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. Any tips for running a Ghosts of the Saltmarsh campaign with the adventures provided? I am going to be running a GoS campaign soon and was wondering if people had any tips that would help as I start planning things. Review. Wow, that’s amazing – thanks so much for the support! 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. DMing spoiler. Isle of the Abbey – a Ghosts of Saltmarsh DM's Resource - Isle of the Abbey is the fourth adventure of seven in the Ghosts of Saltmarsh campaign book. Now, how do weave this threat into the other adventures? I have figured out most of the links between adventures. If we're running Ghosts of Saltmarsh as a larger campaign, we may have included the Scarlet Brotherhood as a secret villain. This example is taken from my notes on Ghosts of Saltmarsh, The notes are assembled as I read through the material and convert the information into a … It’s challenging and rewarding and has all of that salty flavor from a good seafaring campaign. So, while the authors have put some effort into making Ghosts of Saltmarsh more cohesive by centering it around Saltmarsh (p. 27), I think there’s potential to make an even more complete campaign out of it. Required fields are marked *. You can pick either – or any other evil deity – and reflavor small parts in the other adventures to make it fit. credit//WotC. That’s a great point – and a weird omission. I'm currently running Ghosts of Saltmarsh and am close to finishing the first module. 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. Summary. ... P It's definitely a module I read up a lot on before running, so yeah take or leave anything that may help (definitely read the resources at the … 2. Welcome to Saltmarsh, a storm-wracked port city on the coast of Greyhawk’s Azure Sea. I've done some cursory browsing of the material, but I was wondering if anyone had begun a campaign out of this book and has any pointers for how to do it effectively! What plots should you include? A book that updates seven D&D adventures from yesteryear can’t be all bad. 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. If you have any questions, you’re always more to ask, and I’ll give any advice I have! Saltmarsh has appeared in a number of D&D books over the years, but it’s now appearing as the hub of a hardcover adventure anthology in Ghosts of Saltmarsh, releasing on May 21st, 2019.But if you’re excited to get a Saltmarsh campaign going, you may not want to wait nearly three months to start planning. Some advice - pay attention to the compasses on the town and regional maps. My only criticism is that the Danger at Dunwater module seems to be not the best adventure for a party. http://geekrampage.blogspot.com/p/ghosts-of-saltmarsh.html. How would you go about making Ghosts of Saltmarsh into a full campaign? The original version of The Final Enemy, module U3 from 1983, was aimed at character levels 3 – 5. Can’t wait to finish Wave Echo Cave and get the fam out to sea! First off, we have the whole sahuagin theme in the three Saltmarsh-adventures (The Sinister Secret of Saltmarsh, Danger at Dunwater, The Final Enemy). I'd appreciate any advice on how to outline/flow-chart the whole campaign, as well as how to integrate changes and new content without having to reproduce the modules outright. 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 … It Started in Saltmarsh: Chapter Ten By Kirt Wackford A Dungeons & Dragons campaign adaptation edited by Thomas Kelly and Greyhawkstories. All seven adventures are able to stand alone in their own right with little modification to drop into an existing campaign. The newest official WotC product has landed: Ghosts of Saltmarsh. Fair warning, it’s a lot of homebrew. Ghost of Saltmarsh is by far the most well put together adventure hardcover to date for D&D 5e. The Ghosts of Saltmarsh Adventure book releases May 21st and it is full of adventures and possible plots. Sign up for the Eventyr Games mailing list and get updates & special discounts in your inbox! I recently ran Out of the Abyss. Salvage Operation (4th level) – The party recovers a l… My characters haven’t even been to Saltmarsh yet. 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!). 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. Okay, so we have our main threat: an evil deity who is killing people and causing corruption. To build on this with actual advice, i write a custom bridge between modules. 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 appendix of Ghosts of Saltmarsh features a few nifty magical items suited to the setting, a collection of new foes your adventurers will face throughout the campaigns, and, most impressively, a large section on ships and the sea. I have some notes about various changes and factions, but I'm struggling to tie everything together in a coherent way. 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. In Isle of the Abbey, the pirates who ransacked the temple are replaced with drowned ones, or other minions of the evil deity. 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. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. We'll do so in two ways. It requires a lot of prep by the DM, most of which (most likely) does not need to be used at all. This allows us to place these three adventures closer to each other. These can be used as one-shot adventures, or as part of a larger campaign within the … 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. - Carrots and Suffering Podcast. 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. 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. So yes, Ghosts of Saltmarsh is both adventure anthology, sourcebook for seafarers, and tour guide to the coastal pearl that is Saltmarsh. Your email address will not be published. A second bit of good advice is to look for opportunities to foreshadow future modules while running through other sections of the book. A friend of mine did this and blogged about it. I know who the major factions are and roughly what they're doing. Sounds like and adventure! Have we missed anything? 9-12 Goodmonth, 570. To be clear, it isn’t a bad book. Hello! 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. I'm running Ghost of Saltmarsh as a duet for my wife. Ghosts of Saltmarsh is a very useful source book, with a lot of useful mechanics for running the game. I’m sure this great gift was the map. 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. 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. Press question mark to learn the rest of the keyboard shortcuts. Ghosts of Saltmarsh isn’t just about running adventures, it’s about running a game. 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. 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!) 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. 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. There are a few details I'm still working out but I feel like I need the big-picture a little better before I can decide on them. Cookies help us deliver our Services. Ghosts of Saltmarsh is a really fun campaign setting grounded in classic adventures. 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.) Looks like you're using new Reddit on an old browser. They both have strong elements of sea travel – which is nice – and elements we can tie into the overarching campaign. 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 wanted to skip this middle part where people leave the underdark and come back. With our Waterdeep Dragon Heist campaign complete, my two groups both began their adventures in Ghosts of Saltmarsh. All my DMing previously has been out of modules with minor modifications. I haven’t played since 1989 so the 5e stuff has been really fun to relearn. Campaign Prep: Ghosts of Saltmarsh The following is a look into what it looks like behind the scenes as I prep for running a campaign. 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. Welcome Wanderer! We’re playing “Lost Mine of Phandelver” with the provided characters and having a blast. By splitting the campaign into two acts, we also allow ourselves to end the campaign after the first act, if we find our players tiring of sea travel, or if we’re itching to get started with Baldur’s Gate: Descent Into Avernus. My recommendations if you decide to run your own Ghosts of Saltmarsh adventures: A tall order... /r/DMAcademy is a subreddit for Dungeons & Dragons Dungeon Masters to ask questions - new and experienced, all are welcome. 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. What is the hook that brings people to the new location or the new NPC? Because we start with The Sinister Secret of Saltmarsh, we’ll want to also use Danger at Dunwater and The Final Enemy. This one seems particularly problematic, however. Depending on your choices and preferences, there’s a multitude of different ways you could fit the adventures together. Ghosts of Saltmarsh isn’t just TFTYP 2, however. As is the nature of evil shark-creatures. The thing that really binds a campaign together – and what we’re missing here – is a main threat. It’s not perfect, b/c it may not be to scale and it doesn’t include the modifications the new residents have made. Looking for a few tips or ideas. I’ve been using your products for the past three years and I look forward to what you release for this book. Okay, we can be real with each other and say that I was going to buy this anyway – I am an absolute sucker for their alternate covers – but whatever, don’t judge me. This product contains a number of resources for dungeon masters running Ghosts of Saltmarsh, or wanting to use the setting and maps in new, interesting ways. Perfect timing! – Valeur RPG. First, we're going to connect it to the idea of a great rift in an ancient abolethic city called the Endless Nadir that leads to the abyssal layer of Tharizdun. About to run (DM) a Ghosts of Saltmarsh Campaign. 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. Starting next session they will move into the Tier 2 section of the book. For Babshapka of the Silverwood, the village of Saltmarsh had been an unwelcome chaos of noise and foul smells. A ghost ship emerges from the fog at midnight of a full moon. 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. In fact I set the mansion flipped North/South which messed some things up. You may have noticed that this article came after the one for The Styes. An evil villain or catastrophic event that is always lurking just beneath the surface (pun intended), and which our heroes must ultimately defeat or prevent. A Potential Conclusion to Ghosts of Saltmarsh. I just do this in quick notes, usually in a Google Doc. Hi all. This article totally helped crystalize some half-baked ideas and provided me with a lot of guidance. Turning the Sea Ghost operation into a straight up vessel commandeering isn’t hard. thanks. We also need to make…. Ghosts of Saltmarsh is a very solid adventure book for D&D 5E, sitting in a strange but powerful place between campaign and one-shot collection. The Final Enemy – a Ghosts of Saltmarsh DM's Resource - Saltmarsh is preparing for war. 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. 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. I'm a big fan of the patron idea, and have already set up two of them, to come at things from multiple angles. Though confusing, it was with intent. Seaton, he was certain, could only be larger and more repugnant. I'm porting it over to Forgotten Realms and modifying it so that the adventures tie into each other better and eventually lead to a overall BBEG and into Tier 4 play. They're busy figuring out how to take over the Saltmarrsh council, member by member, so they can control Saltmarsh from the shadows. Danger at Dunwater (3rd level) – The party investigates the lizardfolk’s lair and discovers that they’re mustering to fight the evil sahuagin. This is much lower than the version in Ghosts of Saltmarsh. This probably isn't the best venue for my request, but I think I'm trying to find an in-depth guide on how to outline full campaigns, as well as a system for managing major edits to pre-written campaigns. So, all hands on deck and up anchor – we’re setting sail! 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. By using our Services or clicking I agree, you agree to our use of cookies. The easiest path is to give the party a patron of some kind and rewrite each adventure hook to involve that person. This was the perfect time to start fresh, take a deep breath, get together with our friends, and learn about the world and the characters who will sit in its center. Feel free to message me for details on what else I’ve done for my campaign! Thanks for posting this and doing all the work! I didn't find them intuitive. 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 means moving the adventures around a little, but we should be able to scale foes slightly to make them fit our party’s strength. Greetings again, friends of Greyhawk!Today is just some personal gaming news. All my DMing previously has been out of modules with minor modifications. I'm planning on running a campaign out of the new Ghosts of Saltmarsh book. Due to the pandemic I’ve recently revisited Dungeons & Dragons and am introducing it to my family. Any tips for running a Ghosts of the Saltmarsh campaign with the adventures provided? Ghosts of Saltmarsh Campaign Spoiler Alert: If you intend to play this campaign yourself with another group thenit is not advised to continue reading the adventure log of our sessions. The Sinister Secret of Saltmarsh (1st level) – The party unravels a smuggling ring delivering weapons to a tribe of lizardfolk. 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. As always, we’re interested in hearing what you think. Merfolk, locathah, lizardfolk and human alike are banding together to face The Final Ene 3. But it is a HUGE asset for a scouting mission, as it indicates which way each passage at a fork goes, and shows how you can find another way up/down/out if you are being chased. Unfortunately, there’s a few of these scattered around in the conversions of these classic adventures. If the characters already learned that the weapons are going to the lizardfolk, the council wants them to learn where exactly these lizardfolk are. If we're running it as part of a Saltmarsh campaign, however, we'll want to modify it to fit within a story arc that crosses all eight adventures. , Pingback: Ghosts of Saltmarsh in Forgotten Realms (free maps!) I thought I might use this moment to discuss what I did to to turn Saltmarsh into a cohesive campaign and how I plotted out the basics for the group for playing from The Secret of Saltmarsh up through the Styes, which I plan on running as the final adventure. 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. Our group decided to start GoS next. But, a common threat isn’t enough to make a truly cohesive campaign. Is there anything else, you’d like us to cover in the future? Additionally, just because we want to end with Tammeraut’s Fate, it doesn’t mean we have to skip The Styes. 6. Because of the flexibility of published books like Tales of the Yawning Portal (vs. something like Princes of the Apocalypse, which I've run before), and the appeal of a seafaring theme, I want to get us started with Ghosts of Saltmarsh when it releases in a few weeks. Ghosts of Saltmarsh is an official campaign book released by Wizards of the Coast that promises high seas adventures. 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. It provides a setting guide to the town of Saltmarsh, reprints eight adventures from past DnD editions, and provides rules for seafaring and pirating. It’s about finding inspiration and laying out groundwork so strongly that it, at times, feels like you’re there. 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 taking the time to respond, I appreciate it! Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic ‘U’ series. 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 running Ghost of Saltmarsh as a duet for my wife. A casual, friendly place for the lovers of DnD (D&D). 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. Salvage Operation and Isle of the Abbey end up being more ‘filler’ adventures, than anything else. First, a quick overview of the adventures featured in Ghosts of Saltmarsh. Hope I can keep up with you and your group . Okay, so what does this campaign look like, when we fit it all together? It even seems like the plan WAS to include this map in GoS, b/c in the introduction to that chapter it mentions the Lizarfolk providing a “great gift” and says “see ‘The Great Gift’ ” – but there is no such section in the book! Like those articles, this article contains spoilers for Ghosts of Saltmarsh. 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