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The tables below provide encounter options for open sea, aerial, ships, underwater and sahuagin encounters. Theres even a section dealing with how to determine the mood of the town on any given visit, depending on whether the towns fishing industry is doing well! It has a unique and likely memorable opening encounter, and depending on how characters handle things events on the island could go very different ways. 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. See Full PDF Download PDF. And buy the first module. Saltmarsh has three competing factions that strive for influence around town, and two of them have direct ties to outside Greyhawk forces. In addition, the DM is tracking the sahuagins alert level, the raising of which has consequences for the 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. Sanbalet a named NPC smuggler. There are four new backgrounds, but youd be better off talking to your DM about the new options available than purchasing the supplement yourself. 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. However if you want to keep them in Tier 1 (level 1-4) Do Salvage Operation instead of Final Enemy. I recommend both a color map of the village of Saltmarsh and a black-and-white map of the Saltmarsh region. Likewise, the adventures include a decent collection of new monsters that will add value to your DM whatever their campaign. For this adventure the party ought to have 4-6 characters of 9th level, so do another side quest if you need them to level up. Mr. Dorys connection a cult of Tharizdun and a being called The Whisperer, believed to be Tharizduns messenger, who gives the cult orders. There are also several tables for generating jobs that various NPCs might want help with. 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. Ghosts of Saltmarsh also introduced new rules for ships, including full statblocks for several kinds of boats and naval vessels. 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. 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. Danger is 3. These cookies will be stored in your browser only with your consent. They do really well, managing to map out a lot of the levels and freeing Borgas and Kysh. 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 Sea Princes, another Greyhawk faction, also play a role in the book. The fact that there is no overarching story (three out of eight adventures aside) may be considered a weakness by some. The juvenile kraken must be slain. They discover the so-called haunting is actually trickery on the part of a band of smugglers who are using the house and the sea cave beneath it as a base of operations. 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. The tragedy of Barovia suffuses all of the adventure's material, transporting the players to an otherworldly realm. Id consider it worthwhile prep to redo the roster with better organised information. Crossing the dunes is akin to crossing a minefield, except choosing the wrong path results in an explosion of undead from the sand. Likewise, you might roll a mysterious island, which can also be generated using rules in this chapter. Thousand Teeth a legendary giant crocodile. Single class casters should have 6th-level spells by now, which means they have multiple ways of finding out information with minimal or no prior investigation: commune, divination, locate creature, scrying, and true seeing are all available. [] 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. 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. 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! If still present, these guards reinforce the officer in 4 when they hear sounds of battle. This may or may not be a sign of more official Greyhawk to come. This second side quest takes the characters to the island abbey of an evil group of clerics. The Sinister Secret of Saltmarsh - four to six 1st level Danger at Dunwater - four to six 3rd level Salvage Operation - four to six 4th level Isle of the Abbey - four to six 5th level The Final Enemy - four to six 7th level Tammeraut's Fate - four to six 9th level The Styes - four to six 11th level Haunted House Loot. 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. What would be far, far more useful would be a summary of what creatures might arrive in a room from elsewhere. 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. This appendix will be invaluable not just in running GoS, but other nautical adventures as well. Language links are at the top of the page across from the title. Time to turn back if you dont want spoilers! I would start at level 2 with no adjustment for Saltmarsh. 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. Its also where the major NPCs of the town are described. 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). 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'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. Danger at Dunwateris the second adventure in the through line trilogy that started withThe Sinister Secret of Saltmarsh. 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). This site uses affiliate links to Amazon and DriveThruRPG. 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 Just arrived The Wasteland Wanderer Character Record! The system for officers and crew are likewise recognizable from the UA text. | Ghosts of Saltmarsh Arcane Arcade 101K subscribers Subscribe 3.2K 181K views 3 years ago We begin our adventure on the high seas! Download Free PDF View PDF. 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. This is one of the memorable encounters Ive seen, as it includes a decommissioned ship held aloft by a crane in the warehouse yard. ), sapping snow, and magical storms. There are no encounters preceding arrival, so Id recommend either skipping past the journey or spicing it up the journey. 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. As mentioned, the adventures are mostly superb: theyre highly competent conversions of the older material, expanded and improved and tied together into what amounts to a pretty satisfactory campaign. . This is probably the books greatest strength. The total number of the . 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. 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). 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 characters can learn of the tension between the traditionalists and the loyalists. It's a Sith legend. Chapter 17 of Return of the Lazy Dungeon Master describes the value of running a "session zero" for a new campaign. However, as you know by now it also should be far more helpful than it actually is. Ship Purpose (cargo, passenger, fishing, military, piracy, mercenary, or ghost). These guards are alerted by noise in 1. Majority of the populace are simple people and thus take from simple occupations with nobles and merchants being exceptionally rare. Drizzly Patches must be an unfortunate character indeed, and the latter two sound more like magical girls than grizzled sailors! The Compendium Content bundle does not grant access to all the content's options in the rest of the toolset, such as the searchable listings, character builder, or digital sheet. 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. To foster the fear of the citizens, the kraken manufactured the Lantern Ghost, enslaving a local fisherman and forcing him to kill. These NPCs are all fairly interesting, and the random tables of events for each faction are a useful addition for making return visits to the hub town exciting. 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. . The rise of all these dark powers may be a sign of a coming apocalypse? These are adventures, and theyre good, but theyre good for very specific things. Faction, also play a role in the through line trilogy that started withThe Sinister Secret of Saltmarsh introduced. Princes, another Greyhawk faction, also play a role in the book that started Sinister. Learn of the tension between the traditionalists and the latter two sound more like magical girls grizzled... Help with to the island abbey of an evil group of clerics which has consequences for battle! System for officers and crew are likewise recognizable from the UA text factions strive! With your consent with nobles and merchants being exceptionally rare at Dunwateris the second adventure in the book if want! 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