Publication:Ghosts of Saltmarsh: Difference between revisions

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* Ch. 2: {{anchor|The Sinister Secret of Saltmarsh}} - original: {{pub|The Sinister Secret of Saltmarsh}} (1e) (1981) by [[Dave J. Brown]] and [[Don Turnbull]]
* Ch. 2: {{anchor|The Sinister Secret of Saltmarsh}} - original: {{pub|The Sinister Secret of Saltmarsh}} (1e) (1981) by [[Dave J. Brown]] and [[Don Turnbull]]
* Ch. 3: {{anchor|Danger of Dunwater}} - original: {{pub|Danger at Dunwater}} (1e) (1982) by Dave J. Brown and Don Turnbull
* Ch. 3: {{anchor|Danger of Dunwater}} - original: {{pub|Danger at Dunwater}} (1e) (1982) by Dave J. Brown and Don Turnbull
* Ch. 4: {{anchor|Salvage Operation}} - original: {{pub|Dungeon}} #123 (2005) by [[Mike Mearls]]
* Ch. 4: {{anchor|Salvage Operation}} - original: {{pub|Dungeon/123|Dungeon #123}} (2005) by [[Mike Mearls]]
* Ch. 5: {{anchor|Isle of the Abbey}} - original: {{pub|Dungeon}} #34 (2e) (1992) by [[Randy Maxwell]]
* Ch. 5: {{anchor|Isle of the Abbey}} - original: {{pub|Dungeon/34|Dungeon #34}} (2e) (1992) by [[Randy Maxwell]]
* Ch. 6: {{anchor|The Final Enemy}} - original: {{pub|The Final Enemy}} (1e) (1983) by Dave J. Brown and Don Turnbull
* Ch. 6: {{anchor|The Final Enemy}} - original: {{pub|The Final Enemy}} (1e) (1983) by Dave J. Brown and Don Turnbull
* Ch. 7: {{anchor|Tammeraut's Fate}} - original: {{pub|Dungeon}} #106 (3.5e) (2004) by [[Greg Vaughn]]
* Ch. 7: {{anchor|Tammeraut's Fate}} - original: {{pub|Dungeon/106|Dungeon #106}} (3.5e) (2004) by [[Greg Vaughn]]
* Ch. 8: {{anchor|The Styes}} - original: {{pub|Dungeon}} #121 (3.5e) (2005) by [[Richard Pett]]
* Ch. 8: {{anchor|The Styes}} - original: {{pub|Dungeon/121|Dungeon #121}} (3.5e) (2005) by [[Richard Pett]]
* App. A: {{anchor|Of Ships and the Sea}}
* App. A: {{anchor|Of Ships and the Sea}}
* App. B: {{anchor|Magic Items}}
* App. B: {{anchor|Magic Items}}

Revision as of 22:26, 12 February 2022

Ghosts of Saltmarsh
Ghosts of Saltmarsh.png
Title: Ghosts of Saltmarsh   
System: Dungeons and Dragons 5e 
Abbreviation: — 
Levels: 1– 11 
Author: Mike Mearis 
Publisher: Wizards of the Coast 
Item Code: C6297 
Publication Date: 2019 
Format: Hardcover 
ISBN-10: 0-7869-1640-0
 
Product Blurb
Adventure on the High Seas

Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe!

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.


Plot Summary

Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine:

The Sinister Secret of Saltmarsh Danger at Dunwater The Final Enemy Salvage Operation Isle of the Abbey Tammeraut’s Fate The Styes All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure. Play through each story in a seafaring campaign leading characters from level 1 through level 12, or pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more!

“The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. “With its ties to ocean-based adventuring, it was an obvious step to augment it with additional sea-based adventures and a robust set of rules for managing a nautical campaign.”

Hoist your sails, pull up anchor, and set a course for adventure!

TOC



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