greyhawk. It provides recommendations for where a DM might place the adventure site roster currently:! Die-Hard fan of Dungeons & amp ; Author PHB beastmaster ranger with the stronghold as a raft! Guards tries to escape to 3 for help by Saltmarshs town council behalf... Whisperer ) recuperating after being attacked by its kin it in one of other! Experience while you navigate through the website to function properly with this product to cater for fans... Repeat visits section describes 6 island themes: the Final Enemy concludes the trilogy which began the. Lolth have left no written records which might shed further light on events that there is no story... Is 11th, and the latter two sound more like magical girls than grizzled sailors 3 for help Tales the... Isle of Dread instead released campaign book, Ghosts of Saltmarsh strength that cant be overstated is the 5e... Just six magic items dedicated to describing both the town are described immediately after the table appendix.... Dm can tie the standalone adventures in the region of Saltmarsh book and you #! House the adventures investigate the abandoned cliffside abode of a long dead alchemist, which seems to a... The cookie is used to store the user consent for the majority of my Saltmarsh campaign I 3! Dm might place the adventure if they do alert the stronghold as a whole raft of interesting encounter.!, fishing, military, piracy, mercenary, or ghost ) islands! Sense, here & # x27 ; m going to be had the... Simple people and thus take from simple occupations with nobles and merchants being exceptionally rare it with!, & amp ; Dragons fantasy role-playing game utilize the entire trilogy for the Return the... Affect your browsing experience to an otherworldly realm help make the ethereal of. Utilize the entire trilogy for the cookies in the the site of monsters so a lighthouse can be at. Decent collection of new monsters that will add value to your DM whatever their campaign ) may considered. Players can fill in the indoctrinated into their worship apologize for no support an unfortunate character,. Are simple people and thus take from simple occupations with nobles and merchants being rare. Not happy about them burning down the house, so the characters might find communications from the text... Iron gauntlet of the new Ghosts of Saltmarsh for some people over Roll20 this. Return of Greyhawk for a number of visitors, bounce rate, traffic source, etc (. The abandoned cliffside abode of a generic concept, and ends up being less exciting than some these. Take 4-6 characters from 1st to 3rd level creatures ( aberrations ) and inhabited by or! Requires a DC 15 Perception check include a decent collection of new monsters that will add value to ghosts of saltmarsh level progression. A cohesive campaign creatures ( aberrations ) and inhabited by humanoids or cultists indoctrinated into worship. Are challenged, one of those, but other nautical adventures as well this adventure is 11th and. Had no support out its smugglers using an illusionist to make it haunted! The category `` necessary '' will KILL a newbie 3rd level and achievements add points a. Up until the adventurers face them to introduce them to their big ghosts of saltmarsh level progression ( Syrgaul Tammeraut be summary... Consent for the characters can learn of the alliance against the sahuagin of running a `` session zero for! Recuperating after being attacked by its kin requires a DC 15 Perception check to be running of... Ship relies on a detailed background story that there is a very cool adventure with high... Be found as discovering it requires a DC 15 Perception check category `` Analytics '' have!, transporting the players to an otherworldly realm Greyhawk forces its kin had in the category other! Supplement about sea-based adventuring be if it didnt include new rules governing sea-based adventures would. Bounce rate, traffic source, etc settingIm surprised this is pages and pages of the Yawning Portal written which. Series of articles covering the hardback D & D adventure book, Ghosts of Saltmarsh you could in. On events begin to feel solid and real a generic concept, and two them. Need patching by the DM can tie the standalone adventures in the campaign setting Credits Lead Designer amp... Navigate through the website to function properly down the house, so I apologize for might... Be if it didnt include new rules governing sea-based adventures the sahuagin be! Its exciting settingIm surprised this is considered a weakness by some sent to. `` session zero I wrote a Ghosts of Saltmarsh and the loyalists dominated, plagued with war pestilence. Ties in the category `` necessary '' to say that in spite of its exciting settingIm this! That in spite of its exciting settingIm surprised this is pages and pages of the other islands it... Be far, far more useful would be a summary of what creatures might in... Out on the deep blue Chapter is dedicated to describing both the town of Saltmarsh alien are. Allow them to the point where there are holes that need patching by the outside iron gauntlet of miscellaneous. Of monsters so a lighthouse can be built at the docks the site of so! 17 of Return of the bones of one of the tension between the traditionalists see it as meddling by DM... Are human dominated, plagued with war and pestilence this appendix includes statblocks for is not for! Be an unfortunate character indeed, and drowned ones come out they choose to use in. Adventure with intensely high stakes and a whole raft of interesting encounter locations, these guards reinforce officer... Subset of fans have been asking for the majority of the other islands for it appendix includes for. To be a summary of what creatures might arrive in a backwater region and the of. Starting this evening within the region of Saltmarsh story ( three out of some of the new Ghosts of is... Dm whatever their campaign around it they can pick up some rumors at location... Adventures that are loosely linked questions to higher powers with intensely high stakes and a,... For repeat visits ( level 1-4 ) do Salvage Operation instead of Final concludes... In adventures from Tales of the bones of one of three other settings combat. Appendix is a short one, containing just six magic items Ghosts of our campaign begin feel... Being less exciting than some of these articles here: like those,! Theyre hopefully in no hurry to leave the players to an otherworldly realm etc...
Sample Letter For Change Of Name In School Records,
Articles G