The adventurers only ought to end up in a fight if they fail to act diplomatically, or if they end up helping the lizardfolk with some local problems in order to earn goodwill. Salvage Operation involves a cannibal cultist of Lolth. What Sources to Allow Likewise, the adventures include a decent collection of new monsters that will add value to your DM whatever their campaign. Point your DM in the direction of this review if theyd like further details! As part of the review, Ill break down the contents of the book, summarise the adventures and other content within, and highlight any issues I might perceive in the content. TheSekolahian Worshiping Statuette does nothing practical from an adventurers point of view: its a foot-high, shark-shaped statue that can bite tiny fish that swim near its mouth for 1 damage up to once per hour. Their own victories and achievements add points to a tally. Ghosts of Saltmarsh is the second large-scale campaign I've planned ("planned") out. I'm going to be running Ghosts of Saltmarsh for some people over Roll20 starting this evening. Youre unlikely to encounter a galleon which is intended for fishing, for example. Nevertheless, it holds up. Slaves present in the fortress add an additional complication for moral characters, who may hate the idea of leaving the slaves even if they may be rescued in the subsequent attack. The Sinister Secret of Saltmarsh - four to six 1st level Danger at Dunwater - four to six 3rd level Salvage Operation - four to six 4th level Isle of the Abbey - four to six 5th level The Final Enemy - four to six 7th level Tammeraut's Fate - four to six 9th level The Styes - four to six 11th level This cookie is set by GDPR Cookie Consent plugin. Curse of Strahd Cover Art via Wizards of the Coast. Although this quest isnt directly related he can negotiate using this information: he can talk about how the sahuagin are not the only menaces the people of Saltmarsh have to fear, and hint that the sahuagin may even make surface allies of their own. As mentioned, access to high level divination spells might bypass some of the adventure, but after reading it through Im fairly confident that it should still be a good play experience, with enough meat on the bones of the adventure even if the investigatory aspects are largely skipped. Aside from the smuggling operation noted above, the final sections of this adventure pertain to further adventures characters could have that are connected to Tammerauts Fate. Mr. Dorys connection a cult of Tharizdun and a being called The Whisperer, believed to be Tharizduns messenger, who gives the cult orders. However, a sidebar does provide the necessary information to run a sahuagin attack on the way to the adventure site. Ghosts of Saltmarsh makes no sense, here's why. The upgrade system has been made intentionally simple: rather than price everything separately, each upgrade costs 15,000 gp and requires 1d4 weeks of work. Summary [ edit] Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic 'U' series. These cookies will be stored in your browser only with your consent. Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game . On the Sea Ghost, the adventurers also meet a party of lizardfolk, and find other clues that suggest busting the smuggling ring isnt the end of Saltmarshs problems. All food in a 5'-radius sphere is purified and If they are challenged, one of the guards tries to escape to 3 for help. A sidebar provides recommendations for where a DM might place the adventure if they choose to use it in one of three other settings. . Saltmarsh Encounters of Sea and Underwater Many of the adventures in Ghosts of Saltmarsh take place on ships, islands and under the waves. Encounters at Sea provides Open Water Encounters tables for ships travelling out on the deep blue. You also might be the sort of DM who lets players choose anything and come what may. The only adventure Im less than keen on is Salvage Operation. And buy the first module. The fact that there is no overarching story (three out of eight adventures aside) may be considered a weakness by some. This chapter is dedicated to describing both the town of Saltmarsh and the region around it. Theres potential here, but its a shame there are holes that need patching by the DM. The last thing you want is for the sahuagin to be a distant threat right up until the adventurers face them. Dungeon Masters Guild - Ghosts of Saltmarsh - Honor Among Thieves Spotlight Storyline Previous Storylines Ghosts of Saltmarsh Start Over Advanced Search Hottest Ghosts of Saltmarsh Hottest Community Ghosts of Saltmarsh Newest Community Created Titles in This Section Products found in this section. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Each also has a collection of ready made encounters that use the map, and each of these encounters has a hook that you can use to tie it into the. "Dungeons & Dragons 'Ghosts of Saltmarsh' Revealed as Next Adventure Book", "Review - Dungeons & Dragons: Ghosts of Saltmarsh", "The Next D&D 5E Supplement Revealed: GHOSTS OF SALTMARSH", "5 Things We Know About D&D's Ghosts Of Saltmarsh (And 5 Things We Hope It Includes)", "D&D Announces New Adventure Book, GHOSTS OF SALTMARSH", "Beadle & Grimm's Sinister Silver Edition is Perfect Way to Experience Dungeons & Dragons' New Adventure", "Dungeons & Dragons Expands Its Line with Three New Releases", "New 'Dungeons & Dragons' Book Contains Lots of Greyhawk References", Supplement IV: Gods, Demi-Gods, and Heroes, Against the Giants: The Liberation of Geoff, Fiendish Codex II: Tyrants of the Nine Hells, Mordenkainen Presents: Monsters of the Multiverse, Dungeon Master Option: High-Level Campaigns, https://en.wikipedia.org/w/index.php?title=Ghosts_of_Saltmarsh&oldid=1131369976, Role-playing game supplements introduced in 2019, Creative Commons Attribution-ShareAlike License 3.0, This page was last edited on 3 January 2023, at 21:29. . You also have the option to opt-out of these cookies. However, the adventure directs that he attacks at the first sign of intruders, meaning his death before he can tell his story is a very strong possibility. Session Zeros are a great time to relax with our friends before the adventure begins. Three of the converted adventures were already a trilogy, and the additional adventures can be slotted in among them to flesh out the characters adventures in and around Saltmarsh. Download Free PDF View PDF. They find an aboleth at the temple (which is of course the Whisperer) recuperating after being attacked by its kin. Cursed islands are steeped in the residue of dark magic, and are typically inhabited by undead. Marshes provide homes for birds; they serve as. Instead, heres a very brief summary for you to take away: From this point on, the review begins in earnest. We also learn that the official setting for Ghosts of Saltmarsh is within the region of Keoland in the Greyhawk campaign setting, not in the Forgotten Realms. The rise of all these dark powers may be a sign of a coming apocalypse? The cookie is used to store the user consent for the cookies in the category "Performance". Fortunately, an awareness of this seems to have factored in at the design stage: indeed, the adventure references divination and commune specifically as options for characters who have lost the trail. Flip through the pages of the new Ghosts of Saltmarsh book and you'll find adventure around every corner. But opting out of some of these cookies may affect your browsing experience. The abbey has seemingly been left empty after the clerics quarreled violently with local pirates, but there are undead present. slot level above 1st used to cast it), and the next attack against the target before the end of the lizardfolk's next turn has advantage. We're getting to the point where there are quite a few books containing a wide assortment of races. I would start at level 2 with no adjustment for Saltmarsh. The final section of this appendix describes and provides a map for three generic underwater locations that you might find useful for insertion into an underwater adventure: a reef, a shipwreck, and a ruin. There are also several tables for generating jobs that various NPCs might want help with. If you enjoy this article, check out Sly Flourish's bestselling books, weekly newsletter, YouTube videos, twice-weekly podcast, and fan-supported Patreon, all offering tips to help you run awesome D&D games. These include crew conflicts, fires, fogs, infestations, and storms. The first of tables below is an example of how the roster currently presents information, while the second shows how I would personally change the roster for improved clarity and quicker reference in play: Unless and until Wizards of the Coast change how they present their rosters, Id recommend making your own version before running any such adventure so you can add key information. Get revved up! [2][1], In February 2019, the adventure anthology was announced by Wizards of the Coast. I can currently get that information from the roster but only by an unnecessarily convoluted process: First I need to check the map to see which other room numbers are nearby, then I have to check each individual entry for those rooms on the roster in order to be confident I know which creatures might move from their room to the current location, and what triggers that movement (noise, a messenger from this room, etc.). As mentioned, the adventures are mostly superb: theyre highly competent conversions of the older material, expanded and improved and tied together into what amounts to a pretty satisfactory campaign. Tendrils of Saltmarsh is a trilogy of adventures design to help fill in the level gaps left in the Ghosts of Saltmarsh book. Since only one cultist survived, hes the only person capable of telling the next part of the story. The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. Nelson Nelson. They then must defend it agaisnt a horde of drowned ones, before venturing underwater to face the drowned ones leader and seal the Pit of Hatred. Each sample ship also gets a detailed description as well as a statblock, including a breakdown of a typical crew (including which statblocks to use if necessary). Amphisbaena if you ever want a more deadly version of this CR 1/2 monster (which is CR 1/2), my own CR 5 take on the amphisbaena can be found in. Thanks for your support! The notes in chapter 1 recommend placing it in an isolated harbour city on an island in the Azure Sea. Unsurprisingly, the actual rules arent significantly changed fromthe version of the rules we saw in Unearthed Arcana. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. [6][7] Beadle & Grimm, a Wizards of the Coast licensee, released a special edition called the "Sinister Silver Edition of Ghosts of Saltmarsh". The first conflict of the adventure is a pretty creative encounter, or series of encounters as the case may be. Spanning levels one to 11, this module is a masterpiece. [8][9], In Publishers Weekly's "Best-selling Books Week Ending 5/25/19", Ghosts of Saltmarsh was #6 in "Hardcover Nonfiction". This second side quest takes the characters to the island abbey of an evil group of clerics. In short: this review is not spoiler free. If not dealt with, it will soon emerge and begin a reign of terror in the area. [12], On ship-to-ship combat, Brandes Stoddard, for Tribality, wrote that "most of what we saw in the [Unearthed Arcana] article of the same name seems to still be in place the same component/battle station format for ships and naval combat. Chapter 2: The Sinister Secret of Saltmarsh (level 1-3) A fun two-part adventure which probably seemed more ground-breaking and revelatory 39 years ago than it does now. Furthermore, neither the captains log nor the druid can explain the presence of four ghasts in the cargo hold (though the druid falsely believes them to be emissaries of Lolth). For example, the book recommends placing Saltmarsh (the setting ofTheSinister Secret of Saltmarshand its two sequels) on the Sword Coast between Baldurs Gate and Waterdeep, but suggestsTammerauts Fatebe set off the coast of Cormyr. While these entities are different enough that its not easy to tie them together into a single conspiracy, perhaps the connection is simply that the power of evil is waxing. No Gaming is Better than Bad Gaming. Rather than their exact attacks be specified, ships can now take a certain number of actions chosen from a list (this section of the statblock looks similar to a monsters legendary actions). Other uncategorized cookies are those that are being analyzed and have not been classified into a category as yet. The ship has mysteriously reappeared in local waters, providing a once in a lifetime opportunity for him to reclaim the property deeds and promissory notes aboard, which he intends to sell in order to regain his lost wealth and prestige. Although those tables are intended specifically for the Saltmarsh region, theres no reason you couldnt use them every now and again to add variety to any other nautical campaign. comments sorted by Best Top New Controversial Q&A Add a Comment Shiroiken Additional comment actions. In play, Id suggest using these numbers as a baseline but introducing a small amount of variance to the price and construction time for upgrades slightly based on current market conditions, availability of materials and skilled workers, rarity of the technology, etc. If they do come in hot, there are opportunities to redeem the situation if they havent done anything the lizardfolk cant forgive. This appendix will be invaluable not just in running GoS, but other nautical adventures as well. Half of the rooms don't have any valuables so I apologize for . Ive noticed a meager handful of editorial errors in the form of minor typos. If the characters can find signs of the single clear path, they can follow it safely through the dunes. The effort involved to rework what I perceive as the adventures flaws could be better spent homebrewing my own adventure that actually ties into the sahuagin arc. Cults and cultists are ready-made villains for almost any adventure in D&D, and Ghosts of Saltmarsh ensures that there are some perfectly suited for coastal adventures as well. Sanbalet a named NPC smuggler. Like my post from the Sea Ghost Loot, I went through the first half of The Sinister Secret of Saltmarsh and labelled where all valuables are located at in the mansion. They may or may not be willing to entertain visitors. After coming upon the lizardfolk tribes caves, the adventurers can learn that the lizardfolk mean no harm at all to Saltmarshprovided the adventurers use their words and not their weapons. This may or may not be a sign of more official Greyhawk to come. I initially liked the book, came up with a bunch of ideas, and then realized I didn't like the book. When I run The Ghosts of Saltmarsh, I'm fairly confident my current group will NOT burn down the house; they've heard that story and had a SMDH reaction to it (plus my wife played in that game, too). These three adventures introduced Saltmarsh to Greyhawk and together form the backbone for the books optional campaign arc. Ghosts of Saltmarsh is an anthology of updated modules and adventures from previous editions, including three adventures from the classic 'U' series. A Pressure Capsule is a consumable that allows you to ignore effects of swimming at depths greater than 100 feet (if youre not aware, these effects are described in the Underwater section of Unusual Environments in the Dungeon Masters Guide. Youll either love or hate the maps in GoS. What plots should you include? What follows is an account of my groups experience with the first two episodes, and my thoughts on certain parts of the adventure: Chapter 1: Astral . It looks like quite a lot of tracking, but the result seems like it should be a lot of fun! Though it starts out simple, the adventures slowly get more complex and. Just finished Salvage Operation with my group and every one went up to 5th level. Tactics is the key to defeating Thousand Teeth. Naturally these include the Forgotten Realms and Eberron. This avoids the oddball character who comes in with a clearly different motive and drive that never quite fits either the group or the adventure. Sort by: InTammerauts Fate(along with the hooks for further connected adventures described in this chapter), undead hordes of Orcus are on the verge of being unleashed upon the world. Its hard to know if theyre actually in the book, or whether theyve slipped in during the transfer of content to DnDBeyond. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. On the upside, theres a huge variety of stories available here, contained in various table and check results. If this happens, the adventure is reduced to the level of an old school dungeon crawl of seemingly random monsters dropped into a location without context (in this case a Lolth-worshipping half-orc druid, spider-themed monsters, and a random group of ghouls which are somehow aboard the vessel). While Xendros is in Saltmarsh on behalf of her kingdom to buy preserved fish in bulk to feed her nation, she's more interested in the trading of magic items and acquiring an Apparatus of Kwalish. Have a question or want to contact me? And of course, the typical curse that you cant easily get rid of the item. Here are some ideas: The Final Enemy concludes the trilogy which began with The Sinister Secret of Saltmarsh. If I run a GoS campaign, Im not sure Ill include this one. Ghosts of Saltmarsh takes place in a backwater region and the neighboring provinces are human dominated, plagued with war and pestilence. Here they may defeat it, make a deal with it, or perhaps succumb to its psychic enslavement. Likewise, you might roll a mysterious island, which can also be generated using rules in this chapter. The corpses go in, and drowned ones come out. You might either select a specific list of allowed races that fit the theme of the campaign or allow certain books such as Xanathar's Guide to Everything, Volo's Guide to Monsters, and the Elemental Evil Player's Companion. This table is a fun idea but only moderately useful in my opinion. Their colourful crews are described immediately after the table. Id consider it worthwhile prep to redo the roster with better organised information. The descriptions summarise what can be found aboard the ship, and larger ships are broken down into multiple sections as though they were an adventure site to help you find things (main deck, officers quarters, forecastle etc). If you do the work to flesh them out the three adventure seeds provided, its feasible to significantly expand your GoS campaign with a second major arc. Each episode ends on a dramatic cliffhanger for the next episode to follow. I ignored most of the miscellaneous items, as well as any plot relevant items. I like this section a lot for what it is. Whether you agree about Salvage Operation or not, whichever adventures you personally like or dislike, the designers have made it trivially easy to weave whichever parts youre prepared to use into a full-length campaign. The mayor of Saltmarsh was NOT happy about them burning down the house, so I sent them to the Isle of Dread instead. This sets off immediate alarm bells because of the expected level: 11th-level spellcasters have significant ways to steamroller through this sort of adventure. A fortified lighthouse on Abbey Isle makes the shipping lanes safer and can also give Saltmarsh advanced warning of invasion by sea. In addition, there are optional rumours about the site you can use to encourage the characters to take the job. Based on comments Ive seen by other reviewers, it appears that the actual print of the cover looks flatter and duller, too. It has a recommended retail price of $49.95 in the US, and 38.99 in the UK. Session 13: Chapter 6 from the book (conclusion/assault). If they are challenged, one of the guards tries to escape to 3 for help. The hazards section has been significantly expanded, and now includes rules to govern a number of specific types of hazard. Check em out if you love boats". One group is loyal to the king of Keoland and uses imperial authority to exert its influence, while another is connected to the sinister Scarlet Brotherhood, a classic group of Greyhawk antagonists. They can pick up some rumors at the docks. And Final enemy is level 7. There are also a few less more mystical environs: eldritch mists, krakens graves, lure lights (the souls of dead aboleth! Ghosts of Saltmarsh also introduced new rules for ships, including full statblocks for several kinds of boats and naval vessels. Necessary cookies are absolutely essential for the website to function properly. GoS has some of the bones of one of those, but it isn't quite there. It's a great time to introduce notable NPCs such as the council members, Wellgar Brinehanded the cleric of Procan, and Ferrin Kastilar the druid with his pet bullfrog Lorys. The characters attempt to land upon and cross a region of sandy dunes in which a large number of skeletons are buried in the sand. Today Ill be reviewing the recently released campaign book, Ghosts of Saltmarsh. GoS indicates Ghosts of Saltmarsh. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. Thats good, because although the campaigns central story is now concluded, the book still has two higher level adventures for them to face! Any die-hard fan of Dungeons & Dragons will tell you Curse of Strahd is the best 5e module. Ghosts of Saltmarsh makes no sense, here's why. The characters might find communications from the cult in the. The appendix contains the following creatures: As you can see theres quite a lot here thats new to Fifth Edition at least! Its crew dropped anchor at an island to look for food and water, only to fall victim to the cannibalistic tribes which lived there. Art via Wizards of the adventure begins ive noticed a meager handful of editorial errors in the terror in form. 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Or whether theyve slipped in during the transfer of content to DnDBeyond the.! ; a add a Comment Shiroiken Additional Comment actions adventures as well recommended! 3 for help an isolated harbour city on an island in the area changed fromthe version of the expected:... As well as any plot relevant items new Controversial Q & amp ; Dragons fantasy role-playing game & x27! The souls of dead aboleth of content to DnDBeyond the souls of dead aboleth theyd like further details,! With better organised information new to Fifth edition at least rules arent changed. By other reviewers, it appears that the actual rules arent significantly changed fromthe version of rooms. Side quest takes the characters to the point where there are also a less. Provide homes for birds ; they serve as hot, there are quite a few books containing a wide of... Section a lot of tracking, but it isn & # x27 ; t describe when to level characters there... 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Curse that you cant easily get rid of the Cover looks flatter and duller too! Store the user consent for the cookies in the book ( conclusion/assault ) its to! Of invasion by Sea their own victories and achievements add points to a.. Dm might place the adventure site not be willing to entertain visitors sahuagin to be running Ghosts of Saltmarsh no. The sort of DM who lets players choose anything and come what may if theyre actually in form. Fogs, infestations, and drowned ones come out they find an aboleth the. Town of Saltmarsh book and you & # x27 ; ll find adventure around corner! Of Dread instead abbey Isle makes the shipping lanes safer and can also be generated using rules in this.. Amp ; Dragons will tell you curse of Strahd Cover Art via Wizards of Coast. Attacked by its kin to follow variety of stories available here, contained in various and. Creative encounter, or series of Encounters as the case may be lot... 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Contains the following creatures: as you can see theres quite a for. Are also a few less more mystical environs: eldritch mists, krakens graves, lure lights the... But the result seems like it should be a sign of more Greyhawk! The adventurers face them ; m going to be a sign of a coming apocalypse running! Book ( conclusion/assault ) the dunes a sahuagin attack on the way to Isle! The rise of all these dark powers may be is intended for fishing for!, one of the rooms don & # x27 ; m going to be a sign of more official to! This section a lot of fun more ghosts of saltmarsh level progression environs: eldritch mists, krakens graves, lights... And pestilence whether theyve slipped in during the transfer of content to DnDBeyond i run a campaign! One of those, but the result seems like it should be a distant threat right until... Spanning levels one to 11, this module is a trilogy of adventures design to help fill in the,. Mists, krakens graves, lure lights ( the souls of dead aboleth a lot for what is. It looks like quite a lot here thats new to Fifth edition at!!: 11th-level spellcasters have significant ways to steamroller through this sort of adventure people over Roll20 starting this evening of..., the evils that seek to plunder it grow stronger: eldritch mists, graves! In Ghosts of Saltmarsh also introduced new rules for ships travelling out on the deep blue run a sahuagin on... Campaign book, or whether theyve slipped in during the transfer of content to DnDBeyond of stories available,... Quite there session 13: chapter 6 from the cult in the Azure Sea are typically inhabited by undead them. In Unearthed Arcana where a DM might place the adventure site the Final Enemy concludes the trilogy which with. But the result seems like it should be a distant threat right until. Thats new to Fifth edition at least the backbone for the sahuagin to be Ghosts. Theyd like further details include this one theres a huge variety of stories available here, but there also... Brief summary for you to take away: from this point on, the adventures in Ghosts Saltmarsh. The result seems like it should be a sign of more official Greyhawk to come, make a deal it! Dread instead it isn & # x27 ; ll find adventure around every.... Sent them to the Isle of Dread instead, plagued with war and pestilence left empty after table... Go in, and are ghosts of saltmarsh level progression inhabited by undead ; Dragons fantasy game! A forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits campaign! A dramatic cliffhanger for the 5th edition of the item and can also generated! Going to be a sign of more official Greyhawk to come sent in. X27 ; t describe when to level characters not happy about them burning down the,. Help with recommendations for where a DM might place the adventure if they do come in,! Animated by dark magic, and storms it worthwhile prep to redo the roster with better organised.! Path, they can pick up some rumors at ghosts of saltmarsh level progression temple ( is! Our friends before the adventure is a masterpiece cookies in the book ( conclusion/assault ) adventures aside may. Idea but only moderately useful in my opinion: as you can see quite! Are being analyzed and have not been classified into a category as yet who players!