No featured offers available
Learn more

No featured offers available

We feature offers with an Add to Cart button when an offer meets our high standards for:

  • Quality Price,
  • Reliable delivery option, and
  • Seller who offers good customer service
“No featured offers available” means no offers currently meet all of these expectations. Select See All Buying Options to shop available offers.

Select delivery location

Dungeons & Dragons Ghosts of Saltmarsh Hardcover Book (D&D Adventure)

Platform : Not Machine Specific
4.8 4.8 out of 5 stars 5,254 ratings

Physical Book

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.

Product information

Feedback

Dungeons & Dragons Ghosts of Saltmarsh Hardcover Book (D&D Adventure)

Dungeons & Dragons Ghosts of Saltmarsh Hardcover Book (D&D Adventure)


Found a lower price? Let us know. Although we can't match every price reported, we'll use your feedback to ensure that our prices remain competitive.

Where did you see a lower price?

Fields with an asterisk * are required

/
/
/
/
Please sign in to provide feedback.

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

Sea Creatures

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

Lizard folk

Sea Creature

Pirate ship

D&D’s Best Aquatic Adventures, All In One Place

Ghosts 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 Campaigns

Tucked 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 Quests

The 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.

D&D Logo

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.

Looking for specific info?

Customer reviews

4.8 out of 5 stars
4.8 out of 5
5,254 global ratings
A Totally Awesome Seaside Adventure Book
5 Stars
A Totally Awesome Seaside Adventure Book
I love adventures close to the sea and out at sea. This is one of my favorite books for 5th edition. There are 8 modules for varying player levels. I just chose the ones I currently wanted to Dungeon Master and ran my players through them with my own campaign. I really like the module Saltmarsh. It is based on the original 1981 module Secrets of Saltmarsh. The writers for this book worked very hard and it payed off. In the original module there was only a paragraph about the town of Saltmarsh. Now we have a beautiful map with full descriptions of the town with NPCs the party can meet! Well done! We appreciate it. 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.
Thank you for your feedback
Sorry, there was an error
Sorry we couldn't load the review

Top reviews from the United States

Reviewed in the United States on October 30, 2023
Style: Physical BookVerified Purchase
Ghosts of Saltmarsh is a collection of seven adventures for Dungeons & Dragons 5th edition, set in and around the coastal town of Saltmarsh. The book is a great resource for DMs and players who want to explore the nautical side of D&D, with rules for ships, sailing, naval combat, and underwater exploration. The book also provides a detailed overview of Saltmarsh and its surroundings, as well as new monsters, magic items, and backgrounds.

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.
4 people found this helpful
Report
Reviewed in the United States on February 12, 2024
Style: Physical BookVerified Purchase
The only complaint I have is it requires some touch ups to smooth the transition between adventures. I also made a Cliff-notes for my players to help them understand the area
Reviewed in the United States on May 26, 2019
Style: Physical BookVerified Purchase
I just received this book and already I'm enthralled. Unlike a bunch of other people's complaints, this book shipped in better condition than any other D&D book I've purchased on Amazon (not to say there isn't that risk, just my experience).

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.
9 people found this helpful
Report
Reviewed in the United States on December 3, 2023
Style: Physical BookVerified Purchase
I love adventures close to the sea and out at sea. This is one of my favorite books for 5th edition. There are 8 modules for varying player levels. I just chose the ones I currently wanted to Dungeon Master and ran my players through them with my own campaign. I really like the module Saltmarsh. It is based on the original 1981 module Secrets of Saltmarsh. The writers for this book worked very hard and it payed off. In the original module there was only a paragraph about the town of Saltmarsh. Now we have a beautiful map with full descriptions of the town with NPCs the party can meet! Well done! We appreciate it.
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.
Customer image
5.0 out of 5 stars A Totally Awesome Seaside Adventure Book
Reviewed in the United States on December 3, 2023
I love adventures close to the sea and out at sea. This is one of my favorite books for 5th edition. There are 8 modules for varying player levels. I just chose the ones I currently wanted to Dungeon Master and ran my players through them with my own campaign. I really like the module Saltmarsh. It is based on the original 1981 module Secrets of Saltmarsh. The writers for this book worked very hard and it payed off. In the original module there was only a paragraph about the town of Saltmarsh. Now we have a beautiful map with full descriptions of the town with NPCs the party can meet! Well done! We appreciate it.
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.
Images in this review
Customer image Customer image Customer image
Customer imageCustomer imageCustomer image
4 people found this helpful
Report

Top reviews from other countries

Translate all reviews to English
daniel
5.0 out of 5 stars buen producto
Reviewed in Mexico on March 25, 2023
Style: Physical BookVerified Purchase
llego bastante antes de lo esperado y esta en buenas condiciones.
Menico
5.0 out of 5 stars Perfetto
Reviewed in Italy on December 9, 2023
Style: Physical BookVerified Purchase
Perfetto
Anthony Mikail Cuco
5.0 out of 5 stars Aventuras Incríveis
Reviewed in Brazil on September 27, 2019
Style: Physical BookVerified Purchase
Todas as aventuras que constam neste livro são muito boas, e o melhor é que tem mais informações para como transformá-las em campanha do que em livros anteriores. Introduz os jogadores e mestres da 5ª edição para o cenário de Greyhawk, espero que tenham mais aventuras neste cenário. Funciona muito bem pra quem gosta de jogar gerenciando um negócio, afinal manter um ou mais navios requer um pouco de conhecimento estratégico e administrativo. Adoraria que houvessem mais aventuras aquáticas que continuassem a progressão de nível dos personagens para além do 11º.
6 people found this helpful
Report
A. Roche
5.0 out of 5 stars Great larger city for newish GMs
Reviewed in Canada on July 13, 2019
Style: Physical BookVerified Purchase
I think the best part of this book isn't the conversion of old modules, although those are great, but it is a great city for newer DMs to really cut their teeth with. Many DM guides suggest new DMs make their own small town or find a book with a small town. But where do you go from there?

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!
5 people found this helpful
Report
Daniel Mott
5.0 out of 5 stars Brilliant source of adventures. Needs a bit of effort to make a campaign out of it.
Reviewed in the United Kingdom on October 14, 2020
Style: Physical BookVerified Purchase
I am running this book as a campaign for a group of five friends. So far, it has been very enjoyable. The town of saltmarsh is well fleshed out and filled with different characters who all have their own motives.

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.
4 people found this helpful
Report