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However, where that collection of tales seemed limited in scope – it’s focus was on purely reproducing the greatest hits of D&D – more thought has gone into how you would play these stories as one long campaign. In this way, it is very much like Tales From the Yawning Portal. On the surface, it is a collection of seven thematically connected modules, which can all be satisfyingly played in isolation. The great thing about this campaign book is that it’s not just ONE story, it’s at least seven. Note: Click here to see what I thought of WotC’s previous 5th Edition offerings Will I be interested in the story and will my players have fun?
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Naturally, this article will contain spoilers.
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What Is The Ghosts of Saltmarsh?įollowing in the same vein as Tales From the Yawning Portal, this collection of stories presents seven standalone modules that are thematically and geographically connected via the coastal city of Saltmarsh.
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Thankfully, Ghosts of Saltmarsh does just that. So don’t you think it’s about time that WotC dusted off some of their classic water-based adventures and revised them for the modern age? Sure, there have been adventures set on tropical islands ( Tomb of Annihilation ), in the towns and cities along the Sword Coast ( Hoard of the Dragon Queen ), and some even featured daring rescues on the high seas ( Storm King’s Thunder ) but one thing that has been distinctly lacking is an adventure set primarily on or around the water.Īfter all, the oceans provide more than 90% of the habitable living space on our planet and houses well over 50% of life, and in the worlds of Dungeons & Dragons, this is no different. Most would agree that the official Wizards of the Coast Dungeons & Dragons fifth edition content has been a primarily landlocked and typically dry affair. Image by WotC ‘Ghosts of Saltmarsh’ delivers epic ‘D&D’ action amid rolling tides and aquatic gems
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