Ghosts of Saltmarsh 5e
Dungeons & Dragons 5e on D&D Beyond, Discord, Owlbear Rodeo, Physical Battlemap, Theater of the Mind
About the adventure
Welcome to the high seas! Ghosts of Saltmarsh is a collection of seven D&D adventures, some of which have their origins from the earliest days of the game. These adventures will offer unique challenges, deadly threats, and days of wonder navigating the sea. The setting of this adventure depends on the group. Saltmarsh is a nondescript fishing village tucked away on the southern coast of the Kingdom of Keoland. For several generations, its superior calvary and bold knights pushed the kingdom's borders outward to the north, west, and east. Each successful campaign increased both the crown's wealth and power, and each one in turn drew the kingdom's attention even farther north. The southern coastal regions of Keoland remained a backwater... The crown's benign neglect allowed piracy and banditry to flourish. Saltmarsh and similar towns kept to fishing, content to maintain a low profile and avoid governmental entanglements. Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose confederacy known as the Hold of the Sea Princes. With the rise of that nation came increased raids on Saltmarsh and its neighbors. The Sea Princes' raiding ships pillaged the coast to support their growing realm, and Saltmarsh suffered heavily. The memories of those times loom heavily over the area, and the locals' hatred of the Sea Princes runs deep. In time, Keoland's victories in the north gave way to a string of defeats in which its neighbors pushed back the kingdom to its original boundaries. With the world closing in, King Kimbertos Skotti looked to the south and saw unchecked banditry and a rising pirate nation. The crown struck peace treaties with its former foes to the north, raised a navy, and dealt a sharp check to the ambitions of the Sea Princes- but the conflict is by no means over. King Skotti has decreed that the pirates must be put down, the sea lanes secured, and trade cultivated. If Keoland cannot prosper as a military force, it must grow mightier as a center of trade. Saltmarsh, remote though it might be from the center of power in Keoland, is entering a new phase of its life as it reacts to the king's plans. The crown's agents want to expand the village's port and make it a prime location for trade with the world beyond. In another recent development, a band of dwarves (bearing a decree from the king himself) have arrived and begun to excavate the hills and seaside cliffs near town, looking for precious metals. If their work bears fruit as expected, the mine stands to become a major factor in the village's prosperity. Naturally, not all of Saltmarsh's residents feel the same way about the recent developments in and around their community, which is the key issue that affects their lives and livelihood. Although the recent changes stand to bring new prosperity to the area, many locals don't want to see their home changed.
How to prepare
Webcam and mic are both necessary. Familiarity with the rules is welcome but not required. Sessions will be hosted on Discord. Bring your dice, some snacks, and send me a copy of your character sheet. I make use of physical rulebooks, dice, battle-mat, and miniatures. Feel free to use digital options at your own preference.
What I provide
I grew up playing D&D with minimal means and I still enjoy the nostalgia this provides. I make use of a battle-mat, hand painted 3-D printed miniatures, and the occasional silly voice to emulate the experience that you would typically find if you were seated together around a table. I sometimes make use of props, and I will often need to share documents & images with you online.
Ghosts of Saltmarsh features seven different tales of high adventure taking place upon the high seas. Each of these adventures comes from across D&D editions, varies in difficulty, and progresses in difficulty. Characters seeking to start this module from the beginning as a standalone campaign should create 1st level characters, and can expect to "end" the campaign at around 12th level. Characters seeking to play this module as a supplement, or sequel, to my Waterdeep: Dragon Heist or Tales From The Yawning Portal series can transfer characters directly from those adventures. This module has a good deal of variety and scope but with a particular focus on exploration. Sessions will be held on Discord, with a "Session 0" prior to the session for assistance in character creation, and to discuss expectations/table etiquette. 5e Dungeons and Dragons ruleset, setting depends on group. Sessions will last approximately 3 to 3.5 hours. Wether you are playing this as a standalone campaign, a supplement, or as a sequel you will find this adventure a perfect fit for players of all experience levels.
Safety tools used
How will character creation work
Feel free to use whatever method you are most comfortable with to create your character. DnDBeyond is a great tool, and I more than encourage that for newcomers to the game as it will walk you through the character creation process. I prefer to roll for stats the over point buy method. You will be sent some "prep material" pending approval of your application. 3rd level characters are the best fit for this module, following 5e Dungeons and Dragons character creation rules. I will be available on Discord throughout the process to assist you with any guidance or questions about the process. There are no hard character creation limits however setting specific options may require some adjustment. All published 5e WotC content is acceptable. UA is generally okay (unless it has since seen published revisions by WotC), and homebrew content needs to be run past me first.
Players can expect
- Combat/Tactics: High
- Roleplay: High
- Puzzles: Medium
- Experience Level: Open to all
Player reviews (22)
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