Rules required | Dungeons & Dragons, 5th edition |
---|---|
Character levels | The Sinister Secret of Saltmarsh: 1 Danger at Dunwater: 3 Salvage Operation: 4 Isle of the Abbey: 5 The Final Enemy: 7 Tammeraut’s Fate: 9 The Styes: 11 |
Campaign setting | Greyhawk (default), setting-agnostic |
First published | May 21, 2019 |
ISBN | 978-0-7869-6675-2 |
Ghosts of Saltmarsh is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game.
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 5th edition rules, so that the adventures can be played in the order they are presented in the book, or dropped into a home campaign. If played in order as a seafaring campaign, it takes characters from level 1 through level 12. [1] [2] [3] The adventures included, in the order of presentation and including original publication year, are:
Additionally, the book contains rules for ship-to-ship combat, character backgrounds and includes details on the port town of Saltmarsh which anchors each adventure. [2] [1]
In February 2019, the adventure anthology was announced by Wizards of the Coast. [1] [4] [5] Ghosts of Saltmarsh was released on May 21, 2019. An alternate art cover was available exclusively in local game stores. [6] [7] Beadle & Grimm, a Wizards of the Coast licensee, released a special edition called the "Sinister Silver Edition of Ghosts of Saltmarsh". It includes the Ghosts of Saltmarsh broken into individual booklets for each chapter, physical props (such as amulets and tea stained in-world letters), a custom Dungeon Master's screen for this book, thirty hanging encounter cards, laminated ship maps and other handouts (such as regional maps and setting art). [8] [9]
In Publishers Weekly's "Best-selling Books Week Ending 5/25/19", Ghosts of Saltmarsh was #6 in "Hardcover Nonfiction". [10]
Cameron Kunzelman, for Paste , wrote that the book is "geared at more veteran players" and that he "found it very cool to read through". Kunzelman highlighted that "the history of 'sea adventures' seems a little more mechanically complicated than your average adventure, and it seems like a DM would need to really encourage players in specific ways if they wanted to run these as anything other than dungeon delves with strange enemies not often seen on shore. These are adventures, and they’re good, but they’re good for very specific things. Check ‘em out if you love boats". [11]
For Bleeding Cool , Gavin Sheehan wrote that "Ghosts of Saltmarsh is one of the best put-together books in the entire run of 5th Edition. I was a big fan of Yawning Portal as well, but this one feels like they took the lessons they learned from that book and refined them here. It takes a lot of work to mesh singular modules into a cohesive adventure, but [Mike] Mearls and Kate Welch (who served as the lead designers on this one) did a fantastic job. There’s very little to complain about in this book as everything in it is both versatile and succinct when it comes to adventure building and storytelling. And sure, there are people who will look at this and think 'I don’t feel like going out to sea' for their campaign, and that’s okay because some of these can be adapted easily to fit what you need if you feel like taking your DM’s tools to them". [2]
Christian Hoffer, for Comicbook, wrote that "the book contains a surprising amount of references and nods to its Greyhawk roots. Saltmarsh has three competing factions that strive for influence around town, and two of them have direct ties to outside Greyhawk forces. 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. The Sea Princes, another Greyhawk faction, also play a role in the book. [...] While Ghosts of Saltmarsh contains plenty of nods to its Greyhawk roots, the book is still 'setting agnostic' as DMs and players don't need to know anything about Greyhawk before they sit down to play the adventure. The factions provide connective tissue between the adventures in Ghosts of Saltmarsh, but players can easily approach the chapters of the books as standalone adventures or pull Saltmarsh out of Greyhawk entirely without any significant issue". [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. Adding in grid maps for each ship type (galley, keelboat, longship, rowboat, sailing ship, and warship) and area descriptions for average vessels of those types is awesome. The system for officers and crew are likewise recognizable from the UA text. [...] It’s not hard to imagine how a series of unlucky rolls could put the PCs on the wrong end of a mutiny. I like that various significant failures are possible without automatically going to catastrophic failure. [...] On the downside, this is pages and pages of tables and text. On the upside, there’s a huge variety of stories available here, contained in various table and check results. This is easily the beating heart of an exploration game, and it doesn’t look like it would get repetitive in a hurry". [13]
Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the Dungeons & Dragons fantasy roleplaying game. Although not the first campaign world developed for Dungeons & Dragons—Dave Arneson's Blackmoor campaign predated it by about a year—the world of Greyhawk closely identified with early development of the game beginning in 1972, and after being published it remained associated with Dungeons & Dragons publications until 2008. The world itself started as a simple dungeon under a castle designed by Gary Gygax for the amusement of his children and friends, but it was rapidly expanded to include not only a complex multi-layered dungeon environment, but also the nearby city of Greyhawk, and eventually an entire world. In addition to the campaign world, which was published in several editions over twenty years, Greyhawk was also used as the setting for many adventures published in support of the game, as well as for RPGA's massively shared Living Greyhawk campaign from 2000–2008.
Expedition to the Barrier Peaks is a 1980 adventure module for the Dungeons & Dragons role-playing game written by Gary Gygax. While Dungeons & Dragons (D&D) is typically a fantasy game, the adventure includes elements of science fiction, and thus belongs to the science fantasy genre. It takes place on a downed spaceship; the ship's crew has died of an unspecified disease, but functioning robots and strange creatures still inhabit the ship. The player characters fight monsters and robots, and gather the futuristic weapons and colored access cards that are necessary for advancing the story.
The Keep on the Borderlands is a Dungeons & Dragons adventure module by Gary Gygax, first printed in December 1979. In it, player characters are based at a keep and investigate a nearby series of caves that are filled with a variety of monsters. It was designed to be used with the Dungeons & Dragons Basic Set, and was included in the 1979–1982 editions of the Basic Set. It was designed for people new to Dungeons & Dragons.
Greyhawk Ruins is an adventure module for the Dungeons & Dragons (D&D) fantasy role-playing game. It was published in 1990 by TSR, Inc. for the second edition Advanced Dungeons & Dragons rules.
In the Dungeons & Dragons fantasy roleplaying game, Tharizdun is the god of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold. He originated in the World of Greyhawk campaign setting but has since also appeared in other settings.
Die Vecna Die! is an Advanced Dungeons & Dragons (AD&D 2nd edition) module released in 2000 by Wizards of the Coast. The module is divided into three sections, each taking part in a different campaign setting: Greyhawk, Ravenloft, and Planescape. It was one of the last official adventures released for the 2nd edition of Dungeons & Dragons.
The Isle of Dread is an adventure for the Dungeons & Dragons role-playing game. The adventure, module code X1, was originally published in 1981. Written by David "Zeb" Cook and Tom Moldvay, it is among the most widely circulated of all Dungeons & Dragons adventures due to its inclusion as part of the D&D Expert Set. In the adventure, the player characters search for a lost treasure, journey to the prehistoric Isle of Dread, and there meet new nonhuman races.
The Sinister Secret of Saltmarsh is a module for the Advanced Dungeons & Dragons (AD&D) roleplaying game, written by Dave J. Browne with Don Turnbull. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. The adventure is set in the World of Greyhawk campaign setting. The Sinister Secret of Saltmarsh received positive reviews from critics.
Danger at Dunwater is an adventure module for the Advanced Dungeons & Dragons (AD&D) fantasy roleplaying game, written by Dave J. Browne with Don Turnbull The module was first published by TSR, Inc. in 1982 and contains a 32-page adventure set in the World of Greyhawk campaign setting. It was designed for 6-10 characters of level 1-4.
The Final Enemy is an adventure module for the Advanced Dungeons & Dragons (AD&D) fantasy roleplaying game written by Dave Browne with Don Turnbull set in the World of Greyhawk campaign setting.
Expedition to the Ruins of Greyhawk is an adventure book for the 3.5 edition of the Dungeons & Dragons fantasy role-playing game. The adventure is set in the game's World of Greyhawk campaign setting, specifically in and around Castle Greyhawk and its dungeons. As such, it is an update to the 1990 adventure module WGR1 - Greyhawk Ruins. The adventure also provides updates on a number of important Greyhawk personages as well as encounters in the Free City of Greyhawk itself.
Dwellers of the Forbidden City is an adventure module, or pre-packaged adventure booklet, ready for use by Dungeon Masters in the Dungeons & Dragons (D&D) fantasy role-playing game. The adventure was first used as a module for tournament play at the 1980 Origins Game Fair, and was later published by TSR in 1981 for use with the first edition Advanced Dungeons & Dragons rules. The module was written by game designer David "Zeb" Cook, who partly ascribes his hiring by TSR to his work on this module. In the adventure, the characters are hired to find an object taken to a lost oriental-style city, which has been taken over by a cult of snake-worshipers, the yuan-ti, and their servants, the mongrelmen and tasloi.
Don Turnbull was a journalist, editor, games designer, and an accomplished piano and pinball player. He was particularly instrumental in introducing Dungeons & Dragons into the UK, both as the managing director of TSR UK Ltd and as the editor of the Fiend Folio.
Tales from the Yawning Portal is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game.
Waterdeep: Dragon Heist is an adventure module for the 5th edition of the Dungeons & Dragons fantasy role-playing game. It is the first part of the Waterdeep storyline and followed by a second adventure, Waterdeep: Dungeon of the Mad Mage.
Baldur's Gate: Descent into Avernus is an adventure module for the 5th edition of the Dungeons & Dragons fantasy role-playing game. It serves as a prologue to the video game Baldur's Gate III. Christopher Perkins, Dungeons & Dragons Principal Narrative Designer, described the module as "Dungeons & Dragons meets Mad Max: Fury Road".
Eberron: Rising from the Last War is a sourcebook that details the Eberron campaign setting for the 5th edition of the Dungeons & Dragons fantasy role-playing game. Jeremy Crawford, co-lead designer of the book, said the book "is the size of one of the core rule books of the game, it is jam packed".
Icewind Dale: Rime of the Frostmaiden is an adventure module with themes of survival, horror and fantasy for the 5th edition of the Dungeons & Dragons fantasy role-playing game.
Spelljammer: Adventures in Space is a boxed set for the 5th edition of the Dungeons & Dragons fantasy role-playing game. The boxed set includes three sourcebooks: the Astral Adventurer's Guide, the Light of Xaryxis, and Boo's Astral Menagerie. It was published by Wizards of the Coast and released on August 16, 2022.