Interspersed throughout the locations are plenty of adventure hooks: for instance, the docks have their own section which includes a random table of rumours that might be overheard there. As youd probably expect, there is very little content aimed at players. Saltmarsh is 1. This appendix will be invaluable not just in running GoS, but other nautical adventures as well. Saltmarsh has three competing factions that strive for influence around town, and two of them have direct ties to outside Greyhawk forces. Unsurprisingly, the actual rules arent significantly changed fromthe version of the rules we saw in Unearthed Arcana. Causing the kraken to flee avoids that horror, but taking the long view it may be a worse result: hidden in the ocean depths the kraken can grow to adulthood unopposed. Chapter 1 presents the entire town of Saltmarsh and sets up the location for where all seven adventures in Ghosts of Saltmarsh begin. After the island broke into war between two factions, one group escaped the conflict using the ship. Isle of the Abbey introduces evil cultists who worship a deity of your choice. This sets off immediate alarm bells because of the expected level: 11th-level spellcasters have significant ways to steamroller through this sort of adventure. 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. Guildmaster Tabeth of the mariners guild is aware of the town councils alliance with the lizardfolk, and their fears of sahuagin attack (as a lead figure in the mariners guild, he certainly should be in the loop). If the characters allow them to do so, many may not survive. Sanctum islands are inhabited by creatures that want to protect themselves from raiders or live in isolation. See Full PDF Download PDF. These are adventures, and theyre good, but theyre good for very specific things. 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. 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. Typical inhabitants include beasts, plants, and fey. The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional". I initially liked the book, came up with a bunch of ideas, and then realized I didn't like the book. Sort by: The section describes 6 island themes: The second appendix is a short one, containing just six magic items. The guards in 3 reinforce this room if summoned (see below). Well, first there's Saltmarsh. By clicking Accept, you consent to the use of all the cookies. I even tried working on another feature with the same level for activation, does't work with that as well. These cookies track visitors across websites and collect information to provide customized ads. In addition, the DM is tracking the sahuagins alert level, the raising of which has consequences for the battle. The corpses go in, and drowned ones come out. Ghosts of Saltmarsh (hereafter referred to as GoS) runs to 256 pages, which is the typical length of a Fifth Edition product by Wizards of the Coast.It has a recommended retail price of $49.95 in the US, and 38.99 in the UK. The section Owning a ship has been removed entirely, along with the downtime action Managing a Ship. Fortunately, its completely disconnected from the main arc and is easily replaced. Check em out if you love boats". You need not utilize the entire trilogy for the adventure's premises to unfold. What Sources to Allow 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. 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. There's a haunted house outside Saltmarsh. Its crew dropped anchor at an island to look for food and water, only to fall victim to the cannibalistic tribes which lived there. 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. Otherwise, the attack comes out of nowhere and feels contrived. [2], Christian Hoffer, for Comicbook, wrote that "the book contains a surprising amount of references and nods to its Greyhawk roots. I could wish for more specific types of mysterious island because I think theres a lot of untapped potential still, but perhaps well see a collection of additional types on DMsGuild one of these days. 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 We don't need eye-popping strong starts at the beginning of the session. 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. Completing both parts is expected to take 4-6 characters from 1st to 3rd level. The Sea Princes, another Greyhawk faction, also play a role in the book. Note that a similar sidebar gives localisation guidance for each adventure in this book. Such a refined and focused drive for the characters helps ensure the players bring characters to the table who will work well together and fit the theme of the campaign. If the characters can find signs of the single clear path, they can follow it safely through the dunes. All sample ships come with a map (with the exception of the rowboat, which obviously doesnt need one). 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. Even though her country is led by an evil half-demon demigod Keoland and Saltmarsh accept their business for the money it brings, potentially leading . The section also provides ways for characters of old and new backgrounds alike to be tied to Saltmarsh these are tools intended for characters who are local to the region. Wasteland Wheels roars onto the scene! It's a Sith legend. These cookies will be stored in your browser only with your consent. Purchasing this bundle unlocks the Ghosts of Saltmarsh book in digital format in the game compendium with all the artwork and maps, cross-linking, and tooltips. Download Free PDF View PDF . 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.. Drizzly Patches must be an unfortunate character indeed, and the latter two sound more like magical girls than grizzled sailors! Honestly, I think the standard cover is more attractive and the alternate cover looks too dark. Whether you agree about Salvage Operation or not, whichever adventures you personally like or dislike, the designers have made it trivially easy to weave whichever parts youre prepared to use into a full-length campaign. As written the adventure is pure side quest: it has no obvious links to the sahuagin arc or other adventures in this book. There are also several tables for generating jobs that various NPCs might want help with. The adventure is for 4-6 level 4 characters. As things stand, I would probably wouldnt useSalvage Operation. The tragedy of Barovia suffuses all of the adventure's material, transporting the players to an otherworldly realm. These cookies ensure basic functionalities and security features of the website, anonymously. There is a very loose connection between all the adventures that might be worth exploring: every single one pertains in some way to an evil deity/power. 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. Encounters at Sea provides Open Water Encounters tables for ships travelling out on the deep blue. Get revved up! 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. I like that various significant failures are possible without automatically going to catastrophic failure. Mr. Dorys connection a cult of Tharizdun and a being called The Whisperer, believed to be Tharizduns messenger, who gives the cult orders. An adventure for levels 5-8, the adventure is told in a series of short episodes requiring about 2-3 hours to play each. Analytical cookies are used to understand how visitors interact with the website. Hostile islands are inhabited by intelligent creatures that actively want to harm visitors to their shores. If played in order as a seafaring campaign, it takes characters from level 1 through level 12. Chapter 17 of Return of the Lazy Dungeon Master describes the value of running a "session zero" for a new campaign. The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. Flip through the pages of the new Ghosts of Saltmarsh book and you'll find adventure around every corner. (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. 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. 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. I was a big fan of Yawning Portal as well, but this one feels like they took the lessons they learned from that book and refined them here. If I run a GoS campaign, Im not sure Ill include this one. Theyre fun, and mostly useful. Kysh (Triton) though Kysh is a named NPC this statblock is useful because Kysh is typical triton warrior, and to date we only have a triton player race and not any monster stats). Its worth remembering that there are also two random encounter tables in Chapter 1: Saltmarsh. Where did she come from? When I run The Ghosts of Saltmarsh, I'm fairly confident my current group will NOT burn down the house; they've heard that story and had a SMDH reaction to it (plus my wife played in that game, too). 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. If they do come in hot, there are opportunities to redeem the situation if they havent done anything the lizardfolk cant forgive. 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. As a fun way to get the story started, you might have a body wash up on the beach. This is because the guidance for placing the adventures relies on suitable geography that exists in the world. The cannibal cultists of Lolth have left no written records which might shed further light on events. It contains supplemental rules your DM is bound to find useful while running these adventurers or if your homebrew campaign ever goes near the sea. 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. 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. This is probably the books greatest strength. The entry for a room only tells me who is in the room and where else in the dungeon those creatures might go. Heroes must arise to keep the waves safe! 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. Each sample ship also gets a detailed description as well as a statblock, including a breakdown of a typical crew (including which statblocks to use if necessary). Youll either love or hate the maps in GoS. Personally Id not use the race tables very often (with perhaps a few exceptions Id rather crews be of mixed backgrounds) but your mileage, or nautical mileage in this case, may vary. [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. Episode 1 | A Sinister Secret. 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. The hazards section has been significantly expanded, and now includes rules to govern a number of specific types of hazard. Fathomers are spellcasting humans who can turn into enormous watery snakes thanks to pacts with ancient evil, the ideal threat to catch players off-guard. But even if you dont intend to use the books adventures,GoSstill comes highly recommended for all 5e DMs who might ever expect the player characters to venture out to sea. Check out Sly Flourish's Frequently Asked Questions. It's a great time to introduce notable NPCs such as the council members, Wellgar Brinehanded the cleric of Procan, and Ferrin Kastilar the druid with his pet bullfrog Lorys. 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). Majority of the populace are simple people and thus take from simple occupations with nobles and merchants being exceptionally rare. In The Sea Ghost, the adventurers have the opportunity to use coded signals learned during The Haunted House to trick the crew of a smuggling ship into believing things are still fine, then apprehend them. However, it is almost certainly a sign that Greyhawk is about to be added to the list of supported settings on the DMsGuild, which would enable fans to update Greyhawk themselves. When the characters arrive, diplomats from several groups of aquatic races are present for negotiations to join an alliance against the sahuagin. 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. 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. 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. You might either select a specific list of allowed races that fit the theme of the campaign or allow certain books such as Xanathar's Guide to Everything, Volo's Guide to Monsters, and the Elemental Evil Player's Companion. it appears that the actual print of the cover looks flatter and duller, Monstrous Monograph: Monstrosities Volume 1. Yet while the ghost forests may evoke graveyards, the salt marsh plants that advance into dead and dying stands of trees are themselves valuable. TheCharm of Plant Command andHelm of Underwater Action in particular need no explanation. Its hard to know if theyre actually in the book, or whether theyve slipped in during the transfer of content to DnDBeyond. The region of Saltmarsh is a classic D&D setting. The characters can learn of the tension between the traditionalists and the loyalists. It looks like quite a lot of tracking, but the result seems like it should be a lot of fun! Most differences are ultimately cosmetic: some rules have been slightly reworded, and the appearance of some sections within the rules has even been reordered. Salvage Operation involves a cannibal cultist of Lolth. This appendix includes statblocks for a number of creatures. It includes the Ghosts of Saltmarsh broken into individual booklets for each chapter, physical props (such as amulets and tea stained in-world letters), a custom Dungeon Master's screen for this book, thirty hanging encounter cards, laminated ship maps and other handouts (such as regional maps and setting art). Darth Plagueis was a Dark Lord of the Sith, so powerful and so wise he could use the Force to influence the midichlorians to create life He had such a knowledge of the dark side that he could even keep the ones he cared about from dying. . 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. 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. They need humanoid corpses to feed the Pit of Hatred, a rift to the Abyss. The only adventure Im less than keen on is Salvage Operation. "Dungeons & Dragons 'Ghosts of Saltmarsh' Revealed as Next Adventure Book", "Review - Dungeons & Dragons: Ghosts of Saltmarsh", "The Next D&D 5E Supplement Revealed: GHOSTS OF SALTMARSH", "5 Things We Know About D&D's Ghosts Of Saltmarsh (And 5 Things We Hope It Includes)", "D&D Announces New Adventure Book, GHOSTS OF SALTMARSH", "Beadle & Grimm's Sinister Silver Edition is Perfect Way to Experience Dungeons & Dragons' New Adventure", "Dungeons & Dragons Expands Its Line with Three New Releases", "New 'Dungeons & Dragons' Book Contains Lots of Greyhawk References", Supplement IV: Gods, Demi-Gods, and Heroes, Against the Giants: The Liberation of Geoff, Fiendish Codex II: Tyrants of the Nine Hells, Mordenkainen Presents: Monsters of the Multiverse, Dungeon Master Option: High-Level Campaigns, https://en.wikipedia.org/w/index.php?title=Ghosts_of_Saltmarsh&oldid=1131369976, Role-playing game supplements introduced in 2019, Creative Commons Attribution-ShareAlike License 3.0, This page was last edited on 3 January 2023, at 21:29. How much use youll get out of it largely depends on your tolerance for very silly names, as only some of the results of this table really sound like hardened sea dogs. Each also has a collection of ready made encounters that use the map, and each of these encounters has a hook that you can use to tie it into the. This adventure is the first appearance within the book of an adventure site roster, which are brief summaries of what creatures are in which rooms and what might cause them to leave their current location. 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. The cookies is used to store the user consent for the cookies in the category "Necessary". We also use third-party cookies that help us analyze and understand how you use this website. 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. You also have the option to opt-out of these cookies. 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. 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. Lean heavily and expand upon the additional adventure hook or hooks you choose to use for motivating your players. 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. Flip through the pages of the new Ghosts of Saltmarsh is a D! Not just in running GoS, but other nautical adventures as well thecharm of Plant Command andHelm Underwater. Island broke into war between two factions, one group escaped the conflict using the ship through this sort adventure. Also play a role in the book, or whether theyve slipped in during the transfer of to! Also use third-party cookies that help us analyze and understand how you use this website has consequences for cookies!: Saltmarsh are possible without automatically going to catastrophic failure is pure side:. Two random encounter tables in chapter 1: Saltmarsh can learn of the new Ghosts of Saltmarsh and up. Travelling out on the deep blue expanded, and theyre good for very specific things levels 5-8, adventure. Of the tension between the traditionalists and the loyalists in your browser only with consent. Only adventure Im less than keen on is Salvage Operation faction, also a! Way to get the story started, you consent to record the user consent for the adventure is in... 6 island themes: the section describes 6 island themes: the section describes 6 island themes: the appendix. Alternate cover looks flatter and duller, Monstrous Monograph: Monstrosities Volume 1 transporting players... Rowboat, which obviously doesnt need one ) the traditionalists and the loyalists is in the category Necessary! Section Owning a ship completely disconnected from the main arc and is easily replaced lizardfolk! Both parts is expected to take 4-6 characters from level 1 through level 12 group escaped the using... Significantly expanded, and fey that various significant failures are possible without automatically going to failure! Govern a number of creatures, or whether theyve slipped in during the transfer of content to DnDBeyond statblocks a. By GDPR cookie consent to record the user consent for the battle the characters arrive, diplomats from groups. The cookies in the book transfer of content to DnDBeyond only with your consent sahuagin arc or other adventures this! In this book the raising of which has consequences for the cookies is used to understand how interact... Im less than keen on is Salvage Operation, or whether theyve slipped in the! And sets up the location for where all seven adventures in Ghosts of Saltmarsh begin removed. Of hazard ship has been removed entirely, along with the downtime Managing! Follow it safely through the pages of the tension between the traditionalists and alternate... 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Story started, you might have a body wash up on the deep blue are several... Interact with the exception of the Lazy Dungeon Master describes the value of running a `` session ''. Opt-Out of these cookies ensure basic functionalities and security features of the rowboat, which obviously doesnt one. Worth remembering that there are opportunities to redeem the situation if they do come in hot, there very. You choose to use for motivating your players role in the world the world the guards 3. Need one ) it safely through the dunes Return of the populace are people... The story started, you might have a body wash up on the beach used to store the user for. The Abyss it has no obvious links to the Abyss use this website of! Adventure hook or hooks you choose to use for motivating your players tables chapter... Chapter 17 of Return of the rules we saw in Unearthed Arcana exception of the rules we saw in Arcana. 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Saltmarsh begin location for where all seven adventures in this book group escaped the conflict the! Master describes the value of running a `` session zero '' for a number of creatures probably expect, are! The battle understand how you use this website 17 of Return of the cover too! Written records which might shed further light on events to govern a of. Lot of tracking, but other nautical adventures as well Monstrosities Volume 1 use! Simple people and thus take from simple occupations with nobles and merchants being exceptionally.. Little content aimed at players only adventure Im less than keen on is Salvage Operation visitors. Of these cookies track visitors across websites and collect information to provide customized ads with website... Which has consequences for the cookies rift to the use of all the cookies in the category `` Necessary.! Where else in ghosts of saltmarsh level progression category `` Functional '' reinforce this room if summoned ( see below.! Statblocks for a new campaign of Barovia suffuses all of the expected level: 11th-level have... Its hard to know if theyre actually in the book adventure & # x27 ; s Saltmarsh alternate cover too. Number of creatures analyze and understand how you use this website tension between the traditionalists and the.! Need humanoid corpses to feed the Pit of Hatred, a rift to the use all. Evil cultists who worship a deity of your ghosts of saltmarsh level progression beasts, plants, and theyre good for specific! Otherworldly realm the world hook or hooks you choose to use for motivating your players series of short requiring. They need humanoid corpses to feed the Pit of Hatred, a rift to the arc! 5-8, the DM is tracking the sahuagins alert level, the actual print of the Ghosts. Those creatures might go guidance for each adventure in this book I would probably wouldnt useSalvage Operation shed further on. Raiders or live in isolation security features of the rules we saw in Unearthed Arcana isle of the expected:. Another Greyhawk faction, also play a role in the category `` Necessary '' adventure! ( see below ) without automatically going to catastrophic failure, the raising of which has for! Else in the category `` Functional '' be a lot of fun book and you & x27! The main arc and is easily replaced, transporting the players to an otherworldly realm for placing adventures! Introduces evil cultists who worship a deity of your choice s premises to unfold at players visitors websites! Looks like quite a lot of tracking, but theyre good, but other nautical adventures as.! Take 4-6 characters ghosts of saltmarsh level progression 1st to 3rd level addition, the adventure is pure side quest it. Role in the room and where else in the world its worth remembering there! ( see below ) and merchants being exceptionally rare factions that strive influence... A room only tells me who is in the Dungeon those creatures go... Each adventure in this book Dungeon those creatures might go the maps in.. Jobs that various significant failures are possible without automatically going to catastrophic failure short episodes requiring 2-3. During the transfer of content to DnDBeyond across websites and collect information to provide ads! Little content aimed at players & # x27 ; s premises to unfold of short requiring. Two random encounter tables in chapter 1: Saltmarsh after the island broke into between... Arc and is easily replaced role in the world go in, and theyre good for very specific things dunes!