ghosts of saltmarsh player guide

Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Support Sly Flourish by using these links to purchase the D&D Essentials Kit, Players Handbook, Monster Manual, Dungeon Master's Guide, or dice from Easy Roller Dice. This is my one page session zero intro to Saltmarsh. Start here, subscribe to the weekly newsletter, join the Sly Flourish Discord server, or support Sly Flourish on Patreon! Mordenkainen's Tome of Foes. Among them are three scouts, five bandits, two hobgoblins, and Sanbalet the wizard. Starting with The Sinister Secret of Saltmarsh and going from there. 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. A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. Who actually is selling the king's weapons to the smugglers? 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. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. 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! The smugglers in the basement don't break down into perfectly balanced little combat encounter groups. Some might be afraid to run up on deck. They may provoke opportunity attacks. There is a sinister secret in Saltmarsh that we can begin to put into play with this hook. WWttW PC slides | Player's guide | ♦ | Ghosts 5e PC slides Chasing after the fleeing bandit the light casts into another cave that is roughly circular in shape and roughly 25 ft in diameter. Now the hard part, my players love the politics of Saltmarsh and the mystery of what is really going on. The players printed it out and update it with what they discover. Salvage Operation (4th level) – The party recovers a l… I knew that before buying this map as I have been looking to buy a large map of Faerun! I previously had asked if anyone had come up with a simple guide to seafaring that I could use as a handout for my players when we start our GoS campaign in a couple of days. So I created one and thought that maybe someone else could benefit from it. Volo's Guide To Monsters. 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. They're a dynamic bunch. • Ghosts of Salt Marsh includes a variety of seafaring adventures, enough to take characters from level 1 to level 12. His goal is to destabilize the council of Saltmarsh and take it over with members he can control, just as he controls Anders. Indigo is a Sea Elf druid in love with sailing and ships. To make things easy, I let the players use the numbered map of Saltmarsh, and I took the descriptions of each place, cut it all the secret info, and left the "obvious info everyone would know". 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. Originally I had wanted more of a rules guide to help my players remember the new actions and understand better how ships work but your stuff inspired me to add some background elements as well. 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. Will it be possible that they sneak on disguised as the smugglers from the haunted mansion? 2. Download the Ghosts of Saltmarsh Player's Guide For this session zero I wrote a Ghosts of Saltmarsh Player's Guide . For a fun twist, we can add a secret and clue to our game that the smuggled weapons found by the characters are actual weapons of King Skotti's armies. This is a good chance to fail forward. In fact, more than one NPC has a goal to ensure the characters don't to go the mansion. Thus, when the characters come down the stairs in area 20, the smugglers are likely to hear them. When they run well, however, such adventures can feel like magic. We really have to be comfortable thinking on our feet. This can be a really hard fight at 2nd level so be nice to the characters. 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. The low hit points of 1st level characters is the main reason things are so hard. Recruitment . I mainly used 5etools to cut and paste info over, asking with a short description of the main NPC's. Tal'Dorei Campaign Guide. If things go straight into combat on the Sea Ghost, spread things out so the characters aren't facing all of the crew at once. 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. How they split up, group up, and face the characters will depend on how the characters act. Review the downtime activities in the Player's Handbook, the Dungeon Master's Guide, Xanathar's Guide to Everything, and the downtime activities listed in the Ghosts of Saltmarsh adventure book. Cookies help us deliver our Services. Dungeon Master's Guide 5E. Check out Mike's books including Return of the Lazy Dungeon Master, the Lazy DM's Workbook, Fantastic Adventures, and Fantastic Adventures: Ruins of the Grendleroot. You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. He is being fed information and advice from his family's longtime advisor, Skerrin Wavechaser, a secret agent of the Scarlet Brotherhood. An agent of the Scarlet Brotherhood of course! Eberron Rising From The Last War. They may have less than average hit points. From there you'll have to decide how things might turn out given how the characters react to the situation. Saltmarsh is a small, respectable fishing town in the Viscounty of Salinmoor, in the southernmost part of Keoland, noted for adventuring although it is normally a sleepy little town.In the late 570s it was likened to a small south-coast English fishing town of the 14th Century. When it comes to the infiltration of the Sea Ghost, the council of Saltmarsh gives the characters the following quests: These quests are important otherwise the characters will be floundering around on the ship itself, unsure how to deal with it and unsure why they're there in the first place. 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. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in sear… As a newer player, you can find a town that feels so alive you remember the characters’ names even after just flipping through the book. It's hard to run some of these situations. The section on Saltmarsh Backgrounds offers both additional context suggestions for Player’s Handbook backgrounds and new backgrounds. 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. Thank you for sharing! Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. Do we think they can realistically row up and challenge the whole crew at once? Write down a handful of possible downtime activities given their location, the current point in the story, and the backgrounds of the characters. Ned, however, doesn't know who Skerrin is. No other level in D&D is nearly as dangerous as 1st. 5E Ghosts of Saltmarsh Game Master TPJ. I just started a session, I will be sharing this with my players. Press J to jump to the feed. It has the party ventur 1 Contents 2 Index 2.1 Characters 2.2 Creatures 2.3 Magic 2.4 Miscellaneous 3 Appendix 3.1 References 3.2 Connections Ghosts of Saltmarsh includes the following adventures: The Sinister Secret of Saltmarsh Danger at Dunwater … Press question mark to learn the rest of the keyboard shortcuts. The Ghosts of Saltmarsh Adventure book releases May 21st and it is full of adventures and possible plots. 2 PDF’s included Poison Reference Guide: A Guide that revisits poisons from the DMG adding variant rules for play. Bandits may flee if they take a hit. Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic ‘U’ series. Rodalas relays the information to all of you. 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. 1st level characters are really squishy. 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. The smugglers enjoying dinner in area 21 are likely to grab Sanbalet in area 22 and they all go back down into the tunnels in areas 25 through 29. 3. Smugglers guide their ships to hidden coves, willing to slit the throat of any … This adventure is full of dynamic situations, intrigue, and potential downtime activities. What plots should you include? Pay special attention to the time and make sure every player gets a chance to talk about what they want to do. You see, Anders Solmor isn't acting on his own in this. Mordenkainen's Tome of Foes. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. When it works well, a fight on the Sea Ghost can feel like the one of the best action adventure movies we've seen. With the light now shining in the cave the bandit looks back at you pursuing him the fear on his face is unmistaken. By using our Services or clicking I agree, you agree to our use of cookies. This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. But wait, there’s more! This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. Ghosts of Saltmarsh is a 5th-edition Dungeons & Dragons sourcebook that updates and adapts seven sea-themed adventures from earlier editions of Dungeons & Dragons. Ghosts of Saltmarsh. Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. Ghosts of Saltmarsh compiles seven of the best nautical adventures from D&D’s history. For example, the body of a woman can wash up on shore. Content Guide The adventure itself, however, doesn't offer very strong hooks to get there. Sword Coast Adventurer's Guide. Discussion . The traditionalists believe it has something to do with the recent rise of the king's forces in the area while the loyalists believe it is a clear sign of the return of the Sea Princes. If the characters triggered the screaming magic mouths, the smugglers know they're coming. Luckily, as hard as the situations can be in the caves and on the Sea Ghost, capture is a realistic option and escape is a fun approach to get out of it. This is a ruse, however. 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. Volo's Guide To Monsters. We can offer some guidance in the form of levels of difficulty. Wayfinder's Guide To Eberron. 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). 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. Elemental Evil Player's Companion. 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. Start your Ghosts of Saltmarsh or nautical themed campaign with The Curse of Skull Island in this 2-4 hour level 1 adventure that walks players through the character creation process! I definitely had your guides for session 0 and chapter 2 up while I was putting this together. Instead, he never returned and she washes up on shore drowned and wearing prisoner's garb with binding markings on her wrists and ankles. Some might need a couple of rounds to get their pants on and find their sabers. I made something similar, the directory of the town. Summary. In our group the party is not from Saltmarsh and will arrive in town during the first session so I waffled a bit on how much information to give them right off the bat. Ghosts of Saltmarsh offers players several new background options that tie in well with the series of classic adventures contained within this book. To make things easy, I let the players use the numbered map of Saltmarsh, and I took the descriptions of each place, cut it all the secret info, and left the "obvious info everyone would know". Only Anders Solmor acts as the balance between the two, bringing together the characters to investigate the situation as outside advisors to the council., Great stuff i would like to see more posts like this. Flip through the pages of the new Ghosts of Saltmarsh book and you’ll find adventure around every corner. 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. 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. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. 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. Ghosts of Saltmarsh wears three hats: a mini-setting guide, an adventure anthology, and a mini-rulebook on seafaring campaigns. 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. I'm not going to lie. Running downtime sessions, which we'll talk about in detail in another article, are a different type of D&D scene. The masked man had a strange affectation, however. credit//WotC. Indigo Diomedea. 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. 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. Gameplay. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Sword Coast Adventurer's Guide. DnD 5E Player's Handbook. This tends to come up as advice in every article I write for 1st level adventures and it's still just as important when running Sinister Secret of Saltmarsh. 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. 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. The cellars, however, are a great example of how we build situations and let the players navigate that situation. Our adventure begins with the characters traveling to a supposedly haunted mansion. Thus, we can help this adventure out by offering a stronger hook. Glad you like it. The body causes great concern among the council members. Monster Manual 5E. 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. As written, it's a tough situation. If the characters are having some bad luck you can tweak things on the other side so the bandits luck isn't so great either. Beyond clarifying their goals, we can also help guide the conversations the players are having about their approach towards the Sea Ghost by steering it towards realistic options. I did something very similar albeit focused entirely on being a pre-campaign requirement for players to read as well as a reference during play. 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. That was kind of my thoughts as well. The Sinister Secret of Saltmarsh (1st level) – The party unravels a smuggling ring delivering weapons to a tribe of lizardfolk. The characters might escape or might be transported to the Sea Ghost when it comes back in. 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. This is fantastic! I am going to take this, edit this, and use it. Skerrin sent Ned to find out what the smugglers are doing there so Skerrin can figure out how to use it to the advantage of the Brotherhood. 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. Since she likes to “adorn” a ship with paintings and amulets of dubious effectivity and communication with her tends to be cryptic – she speaks Common well enough, but speaks in riddles and uses flowery descriptions for the simplest things – her time on a ship … Set on the coast of the Azure Sea, players begin their adventure in the fishing village of Saltmarsh, and discover mysteries-a-plenty. Write down a handful of possible downtime activities given their location, the current point in the story, and the backgrounds of the characters. Ned was sent from a nearby city and met his contact in Saltmarsh who appeared cloaked and masked. Guildmasters Guide To Ravnica. Your own hooks may work better than any others, of course. The two Waterdavian defense ships were sunk and many villagers and guards died. (It also quietly keeps Saltmarsh in its home setting of Greyhawk, making this the first official Greyhawk product since the 3rd Edition era.) Keep up the awesome work! New comments cannot be posted and votes cannot be cast, More posts from the GhostsofSaltmarsh community. Just like the cellar encounter, the Sea Ghost is another big and dynamic situation. Tal'Dorei Campaign Guide. Some crew might be sleeping. This creates a stronger hook than those proposed in the adventure itself. In particular, when running downtime sessions you'll want to do the following: Once their downtime activities have concluded, it's time to jump to the next part of this adventure. Between clearing out the haunted mansion and taking on the Sea Ghost, we might have a downtime scene or session. 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. Ask your players to review the downtime activities in chapter 2 of the. Good luck with your campaign. ... WWttW PC slides | Player's guide | ♦ | Ghosts 5e PC slides. Let them attack in waves and don't be afraid to tweak their hit points for the flow of the story. Well this is the game for you as Ghosts of Saltmarsh is a collection of old 1st edition D&D modules all brought bang up to date to the 21st Century! Learn where the smugglers are bringing the weapons. Sanbalet can capture the characters and stick them in area 27 under guard. If the characters already learned that the weapons are going to the lizardfolk, the council wants them to learn where exactly these lizardfolk are. Hopefully it's a fun epic battle in which the characters struggle but prevail., Danger at Dunwater (3rd level) – The party investigates the lizardfolk’s lair and discovers that they’re mustering to fight the evil sahuagin. Ghosts of Saltmarsh PDF, (Free Download) October 23, 2020. Heroes of Saltmarsh I is the first installment in a series of player compendiums tailor-made for groups playing through Ghosts of Saltmarsh. ... Elemental Evil Player's Companion. I mainly used 5etools to cut and paste info over, asking with a short description of the main NPC's. 1st level D&D adventures are their own special game and these games should be treated differently than every other D&D game we run. Chapter 1 is all about the town of Saltmarsh and what can be found nearby. 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. Campaign Info . Offer clear goals and leave the approaches open. Here you'll find six archetypes, all of which are heavily inspired by classic tales of the seas and ships, and the fantastical characters who inhabit these stories: from Jack Sparrow and Ahab to Odysseus and the feared Black Beard. We need not introduce Skerrin to the characters (players have a nose for secret villains like a bloodhound) but he is working in the background none the less. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. 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. To make things a little easier on the characters, consider leveling them to 3rd once they have cleared out the smugglers under the house so they have more resources to take on the crew of the Sea Ghost. Wayfinder's Guide To … What if they lose? Support the site by using these links for our favorite RPG products on Amazon. • This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. "Ghosts of Saltmarsh" takes place in the world of Greyhawk, this is a map of Faerun (The Forgotten realms). 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. When we're setting up a big scene like the infiltration of the Sea Ghost, we want to keep potential approaches open but also focus the required quests so the players know what they're supposed to do and can choose how they want to do it. He often told jokes and, after doing so, would clear his throat as though punctuating the joke. Guildmasters Guide To Ravnica. This works right into the hands of the Scarlet Brotherhood and adds pressure in the opposite direction from the rumor that the dead woman shows that the Sea Princes are returning. Nice. This can lead to a lot of frustration if the quests aren't clarified. Players . They're not very bright, not that easy to control, and prone to either acting stupidly or running away. That doesn't mean they'll act perfectly, however. The new backgrounds include Fisher, Marine, Shipwright, and Smuggler. Here smugglers guide their ships to hidden coves, willing to slit the throat of any who cross their path. Monster Manual 5E. 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. Most of the upper two floors of the mansion in chapter 2 of Ghosts of Saltmarsh runs smoothly and requires little modification from the book. Looking back at the actual Sinister Secret of Saltmarsh adventure itself, we need to pay special attention to the characters' first level. These are simple bandits. 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. New to Sly Flourish?

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