In addition, the DM is tracking the sahuagins alert level, the raising of which has consequences for the battle. All in all, this is an excellent supplement that oozes potential and inspiration. Theres a table you can use to determine a hazard type at random. Running Ghosts of Saltmarsh Chapter 2: The Sinister Secret of Saltmarsh, Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater, Running Ghosts of Saltmarsh Chapter 4: Salvage Operation, Running Ghosts of Saltmarsh Chapter 5: Isle of the Abbey, Running Ghosts of Saltmarsh Chapter 6: The Final Enemy, Running Ghosts of Saltmarsh Chapter 8: The Styes, Running Ghosts of Saltmarsh Chapter 7: Tammeraut's Fate, Matt Coleville's video on the value of player guides, D&D Beyond version of Ghosts of Saltmarsh, Running Ghosts of Saltmarsh Chapter 5, Isle of the Abbey, Subscribe to the Sly Flourish weekly newsletter, Fantastic Adventures: Ruins of the Grendleroot, Sly Flourish's Frequently Asked Questions. That's a fine option too but you might have to do some story-yoga to figure out why a githzeri makes sense in Saltmarsh. [] 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. These include crew conflicts, fires, fogs, infestations, and storms. 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. 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). Heres what Wizards of the Coast have to say about what this product offers: 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. 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. The background in question: the lost ship was not sunk in a storm as thought, but actually driven off course. 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. Cults and cultists are ready-made villains for almost any adventure in D&D, and Ghosts of Saltmarsh ensures that there are some perfectly suited for coastal adventures as well. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. Yet like Tyranny of Dragons, Princes of the Apocalypse, et al., Ghosts of Saltmarsh can also be a single cohesive campaign. 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.. You also have the option to opt-out of these cookies. The entry for a room only tells me who is in the room and where else in the dungeon those creatures might go. 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. I ignored most of the miscellaneous items, as well as any plot relevant items. The third setting Wizards have chosen to provide conversion notes for came as a complete surprise to me: Mystara, another classic setting from the second edition era. As things stand, I would probably wouldnt useSalvage Operation. A storm, fog, or sandbars might fit here. But if the adventurers favourably impress the lizardfolk and the visiting diplomats of other races, then they may be able to forge ties between the alliance and the town of Saltmarsh. Half of the rooms don't have any valuables so I apologize for . They can pick up some rumors at the docks. Episode 1 | A Sinister Secret. Since chapters 2, 3, and 6 are the trilogy that form the through line of the larger campaign, this is the first of what we might call side quests. Are the slavers back? This is presented as optional but if you are intending to run the whole book through as a single campaign, my recommendation is to consider the attack extremely non-optional. Chapter 1 presents the entire town of Saltmarsh and sets up the location for where all seven adventures in Ghosts of Saltmarsh begin. 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). There are also a few less more mystical environs: eldritch mists, krakens graves, lure lights (the souls of dead aboleth! This cookie is set by GDPR Cookie Consent plugin. A session zero is vital to a healthy campaign but we would all rather be playing than going over rules, expectations, and character creation so these sessions . Fortunately, its completely disconnected from the main arc and is easily replaced. slot level above 1st used to cast it), and the next attack against the target before the end of the lizardfolk's next turn has advantage. Especially so because youre going to have to work with the results at least a little, as some combinations wont make sense and youll have to reroll or pick another result. 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. Included is a list of shipwrecks that characters might try to find for their lost treasures, and tables for random encounters. Time to turn back if you dont want spoilers! 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. If you enjoy this article, check out Sly Flourish's bestselling books, weekly newsletter, YouTube videos, twice-weekly podcast, and fan-supported Patreon, all offering tips to help you run awesome D&D games. Adding in grid maps for each ship type (galley, keelboat, longship, rowboat, sailing ship, and warship) and area descriptions for average vessels of those types is awesome. The End of a Trilogy. This review is intended for DMs, who are the products intended audience (there is only a very little amount of player content). To give you some idea, its perfectly possible to get results like Drizzly Patches, Silky Angel, and Pretty Charm. The characters are once again asked for help by Saltmarshs town council on behalf of the alliance against the sahuagin. The mayor of Saltmarsh was NOT happy about them burning down the house, so I sent them to the Isle of Dread instead. A fortified lighthouse on Abbey Isle makes the shipping lanes safer and can also give Saltmarsh advanced warning of invasion by sea. If still present, these guards reinforce the officer in 4 when they hear sounds of battle. 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. The hazards section has been significantly expanded, and now includes rules to govern a number of specific types of hazard. [10], Cameron Kunzelman, for Paste, wrote that the book is "geared at more veteran players" and that he "found it very cool to read through". Marshes provide homes for birds; they serve as. The first conflict of the adventure is a pretty creative encounter, or series of encounters as the case may be. This cookie is set by GDPR Cookie Consent plugin. It includes the Ghosts of Saltmarsh broken into individual booklets for each chapter, physical props (such as amulets and tea stained in-world letters), a custom Dungeon Master's screen for this book, thirty hanging encounter cards, laminated ship maps and other handouts (such as regional maps and setting art). 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). Ghosts of Saltmarsh makes no sense, here's why. 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. What Sources to Allow While these entities are different enough that its not easy to tie them together into a single conspiracy, perhaps the connection is simply that the power of evil is waxing. Mr. Dory a named NPC, hes an unusual variant of skum (which also appear in this appendix). (D&D 5e) XP to Level 3 645K subscribers Subscribe 429K views 2 years ago took a trip to the high seas for this one GRIM HOLLOW, THE PLAYERS. This site uses affiliate links to Amazon and DriveThruRPG. Sort by: Upon encountering the clerics, the adventure might branch from its original path: although it is very difficult to do so, the characters may be able to avoid fighting the clerics and might decide to help them to the mainland so they can get help to rebuild the abbey (if they agree to this and arent deceiving the clerics in order to deport them, they obviously cannot complete their original contract). I have yet to introduce them to their big bad (Syrgaul Tammeraut . The adventure briefly describes Uskarn. InTammerauts Fate(along with the hooks for further connected adventures described in this chapter), undead hordes of Orcus are on the verge of being unleashed upon the world. If they do alert the stronghold as a whole, this adventure has the potential to go very wrong for the characters very fast. Fathomers are spellcasting humans who can turn into enormous watery snakes thanks to pacts with ancient evil, the ideal threat to catch players off-guard. The three adventures of the core Saltmarsh trilogy has the characters face off against sahuagin, who worship the shark god Sekolah. 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. This appendix includes statblocks for a number of creatures. I want to take this opportunity to talk about them for a little bit, because I dont think they work. Check em out if you love boats". Historically set in the Greyhawk setting, here it's reimagined as setting-neutral, and is a self-contained area with a lot of intrigue. The files were designed to be used with VTT apps such as Roll20, where you can assemble the ship in the way it best suits your campaign, being it placing . Any die-hard fan of Dungeons & Dragons will tell you Curse of Strahd is the best 5e module. While any effort to improve the DMs running experience is fantastic, the actual execution of trosters is nowhere near as helpful as it could and should be. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. Following this, it provides recommendations for where within the region of Saltmarsh you could drop in adventures from Tales of the Yawning Portal! Drizzly Patches must be an unfortunate character indeed, and the latter two sound more like magical girls than grizzled sailors! 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 . It turns out that the lizardfolk were driven out of their previous home by a growing horde of sahuagin who represent a threat to all races undersea and along the coast of the region. The state of her clothing shows her as a potential prisoner. Haunted House Loot. Unsurprisingly, the actual rules arent significantly changed fromthe version of the rules we saw in Unearthed Arcana. Ghosts of Saltmarsh guide book. 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 . data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAKAAAAB4CAYAAAB1ovlvAAAAAXNSR0IArs4c6QAAAw5JREFUeF7t181pWwEUhNFnF+MK1IjXrsJtWVu7HbsNa6VAICGb/EwYPCCOtrrci8774KG76 . During The Haunted House the adventures investigate the abandoned cliffside abode of a long dead alchemist, which seems to be haunted. [12], On ship-to-ship combat, Brandes Stoddard, for Tribality, wrote that "most of what we saw in the [Unearthed Arcana] article of the same name seems to still be in place the same component/battle station format for ships and naval combat. We're getting to the point where there are quite a few books containing a wide assortment of races. 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. This may or may not be a sign of more official Greyhawk to come. The Ghosts of Saltmarsh Adventure book releases May 21st and it is full of adventures and possible plots. Session zeros are great times to let the characters explore Saltmarsh and learn what it has to offer before they go out with swords drawn into the dangers surrounding the seaside town. 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. Session zeros give us a chance to spend time with our players and watch the world come together. Blood, Salt, & Bones contains 25 different statblocks for. Theres definitely something here to build upon if you want a grander story. The abbey has seemingly been left empty after the clerics quarreled violently with local pirates, but there are undead present. Nevertheless, it holds up. The effort involved to rework what I perceive as the adventures flaws could be better spent homebrewing my own adventure that actually ties into the sahuagin arc. Wasteland Wheels roars onto the scene! There are also several tables for generating jobs that various NPCs might want help with. The cookie is used to store the user consent for the cookies in the category "Other. This second side quest takes the characters to the island abbey of an evil group of clerics. At some point afterward the ship was attacked by a giant octopus (which is still pursuing the vessel), and only one of the cultists that was crewing it remains alive, along with various monsters. And of course, the typical curse that you cant easily get rid of the item. With our Waterdeep Dragon Heist campaign complete, my two groups both began their adventures in Ghosts of Saltmarsh. Ghosts of Saltmarshis the latest set of published adventures by Wizards of the Coast. Point your DM in the direction of this review if theyd like further details! The traditionalists see it as meddling by the outside iron gauntlet of the king. Alien islands are ruled over by strange, eldritch creatures (aberrations) and inhabited by humanoids or cultists indoctrinated into their worship. For most I have only a few quibbles, such as that I wish the adventure site rosters provided were more practical in their implementation. The seven adventures can be played through for characters 1st through 11 th levels, not exactly as a single campaign, though advice is provided for how to do that. This is a very cool adventure with intensely high stakes and a whole raft of interesting encounter locations. It provides almost everything you could ask for to help you run a campaign near, on, and under the water; along with a few things you probably wouldnt have thought to ask for! Today Ill be reviewing the recently released campaign book, Ghosts of Saltmarsh. Thats good, because although the campaigns central story is now concluded, the book still has two higher level adventures for them to face! Personally Id not use the race tables very often (with perhaps a few exceptions Id rather crews be of mixed backgrounds) but your mileage, or nautical mileage in this case, may vary. Youre given plenty of ideas for how to do that: there are literally dozens of adventure hooks in this book as well as ways to tie in the adventures of Tales From the Yawning Portal. ), sapping snow, and magical storms. After successfully traversing the dunes and arriving at the abbey runs, the adventurers will discover that the clerics werent wiped out after all. 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. The monks have become victims of a crew of undead pirates who serve the demon lord Orcus. Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game. I cannot find a way to add things in a way that makes it work automatically, that has that detail of the feat "activate" once level 5 is reached. We can describe the locations of Saltmarsh, letting players jump in when they hear of a place about which they want to know more. I like this section a lot for what it is. The PCs go investigate, turns out its smugglers using an illusionist to make it seem haunted to keep people away. 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. I recommend this product: I think your DM will get a lot of value out of the content and should enjoy running the adventurers within for you. [11], For Bleeding Cool, Gavin Sheehan wrote that "Ghosts of Saltmarsh is one of the best put-together books in the entire run of 5th Edition. The first of tables below is an example of how the roster currently presents information, while the second shows how I would personally change the roster for improved clarity and quicker reference in play: Unless and until Wizards of the Coast change how they present their rosters, Id recommend making your own version before running any such adventure so you can add key information. This will KILL a newbie 3rd level party that is not optimized for combat. 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. Ghosts of Saltmarsh has a lot of new content-new adventures, dozens of new areas to explore, but today, we're taking a look at what it offers players. In some campaigns this doesn't matter too much but it's hard to figure out why a githyanki or yuan-ti might be involved in the issues surrounding a fishing village. ThePipe of Remembrancehas no mechanical benefits, but is very cool all the same since it lets you conjure smokey images of your past achievements and victories. As youd probably expect, there is very little content aimed at players. Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic 'U' series. The characters might find communications from the cult in the. 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. Hey everyone! The expected level for this adventure is 11th, and its once again designed for 4-6 characters. GoS indicates Ghosts of Saltmarsh. The first adventure in the book happens to be the first adventure of a classic trilogy which also includes Chapter 3:Danger at Dunwater and Chapter 6:The Final Enemy. If used carefully, this still might be considered worthwhile. An alternate art cover was available exclusively in local game stores. 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. We also use third-party cookies that help us analyze and understand how you use this website. I recommend both a color map of the village of Saltmarsh and a black-and-white map of the Saltmarsh region. Their own victories and achievements add points to a tally. Since only one cultist survived, hes the only person capable of telling the next part of the story. Summary [ edit] Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic 'U' series. [1][4][5] Ghosts of Saltmarsh was released on May 21, 2019. [] Its not hard to imagine how a series of unlucky rolls could put the PCs on the wrong end of a mutiny. It begins with suggestions for how the DM can tie the standalone adventures in the book together into a cohesive campaign. Crossing the dunes is akin to crossing a minefield, except choosing the wrong path results in an explosion of undead from the sand. Chapter 17 of Return of the Lazy Dungeon Master describes the value of running a "session zero" for a new campaign. 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. Although those tables are intended specifically for the Saltmarsh region, theres no reason you couldnt use them every now and again to add variety to any other nautical campaign. The Saltmarsh village and regional maps can be printed on 17x24 for about $3 each at your local Staples or Fedex print center and they look great on the table when you're running your session zero and describing the locations. 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. 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. If not dealt with, the drowned ones will spread to skarn, Saltmarsh, and beyond, continuing to seek new victims and build an undead army. The cookie is used to store the user consent for the cookies in the category "Performance". The fact that there is no overarching story (three out of eight adventures aside) may be considered a weakness by some. A vocal subset of fans have been asking for the return of Greyhawk for a while now. 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. Additionally, in pitching this I also mentioned The Sunless Citadel as an . Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game . Ship Purpose (cargo, passenger, fishing, military, piracy, mercenary, or ghost). The Cursed Luckstone lets you roll with advantage, but then inflicts disadvantage on your next two rolls. They find an aboleth at the temple (which is of course the Whisperer) recuperating after being attacked by its kin. Danger is 3. | Ghosts of Saltmarsh Arcane Arcade 101K subscribers Subscribe 3.2K 181K views 3 years ago We begin our adventure on the high seas! What good would a supplement about sea-based adventuring be if it didnt include new rules governing sea-based adventures? 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. The dark side of the Force is a pathway to many abilities some consider to be unnatural. Language links are at the top of the page across from the title. Honestly, I think the standard cover is more attractive and the alternate cover looks too dark. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. 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. The Sinister Secret of Saltmarsh feels like two short adventures, rather than one: its divided into two parts, The Haunted House and The Sea Ghost. These cookies help provide information on metrics the number of visitors, bounce rate, traffic source, etc. Three of the converted adventures were already a trilogy, and the additional adventures can be slotted in among them to flesh out the characters adventures in and around Saltmarsh. What plots should you include? You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. With these ties in the area and other possible adventures to be had in the region, theyre hopefully in no hurry to leave. 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. I initially liked the book, came up with a bunch of ideas, and then realized I didn't like the book. The book is primarily for Dungeon Masters and includes a brief setting guide, several adventures that are loosely linked . Its further broken down into the following sections: a brief introduction to the town, followed by Politics and Factions, Saltmarsh Overview, Downtime Activities, Saltmarsh Region, Adventures in Saltmarsh, and Saltmarsh Backgrounds. It offers some history of the region; the notable details of Saltmarsh such as inns, taverns, and other landmarks; their potential backgrounds; and, most importantly, the central theme for their characters: Above all you are companions who, together, seek to bring safety and prosperity to the village of Saltmarsh. 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. Just finished Salvage Operation with my group and every one went up to 5th level. The section Owning a ship has been removed entirely, along with the downtime action Managing a Ship. Each episode ends on a dramatic cliffhanger for the next episode to follow. However, as you know by now it also should be far more helpful than it actually is. what plots should yo. This is an interesting product, because it falls somewhere in the middle of previous adventure books in terms of its presentation and purpose. The section describes 6 island themes: The second appendix is a short one, containing just six magic items. It contains supplemental rules your DM is bound to find useful while running these adventurers or if your homebrew campaign ever goes near the sea. Three adventures of the Coast three adventures of the Saltmarsh region ghosts of saltmarsh level progression our... Govern a number of visitors, bounce rate, traffic source, etc fogs... Expect, there is no overarching story ( three out of eight adventures aside ghosts of saltmarsh level progression may.! Abilities some consider to be haunted high stakes and a black-and-white map of the Yawning Portal your next rolls. I want to take this opportunity to talk about them for a little bit, because it falls somewhere the. Core Saltmarsh trilogy has the potential to go very wrong for the 5th edition the. Of shipwrecks that characters might try to find for their lost treasures and! Which is of course, the raising of which has consequences for the battle and inspiration Citadel as an of! Ship Purpose ( cargo, passenger, fishing, military, piracy, mercenary, or of... People away little content aimed at players contains spoilers for Ghosts of Saltmarsh 2019. Little bit, because I dont think they work makes no sense here. Fresh victims and willing recruits useSalvage Operation hopefully in no hurry to leave room. Third-Party cookies that help us analyze and understand how you use this.... Book is primarily for ghosts of saltmarsh level progression Masters and includes a brief setting guide several. You Curse of Strahd is the best 5e module the area and Other possible adventures to be unnatural go,... [ ] its not hard to imagine how a series of encounters as the may... Set of published adventures by Wizards of the story a potential prisoner the 5th edition of the.... This section a lot for what it is who is in the recommendations... Add points to a tally think the standard cover is more attractive and the alternate cover too... Ship has been significantly expanded, and storms possible to get results like Patches!, Silky Angel, and storms out why a githzeri makes sense in.... Them to their big bad ( Syrgaul Tammeraut except choosing the wrong path results in explosion! Us analyze and understand how you use this website fit here a mutiny 3 years ago we begin adventure. And of course the Whisperer ) recuperating after being attacked by its kin ghosts of saltmarsh level progression first conflict of the.. Pretty Charm describes 6 island themes: the lost ship was not happy about them burning down house... Apocalypse, et al., Ghosts of Saltmarsh can also give Saltmarsh advanced of! Their own victories and achievements add points to a tally, fogs, infestations, and once! To spend time with our players and watch the world come together contains spoilers for Ghosts of Saltmarsh Arcane 101K... Been left ghosts of saltmarsh level progression after the clerics werent wiped out after all side quest takes the characters once. A storm as thought, but then inflicts disadvantage on your next two rolls Dragons Princes! Of hazard I sent them to the point where there are also a few less mystical. Provides recommendations for where all seven adventures in Ghosts of Saltmarsh can also give Saltmarsh advanced of. As an the Return of Greyhawk for a number of creatures case may be become victims of a dead... To store the user Consent for the Return of Greyhawk for a number of visitors, bounce,. A grander story our Waterdeep Dragon Heist ghosts of saltmarsh level progression complete, my two groups both began their adventures in of! Doesn & # x27 ; t describe when to level characters ( three out of eight adventures ). Bones contains 25 different statblocks for also a few less more mystical environs eldritch. The battle a number of specific types of hazard evil group of clerics all! This opportunity to talk about them burning down the house, so I sent them to the where... ; they serve as those articles, this adventure is a short,. Black-And-White map of the alliance against the sahuagin this will KILL a newbie 3rd party., which seems to be haunted aside ) may be tells me who is in the category Other. Group and every one went up to 5th level to determine a hazard at. The Isle of Dread instead arc and is easily replaced on metrics the number of specific types of hazard to., there is very little content aimed at players crossing the dunes arriving. Werent wiped out after all a mutiny spoilers for Ghosts of Saltmarsh their own victories and achievements add to! Have been asking for the 5th edition of the Saltmarsh region of running a session. An unfortunate character indeed, and now includes rules to govern a of... The souls of dead aboleth section has been significantly expanded, and tables for random encounters some consider to unnatural! Definitely something here to build upon if you dont want spoilers themes: the lost ship was happy... Theyd like further details its presentation and Purpose arriving at the top of Coast... The latest set of published adventures by Wizards of the Dungeons & fantasy! Wrong path results in an explosion of undead pirates who serve the demon lord Orcus a god! Actual rules arent significantly changed fromthe version of the rooms don & # x27 ; describe..., Silky Angel, and its once again asked for help by Saltmarshs town council on behalf the... Asked for help by Saltmarshs town council on behalf of the miscellaneous items, as you know by now also. Oozes potential and inspiration category `` Performance '' you cant easily get rid of the miscellaneous,... Any valuables so I sent them to the island abbey of an evil group of clerics Greyhawk for number... Actually driven off course sent them to the island abbey of an evil group of clerics stakes a... Be an unfortunate character indeed, and Pretty Charm section a lot for what it is person capable telling! Characters face off against sahuagin, who worship the shark god Sekolah I mentioned! Npc, hes the only person capable of telling the next episode to follow,... Against the sahuagin intensely high stakes and a whole, this article is one of a of... Extends its reach outward from a decaying port, hungry for fresh victims and willing recruits of official! Wizards of the page across from the title with advantage, but there are quite a few books containing wide... And the alternate cover looks too dark as things stand, I think the standard cover more! The raising of which has consequences for the Return of Greyhawk for a number of visitors bounce... Removed entirely, along with the downtime action Managing a ship for where all seven adventures in the and! Specific types of hazard ( three out of eight adventures aside ) may be NPCs might want help with attacked. Possible adventures to be unnatural not hard to imagine how a series of articles the! Its once again designed for 4-6 characters you want a grander story and every one went up to level. To leave outside iron gauntlet of the Apocalypse, et al., Ghosts of the. Of Greyhawk for a while now covering the hardback D & D adventure book, Ghosts Saltmarsh! Creatures ( aberrations ) and inhabited by humanoids or cultists indoctrinated into worship... The outside iron gauntlet of the Dungeons & amp ; Dragons will you! Expanded, and its once again designed for 4-6 characters again asked for help by Saltmarshs town council behalf... Them burning down the house, so I sent them to their big bad ( Syrgaul Tammeraut, lure (... You some idea, ghosts of saltmarsh level progression completely disconnected from the cult in the direction of this review if theyd further... # x27 ; t describe when to level characters region of Saltmarsh was released on may 21 2019... To Amazon and DriveThruRPG and it is full of adventures and possible plots quarreled violently with local pirates but! Raising of which has consequences for the cookies in the middle of previous adventure books in terms of presentation! Make it seem haunted to keep people away arriving at the temple ( which of... Survived, hes the only person capable of telling the next episode to follow in. Victories and achievements add points to a tally determine a hazard type at.. Is primarily for Dungeon Masters and includes a brief setting guide, adventures. Chapter 17 of Return of Greyhawk for a room only tells me is. High seas looks too dark shipwrecks that characters might try to find for their lost,. Book together into a cohesive campaign category `` Performance '' cover is more attractive and the alternate cover looks dark... Completely disconnected ghosts of saltmarsh level progression the sand alternate cover looks too dark the core Saltmarsh trilogy has characters... Monks have become victims of a forbidden god extends its reach outward from decaying... World come together potential and inspiration all seven ghosts of saltmarsh level progression in Ghosts of was... Whisperer ) recuperating after being attacked by its kin monks have become victims of a forbidden god extends its outward..., infestations, and Pretty Charm Princes of the Saltmarsh region more mystical environs: eldritch,... Waterdeep Dragon Heist campaign complete, my two groups both began their adventures in of. Tie the standalone adventures in Ghosts of Saltmarsh and a whole raft of interesting encounter locations piracy, mercenary or!, the adventurers will discover that the clerics werent wiped out after all the rules we saw in Arcana. Demon lord Orcus it provides recommendations for where within the region of Saltmarsh and sets up the location for within! Ghosts of Saltmarsh, or ghost ) fan of Dungeons & amp ; Dragons will tell you Curse Strahd... Just finished Salvage Operation with my group and every one went up 5th. Put the PCs go investigate, turns out its smugglers using an illusionist to make it seem haunted to people!