Dnd 5E Ghosts of Saltmarsh Pdf
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Dnd 5e ghosts of saltmarsh pdf Continue Today I will be reviewing the recently released campaign book, Ghosts of Saltmarsh. This review is designed for DMs, which are the intended audience of the product (there is only a very small amount of player content). As part of the review, I break down the contents of the book, summarize the adventures and other content inside, and highlight any issues that I might perceive in the content. In short: this review is not spoiler free. If you're going to play any adventures from this book, or you think you can watch a video stream or listen to other people's podcasts playing, don't read this review in full. Instead, here's a very brief summary for you to pick up: It's a really good addition, full of fun adventures set on or near the water. It contains additional rules your DM is bound to find useful while working these adventurers or if your homegrown campaign ever goes near the sea. In addition, the adventures include a decent collection of new monsters that will add value to your DM regardless of their campaign. As you might expect, there is very little content aimed at players. There are four new backgrounds, but you'd rather talk to your DM about new options than buying an add-on yourself. I recommend this product: I think your DM will get a lot of value from the content and should enjoy running the adventurers inside for you. In addition, you have to enjoy playing them! Encourage your DM towards this review if they want more information! From now on, the review begins in earnest. Time to turn back if you don't want spoilers! Ghosts Saltmarsh is the latest set of published adventures of the Wizards of the Coast. This is an interesting product because it falls somewhere in the middle of previous adventure books in terms of its presentation and purpose. Like Tales from a yawning portal, it collects and updates a set of unrelated classic adventures and DM can cherry pick from among them. However, like Tyranny of Dragons, Princes of the Apocalypse, et al, The Ghosts of Saltmarsh can also be one cohesive campaign. Three of the transformed adventures are already trilogying, and additional adventures can be slotted in among them to flesh out the character's adventures in and around Saltmarsh. Here's what the Wizards of the Coast have to say about what this product offers: Ghosts of Saltmarsh brings classic adventures in the fifth edition of Dungeons and Dragons. This adventure book combines some of the most popular classic adventures from the first edition of Dungeons and Dragons including the classic U series, as well as some of the best sea adventures from Dungeon Magazine history: The Sinister Secret of Saltmarsh, Danger in Dunwater, Operation Rescue, Abbey Island, Ultimate Enemy, Fate of Tammero, Styes. The ghosts of the Salt Marsh include different adventures of seafaring, enough to characters from Level 1 to Level 12. This addition introduces the port city of Saltmarsh, the perfect starting point for the maritime campaign. Each adventure can be played individually, inserted into the current game or combined into one epic maritime campaign. Dungeon Masters will find rules for ships and sea travel, deck plans for different ships, an app with rules for new and classic monsters, and more. The Ghosts of Saltmarsh (later called GoS) runs up to 256 pages, which is a typical fifth edition of the Wizards of coast product. The recommended retail price is $49.95 in the US and 38.99 euros in the UK. As with other official titles, there are two covers: a limited edition cover (available for pre-orders and a limited number in local gaming stores) and a regular cover. Ghosts Saltmarsh Cover (left) and limited edition cover (right) Honestly, I think the standard cover is more appealing and the alternative cover looks too dark. Based on comments I've seen other reviewers, it seems that the actual cover print looks flatter and duller, too. Naturally, GoS is also available on DnDBeyond, with the usual variety of buying options: all content, content compendium only, and cherry picking of individual content. It's also a content package for Roll20. I have a version of DnDBeyond content, which means I can't comment on the physical quality of the book or its interior design, but if you already have the official products of the fifth edition in solid back you should already know what quality to expect. I noticed a meager few editorial errors in the form of minor typos. It's hard to know if they're actually in the book, or whether they slipped while handing over content to DnDBeyond. You will love or hate the cards in GoS. The Saltmarsh map is full of color, but most (including the hexagonal map of the region) continue the trend of the latest Waterdeep products to return to the older school art style line. The maps look as if they were taken directly from the 2nd edition module and, given that many of the adventures in the book are transformed from old editions, this approach gives the product an added sense of nostalgia. Basement GOS includes an introduction, 8 chapters, and 3 apps that are broken down as follows: The Introduction of the Book provides a brief summary of the contents of the book and how to use it. This hints that some of the adventures in the book may make ideal side quests for a campaign set in a port city (for example. Waterdeep: Dragon Heist/Waterdeep: Dungeon of the Mad Mage), and can also be interspersed with adventures from Tales of the Yawning Portal to build a great campaign. We also learn that the official setting for ghosts is in the Keoland region in a greyhawk campaign setting, not in forgotten kingdoms. While it's this The first time the Fifth Edition used book campaign has a gateway to another world (which would be the Curse of Strahd, which acts as a gateway to the big Ravenloft setting), it's still a huge deal. Vocal subset fans have been asking for The Return of Greyhawk for a while now. This may or may not be a sign of a more official Greyhawk in the future. Overall, I think probably not, although it certainly depends on how well the product does and how much demand for more out there seems to be. However, this is almost certainly a sign that Greyhawk is about to be added to the list of supported settings on DMsGuild, allowing fans to update the Greyhawk itself. This chapter is dedicated to describing both the city of Saltmarsh and the region around it. It's further broken down into the following sections: a brief introduction to the city, followed by Politics and Faction, Saltmarsh Review, Idle Activity Time, Saltmarsh Region, Adventures in Saltmarsh, and Saltmarsh backgrounds. Politics and factions where we learn about traditionalists and loyalists, as well as secret interference in the city of the third faction I will not call here. This is also where the city's main NPC are described. All of these NPCs are quite interesting, and random event tables for each faction are a useful addition in order to make the return of visits to the city center exciting. The Saltmarsh Review describes the city's approach to law enforcement and defense, its trade (in the form of fishing, trade, smuggling and mining), the location of the city, and the available downtime. Interspersed across places are many adventure hooks: for example, docks have their own section, which includes a random table of rumors that can be overheard there. There are also several tables for job creation that a different NPC might want to help. There's even a section on how to determine the mood of the city on any visit, depending on whether the city's fishing industry is doing well! The region around Saltmarsh is described, and is fully loaded with adventure hooks, which you can use to expand your GoS campaign for adventure, already fleshed out in subsequent chapters. Included is a list of shipwrecks that characters can try to find for their lost treasures, and tables for random encounters. The table for meetings at sea includes four pirate ships! Their colorful crews are described immediately after the table. The Adventure section in Saltmarsh is very useful. It begins with suggestions on how DM can link standalone adventures in a book together in a close-knit campaign. After that, he gives advice on where in the Saltmarsh region you could drop into adventures from Tales of the Yawning Portal! This last piece of advice, frankly, is one of my favorite parts of the book: in a few brief paragraphs, massively increases the gaming potential of the campaign set in and around Saltmarsh for those who also own TotYP. Finally, Saltmarsh Backgrounds provides four new background options (Fisher, Marine, Shipwright and Smuggler) that are useful additions to GoS specifically, but also great new options for any character in any campaign. The section also provides ways for characters of old and new origins, so be tied to Saltmarsh - these are tools designed for characters that are local in the region. The first adventure in the book happens to be the first adventure of the classic trilogy, which also includes Chapter 3: Danger in Dunwater and Chapter 6: The Ultimate Enemy. These three adventures presented by Saltmarsh Greyhawk and together form the basis for an additional arc of the campaign book.