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). Promotional consideration was provided in the form of a review copy. The new backgrounds are fisher, marine, shipwright (which has a really useful ability if you’re going to engage in naval combat), and smuggler. Finding adventure is easy in Ghosts of Saltmarsh. Production Values 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.It has a recommended retail price of $49.95 in the US, and £38.99 in the UK. 3) Players who are interested in developing a story, interacting with quirky, noble, and sometimes nefarious characters. With that said, they probably work best being run relatively close in time to each other, as the plots directly flow. 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. And players going into Ghosts of Saltmarsh are definitely going to need to become familiar with the rules for underwater combat and movement. 3. One person found this helpful. Tammeraut’s Fate – This adventure, for a party of 9th level characters, features another abbey on an island. Ghosts of Saltmarsh is the brand-new book for D&D. Instead, the GM needs to make sure to read in the Saltmarsh town section about how to tweak the adventures to tie back into those elements. Verified Purchase. 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. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more! Privacy Policy One-click unsubscribe later if you don't enjoy the newsletter. Getting to attack a pirate ship will probably go a long way towards floating some players’ boats (if you’ll pardon the pun). 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. Movement (Yes, Moving is now an Action for ships), and each discret… Release Date: Speaking of DM material, I’m going to put a spacer image here, and the review with resume below with. In addition to the adventures, players will find new background and some variations on existing backgrounds to fit them in with the town of Saltmarsh (or any other random coastal town). Of course, the original Saltmarsh trilogy have a connected story, and while I think those can be played separately, they are better run sequentially. Subscribe to get the free product of the week! Please keep your question's title spoiler-free and use spoiler blocks in the body. We here at Meeple Mountain have been playing through Ghosts of Saltmarsh, the latest adventure module collection for Dungeons & Dragons. I like that the concluding battle has a nice point-scoring system, so it’s easy to know exactly how much the party accomplished and how much it mattered to the assault. 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 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. 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. Entertainer: Bards and other performers are always in demand in a town like Saltmarsh. This includes ship layouts, crew actions, weaponry, movement, and upgrades. The early part of this review will be spoiler-free, but those who don’t want to ruin the surprise should not venture below the space image a few paragraphs down.). Other common races – those found in the Player’s Handbook – are also present and established, but in smaller numbers. 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). But these probably won’t be immediately apparent to the players without some DM signposting. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. 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). by Mike Shea on 2 December 2019. This introduces some nice efforts at shoring up the abbey’s defenses from the oncoming attack – there’s quite a bit the players might be able to do (although it will also help greatly if they didn’t expend too many resources in phase 1). The way down is pretty standard fare, just with the ‘dungeon’ being the inside of a ship. Unravel sinister secrets of the sea with Ghosts of Saltmarsh releasing in game stores, digitally, and everywhere on May 21, 2019. 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. Release Date: 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. 21 May, 2019 The original trilogy (The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy) was published by TSR UK from 1981-83 (designed and developed by Dave J. Browne and Don Turnbull). Artwork by Wizards of the Coast. 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. There isn’t a ton there, but that’s probably good because the adventures as written have nothing to do with the politics of the town. How to be a Great GM Presents Ghosts of Saltmarsh – Call of the Kraken. It was to my great joy to read through Ghosts of Saltmarsh, and discover that it is indeed another excellent supplement to have on hand. This sheet makes it easy for your players to keep track of all their ships stats. To be clear, it isn’t a bad book. Danger at Dunwater (3rd level) – The party investigates the lizardfolk’s lair and discovers that they’re mustering to fight the evil sahuagin. 19 August, 2014, Release Date: And it would be easy enough to say that if you liked Yawning Portal you’ll like Saltmarsh … 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. DO NOT SELL MY PERSONAL INFORMATION. Both Salvage Operation and Isle of the Abbey can be done alone as well, although Salvage Operation is more on the nose if you’re aiming for a sea-themed adventure (Isle of the Abbey is set on an island that was previously attacked by pirates, but the challenges faced by the players aren’t really sea-related). The Styes – An adventure for 11th-level characters, The Styes primarily consists of straightforward investigation punctuated by a handful of high-stakes encounters. Interested in further tools and options? They didn't really haveActions apart from "move and shoot every round." Comment Report abuse. Legend of the Five Rings – What Clan Am I? 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. 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. Code of Conduct As a last word for players, I’ll note that I have a thumbs up for most of the adventures, but found myself unenthused about one of them. It is probably also the most difficult adventure to GM out of those in this book. J. Burgess. Format: Hardcover. Ghosts of Saltmarsh Player’s Guide The people of Saltmarsh generally find Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Now that all of those prying players have safely clicked away to greener pastures, here are some more detailed thoughts on the adventures, and how they might be strung together. 5.0 out of 5 stars Yo ho ho & a bottle of rum! The abbey in question was of the evil deity variety, and was recently attacked by their own pirate allies. Running Ghosts of Saltmarsh Chapter 5, Isle of the Abbey. The Sinister Secret of Saltmarsh (1st level) – The party unravels a smuggling ring delivering weapons to a tribe of lizardfolk. 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). 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. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. 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. 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. So there’s a balancing act of putting enough content in between to gain the appropriate levels without stretching things out to much. This is a great "getting started" adventure. Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. And players going into Ghosts of Saltmarsh are definitely going to need to become familiar with the rules for underwater combat and movement. 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). 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). 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. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. As the Confederacy has taken more of an interest in the Siren Coast, more members of other races have become more common as well. 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). Monsters gather beneath the … The Saltmarsh trilogy works best as a trilogy, but the other adventures can be plug-and-played at appropriate levels. 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 three locations are a reef, a shipwreck, and an underwater ruin, so there’s a nice spread of options. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. The muddy footprints led downstairs. Salvage Operation – Designed for a party of 4th level characters, Salvage Operation takes place entirely at sea (well, the actual adventure part of it does, anyway). Saltmarsh is a town of around 5000, mostly human, with a few elves, halflings and dwarves. In addition to the adventures, players will find new background and some variations on existing backgrounds to fit them in with the town of Saltmarsh (or any other random coastal town). Among the passengers and cargo on the ship are some lizardfolk and weapons, which leads to the next adventure. 09 December, 2014, Release Date: Read more. Providence by Night – Tonight I’m Gonna Rock You Tonight (Session 12). Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. The two Waterdavian defense ships were sunk and many villagers and guards died. 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. , and was recently attacked by their own pirate allies of straightforward investigation punctuated a. 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