Youll either love or hate the maps in GoS. Like my post from the Sea Ghost Loot, I went through the first half of The Sinister Secret of Saltmarsh and labelled where all valuables are located at in the mansion. Just finished Salvage Operation with my group and every one went up to 5th level. He offers 10% of the profits of the sales to the characters, plus of course the friendship of a wealthy and important person may have other benefits. 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. There are also a few less more mystical environs: eldritch mists, krakens graves, lure lights (the souls of dead aboleth! 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. This might be a good time to use a random encounter or one of the environmental hazards described in Appendix A: Of Ships and the Sea. 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. Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game. 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. When the characters arrive, diplomats from several groups of aquatic races are present for negotiations to join an alliance against the sahuagin. 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 . Crew names. Ghosts of Saltmarsh also introduced new rules for ships, including full statblocks for several kinds of boats and naval vessels. The entry for a room only tells me who is in the room and where else in the dungeon those creatures might go. With our Waterdeep Dragon Heist campaign complete, my two groups both began their adventures in Ghosts of Saltmarsh. See Full PDF Download PDF. The second half of the adventure involves rowing out to the smugglers' ship and doing Under Siege all over it, and they discover that the smugglers are smuggling arms to lizardfolk. The roster would be far more effective a tool. Check out Sly Flourish's Frequently Asked Questions. 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. it appears that the actual print of the cover looks flatter and duller, Monstrous Monograph: Monstrosities Volume 1. Necessary cookies are absolutely essential for the website to function properly. Thats good, because although the campaigns central story is now concluded, the book still has two higher level adventures for them to face! 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 . They do really well, managing to map out a lot of the levels and freeing Borgas and Kysh. Isle of the Abbey introduces evil cultists who worship a deity of your choice. Ghosts of Saltmarsh makes no sense, here's why. Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game . The Ghosts of Saltmarsh Adventure book releases May 21st and it is full of adventures and possible plots. 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! Download Free PDF View PDF. Theyre fun, and mostly useful. I want to take this opportunity to talk about them for a little bit, because I dont think they work. If the characters have been playing through the entire campaign, they have by now been awarded with citizenship and a free house in Saltmarsh. Point your DM in the direction of this review if theyd like further details! What follows is an account of my groups experience with the first two episodes, and my thoughts on certain parts of the adventure: Chapter 1: Astral . Functional cookies help to perform certain functionalities like sharing the content of the website on social media platforms, collect feedbacks, and other third-party features. 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. These guards are alerted by noise in 1. Tactics is the key to defeating Thousand Teeth. 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 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. 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 a really good supplement full of fun adventures set on or near the water. Its also a content pack for Roll20. This appendix includes statblocks for a number of creatures. A Pressure Capsule is a consumable that allows you to ignore effects of swimming at depths greater than 100 feet (if youre not aware, these effects are described in the Underwater section of Unusual Environments in the Dungeon Masters Guide. Ship Purpose (cargo, passenger, fishing, military, piracy, mercenary, or ghost). There are four new backgrounds, but youd be better off talking to your DM about the new options available than purchasing the supplement yourself. Note that a similar sidebar gives localisation guidance for each adventure in this book. 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 second side quest takes the characters to the island abbey of an evil group of clerics. Naturally, GoS is also available on DnDBeyond, with the usual variety of purchase options: all content, compendium content only, and cherry-picking individual content. 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. The expected level for this adventure is 11th, and its once again designed for 4-6 characters. With these ties in the area and other possible adventures to be had in the region, theyre hopefully in no hurry to leave. Start your Ghosts of Saltmarsh or nautical themed campaign with The Curse of Skull Island in this 2-4 hour level 1 adventure that walks players through the character creation process! 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. If they do alert the stronghold as a whole, this adventure has the potential to go very wrong for the characters very fast. 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. On the Sea Ghost, the adventurers also meet a party of lizardfolk, and find other clues that suggest busting the smuggling ring isnt the end of Saltmarshs problems. The last thing you want is for the sahuagin to be a distant threat right up until the adventurers face them. 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. What Sources to Allow Drizzly Patches must be an unfortunate character indeed, and the latter two sound more like magical girls than grizzled sailors! Oceanus (Sea Elf) those who own Storm Kings Thunder already have stats for a sea elf warrior, but Oceanus is slightly stronger so you could use this statblock for leaders of sea elf patrols. We progressed, and now currently are at level 7. If used carefully, this still might be considered worthwhile. I like that various significant failures are possible without automatically going to catastrophic failure. Their own victories and achievements add points to a tally. 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. To foster the fear of the citizens, the kraken manufactured the Lantern Ghost, enslaving a local fisherman and forcing him to kill. 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. 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. 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.. This is an adventuring environment not catered for by the tables in Xanathars Guide to Everything, though look there for coastal and underwater encounters! The descriptions summarise what can be found aboard the ship, and larger ships are broken down into multiple sections as though they were an adventure site to help you find things (main deck, officers quarters, forecastle etc). No Gaming is Better than Bad Gaming. The appendix starts with rules governing ships. What good would a supplement about sea-based adventuring be if it didnt include new rules governing sea-based adventures? Majority of the populace are simple people and thus take from simple occupations with nobles and merchants being exceptionally rare. In addition, the DM is tracking the sahuagins alert level, the raising of which has consequences for the battle. Empowering Warlocks: Alternatives to Eldritch Blast. The first, Avernus, fell apart. The trouble is that the captains log may not be found as discovering it requires a DC 15 Perception check. 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). 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). Historically set in the Greyhawk setting, here it's reimagined as setting-neutral, and is a self-contained area with a lot of intrigue. Some of the encounters on the Open Water tables are ships, but the nature of the ships isnt specified: they should also be generated at random, which can be achieved using the guidelines in the subsequent Random Ships section. Danger at Dunwateris the second adventure in the through line trilogy that started withThe Sinister Secret of Saltmarsh. 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