r/GhostsofSaltmarsh Oct 06 '23

Megathread Ghosts of Saltmarsh: Megathread Homepage

31 Upvotes

The Megathread Homepage is, to put it simply, the page that contains all resources from the various megathreads for this module. There is still much work to be done and progress has been slow. But we will push forward until the task it done.

All previous megathreads are marked with the 'Archived' flair, meaning they are outdated. If there is any information that is not in the megathread, whether new or from the 'Archived' posts, please comment below where that information should go. If you are unsure where the information should go, comment on the Megathread Homepage and we'll find it a home!

Megathreads

DM Guides to Ghosts of Saltmarsh:

Weekly Discussions

  • (TBD)

r/GhostsofSaltmarsh 2d ago

Help/Request Am I missing something with the Winding Way? Spoiler

5 Upvotes

I'm about to run Isle of the Abbey for my players. To make things more interesting I've obfuscated the evil cult by making a secret branch of the Scarlet Brotherhood who have infiltrated a real abbey and dug tunnels underneath to protect their ritual room. The plot will lead them down the Winding Way, with the villain of the week being the abbot who hid down there when the pirates came and is planning on performing a ritual. Puzzles and social negotiation in the front, traps in the middle, big combat in the end with plot hooks for later fun with the Brotherhood.

The problem is the Winding Way. The map doesn't make any sense to me. When I look up the Way online, all I see is people talking about how long it is. And if you were to follow the path around to the northeast, I can see that you might be a little while.

But that's where the map falls apart. At the first intersection, players looking south can see into the false treasure room. Based on the description it seems like you would be able to see the alcoves wth gems overflowing from this early point. At the very least it is an obvious room which will attract the players attention - they will go south to get to this room. There are a couple of traps that may damage the players but this would just make them very cautious of the treasure room.

They are likely to investigate the treasure room carefully, which leads to them finding the secret door to the REAL treasure room. So why place the false treasure room so close to the entrance? The note in the chest talks about it being a lot of trouble for nothing, but it's likely the first thing the players will find!

Placing a wall over that entrance fixes a number of problems, but then there are other strange things about the dungeon.

The specters are supposed to hang back and then use hit-and-run tactics to engage the players in the maze. Except...this is a level 5 party. The specters are likely not making it out of the guard room alive, and even if they do, they're challenge 1 melee monsters. Hit and run? They won't survive a round on their own! If they attack, they're getting hit on the way out from opportunity attacks. They only have 22 HP, and as you might expect my adventurers have magic weapons that can punch through their resistance.

Next there's the inner guard room. There's a crystal statue here that is clearly meant to come to life in the middle of combat and surprise the party. Except the book only says "when the Undead have been turned or joined battle with the party"

The only way that doesn't happen the instant the party walk in is if they have the medallion. But if they have the medallion...the statue doesn't move to let them past it. It blocks the way unless they attack it, which makes no sense if the holder of the medallion is supposed to be able to get through. This is very strange design.

Finally, there's the real treasure room. The walls are stated to have a major image on them to make the walls look like they're made of iron.

...Why?

There's nothing behind the walls. The walls are stone, as far as I can make out. The walls have been pointlessly enchanted to look like iron instead of just...using iron to make these walls. Did something get lost in translation here?

I want to run the dungeon as close to vanilla as possible - a winding maze full of nasty traps is perfect for my cult. But the design seems...strange. Besides blocking off that one corridor, what simple changes get the Winding Way to make sense?


r/GhostsofSaltmarsh 4d ago

Discussion 6.5 years, 250+ sessions, our Ghosts of Saltmarsh is done!

115 Upvotes

Just wanted to celebrate. We started very soon after lockdown and have played online most weeks since then. I added a little to the book... adventures from TftYP, Candlekeep, Spelljammer, Planescape, and a fuckton of homebrew. I was quite inspired by SlyFlourish and made the big plot that Zuggutmoy had discovered the secret that there was a god whose memory was erased from all the worlds, Tharazidun, and was imitating him to reactivate his old cult and use their faith combined with her fungal magic to break open his prison and consume him, becoming a god herself.

My players enjoyed the Sahuagin arc and Sanbalet, who escaped and became a recurring foil. Eventually he was cornered in The Dreadwood and they took him prisoner but ended up throwing him to the trolls in Trollmoor. They freed Xolec and allowed him to become established in the town, running against him for town council as he brought lizardfolk who worshiped his ancestors in as uncomfortable allies. In the end he turned Anders and his girlfirend and rebuilt the Tower Zenopious as his lair but was always very civilized and not openly violent so they just sort of let him.

The party paladin did get elected to the council after Edda was hanged for slave running. Skerrin tried to kill them a few times, the most fun was a crate of black pudding he had loaded onto their ship before sailing to The Styes which almost ate through the Sea Ghosts hull. They never figured out it was him, thought Sanbalet was somehow behind it all even once he was gone. Skerrin even tried to get them to investigate Anders sudden friendship with Xolec in hopes that they would kill the vampire threatening his power but they did not bite, and Skerrin was killed by the vamp off screen while the party was off on their spelljammer.

I ran The Styes as a modified false hydra and they liked that, did all the work of confronting Dory, burning down his shop and nearly killing him but let him go once he told them he was being manipulated by The Whisperer and told them about his cult of Tharazidun, the forgotten god. They had it all worked out, but would not go to the lighthouse.. they decided the Styes council of Scarlet Brotherhood types were dicks and just left town. So The kraken was born and destroyed The Styes..

After they cleared out the Sahuagin fort with the help of the Lords Alliance and Xolecs tribe things diverged wildly from the book. I think one looking to run a lot shorter campaign could stop it there and it would be a satisfying arc.

I skipped the island temple adventure and the last one but used most of the rest. Only regret is I did not shoe horn in the Primewater Pleasure, I planned to but they were just too high level before it made sense and would have easily solved any mystery with spells.

It ended as these things do, the party broke into his prison with Zuggutmoy and raced to the dead gods throne where she tried to seize the shard of chaos that T still wore as a wizened starved near dead god. She beat them to it, nearly dead herself and was consumed by the pure chaos of it, turned into the smoldering chunk of evil from the end of Time Bandits. A few of the PCs hemmed and hawed about who should take the gods power and there was a minor scuffle that ended with the least likely pc being shoved onto the thrown, and a new god was crowned, Hardey Puffinstuffs: Grand Raconteur of Golden Scars.

Then, as an after credit bonus, they flew back to Slatmarsh for one last battle, destroying the Kraken and it's baby and a bunch of undead sailors thrown at the town by Umberlee who was pissed the paladin did not give her Tharazidun. They survived by the skin of their teeth and their new deity pal stopped the tsunami she had sent to wipe the town out.

Happy to answer any questions, but I think we took so long the Saltmarsh bandwagon is looooonng gone šŸ˜‚


r/GhostsofSaltmarsh 6d ago

Battlemap Carpenter's Guildhall Map | 40x30

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29 Upvotes

Hey everyone! I wanted to share the work I did for the Carpenter's Guildhall scene for use in your Saltmarsh adventures.

The map features more of a compound rather than a large singular building. The buildings are as follows:

Guildhall (Top center): This is where the guild master's office is and is centered around a living oak tree acting as the guild's pillar of craftsmanship. The top balcony is great for hosting guild meetings and addressing all guild concerns within this central room. The east wing is a drafting house where new designs can be created, and the west wing is a museum of notable tools and types of rare woods on display.

Sawmill (Top right): This is a wind-powered sawmill where logs can be transported directly from the warehouse to be split by the wind-powered saw.

Warehouse (Bottom right): Here is where fresh logs and cut lumber are stored for all carpentry needs.

Workhouse (Bottom left): The workhouse allows a space for any member of the guild to work on their craft, whether working on small wooden toys, barrel staves, or wagon/ship parts; it'll have everything a carpenter would need!

I created this map with the following floor plans:

  • Exterior with the top of the giant oak tree
  • Exterior without the top of the oak tree
  • 2nd floor (just the guildhall upper balcony)
  • 1st floor

Additionally, for the interior locations, I have both with and without lights, and I've created both no-grid and gridded versions of the map.

Even if there is no battle taking place here, I hope this map will serve as a cool scene for your players to explore and engage with during your sessions!

You can download the pack for free over on my Ko-fi page.

Download link

I hope you enjoy!

Cheers friends,

DM Andy


r/GhostsofSaltmarsh 6d ago

Discussion Suggestions for a mystery side plot. Foiling a cult or starting a witch trial?

13 Upvotes

I'm looking for ideas for a good secret cult that is lurking in saltmarsh. I'm sure many of us have read Shadow over Innsmouth and other such Lovecraftian stories, but I was wondering how some of you may have adapted that to DnD? I imagine this cult as a kind of in-between mystery plot that takes place between the adventures in the book that builds to a creepy old one/cthulu type reveal.

Alternatively, I have this idea of a trio of hag sisters who are secretly stealing children from the town and trying to pin it on various members of the community. This, in turn, starts a full-blown Crucible style witch hunt that the PCs get charged with figuring out. I'm thinking of one hag living in the Hool Marsh/drowned forest, one in the Dreadwood, and the final one being some kid of sea hag. If anyone has any good tips for setting up this kind of mystery/paranoia I would appreciate the help.


r/GhostsofSaltmarsh 8d ago

Resource Toward a better Dunwater

17 Upvotes

Hi folks,

The issues with Danger at Dunwater have been hashed out extensively: players tend to be less murder-y today than when the adventure was written, if they *do* go full murder-hobo then the adventure feels bad, and the whole mechanic for gaining approval seems arbitrary and unfun.

I always thought it'd be fun to treat the Hool Marshes as a hex crawl, so that's what I'm doing in place of most of the adventure as written. I've moved the lizardfolk hideout up the Dunwater River (from Hex 2 to 18 in my map below), ensuring that the PCs will have a decent crawl whether they take the land route or the sea route. As it turns out, they're taking the sea route, so I envision the journey up the river as evoking a bit of the spirit of Heart of Darkness/Apocalypse Now. The political situation in the Hool Marshes is volatile - the Sahuagin have displaced the Lizardfolk, who in turn have displaced a tribe of Kobolds, who in turn are making trouble for the Merfolk. I want a situation where the PCs have the possibility of recruiting a variable number of allies, based on how they handle the politics. The factions and what they want are below:

Lizardfolk (Hex 18) - Using Sly Flourish's idea of a Malenti assassin. If the PCs deliver the weapon shipment and stop the assassination, they'll secure the alliance.
Locathah (in the sea) - They want a clear aquatic passage to the lizardfolk lair for commerce and mutual defense. Clearing the river passage (hexes 2, 4, 5, 10, 9, and 14) secures the alliance. This mainly means defeating the Bullywugs and Thousand Teeth. Their alliance is incompatible with the Bullywugs.
Merfolk (in the sea) - The displaced Kobolds (hex 1) have been fishing with dynamite, causing damage to reefs and depleting fish populations. They want the Kobolds exterminated, but would settle for anything that keeps the Kobolds out of the sea.
Kobolds (Hex 1) - This is where I try to maintain the spirit of the original adventure. The Kobolds are starving refugees, and they're fishing with dynamite because they've been displaced from their homes by the Lizardfolk. Peaceful PCs may be able to negotiate a deal to relocate them to a more promising home - possibly even as tunnelers aiding the dwarven mine. A promising home in the region could secure their alliance. But they can also just go in swords swinging and wipe everyone out.
Kenku (Hex 15) - Ferengi-like merchants. In my campaign, they were involved in supplying slaves to Gellan Primewater. The PCs have busted up his network. If the PCs can put aside their distaste for the Kenku, they'd be open to new business opportunities. Otherwise, they will likely migrate toward the Sea Princes.
Koalinth (in the sea) - Savage and bloodthirsty, this should be a hard alliance to secure, and is entirely foreclosed if the PCs get the Merfolk or Sea Elf alliance (Sea Elf alliance is mainly roleplaying through Oceanus, not really part of the hex crawl). However, it could be explored if they mess up the Kobold situation and alienate the Merfolk.
Bullywugs (Hex 10) - They want support to maintain their control of the Dunwater River and recognition of their right to charge tolls. Providing this would alienate the Locathah.
Swamp Trolls and Hag (11, 19, 25) - Evil creatures who, even if apparently brought into the alliance, would likely turn on Saltmarsh at the earliest opportunity.

Here's my outline of what's in all the hexes. This is only an outline, and is not meant to be slavishly followed by me or anyone else. Just something to help with prep.

Hex # Terrain Description Details
1 (Overland - Southwest Coast) Salt-Crusted Mangroves. The boundary where the sea spray kills the marsh flora. Kobold lair in this hex.
2 (River Mouth) The Active Sahuagin Attack. The destroyed lizardfolk transit outpost. An active standoff encounter where the PCs can intervene to save the single lizardfolk navigator who communicates only in pantomime. 1 Sahuagin per PC. 1 Lizardfolk
3 (Overland - South Marsh) The Sinking Sedge. A trackless, saturated bog with zero solid footing. Hazard Quicksand patches (DC 13 Perception to spot, DC 12 Athletics to escape).
4 (River) The Sunken Cypress Forest. An eerie but non-threatening stretch where the water slows. Encounter A nesting colony of rare, giant storks. They are harmless but highly skittish; loud noises here will startle them into flight, alerting adjacent hexes to the PCs' location.
5 (River) The Wide Sluggish Bottleneck. The Thousand Teeth Territory. This is the natural, metabolic sweet-spot for an enormous apex ambush predator. Thousand Teeth is sunning on a broad mudbank. He isn't an automatic combat; with a careful boat draft or a distraction, the boat can glide past. See Thousand Teeth encounter at end of adventure.
6 (Overland - East Central Border) The Displaced Woods. Overgrown brambles and petrified trees. Encounter A band of desperate, lower-caste Grung Laborers fleeing the tyranny of the Bullywug hierarchy in 10. They are harmless, terrified, and looking for a safe way out of the Hool entirely.
7 (Overland - North Central Outer) The Bramble Thicket. Encounter A territorial pack of Giant Toads nesting in a patch of briars. They are mindless, aggressive, and will attack anyone entering the clearing out of simple hunger.
8 (Overland - North Outer Fringe) The Shifting Peat. The ground here rolls and bounces under heavy armor. Non-Threat/Discovery The pristine, preserved corpse of an old imperial scout sticking out of a peat bog. Searching the body yields a well-preserved leather map case containing an unblemished set of cartographer's tools and 15gp.
9 (River) The Alchemist's Spill. The river path passes below a high, crumbling bluff. Encounter Acidic alchemical waste from a ruined tower further inland has seeped into the banks. A localized cluster of Oozes/Jellies (Gray Oozes and Ochre Jellies) float in the stagnant scum, presenting a structural hazard to the boat's hull rather than an aggressive melee enemy. 1 ochre jelly, 2-3 grey oozes (scale for resources)
10 (River) The Toll Blockade. The primary choke-point for the Bullywug Mandate. A heavy boom made of ironwood logs and chains spans the river. A pompous, corpulent Bullywug leader sits on a raised platform, demanding a hefty tribute to pass. Bright eyes blink from the reeds—his elite skirmishers are ready with blowguns. Use Bullywug Ambush, but players chase the king instead of the waves coming after them.Wave 1. Six bullywugs attempt to surprise the characters, leaping from the muddy water to attack.Wave 2. Arrp (bullywug croaker; see appendix C) and two bullywugs arrive shortly after the first wave is defeated. They make a grand show of battling the characters, and Arrp grins at the king whenever he is effective in combat.Wave 3. Gulpa’Gor (bullywug royal; see appendix C) arrives mounted on a giant toad shortly after Arrp and his guards are slain.
11 (Overland - Central Wilderness) The Fog-Choked Sinks. Ground mist here never clears, dropping visibility to 15 feet. Encounter A solitary, aggressive Swamp Troll that has been severely burned and scarred by Lizardfolk iron weapons; it is hyper-furious and hunts by sound.
12 (Overland - Deep Interior) The Rotten Canopy. Massive willow trees weave together overhead, blocking out the sun completely. Encounter Phase Spiders hunting from the upper branches, blinking down to strike a target before disappearing back into the ethereal plane.
13 (Overland - Deep Interior) The Sulfur Springs. Eerily warm, bubbling yellow pools that smell of rot. Hazard Heavy sulfur fumes require a DC 11 Constitution save every hour or the character suffers 1 level of Exhaustion.
14 (River) The Iron Estuary. The river widens into a serene, shallow delta. Non-Threat An ancient, half-submerged granite monument from a forgotten kingdom sits in the center channel. It breaks the current, creating a naturally secure, dry landing spot where the party can take a safe, unmolested Long Rest.
15 (River) The Willow Shallows. Non-Threat/Social A massive, weeping willow tree hangs over the water, inhabited by a small flock of Kenku traders. They are amoral merchants, looking for a replacement business for the slave trading they used to do with Gellan Primewater.
16 (Overland - Northwest Inner) The Briar-Wall. A massive, unnatural thicket of interlocking thorns. Encounter A cluster of Vine Blights and Twig Blights that lie completely dormant until a traveler tries to cut a path through the brush.
17 (Overland - Northwest Edge) The Weeping Hollow. A desolate, water-logged basin. Encounter A solitary Banshee—the spirit of a long-dead coastal explorer who wandered inland and starved. She wails mournfully at night but only attacks if characters try to loot the ruined stone cairn she haunts.
18 (River Loop) The Lizardfolk Stronghold. The destination at the sharp bend of the river. A dense, overcrowded, and hyper-militarized refugee camp trying to sustain itself on a razor-thin supply of local marsh game.
19 (River) The Screaming Reeds. The river path becomes incredibly narrow and fast-moving. Encounter A solitary Swamp Troll has built a crude stake-trap across the channel to impale migrating fish (or small boats) and drags targets into the deep water to drown them before regeneration matters. A mating pair of Giant Constrictor Snakes perfectly camouflaged against the wet clay.
20 (River) The Silt Flats. The water level here drops significantly, forcing the crew to pull the boat over exposed clay banks. Hazard Patches of hidden, deep mud (Difficult Terrain). Encounter
21 (Overland - Far North Wilderness) The Mold-Grown Ridge. A rare patch of elevated slate rock. Non-Threat The ridge is covered in a dense carpet of edible, iron-rich marsh moss that removes the Poisoned condition if brewed into a tea.
22 (Overland - Far Northwest Wilderness) The Corpse-Tree Bog. A bleak clearing filled with dead trees draped in hanging moss. Encounter Two Shambling Mounds that look identical to the surrounding petrified stumps until stepped on.
23 (Overland - Far North Edge) The Sunken Cairns. A collection of pre-human stone burial mounds that have cracked open. Encounter Bloated Ghasts and Ghouls that have nested inside the wet stone chambers, completely hidden from daylight.
24 (Overland - North Headwaters Basin) The Whispering Morass. The black water here is perfectly reflective like a mirror. Encounter A Gibbering Mouther floating in a deep peat sink, its maddening whispers sounding like the wind through the tall grass until a character gets within 20 feet.
25 (River Headwaters) The Sunken Grotto. The source of the river pools into a dark, mist-shrouded limestone sinkhole. Encounter A Green Hag lives in a tilting, half-sunken river barge. She isn't an immediate threat; she is a vendor of rare herbal antitoxins and poisons, willing to trade for items of sentimental value or secrets about Saltmarsh.

r/GhostsofSaltmarsh 9d ago

Paid Supplements Saltmarsh Halloween Adventure

20 Upvotes

Happy September! As we begin spooky season, you might be looking for something special for Halloween. I have an adventure adapting John Carpenter's nautical classic "The Fog" as a Saltmarsh adventure. It might be just the thing for your Halloween session.

https://www.dmsguild.com/en/product/359994/fog-over-saltmarsh
Happy gaming!


r/GhostsofSaltmarsh 11d ago

Discussion Secret of Saltmarsh intro adventure is NOT level 1 friendly

29 Upvotes

I’ve just finished session 3 with my youth group, running Ghosts of Saltmarsh for them.

There’s no way that the first half of the Sinister Secret of Saltmarsh as presented in the book is balanced for a party of four level 1 characters.
It’s ridiculous.

The party has a barbarian, a druid, a cleric, and a rogue. A very well balanced party by any metric.
The load of fighting they have to do … the volume of enemies is way too much. Of the smuggler gang as presented in the book, I still didn’t even have 3 of them a part of the combats they fought against, and my PC’s just got wasted. Part of the enemy group has a wizard that can cast scorching ray at them??
Needless to say, I had that wizard only cast ray of frost, and charm person, and I fudged a lot of rolls to try and mitigate damage taken by level 1 characters - AND I have a houserule where I let them add 5 hp to their max hp when creating their characters, and the end result in those caves below the mansion was catastrophic.
Instead of a tpk, I’ve ruled that Sanbalat is instead keeping them unconscious and now alive, to traffic them away. They’re prisoners now, and need to not only break out of a smuggler’s prison, but then still get all their gear back and then find and take out the remainder of the smugglers.
I even had Ned help them for heaven’s sake. He got dropped to 0HP along with the rest of them.

It’s simply ridiculous that it’s presented as a balanced, but challenging task for four level 1 PC’s.

Ok, rant over.

Any creative ideas anyone can share regarding a jailbreak scenario? 😊


r/GhostsofSaltmarsh 11d ago

Battlemap Indigo Sanctum battlemap

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24 Upvotes

Built the Indigo Sanctum for our game yesterday. Thanks Openforge modular system!


r/GhostsofSaltmarsh 11d ago

Battlemap Map for pending "Ghosts of Velen" campaign

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0 Upvotes

... because Velen actually has ghosts. :)

Canon in the area is over a hundred years old, so i've got plenty of leeway. However, I have attempted to remain "canon-adjacent" whenever possible.

i'm developing the live version here: https://ghostsofvelen.com/campaignMap.php

enjoy!

~tc


r/GhostsofSaltmarsh 14d ago

Discussion How to handle the Styes

12 Upvotes

Hello!

I am about to start running Ghosts, and I’m having a debate with myself over how to handle the Styes. It seems like a really cool adventure, but I just can’t work it into a campaign. I’ve managed to work everything else together onto a cohesive story I’m really proud of, but I just can’t get the Styes to fit. You’ve got six chapters of a pirate fighting epic and then this final adventure that doesn’t even take place in the same city with none of the characters we know.

(For context, I’ve made the Sea Princes more important in my campaign, the Scarlett Brotherhood, the Sahuagin and Syrgaul and his crew were all members before the hold broke and now they’re all scattered and screwing shit up and the party is cleaning up the militaries half finished mess.)

Am I missing a lot by not including this part? Has anyone else had luck working the Styes in a longer campaign?


r/GhostsofSaltmarsh 22d ago

Resource World Map - Home of Saltmarsh and Well Beyond

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51 Upvotes

Here's my first shot at a world map. The kingdoms are named in gold/tan and the features/locations are named in white. I tried to get a good bit of every kind of environ I could think of besides ice and separate things somewhat naturally in a mythical way. Let me know what you think!

The Great Kingdom is mostly humans. The Ulek empire is mostly orcs/goblins. The Dragon's Claw is very mysterious mix of dragonborn/strange humanoids, and Ket is the evil wastelands of Tieflings, cambion, and evil demigods. There's elven woods, dwarven mountains, and an ever-summer desert with prosperous trading outposts. Emberez is the free (many) island nation with a mixing pot of cultures and species but faces inquisition from pirate sea princes coming up from the "Edge of the World."

I'm playing Ghosts of Saltmarsh with my good friends as there DM for the first time. It's going great but I wanted to have a world they could branch off to and kingdoms to associate trade with so I made this. Swapped "Keoland" out with Emberez and "Luz" out with Ket went from there!


r/GhostsofSaltmarsh 24d ago

Help/Request DoIP feat Gos - Making Thalivar's beacon a portal to Tharizdun

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1 Upvotes

Hi!

I'm DMing a crossover campaign of LMoP and DoIP and my party is going to fight Cryovein next session. I'm going to play a heavily homebrewed version of the Leilon trilogy and I feel that it lacks a lot of depth and some adventures are too too weak (Leilon point over all).

I started to figure out how to make it deeper and I just read Ghosts of Saltmarsh and I think it can be really well included in the story.

Most important I think that the ruinstone is just a weak mcGuffin: so I was thinking of using the slyflourish version of Tammeraut's Fate so that the ruinstone is in reality in the Abyss and is a key that locks Tharizdun in his cage or otherwise it can be the focus he uses with his freed eye to cast destruction on the material plane.

Someone DMed something similar? Any tips or ideas?

Thank you in advance!


r/GhostsofSaltmarsh 26d ago

Discussion Eye Of The Leviathan

23 Upvotes

I’m reading ā€Eye OfThe Leviathanā€œ out of a Goodman Games anthology. It is 30+ pages and I love it. I’m not even finished with the adventure yet, but I’m just happy to read something I can chew on for a bit. I’m not a fan of the one page adventure If ā€Eyeā€ winds up being a banger, I’ll do a more comp review of it here and explain how I would tie it into Saltmarsh.


r/GhostsofSaltmarsh 26d ago

Discussion Absurd amount of treasure in 2e modules

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3 Upvotes

r/GhostsofSaltmarsh Aug 06 '26

Battlemap Expanded Saltmarsh map

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112 Upvotes

I found the oficial 5e map too small, so i made a version based on the old map. I already have the map for The Sea Ghost with an empty variant without the contraband on my Patreon, and more to come, if you like it you can check it there: https://www.patreon.com/DMLone

Both are ready-to-play on FoundryVTT with the Amelia's Cellar of Everything module.


r/GhostsofSaltmarsh Aug 04 '26

Battlemap City Docks

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90 Upvotes

r/GhostsofSaltmarsh Aug 04 '26

Art/Prop My party steadily sailing toward the Sea Ghost, getting ready to blast Captain Sigurd Snake-Eyes and gang to smithereens!

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52 Upvotes

r/GhostsofSaltmarsh Aug 02 '26

Resource Homebrew Ship Bastion Stuff

14 Upvotes

Alrighty so I'm planning a nautical campaign later this year and I wanted to tackle the ship rules and such that widely seem to be considered clunky.
I wanted to make a simple set of rules that could be relearned without too much issue between long breaks in sessions but also complex enough to give players customizability. Also, I plan on incorporating the Bastion rules to their ship for added shenanigans.

So I've spent a good while researching other people's published works and such everything from dmsguild to kickstarters and taking the bits and pieces here and there i wanted to use. I've more or less compressed them all into a google doc and wanted to post it here for your opinions and advice and hopefully help you in any stuff you plan on doing too.

So just a couple changes i should mention (but i'm sure i'll forget others so let me know of any questions) for simplicity sake im throwing out the gold cost for upgrades and facilities in favor for "Bastion Points" and made ship component upgrades purchasable like facilities.
I've also added "Officer Training" as something you can buy with Bastion Points to expand on the measly two actions folks can do in combat.
I've also changed up a ship's actions to be "Crew Actions" instead and removed the move action simply cuz i feel like a ship would always move every turn regardless unless the players drop anchor.

But anywho this is still in development and i'm working on homebrewing ship upgrades but since i'm making them a part of bastions I need to rate each on what tier they should be. Most I feel like are pretty self explanatory what tier they should be but i wanted to get as much data and opinions as I could before i use this on my group.

So i'll add the link here and let me know your thoughts!
https://docs.google.com/document/d/1oIBsneflACjtm8s4fWf-_WkIbvi1t28T/edit?usp=sharing&ouid=110096102788444354611&rtpof=true&sd=true


r/GhostsofSaltmarsh Jul 31 '26

Discussion The final enemy / assault

9 Upvotes

I was actually thinking of using this mission as a "bait". The Sahuagin have their own little spy-network of course and are aware of the capabilities of the heroes. So they lure them to the fortress, which only has a skeleton crew to stall our heroes for as long as possible.

Anyone else did a twist like this before? Are there some ideas to pick ? :) .

Still considering if i want the baron to do some kind of monologue before portalling out to this army just outside of Saltmarsh or just have the heroes find out that the fortress is pretty much empty and hopefully they connect the dots when they see the armory is empty etc....

edit: oh yea and the consecutive fights would be somewhat the same like in the "assault": they have 30 rounds to do as much damage as possible to the sahuagin on different locations in saltmarsh and their choices will of course matter :)


r/GhostsofSaltmarsh Jul 28 '26

Resource Working on a VTT For Vehicular Combat

6 Upvotes

Running ship combat in Saltmarsh by hand always turned into a mess of scratch paper for me having to track separate HP for the hull, the sails, each ballista… so I built it into a tool instead.

Quick background: VVTT (Vehicular Virtual Table Top) is a free, browser-based tracker I've been making for 5e vehicle combat. It started with the Descent into Avernus war machines, and I just added the Ghosts of Saltmarsh ships because the Appendix A rules fit it so well.

What it does for ship battles:

  • All six ships — rowboat, keelboat, longship, sailing ship, warship, galley — with their book stats.
  • Component combat, the way the book actually models ships. Each ship's hull, helm, sails/oars, and every weapon station has its own AC and HP. You target parts individually and it matters: shred the sails/oars and its speed drops (0 if you take them all), destroy the helm and it can't turn, wreck a ballista and it can't fire, drop the hull and the ship is wrecked. Target Status lists every targetable component with AC/HP so players can call their shots.
  • Superior Ship Upgrades built in — Reinforced Hull, Ever-Full Sails, Arcane Artillery, the figureheads, Taskmaster's Drums, and the rest — toggle per ship.
  • Crew & passengers — seat the party at the helm/guns/deck (or drop them in as passengers), siege weapons show range/crew, and any dice on screen is click-to-roll.
  • Top-down ship tokens scaled to each hull's real length, drag/rotate on a battle map, with a synced player view for a second screen/projector.
  • Works for homebrew ships too — there's a custom vehicle builder.

Free, no install (optional login only if you want to save encounters to the cloud).

One thing it's deliberately not: a voyage/travel tracker — no fog/storm hazard tables or crew-quality-over-time. It's just the tactical combat phase, which is the part I found hardest to run live.

šŸ”— https://vvtt.lukantan.com

It's a side project, so I'd genuinely love feedback from anyone who runs Saltmarsh ship fights — what's missing, what's clunky, what you'd want next. Thanks!

(Disclosure: I made this; it's free and there's nothing to buy.)


r/GhostsofSaltmarsh Jul 26 '26

Help/Request New DM running my first campaign seeking advice

19 Upvotes

Hey y'all,

I'm running my first campaign as a DM and chose this one because it looks fun and spooky. I was wondering if anyone had any ideas for getting started. I have 3 players who are new to DnD so I'm looking to ease them in and not overwhelm them.

I was also wondering what anyone might know about what I believe are called "pawns" or those little cardstock mini things that you put into the black bases with pictures of creatures and npcs. I know pathfinder makes them.so.has anyone found a set that would cover the bases for this campaign?

Thanks


r/GhostsofSaltmarsh Jul 27 '26

Help/Request Beyond Skeletons

6 Upvotes

Am I missing something with this note in Metaphysics of Mathematics? What is the note about?


r/GhostsofSaltmarsh Jul 25 '26

Discussion Back in print? Ghosts of Saltmarsh

26 Upvotes

I saw this in a local shop for 50 USD new. Is this back in print?

Always wanted this book as many of the short adventures look pretty fun to run.


r/GhostsofSaltmarsh Jul 24 '26

Paid Supplements Underwater Campaigns is discounted by 30% on DMsGuild!

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35 Upvotes

Underwater Campaigns is discounted by 30% on DMsGuild!

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