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. The actions section of a ships statblock has changed. 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. A session zero is vital to a healthy campaign but we would all rather be playing than going over rules, expectations, and character creation so these sessions . As written the adventure is pure side quest: it has no obvious links to the sahuagin arc or other adventures in this book. The Ghosts of Saltmarsh Adventure book releases May 21st and it is full of adventures and possible plots. Instead, heres a very brief summary for you to take away: From this point on, the review begins in earnest. If they are challenged, one of the guards tries to escape to 3 for help. Even if you never intend to run the adventures, the content here alongside new monster statblocks ought to be enough to tempt you. If they have managed to talk to the druid, the characters will know that the octopus already attacked the ship once and can deduce that it is pursuing the vessel. Here they may defeat it, make a deal with it, or perhaps succumb to its psychic enslavement. 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. 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. 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. A number of others are converted, new to 5e but not new to D&D. Typical inhabitants include beasts, plants, and fey. [2], Christian Hoffer, for Comicbook, wrote that "the book contains a surprising amount of references and nods to its Greyhawk roots. 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. I like that various significant failures are possible without automatically going to catastrophic failure. ), sapping snow, and magical storms. 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. This might be a good time to use a random encounter or one of the environmental hazards described in Appendix A: Of Ships and the Sea. Sanbalet a named NPC smuggler. [6][7] Beadle & Grimm, a Wizards of the Coast licensee, released a special edition called the "Sinister Silver Edition of Ghosts of Saltmarsh". The Final Enemy is the last adventure of the trilogy focused on the sahuagin threat which began in The Sinister Secret of Saltmarsh and continued on in Danger at Dunwater. [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". Its a bit of a generic concept, and ends up being less exciting than some of the other islands for it. Marshes provide homes for birds; they serve as. The tables below provide encounter options for open sea, aerial, ships, underwater and sahuagin encounters. With these ties in the area and other possible adventures to be had in the region, theyre hopefully in no hurry to leave. 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. Action to cast, 10', instantaneous. Some of the encounters on the Open Water tables are ships, but the nature of the ships isnt specified: they should also be generated at random, which can be achieved using the guidelines in the subsequent Random Ships section. Saltmarsh Encounters of Sea and Underwater Many of the adventures in Ghosts of Saltmarsh take place on ships, islands and under the waves. 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. Im mentioning that now so I dont keep repeating myself in my summaries of the following chapters, though I wont mention it again in my descriptions of the following chapters. While any effort to improve the DMs running experience is fantastic, the actual execution of trosters is nowhere near as helpful as it could and should be. [] While Ghosts of Saltmarsh contains plenty of nods to its Greyhawk roots, the book is still 'setting agnostic' as DMs and players don't need to know anything about Greyhawk before they sit down to play the adventure. In a session zero, our players can build their characters together while also discussing the story of the campaign. The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. . Get revved up! In some campaigns this doesn't matter too much but it's hard to figure out why a githyanki or yuan-ti might be involved in the issues surrounding a fishing village. InTammerauts Fate(along with the hooks for further connected adventures described in this chapter), undead hordes of Orcus are on the verge of being unleashed upon the world. 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. The number of actions that can be undertaken goes down as crew are slain or incapacitated. Alternatively, these locations can be used as a starting point to inspire adventures: each location has a section of guidance for generating adventures that might take place there. GoS has some of the bones of one of those, but it isn't quite there. It has a recommended retail price of $49.95 in the US, and 38.99 in the UK. If they do alert the stronghold as a whole, this adventure has the potential to go very wrong for the characters very fast. 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. The characters will have to explore the Firewatch Island Hermitage, while avoiding or overcoming a particularly nasty peryton that hunts in the area. My party is 4th level, too. what plots should yo. These are adventures, and theyre good, but theyre good for very specific things. Performance cookies are used to understand and analyze the key performance indexes of the website which helps in delivering a better user experience for the visitors. Download the Ghosts of Saltmarsh Player's Guide. Although this quest isnt directly related he can negotiate using this information: he can talk about how the sahuagin are not the only menaces the people of Saltmarsh have to fear, and hint that the sahuagin may even make surface allies of their own. Heres how the adventure site roster currently works: its a numerically ordered list of rooms or areas. 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. 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. And buy the first module. OR could wait to next Tuesday when the new season drops. I can currently get that information from the roster but only by an unnecessarily convoluted process: First I need to check the map to see which other room numbers are nearby, then I have to check each individual entry for those rooms on the roster in order to be confident I know which creatures might move from their room to the current location, and what triggers that movement (noise, a messenger from this room, etc.). The disappearance and reappearance of the ship relies on a detailed background story that there is a good chance the characters will never learn. Finally,The Styesinvolves a cult worshiping Tharizdun. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. This cookie is set by GDPR Cookie Consent plugin. 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. 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. And sure, there are people who will look at this and think 'I dont feel like going out to sea' for their campaign, and thats okay because some of these can be adapted easily to fit what you need if you feel like taking your DMs tools to them". This latter advice is honestly one of my favourite parts of the book: in a few brief paragraphs, it massively increases the play potential of a campaign set in and around Saltmarsh for anyone who also owns TotYP. If you want to run every adventure you may have your work cut out either to find a different part of the world where all the adventures fit, or to homebrew necessary changes to the geography of a region. 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. You also might be the sort of DM who lets players choose anything and come what may. 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. Ghosts of Saltmarsh also introduced new rules for ships, including full statblocks for several kinds of boats and naval vessels. The Sinister Secret of Saltmarsh - four to six 1st level Danger at Dunwater - four to six 3rd level Salvage Operation - four to six 4th level Isle of the Abbey - four to six 5th level The Final Enemy - four to six 7th level Tammeraut's Fate - four to six 9th level The Styes - four to six 11th level Lean heavily and expand upon the additional adventure hook or hooks you choose to use for motivating your players. The upgrade system has been made intentionally simple: rather than price everything separately, each upgrade costs 15,000 gp and requires 1d4 weeks of work. In my case, I am combining Tales from the Yawning Portal with Ghosts of Saltmarsh (which is suggested as an option at the start of GoS) to give the players more choices and . 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. The trouble is that the captains log may not be found as discovering it requires a DC 15 Perception check. Darth Plagueis was a Dark Lord of the Sith, so powerful and so wise he could use the Force to influence the midichlorians to create life He had such a knowledge of the dark side that he could even keep the ones he cared about from dying. May 21st and it is full of adventures and possible plots has no obvious links to the sahuagin or... 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ghosts of saltmarsh level progression