by Mike Shea on 14 October 2019. See more ideas about Dungeons and dragons, Dungeon master's guide, Dnd 5e homebrew. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. 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. DDAL DUNGEON MASTER RESOURCE DOCUMENTATION . A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. 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. In the . A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. My players wound up doing the Haunted House out of order, discovering the smuggling operation and killing the leaders before they discovered Ned Shakeshift tied up … Press question mark to learn the rest of the keyboard shortcuts. Fisher. I myself likely will be changing the red brotherhood into Yuan-Ti for example. I'm interested to hear how DMs are using these ideas and incorporating them into their games. Super solid book, loving it so far. 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. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Stretching our DM Muscles The Sinister Secret of Saltmarsh is a wonderful adventure that helps us stretch a lot of DM muscles that we often talk about on this website and in Return of the Lazy Dungeon Master . She wants them cursed to her detect thoughts spell so she likely would have made the offer that she trades in magic items and if anyone with the coin was interested they should come to her shop. 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. 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. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh.You can read all of these articles here: Looks like you're using new Reddit on an old browser. What do you think of it? I am running the “campaign” Ghosts of Saltmarsh from the book, converted from Greyhawk to the Forgotten Realms. 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). Opening this to add a Source for the Ghosts of Saltmarsh. battle maps. Give me details on the city and plane, give me history, lore, and fleshed out NPCs to play with. All … I wasn't super interested in DMing a seafaring adventure, but I am interested in getting fleshed out setting info and modular adventures or quests that I can drag and drop into campaigns. The sahuagin are being directed by Thay to explore the islands and territories near Turmish, Cookies help us deliver our Services. If anyone would know Xendros sells magic items it would be the people on the Council, all of whom are wealthy enough to buy magic items. 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 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. It starts with a mystery for the party to investigate, and then leads into some interesting and exciting moments. i wish every adventure released would follow this format. I don't know if the new Vehicles are even possible in Hero Lab at this time. Then the end of the book gives you plenty of material to potentially expand past the adventures offered in the book. The Schley version in GoS is beautiful but it looks way to small for a town/city of 5,000 people. Adventures with mummies, genies, pyramids, and an oasis city could be really cool. I'm hoping they do the same thing for avernus - I want a fleshed out baldurs gate and avernus. We got Ghosts of Saltmarsh at D&D Live 2019, and we wanna talk about how we've used it as DMs! My group is just wrapping up defending Saltmarsh from a big sahuagin raid. And it would be easy enough to say that if you liked Yawning Portal you’ll like Saltmarsh … Even prep is far more difficult than it should be. by Mike Shea on 19 August 2019. I’d be totally okay with WotC releasing more books in this format. 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. I hope Wizards of the Coast continues to make more campaign books that are composed of small, adjacent adventures. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh… I might agree, I think. There’s lots of undead in the later adventures, and the Scarlet Brotherhood already exists as a secret cult in town (I’ve turned them into a secret cult of Orcus operating in town) and I feel like there’s plenty of places where I can drop hints at that before we get to the later levels, to weave that story thread through the whole campaign. GHOSTS OF SALTMARSH . 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 looks like it provides lots of satisfying stopping points should your group not get as far as you planned. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. I ran that and Salvage Op as a hex crawl exploration portion to work in random encounters etc. Going through the new content in Ghosts of Saltmarsh, this time around I cover the new campaign specific magic items. I love the format. Format and structure wise, it is easily the best by a significant margin. So it's been a few weeks since Ghosts of Saltmarsh (GoS) has come out and, honestly, I think it has the best format of any 5E adventure book released from WotC so far. Unfortunately, it is an ugly map. It would be very easy to adapt this to a homebrew setting. Read online Dungeons & Dragons Ghosts of Saltmarsh book author by Wizards RPG Team (Hardcover) with clear copy PDF ePUB KINDLE format. 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. 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. Press J to jump to the feed. They have the use of the Ghost and used it to smuggle goods for Gellan to The Styes setting up later things. Fine, the module is free/cheap on PDF, and there are a couple of conversion documents out there on teh internets. 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. 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). Hello everyone, my name is Alucard, and I'm the Community Manager here at the Trove. The town is nicely detailed and is a great of example of how to set up interesting plot hooks and how to make it a living thing (including down to stuff like: "If X event happens, Faction A will react in this way). This is the first I've heard of avernus, but Murder in Baldur's Gate does a fair amount of fleshing out the city and history of Baldur's Gate. 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. THE PASSAGES AND CAVERNS Room 25. (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. 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. Feature: Harvest the water You gain advantage on ability checks using fishing tackle. So, there is certainly stuff to like about Ghosts of Saltmarsh. A few words from Alucard. 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!). Agreed. There's a lot we like about it. Ghosts of Saltmarsh will be an adventure module that revives popular previous nautical adventures released decades ago in a new location, the town of Saltmarsh. Natural Cavern: 1 green slime (DMG 105) Room 27. it fits both groups that run a lot of single adventures as well as groups that play full campaigns! 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 More posts from the GhostsofSaltmarsh community. That's all up to debate. 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. 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. The Schley version in GoS is beautiful but it looks way to small for a town/city of 5,000 people. They finished up the haunted house and the sea ghost, did some downtime, and then The Sunless Citadel from Yawning Portal. 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. I'm a huge fan. 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. A series of desert adventures seems like a cool direction they could head next. 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. I don't think the appeal is restrictive at all to new DM's either. 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. It's a great book that way. It also gives you lots of setup to add your own stuff/other premade stuff in too, which is great. I wasn't originally interested in saltmarsh, but after reading a few reviews, I think I'm gonna buy it. I’d definitely really like desert or an arctic/sub-arctic setting for the next campaign book like this. What plots should you include? 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 made Burle the city at the center of the story. Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. In that way, Ghosts of Saltmarsh (GoS) is like Tales from the Yawning Portal, the other D&D 5e book that leans hard into nostalgia by updating seven old adventures, but GoS also includes 40+ pages of crunchy content like rules for ship building. 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. Compared to, say Princes of the Apocalypse, or Out of the Abyss, or even Storm King's Thunder, the format just works better. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in sear… This is my first post being new to Reddit and I hope my fellow dungeon masters find it useful. Ghosts of Saltmarsh is the brand-new book for D&D. I think if something like Tomb of Annihilation had been done like this--a huge primer on Port Nyanzaru and Chult, and then 7 adventures, a hex crawl map, and ways to make them into a campaign, the book would have been 10/10 for me. credit//WotC. 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. 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. There's lots of … This book strikes a great level of depth and openess. The version in the the DMG II has much denser buildings and looks like it could possibly accommodate 5,000. A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. 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. Lots of material, and lots of great inspiration for filling the gaps with your own material. Oct 11, 2020 - Explore Victoria Peters's board "Ghosts of Saltmarsh" on Pinterest. 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. Every month I'll be bringing you updates on … The Ghosts of Saltmarsh Adventure book releases May 21st and it is full of adventures and possible plots. Ghosts of Saltmarsh Session Zero. I really liked how they handled Waterdeep too. The Sinister Secret of Saltmarsh is a very nice adventure. I liked the customized backgrounds, which are a nice way to hook the players into the town from the get-go. They have done Salvage Operation and I am skipping the Abby. 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. 4.4k members in the GhostsofSaltmarsh community. i agree. There's enough in there about Waterdeep itself to homebrew a campaign there, or add detail to another campaign if your players go to Waterdeep. 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. I'm not speaking strictly to the content of GoS. Super flexible, nicely organized, neato themed rules. But I think the format of it just works amazingly well. Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater. Press question mark to learn the rest of the keyboard shortcuts. Feb 26, 2019 - Download Dungeons & Dragons Ghosts of Saltmarsh book pdf free read online here in PDF. 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. By using our Services or clicking I agree, you agree to our use of cookies. 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. Well, Seaton and Saltmarsh aren't all that different in size, so, you're looking for something that is around that 5-10k population range and near the water. At the very least I will be adding the new backgrounds. Potentially expand past the adventures offered in the the DMG II has much denser buildings and looks like 're., Dungeon master 's guide, Dnd 5e homebrew players into the town the... 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