Fine, the module is free/cheap on PDF, and there are a couple of conversion documents out there on teh internets. A few words from Alucard. Press J to jump to the feed. It also gives you lots of setup to add your own stuff/other premade stuff in too, which is great. 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. I'm interested to hear how DMs are using these ideas and incorporating them into their games. This book strikes a great level of depth and openess. 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. Give me details on the city and plane, give me history, lore, and fleshed out NPCs to play with. 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. The sahuagin are being directed by Thay to explore the islands and territories near Turmish, 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. Adventures with mummies, genies, pyramids, and an oasis city could be really cool. There's a lot we like about it. Hello everyone, my name is Alucard, and I'm the Community Manager here at the Trove. It would be very easy to adapt this to a homebrew setting. 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 agree. What do you think of it? by Mike Shea on 14 October 2019. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh… My group is just wrapping up defending Saltmarsh from a big sahuagin raid. 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. 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. In the . By using our Services or clicking I agree, you agree to our use of cookies. A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. I love the format. battle maps. 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). 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). Oct 11, 2020 - Explore Victoria Peters's board "Ghosts of Saltmarsh" on Pinterest. it fits both groups that run a lot of single adventures as well as groups that play full campaigns! Cookies help us deliver our Services. DDAL DUNGEON MASTER RESOURCE DOCUMENTATION . 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. Natural Cavern: 1 green slime (DMG 105) Room 27. Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater. I liked the customized backgrounds, which are a nice way to hook the players into the town from the get-go. All … 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!). 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. There's lots of … Yeah, you can really tell that the lead designer used to do UX design. 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. 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. Looks like you're using new Reddit on an old browser. credit//WotC. 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. It's a great book that way. I might agree, I think. Compared to, say Princes of the Apocalypse, or Out of the Abyss, or even Storm King's Thunder, the format just works better. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Super solid book, loving it so far. I’d be totally okay with WotC releasing more books in this format. 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. 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. 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. Opening this to add a Source for the 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. 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. They have the use of the Ghost and used it to smuggle goods for Gellan to The Styes setting up later things. 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. And it would be easy enough to say that if you liked Yawning Portal you’ll like Saltmarsh … 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. 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. THE PASSAGES AND CAVERNS Room 25. I'm hoping they do the same thing for avernus - I want a fleshed out baldurs gate and avernus. At the very least I will be adding the new backgrounds. 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: 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. I don't know if the new Vehicles are even possible in Hero Lab at this time. The Schley version in GoS is beautiful but it looks way to small for a town/city of 5,000 people. 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