2 PDF’s included Poison Reference Guide: A Guide that revisits poisons from the DMG adding variant rules for play. Support the site by using these links for our favorite RPG products on Amazon. 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. The new backgrounds include Fisher, Marine, Shipwright, and Smuggler. Dungeon Master's Guide 5E. 2. Smugglers guide their ships to hidden coves, willing to slit the throat of any … 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. • This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. Danger at Dunwater (3rd level) – The party investigates the lizardfolk’s lair and discovers that they’re mustering to fight the evil sahuagin. Tal'Dorei Campaign Guide. The body causes great concern among the council members. Some might be afraid to run up on deck. Ghosts of Saltmarsh. Campaign Info . They're not very bright, not that easy to control, and prone to either acting stupidly or running away. Volo's Guide To Monsters. 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. Looking back at the actual Sinister Secret of Saltmarsh adventure itself, we need to pay special attention to the characters' first level. (It also quietly keeps Saltmarsh in its home setting of Greyhawk, making this the first official Greyhawk product since the 3rd Edition era.) Mordenkainen's Tome of Foes. Now the hard part, my players love the politics of Saltmarsh and the mystery of what is really going on. His goal is to destabilize the council of Saltmarsh and take it over with members he can control, just as he controls Anders. If the characters triggered the screaming magic mouths, the smugglers know they're coming. He is being fed information and advice from his family's longtime advisor, Skerrin Wavechaser, a secret agent of the Scarlet Brotherhood. Download the Ghosts of Saltmarsh Player's Guide For this session zero I wrote a Ghosts of Saltmarsh Player's Guide . An agent of the Scarlet Brotherhood of course! What plots should you include? Indigo Diomedea. Tal'Dorei Campaign Guide. This is a ruse, however. Press question mark to learn the rest of the keyboard shortcuts. I am going to take this, edit this, and use it. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. Between clearing out the haunted mansion and taking on the Sea Ghost, we might have a downtime scene or session. Set on the coast of the Azure Sea, players begin their adventure in the fishing village of Saltmarsh, and discover mysteries-a-plenty. 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. 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! What if they lose? Summary. 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. He often told jokes and, after doing so, would clear his throat as though punctuating the joke. 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. I just started a session, I will be sharing this with my players. Will it be possible that they sneak on disguised as the smugglers from the haunted mansion? Start here, subscribe to the weekly newsletter, join the Sly Flourish Discord server, or support Sly Flourish on Patreon! Chapter 1 is all about the town of Saltmarsh and what can be found nearby. 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. Only Anders Solmor acts as the balance between the two, bringing together the characters to investigate the situation as outside advisors to the council. 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. ... Elemental Evil Player's Companion. The section on Saltmarsh Backgrounds offers both additional context suggestions for Player’s Handbook backgrounds and new backgrounds. 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. 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. Ghosts of Saltmarsh offers players several new background options that tie in well with the series of classic adventures contained within this book. Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. 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. 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. 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. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. No other level in D&D is nearly as dangerous as 1st. 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. "Ghosts of Saltmarsh" takes place in the world of Greyhawk, this is a map of Faerun (The Forgotten realms). Sword Coast Adventurer's Guide. They may have less than average hit points. This is fantastic! Sanbalet can capture the characters and stick them in area 27 under guard. Write down a handful of possible downtime activities given their location, the current point in the story, and the backgrounds of the characters. This is my one page session zero intro to Saltmarsh. Bandits may flee if they take a hit. The cellars, however, are a great example of how we build situations and let the players navigate that situation. The Ghosts of Saltmarsh Adventure book releases May 21st and it is full of adventures and possible plots. 3. Some crew might be sleeping. 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. Wayfinder's Guide To Eberron. This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. 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. 1st level characters are really squishy. 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. 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. 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. From there you'll have to decide how things might turn out given how the characters react to the situation. This adventure is full of dynamic situations, intrigue, and potential downtime activities. 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! 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. Glad you like it. Volo's Guide To Monsters. Press J to jump to the feed. Ask your players to review the downtime activities in chapter 2 of the. 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. 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. I made something similar, the directory of the town. 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. Here smugglers guide their ships to hidden coves, willing to slit the throat of any who cross their path. 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 … Learn where the smugglers are bringing the weapons. Indigo is a Sea Elf druid in love with sailing and ships. The players printed it out and update it with what they discover. The low hit points of 1st level characters is the main reason things are so hard. Recruitment . Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic ‘U’ series. 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 … Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. We really have to be comfortable thinking on our feet. DnD 5E Player's Handbook. Thank you for sharing! 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. Nice. 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. That doesn't mean they'll act perfectly, however. Pay special attention to the time and make sure every player gets a chance to talk about what they want to do. Ned was sent from a nearby city and met his contact in Saltmarsh who appeared cloaked and masked. Discussion . 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". 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. Who actually is selling the king's weapons to the smugglers? For example, the body of a woman can wash up on shore. In fact, more than one NPC has a goal to ensure the characters don't to go the mansion. 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. There is a sinister secret in Saltmarsh that we can begin to put into play with this hook. Ghosts of Saltmarsh compiles seven of the best nautical adventures from D&D’s history. Wayfinder's Guide To … Ghosts of Saltmarsh wears three hats: a mini-setting guide, an adventure anthology, and a mini-rulebook on seafaring campaigns. 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. Keep up the awesome work! Offer clear goals and leave the approaches open. 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). 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. 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. Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Ghosts of Saltmarsh PDF, (Free Download) October 23, 2020. 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. Thus, when the characters come down the stairs in area 20, the smugglers are likely to hear them. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. New to Sly Flourish? 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. With the light now shining in the cave the bandit looks back at you pursuing him the fear on his face is unmistaken. https://docs.google.com/document/d/1y9lHUHKek4X982MUBMGN4SEksz7v2sbdV-nrPK0hf2M/edit?usp=sharing, Great stuff i would like to see more posts like this. 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. Your own hooks may work better than any others, of course. 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. The adventure itself, however, doesn't offer very strong hooks to get there. https://slyflourish_content.s3.us-east-1.amazonaws.com/ghosts_of_saltmarsh_players_guide.pdf, https://slyflourish.com/ghosts_of_saltmarsh_session_zero.html. Guildmasters Guide To Ravnica. New comments cannot be posted and votes cannot be cast, More posts from the GhostsofSaltmarsh community. • Ghosts of Salt Marsh includes a variety of seafaring adventures, enough to take characters from level 1 to level 12. Heroes of Saltmarsh I is the first installment in a series of player compendiums tailor-made for groups playing through Ghosts of Saltmarsh. 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. This creates a stronger hook than those proposed in the adventure itself. 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. Let them attack in waves and don't be afraid to tweak their hit points for the flow of the story. Running downtime sessions, which we'll talk about in detail in another article, are a different type of D&D scene. 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. Instead, he never returned and she washes up on shore drowned and wearing prisoner's garb with binding markings on her wrists and ankles. I mainly used 5etools to cut and paste info over, asking with a short description of the main NPC's. Ghosts of Saltmarsh is a 5th-edition Dungeons & Dragons sourcebook that updates and adapts seven sea-themed adventures from earlier editions of Dungeons & Dragons. Rodalas relays the information to all of you. 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. How they split up, group up, and face the characters will depend on how the characters act. 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. The Sinister Secret of Saltmarsh (1st level) – The party unravels a smuggling ring delivering weapons to a tribe of lizardfolk. It has the party ventur The characters might escape or might be transported to the Sea Ghost when it comes back in. ... WWttW PC slides | Player's guide | ♦ | Ghosts 5e PC slides. That was kind of my thoughts as well. 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. Flip through the pages of the new Ghosts of Saltmarsh book and you’ll find adventure around every corner. Thus, we can help this adventure out by offering a stronger hook. Among them are three scouts, five bandits, two hobgoblins, and Sanbalet the wizard. Monster Manual 5E. 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". It's hard to run some of these situations. 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. This is a good chance to fail forward. Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. If the characters already learned that the weapons are going to the lizardfolk, the council wants them to learn where exactly these lizardfolk are. 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 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. 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! 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 can be a really hard fight at 2nd level so be nice to the characters. 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. Ned, however, doesn't know who Skerrin is. 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. 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? This can lead to a lot of frustration if the quests aren't clarified. 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. The two Waterdavian defense ships were sunk and many villagers and guards died. 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