D&D | Running The Sinister Secrets of Saltmarsh from The Ghosts of Saltmarsh | DM Tips
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- Опубліковано 25 сер 2024
- In today's video, we take a look at The Sinister Secrets of Saltmarsh. A low level adventure with a lot of potential. This is from the Ghosts of Saltmarsh, a book I'm a big fan of and highly recommend. Hope you have fun!
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Have a good day and thanks for watching :)
Great idea to make the alchemist a friendly or more interactive NPC!
I ran the original version of this, and rather than on the coast I placed it on the shore of a large lake and turned the Ship into a riverboat which felt a lot more reasonable for a small party to be able to crew. I also liked the idea they could travel up and down the rivers of the country.
Good one!
Also an idea to have your player stay in saltmarsh, I had my players rewarded ownership of that mansion.which turn that into their new base of operations
my players straight up asked for it :P
Good one!
I like the idea of having the skeletal alchemist be a friendly NPC as well - teaches new players that not every encounter is combat! (Something I've had to teach my family as I teach them D&D...)
Another idea for not giving them a sailing ship - have the bad guys on the ship skuttle it as they realize the combat is not going their way - the bad guys AND the PCs will then need to escape back to shore on rowboats...
That's a cool idea! Next time I run this I'll give that a try 😁
Thank you for your tips 💕
good stuff. I like your tips and tricks on premade adventures. I am using your Failed Dragon Priest tip for Sunless Citadel right now. Just as soon as the party swing back and check that line of rooms.
I'm rewriting the saltmarsh quest, as if it were taking place in the fae wild, my party are about to reach a port city where they have to find a ship, board it & then sail towards the edge of the Feywild where the sea cascades into the abyss I'm running a couple mini quests to help them out like they have to fimd a Pegasus feathered sail, that has a once off use that lets the ship fly (so they can effectively fly over the abyss) there are se special ammunitions & reinforcements they need to find & a bunch of other, "build your own ship" stuff, (i got unspieed by mass effect 2 where you got to beef up the Normandy) i was going to scratch the huanted house but my DM from a different fame hasn't been able to play simce the start of the year so I thought this would actually be great, I'm letting him & his girlfriend play their own PC's but they are the leaders of the smugglers, now they will either fight the party, or befriend them & allow yhem use of their ship
Thank you for the inspiration. Sounds like an awesome idea for a setting.
@@DDarkwoker always a pleasure, also since it's in the Faewild I'm using the haunted house as a hag lair now 😄
great videos bro keep em up
if the adventurers sail south the campaign end lmao.
i'd be like, ok. roll new characters nerds. i'm running _saltmarsh_ not _the southern sea_
To me I thought it was strange that the key is that this is NOT a haunted house, but pretends to be a haunted house.... in actuality is haunted by a bunch of skeletons. I'm pretty sure my players are going to smite the alchemist and think.... well, job done.
... could you not just change the reward to something other than a ship? Having said that, the original version came with two follow up quests, the same as the ghosts of saltmarsh 5e book...maybe the ship is useful for those?
Yes....yes you could 🤔
A ship would be worthless without crew and supplies in the short term.
I cant belive this was stuck at 68 likes. Luckily I changed that REAL quick