I've been DMing, playing, and reading fifth edition adventures since the launch of the edition. I decided to write some guides that DMs can use to can use to choose their next adventure. I'll post one at a time, then tackle them as a whole at the end.
Ghosts of Saltmarsh
Summary
Ghosts of Saltmarsh is a Dungeons & Dragons 5th Edition adventure compilation published by Wizards of the Coast in May 2019. Designed for characters of levels 1-12, the adventure takes players on a thrilling journey through a series of nautical and coastal adventures. Ghosts of Saltmarsh is an anthology that brings together seven classic adventures from previous editions of Dungeons & Dragons, updated for the 5th Edition ruleset.
The story begins in the quaint coastal town of Saltmarsh, where players are drawn into a web of intrigue, piracy, and danger. As they embark on various quests, they'll explore haunted houses, treacherous shores, and mysterious islands while navigating the challenges of seafaring life. Along the way, they'll face formidable foes such as sahuagin, sea hags, and krakens. The overarching narrative weaves the individual adventures together, allowing players to uncover a sinister plot that threatens not only Saltmarsh but the entire world. Players must work together to unravel this mystery and protect the realm from a rising tide of darkness.
My Experience
I've read Ghosts of Saltmarsh a number of times, and am working to adapt parts of it to a campaign set on the Sea of Fallen Stars. I am using some parts, and discarding others.
Why You Should Run It
- Saltmarsh is a great home base for a campaign. Big enough to be interesting, but small enough to be able to keep all of it in your head. There's also a lot of pre-existing content a DM can reuse like the original U1 Sinister Secrets of Saltmarsh and the 3rd edition Dungeon Master's Guide II.
- A number of the sub-adventurers are quite good, and can fit in many campaigns. Salvage Operation, Tammeraut's Fate, and The Styes are particular stand outs.
- Its the only fifth edition adventure natively set in Greyhawk, so if you want something to run in that world, this is the best option.
Why You Should Skip It
- There is very little connective tissue between the adventures - as DM, you will need to add all that yourself or purchase something from the DM's Guild.
- The Final Enemy is an assault on a sahuagin stronghold that could be a challenge to run. Its a dynamic environment with lots of moving pieces, and partially underwater. An experienced DM would need to prepare a lot to be able to effectively run this adventure - I think an inexperienced DM would struggle.
- The party can easily end up with their own ship at the end of the first adventure. That could be a good or bad thing depending on the campaign you want to run. That said, its pretty easy to leave that part out if you want.
What You Should Repurpose From It
You can steal any adventure from this book and it will be "good enough". I noted some of my favorites in "Why You Should Run It". The Styes would be at the top of my list, and would work well in any campaign featuring aberrations, the Far Realm, or gothic horror.
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