Compared to storm king's thunder, which was mostly adventure and very little or vague setting info, dragon heist was a lot more useful to me for creating a campaign with a living, breathing world. The Sinister Secret of Saltmarsh is a very nice adventure. Agreed. A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. Immediately after reading through the book and the ending section I had ideas about how I could turn the later levels of the campaign into a fight to stop Orcus from returning to the material plane through a portal in a temple on the bottom of the ocean. The book doesn't just serve as 7 different adventures, but a complete campaign, a bestiary, has magical items, new backgrounds, and a complete (and compelling) primer on both Saltmarsh and the town around it. Oct 11, 2020 - Explore Victoria Peters's board "Ghosts of Saltmarsh" on Pinterest. I love the format. I am wondering if anyone has a or has seen a version of the Saltmarsh town map from the 3e DMG II that is in a different (more attractive style). I am running the “campaign” Ghosts of Saltmarsh from the book, converted from Greyhawk to the Forgotten Realms. Lots of material, and lots of great inspiration for filling the gaps with your own material. They have the use of the Ghost and used it to smuggle goods for Gellan to The Styes setting up later things. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh… I'm hoping they do the same thing for avernus - I want a fleshed out baldurs gate and avernus. The huge campaign books have never appealed to me, my group and I have been mid-campaign for a long time and dont want to commit to one book for the next year, I much, much prefer something like tales from the yawning portal where the adventures can just be plucked out and thrown in anywhere, Ghosts of Saltmarsh is similar but it has more to flesh it out between adventures Im gonna take a couple of the higher-level adventures to use in our current campaign but after our next TPK Ill probably start the group in the town of Saltmarsh and run through the U1-3 adventures, New comments cannot be posted and votes cannot be cast. I am wondering if anyone has a or has seen a version of the Saltmarsh town map from the 3e DMG II that is in a different (more attractive style). By using our Services or clicking I agree, you agree to our use of cookies. Stretching our DM Muscles The Sinister Secret of Saltmarsh is a wonderful adventure that helps us stretch a lot of DM muscles that we often talk about on this website and in Return of the Lazy Dungeon Master . So many options for expanding the story and filling in little holes — without any of them needing to be filled in if the DM decides not to. Format and structure wise, it is easily the best by a significant margin. DDAL DUNGEON MASTER RESOURCE DOCUMENTATION . Well, Seaton and Saltmarsh aren't all that different in size, so, you're looking for something that is around that 5-10k population range and near the water. So the big thing to know about Ghosts of Saltmarsh is that it isn't just one singular adventure, it's actually a combination of several adventures into one. This book strikes a great level of depth and openess. Feb 26, 2019 - Download Dungeons & Dragons Ghosts of Saltmarsh book pdf free read online here in PDF. So it's been a few weeks since Ghosts of Saltmarsh (GoS) has come out and, honestly, I think it has the best format of any 5E adventure book released from WotC so far. I wasn't super interested in DMing a seafaring adventure, but I am interested in getting fleshed out setting info and modular adventures or quests that I can drag and drop into campaigns. I'm not speaking strictly to the content of GoS. There’s lots of undead in the later adventures, and the Scarlet Brotherhood already exists as a secret cult in town (I’ve turned them into a secret cult of Orcus operating in town) and I feel like there’s plenty of places where I can drop hints at that before we get to the later levels, to weave that story thread through the whole campaign. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. Skill proficiencies: History, Survival Languages: one of your choice Equipment: Fishing tackle, a net, a favourite fishing lure or oiled leather wading boots, a set of traveller’s clothes and a belt pouch containing 10GP. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. I think 5e adventures before this, have incredibly poor structure/layout (not talking about the narrative overall), some better than others, but not one, except perhaps DottM, are good. Fisher. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. (SOME MINOR SPOILERS AHEAD)Just reading through the chapter about the town of Saltmarsh I felt like I had a lot of material to run a sandbox. My group is just wrapping up defending Saltmarsh from a big sahuagin raid. Finish off the grouping of urban (Waterdeep), tropical (Chult), sea/coastal (Saltmarsh, with a side portion of swamp), and then desert and arctic to hit major biome groupings with thematic adventures in the book too in a format like Ghosts of Saltmarsh. D&D groups have a habit of either being short-lived or not able to meet as frequently as they'd like, which makes it hard for a lot of groups to complete sweeping hardcovers like SKT, CoS, or ToA that are dozens of sessions long. In the . Then the end of the book gives you plenty of material to potentially expand past the adventures offered in the book. I ran that and Salvage Op as a hex crawl exploration portion to work in random encounters etc. I liked the customized backgrounds, which are a nice way to hook the players into the town from the get-go. Fine, the module is free/cheap on PDF, and there are a couple of conversion documents out there on teh internets. The DMG 2 for 3.5 has a fully-fleshed out Saltmarsh, but I am wanting to be a little careful with that, since it is set in the future after Saltmarsh has had its Sinister Secret revealed. The sahuagin are being directed by Thay to explore the islands and territories near Turmish, I don't know what Ghosts of Saltmarsh will include, exactly, but I'd be surprised if it's much more than a straight conversion of the original three modules to 5th edition. I myself likely will be changing the red brotherhood into Yuan-Ti for example. It's a great book that way. i agree. Super solid book, loving it so far. My players wound up doing the Haunted House out of order, discovering the smuggling operation and killing the leaders before they discovered Ned Shakeshift tied up … Compared to, say Princes of the Apocalypse, or Out of the Abyss, or even Storm King's Thunder, the format just works better. Would follow this format is Saltmarsh, but after reading a few reviews, think. 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