Mr. Dory a named NPC, hes an unusual variant of skum (which also appear in this appendix). This is an adventuring environment not catered for by the tables in Xanathars Guide to Everything, though look there for coastal and underwater encounters! These are the Charm of Plant Command, Cursed Luckstone, Helm of Underwater Action, Pipe of Remembrance, Pressure Capsule, and Sekolahian Worshiping Statuette. They discover the so-called haunting is actually trickery on the part of a band of smugglers who are using the house and the sea cave beneath it as a base of operations. The three adventures of the core Saltmarsh trilogy has the characters face off against sahuagin, who worship the shark god Sekolah. In this adventure, the characters are asked by a struggling merchant to help salvage his wealth from a former ship of his fleet, long thought lost to the sea. A woman, drowned, clearly looking as though she was recently bound and died trying to swim away. The region of Saltmarsh is a classic D&D setting. You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. Half of the rooms don't have any valuables so I apologize for . Its worth noting that if youre playing in a world other than Greyhawk and you intend to run the book as a campaign rather than pick stand-alone adventures from it, you might find it difficult to include some adventures in your campaign. For DMs intending to run the whole sequence of adventures as a full campaign, there may be some extra work to be done here to tie things together more cohesively and bring about a satisfactorily epic conclusion. I even tried working on another feature with the same level for activation, does't work with that as well. The trouble is that the captains log may not be found as discovering it requires a DC 15 Perception check. 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 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. However, the adventure directs that he attacks at the first sign of intruders, meaning his death before he can tell his story is a very strong possibility. 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. Some are republished from Volos Guide to Monsters for convenience. We progressed, and now currently are at level 7. The total number of the . These cookies ensure basic functionalities and security features of the website, anonymously. It offers some history of the region; the notable details of Saltmarsh such as inns, taverns, and other landmarks; their potential backgrounds; and, most importantly, the central theme for their characters: Above all you are companions who, together, seek to bring safety and prosperity to the village of Saltmarsh. Their own victories and achievements add points to a tally. While these entities are different enough that its not easy to tie them together into a single conspiracy, perhaps the connection is simply that the power of evil is waxing. A sidebar provides recommendations for where a DM might place the adventure if they choose to use it in one of three other settings. Blood, Salt, & Bones contains 25 different statblocks for. With our Waterdeep Dragon Heist campaign complete, my two groups both began their adventures in Ghosts of Saltmarsh. This is presented as optional but if you are intending to run the whole book through as a single campaign, my recommendation is to consider the attack extremely non-optional. Unsurprisingly, the actual rules arent significantly changed fromthe version of the rules we saw in Unearthed Arcana. You might either select a specific list of allowed races that fit the theme of the campaign or allow certain books such as Xanathar's Guide to Everything, Volo's Guide to Monsters, and the Elemental Evil Player's Companion. Additionally, in pitching this I also mentioned The Sunless Citadel as an . The hazards section has been significantly expanded, and now includes rules to govern a number of specific types of hazard. ), sapping snow, and magical storms. 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. Session Zeros are a great time to relax with our friends before the adventure begins. And of course, the typical curse that you cant easily get rid of the item. 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. It contains supplemental rules your DM is bound to find useful while running these adventurers or if your homebrew campaign ever goes near the sea. 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 . 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. Are the slavers back? 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. The cannibal cultists of Lolth have left no written records which might shed further light on events. 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. 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. As written the adventure is pure side quest: it has no obvious links to the sahuagin arc or other adventures in this book. Finally,The Styesinvolves a cult worshiping Tharizdun. Part 1: Sigurd's Island. Theres definitely something here to build upon if you want a grander story. Alien islands are ruled over by strange, eldritch creatures (aberrations) and inhabited by humanoids or cultists indoctrinated into their worship. 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. And buy the first module. If you like picking up new sources of monsters to help diversify your own adventures, theres good value in this appendix for you. On the Sea Ghost, the adventurers also meet a party of lizardfolk, and find other clues that suggest busting the smuggling ring isnt the end of Saltmarshs problems. I was a big fan of Yawning Portal as well, but this one feels like they took the lessons they learned from that book and refined them here. If they are challenged, one of the guards tries to escape to 3 for help. Just finished Salvage Operation with my group and every one went up to 5th level. Language links are at the top of the page across from the title. [6][7] Beadle & Grimm, a Wizards of the Coast licensee, released a special edition called the "Sinister Silver Edition of Ghosts of Saltmarsh". There are no encounters preceding arrival, so Id recommend either skipping past the journey or spicing it up the journey. Oceanus (Sea Elf) those who own Storm Kings Thunder already have stats for a sea elf warrior, but Oceanus is slightly stronger so you could use this statblock for leaders of sea elf patrols. I'm going to be running Ghosts of Saltmarsh for some people over Roll20 starting this evening. 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. The number of actions that can be undertaken goes down as crew are slain or incapacitated. 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. Now, the problem is with the bonus you get once you reach the 5th level. If they do come in hot, there are opportunities to redeem the situation if they havent done anything the lizardfolk cant forgive. 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. These three adventures introduced Saltmarsh to Greyhawk and together form the backbone for the books optional campaign arc. I have yet to introduce them to their big bad (Syrgaul Tammeraut . Salvage Operation involves a cannibal cultist of Lolth. . Session zeros give us a chance to spend time with our players and watch the world come together. 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. First part is a haunted house exploration, second part is a raid on a smuggler ship which calls for players to get creative in their approach. Curse of Strahd Cover Art via Wizards of the Coast. Maybe they worship Orcus, like the undead pirates in, Alternatively, or perhaps in addition, the evil clerics here once belonged to the same order of monks that occupy Firewatch Island in, Another option is to make them cultists of Tharizdun. 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 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 I want to take this opportunity to talk about them for a little bit, because I dont think they work. The actions section of a ships statblock has changed. The characters are once again asked for help by Saltmarshs town council on behalf of the alliance against the sahuagin. [] On the downside, this is pages and pages of tables and text. 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. I regret to say that in spite of its exciting settingIm surprised this is considered a classic adventure. The Compendium Content bundle does not grant access to all the content's options in the rest of the toolset, such as the searchable listings, character builder, or digital sheet. We can describe the locations of Saltmarsh, letting players jump in when they hear of a place about which they want to know more. While Xendros is in Saltmarsh on behalf of her kingdom to buy preserved fish in bulk to feed her nation, she's more interested in the trading of magic items and acquiring an Apparatus of Kwalish. Ive noticed a meager handful of editorial errors in the form of minor typos. The cookie is used to store the user consent for the cookies in the category "Other. 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. 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. Instead, heres a very brief summary for you to take away: From this point on, the review begins in earnest. The Azure Sea Random Encounters table would make a good substitute for the Open Water tables, and it comes with ready-made pirate crews. Hostile islands are inhabited by intelligent creatures that actively want to harm visitors to their shores. Action to cast, 10', instantaneous. The PCs go investigate, turns out its smugglers using an illusionist to make it seem haunted to keep people away. I like this section a lot for what it is. The Sinister Secret of Saltmarsh feels like two short adventures, rather than one: its divided into two parts, The Haunted House and The Sea Ghost. Finally, Saltmarsh Backgrounds provides four new background options (Fisher, Marine, Shipwright, and Smuggler) which are useful additions for GoS specifically but also great new options for any character in any campaign. The final adventure of the book describes events on a decaying port which can be established as a self-contained town or as a district of any large coastal town in your campaign world. Check out Sly Flourish's Frequently Asked Questions. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. . (1st). Episode 1 | A Sinister Secret. This is easily the beating heart of an exploration game, and it doesnt look like it would get repetitive in a hurry".[13]. Thousand Teeth a legendary giant crocodile. These include blue holes, coral reefs, currents, depth, kelp forests, sandbars, shipwrecks, and whirlpools. These guards are alerted by noise in 1. This is a slightly surprising omission, as this downtime action specifically resolved finding a crew which many DMs would no doubt find helpful. Youll either love or hate the maps in GoS. [1][4][5] Ghosts of Saltmarsh was released on May 21, 2019. Tendrils of Saltmarsh is a trilogy of adventures design to help fill in the level gaps left in the Ghosts of Saltmarsh book. 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. Im equally surprised that it was found worthy of inclusion in its current form alongside so many better thought out adventures. Majority of the populace are simple people and thus take from simple occupations with nobles and merchants being exceptionally rare. No Gaming is Better than Bad Gaming. The adventure continues the trilogys preference for thoughtful solutions: the characters are infiltrators, so should avoid fights where possible and defeat any enemies they do encounter quickly and quietly. The Cursed Luckstone lets you roll with advantage, but then inflicts disadvantage on your next two rolls. DMs looking for their next published campaign have a lot to look forward to if they choose GoS. DREAMS OF THE RED WIZARDS AN ADVENTURE FOR CHARACTERS OF 2 ND -4 TH LEVEL TITO LEATI MATT SERNETT CHRIS SIMS. Necessary cookies are absolutely essential for the website to function properly. Theyre certainly going out of their way with this product to cater for nostalgic fans hungry for settings which previously had no support. This provides the backdrop we need for the following parts of the adventure, which kicks off with a murder mystery. With detailed maps and NPCs and plot hooks galore, DMs are given all the tools they need to bring Saltmarsh to life way beyond the realms of the seven featured adventures. What plots should you include? Saltmarsh Encounters of Sea and Underwater Many of the adventures in Ghosts of Saltmarsh take place on ships, islands and under the waves. 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. The adventure ends with a dramatic timed scene in which the ship is torn apart during a sudden attack by a giant octopus. Its also a content pack for Roll20. A storm, fog, or sandbars might fit here. The appendix starts with rules governing ships. The adventurers only ought to end up in a fight if they fail to act diplomatically, or if they end up helping the lizardfolk with some local problems in order to earn goodwill. The abbey has seemingly been left empty after the clerics quarreled violently with local pirates, but there are undead present. 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. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. Here are some ideas: The Final Enemy concludes the trilogy which began with The Sinister Secret of Saltmarsh. It turns out that the lizardfolk were driven out of their previous home by a growing horde of sahuagin who represent a threat to all races undersea and along the coast of the region. These cookies help provide information on metrics the number of visitors, bounce rate, traffic source, etc. However if you want to keep them in Tier 1 (level 1-4) Do Salvage Operation instead of Final Enemy. These cookies will be stored in your browser only with your consent. The dark side of the Force is a pathway to many abilities some consider to be unnatural. Honestly, I think the standard cover is more attractive and the alternate cover looks too dark. 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. It begins with suggestions for how the DM can tie the standalone adventures in the book together into a cohesive campaign. Thats good, because although the campaigns central story is now concluded, the book still has two higher level adventures for them to face! Id love to run GoS! It's a Sith legend. Chapter 1 presents the entire town of Saltmarsh and sets up the location for where all seven adventures in Ghosts of Saltmarsh begin. 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. 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. 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. Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic 'U' series. The mayor of Saltmarsh was NOT happy about them burning down the house, so I sent them to the Isle of Dread instead. Cursed islands are steeped in the residue of dark magic, and are typically inhabited by undead. The loyalists see the body as a sign that the town needs more protection and a heavier hand. It's a great time to reinforce the main themes of the campaign, integrate the characters together into a group, and discuss any sensative issues anyone might have with these themes. Crossing the dunes is akin to crossing a minefield, except choosing the wrong path results in an explosion of undead from the sand. The map of Saltmarsh is full colour, but the majority (including the hex map of the region) continue the trend of recent Waterdeep products to return to a more old school line art style. Someone might recognize her as one of two adventurers, brother and sister, who came to town with dreams of finding the alchemist's gold at the haunted mansion only to never be found again. Likewise, the adventures include a decent collection of new monsters that will add value to your DM whatever their campaign. Other uncategorized cookies are those that are being analyzed and have not been classified into a category as yet. As in the main releases in the Dungeons & Dragons Adventure System series, the Ghosts of Saltmarsh expansion sees one to five players becoming heroes with their own set of unique skills and abilities, which they'll be able to add to and improve as they gain experience and level up.

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