As the Confederacy has taken more of an interest in the Siren Coast, more members of other races have become more common as well. Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine: All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. And, even if the DM is skilled at assessing party capabilities, it’s unclear what exactly will count as a success in the mission – how much information about what is enough to let the allies succeed? I have a harder time recommending The Styes, because the mood of the adventure feels so out of place to me for the level of the characters involved. Privacy Policy by Mike Shea on 2 December 2019. As noted above, the adventures in Ghosts of Saltmarsh can be, but don’t need to be strung together. There’s supposed to be a lot of sneaking, but entire parties of characters are notoriously bad at sneaking. First, a quick overview of the adventures featured in Ghosts of Saltmarsh.I won’t bore you with the full details of all seven adventures, but if we boil them down to taglines, we essentially have: 1. Artwork by Wizards of the Coast. For example, a Galley (max crew 80) may take 3 actions--2 if at 40 crew or less, 1 if at 20 crew or less, and 0 if depleted to 3 crewmen or less. Wizard's of the Coast announced this past Monday that a new nautical-themed Dungeons & Dragons supplement is on the horizon. Looking for a place to stay they stumbled upon The Wicker Goat observing a small fracas outside as a scruffy man was forcefully ejected, as two stern looking figures warned him from stealing customers away from under their nose. One person found this helpful. The way down is pretty standard fare, just with the ‘dungeon’ being the inside of a ship. The muddy footprints led downstairs. Of course, the original Saltmarsh trilogy have a connected story, and while I think those can be played separately, they are better run sequentially. The other four adventures are Salvage Operation (Mike Mearls), Isle of the Abbey (Randy Maxwell), Tammeratu’s Fate (Greg A. Vaughn), and The Styes (Richard Pett). The Sinister Secret of Saltmarsh – An adventure in two parts (characters will start at level 1, go up after part 1, and then go up again after part 2), the Sinister Secret of Saltmarsh begins with exploration of a supposedly haunted house that turns out to be a smugglers’ base (although there are some undead in the basement), and then moves on to a raid on the smugglers’ ship. Isle of the Abbey – The second adventure to fill the levels between parts 2 and 3 of the Saltmarsh trilogy, Isle of the Abbey is designed for fifth-level characters. As with most of Fifth Edition’s campaigns, Ghosts of Saltmarsh is designed to take players from first level on up, with this campaign running through level twelve. Promotional consideration was provided in the form of a review copy. The Final Enemy – The capstone of the Saltmarsh trilogy, The Final Enemy is for a 7th-level party (so there’s a gap to fill from the prior adventure). Ghosts of Saltmarsh features adventures from Dungeon magazine and the TSR UK staff, all connected through their nautical themes. 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: Although, to spice things up, this time it’s zombie pirates. Monsters gather beneath the … In Publishers Weekly's "Best-selling Books Week Ending 5/25/19", Ghosts of Saltmarsh was #6 in "Hardcover Nonfiction". 19 August, 2014, Release Date: Please keep your question's title spoiler-free and use spoiler blocks in the body. And, while there is a point-tracking system to determine when the players have convinced the lizardfolk to ally with Saltmarsh, and that system involves talking, there’s very little guidance on how to do that convincing other than making charisma checks. 1) Players brand new to table top roleplaying! Saltmarsh is a town of around 5000, mostly human, with a few elves, halflings and dwarves. An alternate art cover with a distinctive design and soft-touch finish is available exclusively in game stores on May 21. A book that updates seven D&D adventures from yesteryear can’t be all bad. J. Burgess. Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine: ... reliable and punctual DM. Price: $49.95 Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure. Nearly every single one has something the players can do that could be spun off into its own adventure. Comment Report abuse. 09 December, 2014, Release Date: The PCs chose to protect the Ghost instead of the council house so I am going to say Eilander is badly wounded and the Lizardfolk ambassador is dead. Across the seven adventures, players will encounter pirates, smugglers, smuggler-pirates, haunted houses, lizardfolk, aquatic elves, aquatic hobgoblins, merfolk, skeletons, underwater zombies, giant underwater monsters, ships in various states of disrepair on the surface of the ocean, and ships in various states of disrepair on the ocean floor. How to be a Great GM Presents Ghosts of Saltmarsh – Call of the Kraken. Produced by Beadle & Grimm's, their Sinister Silver Edition is filled with all the elements a Dungeon Master needs to create an amazing experience for their players adventuring through Ghosts of Saltmarsh. And they’re doing that whole ‘undead walking across the floor of the ocean’ thing to get to the island. To help serve as ‘glue’ for the campaign is the town of Saltmarsh itself, which has several factions – Loyalists (who support the crown’s moves to introduce mining and more legitimate trade to Saltmarsh), Traditionalists (who want things to stay as they ever were, mostly fishing and smuggling), and a secret evil faction (who want to wreck the place, but have the obviously good guy member of the city council as their unwitting pawn). Drowned sailors stir to unnatural life, animated by dark magic and sent forth in sear… Finding adventure is easy in Ghosts of Saltmarsh. Ghosts of Saltmarsh includes details on the port town of Saltmarsh, with new adventure hooks for each chapter. These residents, alas, suffered a similar fate to those on the Isle of the Abbey – most of them are already dead at the hands of pirates. Once the attack has been repelled, heroic characters will be compelled to venture to the ocean floor and deal with the magical effect that is turning the drowned sailors into drowned zombies. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more! Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. I run games 7 days a week and have many long-term players. With that said, they probably work best being run relatively close in time to each other, as the plots directly flow. Both of those adventures are pretty self-contained and can readily be run out of the town of Saltmarsh. They cannot, however, just be run consecutively, because the levels don’t work out that way. Avast, adventurers! Customer Support Designed on a piece of driftwood, this immersive sheet is just the thing your players need to maintain their crew and ship. 30 September, 2014, Terms In Ghosts, a ship can take multiple Actions per turn, dependent on how fully staffed it is. The three locations are a reef, a shipwreck, and an underwater ruin, so there’s a nice spread of options. These locations aren’t tied to any particular adventure, but instead spend a bit over four pages each presenting a map, location basics, and then possible adventure hooks. Providence by Night – Tonight I’m Gonna Rock You Tonight (Session 12). Danger at Dunwater – The city council is understandably concerned about a lizardfolk outpost purchasing lots of weapons, and send the player characters to investigate (the players start at 3rd level and will gain 1 level). This sheet makes it easy for your players to keep track of all their ships stats. Finding him sets up this nice visual with a derelict ship being held up by a crane, with the interior kept in jungle-like heat and humidity, and the first fight, which will likely be an ambush spell attack. © 1993-2020 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved. The Saltmarsh trilogy works best as a trilogy, but the other adventures can be plug-and-played at appropriate levels. I get that fighting aboleths requires a certain power level, but to me part of the Lovecraftian mood is characters who are first learning of the crazy world out there and have a relatively limited ability to do anything about it. This section of the book features a map of the town, along with 30 different locations. Read more. The Curse of the Mad Alchemist - Ghosts of Saltmarsh, Chapter 2 The door opened to a small room containing the remains of an old copper still as well as a set of stone stairs leading down. Reviewed in the United Kingdom on 11 May 2020. Danger at Dunwater (3rd level) – The party investigates the lizardfolk’s lair and discovers that they’re mustering to fight the evil sahuagin. Other common races – those found in the Player’s Handbook – are also present and established, but in smaller numbers. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Legend of the Five Rings – What Clan Am I? In order to succeed at this adventure, the characters must realize that the lizardfolk are not a threat, but rather a potential ally. This is tough for the GM, because it’s going to be difficult for the GM and the players to realize when it’s time for the players to bug out. And players going into Ghosts of Saltmarsh are definitely going to need to become familiar with the rules for underwater combat and movement. There are even half-human/half-fish types around. This has the ancillary downside that, if the players are on the ball, relatively little of the adventure will actually be used. This is a great "getting started" adventure. Play through each story in a seafaring campaign leading characters from level 1 through level 12, or pull out sections to place in ongoing campaigns in any setting. The players said they had fun and that they felt challenged by the extra hobgoblin. Entitled Ghosts of Saltmarsh, players and DM's can expect to receive the supplement in May of this year.Taking players on an adventure from levels 1-12, the port town of Saltmarsh will be the base location players find themselves in. Among the passengers and cargo on the ship are some lizardfolk and weapons, which leads to the next adventure. Now the hard part, my players love the politics of Saltmarsh and the mystery of what is really going on. Like the other two adventures in this series, The Final Enemy is an excellent sandbox adventure in which we lay out the situation and the goals and the … Although it’s the sort of think we’ve generally come to expect in modern times, the Saltmarsh trilogy was distinctive at the time in assembling adventures with thematic presentation and something of a story, instead of an independent location for the party to search and loot. With the pirates defeated and the abbey weakened, it’s the players turn to finish off the losers. Release Date: Once that surprise attack is done, things should quickly turn in the party’s favor, and they will be off to find the aboleth in the local cult hideout. Ultimately, I’d suggest running the first five as a campaign, and I think I personally would mostly stick with a minimalist approach to incorporating the town politics, but then weave those politics into something more substantive to fill the one-level gap between Isle of the Abbey and The Final Enemy – get the town unified before the big confrontation (or maybe I would get lazy and just go look for a pre-made 6th-level adventure elsewhere). DO NOT SELL MY PERSONAL INFORMATION. This adventure kicks off with an effort to traipse across a sandy beach that just happens to contain many, many buried skeletons – which will be of wildly variable difficulty, because the d20 roll to make it off the beach may mean no combat or massive hordes of skeletons to deal with. Helpful. That part is fairly straightforward to run, but only once it’s read very, very closely, because it isn’t entirely clear what is where (and a glaring typo doesn’t help). 15 July, 2014, Release Date: Before the final battle, the characters are sent in to the sahuagin fortress (which is now mostly underwater) to scout enemy numbers and locations. Hoist your sails, pull up anchor, and set a course for adventure! The public part of the abbey, similarly, may or may not require much fighting, depending on whether the players are able to figure out the right things to say. We here at Meeple Mountain have been playing through Ghosts of Saltmarsh, the latest adventure module collection for Dungeons & Dragons. In the UA, on its turn a ship could Move its speed and fire all weapons--or half of its weapons (rounded down) if the ship was at half-crew or less. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. This one, however, is occupied by the good guys. In addition, the back matter includes about 15 pages of expanded information on using ships, including stats for several basic models (longship, keelboat, galley, sailing vessel, war vessel). One of my players is a Lizardfolk which took a bit of on-the-spot dodging when they decided to capture and interrogate one of the Lizardfolk on the ship instead of killing them all. Salvage Operation (4th level) – The party recovers … The authors of Wizards of the Coast (WotC) have just released (May 21 2019) a 5th edition Dungeons and Dragons (D&D) ‘mid-season’ hard cover adventure compendium called Ghosts of Saltmarsh (GoSM). This may involve beating stubborn players over the head at some point during the adventure, because the whole point is that they need to change their mindset – the DM doesn’t have the luxury of a quest-giver at the start of the mission ordering them not to engage. O n the 25 th of May at 1pm PST, or 8 pm GMT depending on which ocean you call home, the first LIVE stream episode of How to be a Great GM presents Ghosts of Saltmarsh – Call of the Kraken airs on the official D&D twitch channel; twitch.tv/dnd. 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. Tammeraut’s Fate – This adventure, for a party of 9th level characters, features another abbey on an island. Heroes must arise to keep the waves safe! This includes ship layouts, crew actions, weaponry, movement, and upgrades. In The Final Enemythe characters travel to the former lizardfolk island, assess the threat of the sahuagin, and perhaps end the threat the sahuagin hold over Saltmarsh before their attack begins. Speaking of DM material, I’m going to put a spacer image here, and the review with resume below with. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. For Ghosts of Saltmarsh, that would be accomplished with Salvage Operation and Isle of the Abbey, which span most of the level gap between Danger at Dunwater and The Final Enemy (there is no gap between The Sinister Secret of Saltmarsh and Danger at Dunwater). If Tales from the Yawning Portal was a greatest hits collection, Ghosts of Saltmarsh is a concept album – seven adventures that all (loosely) share a certain theme. Players can journey through the entire story in a seafaring campaign leading characters from level one through level 12, while Dungeon Masters can pull sections to place in ongoing campaigns in any setting. One of the better modules for D&D 5E, Ghosts of Saltmarsh takes players from Level 1 to Level 7-ish. But the way back up, with a constant environmental threat, movement restrictions from the treasure, and the danger of sinking, really gives this adventure a distinctive feel. 3. The new backgrounds include Fisher, Marine, Shipwright, and Smuggler. In the case of Ghosts of Saltmarsh, that theme is the sea. Ghosts of Saltmarsh is the brand-new book for D&D. The appendix of Ghosts of Saltmarsh features a few nifty magical items suited to the setting, a collection of new foes your adventurers will face throughout the campaigns, and, most impressively, a large section on ships and the sea. The two Waterdavian defense ships were sunk and many villagers and guards died. Inside you will find interviews, features, and comics that cover all things D&D. So there’s a balancing act of putting enough content in between to gain the appropriate levels without stretching things out to much. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. The initial phase of this adventure is fairly light exploration and combat. Learn how your comment data is processed. Topping off this exploration is a final confrontation (which was not included in the original adventure; that just ended with the characters getting out of the base). Ghosts of Saltmarsh offers players several new background options that tie in well with the series of classic adventures contained within this book. I must now have been the only one to appreciate Tales from the Yawning Portal, because the next Dungeons & Dragons release, Ghosts of Saltmarsh (available May 21, 2019) takes a similar approach. The book adapts a number of AD&D 1e modules, including the "U"-series and some other nautical adventures from Dungeon magazine. “The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. It is probably also the most difficult adventure to GM out of those in this book. The reason for the alliance in Danger at Dunwater is that the lizardfolk only moved near Saltmarsh because their old home was taken over by sahuagin, and they were buying weapons to take it back. Finally, there will be a final battle, because the characters will need to go deal with the infused sea monsters – with a twist that there will be even more aboleths there, because the first one was a heretic (the characters have the possibility of actually recruiting the help of these newcomers, which will make this scene much easier than fighting them and the monster). I think that’s a pretty good ratio. The final two adventures (Tammeraut’s Fate and The Styes) don’t fit as well, but that’s less of an issue because they are higher-level than the end of the Saltmarsh trilogy. Entertainer: Bards and other performers are always in demand in a town like Saltmarsh. 21 May, 2019 The seven adventures updated for Ghosts of Saltmarsh include the original Saltmarsh trilogy and four adventures pulled from the pages of Dungeon magazine. Subscribe to get the free product of the week! It’s a fairly light presentation, as one might expect from the space devoted, but I think that’s appropriate, since D&D is not generally a naval combat simulator, even if the player characters end up with their own ship. They didn't really haveActions apart from "move and shoot every round." Ghosts of Saltmarsh isn’t just TFTYP 2, however. Smugglers guide their ships to hidden coves, willing to slit the throat of any who cross their path. The Sinister Secret of Saltmarsh (1st level) – The party unravels a smuggling ring delivering weapons to a tribe of lizardfolk. Code of Conduct Release Date: 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. As the DM, I will also be giving my observations on running the adventures and … We gave our first impressions of Ghosts of Saltmarsh when it was released and now we’ve returned to give you an update on how the playthrough has gone so far. But eventually the characters will discover the remaining inhabitants in hiding, and realize that the zombie horde will be back that night. This could easily leave a situation where the primary political effect of the characters is to discover the bad guy faction, alert the good guy council member, and then generally be heroes. The new backgrounds are fisher, marine, shipwright (which has a really useful ability if you’re going to engage in naval combat), and smuggler. 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