Inspired by redditor /u/murganis, who’s made his own maps, showing Saltmarsh in the Forgotten Realms, and the suggestions given in the Ghosts of Saltmarsh book, I’ve added Saltmarsh to Mike Schley’s maps.These are featured in both a larger Sword Coast-version, as well as a Mere of Dead Men-version, that shows the adventure sites described in chapter 2, 3, and 6. Discussion . • This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic ‘U’ series. 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 rarely materialize. Ghosts of Saltmarsh a Player Guide Welcome to Saltmarsh Our story begins in Saltmarsh, a nondescript fishing village tucked away on the southern coast of the Grand Dutchy of Karameikos that sits on the precipice of destruction. This one-page guide, influenced heavily by Matt Coleville's video on the value of player guides , is intended to give the players everything they need to understand where the campaign is going and how their character might fit into it. Salvage Operation (4th level) – The party recovers a l… 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. D&D: A Player’s Guide To The Ghosts Of Saltmarsh J.R. Zambrano 4 Minute Read May 22 Ghosts of Saltmarsh has a lot of new content–new adventures, dozens of new areas to explore, but today, we’re taking a look at what it offers players. With the Sea Ghost taken down, our characters return to Saltmarsh with the information they need to head into Ghosts of Saltmarsh Chapter 3: The Danger in Dunwater. Nice. With the light now shining in the cave the bandit looks back at you pursuing him the fear on his face is unmistaken. Volo's Guide To Monsters. Ghosts of Saltmarsh takes inspiration from a number of revamped, older TSR campaigns, including: The Sinister Secret of Saltmarsh, Danger at Dunwater, The Final Enemy, and more! This adventure is full of dynamic situations, intrigue, and potential downtime activities. That was kind of my thoughts as well. Some might be afraid to run up on deck. Only Anders Solmor acts as the balance between the two, bringing together the characters to investigate the situation as outside advisors to the council. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. I recommend leveling characters to 2nd level when they have cleared the first and second floors of the mansion and 3rd level by the time they have cleared out the smugglers in the caves below the mansion. • Ghosts of Salt Marsh includes a variety of seafaring adventures, enough to take characters from level 1 to level 12. Write down a handful of possible downtime activities given their location, the current point in the story, and the backgrounds of the characters. The players printed it out and update it with what they discover. Ghosts of Saltmarsh PDF, (Free Download) October 23, 2020. During the session ask the players to describe what they want to do within the week-long period while the council figures out what they want to do about the smuggling ship. Ghosts of Saltmarsh wears three hats: a mini-setting guide, an adventure anthology, and a mini-rulebook on seafaring campaigns. Chapter 1 is all about the town of Saltmarsh and what can be found nearby. They're a dynamic bunch. Eberron Rising From The Last War. A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. Characters can drop very easily, especially when they're hit by creatures like giant poisonous snakes (16 damage on a hit and failed save) and giant centipedes (14 damage on a hit and with a failed save). Pay special attention to the time and make sure every player gets a chance to talk about what they want to do. Your own hooks may work better than any others, of course. If the characters triggered the screaming magic mouths, the smugglers know they're coming. Thus, when the characters come down the stairs in area 20, the smugglers are likely to hear them. In this session the characters can spend a few days reconnecting with Saltmarsh, tying back in with their backgrounds, investigating leads they might have come across, or anything else they might want to do. This woman was last seen with her brother, both of whom were adventurers that planned to go to the haunted mansion and recover the alchemist's gold. "Ghosts of Saltmarsh" takes place in the world of Greyhawk, this is a map of Faerun (The Forgotten realms). Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. You see, Anders Solmor isn't acting on his own in this. Ask your players to review the downtime activities in chapter 2 of the. Players . Ned, however, doesn't know who Skerrin is. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. Instead, he never returned and she washes up on shore drowned and wearing prisoner's garb with binding markings on her wrists and ankles. The Sinister Secret of Saltmarsh (1st level) – The party unravels a smuggling ring delivering weapons to a tribe of lizardfolk. Level the characters to 4th level once they have dealt with the Sea Ghost and reported to the council of Saltmarsh that the smuggled weapons are going to the lizardfolk at Dunwater river. They may provoke opportunity attacks. Set on the coast of the Azure Sea, players begin their adventure in the fishing village of Saltmarsh, and discover mysteries-a-plenty. 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. Starting with The Sinister Secret of Saltmarsh and going from there. This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. When it works well, a fight on the Sea Ghost can feel like the one of the best action adventure movies we've seen. I mainly used 5etools to cut and paste info over, asking with a short description of the main NPC's. 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