Guildmasters Guide To Ravnica. 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. 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. The new backgrounds include Fisher, Marine, Shipwright, and Smuggler. Cookies help us deliver our Services. He is being fed information and advice from his family's longtime advisor, Skerrin Wavechaser, a secret agent of the Scarlet Brotherhood. If the characters triggered the screaming magic mouths, the smugglers know they're coming. This is fantastic! But wait, there’s more! Players . I'm not going to lie. The modules are modified to use the fifth edition rules, so that the adventures can be played in the order they are presented in the book, or dropped into a home campaign. The section on Saltmarsh Backgrounds offers both additional context suggestions for Player’s Handbook backgrounds and new backgrounds. The cellars, however, are a great example of how we build situations and let the players navigate that situation. This is a good chance to fail forward. Offer clear goals and leave the approaches open. I got some good advice and a couple of handouts that were very close to what I was after but just didn't quite scratch that itch. Bandits may flee if they take a hit. Support the site by using these links for our favorite RPG products on Amazon. The loyalist council member and smuggler Gellan Primewater himself has such an affectation and Skerrin knows it so he uses it to steer attention away from him and towards the corrupt council member who he plans to either turn to the Brotherhood or remove from the council. She keeps appearing on ships she has taken a shine to and barters her abilities as a healer and weather reader into board and lodging. Here's the blurb: Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Tal'Dorei Campaign Guide. Your own hooks may work better than any others, of course. This can be a really hard fight at 2nd level so be nice to the characters. It has the party ventur Let your players know there will be a downtime scene or session ahead of the game so they can think about what their characters might do. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. Danger at Dunwater (3rd level) – The party investigates the lizardfolk’s lair and discovers that they’re mustering to fight the evil sahuagin. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in sear… Thus, we can help this adventure out by offering a stronger hook. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Flip through the pages of the new Ghosts of Saltmarsh book and you’ll find adventure around every corner. 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. Some might need a couple of rounds to get their pants on and find their sabers. By using our Services or clicking I agree, you agree to our use of cookies. Four 16th level characters facing an ancient blue dragon archmage and her simulacrum isn't nearly as deadly as four 1st level characters facing four giant centipedes. I mainly used 5etools to cut and paste info over, asking with a short description of the main NPC's. As written, it's a tough situation. I love that there’s a discussion not just of how to turn Ghosts of Saltmarsh into a campaign, but also how to weave in the adventures of Tales from the Yawning Portal. Looking back at the actual Sinister Secret of Saltmarsh adventure itself, we need to pay special attention to the characters' first level. Instead, he never returned and she washes up on shore drowned and wearing prisoner's garb with binding markings on her wrists and ankles. Indigo Diomedea. Set on the coast of the Azure Sea, players begin their adventure in the fishing village of Saltmarsh, and discover mysteries-a-plenty. This can lead to a lot of frustration if the quests aren't clarified. Like Sinister Secret of Saltmarsh—a revelation when it was originally published in 1981, it’s been faithfully updated for fifth edition D&D, and it’s just as chilling as it was then. Between clearing out the haunted mansion and taking on the Sea Ghost, we might have a downtime scene or session. Player's Handbook Dungeon Master's Guide Monster Manual Basic Rules Sage Advice Acquisitions Incorporated Eberron: Rising from the Last War Explorer's Guide to Wildemount Guildmasters' Guide to Ravnica Mordenkainen's Fiendish Folio Vol. Keep up the awesome work! The low hit points of 1st level characters is the main reason things are so hard. Ghosts of Saltmarsh is a 5th-edition Dungeons & Dragons sourcebook that updates and adapts seven sea-themed adventures from earlier editions of Dungeons & Dragons. The players printed it out and update it with what they discover. Heroes of Saltmarsh I is the first installment in a series of player compendiums tailor-made for groups playing through Ghosts of Saltmarsh. (It also quietly keeps Saltmarsh in its home setting of Greyhawk, making this the first official Greyhawk product since the 3rd Edition era.) Ghosts of Saltmarsh compiles seven of the best nautical adventures from D&D’s history. Danger at Dunwater – a Ghosts of Saltmarsh DM's Resource - Danger at Dunwater is the second adventure of seven in the Ghosts of Saltmarsh campaign book. And the characters in Ghosts of Saltmarsh are a huge part of why it’s so much fun to read through and where all those sparky, let’s-go-run-a-game feelings come from. When they run well, however, such adventures can feel like magic. This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. Ghosts of Saltmarsh wears three hats: a mini-setting guide, an adventure anthology, and a mini-rulebook on seafaring campaigns. This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. What if they lose? Gameplay. 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). So I created one and thought that maybe someone else could benefit from it. Ned was sent from a nearby city and met his contact in Saltmarsh who appeared cloaked and masked. They may have less than average hit points. Glad you like it. DnD 5E Player's Handbook. Just like the cellar encounter, the Sea Ghost is another big and dynamic situation. Let them attack in waves and don't be afraid to tweak their hit points for the flow of the story. I would share it but I'm not sure on the legality of publicly posting it given that it's at least an 85% direct rip-off of GoS text, and even then, all I've really done is rewrite a few bits here and there for clarity and edit out DM-specific information. An agent of the Scarlet Brotherhood of course! This is a ruse, however. First, a quick overview of the adventures featured in Ghosts of Saltmarsh.I won’t bore you with the full details of all seven adventures, but if we boil them down to taglines, we essentially have: 1. The PCs chose to protect the Ghost instead of the council house so I am going to say Eilander is badly wounded and the Lizardfolk ambassador is dead. When the characters are done dealing with the skeletons and the alchemist (a really fun encounter so hopefully the characters don't skip it), they will face split groups of scouts and bandits throughout the caves. Elemental Evil Player's Companion. Monster Manual 5E. When the characters return to Saltmarsh, the council asks them to go back out to the mansion and infiltrate the Sea Ghost to learn where the pirates on the Sea Ghost are bringing those weapons. 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. 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, Running Ghosts of Saltmarsh Chapter 5, Isle of the Abbey, Fantastic Adventures: Ruins of the Grendleroot. Recruitment . 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