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Dungeons & Dragons Ghosts of Saltmarsh Hardcover Book (D&D Adventure)
About this item
- Ghosts of Salt Marsh includes a variety of seafaring adventures, enough to take characters from level 1 to level 12.
- This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign.
- Each adventure can be played individually, inserted into your ongoing game or combined into a single epic nautical campaign.
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Product information
ASIN | 0786966750 |
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Release date | May 21, 2019 |
Customer Reviews |
4.8 out of 5 stars |
Best Sellers Rank | #41,486 in Books (See Top 100 in Books) #78 in Dungeons & Dragons Game #702 in Dragons & Mythical Creatures Fantasy (Books) #1,203 in Sword & Sorcery Fantasy (Books) |
Product Dimensions | 8.52 x 0.68 x 11.14 inches; 2 Pounds |
Type of item | Hardcover |
Language | English |
Item model number | WTCC62970000 |
Item Weight | 2 pounds |
Manufacturer | Wizards of the Coast |
Date First Available | February 24, 2019 |
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Product Description
Product Description
Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game.
“D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker
Ghosts of Saltmarsh brings classic adventures into fifth edition Dungeons & Dragons. This adventure book combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic “U” series, plus some of the best nautical adventures from the history of Dungeon Magazine: Sinister Secret of Saltmarsh, Danger at Dunwater, Salvage Operation, Isle of the Abbey, The Final Enemy, Tammeraut’s Fate, The Styes.
• Ghosts of Saltmarsh includes a variety of seafaring adventures, enough to take characters from level 1 to level 12.
• This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign.
• Each adventure can be played individually, inserted into your ongoing game or combined into a single epic nautical campaign.
• Dungeon Masters will find rules for ships and sea travel, deck plans for various vessels, an appendix with rules for new and classic monsters, and much more.
• Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.
About the Author
Wizards RPG Team
From the manufacturer
Adventure on the High Seas
Heroes must arise to keep the waves safe!
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.
Inside Ghosts of Saltmarsh
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D&D’s Best Aquatic Adventures, All In One PlaceGhosts of Saltmarsh compiles seven of the best nautical adventures from D&D’s history. Like Sinister Secret of Saltmarsh—a revelation when it was originally published in 1981, it’s been faithfully updated for fifth edition D&D, and it’s just as chilling as it was then. |
The Perfect Starting Point for Nautical CampaignsTucked away on the southern coast of Keoland lies the backwater fishing town of Saltmarsh. A location in the Greyhawk setting, Saltmarsh is detailed here so that it can easily fit into any campaign, whether it’s set in Eberron, Forgotten Realms, Mystara, or any other plane. |
Rules Sets for Seafaring QuestsThe sea and its threats aren’t unique to Saltmarsh. The book’s appendices are a toolbox for ocean-bound adventures. Dungeons Masters will find everything they need to submerge players in marine heroics—stat blocks for ships, rules for naval navigation, ship-to-ship combat, mysterious islands, new and classic monsters, and much, much more. |
An innovator in providing fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide. The core rulebook series consists of three books: the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide.
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The adventures in Ghosts of Saltmarsh are mostly adapted from classic modules from previous editions of D&D, such as The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy. The book does a good job of updating and connecting these stories into a coherent campaign, while also giving DMs the option to run them as standalone adventures or insert them into their own settings. The adventures range from level 1 to 12, and offer a variety of themes and challenges, from haunted houses and smugglers' caves, to lizardfolk lairs and sahuagin invasions.
One of the strengths of Ghosts of Saltmarsh is the amount of customization and flexibility it offers. The book gives DMs tips on how to adjust the difficulty, tone, and length of each adventure, as well as how to tie them to different factions and events in Saltmarsh. The book also encourages DMs to create their own adventures using the tools and tables provided, such as random encounters, shipwrecks, islands, and dungeons. The book is full of inspiration and ideas for nautical adventures, whether you want to run a pirate-themed campaign, a horror-themed campaign, or something in between.
Ghosts of Saltmarsh is a must-have for fans of D&D who want to explore the high seas and the mysteries beneath them. The book is well-written, well-illustrated, and well-organized, and it provides hours of fun and adventure for both DMs and players. Whether you are new to D&D or a veteran player, you will find something to enjoy in Ghosts of Saltmarsh.
Ghost of Saltmarsh has very few things for players, but just enough to get them into the setting of Saltmarsh. The book has a couple new backgrounds that work into the setting as well as explain how backgrounds from the PHB can be tailored into the setting.
There is a lot of information on how the city of Saltmarsh functions and specific people that populate the city. There are a lot of interest points within the city that will entice your players and can create compelling adventuring hooks. The adventures, while separate, can be sewn together and the book explains possible ways to do this. All together the adventures range from levels 1-12 over 7 different adventures, though I've found it a little unclear when the characters are supposed to level up during the adventures. Maybe that's left for you to decide. Some adventures are located in and around Saltmarsh while others are out at sea.
Beyond the adventures, there are also rules and statistics for naval combat. I was actually surprised how simple yet effective they made the functionality of ships. Ships have their own stat blocks and can act based on PCs manning positions on the ship.
Finally there is a list of magic items and additional monsters in the back of the book. Most of these monsters correspond to adventures in the book. I noticed that some of these monsters are reprinted from VGtM but most of them are unique. All together I counted 57 monsters in the book and most of them are low to mid level monsters, which I find more useful and flexible than high level creatures.
Overall this book is a great find for a DM who wants to pepper in adventures here and there or set up a nautical campaign. If you're a player and don't plan to DM this book is a hard pass.
The artwork is top notch through the book. I can’t get enough of the cover. I like how they made the back of the book feel in your hands.
Another great feature that I love is the Appendix that has all kinds of cool tables. There are tables for sample ships, travel at sea, random ships, etc. This is the kind of cool stuff I hope is in the 2024 Dungeon Masters Upgrade! While I am on that topic, the original Dungeons Masters guide for first edition Dungeons and Dragons had so many cool tables for everything, I hope they bring all that back in the 2024 Dungeon Masters Guide! Anyway, I think what is very good for Wizards of the Coast is to sell is modules that can be placed in anyone’s campaign.
I really like how detailed they describe the cog ship the Sea Ghost. The map draws out each deck of that ship. The book then describes the contents of each room on the Sea Ghost. This is just excellent to have a ship prepared in this detail for players. To me, this alone is worth the price of this book. I highly recommend this entire book.
Reviewed in the United States on December 3, 2023
The artwork is top notch through the book. I can’t get enough of the cover. I like how they made the back of the book feel in your hands.
Another great feature that I love is the Appendix that has all kinds of cool tables. There are tables for sample ships, travel at sea, random ships, etc. This is the kind of cool stuff I hope is in the 2024 Dungeon Masters Upgrade! While I am on that topic, the original Dungeons Masters guide for first edition Dungeons and Dragons had so many cool tables for everything, I hope they bring all that back in the 2024 Dungeon Masters Guide! Anyway, I think what is very good for Wizards of the Coast is to sell is modules that can be placed in anyone’s campaign.
I really like how detailed they describe the cog ship the Sea Ghost. The map draws out each deck of that ship. The book then describes the contents of each room on the Sea Ghost. This is just excellent to have a ship prepared in this detail for players. To me, this alone is worth the price of this book. I highly recommend this entire book.
Top reviews from other countries
Other cities in D&D are usually absolutely massive, with tons of NPCs, populations of hundreds of thousands, dozens or hundreds of districts and take players days to explore. There seems to be no really in-between for DMs to really go from "my first town" to "not quite an unbelievable metropolis." Saltmarsh is just that. With a population of around 5,000 you can. Have your city factions and adventures without all the tons of headache.
That said the adventures themselves are quite fun. I converted the Sinister Secret of Saltmarsh myself before this came out and I was fine to throw that out and use Wizard's version instead. Others I have yet to run but so far the quality was excellent.
Highly recommend this book!
The adventures themselves are fun, drawing from classic D&D modules. The adventures are loosely connected, and can be played separately. If you are already running a campaign, then this book would be very useful to draw individual adventures from, and slot them in to your own story.
In order to run a campaign from this book, it will require some effort from the DM, mainly in order to connect all of the adventures together. There is a section near the back which has ideas for small side quests if you need help filling in the time between the main adventures.
The extra monster stat blocks are nice, and fit well with the book and the adventures in it. I wouldn't say the new monsters are exciting enough to buy the book just for those.
Same applies to the boat rules and statblocks, and the new backgrounds for player characters. They are great for a nautical campaign, but won't see much use in another type of campaign.
Buy this book for the adventures and the setting. If you want a campaign/adventure book that you can just pick up and play, this isn't it. If you're willing to put in effort to make a campaign with this book as inspiration, or if you want some modular adventures to add into your existing story, then this book is great.