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The New D&D Book Is Called "Ghosts of Saltmarsh" [UPDATED!]

Morrus

Administrator
Staff member
It seems those who suggested that the upcoming 'nautical themed' book was based on the old Saltmarsh trilogy were correct. Ghosts of Saltmarsh is the new book, with a release date of May 21st, 2019. UPDATED WITH NEW INFORMATION ON ALT COVER & RELEASE DATES!

saltmarsh.jpg

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 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.

• 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.

It's already on Amazon.

[video=youtube;GajoKmh9-68]https://www.youtube.com/watch?v=GajoKmh9-68[/video]


Updates!
WotC has just announced the book. Full press release below, but a couple of key points:
  • There's an alternate cover (below)
  • Preferred stores and regular stores get it on the same date, instead of WPN stores getting it early

Sail the Seas in Dungeons & Dragons with Ghosts of Saltmarsh Adventure Releasing Everywhere May 21

Renton, WA – February 25, 2019 – Dungeons & Dragons is excited to announce a new adventure book called Ghosts of Saltmarsh, which takes classic sea-faring adventures and updates and expands upon them for use with D&D fifth edition. The book details the port town of Saltmarsh and the surrounding lands players can explore using their own ship and the vehicle mechanics included in the 256-page book. Unravel sinister secrets of the sea with Ghosts of Saltmarsh releasing in game stores, digitally and everywhere on May 21, 2019. An alternate art cover with a distinctive design and soft-touch finish is available exclusively in game stores on May 21.

“The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. “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.”

The book includes details on the port town of Saltmarsh, as well as plenty of adventure hooks for each chapter. Fans can play through the whole story in a seafaring campaign leading characters from level 1 through level 12, while Dungeon Masters can easily pull out sections to place in ongoing campaigns in any setting. The appendices cover mechanics for ship-to-ship combat, new magic items, monsters and more!

Ghosts of Saltmarsh will be available both in game stores and everywhere else on the same date – May 21st. Fans are encouraged to pick up the adventure in the way that’s most convenient for them, but there is an alternate art soft-touch cover that will only be available in game stores. The alternate cover image was created by N. C. Winters and features a snarling sahuagin.

For more information on Ghosts of Saltmarsh and all things D&D, please go to dungeonsanddragons.com and check out the breadth of live D&D programming and interviews available on twitch.tv/dnd. You can also listen to interviews involving Ghosts of Saltmarsh as well as D&D mechanics and lore on Dragon Talk, the official D&D podcast.

Ghosts of Saltmarsh 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 DungeonMagazine:

  • The Sinister Secret of Saltmarsh
  • Danger at Dunwater
  • The Final Enemy
  • Salvage Operation
  • Isle of the Abbey
  • Tammeraut’s Fate
  • The Styes
All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of adventure hooks for each chapter. Play through the whole story in a seafaring campaign leading characters from level 1 through level 12, or Dungeon Masters can easily pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more!

WHERE CAN I BUY IT?

Unravel sinister secrets of the sea with Ghosts of Saltmarsh releasing in game stores, digitally and everywhere on May 21, 2019. An alternate art cover with a distinctive design and soft-touch finish is available exclusively in game stores on May 21.

Price:[FONT=&amp] $49.95 [/FONT]
Release Date: [FONT=&amp]21 May, 2019 [/FONT]
Format:[FONT=&amp] Hardcover


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dwayne

Villager
This was set in Greyhawk The town of Saltmarsh was. I am wondering did they steal this from the original setting to put it in the genericx realms or is it in the setting that is was set in from the start.
 

Prakriti

Hi, I'm a Mindflayer, but don't let that worry you
So Tales from the Yawning Portal: Part II, basically?

Sounds like the adventures are reprints rather than re-imaginings.
 

Mercule

Explorer
Very cool. I've never done a sea-focused adventure in 35 years of gaming, so I'm going to guess that all these are new to me. If they can be dropped into Eberron fairly easily, I may have to pick this up.
 

Charles Rampant

Registered User
Interesting, rather different than what most of us imagined. By that, I think it is safe to say the general assumption was a 'nautical stuff' book with mainly monsters, campaign ideas, and ship rules; this appears more like an adventure compendium with probably 20-40 pages of ship stuff appended to it, which is also very useful but certainly different.

All I can assume is that, despite my own lukewarm feelings on it, Tales from the Yawning Portal sold really well (and/or was sufficiently cheap to make) that they identified that format as revisiting. I'd think it was lazy to re-use old adventures, but you might argue this way they have the benefit of being able to pick the most beloved ones, rather than gambling on a new one being as beloved. As per their usual wide net strategy, they've added just enough crunchy bits on top to attract DMs who might not be able to justify a pure adventure compendium.
 

RobJN

Explorer
I don't think Isle of the Abbey was ever given a concrete location, aside from somewhere in D&D's Known World. So... pick some coastline in your world of choice, and drop it on in.
 

epithet

Explorer
Four Greyhawk modules, one Known World module, and two "any setting" modules.

Any chance this won't be shoehorned into the "Forgotten" Realms?
 
Huh. I would have bet on the material from the sahuagin sourcebook and trilogy of adventures being included in here, along with some player-facing material.

Still, this seems like a great product.
 

DreadTheBard

Villager
I am actually pretty pleased about this. The best part of Yawning portal was how easily I could insert classic dungeons into my own campaign and setting. Plus, I've been itching for some high seas shenanigans.
 

Parmandur

Adventurer
Half* Yawning Portal and half rules for nautical stuff.

* Probably more like 75/25, but whatever.
Yawning Portal had an extensive section about the Yawning Portal, wouldn't expect much more than that.

The inclusion of the Dungeon magazine Adventures is the interesting surprise here.
 

Parmandur

Adventurer
Four Greyhawk modules, one Known World module, and two "any setting" modules.

Any chance this won't be shoehorned into the "Forgotten" Realms?
Yawning Portal gave guidelines for Greyhawk, the Realms, Eberron and Dragonlance: probably this will be the same.
 

Parmandur

Adventurer
Looking into the Dungeon Adventures, it seems the 3E era three already have built in advise for Greyhawk, Forgotten Realms or Eberron being used as the base setting.
 

FitzTheRuke

Adventurer
Yawning Portal gave guidelines for Greyhawk, the Realms, Eberron and Dragonlance: probably this will be the same.
I agree. It's probably going to have a side-bar or a page that talks about how to place it in a variety of settings, while the main entries will talk about Saltmarsh as an individual location.
 

Bolongo

Registered User
I'm not sure how I feel about this. If all they do is update the stats, I'll be very disappointed.

I actually ran the U series recently, and found that while it had some fairly unique ideas for its time, it is now severely dated.

SPOILERS for decades old scenarios ahead...

U1 is OK, but a bit slow. Could do with some jazzing up.

U2 mostly consists of a dungeon that you're not actually supposed to run through. The innovative idea here is that the optimal strategy is to negotiate with the "monsters". Unfortunately, once the designers came up with that gem of an idea, they didn't know what to do with it. There isn't much guidance for making such negotiations interesting, and the bulk of the material presented is only useful if the players choose the sub-optimal strategy of murder-hoboing.

U3 has the innovation of a dungeon that's kind of "realistic" in that it's mostly populated with one kind of creature, in the kind of numbers they would need to actually be the threat the series needs them to be. But if the DM also plays their reactions to intrusions in a realistic way, no party of a few PCs will have much survivability. They really need a lot of allies to mount a full-scale military assault - so what the DM needs is some rules for mass combat (which we didn't get then, and don't seem to be getting in the new book either).
 

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