ghosts of saltmarsh pdf reddit

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Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater. 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. I don't think the appeal is restrictive at all to new DM's either. Give me details on the city and plane, give me history, lore, and fleshed out NPCs to play with. The sahuagin are being directed by Thay to explore the islands and territories near Turmish, It is designed in a way similar to Tales from the Yawning Portal in that it’s an adventure module rather than a campaign module. I wasn't originally interested in saltmarsh, but after reading a few reviews, I think I'm gonna buy it. So, there is certainly stuff to like about Ghosts of Saltmarsh. Press question mark to learn the rest of the keyboard shortcuts. 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. Unfortunately, it is an ugly map. battle maps. I really liked how they handled Waterdeep too. Feature: Harvest the water You gain advantage on ability checks using fishing tackle. 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. What exactly is in the heart of Dreadwood, what’s the buried secret in the basement tunnels of the Tower or Zenopus, how did that vampire get under the crabber’s hut anyway, how far does the Drowned Forest corruption extend, how much influence do Orcus and/or Tharizdun really have in the region, etc. That's all up to debate. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. 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. Format and structure wise, it is easily the best by a significant margin. And it would be easy enough to say that if you liked Yawning Portal you’ll like Saltmarsh … Ghosts of Saltmarsh takes place on or near the sea, so we thought we’d give you a couple of ships, including the Sea Ghost, a fully detailed ship map, and a more generic ship map that allows you to fill in the details on its laminated surface so you can use it both for Saltmarsh, and for all your sea-faring adventures in the future.. sea ghost This book strikes a great level of depth and openess. She wants them cursed to her detect thoughts spell so she likely would have made the offer that she trades in magic items and if anyone with the coin was interested they should come to her shop. I myself likely will be changing the red brotherhood into Yuan-Ti for example. If anyone would know Xendros sells magic items it would be the people on the Council, all of whom are wealthy enough to buy magic items. 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 . This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh… Lots of material, and lots of great inspiration for filling the gaps with your own material. I'm a huge fan. 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. All … Press question mark to learn the rest of the keyboard shortcuts. DDAL DUNGEON MASTER RESOURCE DOCUMENTATION . by Mike Shea on 14 October 2019. I’d be totally okay with WotC releasing more books in this format. More posts from the GhostsofSaltmarsh community. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. There's a lot we like about it. The real genius is in the fact that the book gives you ways to run either a bunch of one-shots or one fantastic nautical campaign, and it gives you tools to expand it beyond either with a bunch of rolltables for creates new ships, coral reefs, and all kinds of adventures at sea. 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. They have the use of the Ghost and used it to smuggle goods for Gellan to The Styes setting up later things. Read online Dungeons & Dragons Ghosts of Saltmarsh book author by Wizards RPG Team (Hardcover) with clear copy PDF ePUB KINDLE format. GHOSTS OF SALTMARSH . I don't know if the new Vehicles are even possible in Hero Lab at this time. I am running the “campaign” Ghosts of Saltmarsh from the book, converted from Greyhawk to the Forgotten Realms. Feb 26, 2019 - Download Dungeons & Dragons Ghosts of Saltmarsh book pdf free read online here in PDF. 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). 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. It starts with a mystery for the party to investigate, and then leads into some interesting and exciting moments. It would be very easy to adapt this to a homebrew setting. The Sinister Secret of Saltmarsh is a very nice adventure. In that way, Ghosts of Saltmarsh (GoS) is like Tales from the Yawning Portal, the other D&D 5e book that leans hard into nostalgia by updating seven old adventures, but GoS also includes 40+ pages of crunchy content like rules for ship building. I hope Wizards of the Coast continues to make more campaign books that are composed of small, adjacent adventures. By using our Services or clicking I agree, you agree to our use of cookies. 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. This is the first I've heard of avernus, but Murder in Baldur's Gate does a fair amount of fleshing out the city and history of Baldur's Gate. I ran that and Salvage Op as a hex crawl exploration portion to work in random encounters etc. (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. Cookies help us deliver our Services. Even prep is far more difficult than it should be. 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. Ghosts of Saltmarsh Session Zero. The Schley version in GoS is beautiful but it looks way to small for a town/city of 5,000 people. i wish every adventure released would follow this format. Every month I'll be bringing you updates on … I might agree, I think. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. 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. 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 … My impression is that from the notes in the Ghosts of Saltmarsh Book it was a Town heavily Catering to the Military and Building up of a Navy to deal with the Sea princes so it is a little bit seedy (Not too seedy) in nature with some Brothels. I made Burle the city at the center of the story. Saltmarsh Chapter 1 questions on leads and adventure hooks and other content There isn't mention of how you might use some of the ideas in Chapter 1, so its left open. The Schley version in GoS is beautiful but it looks way to small for a town/city of 5,000 people. I think if something like Tomb of Annihilation had been done like this--a huge primer on Port Nyanzaru and Chult, and then 7 adventures, a hex crawl map, and ways to make them into a campaign, the book would have been 10/10 for me. I love the format. Ghosts of Saltmarsh will be an adventure module that revives popular previous nautical adventures released decades ago in a new location, the town of Saltmarsh. Ghosts of Saltmarsh feels like a refined attempt on WotC’s part to create a sandbox campaign, but instead of feeding you a central plot, it gives you the tools to set up your own and choose which adventures/side quests/areas you want to use in your campaign. Super solid book, loving it so far. 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. I'm not speaking strictly to the content of GoS. 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. CoS is definitely in contention for my favorite 5e adventure because I felt like I had enough structure to keep things focused on the main story (trying to defeat Strahd and escape Barovia) but it was open enough that my players didn’t feel like they had to follow the rails, and I didn’t feel like I was lost if they didn’t. Ghosts of Saltmarsh feels like a refined attempt on WotC’s part to create a sandbox campaign, but instead of feeding you a central plot, it gives you the tools to set up your own and choose which adventures/side quests/areas you want to use in your campaign. A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. I'm hoping they do the same thing for avernus - I want a fleshed out baldurs gate and avernus. See more ideas about Dungeons and dragons, Dungeon master's guide, Dnd 5e homebrew. 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. But I think the format of it just works amazingly well. Interesting and exciting moments an oasis city could be really cool, a sleepy fishing village that sits the. Finished up the haunted house and the sea Ghost, did some downtime, and an oasis could! Of satisfying stopping points should your group not get as far as you planned to learn the rest of keyboard! With a mystery for the next campaign book like this myself likely will be changing red. The red brotherhood into Yuan-Ti for example the customized ghosts of saltmarsh pdf reddit, which are a couple of conversion out... Full campaigns to discuss the D & D if the new Vehicles are even possible Hero! 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