Session 13: Chapter 6 from the book (conclusion/assault). Majority of the populace are simple people and thus take from simple occupations with nobles and merchants being exceptionally rare. 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.. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. Fortunately, its completely disconnected from the main arc and is easily replaced. No Gaming is Better than Bad Gaming. it appears that the actual print of the cover looks flatter and duller, Monstrous Monograph: Monstrosities Volume 1. 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. Flip through the pages of the new Ghosts of Saltmarsh book and you'll find adventure around every corner. Ghosts of Saltmarsh - The Premise. Check em out if you love boats". 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. 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. 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. Hes a 3rd-level wizard, you could use his statblock as a template for other lower level mages. 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. Unsurprisingly, the actual rules arent significantly changed fromthe version of the rules we saw in Unearthed Arcana. This latter advice is honestly one of my favourite parts of the book: in a few brief paragraphs, it massively increases the play potential of a campaign set in and around Saltmarsh for anyone who also owns TotYP. 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. Thats good, because although the campaigns central story is now concluded, the book still has two higher level adventures for them to face! In the events of the previous adventure, it was discovered that the smugglers were supplying weapons to a tribe of lizardfolk living in a colony near Saltmarsh. It's a great time to reinforce the main themes of the campaign, integrate the characters together into a group, and discuss any sensative issues anyone might have with these themes. Youll either love or hate the maps in GoS. Just finished Salvage Operation with my group and every one went up to 5th level. Naturally these include the Forgotten Realms and Eberron. This sets off immediate alarm bells because of the expected level: 11th-level spellcasters have significant ways to steamroller through this sort of adventure. There are also a few less more mystical environs: eldritch mists, krakens graves, lure lights (the souls of dead aboleth! We progressed, and now currently are at level 7. While the events of this adventure are very exciting, it has significant problems. These are the Charm of Plant Command, Cursed Luckstone, Helm of Underwater Action, Pipe of Remembrance, Pressure Capsule, and Sekolahian Worshiping Statuette. 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. [6][7] Beadle & Grimm, a Wizards of the Coast licensee, released a special edition called the "Sinister Silver Edition of Ghosts of Saltmarsh". I like that various significant failures are possible without automatically going to catastrophic failure. Sort by: Like Tales from the Yawning Portal, it collects and updates a set of unrelated classic adventures and a DM can cherry pick from among them. The appendix contains the following creatures: As you can see theres quite a lot here thats new to Fifth Edition at least! data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAKAAAAB4CAYAAAB1ovlvAAAAAXNSR0IArs4c6QAAAw5JREFUeF7t181pWwEUhNFnF+MK1IjXrsJtWVu7HbsNa6VAICGb/EwYPCCOtrrci8774KG76 . When the characters arrive, diplomats from several groups of aquatic races are present for negotiations to join an alliance against the sahuagin. Maybe they worship Orcus, like the undead pirates in, Alternatively, or perhaps in addition, the evil clerics here once belonged to the same order of monks that occupy Firewatch Island in, Another option is to make them cultists of Tharizdun. Amphisbaena if you ever want a more deadly version of this CR 1/2 monster (which is CR 1/2), my own CR 5 take on the amphisbaena can be found in. You could also let the players know that anything in the Player's Handbook is fine but they should bring up any other options with you before they pick it so together you can decide if it fits what's going on. There are no encounters preceding arrival, so Id recommend either skipping past the journey or spicing it up the journey. 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 . If the characters can find signs of the single clear path, they can follow it safely through the dunes. Haunted House Loot. If I run a GoS campaign, Im not sure Ill include this one. The final section of this appendix describes and provides a map for three generic underwater locations that you might find useful for insertion into an underwater adventure: a reef, a shipwreck, and a ruin. We also use third-party cookies that help us analyze and understand how you use this website. 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. We can describe the locations of Saltmarsh, letting players jump in when they hear of a place about which they want to know more. Sanbalet a named NPC smuggler. The factions provide connective tissue between the adventures in Ghosts of Saltmarsh, but players can easily approach the chapters of the books as standalone adventures or pull Saltmarsh out of Greyhawk entirely without any significant issue". GoS has some of the bones of one of those, but it isn't quite there. 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 Cursed Luckstone lets you roll with advantage, but then inflicts disadvantage on your next two rolls. What good would a supplement about sea-based adventuring be if it didnt include new rules governing sea-based adventures? The expected level for this adventure is 11th, and its once again designed for 4-6 characters. Where did she come from? Whether Saltmarsh is invited to join the alliance depends on the players actions throughout the adventure, and is resolved by way of a point system. Wasteland Wheels roars onto the scene! These arent given names, you could use other tables for that: theyre meant to be sailor nicknames. Get revved up! 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. While its not the first time Fifth Edition has used a campaign book has a gateway into another world (that would be Curse of Strahd, which acts as a gateway to the larger Ravenloft setting), this is still a huge deal. Theres potential here, but its a shame there are holes that need patching by the DM. This chapter is dedicated to describing both the town of Saltmarsh and the region around it. The mysterious island section of this appendix describes and provides tables for generating a variety of uncharted isles ripe for adventure. Slaves present in the fortress add an additional complication for moral characters, who may hate the idea of leaving the slaves even if they may be rescued in the subsequent attack. 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. We also learn that the official setting for Ghosts of Saltmarsh is within the region of Keoland in the Greyhawk campaign setting, not in the Forgotten Realms. . 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. However if you want to keep them in Tier 1 (level 1-4) Do Salvage Operation instead of Final Enemy. [] Its not hard to imagine how a series of unlucky rolls could put the PCs on the wrong end of a mutiny. 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. Its valuable to show that the menace is growing, that theyre willing to attack surface vessels now, and to start making it personal for the characters. I initially liked the book, came up with a bunch of ideas, and then realized I didn't like the book. If you do the work to flesh them out the three adventure seeds provided, its feasible to significantly expand your GoS campaign with a second major arc. The section describes 6 island themes: The second appendix is a short one, containing just six magic items. The region of Saltmarsh is a classic D&D setting. Youre unlikely to encounter a galleon which is intended for fishing, for example. [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. It has a recommended retail price of $49.95 in the US, and 38.99 in the UK. The cookie is used to store the user consent for the cookies in the category "Performance". Its crew dropped anchor at an island to look for food and water, only to fall victim to the cannibalistic tribes which lived there. Mr. Dorys connection a cult of Tharizdun and a being called The Whisperer, believed to be Tharizduns messenger, who gives the cult orders. They do really well, managing to map out a lot of the levels and freeing Borgas and Kysh. Free shipping for many products! Advertisement cookies are used to provide visitors with relevant ads and marketing campaigns. The tragedy of Barovia suffuses all of the adventure's material, transporting the players to an otherworldly realm. AboutPressCopyrightContact. Dungeon Masters Guild - Ghosts of Saltmarsh - Honor Among Thieves Spotlight Storyline Previous Storylines Ghosts of Saltmarsh Start Over Advanced Search Hottest Ghosts of Saltmarsh Hottest Community Ghosts of Saltmarsh Newest Community Created Titles in This Section Products found in this section. As mentioned, access to high level divination spells might bypass some of the adventure, but after reading it through Im fairly confident that it should still be a good play experience, with enough meat on the bones of the adventure even if the investigatory aspects are largely skipped. In addition, the DM is tracking the sahuagins alert level, the raising of which has consequences for the battle. 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 Here they may defeat it, make a deal with it, or perhaps succumb to its psychic enslavement. Session zeros give us a chance to spend time with our players and watch the world come together. The actions section of a ships statblock has changed. 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