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Showing results for tags 'saltmarsh'.
I am putting the final touches on a saltmarsh campaign set in the Razor Coast setting and it occurred to me that there were probably a number of people here who had run or played one or the other. Since this is my first time with the 5e system (though I have at least played all the others and it strikes me as very similar to AD&D with some improvements) I would like to see if there are mistakes I can avoid... The group looka like it will be 7 if everyone shows up, three of them in their mid teens and I want to make sure they have fun while getting a taste of adventures that are not all hack and slash. My reason for them to be there together at the adventure start is that they have recently completed their training/ finished their apprenticeship/ or finished with the service and this is the graduating task they have been given basically: comlete the secrets of sinister saltmarsh if you want the right to practice your trade in the name of your guild. I am hoping to avoid the first 2-3 sessions of 'I hate you all' and 'I'm better then you' garbage that seems to happen so often with the classic met in a tavern opening. The planned adventure path will use the saltmarsh modules but I also want to work in The sunless Citidel The temple of Posidon (an old ADnD module that I personally love even though it's a killer from stage 1) 2 or 3 other dungeon crawls from old dragon magazines I also want them to have access to the Razor coast adventures as optional adventures (I've started a table of swap outs that allow me to replace sections of saltmarsh if they take that option. Finally, I have ship minis and I want to use them! So I am planning some naval encounters that they can run into With all of this I am I am planning a slow progression allowing greater numbers in people to make the adventures a little easier but requiring more of them rather than increasing the cr of the encounters in the dungeon. As some of these adventures are killers I'm really not worried about the characters feeling unthreatened but some of the players are new and I don't want to clobber them Tomb of Horrors style (when I played temple of Posidon the first time we went in with 8 8th level characters and cam out with 3...) but I may need to explain the slow progression. Two things I want to implement are: a change to feats and multiclassing; I want to allow it but only if they find someone in game to teach it to them. Race limitations.all the basic races are fine but race discrimination is a chunk of the plot and things will go very bad very quickly if one of the players is an aquatic race... So with that said does anyone have recommendations for: Dungeoncrawlers - I would love to throw in a few classic crawlers with classic monsters. I also have all my dwarven forge goodies I want to use! Ship combat dos and donts particularly around cannon and boarding actions and piracy Pointers for dealing with teens, they're good kids but can be rambunctious and distractable An I trying too much on them? Ist possible for them to be embroiled in multiple plotlines and it could confuse them. So with that, anyone want to lend an ear and make suggestions? Roo
Here is the finished Sea Ghost. This is the ship detailed in the AD&D module U1, The Sinister Secret of Saltmarsh. I have worked her up to-scale, 1" = 5'. Each deck is separable so that below deck action can be carried out. The bottom deck can be flipped over to show the bilge floor plan. I've put a 1" grid on each deck and painted in the walls and doors. You can see the WIP photos in the WIP forum if you're interested. I'm considering making a sloop and a treasure galley, too. But if I do that won't be for a couple months. Need to take a break and dig up some nice deck plans. I hope you like her! My group begins a pirates D&D game this week! The game begins with our characters having just been dumped off in Jamaica for various offenses committed in England. My character, Simon Kershaw, was a shipwright's assistant in England. When the Master shipwright used (and took credit for) one of Simon's ideas for an improvement to a ship design, Simon set fire to the ship before it left the harbor, thus earning himself a spot aboard the prison ship... Suggestions for improvement welcome!