The thing to realize about the DMGII Salatmarsh is that it is AFTER the Saltmarsh Trilogy, and Seaton got hammered by the Sahuigan - hence refugees had to come somewhere - that said, I've editted the map down some for 576 (although many will argue not enough, c'est la vie :D ).
But in general I use the descriptions in the book - with some obvious changes for the year, events (no one is for the Lizardman enclave yet, because it doesn't exist yet - and may not in my game; depends on the players), etc. I've never made a point of redoing them on a major scale, because a few notes is all I needed. Besides, my group only interacts with a small percentage anyway.
here is my version:
Also, there are some really good articles here on Canonfire on the noteable personages of Salinmoor that are good too. I use them over the book unless somethign is really good in the book. I also tend to use those articles as what the players can learn about those people through a variety of means (Gather info/streetwise, talking to folks, etc).
See Full List On Thezteam.org
The thing to realize about the DMGII Salatmarsh is that it is AFTER the Saltmarsh Trilogy, and Seaton got hammered by the Sahuigan - hence refugees had to come somewhere - that said, I've editted the map down some for 576 (although many will argue not enough, c'est la vie :D ).But in general I use the descriptions in the book - with some obvious changes for the year, events (no one is for the Lizardman enclave yet, because it doesn't exist yet - and may not in my game; depends on the players), etc. I've never made a point of redoing them on a major scale, because a few notes is all I needed. Besides, my group only interacts with a small percentage anyway.
here is my version:
Also, there are some really good articles here on Canonfire on the noteable personages of Salinmoor that are good too. I use them over the book unless somethign is really good in the book. I also tend to use those articles as what the players can learn about those people through a variety of means (Gather info/streetwise, talking to folks, etc).
D&D 5E - Enhancing 'Ghosts Of Saltmarsh' | Dungeons ...
Jan 27, 2020 According to the DMG (p. 190), sailors are expert hirelings who make 2gp per day. An ordinary sailing ship has a crew of 20 sailors, which means that the cost of manning a ship is 40gp per day. I guess that's reasonable, though it's a lot higher than I expected. GS02: Ghosts of Saltmarsh: Wreck of the Marshall Fully Colored Maps Fully colored battle maps for the Ghosts of Saltmarsh: Wreck of the Marshall adventure location. This includes a a full sized print version of this map at 256 dpi (roughly 61 inches by 89 inches), as well as a web version at 150dpi that is small enough to upload onto sites like. The version in the the DMG II has much denser buildings and looks like it could possibly accommodate 5,000. Unfortunately, it is an ugly map. The DMG II version of Saltmarsh said the population was 3,850 so when I read that the 5e version supposedly held 5,000 people but it looked like a small village I really didn't know what to do with it. The quests cover Tier 1 and 2, meaning levels 1 to 8. The adventure is presented to you by author Christian Eichhorn and editor R P Davis. You can contact me via mail (christian.eichhorn.dmg@gmail.com) or via Twitter (@squirrelgolem). This product includes 30 quest seeds on 8 notice boards, 2 maps by Dyson Logos himself.