First, a quick overview of the adventures featured in Ghosts of Saltmarsh. The best thing is, that in the whole first act, you don’t really need to worry too much about the second act and how the Scourge of Orcus plays into everything – sure, you can leave subtle clues that something larger is going on (perhaps the cultist in Salvage Operation bear dire portents, or are even cultists of Orcus), but it’s not a requirement. The rest are a mixed bag as well. , Pingback: Ghosts of Saltmarsh in Forgotten Realms (free maps!) How would you go about making Ghosts of Saltmarsh into a full campaign? Looking for a few tips or ideas. 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. The campaign I'm running isn't particularly naval themed, and is actually more of a world-hopping adventure, but it a decently large focus on mystery and intrigue in between hack and slash. Ikko Ikki -- Martial Artist in "Quest for the Shunned City". The afternoon winds down as the four of you hash out ideas in Peri's cramped room. Wow, that’s amazing – thanks so much for the support! Casts Shillelagh on a piece of driftwood that he used when his original merchant ship was destroyed. 3. You know what’s even better? Post was not sent - check your email addresses! Required fields are marked *. Can’t wait to finish Wave Echo Cave and get the fam out to sea! The thing that really binds a campaign together – and what we’re missing here – is a main threat. Below we’ll try to do just that, giving you a short summary of the adventures, our ideas for the campaigns main threat and the overarching structure of the campaign, as well as an example of how that might look in practice. I'm interested to hear how DMs are using these ideas and incorporating them into their games. of the evil deity. I haven’t played since 1989 so the 5e stuff has been really fun to relearn. You stare out the window at the excellent view of town under the grey, overcast dome of clouds that never seem to break. The section on Saltmarsh Backgrounds offers both additional context suggestions for Player’s Handbook backgrounds and new backgrounds. But, a common threat isn’t enough to make a truly cohesive campaign. As always, we’re interested in hearing what you think. The island chain is starved for easy-to-access iron ore. Relations with the dwarves of the Mhor Holds have been consistently rocky, and the Prince of Redwatch is well positioned to make himself a lot of money from trade for iron. And, as previously mentioned, the deity in either Tammeraut’s Fate or The Styes is simply replaced with the other, depending on which evil deity you choose. But, if you’re ready for the campaign to end, you simply don’t include these portents and the sahuagin just took the lizardfolk stronghold because they wanted it. But it included one crucial tool to help the players – a map of the complex provided by the Lizardfolk, as a pull-out page in the module. If you want the campaign to continue, you can leave clues of a greater evil in the sahuagin’s lair, such as defeated sahuagin pleading the case, that they’re only fleeing from “the horde of the drowned”, or fresh murals showing the unholy union between the sahuagin god Sekolah and Orcus, that has incited the sahuagin’s invasion. Wow. My ideas so far: These seventeen hi-res adventure maps were originally created for the 5th Edition adventure Ghosts of Saltmarsh. 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. – Valeur RPG. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in sear… I understand – even though this post outlines how to make Ghosts of Saltmarsh into a campaign, it’s still broad strokes, because everyone is likely to have different ideas about how the campaign should look in the end. Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic ‘U’ series. So, Orcus or Tharizdun? First off, we have the whole sahuagin theme in the three Saltmarsh-adventures (The Sinister Secret of Saltmarsh, Danger at Dunwater, The Final Enemy). Re: Ghosts of Saltmarsh character ideas Druid 3 (Land- Coast), Monk X (Four Elements) Traveling Sage. A quick account of the various ‘threats’ in the adventures gives us this list of foes: Since we don’t want to make too many changes to the adventures, it makes sense choosing our final villain from one of the latter adventures – Tammeraut’s Fate and The Styes – which are also the adventures were we find the ‘heavier’ foes: Orcus and Tharizdun. A terrifying sight to behold, but it seems like the rest may not be too keen on the idea. See more ideas about Dnd characters, Concept art characters, Rpg character. As far as Dragonmarks go, feel free to use, not use, or adapt. Thank you for your effort and taking the time to write this! I need to come up with reactions that make sense for everyone. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Sign up for the Eventyr Games mailing list and get updates & special discounts in your inbox! Depending on your choices and preferences, there’s a multitude of different ways you could fit the adventures together. So now that we’ve created a triumvirate of COOL things, let’s put that into Dungeons and Dragons and have some fun, shall we? This one seems particularly problematic, however. Only one of the most distant islands in the Lhazaar Archiapelago, home to the Principalities of Lhazaar. It is much faster than snail mail. I recently threw together this map of the Jeklea Bay region to show what a widely interesting and underdeveloped area the Sea Princes really is like. The Styes is an awesome adventure, but because of its urban and investigative elements, it doesn’t seem like the fitting end-point for a nautical campaign. What plots should you include? Cartographer Jason Engle also contributed a number of great pieces to the book though they are not available here. This part has been left out of GoS, instead using a chart based on how successful the party is on their return engagement as the advance group to the main attack. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Posted by Daniel Ottalini in Designing a Story, Dungeons & Dragons, Custom Missions, Dungeons and Dragons, Redwatch Island. We’re playing “Lost Mine of Phandelver” with the provided characters and having a blast. Kano - Half Elf Sorcerer in "Tyranny of Dragons". Flip through the pages of the new Ghosts of Saltmarsh book and you’ll find adventure around every corner. I won’t bore you with the full details of all seven adventures, but if we boil them down to taglines, we essentially have: Adventure 1, 2 and 5 obviously fit well together, even though they’re separated by a few levels, while the remaining four have no obvious relation, beside their aquatic and nautical themes. I recommend both a color map of the village of Saltmarsh and a black-and-white map of the Saltmarsh region. As written, there is no reward offered or given for the highly risky scouting mission, which makes me wonder why the party would even undertake it. So, we need something to bind them together, and for that, there’s nothing better than…. Some interesting ideas but most need a lot of work. Icewind Dale: Rime of the Frostmaiden DM's Bundle, Baldur's Gate: Descent into Avernus DM's Bundle, Ghosts of Saltmarsh in Forgotten Realms (free maps!) I have a few ideas, but I need to know what kind of ship the crew is comfortable with. How to be a Great GM Presents Ghosts of Saltmarsh – Call of the Kraken. As this is the campaign I’m getting started to run this week (Eek! In Salvage Operation, the ship have been invaded by cultists revering the evil deity, or perhaps the elder octopus is corrupted by the evil deity (it could even be the kraken the party later fight in The Styes, giving them a chance at revenge!). Let’s be honest. They both have strong elements of sea travel – which is nice – and elements we can tie into the overarching campaign. That latter part makes me fascinated to potentially use the town as a sort of hub for the party in the time between missions across Faerun [adopting Saltmarsh to the Realms here]. Chef Miles -- Halfling Barbarian in "Out of the Abyss". After being lost out at sea for so long, he went slightly insane from dehydration, and believes he has seen the essence of "True Water". Instead, we’ll want to end things in Tammeraut’s Fate, with waves of undead assailing the characters, before a final delve into the Pit of Hatred. The answer is, it doesn’t really matter. leapingmountain. DMing. Here I disagree with the book’s assessment of The Final Enemy’s difficulty – it’s been designated as an adventure for characters of 7th level. That’s a great point – and a weird omission. 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. When running Ghosts of Saltmarsh as a single long campaign, it may work better to bring the Styes in before Tammeraut's Fate and then run Fate as the final conclusion to the whole Ghosts of Saltmarsh campaign. My approach is to hold back on most of them, but drop a few in as the adventure … But wait, there’s more! Pirates, Ghosts, and Steampunk Creations. Okay, so we have our main threat: an evil deity who is killing people and causing corruption. Change ), You are commenting using your Google account. Because we start with The Sinister Secret of Saltmarsh, we’ll want to also use Danger at Dunwater and The Final Enemy. Perfect timing! Looking for a few tips or ideas. As is the nature of evil shark-creatures. This site is to be used as an aid to the campaign book and not serve as a replacement. 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. I’m sure this great gift was the map. Both adventures also have impressive conclusions, that are quite similar: sealing Orcus’ Pit of Hatred and destroying Tharizdun’s Pit of Negative Energy and slaying the juvenile kraken. It has the party ventur ( Log Out /  I am in the processes of writing my own module for the players before they go to Saltmarsh. Salvage Operation and Isle of the Abbey end up being more ‘filler’ adventures, than anything else. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book.It features undead horrors, smugglers, pirates (parrots and hooks included!) #2666 Nov 9, 2020. leapingmountain. Your email address will not be published. So I need to choose a useful improvement that shows our strength but doesn’t upset the crew. The Sinister Secret of Saltmarsh (1st level) – The party unravels a smuggling ring delivering weapons to a tribe of lizardfolk. Distant seagulls wheel over the waterfront. This allows us to place these three adventures closer to each other. Personally, however, I prefer long campaigns with a cohesive plot and a red thread flowing from one adventure to the next, stringing each session neatly together. 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. If Tales from the Yawning Portal was a greatest hits collection, Ghosts of Saltmarsh is a concept album – seven adventures that all (loosely) … We can easily tie this with our greater evil – either the sahuagin are subservient or corrupted by the same evil deity, driving them to assault the coastal region, or they’re being forced from their normal hunting grounds by the minions (drowned ones etc.) We choose Orcus because Tharizdun has already been the main villain in another WotC publication (Princes of the Apocalypse), so we get the chance to introduce our PCs to a new threat. Additionally, just because we want to end with Tammeraut’s Fate, it doesn’t mean we have to skip The Styes. I was disappointed that U2 and U3 were essentially reprinted as-is even though they are in serious need of an update. – Valeur RPG, Aboleths and a juvenile kraken maddened by Tharizdun. Have we missed anything? The Sinister Secret of Saltmarsh is a very nice adventure. Also lost a horse* from the convoy they were escorting. It's an awesome "home base" for a campaign. Hope I can keep up with you and your group . As mercenaries, I feel like our ship should be intimidating to see. As a new DM interested in using this book as a summer-time adventure with my friends, this was a great post and a nice starting point. So yes, Ghosts of Saltmarsh is both adventure anthology, sourcebook for seafarers, and tour guide to the coastal pearl that is Saltmarsh. Redwatch has only recently risen to prominence, based on two reasons. The original version of The Final Enemy, module U3 from 1983, was aimed at character levels 3 – 5. Our group decided to start GoS next. Campaign Assets All of the information on this site should be credited to the original authors of the Dungeons & Dragons Ghosts of Saltmarsh campaign. The main plot here is that lizardfolk and other aquatic races are mustering a defense against the evil sahuagin, who’ve taken the lizardfolks’ lair and now threaten the coast. This only makes sense, they lived there for who knows how long before the Sahuagin kicked them out recently, and they are part of the allied force sending the PCs on this mission. ( Log Out /  First, The Prince of Redwatch finally established himself as an actual leader, defeating the Sea Kings Pirate Confederacy and driving them (well, mostly) from the waters around Seaton, his capital. (We’ve even added to that content here at Eventyr Games with our DM’s Resources for Ghosts of Saltmarsh). What is Redwatch Island? I remember some of the modules in GoS from when I was a kid so I bought the book and am now making notes to integrate it into Forgotten Realms. We can plant evidence of this during Danger at Dunwater and The Final Enemy, or even have the sea elf Oceanus inform the party about “a great evil emerging from the deep” as early as The Sinister Secret of Saltmarsh. And, if you want to stay up-to-date with our posts and other content like this, consider signing up to our mailing list, where we send out news about exclusive content, special promotions and other cool stuff. I was looking to make it more horror themed. Notify me of follow-up comments by email. May 24, 2019 - Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. Nor is it officially in another setting with a sidebar for adapting or placing it in Greyhawk. Regardless of the evil deity, they both seem to have roughly the same goal: kill innocent people to fuel a pit of hatred/negative energy that corrupts and causes evil. I don't know what Ghosts of Saltmarsh will include, exactly, but I'd be surprised if it's much more than a straight conversion of the original three modules to 5th edition. Props can help make the ethereal ghosts of our campaign begin to feel solid and real. Danger at Dunwater (3rd level) – The party investigates the lizardfolk’s lair and discovers that they’re mustering to fight the evil sahuagin. 2. The other is barely alive and bleeding heavily; the guards rush to bandage her. We can have the ship in Salvage Operation carry weapons or information that can aid the player characters against the sahuagin, while the Isle of the Abbey becomes a place the characters must go to start unraveling Orcus’ evil designs. The newest official WotC product has landed: Ghosts of Saltmarsh. While GoSM recommends placing the adventures in Eberron in Q’barra, I prefer an island life as it reduces the … Year of Accountability – June 28th-July 5th, 2020 – Camp NaNoWriMo Progress on the Novella! and an ominous threat of more dangers to come, as the adventurers must fight to unravel a smuggling ring delivering weapons to a tribe of lizardfolk. I must now have been the only one to appreciate Tales from the Yawning Portal, because the next Dungeons & Dragons release, Ghosts of Saltmarsh (available May 21, 2019) takes a similar approach. Click to share on Facebook (Opens in new window), Click to share on Twitter (Opens in new window), Click to share on Reddit (Opens in new window), Click to share on LinkedIn (Opens in new window), Click to share on Tumblr (Opens in new window), Click to share on Pinterest (Opens in new window), Click to email this to a friend (Opens in new window). This means moving the adventures around a little, but we should be able to scale foes slightly to make them fit our party’s strength. I’ll argue that the way The Final Enemy is meant to be played – using clever tactics and stealth, and not brute force – it’s perfectly fine for a party of 4th or 5th level adventurers. Okay, so what does this campaign look like, when we fit it all together? The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book.It features undead horrors, smugglers, pirates (parrots and hooks included!) Is there anything else, you’d like us to cover in the future? With this background, I’ve merged elements of the Ghosts of Saltmarsh adventures and the Eberron campaign setting. With seven adventures spread over 200+ pages – and a whole bunch of rules for handling ships, sea travel and much more – you can’t really complain about a lack of content. Fill in your details below or click an icon to log in: You are commenting using your WordPress.com account. It’s challenging and rewarding and has all of that salty flavor from a good seafaring campaign. Go check out my Custom Resources page to find the newest campaign setting – Redwatch Island! Good catch! While GoSM recommends placing the adventures in Eberron in Q’barra, I prefer an island life as it reduces the number of outside factors and bumps up the use of ships and nautical ideas. Thanks to a preview thread of Ghosts of Saltmarsh from @NewbieDM on Twitter, we now know beyond all doubt it’s not set in a “generic” setting-less campaign. Purchased the first adventure content you created as well and it seems top notch. Ghosts of Saltmarsh DnD Campaign The small town of Saltmarsh appears to be changing into the center of a number of factions struggling for control of the Swordcoast.. There isn't mention of how you might use some of the ideas in Chapter 1, so its left open. Based on a series of classic D&D scenarios, this epic return to the world of Greyhawk is sure to inspire a wealth of fantastic game nights. Without this map, it’s hard to imagine how the players could explore most of the complex (their mission) without alerting the whole complex and facing all of the inhabitants in a huge battle or series of running fights. I’m sure that some – perhaps even most – DMs prefer the bite-sized adventures in anthologies like Ghosts of Saltmarsh and Tales from the Yawning Portal. We also need to make…. This article totally helped crystalize some half-baked ideas and provided me with a lot of guidance. O n the 25 th of May at 1pm PST, or 8 pm GMT depending on which ocean you call home, the first LIVE stream episode of How to be a Great GM presents Ghosts of Saltmarsh – Call of the Kraken airs on the official D&D twitch channel; twitch.tv/dnd. Now the hard part, my players love the politics of Saltmarsh and the mystery of what is really going on. Planned my dnd groups next outing while the snow falls here in MD - may have influenced me somewhat. Greetings again, friends of Greyhawk!Today is just some personal gaming news. Change ), You are commenting using your Twitter account. Gerrard finds one of the sisters has been nearly decapitated, and is beyond saving. In fact, it seems a bit slammed on, as the reward for intel seems to be missing, instead replaced with a reward based on how well the party fights in the actual battle. My recommendations if you decide to run your own Ghosts of Saltmarsh adventures: Connect it up. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book.It features undead horrors, smugglers, pirates (parrots and hooks included!) Feb 19, 2020 - Explore Annaliese Hottal's board "ghosts of salt marsh" on Pinterest. Pirates are awesome. Obviously, the above structure doesn’t address all the minor changes you’d have to make along the way, but they give us a blueprint for stringing the adventures together. Unfortunately, there’s a few of these scattered around in the conversions of these classic adventures. ), I’m not letting characters develop Dragonmarks until 3rd or 5th level (haven’t decided yet), as I don’t want them to have too much power, and I don’t want them to have access to the Dragonmark resources that may help tilt the scales so to speak. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. Kerric Brightblade - Elven Warrior in "Apocalypse". I’ve been using your products for the past three years and I look forward to what you release for this book. , I hope to release content for at least 3-4 of the adventures, but it takes some time putting the resources together. Here, we are giving an example based on Orcus being the main threat. and an ominous threat of more dangers to come, as the adventurers must fight to unravel a smuggling ring delivering weapons to a tribe of lizardfolk. Change ). Salvage Operation (4th level) – The party recovers a l… Actual Play, Campaign, D&D, D&D5e, D&D5e Podcast, D&DNext, Dnd, DnD5e, DnD5e Podcast, DndNext, Ghosts of Saltmarsh, How to play D&D, how to play DnD, how to play RPG, Learn D&D, Learn DnD, Learn to play RPG, Learnd D&D, Podcast, role playing, RPG, RPG Academy Presents, The RPG Academy, Theater of the Mind, Therpgacademy, Wotc Greyhawk is officially the setting of the new adventure book “Ghosts of Saltmarsh”.. That said, they did a great job on fleshing out Saltmarsh itself. With this background, I’ve merged elements of the Ghosts of Saltmarsh adventures and the Eberron campaign setting. and an ominous threat of more dangers to come, as the adventurers must fight to unravel a smuggling ring delivering weapons to a tribe of lizardfolk. Enter your email address to subscribe to this blog and receive notifications of new posts by email. ( Log Out /  Due to the pandemic I’ve recently revisited Dungeons & Dragons and am introducing it to my family. Summary. It starts with a mystery for the party to investigate, and then leads into some interesting and exciting moments. Mike prepares for his final Ghosts of Saltmarsh game in which the characters come face to face with Tharizdun himself! In Isle of the Abbey, the pirates who ransacked the temple are replaced with drowned ones, or other minions of the evil deity. Second, the newly discovered iron and silver mines in the southern branch of the Redwatch Ridge Mountains give the holder of said mines a lot of power. Save my name, email, and website in this browser for the next time I comment. Ghosts of Saltmarsh isn’t just TFTYP 2, however. Because of the many natural breaks in that adventure – ample time to rest and regroup between the various parts – we can reasonably expect a party of 8th level adventurers to handle it (although we might want to take steps to ensure the party doesn’t try to pick a fight with the two aboleths near the end of the adventure). Thanks for posting this and doing all the work! "They killed of them..." You can pick either – or any other evil deity – and reflavor small parts in the other adventures to make it fit. Tons of flavor and plot hooks. The original module U3 also had a chart to gauge how successful the scouting mission was by listing various items of information about the Enemy the party would need to have in order to provide meaningful advance intel and determine if their mission succeeded. Year of Accountability – Weeks of June 14th & 21st, New D&D Maps - Town of Burle & Carnival Games, Gunslinger D&D Character - First Time Creation & Background Writing, Tallavanor's Tales: Like a Moth to the Flames, Pros & Cons of Using Google Hangouts for Dungeons and Dragons - a Quick Take, 3 Ways to Speed Up Online D&D Video Sessions. Now, how do weave this threat into the other adventures? Still not entirely sure what to do with the expanded story options you present, but that’s something I can hopefully figure out when the time comes. Thanks to the release of Ghosts of Saltmarsh, I've been inspired enough to get my own Hold of the Sea Princes campaign running again after a short hiatus. Ghosts of Saltmarsh is a really fun campaign setting grounded in classic adventures. Your email address will not be published. Smashword’s Summer Sale Ongoing! Stonehorn is is bad shape also, although his life does not appear to be in immediate danger. It’s not perfect, b/c it may not be to scale and it doesn’t include the modifications the new residents have made. Umberlee – if you’re basing the campaign in the Forgotten Realms – is also a perfectly fine choice for the campaign’s aquatic villain. ( Log Out /  We’ll start the campaign with the first adventure – The Sinister Secret of Saltmarsh – but we’ll swap the last adventures, so we get a different ending. A campaign the excellent view of town under the grey, overcast of... The Saltmarsh region overview of the Kraken character ideas Druid 3 ( Land- Coast ), you re. From the convoy they were escorting what kind of ship the crew comfortable. Feldren - Human Noble in Ghosts ghosts of saltmarsh campaign ideas Saltmarsh more to ask, and for,... ( Log out / Change ), Monk X ( Four elements ) Traveling.... As-Is even though they are in serious need of an update Google account receive notifications of posts. 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