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Cake day: June 25th, 2023

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  • Here’s my thoughts from when I ran GoSM:

    Ghosts isn’t really a campaign. It’s a really un-connected series of individual mini-dungeon crawls. In particular, if you were hoping for a focus to be on the three factions within Saltmarsh itself, I will warn you that almost none of the modules have anything to do with that. The leadership divisions in Saltmarsh are just kind of there to help DMs build on their own homebrew stuff. Despite much being made of the Sea Princes, they’re more or less unmentioned in the rest of the campaign, as are the other two factions.

    Notably, the modules’ antagonists break down into two major categories:

    • Underwater creatures (Sahuagin in ‘The Final Enemy’, S’gothgah the Aboleth in ‘The Styes’, and a giant octopus that’s more of an environmental hazard in ‘Salvage Operation’).
    • Undead (Isle of the Abbey, Tammeraut’s Fate).
    • There’s also some unconnected pirates in Danger at Dunwater and a random priest of Lolth in Salvage Operation. The mini-encounters (Cove Reef, Wreck of the Marshal, Warthalkeel) are kind of just there. You might notice there’s no real theme here. Like I said, this is very open to homebrewing.

    In my case, I decided I liked undead as a final antagonist better than an Aboleth. The entire thing became a plot by Orcus - my ultimate BBEG - to drown and slaughter everything in the Saltmarsh region. Everyone else - Syrgaul Tammeraut, the Aboleth S’gothgah, the Sahuagin - were either intentionally or unintentionally working towards Orcus’ goals, some being duped into doing so. This required some reskinning - the generic evil cult in ‘Isle of the Abbey’ and the Lolth priest in ‘Salvage Operation’ became Orcus worshippers.

    In your case, if you want to focus on the three factions of Saltmarsh, I think you could go two ways:

    • Have reach of the modules be a task or threat created by each faction. For instance, maybe the Loyalists send you on the Salvage Operation, hoping to get some dirt on Anders Solmor’s mysterious missing parents. Maybe the Sea Princes are stirring up the Sahuagin to attack Saltmarsh to break the King’s control, etc.
    • Have one BBEG running all three factions. In this case, again, I would encourage you to look to either S’gothgah the Aboleth, or whoever Syrgaul Tammeraut’s magical patron is. Perhaps they are simply playing all three groups against each other to leave Saltmarsh depleted and ruined, at which point they will move in.

    In either case, the political side of Saltmarsh is relatively undeveloped, giving you lots of room to work in, but also lots of work to do if that’s what you want.






  • I am tinkering with something similar right now, with the elf-equivalents being virtually illegal outside the borders of their own empire.

    So, here’s what I would suggest you consider:

    • First, discuss it with your players and make sure you’re not going to piss any of them off by doing this. If any of them were planning on playing said race, make sure they’re okay with the impact on their play style.

    • Consider the storytelling conflicts you want to explore with this. What encounters do you want to put your players through, and why? What themes are you looking to explore?

    • Consider the larger impact on other parts of your world. Try to make this more than a point that exists in isolation and a vacuum.




  • So, this is a bit of a “depending on the group & situation” thing.

    Fudging HP is definitely a thing DMs (myself included) do. However, with an experienced group who can get a sense for how much HP is typical for mobs at a given level, and if the amount of damage done is quite clearly far enough that he ought to be dead, it can be hard to add HP without “showing the finger on the scales” - at which point the illusion breaks and it becomes “un-fun”.



  • Going to echo the prior comment. But here’s my thoughts:

    1. Was there a “session zero” in which the group’s expectations for the campaign and interactions were laid out? If not, it may be a good idea to pause and have this. Sometimes groups who are familiar with each other skip this because they “know each other”, but it can still be good on a campaign-by-campaign basis.

    2. When you discuss it with them, try to start by determining why the DM is acting this way: Since it sounds like the DM likes firmly heroic characters, is this just what they find ‘cool’ or do they actually object to playing / having grey-er characters in their party or campaign? (Same kind of applies to the cleric’s player - are they just “playing the character”, or is this what the player feels is right?)

    3. Ask if there’s been any miscommunications involved. The thing that sticks out as odd to me here, is that the DM clearly seemed to be urging you towards combat with stereotypically evil enemies in these scenarios… but views you initiating combat as “evil”? It’s possible something is getting lost in translation.

    4. Since you and the rogue are both clearly enjoying less cut-and-dry characters, express that this isn’t just you-versus-them. Or you-versus-cleric-player. Broadly, try to avoid turning this into an argument between people.

    5. This will fluctuate a bit depending on how roleplay-heavy your group is, but consider asking if this could be dealt with in-character. Is the cleric open to having a crisis of faith over working with such “tainted” people? Are you okay with your character sometimes being held back by other party members when they’d like to be proactive, so long as their view isn’t changed?



  • Specifically talking about asphalt vs. concrete:

    • Asphalt is relatively cheap vs. concrete. This is partly because asphalt is a whole lot easier to recycle than concrete, which is almost un-recyclable, but also because asphalt is a relatively “simple” material - it’s mostly petroleum byproducts and gravel.

    • Concrete doesn’t grip very well, compared to the relatively textured surface of asphalt. Especially when wet! This is why you often see concrete formed with “ridges” or “bumps” cast into it. However…

    • This also makes concrete noisier and bumpier to drive over, making drivers less happy. It’s why it’s often used for short, low-speed uses like driveways, parking lots, or side streets.

    Just about the only thing concrete has going for it is it’s endurance, which it definitely wins handily.

    Every few years another engineered road solution is conceived - I’ve seen variations that would use glass which could be ‘re-fused’, concepts for recycling plastic waste, and many more. Most of these run into the issue that they’re either less ‘grippy’, or that they simply cost more even accounting for the longer lifespan.