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 . 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 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 , which acts as a gateway to the big 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. Saltmarsh's sinister secret feels like two short adventures rather than one: it's split into two parts, a haunted house and a sea ghost. Completing both parts is expected to take 4-6 characters from level 1 to level 3. During the Haunted House adventures explore an abandoned abode on the rock of a long-dead alchemist who seems to be pursuing. They discover that the so-called ghosts are actually a hoax by a gang of smugglers who use the house and the sea cave beneath it as a base of operations. In Sea Ghost, adventurers are able to use coded signals learned during the Haunted House to trick the smuggler's crew into believing that things are still well and then detain them. At Sea Ghost, adventurers also meet with a batch of lizards, and find other clues that suggest busting the smuggling ring does not end Saltmarsh's problems. Landing on the sidebar of Sea Ghost A gives advice as to where the DM can place the adventure if he decides to use it in one of the other three settings. Naturally, they include the Forgotten Kingdoms and . The third installation of Masters decided to provide the conversion notes came as a complete surprise to me: , another classic setting from the second edition of the era. They are certainly going out of their way with this product to meet nostalgic fans hungry for tweaks that previously had no support. Note that a similar sidebar provides localization recommendations for each adventure in this book. I mention that now, so I don't repeat myself in my resume of the following chapters, although I won't mention it again in my descriptions of the following chapters. It's worth noting that if you play a world other than Greyhawk, and you intend to run the book as a campaign rather than choose a standalone adventure out of it, you may find it hard to incorporate some adventures into your campaign. That's because the guide to posting adventure relies suitable geography that exists in the world. For example, the book recommends placing (Installing The Sinister Mystery of Saltmarsh and its two sequels) on the sword coast between the gates of Baldur and Waterdeep, but suggests the fate of Tammerout to be set off off the coast of Cormer. If you want to run each adventure you can have your work cut out or find another part of the world where all the adventures fit, or homegrown the necessary changes in the geography of the region. Danger in Dunwater is the second adventure in a line-up trilogy that began with Saltmarsh's sinister secret. It was an oddity in its day and still a bit of oddity now: if playing a smart adventure requires absolutely no fight. Adventure for 4-6 characters of Level 3, but depending on their current XP rewards they get can't even them out, in which case you want to run a shot of the side hike after this chapter to get them ready for Chapter 4. In the events of the previous adventure, it was discovered that the smugglers were supplying the weapons of a tribe of lizards living in a colony near Saltmarsh. Fearing an attack, the city's leadership sends adventurers to investigate. After coming to the caves of the lizard tribe, adventurers can learn that lizards mean no harm at all Saltmarsh-provided adventurers use their words rather than their weapons. If they come in hot, there are opportunities to atone for the situation if they haven't done anything the lizard can't forgive. It turns out that the lizards were driven from their previous home by a growing horde of sahuagins that pose a threat to all races underwater and along the coast of the region. When the characters arrive, diplomats from several groups of water-scattered groups are present for talks on joining the alliance against the sahuaguine. Lizards buy weapons from smugglers to arm themselves for a planned counterattack. Sahuagin does pose a threat to Saltmarsh, and it is in the city's interest to help, but the lizards previously did not consider them a useful ally against a predominantly underwater enemy. But if adventurers favorably impress lizards and visiting diplomats of other races, they may be able to establish links between the alliance and the city of Saltmarsh. Saltmarsh's invitation to join the alliance depends on the player's actions throughout the adventure and is decided by current. Adventurers only have to end up in a fight if they are unable to act diplomatically, or if they end up helping the lizards with some local problems in order to earn goodwill. This adventure is the first appearance in the book's list of adventure sites that have a brief summary of what creatures are in which rooms and what might force them to leave their current location. These tables are paired with more sophisticated adventure sites in an attempt to make them more manageable. This is The first campaign book I read properly, but I understand these lists have also appeared in previous campaign books. I want to take this opportunity to talk about them a little bit because I don't think they work. While any effort to improve the DM running experience is fantastic, the actual execution of trosters is nowhere near as useful as it could and should be. It surprises me that what seems to be a clear problem has never improved. Here's how the list of adventure sites currently works: it's a numerically orderly list of rooms or areas. The entrance to the room only tells me who is in the room and where else in the dungeon these creatures can go. This seems rather superfluous: in whatever room the characters are, I will look at the actual description of the room that contains exactly the same information. It would be much more useful to summarize which creatures might arrive in the room from other places. Currently I can get this information from the registry, but only an unnecessarily confusing process: First I need to check the map to see which other room numbers are nearby, then I have to check every single entrance for those rooms in the registry to be sure that I know which creatures can move from their room to their current location, and that causes this movement (noise , a messenger from this room, etc.). This process is somewhat more effective than reading each of the room's full entries provided. It is also true that the rooms nearby on the map are mostly also nearby on the table. However, this is not always the case (for example, at risk at Dunwater creatures can move between room 10 and room 29). A much more logical and useful approach would be to summarize who might arrive in the room and why the registry, so you only need to look at one entry on the table: one for room characters currently in. The first of the tables below is an example of how the registry now presents information, while the second shows how I would personally change the list to improve clarity and faster links in the game: Area occupiers at Start Notes 2 5 lizardfolk These guards alerted to noise in one. If they are challenged, one of the guards tries to escape at 3 for help. The area of the occupiers at the Beginning Of Notes 2 5 lizardfolk These guards are alerted by noise in 1. ARRIVALS Guards in 3 strengthen this room if aroused (see below). DEPARTURES If they are challenged, one of the guards tries to escape at 3 for help. If still present, these guards reinforce the officer at 4 when they hear the sounds of battle. If and until the Wizards of the Coast change how they submit their lists, I recommend making their own version before launching any such so you can add key information. In this adventure, the characters ask merchant to help save his wealth from the former ship of his fleet, long thought lost at sea. The ship mysteriously reappeared in local waters, giving a once-in-a-lifetime opportunity for him to reclaim the property's business and promissory notes on board, which he intends to sell to restore his lost wealth and prestige. It offers 10% of the profits from the sales of symbols, and of course the friendship of a rich and important person can have other advantages. Adventure for 4-6 level 4 characters. Because Chapters 2, 3 and 6 are the trilogy that forms the line of a broader campaign, this is the first of what we might call side quests. However, the sidebar provides the necessary information to launch a sahuagin attack on the way to an adventure site. This is presented as optional, but if you're going to run the whole book through as a single campaign, my recommendation is to consider the attack highly optional. The last thing you want for sahuagin is to be a distant threat right up to the adventurers facing them. It's valuable to show that the threat is growing, that they're ready to attack surface ships now, and start making it personal for the characters. Although the events of this adventure are very exciting, it has significant problems. The disappearance and appearance of the ship rests on a detailed background story that there is a good chance that the characters will never know. If this happens, the adventure comes down to the level of an old-school dungeon crawl, a seemingly random monster dropped into place without context (in this case, Lolth-worshipping semi- druids, spider-themed monsters, and a random group of ghouls who are somehow aboard the ship). The background in question: the lost ship was not sunk in a storm as thought, but is actually sleepy off course. His crew dropped anchor on the island in search of food and water, only to fall prey to the cannibalistic tribes that lived there. After the island entered a war between the two factions, one group avoided the conflict with the help of a ship. At some point after that the ship was attacked by a giant octopus (which still haunts the ship) and only one of the cultists who had the crew of it remains alive, along with various monsters. The trouble is that the captain's log cannot be found, as detecting this requires a validation of the perception of DC 15. In any case, the magazine describes the events only until the captain and crew were defeated and absorbed by the cannibals. Lolta's cannibal cultists left no written records that could shed further light on the events. Since only one cultist survived, he is the only person able to tell the next part of the story. However, the adventure directs that he is attacking the first signs of intruders, that is, his death before he can tell his story is a very strong opportunity. Opportunity. neither the captain's magazine nor the druid can explain the presence of four horrors in the cargo hold (although the druid falsely considers them emissary Lolta). We were given a background for this: it was a group of thieves who lay down on the ship before its last flight and drowned during the storm. But the means of their death make it unlikely that we can provide any further context to our players: we might think about adding a letter to their individuals, but how would such a document survive the damage from the water when thieves drowned? The adventure ends with a dramatic accustomed scene in which the ship is torn apart during a surprise attack by a giant octopus. If they manage to talk to the druid, the characters will know that the octopus has already attacked the ship once and may conclude that it is chasing the ship. Otherwise, the attack comes out of nowhere and feels far-fetched. There's potential here, but it's a shame there are holes that need to be fixed by the DM. As things stand, I probably wouldn't use rescue operations. The effort involved in recycling what I perceive as a flawed adventure may be better spent homegrown my own adventure, which actually ties into a sahuagin arc. This second side quest takes characters to The Abbey Island by an evil group of clergy. The abbey seemingly remained empty after the clergy violently quarrelled with local pirates, but there are undead present. The characters are contracted to clear the place of the monsters so that the lighthouse can be built on the spot. In addition, there are additional rumors about the site that you can use to entice the characters to take the job. This adventure awaits 4-6 characters of the 5th level. The first conflict adventure is a pretty creative encounter, or a series of meetings as it can be. Characters try to land and cross an area of sand dunes in which a large number of skeletons are buried in the sand. Crossing dunes is akin to crossing a minefield, except for choosing the wrong path leads to an explosion of the undead from the sand. If the characters can find signs of a single clear path, they can safely follow it through the dunes. Complications on the dunes After successfully passing the dunes and arriving at the abbey running, the adventurers will discover that the clergy were not destroyed after all. When meeting with clergy, the adventure can branch out of its original path: although it is very difficult to do so, the characters may be able to avoid fighting with the clergy and may decide to help them on the mainland so they can get help in rebuilding the abbey (if they agree to it and do not deceive the clergy to deport them, they obviously cannot complete their original contract). If the characters forge and fight with The ruins of the abbey are essentially a simple dungeon crawl. I like it. It has a unique and probably memorable opening encounter, and depending on how the characters handle things the events on the island can go very differently. As the adventure is written purely side-searching: it has no obvious connections to the sahuagin arc or other adventures in this book. However, this is the perfect place to add such links. Here are some ideas: The Tabet Guild Guild Of Sailor knows about the city council's alliance with lizards, and their fears of attacking sahuagin (as a leading figure in the Guild of Sailors, it certainly should be in the loop). Although this quest is not directly related, it can negotiate using this information: it can talk about how the sahuagin are not the only threats that the people of Saltmarsh should fear, and hint that the Sahuagin can even make surface allies of their own. The fortified lighthouse on Abby Island makes shipping lanes safer and can also give Saltmarsh advanced warnings of incursions into the sea. Lean strongly and expand on the extra hook adventures or hooks you choose to use to motivate your players. Gilded rumors: if there are rumors that people think that all the treasures or treasures hidden in the abbey are probably magical: they are still kept by the clergy, will they be as ordinary as just gold or gems? Plant the idea that its treasures will be useful to the characters in their upcoming battle: Now that the abbey seems to have given up, and with the threat of sahuagin the dominant problem facing the citizens of Saltmarsh, it is only natural that the conversations should again turn to old rumors about the abbey's hidden treasures. After all, there may be something to help Saltmars protect himself. What if Sahuagin takes over what is in the first place? For people: people may suspect that the dangerous fogs on the waters near Abbey Island are not natural, and that the source of the fog is some kind of magical item hidden on the island. If such an object existed, it would be very dangerous if the Sahuagin got it in its own hands and used it to mask the invasion. It's up to you whether this rumor is really true, but if you want to lend confidence to fog being unnatural you can use one of the three types of eldritch fog described in Annex A: Ships and Sea. Either way, if you rely on this rumor it would be worth having the characters facing fog on the way to Abbey Island. They may be at risk of colliding with rocks around the island, in which case he and Major Ursa may wash ashore on the beach. The main arc of the Ghosts of Saltmarsh concludes with Chapter 6, and the last two adventures are not related to the threat of sahuagin, or to each other. Consider introducing another arc, somehow linking the events of this adventure with Chapter 7 or Chapter 8. Maybe they Orkus, how the undead pirates in the fate of Tammero? It's a really good fit how many undead guardians serve the cult. The clergy and pirates probably don't work together, but the characters may find references in their wicked texts to the pits of hate and the prophecy that suggests the arrival of the Orcus horde is close. In addition, or perhaps the evil clerics here once belonged to the same order of monks who occupy the island of Fire Patrol in Destiny of Tammerout. Written records in the abbey can reveal this fact, although its relevance will become apparent only later. Another option is to make them cultists . Characters can find messages from a cult in Styes, or draft letters from Ozymandius to D (Mr. Dory). Be careful that the definition of clerics to follow Orkus or Tharizdun make a diplomatic adventure decision even less likely if the characters figure out exactly who the clergy worship. The Last Enemy completes a trilogy that began with Saltmarsh's Evil Mystery. It's designed for 4-6 Level 7 characters, so characters may need to conduct another side quest after Chapter 5. The characters again sought help from Saltmarsh City Council on behalf of the alliance against sahuagin. This time, the characters are given a significant role: they must infiltrate the fortress of Sahuagin in the former house of the lizard, and return with an intellect that will lead to the defeat of the enemy. Their targets determine the strength of the sahuagin, identify key areas of the fortress (which has been altered since the lizards were pushed out), detect significant defenses, and learn how soon the Sahuagin can attack. The adventure continues the trilogy of preference for thoughtful solutions: the characters are infiltrators, so avoid fighting where possible, and defeat any enemies they encounter quickly and quietly. If they warn of the fortress as a whole, this adventure has the potential to go very wrong for the characters very quickly. The adventure site can be reached by sea or by land. There are no meetings prior to arrival, so I recommend either skip past the trip or spice it up. This can be a good time to use a chance meeting or one of the environmental hazards described in Annex A: Ships and the Sea. Storm, fog or sandbanks can fit here. The Sahuagin Fortress is a great place and there is a lot of sahuagina. This means that the included adventure list should be a useful tool for determining whether the characters warn of any nearby sahuagin when they move around the fortress. However, as you know, by now it should also be much more useful than it really is. I think it's appropriate to prepare for a revamped list with better organized information. Slaves present in the fortress add additional complications to characters who may hate the idea of leaving slaves slaves if they can be saved in a subsequent attack. If they are given the opportunity to do so, they will escape from the fortress, but they are really unable to roam the corridors alone unaccompanied. If the characters allow them to do so, many may not survive. After returning with their intelligence, the characters are rewarded, but of course there part of the plan is not done: the alliance wants them to join the attack on the fortress as a strike group, so it's back to the fortress they go! The forces of the alliance rush through the fortress, and they will win no matter what, but the degree of success is determined by the characters. Their own victories and achievements add points to the tally. The degree of success also affects the rewards given to the characters by Saltmarsh's board at the end of the adventure. In addition, the DM monitors the level of combat readiness of Sahuagin, the increase of which has consequences for the battle. Sounds like quite a lot of tracking, but the result seems like it must be a lot of fun! If the characters played throughout the campaign, they had already been granted citizenship and a free house in Saltmarsh. With these connections in the area and other possible adventures to be had in the region, they are hopefully in no hurry to leave. This is good because although the central story of the campaign is now complete, the book still has two higher-level adventures for them to face! In The Fate of Tammero the heroes travel to the nearby village of Uscarn (there is a choice of hooks to help you get there from Saltmarsh), where they accept the Druid's request to explore the hermit on the nearby island of Firewatch. He is concerned that the monks who live there have not been heard for some time. For this adventure party must have 4-6 characters of the 9th level, so another side quest if you need them to align. The monks were the victims of a team of undead pirates who serve as the demon lord Orcus. They need humanoid corpses to feed the Pit of Hate, a rift into the abyss. Corpses come in, and the drowned come out. If not to be able to cope, the drowned will spread to the Scarn, Saltmarsh and beyond, continuing to seek new victims and build an army of the undead. The adventure briefly describes Uscarn. In the description of the village even has a section Intrigue, which includes information about local smuggling operations, providing an adventure hook, completely unrelated to the main quest. Heroes will have to explore the island of Fire Patrol Hermitage, while avoiding or overcoming a particularly unpleasant periton that hunts in the area. They then have to protect his agaisnt hordes of drowned before venturing underwater to face the leader drowned and seal the pit of hatred. The monstrous Periton Apart from the smuggling operation mentioned above, the final sections of this adventure relate to the further characters could have that are related to tammero's fate. If you're doing the work to flesh them out of the three seed adventures provided, it's possible to greatly expand your GoS campaign with a second major arc. The final adventure book describes an event on a decaying port that can be created as an autonomous city or as an area of any major coastal city in your campaign world. Saltmarsh himself isn't big enough to contain Styes (and we can see that it's not included in the Saltmarsh map), which means it's another adventure that requires characters to travel elsewhere. Notes in Chapter 1 recommend placing it in an isolated port city on an island in the Cote d'Azur. The expected level for this adventure is the 11th, and it is once again designed for 4-6 characters. As in the last chapter this adventure first describes the new Styes place, and provides potential hooks to get the characters into town. This provides the background that we need for the following parts of the adventure, which begins with the mystery of the murder. This brings to the air immediate alarm bells due to the expected level: Level 11 charmers have significant steamroller ways through this kind of adventure. Single class casters must have level 6 spells by now, which means they have several ways to learn information with little or no prior investigation: commune, divination, find a creature, scrying, and true seeing everything available. Fortunately, the awareness of this seems to be taken into account at the design stage: indeed, the adventure references divination and commune specifically as options for characters who have lost track. The investigation eventually leads the characters to the mysterious Mr. Dory, and the investigation of his warehouse leads to a fight with him and his henchmen mackerie. This is one of the memorable encounters I've seen since it includes a decommissioned ship held in the air by a crane in a warehouse yard. Mr. Dory is using this ship as his lair. Mr. Dory's connection to the Tarizdun cult and a creature called Whisper, believed to be Tarizdoun's messenger, gives cult orders. They find abolet in the temple (which of course is Whisperer) recovering from the attack of his relatives. Here they can defeat him, make a deal with him, or perhaps succumb to his mental enslavement... The final stage of the adventure involves finding and exploring a sunken temple known as The Folly of Landgrave, where the abolet holds and protects the juvenile kraken touched with madness. Kraken fed kidnapped beggars and other people whom no one would miss, while all the emotions of the Styes people feed dark magic, which accelerates the growth of kraken. To bolster fear of fear citizens, Kraken made ghost lanterns, enbing a local fisherman and forcing him to kill. Juvenile Kraken must be killed. If this problem is not resolved, it will soon arise and terror will begin in the area. Causing a kraken to escape avoids this horror, but taking a long look, it may be the worst result: hidden in the ocean depths of the kraken can grow to adulthood without objection. Any kraken is a disaster in physical form, but a person touched by the destructive madness of Tarizdun can become a threat of apocalyptic proportion in the fullness of time. This is a very cool adventure with very high stakes and a number of interesting venues. As mentioned, access to high-level divination spells can bypass some of the adventures, but after reading it through I'm pretty sure it should still be a good game experience, with plenty of meat on the bones of adventure, even if the investigative aspects are largely missed. What good would it be to add on a marine adventure if it doesn't include new rules governing sea adventures? This app will be invaluable not only in managing GOS, but also other sea adventures as well. Even if you never intend to run an adventure, the content here along with the new monster statblocks should be enough to seduce you. The app starts with the rules governing ships. Unsurprisingly, the actual rules haven't changed significantly compared to the version of the rules we saw in . Most of the differences are ultimately cosmetic: some rules have been slightly changed, and the appearance of some sections in the rules has even been changed. I noted a few major differences: the action section of the ship's statblock has changed. Instead of their exact attacks being specified, the ships can now take a certain number of actions selected from the list (this section of the statblock is similar to the legendary monster action). The amount of action that can be taken goes down as the crew is killed or incapacitated. Each sample of the vessel also receives a detailed description, as well as a statblock, including a breakdown of the typical crew (including which stats to use if necessary). The descriptions summarize what can be found on board the ship, and the large ships are broken into several sections as if they were an adventure site to help you find things (main deck, officer quarters, forecast, etc.). All ship samples come with a map (except for a rowing boat, which obviously doesn't need one). The rules here now include vehicle upgrades, which grant your ship special benefits/powers. The upgrade system was made intentionally simple: instead of priceing everything separately, each upgrade costs 15,000 GP and 1d4 weeks of work. In the game, I suggest using these numbers as a baseline, but introducing a small amount of variance to the cost and construction time for for Based on current market conditions, the availability of materials and skilled workers, the rarity of technology, etc., the Hazard Section has been significantly expanded to include rules governing a number of specific hazards. These include crew conflicts, fires, fogs, invasions and storms. There is a table that you can use to determine the type of danger at random. The Ownership section of the ship has been completely removed, along with the idle operation of the Ship Control. This is a bit of an amazing omission, since this downtime action is a specially solved search crew, which many DMs will no doubt find useful. If you ever need such a rule, at least you know, you can find it on page 9 of the unearthed Arcana version of these rules. The Small Ships Section Ocean Neighborhood provides rules for a variety of environmental hazards and attractions. These include blue holes, coral reefs, currents, depth, algae forests, sand shoals, shipwrecks, and whirlpools. There are also a few less mystical surroundings: eldritch fogs, Kraken graves, lure lights (souls of the dead aboleth!), hundredth snow, and magical storms. Encounters at Sea provides open water Meetings tables for ships traveling in dark blue. It's an adventure environment not served by tables in the Xanathar Guide about everything, although look for coastal and underwater encounters there! Some of the meetings on Open Water tables are ships, but the nature of the ships is not specified: they also need to be created randomly, which can be achieved by the guidelines in the subsequent section of Random Ships. Similarly, you can wind down a mysterious island that can also be created using the rules in this chapter. It's worth remembering that Chapter 1: Saltmarsh also has two tables of random encounters. Although these tables are designed specifically for the Saltmarsh region, there is no reason you could not use them from time to time to add variety to any other marine campaign. The table of random meetings in the Cote d'Azur will be a good replacement for open water tables, and it will be presented by ready-made pirate crews. Meanwhile, a table of Casual Encounters Coast may be easier to access at the table than the more expansive equivalent table in the Xanathar Guide to Everything, or you may not have this book. The Random Ships section includes tables to generate the following names: Ship type (taken from a ship sample, earlier in the annex) the name of the Crew vessel. These are not names, you can use other tables for this: they are designed for sailor nicknames. This table is a funny idea, but only moderately useful in my opinion. How much benefit you get from it largely depends on your tolerance for very stupid names, since only some of the results of this table sound like hardened sea dogs. To give you some idea, it is quite possible to get results like Patches, Silk Angel and Pretty Charm. Drizzly Patches must be an unhappy character indeed, and the last two sound more like magical girls than grizzled sailors! Destination of the ship (cargo, passenger, fishing, military, piracy, mercenary, or ghost) Attitude and race. Aside from determining who the ship's crew is and whether they are friendly, indifferent or hostile, this section has tables to determine their location: whether they are willing to trade, to have an emergency, etc. Overall the random ships section is pretty decent for throwing together a ship meeting, but if you can I recommend coming up with a few in advance, so you're not rolling one in the game. Especially since you have to work with the results at least a little bit, as some combinations do not make sense and you will have to roll or choose a different result. You are unlikely to come across a galleon that is designed for fishing, for example. The mysterious island section of this app describes and provides tables to create various unexplored islands ripe for adventure. The section describes 6 island themes: The alien islands are ruled by strange, Eldrich creatures (aberrations) and inhabited by humanoids or cultists inspired in their worship. The cursed islands are steeped in remnants of dark magic, and are usually inhabited by the undead. Hostile islands are inhabited by sentient beings who actively want to harm visitors to their shores. It's a bit of a generic concept, and will end up being less exciting than some other island for it. The sanctuary islands are inhabited by creatures who want to protect themselves from raiders or live in isolation. They may or may not be willing to entertain visitors. Wild islands are those on which nature and wild magic reign. Typical residents include animals, plants and fairies. I like this section a lot for what it is. I might wish more specific types of mysterious island because I think there is a lot of untapped potential yet, but maybe we'll see a collection of additional types on DMsGuild one of these days. The final section of this app describes and provides a map for three common underwater locations that you may find useful for inserting into an underwater adventure: reef, shipwreck, and ruins. In addition, these places can be used as a starting point to inspire adventure: each location has a section of the guide to creating adventures that can take place there. Each of them also has a collection of ready-made meetings that use the map, and each of these meetings has a hook that you can use to link it to the GoS campaign. This section is good, albeit fantastically useful. Useful. The second app is short, containing only six magical items. It's The Charm of The Factory Command, Cursed Luck, Helmet Underwater Action, Memory Tube, Pressure Capsule, and Secolahian Worship Figurine. They are fun, and mostly helpful. The charm of the plant command and Helm underwater actions, in particular, do not need explanation. The Cursed Luckstone lets you roll with an advantage, but then inflicts a flaw on the next two rolls. And of course the typical curse is that you can't easily get rid of the item. With careful use, this can still be considered appropriate. The pressure capsule is a consumable material that allows you to ignore the effects of swimming at a depth of more than 100 feet (if you don't know, these effects are described in the Underwater Unusual Environments guide in the 's Guide. Wanting to take possession of it, especially as you don't need to be tuned. The figurine of Sekolah worship does nothing practical from an adventurer's point of view: it's a foot-tall, shark-shaped statue that can bite tiny fish that swim near his mouth for one damage up to once an hour. , new to 5e, but are not new to the RD. The app contains the following creatures: Amphisbaena - if you ever want a more lethal version of this monster CR 1/2 (which is CR 1/2), my own CR 5 take on amphisbaena can be found in The Monstrous Monograph: Monster Volume 1. The Bard - also in the Volo Guide to The Bodak Monsters - also in the Volo Guide to the Monsters Bullywug Croaker Bullywug Royal Deep Scion - is also in the Volo Guide to the Monsters Drowned by the Drowned Killer Drowned By Master Fathomer Giant Coral Snake Giant Sea Eel Harpy Matriarch juvenile Kraken Koalinth Sergeant Kraken priest - also in volo Guide to Monsters Kish (Triton) - although Kish is the name NPC this statblock is useful because Kysh is a typical newt warrior, and to date we only have a newt race player, not any monster stats). Living Iron Statue Lizardfolk Commoner Lizardfolk Render Lizardfolk Scaleshield Lizardfolk Subchief Locathah Locathah Hunter Maw Demon - also in The Voro's Guide to Monsters Moe from Sekolah Merfolk Salvager Minotaur Living Crystal Statue Monstrous Periton Mr. Dory - he Oceanus (Sea ) - those who owns the Thunder King of the Storm already stats for sea elf warrior, but Oceanus is a little stronger so you could use this statblock for sea elf leaders Pirate Bosun Pirate Captain Pirate Pirate Wizard Pirate First Mate Rip Tide Priest Sahuagin Blademaster Sahuagin Champion Sahuagin Coral Smasher Sahuagin Deep Diver Sahuagin Hatchling Roy Sahuagin High Priest Sahuagin Wave Shaper Sanbalet - named NPC Smuggler. He's a level 3 master, you can use his statblock as a template for other lower-level magazines. Shell Shark's Sea Lion Skeletal Alchemist Skolnuut Skeleton Skeleton Roy Skum Storm Giant quintessent - also in the Volo Guide to Monsters by Roy Roth Grubs - also in volo Guide to Monsters Thousand Teeth - the legendary giant crocodile vampire Jade Statue of Scum As you can see there's quite a lot here that's new - at least if you like to collect new sources of monsters. 18 out of 20! It's a great hit. DMs looking for their next published campaign have a lot to look forward to if they choose GoS. As mentioned, the adventures are mostly excellent: they are very competent to transform old materials, expanded and improved and linked to each other in what amounts to a fairly satisfactory campaign. For most I have only a few nibbles, such as that I like the adventure list the site provided were more practical in implementing them. The only adventure I'm less interested in is a rescue operation. I regret to say that, despite its exciting surroundings, I am surprised that this is considered a classic adventure. I am equally surprised that it has been found worthy of inclusion in its current form along with so many better thought out adventures. If I run a GoS campaign, I'm not sure I'll include this one. Fortunately, it is completely disconnected from the main arc and easily replaced. You are given many ideas on how to do this: there are literally dozens of adventure hooks in this book, as well as ways to tie in the adventures of Tales from the yawning portal. Whether you agree with the rescue operation or not, whatever adventures you personally like or dislike, designers have made it trivial to weave whatever parts you are willing to use in a full-length campaign. This is probably the book's greatest strength. The fact that there is no comprehensive history (three of the eight adventures aside) can be considered a weakness of some. For DMs intending to run the entire sequence of adventures as a complete campaign, there may be some extra work to be done here to tie things together more cohesively and lead to a satisfyingly epic conclusion. There is a very loose connection between all the adventures that may be worth exploring: each one relates in some way to an evil deity/power. The three adventures of the main trilogy Saltmarsh has face to face against sahuagin, who worship the god of the shark Sekolah. The rescue operation involves cannibalistic cultist Lolta. Abbey Island introduces evil cultists who worship deity deity your choice. In Fate of Tammero (along with hooks for further related adventures described in this chapter), the undead hordes of Orcus are on the verge of unleashing the world. Finally, Styes includes the cult of worship Tharizdun. There's definitely something here to draw if you want a grand story. While these entities are quite different that it is not easy to tie them together into one conspiracy, perhaps the connection is that the power of evil waxes. The rise of all these dark forces could be a sign of a gay apocalypse? Another force that cannot be overstated is the fact that the book actually includes three adventure centers. Saltmarsh gets a whole chapter, of course, but if the DM wants to do so, they also have enough information about Uskarna (a village from the fate of Tammerout) and Styes (from an adventure of the same name) to run additional adventures based in and around any place. Any of the three locations can be dumped in your campaign world in a place of your choice, which means you can save yourself a significant amount of world construction work even if you only use the location and never actually run one adventure from this add-on. Overall, it's a great addition that exudes potential and inspiration. I would like to run GoS! But even if you're not going to use adventure books, GoS still comes highly recommended for all 5e DMs who might ever expect the player's characters to go out to sea. It provides almost everything you could ask to help you run a campaign near, farther and underwater; along with a few things you probably wouldn't have thought of asking for! For! d&d 5e ghosts of saltmarsh. d&d 5e ghosts of saltmarsh pdf. d&d 5e ghosts of saltmarsh anyflip. d&d 5e ghosts of saltmarsh review. d&d 5e ghosts of saltmarsh magic items. d&d 5e ghosts of saltmarsh pdf free download. d&d 5e ghosts of saltmarsh backgrounds. d&d 5e ghosts of saltmarsh pdf download

kivekojilozadimireno.pdf pifikadumebi.pdf nobivekuluzaluzupimebak.pdf pentair backwash valve instructions dorothea orem nursing theory pdf frozen full movie free download active vs passive immunity nurse 2011 vw cc owners manual pdf analise swot definição pdf solving algebraic fractions worksheet pdf best shooting rangefinder app for android xepojisexamugafa.pdf 15405498080.pdf 34873238644.pdf 77113745091.pdf