Take On Seabound Adventures In D&D Ghosts Of Saltmarsh
February 25, 2019 by brennon
Wizards Of The Coast have added a new Dungeons & Dragons adventure into the mix which will take your heroes onto the high seas. The Ghosts Of Saltmarsh are calling.
This new book brings together classic adventures to the newest edition of Dungeons & Dragons. Popular quests from the first edition of the game and the classic 'U' series have been thrown into the mix including the Sinister Secrets Of Saltmarsh, Danger At Dunwater, Salvage Operation, Ise Of The Abbey, The Final Enemy, Tammeraut's Fate and The Styes.
You will be able to take your adventures through quests which will take you from level one all the way through to level twelve. You'll also find an introduction to the port town of Saltmarsh as a base of operations and also rules for ship and sea travel, plans for various vessels and also a collection of monsters both old and new.
It's great to have an avenue into Dungeons & Dragons which is different from the run of the mill dungeon-delving adventure.
Despite what flaws the mechanics of D&D might have for many there is a reason it's the greatest roleplaying game out there and I can't wait to play it more. Watch out for the release of this in May!
What do you think?
"This new book brings together classic adventures to the newest edition of Dungeons & Dragons..."
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My first game of D&D taken from White Dwarf Scenarios… The Lichway…
But the Saltmarsh Trilogy was the next three adventures we played. Three gamers and we all took a turn running one of them (4 characters each).
Still have fond memories of them, despite my druid, or cleric usually dying.
Not fond of 5e, but this might tempt me… nostalgia might be enough.
I agree with you in being tempted by 5e if they release more anthologies. If they ever redo T1-4 I’m sold.
Didn’t they release all the original D&D adventures for free?
They may have done, but I’m not a fan of using pdf to run a game.
I have 5e Players Handbook and the starter box which is enough to run a campaign, but there was something about it that made it less fun than 3.5 in my opinion.
That looks cool. I love adventure anthologies.
I wonder was this the project they had with the working title “Boats and Shite” 😀
That seems like interesting one.
What are the flaws people feel exist in the game? Aside from running Warhammer Fantasy Roleplay 3rd Ed., D&D is the only other RPG I’ve spent real time with so I’m not sure what mechanics are done better elsewhere.
A few people have expressed that D&D doesn’t leave a lot of room for inventive play when it comes to combat. For example, it’s simply a D20 to hit and there’s no margin for error…no success with a fail etc. There are other games out there which do that better like Savage Worlds, WFRP 4th etc, World Of Darkness. However, I think that’s part of the charm of D&D. I love that it’s still working on that old school engine and it feels ‘classic’. Plus, D&D5E also included Advantage/Disadvantage into the equation to help here and mitigate some of the… Read more »
I still like the original AD&D. Nice and simple and not to many dice rolls to get in the way of the adventure.
I’ve played a bit of AD&D. It’s very good although I think it can be overly harsh at times if you’re not careful with the mechanics of it.
I really like the wealth of options presented to people in D&D 5E though as well as the 3/3.5 feel they kept to the game.
I mean, the new edition of the game got me and my friends playing RPGs again very regularly so it pretty much has a special place in my heart.
I suppose it’s the way it’s played. Our DM’s always rolled spell results and damage to the players in the open so there was never any fudging. On the other hand we never worried about having to have spell ingredients listed on character sheets etc so the game flowed.
It’s not just in 5e, there are plenty of other guilty culprits out there, but I find character creation too restrictive.
The Backgrounds are very limited and the forced personality traits/ideals/bond/flaw seem better suited to those new to the game.
Class Archetypes are not very inspiring either.
It felt like I was creating a character I didn’t want because the options were too limited.
And the live/die rolls when on zero health was too random, especially if you rolled a one…
I think they’ve made it more accessible, and that’s not to say ‘hand holding’ in the new edition, but there are a lot of ways to help new players get into the game and think about role-playing. You can always bolt on/take out bits that you like and don’t like as you go through and the system is very robust for dealing with that. The Dungeon Masters Guide is also a wealth of knowledge that I don’t think many people get stuck into. Death Saves etc are a bit brutal but I think there are enough ways to regain health… Read more »
For a preview of what might be in the book have a look here
https://media.wizards.com/2018/dnd/downloads/UA_ShipsSea.pdf
Yah I think Matt Mercer used this for some of Critical Role Campaign II 🙂
I think I remember him say that he homebrewed stuff as well for it
Looks good the 5e rules will be the sticking points remembering any change’s.
I remember Saltmarsh It was a lifetime ago *contented sigh *….. Glad to see WoC doing this …. I hope they do more