The trouble is that the captains log may not be found as discovering it requires a DC 15 Perception check. Following this, it provides recommendations for where within the region of Saltmarsh you could drop in adventures from Tales of the Yawning Portal! 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. A sidebar provides recommendations for where a DM might place the adventure if they choose to use it in one of three other settings. . 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! Sanctum islands are inhabited by creatures that want to protect themselves from raiders or live in isolation. You also have the option to opt-out of these cookies. This is one of the memorable encounters Ive seen, as it includes a decommissioned ship held aloft by a crane in the warehouse yard. Free shipping for many products! Isle of the Abbey introduces evil cultists who worship a deity of your choice. TheCharm of Plant Command andHelm of Underwater Action in particular need no explanation. 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.. Politics and Factions is where we learn about the Traditionalists and the Loyalists, as well as secret interference in the town by a third faction I wont name here. 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. Attitude and Race. However, this isnt always the case (for example, in Danger at Dunwater creatures might move between room 10 and room 29). 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. 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. They may or may not be willing to entertain visitors. This provides the backdrop we need for the following parts of the adventure, which kicks off with a murder mystery. GoS has some of the bones of one of those, but it isn't quite there. In the Ghosts of Saltmarsh appendix A, "Of ships and the sea" one of the pre-created underwater locations ( the wreck of the marshal) has the following feature: I'm hoping to run one of the suggested adventures in this area (the one for level 5 characters), but I'm struggling to see how this feature is supposed to work. it appears that the actual print of the cover looks flatter and duller, Monstrous Monograph: Monstrosities Volume 1. It has a unique and likely memorable opening encounter, and depending on how characters handle things events on the island could go very different ways. This adventure expects 4-6 characters of 5th level. Theres potential here, but its a shame there are holes that need patching by the DM. However, it is almost certainly a sign that Greyhawk is about to be added to the list of supported settings on the DMsGuild, which would enable fans to update Greyhawk themselves. This is because the guidance for placing the adventures relies on suitable geography that exists in the world. The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. [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". ), sapping snow, and magical storms. This cookie is set by GDPR Cookie Consent plugin. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Sort by: All in all, this is an excellent supplement that oozes potential and inspiration. 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. Historically set in the Greyhawk setting, here it's reimagined as setting-neutral, and is a self-contained area with a lot of intrigue. [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. This may or may not be a sign of more official Greyhawk to come. A vocal subset of fans have been asking for the return of Greyhawk for a while now. We're getting to the point where there are quite a few books containing a wide assortment of races. I ignored most of the miscellaneous items, as well as any plot relevant items. Just arrived The Wasteland Wanderer Character Record! No Gaming is Better than Bad Gaming. The Final Enemy is the last adventure of the trilogy focused on the sahuagin threat which began in The Sinister Secret of Saltmarsh and continued on in Danger at Dunwater. 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. 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. The appendix starts with rules governing ships. Their colourful crews are described immediately after the table. A storm, fog, or sandbars might fit here. 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. Likewise, you should enjoy playing them! Chapter 17 of Return of the Lazy Dungeon Master describes the value of running a "session zero" for a new campaign. First part is a haunted house exploration, second part is a raid on a smuggler ship which calls for players to get creative in their approach. What good would a supplement about sea-based adventuring be if it didnt include new rules governing sea-based adventures? Mr. Dory a named NPC, hes an unusual variant of skum (which also appear in this appendix). If they do come in hot, there are opportunities to redeem the situation if they havent done anything the lizardfolk cant forgive. Ghosts of Saltmarsh makes no sense, here's why. They discover the so-called haunting is actually trickery on the part of a band of smugglers who are using the house and the sea cave beneath it as a base of operations. OR could wait to next Tuesday when the new season drops. Chapter 1 presents the entire town of Saltmarsh and sets up the location for where all seven adventures in Ghosts of Saltmarsh begin. 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). Ive noticed a meager handful of editorial errors in the form of minor typos. Sanbalet a named NPC smuggler. Heroes must arise to keep the waves safe! Download Free PDF View PDF. In this adventure, the characters are asked by a struggling merchant to help salvage his wealth from a former ship of his fleet, long thought lost to the sea. These cookies help provide information on metrics the number of visitors, bounce rate, traffic source, etc. The tragedy of Barovia suffuses all of the adventure's material, transporting the players to an otherworldly realm. The cookies is used to store the user consent for the cookies in the category "Necessary". The roster would be far more effective a tool. I want to take this opportunity to talk about them for a little bit, because I dont think they work. Their own victories and achievements add points to a tally. In addition, the DM is tracking the sahuagins alert level, the raising of which has consequences for the battle. This process is slightly more efficient than reading each of the rooms full entries, granted. 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. Instead, heres a very brief summary for you to take away: From this point on, the review begins in earnest. There are no encounters preceding arrival, so Id recommend either skipping past the journey or spicing it up the journey. However, a sidebar does provide the necessary information to run a sahuagin attack on the way to the adventure site. 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. (1st). 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. Empowering Warlocks: Alternatives to Eldritch Blast. 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. During The Haunted House the adventures investigate the abandoned cliffside abode of a long dead alchemist, which seems to be haunted. For the majority of my Saltmarsh campaign I had 3 players, PHB beastmaster ranger with . Ghosts of Saltmarsh - The Premise. These arent given names, you could use other tables for that: theyre meant to be sailor nicknames. Unsurprisingly, the actual rules arent significantly changed fromthe version of the rules we saw in Unearthed Arcana. Its also a content pack for Roll20. In a session zero, our players can build their characters together while also discussing the story of the campaign. This appendix will be invaluable not just in running GoS, but other nautical adventures as well. 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. The final adventure of the book describes events on a decaying port which can be established as a self-contained town or as a district of any large coastal town in your campaign world. This means that the included adventure roster should be a helpful tool for determining whether the characters alert any nearby sahuagin as they move about the fortress. Nelson Nelson. The ship has mysteriously reappeared in local waters, providing a once in a lifetime opportunity for him to reclaim the property deeds and promissory notes aboard, which he intends to sell in order to regain his lost wealth and prestige. I even tried working on another feature with the same level for activation, does't work with that as well. There are also several tables for generating jobs that various NPCs might want help with. Any kraken is a catastrophe in physical form, but one touched by Tharizduns destructive madness could become a threat of apocalyptic proportion in the fullness of time. Hey everyone! It begins with suggestions for how the DM can tie the standalone adventures in the book together into a cohesive campaign. The traditionalists see it as meddling by the outside iron gauntlet of the king. These three adventures introduced Saltmarsh to Greyhawk and together form the backbone for the books optional campaign arc. Its worth noting that if youre playing in a world other than Greyhawk and you intend to run the book as a campaign rather than pick stand-alone adventures from it, you might find it difficult to include some adventures in your campaign. The region of Saltmarsh is a classic D&D setting. [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. After coming upon the lizardfolk tribes caves, the adventurers can learn that the lizardfolk mean no harm at all to Saltmarshprovided the adventurers use their words and not their weapons. 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. In short: this review is not spoiler free. The kraken is fed kidnapped beggars and other folks no one would miss, while all the negative emotions of the people of the Styes feed dark magic that accelerates the krakens growth. Session zeros give us a chance to spend time with our players and watch the world come together. This avoids the oddball character who comes in with a clearly different motive and drive that never quite fits either the group or the adventure. [2], Christian Hoffer, for Comicbook, wrote that "the book contains a surprising amount of references and nods to its Greyhawk roots. We can describe the locations of Saltmarsh, letting players jump in when they hear of a place about which they want to know more. 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. 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. Crossing the dunes is akin to crossing a minefield, except choosing the wrong path results in an explosion of undead from the sand. 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". Process is slightly more efficient than reading each of the Yawning Portal cover looks flatter and duller, Monograph. 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