‘Ghosts of Salt Marsh’ Fantasy Grounds Module review
The small fishing village of “Saltmarsh” is nested on the Sword Coast, halfway between the City of Splendors and the Jewel of the North (otherwise known as Waterdeep and Neverwinter, respectively). What was once a small town content to make its living on the sale of fish has now become a town which is constantly being invaded by a group of pirates known as the Hold of Sea Princes. That is but one part of the story, and there are six others to be had in this group of adventures that have been lovingly converted from previous versions of D&D to the 5e ruleset.
The stories within the “Ghosts of Saltmarsh” include:
The Sinister Secret of Saltmarsh
Danger at Dunwater
The Final Enemy
Isle of the Abbey
It would be easy for skeptics to say, “Oh, this is just another re-hash of what was done with ‘Tales of the Yawning Portal,'” which was another product featuring updated versions of stories from previous editions of D&D. But, while “Yawning Portal” featured seven adventures that were updated to the 5e ruleset, they never really formed a cohesive story. In “Ghosts of Saltmarsh,” a DM could build a campaign around all seven of these stories. They actually fit with one another. Along with the fun storyline, taking players from level 1 through 12, there is ship-to-ship battle mechanics, new monsters, new magic items and more! There is also Appendix D: Which has a DM Crib sheet with various links and information for the DM, for example, what levels each Adventure is for. Great stuff!
“The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures. 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.” — Mike Mearls, franchise creative director of D&D
Purchase the “Ghosts of Saltmarsh” now from the Fantasy Grounds store.
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