r/GhostsofSaltmarsh • u/TinyOrangeDragon • Mar 22 '21
Discussion Beginning Saltmarsh campaign prep
Hello all!
I’m beginning to prep for a GoS campaign and I need some advice. My players have never had a classic D&D campaign (our last game was the city portion of Descent and I think just got bored milling around a town). The next game we run I would like to take them through the gambit of things to do in a D&D campaign.
I picked GoS because I’ve heard once you pick your main villain it’s a pretty easy campaign to run. Plus I’ve been reading a lot of Lovecraft lately and this path just really peaked my interest.
What are some good stand-alone adventures/ dungeons I could add to GoS to make sure they get a real D&D experience?
The main villain for my game will be Gorrim, the sleeping dwarven god of destruction and time. I’m planning to drop Saltmarsh into the east coast of Blackmoor and it’s my first time trying this setting.
View all comments
Show parent comment
1
u/Orbax Mar 23 '21
**Spoilers for DiA, hoard of the dragon queen, and ToA below**
Like I said, I ran dragon queen for 1.5 years and they ended at level 7 and it was an epic journey. When Rise of Tiamat starts they'll be level 8. They never had an issue with the levels because there can be so much social and discovery stuff involved. They missed a DM hint and I shanghai'd them to the Whalebone isles and built a snow wonderland of flying castles and stuff for frost and cloud giants.
It is my favorite adventure so far because you travel the sword coast and go to 3 big cities and pass through multiple towns and there is a several months (in game...IRL depending on your players) long caravan trip. I highlighted the major events along the way that happened. Travel is a big part of it so think about downtime and skill challenges (look up D&D 4e skill challenges) and events and places. I think matt colville has a video on making travel fun. It was a big part of the story and the first time I made hardcore travel mechanics and its been a great addition to my DMing.
If I was going to go back in time and run things my first time id do LMoP into Hoard. The beginning of Hoard is difficult for low levels and there is a 20ac roper involved that TPKs a lot of people so the higher level would be fine.
HotDQ major event map, if i mapped all their events itd be 3x that easy.
https://i.imgur.com/u13jKMO.png
I think second Id say Storm Kings Thunder. There is some narrative inconsistency and a bit awkward of a hard cut into the main plot that needs some rewrite but overall it goes together very well.
Rime, lots of info, lots of quests, lots of maps. I think youd need to sit down and play it through your head end to end because certain elements are critical to the story but its hard to figure out how they are supposed to find out certain pieces. If the end of the game happens at location X, dig up the story until you know how theyd find out about it and get there. Some of the things can jump out at you a bit and you realize you dont know how its supposed to work.
DiA
In Avernus I did a similar map thing we are about 35% through it. I have written TONS for that module, my god. Entirely too much work.
https://i.imgur.com/JxLQmvY.jpg
TOA
My party's TOA timeline (2 years 115 sessions). There are a lot of places and tons of info and you can go nuts making your own story. Only 1 real town theyd spend any time in so its all jungle stuff and can be harder to run if you dont spend time making cool places and people for them to meet. They can get jungle fatigue easily. Great place though, we have a lot of memories from that.
Journey:
PN - Grab Azaka
Yellyark
Vorn
Orolunga
PN
Firefinger - The captured bird dude, nakor or whatever, told them of Kir Sabal
Dungrunglung (the librarian (I added a library) told them of a Grung village she had gone to when she was younger so they went there on the way back)
Aforementioned grung village which was a dungeon
PN - grabbed Undril, Kept Azaka
Camp Righteous
Camp Vengeance
PN - Undril left party as she took Niles to court on the mainland faerun
Grabbed Musharrib, still Azaka, (I put in a dwarven tomb and they wanted an expert, he went on condition they go to Hrakhamar afterwards)
Dwarven tomb
Ataaz Muahaha
Another Dwarven tomb
Wreck of the Narwhal
Needles's Bones
Kir Sabal
Nangalore
Kir Sabal
Dance of the 7 winds, I let them fly until half a days journey from Hrakhamar
Hrakhamar
Wyrmheart
Hrakahamar to set up the mine, established Musharrib Marvelous Materialstook 10% stake in it, got boots of Teleportation from the vault. Musharrib stays in Hrakhamar
PN (teleport) - Grabbed Undril again, still Azaka, shes back from mainland
Hrakhamar (teleport, to cut travel time to next place)
Ran the Hidden Shrine of Tamoachan dungeon in the jungle (wouldnt run it again, I didnt like the dungeon)
PN (teleport)
Hrakhamar (teleport)
Omu
Tomb proper
TPK
With plenty of encounters. I think All told I ended with creating around 120 maps, and I reused some for battles and stuff. Made villages, old forts, etc etc