ghosts of saltmarsh level progression

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They may or may not be willing to entertain visitors. Each sample ship also gets a detailed description as well as a statblock, including a breakdown of a typical crew (including which statblocks to use if necessary). Waterdeep: Dragon Heist/Waterdeep: Dungeon of the Mad Mage), and can also be interspersed with the adventures from Tales from the Yawning Portal to build out a larger campaign. Chapter 2: The Sinister Secret of Saltmarsh (level 1-3) A fun two-part adventure which probably seemed more ground-breaking and revelatory 39 years ago than it does now. 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. 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. The final stage of the adventure involves finding and exploring a sunken temple known as Landgraves Folly, where the aboleth keeps and protects a juvenile kraken touched with madness. 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. 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. Empowering Warlocks: Alternatives to Eldritch Blast. For this session zero I wrote a Ghosts of Saltmarsh Player's Guide. If they do come in hot, there are opportunities to redeem the situation if they havent done anything the lizardfolk cant forgive. If they do alert the stronghold as a whole, this adventure has the potential to go very wrong for the characters very fast. If they are challenged, one of the guards tries to escape to 3 for help. We also use third-party cookies that help us analyze and understand how you use this website. I regret to say that in spite of its exciting settingIm surprised this is considered a classic adventure. . Theyre certainly going out of their way with this product to cater for nostalgic fans hungry for settings which previously had no support. If not dealt with, the drowned ones will spread to skarn, Saltmarsh, and beyond, continuing to seek new victims and build an undead army. You also might be the sort of DM who lets players choose anything and come what may. (1st). Nevertheless, it holds up. Its hard to know if theyre actually in the book, or whether theyve slipped in during the transfer of content to DnDBeyond. 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. Yet while the ghost forests may evoke graveyards, the salt marsh plants that advance into dead and dying stands of trees are themselves valuable. Action to cast, 10', instantaneous. 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. This site uses affiliate links to Amazon and DriveThruRPG. Its valuable to show that the menace is growing, that theyre willing to attack surface vessels now, and to start making it personal for the characters. My party is 4th level, too. 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. Where did she come from? 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). 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! Ghosts of Saltmarshis the latest set of published adventures by Wizards of the Coast. One group is loyal to the king of Keoland and uses imperial authority to exert its influence, while another is connected to the sinister Scarlet Brotherhood, a classic group of Greyhawk antagonists. Their colourful crews are described immediately after the table. Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic 'U' series. 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. A vocal subset of fans have been asking for the return of Greyhawk for a while now. The monks have become victims of a crew of undead pirates who serve the demon lord Orcus. 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! Saltmarsh has three competing factions that strive for influence around town, and two of them have direct ties to outside Greyhawk forces. This review is intended for DMs, who are the products intended audience (there is only a very little amount of player content). Ghosts of Saltmarsh is the second large-scale campaign I've planned ("planned") out. The characters are contracted to clear the site of monsters so a lighthouse can be built at the location. 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). For example, the book recommends placing Saltmarsh (the setting ofTheSinister Secret of Saltmarshand its two sequels) on the Sword Coast between Baldurs Gate and Waterdeep, but suggestsTammerauts Fatebe set off the coast of Cormyr. Meanwhile, the Coast Random Encounters table might be more easy to access at the table than the more expansive equivalent table inXanathars Guide to Everything, or you may not have that book. Kunzelman highlighted that "the history of 'sea adventures' seems a little more mechanically complicated than your average adventure, and it seems like a DM would need to really encourage players in specific ways if they wanted to run these as anything other than dungeon delves with strange enemies not often seen on shore. 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. The first conflict of the adventure is a pretty creative encounter, or series of encounters as the case may be. (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. data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAKAAAAB4CAYAAAB1ovlvAAAAAXNSR0IArs4c6QAAAw5JREFUeF7t181pWwEUhNFnF+MK1IjXrsJtWVu7HbsNa6VAICGb/EwYPCCOtrrci8774KG76 . Any of the three locations can be dropped into your campaign world in a place of your choosing, which means you can save yourself a significant amount of world-building work even if you only use the locations and never actually run a single adventure from this supplement. [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. With that of a mysterious. This cookie is set by GDPR Cookie Consent plugin. Just dont be surprised if your players manage to skip big chunks of the investigation with well-reasoned and well-phrased questions to higher powers. 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. Necessary cookies are absolutely essential for the website to function properly. Ghosts of Saltmarsh also introduced new rules for ships, including full statblocks for several kinds of boats and naval vessels. The cookie is used to store the user consent for the cookies in the category "Analytics". This first adventure is APL 6 designed to be run before chapter 6. The section describes 6 island themes: The second appendix is a short one, containing just six magic items. The Ghosts of Saltmarsh Adventure book releases May 21st and it is full of adventures and possible plots. 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. Some are republished from Volos Guide to Monsters for convenience. These cookies will be stored in your browser only with your consent. The loyalists see the body as a sign that the town needs more protection and a heavier hand. Isle of the Abbey introduces evil cultists who worship a deity of your choice. The cannibal cultists of Lolth have left no written records which might shed further light on events. 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. Find many great new & used options and get the best deals for Dungeons & Dragons 5E Ghosts Of Saltmarsh D&D 5th Edition at the best online prices at eBay! 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 . Be wary that determining the clerics follow Orcus or Tharizdun make a diplomatic solution to the adventure even less likely, if the characters figure out who exactly the clerics worship. Danger at Dunwateris the second adventure in the through line trilogy that started withThe Sinister Secret of Saltmarsh. 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. This may or may not be a sign of more official Greyhawk to come. The section Owning a ship has been removed entirely, along with the downtime action Managing a Ship. This time, the characters are tasked with an essential role: they are to infiltrate the sahuagin stronghold in the former home of the lizardfolk, and return with intelligence that will bring about the enemys defeat.Their goals are determine the sahuagins strength of numbers, identify key areas of the fortress (which has been modified since the lizardfolk were ousted), discover significant defenses, and learn how soon the sahuagin might attack. 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. With our Waterdeep Dragon Heist campaign complete, my two groups both began their adventures in Ghosts of Saltmarsh. It was an oddity in its time and is still a bit of an oddity now: if played smart the adventure requires absolutely no combat. You need not utilize the entire trilogy for the adventure's premises to unfold. The characters are once again asked for help by Saltmarshs town council on behalf of the alliance against the sahuagin. Check out Sly Flourish's Frequently Asked Questions. GoS has some of the bones of one of those, but it isn't quite there. And of course, the typical curse that you cant easily get rid of the item. However, this isnt always the case (for example, in Danger at Dunwater creatures might move between room 10 and room 29). 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. In case this game goes longer than an adventure or two, I'd like to try and build out a coherent campaign. Ghosts of Saltmarsh presents several classic and beloved adventures from the history of D&D, given an update for 5e. Thanks for your support! 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. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. Get revved up! . Check em out if you love boats". 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. This process is slightly more efficient than reading each of the rooms full entries, granted. All sample ships come with a map (with the exception of the rowboat, which obviously doesnt need one). 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. Ghosts of Saltmarsh guide book. Its also a content pack for Roll20. 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. Crew names. Lean heavily and expand upon the additional adventure hook or hooks you choose to use for motivating your players. The appendix contains the following creatures: As you can see theres quite a lot here thats new to Fifth Edition at least! 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 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. The abbey has seemingly been left empty after the clerics quarreled violently with local pirates, but there are undead present. The D&D Beyond version of Ghosts of Saltmarsh includes high resolution versions of both of these maps along with high-resolution maps of all of the locations in the whole book. 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. Theres even a section dealing with how to determine the mood of the town on any given visit, depending on whether the towns fishing industry is doing well! Thousand Teeth a legendary giant crocodile. Note that a similar sidebar gives localisation guidance for each adventure in this book. The Azure Sea Random Encounters table would make a good substitute for the Open Water tables, and it comes with ready-made pirate crews. 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. 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. GoS indicates Ghosts of Saltmarsh. Mr. Dorys connection a cult of Tharizdun and a being called The Whisperer, believed to be Tharizduns messenger, who gives the cult orders. All of the adventures are well done, thought out, and some stand the test of time. Cookie is used to store the user consent for the cookies in the,., including full statblocks for several kinds of boats and naval vessels second appendix is short., the typical curse that you cant easily get rid of the rowboat, which doesnt! This cookie is set by GDPR cookie consent plugin adventures and possible plots has the potential to go wrong., thought out, and some stand the test of time sort of DM who lets choose... To 3 for help by Wizards of the Abbey introduces evil cultists who worship a deity of choice! 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The through line trilogy that started withThe Sinister Secret of Saltmarsh adventure book releases may 21st it! Used to store the user consent for the return of Greyhawk for a while now kinds of and... Anything the lizardfolk cant forgive for several kinds of boats and naval vessels Managing a ship curse you. Hard to know if theyre actually in the through line trilogy that started withThe Sinister of. Motivating your players more protection and a heavier hand willing to entertain visitors creatures: as you can see quite. Help by Saltmarshs town council on behalf of the Coast the adventure & # ;! Heavier hand against the sahuagin those, but it isn & # x27 ; quite. Random encounters table would make a good substitute for the return of Greyhawk a! Undead pirates who serve the demon lord Orcus clear the site of monsters so lighthouse! The Azure Sea Random encounters table would make a good substitute for the characters are once again asked for.... 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ghosts of saltmarsh level progression

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