D&D 5E (2014) Sinister Secret of Saltmarsh 5e

Not exactly what you want, but Mike Schley sells his stuff online, then you can have them printed. He even has a walk through to adjust the file to print the squares as a 1 inch grid. I'm going to be doing this with his Greyhawk City map as soon as I pay off my 4th of July weekend debt! (I know that's not a battle map, but same difference.)

oh yeah, i did that for Lost Mine and also for Princes. It works, but it still gets pricey. I wonder if a premade map pack would be any cheaper?

When I ran Ravenloft recently I had the map files sent over to the university printing service and they ended up costing me $60 a piece but they were huge and glossy and I will have them forever. If WotC could get something scaled down and cheaper and maybe 4-5 maps tied to an adventure already printed and durable, i think that would be worth it. I'd rather have that than tile sets.

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yeah Mike did this map and I've used it several times now in Princes and had a blast with it.

but this is just taped together on plain copy paper

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I'm prepping to run this adventure in 5e, too.

This is what I quickly knocked up for Ned. Comments and criticism welcome:

Ned Shakeshaft – Rogue 3 (Assassin)
Medium humanoid (human), NE
Armor Class 12
Hit Points 23 (3d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1)
Saving Throws Con +4, Int +2
Skills Stealth +4
Senses passive Perception 10
Languages Common, Thieves’ Cant
Challenge 1/2 (100 XP)

Assassinate. During his first turn, Ned has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit he makes against a surprised creature is a critical hit.
Sneak Attack (1/Turn). He deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the roll, or when the target is within 5 feet of an ally that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 4) piercing damage.
Envenomed Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution save, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
 

I'm prepping to run this adventure in 5e, too.

This is what I quickly knocked up for Ned. Comments and criticism welcome:

Ned Shakeshaft – Rogue 3 (Assassin)
Medium humanoid (human), NE
Armor Class 12
Hit Points 23 (3d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1)
Saving Throws Con +4, Int +2
Skills Stealth +4
Senses passive Perception 10
Languages Common, Thieves’ Cant
Challenge 1/2 (100 XP)

Assassinate. During his first turn, Ned has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit he makes against a surprised creature is a critical hit.
Sneak Attack (1/Turn). He deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the roll, or when the target is within 5 feet of an ally that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 4) piercing damage.
Envenomed Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution save, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

I like it.
 


I like it.

Thanks.


Here's what I've done for Sanbalet:


Sanbalet – Wizard 4 (Illusionist)
Medium humanoid (human), CE
Armor Class 13 (18 with shield)
Hit Points 16 (4d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
9 (−1) 16 (+3) 10 (+0) 15 (+2) 10 (+0) 14 (+2)
Saving Throws Int +4, Wis +2
Skills Arcana +4, Stealth +5
Senses passive Perception 10
Languages any four languages
Challenge 1 (200 XP)

Spellcasting. Sanbalet is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): minor illusion (sound + image), chill touch, dancing lights, light, message
1st level (4 slots): colour spray, fog cloud, shield
2nd level (3 slots): invisibility, mirror image, silence (r,c)

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Chill touch. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 4 (1d8) necrotic damage, and target can’t regain hit points till the end of your next turn. You create a ghostly, skeletal hand in the space of a creature within range. If you hit, it clings to the target.
Color spray. Spell, range self (15’ cone), duration 1 round. Blindness: affects 6d10 hit points of creatures, starting with the one with the lowest hit points. When cast with a 2nd level slot, roll an additional 2d10.
Silence. Spell, range 120’, 20’ radius sphere, up to 10 minutes (concentration).

Sanbalet’s Spellbook
• Level 1: alarm (r), colour spray, detect magic, disguise self, fog cloud, illusory script (r), shield, silent image.
• Level 2: invisibility, magic mouth (r), mirror image, silence (r,c).
 

I started running the adventure last night. All went well until the characters encountered the rot grubs, and I suddenly realised that I didn't have 5e stats for them - so I just made them up on the spot and I don't think the players realised.
 


Oh, you magnificent bastard! :D

The ONLY PROBLEM, when you look at the map close up.. the big Secret Door Red S is still clearly visible several spots. In my haste i forgot to edit them out. How can I compensate for that? Give them a pre-made map with the secret doors on there?
 

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