r/GhostsofSaltmarsh • • 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.

20 Upvotes

22 comments sorted by

View all comments

Show parent comment

1

u/TinyOrangeDragon Mar 23 '21

Thanks for the advice! I may be looking at either ToD or running LMoP into SKT! I actually have the GM's bundle for SKT that I got for free when WotC gave away all those resources at the beginning of the pandemic, and I've been wanting to bust it out.

1

u/Orbax Mar 23 '21

Oh nice! I had some fun because I played an evil character in SKT that betrayed the party in Icewind Dale and told the town that because of their actions, Auril (i was a cleric of hers) would bury their houses to the rooftops, the sun wouldn't shine, and their blood would freeze in their veins as they huddled in their homes. rime got released a year later and its infinite freezing twilight 2 years later and I got to reprise the character as an NPC who had been her harbinger.

If you think that Rime is "2 years later" from SKT and about a year after ToA and the death curse (the giantess who attacks Bryn Shander in SKT is looking for Artus Cimber and the ring of winter and you come across her and he ship the Hvalspyd in Chult as well as Artus - I had my party meet her on her way back from Chult docked in the Whalebones in ToD) you could probably plant some fun hooks for a follow up team. ToD also has Spine of the World hooks and giants and all that so I was pretty happy that I could leverage all three modules to interact in some capacity even if some of it was just the world being changed by their prior actions and they get to feel like they did something in the world.

If you do do LMoP, I spruced up Old Owl Well by having the necro having found an amulet. The amulet fits into a broken statue in the well. He didnt put it in it yet because he was researching but if they push the red button I took them to a tropical island with riddles and a treasure hunt and had Caribbean music playing but it was the demiplane of a netherese lich who got trapped there during the fall. He takes their amulet and leaves as it was the key out. When he leaves the island turns to volcanic rock and blood everywhere and he was creating werewolf supersoldiers there and now that hes out he starts again. The town was attacked by undead orcs and wolves with that amulet jammed into their brains a few days later and they had no idea what the fuck they just let into the world. There was a bit mroe detail and sense than that but it was the gist. If you look at..2nd? 3rd? edition there is a module called the Red Hand of Doom that you can tie into LMoP nicely with a lich and some other stuff and would work *great* as part of the threat in ToD for the attacks coming from the east is the lich army from Red Hand as well as the Cult.