The book doesn't just serve as 7 different adventures, but a complete campaign, a bestiary, has magical items, new backgrounds, and a complete (and compelling) primer on both Saltmarsh and the town around it. I myself likely will be changing the red brotherhood into Yuan-Ti for example. battle maps. Fine, the module is free/cheap on PDF, and there are a couple of conversion documents out there on teh internets. It's a great book that way. I really liked how they handled Waterdeep too. What plots should you include? This is my first post being new to Reddit and I hope my fellow dungeon masters find it useful. Give me details on the city and plane, give me history, lore, and fleshed out NPCs to play with. Press J to jump to the feed. I'm a huge fan. See more ideas about Dungeons and dragons, Dungeon master's guide, Dnd 5e homebrew. A series of desert adventures seems like a cool direction they could head next. I liked the customized backgrounds, which are a nice way to hook the players into the town from the get-go. So the big thing to know about Ghosts of Saltmarsh is that it isn't just one singular adventure, it's actually a combination of several adventures into one. Then the end of the book gives you plenty of material to potentially expand past the adventures offered in the book. The sahuagin are being directed by Thay to explore the islands and territories near Turmish, Lots of material, and lots of great inspiration for filling the gaps with your own material. The Schley version in GoS is beautiful but it looks way to small for a town/city of 5,000 people. The Schley version in GoS is beautiful but it looks way to small for a town/city of 5,000 people. I'm hoping they do the same thing for avernus - I want a fleshed out baldurs gate and avernus. Sinister Secret of Saltmarsh, smugglers are procuring weapons for the lizardfolk who are preparing for a war with sahuagin that have been encroaching on their territory. I don't think the appeal is restrictive at all to new DM's either. It gives them more of the world to explore, they got to meet Kiara and Wander Root (whom our Druid loved), and then head into the Dreadwood for the adventure, which also introduces the Dreadwood to them. Similar to Tales from the Yawning Portal, Saltmarsh brings another seven adventures out of D&D’s past editions and updates them for 5th Edition. We got Ghosts of Saltmarsh at D&D Live 2019, and we wanna talk about how we've used it as DMs! They have done Salvage Operation and I am skipping the Abby. Immediately after reading through the book and the ending section I had ideas about how I could turn the later levels of the campaign into a fight to stop Orcus from returning to the material plane through a portal in a temple on the bottom of the ocean. THE PASSAGES AND CAVERNS Room 25. In the . I think 5e adventures before this, have incredibly poor structure/layout (not talking about the narrative overall), some better than others, but not one, except perhaps DottM, are good. But I think the format of it just works amazingly well. My impression is that from the notes in the Ghosts of Saltmarsh Book it was a Town heavily Catering to the Military and Building up of a Navy to deal with the Sea princes so it is a little bit seedy (Not too seedy) in nature with some Brothels. With the Sea Ghost taken down, our characters return to Saltmarsh with the information they need to head into Ghosts of Saltmarsh Chapter 3: The Danger in Dunwater. D&D groups have a habit of either being short-lived or not able to meet as frequently as they'd like, which makes it hard for a lot of groups to complete sweeping hardcovers like SKT, CoS, or ToA that are dozens of sessions long. They finished up the haunted house and the sea ghost, did some downtime, and then The Sunless Citadel from Yawning Portal. Natural Cavern: 1 green slime (DMG 105) Room 27. Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater. DDAL DUNGEON MASTER RESOURCE DOCUMENTATION . Cookies help us deliver our Services. Oct 11, 2020 - Explore Victoria Peters's board "Ghosts of Saltmarsh" on Pinterest. it fits both groups that run a lot of single adventures as well as groups that play full campaigns! Even prep is far more difficult than it should be. The Ghosts of Saltmarsh Adventure book releases May 21st and it is full of adventures and possible plots. It starts with a mystery for the party to investigate, and then leads into some interesting and exciting moments. I definitely nudged my players towards the first adventure in the book, Sinister Secret of Saltmarsh, (mostly because they’re excited about running a ship and I wanted to give them a good way to get one and level up to 3 fast) but with all the characters in Saltmarsh and the tables of possible quests they could offer and such I feel like I could’ve completely ignored Secret of Saltmarsh and Danger at Dunwater and still had the material just in town to carry my players to level 4 or 5. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. The version in the the DMG II has much denser buildings and looks like it could possibly accommodate 5,000. The real genius is in the fact that the book gives you ways to run either a bunch of one-shots or one fantastic nautical campaign, and it gives you tools to expand it beyond either with a bunch of rolltables for creates new ships, coral reefs, and all kinds of adventures at sea. Super solid book, loving it so far. Finish off the grouping of urban (Waterdeep), tropical (Chult), sea/coastal (Saltmarsh, with a side portion of swamp), and then desert and arctic to hit major biome groupings with thematic adventures in the book too in a format like Ghosts of Saltmarsh. Saltmarsh Chapter 1 questions on leads and adventure hooks and other content There isn't mention of how you might use some of the ideas in Chapter 1, so its left open. The huge campaign books have never appealed to me, my group and I have been mid-campaign for a long time and dont want to commit to one book for the next year, I much, much prefer something like tales from the yawning portal where the adventures can just be plucked out and thrown in anywhere, Ghosts of Saltmarsh is similar but it has more to flesh it out between adventures Im gonna take a couple of the higher-level adventures to use in our current campaign but after our next TPK Ill probably start the group in the town of Saltmarsh and run through the U1-3 adventures, New comments cannot be posted and votes cannot be cast. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Natural Cavern: Sanbalet (see NPCs) (200xp) 1 human smuggler (treat as a bandit (MM 343), armed with a scimitar and a dagger) (25xp)2 gnolls (MM 163).Armed with battle-axes and wield them two-handed (1d10+2 damage) (100xp Press question mark to learn the rest of the keyboard shortcuts. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in sear… All … I am wondering if anyone has a or has seen a version of the Saltmarsh town map from the 3e DMG II that is in a different (more attractive style). Going through the new content in Ghosts of Saltmarsh, this time around I cover the new campaign specific magic items. That's all up to debate. This book strikes a great level of depth and openess. 4.4k members in the GhostsofSaltmarsh community. GHOSTS OF SALTMARSH . I don't know what Ghosts of Saltmarsh will include, exactly, but I'd be surprised if it's much more than a straight conversion of the original three modules to 5th edition. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. Adventures with mummies, genies, pyramids, and an oasis city could be really cool. I hope Wizards of the Coast continues to make more campaign books that are composed of small, adjacent adventures. I'm not speaking strictly to the content of GoS. What do you think of it? What exactly is in the heart of Dreadwood, what’s the buried secret in the basement tunnels of the Tower or Zenopus, how did that vampire get under the crabber’s hut anyway, how far does the Drowned Forest corruption extend, how much influence do Orcus and/or Tharizdun really have in the region, etc. The DMG 2 for 3.5 has a fully-fleshed out Saltmarsh, but I am wanting to be a little careful with that, since it is set in the future after Saltmarsh has had its Sinister Secret revealed. Agreed. i wish every adventure released would follow this format. Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. (SOME MINOR SPOILERS AHEAD)Just reading through the chapter about the town of Saltmarsh I felt like I had a lot of material to run a sandbox. Format and structure wise, it is easily the best by a significant margin. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. There's a lot we like about it. by Mike Shea on 14 October 2019. Compared to storm king's thunder, which was mostly adventure and very little or vague setting info, dragon heist was a lot more useful to me for creating a campaign with a living, breathing world. So, there is certainly stuff to like about Ghosts of Saltmarsh. Ghosts of Saltmarsh feels like a refined attempt on WotC’s part to create a sandbox campaign, but instead of feeding you a central plot, it gives you the tools to set up your own and choose which adventures/side quests/areas you want to use in your campaign. Yeah, you can really tell that the lead designer used to do UX design. It is designed in a way similar to Tales from the Yawning Portal in that it’s an adventure module rather than a campaign module. I don't know if the new Vehicles are even possible in Hero Lab at this time. My group is just wrapping up defending Saltmarsh from a big sahuagin raid. I am wondering if anyone has a or has seen a version of the Saltmarsh town map from the 3e DMG II that is in a different (more attractive style). CoS is definitely in contention for my favorite 5e adventure because I felt like I had enough structure to keep things focused on the main story (trying to defeat Strahd and escape Barovia) but it was open enough that my players didn’t feel like they had to follow the rails, and I didn’t feel like I was lost if they didn’t. Every month I'll be bringing you updates on … Ghosts of Saltmarsh Session Zero. I am running the “campaign” Ghosts of Saltmarsh from the book, converted from Greyhawk to the Forgotten Realms. It would be very easy to adapt this to a homebrew setting. I’d definitely really like desert or an arctic/sub-arctic setting for the next campaign book like this. Ghosts of Saltmarsh takes place on or near the sea, so we thought we’d give you a couple of ships, including the Sea Ghost, a fully detailed ship map, and a more generic ship map that allows you to fill in the details on its laminated surface so you can use it both for Saltmarsh, and for all your sea-faring adventures in the future.. sea ghost Super flexible, nicely organized, neato themed rules. I love the format. I would love a full campaign to be inspired by this format, push the concept more including all original content, and more locations and adventures tying more directly into an over arching plot (though not all, nothing wrong with B plots!). I'm interested to hear how DMs are using these ideas and incorporating them into their games. There's lots of … Read online Dungeons & Dragons Ghosts of Saltmarsh book author by Wizards RPG Team (Hardcover) with clear copy PDF ePUB KINDLE format. Saltmarsh looks like it provides lots of satisfying stopping points should your group not get as far as you planned. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh… I’d be totally okay with WotC releasing more books in this format. Skill proficiencies: History, Survival Languages: one of your choice Equipment: Fishing tackle, a net, a favourite fishing lure or oiled leather wading boots, a set of traveller’s clothes and a belt pouch containing 10GP. I might agree, I think. So many options for expanding the story and filling in little holes — without any of them needing to be filled in if the DM decides not to. Unfortunately, it is an ugly map. Feature: Harvest the water You gain advantage on ability checks using fishing tackle. I feel too much focus has been placed on making them an enjoyable read from the arm chair, with far far too little focus on functional design, for running at the table. A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. Ghosts of Saltmarsh feels like a refined attempt on WotC’s part to create a sandbox campaign, but instead of feeding you a central plot, it gives you the tools to set up your own and choose which adventures/side quests/areas you want to use in your campaign. The Sinister Secret of Saltmarsh is a very nice adventure. The DMG II version of Saltmarsh said the population was 3,850 so when I read that the 5e version supposedly held 5,000 people but it looked like a small village I really didn't know what to do with it. I really think Saltmarsh may be the best 5e product to date for new DMs or newish DMs who want to begin to build their own campaign world. To a homebrew setting gives you lots of great inspiration for filling gaps! 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