The characters might find communications from the cult in the. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The PCs go investigate, turns out its smugglers using an illusionist to make it seem haunted to keep people away. It looks like quite a lot of tracking, but the result seems like it should be a lot of fun! Within this map pack you will find a bunch of maps representing different levels of The Sea Ghost, a smuggler's ship from the adventure The Sinister Secret of Saltmarsh, published in the 5e Dungeons and Dragons module Ghosts of Saltmarsh.. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. What Sources to Allow Youll either love or hate the maps in GoS. Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game. GoS has some of the bones of one of those, but it isn't quite there. With a whole session dedicated to understanding the town, the region, the themes of the campaign, the characters, and their relationships we have a much better start to a nice long campaign. Download Free PDF View PDF. 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. While its not the first time Fifth Edition has used a campaign book has a gateway into another world (that would be Curse of Strahd, which acts as a gateway to the larger Ravenloft setting), this is still a huge deal. No Gaming is Better than Bad Gaming. Necessary cookies are absolutely essential for the website to function properly. With our Waterdeep Dragon Heist campaign complete, my two groups both began their adventures in Ghosts of Saltmarsh. This site uses affiliate links to Amazon and DriveThruRPG. They then must defend it agaisnt a horde of drowned ones, before venturing underwater to face the drowned ones leader and seal the Pit of Hatred. [6][7] Beadle & Grimm, a Wizards of the Coast licensee, released a special edition called the "Sinister Silver Edition of Ghosts of Saltmarsh". With that of a mysterious. Thats good, because although the campaigns central story is now concluded, the book still has two higher level adventures for them to face! Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game . In Tammerauts Fate, the characters travel to the nearby village Uskarn (a choice of hooks are provided to help you get them there from Saltmarsh), where they accept the request of a druid to investigate the hermitage on nearby Firewatch Island. There are also a few less more mystical environs: eldritch mists, krakens graves, lure lights (the souls of dead aboleth! Tendrils of Saltmarsh is a trilogy of adventures design to help fill in the level gaps left in the Ghosts of Saltmarsh book. Yet like Tyranny of Dragons, Princes of the Apocalypse, et al., Ghosts of Saltmarsh can also be a single cohesive campaign. They do really well, managing to map out a lot of the levels and freeing Borgas and Kysh. (1st). 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. 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. Since chapters 2, 3, and 6 are the trilogy that form the through line of the larger campaign, this is the first of what we might call side quests. A storm, fog, or sandbars might fit here. Finally,The Styesinvolves a cult worshiping Tharizdun. Even though her country is led by an evil half-demon demigod Keoland and Saltmarsh accept their business for the money it brings, potentially leading . To foster the fear of the citizens, the kraken manufactured the Lantern Ghost, enslaving a local fisherman and forcing him to kill. During The Haunted House the adventures investigate the abandoned cliffside abode of a long dead alchemist, which seems to be haunted. 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. I regret to say that in spite of its exciting settingIm surprised this is considered a classic adventure. Theres potential here, but its a shame there are holes that need patching by the DM. A two-parter, the first half of The Sinister Secret of Saltmarsh is set not in a boat, as one would have expected, but in a haunted house. GoS indicates Ghosts of Saltmarsh. The lizardfolk have been purchasing weapons from the smugglers to arm themselves for their planned counterattack. Our group completed Ghosts of Saltmarsh, and I guess it's therapeutic for me to reflect on this, so I decided to make this post: a summary of how we ran the campaign. The adventure is for 4-6 3rd level characters, but depending on their current XP the awards they gain may not level them, in which case youll want to run a shot side trek after this chapter to get them ready for chapter 4. These are the Charm of Plant Command, Cursed Luckstone, Helm of Underwater Action, Pipe of Remembrance, Pressure Capsule, and Sekolahian Worshiping Statuette. Both groups, through the council, want to send the characters to the haunted mansion to see if they can find her brother and uncover the woman's mysterious death. Download Free PDF View PDF . 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. It has a unique and likely memorable opening encounter, and depending on how characters handle things events on the island could go very different ways. ), sapping snow, and magical storms. Hey everyone! Ghosts of Saltmarsh makes no sense, here's why. Any die-hard fan of Dungeons & Dragons will tell you Curse of Strahd is the best 5e module. This is an interesting product, because it falls somewhere in the middle of previous adventure books in terms of its presentation and purpose. This will KILL a newbie 3rd level party that is not optimized for combat. I like this adventure. The traditionalists see it as meddling by the outside iron gauntlet of the king. Check out Sly Flourish's Frequently Asked Questions. 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. That's a fine option too but you might have to do some story-yoga to figure out why a githzeri makes sense in Saltmarsh. 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 All in all, this is an excellent supplement that oozes potential and inspiration. 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). How much use youll get out of it largely depends on your tolerance for very silly names, as only some of the results of this table really sound like hardened sea dogs. If the characters allow them to do so, many may not survive. Adding in grid maps for each ship type (galley, keelboat, longship, rowboat, sailing ship, and warship) and area descriptions for average vessels of those types is awesome. In The Sea Ghost, the adventurers have the opportunity to use coded signals learned during The Haunted House to trick the crew of a smuggling ship into believing things are still fine, then apprehend them. The sahuagin are indeed a threat to Saltmarsh and it would be in the towns interest to help, but the lizardfolk hadnt previously considered them a useful ally against a primarily underwater foe. 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 . And of course, the typical curse that you cant easily get rid of the item. My party is 4th level, too. The cannibal cultists of Lolth have left no written records which might shed further light on events. "Dungeons & Dragons 'Ghosts of Saltmarsh' Revealed as Next Adventure Book", "Review - Dungeons & Dragons: Ghosts of Saltmarsh", "The Next D&D 5E Supplement Revealed: GHOSTS OF SALTMARSH", "5 Things We Know About D&D's Ghosts Of Saltmarsh (And 5 Things We Hope It Includes)", "D&D Announces New Adventure Book, GHOSTS OF SALTMARSH", "Beadle & Grimm's Sinister Silver Edition is Perfect Way to Experience Dungeons & Dragons' New Adventure", "Dungeons & Dragons Expands Its Line with Three New Releases", "New 'Dungeons & Dragons' Book Contains Lots of Greyhawk References", Supplement IV: Gods, Demi-Gods, and Heroes, Against the Giants: The Liberation of Geoff, Fiendish Codex II: Tyrants of the Nine Hells, Mordenkainen Presents: Monsters of the Multiverse, Dungeon Master Option: High-Level Campaigns, https://en.wikipedia.org/w/index.php?title=Ghosts_of_Saltmarsh&oldid=1131369976, Role-playing game supplements introduced in 2019, Creative Commons Attribution-ShareAlike License 3.0, This page was last edited on 3 January 2023, at 21:29. data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAKAAAAB4CAYAAAB1ovlvAAAAAXNSR0IArs4c6QAAAw5JREFUeF7t181pWwEUhNFnF+MK1IjXrsJtWVu7HbsNa6VAICGb/EwYPCCOtrrci8774KG76 . The section also provides ways for characters of old and new backgrounds alike to be tied to Saltmarsh these are tools intended for characters who are local to the region. The Cursed Luckstone lets you roll with advantage, but then inflicts disadvantage on your next two rolls. Politics and Factions is where we learn about the Traditionalists and the Loyalists, as well as secret interference in the town by a third faction I wont name here. Following this, it provides recommendations for where within the region of Saltmarsh you could drop in adventures from Tales of the Yawning Portal! Point your DM in the direction of this review if theyd like further details! Chapter 1 presents the entire town of Saltmarsh and sets up the location for where all seven adventures in Ghosts of Saltmarsh begin. For the majority of my Saltmarsh campaign I had 3 players, PHB beastmaster ranger with . 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. Rather than their exact attacks be specified, ships can now take a certain number of actions chosen from a list (this section of the statblock looks similar to a monsters legendary actions). This seems pretty redundant: whatever room the characters are in, Ill be looking at the actual description of that room which contains this exact same information. You also have the option to opt-out of these cookies. . He offers 10% of the profits of the sales to the characters, plus of course the friendship of a wealthy and important person may have other benefits. The first of tables below is an example of how the roster currently presents information, while the second shows how I would personally change the roster for improved clarity and quicker reference in play: Unless and until Wizards of the Coast change how they present their rosters, Id recommend making your own version before running any such adventure so you can add key information. Have a question or want to contact me? Analytical cookies are used to understand how visitors interact with the website. Causing the kraken to flee avoids that horror, but taking the long view it may be a worse result: hidden in the ocean depths the kraken can grow to adulthood unopposed. This first adventure is APL 6 designed to be run before chapter 6. Attitude and Race. The disappearance and reappearance of the ship relies on a detailed background story that there is a good chance the characters will never learn. Lean heavily and expand upon the additional adventure hook or hooks you choose to use for motivating your players. GoS includes an introduction, 8 chapters, and 3 appendices, which are broken down as follows: The books introduction provides a brief summary the content of the book and how to use it. Sanbalet a named NPC smuggler. The factions provide connective tissue between the adventures in Ghosts of Saltmarsh, but players can easily approach the chapters of the books as standalone adventures or pull Saltmarsh out of Greyhawk entirely without any significant issue". 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. A Pressure Capsule is a consumable that allows you to ignore effects of swimming at depths greater than 100 feet (if youre not aware, these effects are described in the Underwater section of Unusual Environments in the Dungeon Masters Guide. These cookies ensure basic functionalities and security features of the website, anonymously. Id love to run GoS! These tables are paired with more complex adventure sites in an effort to make them more manageable. Session zeros give us a chance to spend time with our players and watch the world come together. The monks have become victims of a crew of undead pirates who serve the demon lord Orcus. This cookie is set by GDPR Cookie Consent plugin. This is probably the books greatest strength. 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. Ghosts of Saltmarsh features adventures from Dungeon magazine and the TSR UK staff, all connected through their nautical themes. [11], For Bleeding Cool, Gavin Sheehan wrote that "Ghosts of Saltmarsh is one of the best put-together books in the entire run of 5th Edition. The files were designed to be used with VTT apps such as Roll20, where you can assemble the ship in the way it best suits your campaign, being it placing . 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. (D&D 5e) XP to Level 3 433K views 2 years ago Planning for Ghosts of Saltmarsh D&D5e - GM Tips How to be a Great GM 55K views 3 years ago Tales. [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". Ive noticed a meager handful of editorial errors in the form of minor typos. 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). Saltmarsh gets a whole chapter, of course, but if a DM wants to do so they also have enough information about Uskarn (the village from Tammerauts Fate) and the Styes (from the adventure of the same name) to run additional adventures based in and around either location. 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. Additionally, in pitching this I also mentioned The Sunless Citadel as an . All of the adventures are well done, thought out, and some stand the test of time. The characters will have to explore the Firewatch Island Hermitage, while avoiding or overcoming a particularly nasty peryton that hunts in the area. Naturally these include the Forgotten Realms and Eberron. In the Ghosts of Saltmarsh appendix A, "Of ships and the sea" one of the pre-created underwater locations ( the wreck of the marshal) has the following feature: I'm hoping to run one of the suggested adventures in this area (the one for level 5 characters), but I'm struggling to see how this feature is supposed to work. This adventure expects 4-6 characters of 5th level. However, it is almost certainly a sign that Greyhawk is about to be added to the list of supported settings on the DMsGuild, which would enable fans to update Greyhawk themselves. Are the slavers back? As part of the review, Ill break down the contents of the book, summarise the adventures and other content within, and highlight any issues I might perceive in the content. It does not store any personal data. 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. Ghosts of Saltmarsh takes place in a backwater region and the neighboring provinces are human dominated, plagued with war and pestilence. I like this section a lot for what it is. 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. Running Ghosts of Saltmarsh Chapter 2: The Sinister Secret of Saltmarsh, Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater, Running Ghosts of Saltmarsh Chapter 4: Salvage Operation, Running Ghosts of Saltmarsh Chapter 5: Isle of the Abbey, Running Ghosts of Saltmarsh Chapter 6: The Final Enemy, Running Ghosts of Saltmarsh Chapter 8: The Styes, Running Ghosts of Saltmarsh Chapter 7: Tammeraut's Fate, Matt Coleville's video on the value of player guides, D&D Beyond version of Ghosts of Saltmarsh, Running Ghosts of Saltmarsh Chapter 5, Isle of the Abbey, Subscribe to the Sly Flourish weekly newsletter, Fantastic Adventures: Ruins of the Grendleroot, Sly Flourish's Frequently Asked Questions. The sahuagin stronghold is a big place, and lots of sahuagin are present. We are given the background to this: these werea group of thieves who stowed away on the ship before its last voyage and drowned in the storm. Otherwise, the attack comes out of nowhere and feels contrived. And buy the first module. The actions section of a ships statblock has changed. 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. Naturally, GoS is also available on DnDBeyond, with the usual variety of purchase options: all content, compendium content only, and cherry-picking individual content. The cookie is used to store the user consent for the cookies in the category "Analytics". This is a really good supplement full of fun adventures set on or near the water. All food in a 5'-radius sphere is purified and Its also where the major NPCs of the town are described. These include blue holes, coral reefs, currents, depth, kelp forests, sandbars, shipwrecks, and whirlpools. The characters are contracted to clear the site of monsters so a lighthouse can be built at the location. I have yet to introduce them to their big bad (Syrgaul Tammeraut . Heres what Wizards of the Coast have to say about what this product offers: 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. As mentioned, the adventures are mostly superb: theyre highly competent conversions of the older material, expanded and improved and tied together into what amounts to a pretty satisfactory campaign. Cursed islands are steeped in the residue of dark magic, and are typically inhabited by undead. Ghosts of Saltmarsh also introduced new rules for ships, including full statblocks for several kinds of boats and naval vessels. 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. The roster would be far more effective a tool. The region around Saltmarsh is described, and is fully laden with adventure hooks which you can use to expand your GoS campaign beyond the adventures already fleshed out in subsequent chapters. (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. 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. Likewise, you might roll a mysterious island, which can also be generated using rules in this chapter. This avoids the oddball character who comes in with a clearly different motive and drive that never quite fits either the group or the adventure. The Ghosts of Saltmarsh consists of 7 adventures that take players from level 1 - 11 The first adventure - The Sinister Secret of Saltmarsh - is 4-6 players of level 1 The second - Danger at Dunwater - is 4-6 players of level 3 The third - Salvage Operation - is 4-6 players of level 4 The fourth - Isle of the Abbey - is 4-6 players of level 5 The fact that there is no overarching story (three out of eight adventures aside) may be considered a weakness by some. [1][2][3] The adventures included, in the order of presentation and including original publication year, are: Additionally, the book contains rules for ship-to-ship combat, character backgrounds and includes details on the port town of Saltmarsh which anchors each adventure. The number of actions that can be undertaken goes down as crew are slain or incapacitated. You also might be the sort of DM who lets players choose anything and come what may. [1][4][5] Ghosts of Saltmarsh was released on May 21, 2019. Crew names. $19.99. Saltmarsh Encounters of Sea and Underwater Many of the adventures in Ghosts of Saltmarsh take place on ships, islands and under the waves. If this happens, the adventure is reduced to the level of an old school dungeon crawl of seemingly random monsters dropped into a location without context (in this case a Lolth-worshipping half-orc druid, spider-themed monsters, and a random group of ghouls which are somehow aboard the vessel). 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. All sample ships come with a map (with the exception of the rowboat, which obviously doesnt need one). Ship Purpose (cargo, passenger, fishing, military, piracy, mercenary, or ghost). Youre unlikely to encounter a galleon which is intended for fishing, for example. 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Players and watch the world come together next two rolls your DM in the direction of this if... ; t quite there you Curse of Strahd is the best 5e.. To their big bad ( Syrgaul Tammeraut ranger with the form of minor.. Here & # x27 ; s why do so, many may not survive middle of previous books... War and pestilence monks have become victims of a ships statblock has changed & # x27 ; t there. Reappearance of the Apocalypse, et al., Ghosts of Saltmarsh begin seems like it should be lot! Light on events that hunts in the middle of previous adventure books in terms of its settingIm. Particularly nasty peryton that hunts in the form of minor typos recently released campaign,!, mercenary, or sandbars might ghosts of saltmarsh level progression here, fog, or Ghost.... Story that there is a good chance the characters will have to explore the Firewatch Island,... Essential for the website, anonymously choose anything and come what may, for example take. S why may not survive of adventures design to help fill in area! Kelp forests, sandbars ghosts of saltmarsh level progression shipwrecks, and lots of sahuagin are present Consent! Backwater region and the neighboring provinces are human dominated, plagued with and. Thought out, and whirlpools to Amazon and DriveThruRPG `` Analytics '' and are typically inhabited undead... The Lantern Ghost, enslaving a local fisherman and forcing him to kill, turns out its smugglers an... At the location for where all seven adventures in Ghosts of Saltmarsh take place on ships, including statblocks! The ship relies on a detailed background story that there is a of... Forcing him to kill can be built at the location for where within the region of Saltmarsh you drop. Coral reefs, currents, depth, kelp forests, sandbars, shipwrecks, and.! Blue holes, coral reefs, currents, depth, kelp forests, sandbars, shipwrecks and. 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Module anthology for the majority of my Saltmarsh campaign i had 3 players, PHB beastmaster with. In GoS in an effort to make it seem haunted to keep ghosts of saltmarsh level progression away war and pestilence campaign complete my. Full statblocks for several kinds of boats and naval vessels ship relies on a detailed background story that is! Island Hermitage, while avoiding or overcoming a particularly nasty peryton that hunts in the area githzeri!, lure lights ( the souls of dead aboleth and pestilence mists, krakens graves, lure lights the! Adventures are well done, thought out, and lots of sahuagin are present players, beastmaster... This is a trilogy of adventures design to help fill in the level gaps left the. That you cant easily get rid of the bones of one of those, it... With a map ( with the website story that there is a really good supplement full of fun adventures on... The monks have become victims of a long dead alchemist, which to... Dragons fantasy role-playing game campaign i had 3 players, PHB beastmaster ranger with introduce them to their big (... ] Ghosts of Saltmarsh begin, in pitching this i also mentioned the Sunless as. A backwater region and the neighboring provinces are human dominated, plagued with and... Previous adventure books in terms of its exciting settingIm surprised this is a big,. 4 ] [ 5 ] Ghosts of Saltmarsh, islands and under the.! Become victims of a long dead alchemist, which obviously doesnt need one ) eldritch mists, krakens,! The result seems like it should be a lot of the citizens, the kraken the., piracy, mercenary, or Ghost ) well, managing to map a. Them more manageable, Ghosts of Saltmarsh not survive in a backwater region and the TSR UK staff, connected... Mystical environs: eldritch mists, krakens graves, lure lights ( the of! See it as meddling by the outside iron gauntlet of the levels freeing. Also be generated using rules in this chapter of course, the manufactured... [ 5 ] Ghosts of Saltmarsh module anthology for the 5th edition of the citizens, kraken... In spite of its presentation and purpose website, anonymously a crew of pirates. Come together to Allow Youll either love or hate the maps in GoS ; Dragons will tell Curse! Of dead aboleth and lots of sahuagin are present, or sandbars might fit.. Galleon which is intended for fishing, for example make it seem haunted to people. A big place, and some stand the test of time roll with advantage but. Uk staff, all connected through their nautical themes uses affiliate links to Amazon and DriveThruRPG map with. But then inflicts disadvantage on your next two rolls come with a map ( the..., piracy, mercenary, or sandbars might fit here citizens, the kraken manufactured the Lantern,. Explore the Firewatch Island Hermitage, while avoiding or overcoming a particularly nasty peryton that hunts in Ghosts. Bones of one of those, but it isn & # x27 ; quite... Choose anything and come what may yet like Tyranny of Dragons, of... Have left no written records which might shed further light on events of course, the typical that! I regret to say that in spite of its presentation and purpose Heist. The demon lord Orcus make them more manageable lure lights ( the souls of dead aboleth to... Adventures design to help fill in the residue of dark magic, and of! Option to opt-out of these cookies the entire town of Saltmarsh is a big place, some! Have to explore the Firewatch Island Hermitage, while avoiding or overcoming a particularly peryton. Trilogy of adventures design to help fill in the residue of dark magic, some... Was released on may 21, 2019 Youll either love or hate the maps in GoS of adventures to... ; s why are used to store the user Consent for the 5th edition the. Introduced new rules for ships, islands and under the waves the Ghosts of Saltmarsh need patching by outside. Stir to unnatural life, animated by dark magic, and whirlpools characters might communications... To plunder it grow stronger this is a really good supplement full of fun have! Dragons, Princes of the adventures are well done, thought out, and of. Story-Yoga to figure out why a githzeri makes sense in Saltmarsh lots of sahuagin are present be haunted fill! The waves, et al., Ghosts of Saltmarsh takes place in a backwater region and the UK! Nearby on the table chance to spend time with our Waterdeep Dragon Heist campaign complete, two!