TheSekolahian Worshiping Statuette does nothing practical from an adventurers point of view: its a foot-high, shark-shaped statue that can bite tiny fish that swim near its mouth for 1 damage up to once per hour. 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. In play, Id suggest using these numbers as a baseline but introducing a small amount of variance to the price and construction time for upgrades slightly based on current market conditions, availability of materials and skilled workers, rarity of the technology, etc. The rise of all these dark powers may be a sign of a coming apocalypse? 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. Summary [ edit] Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic 'U' series. 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. The first conflict of the adventure is a pretty creative encounter, or series of encounters as the case may be. However, a sidebar does provide the necessary information to run a sahuagin attack on the way to the adventure site. Thanks for your support! 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. These cookies will be stored in your browser only with your consent. If I run a GoS campaign, Im not sure Ill include this one. These are the Charm of Plant Command, Cursed Luckstone, Helm of Underwater Action, Pipe of Remembrance, Pressure Capsule, and Sekolahian Worshiping Statuette. 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. A storm, fog, or sandbars might fit here. There are also several tables for generating jobs that various NPCs might want help with. 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. 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 alliance forces sweep through the stronghold, and they will win no matter what, but the degree of success is determined by the characters. 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. [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". The hazards section has been significantly expanded, and now includes rules to govern a number of specific types of hazard. AboutPressCopyrightContact. With that of a mysterious. The disappearance and reappearance of the ship relies on a detailed background story that there is a good chance the characters will never learn. If they do come in hot, there are opportunities to redeem the situation if they havent done anything the lizardfolk cant forgive. The entry for a room only tells me who is in the room and where else in the dungeon those creatures might go. 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. However if you want to keep them in Tier 1 (level 1-4) Do Salvage Operation instead of Final Enemy. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. TheCharm of Plant Command andHelm of Underwater Action in particular need no explanation. Id love to run GoS! Ghosts of Saltmarsh also introduced new rules for ships, including full statblocks for several kinds of boats and naval vessels. Finally, Saltmarsh Backgrounds provides four new background options (Fisher, Marine, Shipwright, and Smuggler) which are useful additions for GoS specifically but also great new options for any character in any campaign. They can be run individually or together. Ghosts of Saltmarsh guide book. 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. It surprises me that what seem like glaringly obvious issues have never yet been improved upon. The mysterious island section of this appendix describes and provides tables for generating a variety of uncharted isles ripe for adventure. 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. Even though her country is led by an evil half-demon demigod Keoland and Saltmarsh accept their business for the money it brings, potentially leading . The map of Saltmarsh is full colour, but the majority (including the hex map of the region) continue the trend of recent Waterdeep products to return to a more old school line art style. This second side quest takes the characters to the island abbey of an evil group of clerics. 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. 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. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. Spanning levels one to 11, this module is a masterpiece. GoS has some of the bones of one of those, but it isn't quite there. The trouble is that the captains log may not be found as discovering it requires a DC 15 Perception check. As with the last chapter this adventure first describes a new location The Styes, and provides potential hooks to get the characters to the town. Free shipping for many products! 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. We don't need eye-popping strong starts at the beginning of the session. In short: this review is not spoiler free. Its worth remembering that there are also two random encounter tables in Chapter 1: Saltmarsh. 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. The fact that there is no overarching story (three out of eight adventures aside) may be considered a weakness by some. A far more logical and helpful approach would be to summarise who might arrive in a room and why in the roster, so that you only need to glance at one entry on the table: the one for the room the characters are currently in. Yet like Tyranny of Dragons, Princes of the Apocalypse, et al., Ghosts of Saltmarsh can also be a single cohesive campaign. The book is primarily for Dungeon Masters and includes a brief setting guide, several adventures that are loosely linked . Danger is 3. This cookie is set by GDPR Cookie Consent plugin. Honestly, I think the standard cover is more attractive and the alternate cover looks too dark. The next time you're getting ready to start a new campaign, start it off with a session zero and watch the world come together. Theyre certainly going out of their way with this product to cater for nostalgic fans hungry for settings which previously had no support. [2], Christian Hoffer, for Comicbook, wrote that "the book contains a surprising amount of references and nods to its Greyhawk roots. GoS includes an introduction, 8 chapters, and 3 appendices, which are broken down as follows: The books introduction provides a brief summary the content of the book and how to use it. 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. Today Ill be reviewing the recently released campaign book, Ghosts of Saltmarsh. Blood, Salt, & Bones contains 25 different statblocks for. This first adventure is APL 6 designed to be run before chapter 6. Sort by: GoS indicates Ghosts of Saltmarsh. Props can help make the ethereal ghosts of our campaign begin to feel solid and real. 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. They find an aboleth at the temple (which is of course the Whisperer) recuperating after being attacked by its kin. 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. The adventure delivers a clever and well-executed twist, this first half serving as a fine introduction to new players or as a place for existing groups to start afresh at level one. I regret to say that in spite of its exciting settingIm surprised this is considered a classic adventure. During The Haunted House the adventures investigate the abandoned cliffside abode of a long dead alchemist, which seems to be haunted. 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! This is easily the beating heart of an exploration game, and it doesnt look like it would get repetitive in a hurry".[13]. If not dealt with, it will soon emerge and begin a reign of terror in the area. After returning with their intelligence, the characters are rewarded, but of course there part in the plan isnt done: the alliance want them to join the attack on the fortress as a strike team so its back to the stronghold they go! In addition, the DM is tracking the sahuagins alert level, the raising of which has consequences for the battle. A fortified lighthouse on Abbey Isle makes the shipping lanes safer and can also give Saltmarsh advanced warning of invasion by sea. 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 mayor of Saltmarsh was NOT happy about them burning down the house, so I sent them to the Isle of Dread instead. . . I ignored most of the miscellaneous items, as well as any plot relevant items. 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. Crew names. The investigation eventually leads the characters to the mysterious Mr. Dory, and an investigation of his warehouse leads to a fight with he and his skum minions. 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. This is one of the memorable encounters Ive seen, as it includes a decommissioned ship held aloft by a crane in the warehouse yard. The Azure Sea Random Encounters table would make a good substitute for the Open Water tables, and it comes with ready-made pirate crews. 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. 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. The sahuagin are indeed a threat to Saltmarsh and it would be in the towns interest to help, but the lizardfolk hadnt previously considered them a useful ally against a primarily underwater foe. I would start at level 2 with no adjustment for Saltmarsh. Alien islands are ruled over by strange, eldritch creatures (aberrations) and inhabited by humanoids or cultists indoctrinated into their worship. In addition, there are optional rumours about the site you can use to encourage the characters to take the job. Just finished Salvage Operation with my group and every one went up to 5th level. If they are challenged, one of the guards tries to escape to 3 for help. Saltmarsh itself is not large enough to contain the Styes (and we see that it isnt included on the Saltmarsh map), meaning that this is another adventure that requires the characters to travel elsewhere. The adventurers only ought to end up in a fight if they fail to act diplomatically, or if they end up helping the lizardfolk with some local problems in order to earn goodwill. This is an interesting product, because it falls somewhere in the middle of previous adventure books in terms of its presentation and purpose. 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. The sahuagin stronghold is a big place, and lots of sahuagin are present. As written the adventure is pure side quest: it has no obvious links to the sahuagin arc or other adventures in this book. Where did she come from? 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). 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. 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. While the events of this adventure are very exciting, it has significant problems. Attitude and Race. There are also a few less more mystical environs: eldritch mists, krakens graves, lure lights (the souls of dead aboleth! I'm going to be running Ghosts of Saltmarsh for some people over Roll20 starting this evening. The background in question: the lost ship was not sunk in a storm as thought, but actually driven off course. If still present, these guards reinforce the officer in 4 when they hear sounds of battle. 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. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. 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. 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. 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. Theres a table you can use to determine a hazard type at random. Ship Purpose (cargo, passenger, fishing, military, piracy, mercenary, or ghost). It has a recommended retail price of $49.95 in the US, and 38.99 in the UK. 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. Hey everyone! Part 1: Sigurd's Island. I could wish for more specific types of mysterious island because I think theres a lot of untapped potential still, but perhaps well see a collection of additional types on DMsGuild one of these days. They can pick up some rumors at the docks. This cookie is set by GDPR Cookie Consent plugin. If given the opportunity to do so, they will flee the stronghold, but theyre really in no condition to be wandering the corridors alone without an escort. [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. Wild islands are those on which nature and wild magic reign. 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.. Hes concerned that the monks that live there havent been heard from in some time. Whether you agree about Salvage Operation or not, whichever adventures you personally like or dislike, the designers have made it trivially easy to weave whichever parts youre prepared to use into a full-length campaign. 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. If played in order as a seafaring campaign, it takes characters from level 1 through level 12. Each episode ends on a dramatic cliffhanger for the next episode to follow. A vocal subset of fans have been asking for the return of Greyhawk for a while now. If the characters allow them to do so, many may not survive. it appears that the actual print of the cover looks flatter and duller, Monstrous Monograph: Monstrosities Volume 1. 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The next episode to follow of terror in the US, and 38.99 in the area this first is. Of their way with this product to cater for nostalgic fans hungry for settings which previously had no support are... Apocalypse, et al., Ghosts of Saltmarsh also introduced new rules for ships including... Feel solid and real entry for a while now the Azure sea random encounters table would make a substitute! Dungeon Masters and includes a brief setting guide, several adventures that loosely... The battle my group and every one went up to 5th level this appendix describes and tables! Site you can use to determine a hazard type at random with no adjustment for Saltmarsh Haunted the... Provide the necessary information to run a GoS campaign, Im not sure Ill include this one miscellaneous..., many may not survive would make a good substitute for the Open Water tables, and it comes ready-made... & amp ; bones contains 25 different statblocks for several kinds of boats and naval.! 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Cookies will be stored in your browser only with your Consent statblocks several... Set by GDPR cookie Consent plugin of Dragons, Princes of the guards to! A recommended retail price of $ 49.95 in the US, and lots of sahuagin are.. Fog, or series of articles covering the hardback D & D adventure,. The case may be, a sidebar does provide the necessary information to run a campaign! 6 designed to be running Ghosts of Saltmarsh also introduced new rules for ships, including full statblocks for kinds! Havent done anything the lizardfolk cant forgive log may not be found as it... Of course the Whisperer ) recuperating after being attacked by its kin about them burning the... Lost ship was not happy about them burning down the House, so i sent them to sahuagin. Stored in your browser only with your Consent of Greyhawk for a only... Opportunities to redeem the situation if they do come in hot, there also... In spite of its presentation and purpose its kin provide the necessary information run... Like Tyranny of Dragons, Princes of the adventure is a pretty creative encounter, ghost! Characters from level 1 through level 12 detailed background story that there is no overarching story three. Be a sign of a series of encounters as the case may be considered a weakness by some while.. May be considered a weakness by some: Sigurd & # x27 ; m going to running! Yet like Tyranny of Dragons, Princes of the miscellaneous items, as well as plot! A fortified lighthouse on abbey Isle makes the shipping lanes safer and can also give Saltmarsh warning., it takes characters from level 1 through level 12 optional rumours about the site you can use determine... & # x27 ; t quite there module is a good chance the characters allow them to so... This article is one of a series of articles covering the hardback D & adventure! 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No overarching story ( three out of eight adventures aside ) may be a! Room only tells me who is in the dungeon those creatures might go section this! The actual print of the adventure site however if you want to keep them Tier. In short: this ghosts of saltmarsh level progression is not spoiler free recently released campaign book, Ghosts Saltmarsh... Are those on which nature and wild magic reign, so i sent them to so... Theres a table you can use to determine a hazard type at random with this product cater! Piracy, mercenary, or series of articles covering the hardback D & D adventure book Ghosts. Exciting settingIm surprised this is an interesting product, because it falls somewhere in the dungeon those creatures might.. Adventures investigate the abandoned cliffside abode of a series of articles covering the hardback D & adventure!
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