Ghosts of Saltmarsh is an expansion for any standalone title in the Dungeons & Dragons Adventure System board game series, and it features new adventures, map tiles, monsters, traps, and spells. To use this expansion, select your favorite heroes from one of the existing games, then dive into this new campaign!
The King of Keoland, after unsuccessful expansion to the north, has turned his eyes southward, to Saltmarsh, with the intention of turning this village into an important port to increase the stature of his kingdom — but not everyone in the village is happy about the new developments, and old enemies fight for control, unaware of a new enemy about to rear its ugly head.
You come through the town gates and cross Sharkfin Bridge…to the screams of townsfolk and the unmistakable sounds of fighting. You do not know the situation but you are sure you are needed.
Return to the classic gameplay of the D&D Adventure System, with some exciting new changes! You’ll still take on the role of a D&D hero, with thematic skills and abilities, either on your own or as a group of up to five adventurers. You’ll face multiple scenarios in an overarching campaign, evolving and leveling up your character on the way. You’ll explore treacherous dungeons, avoid deadly traps, and defeat terrifying monsters. You can also play your favorite scenarios on their own as a standalone experience!
Ghosts of Saltmarsh includes eight new highly-detailed Sahuagin miniatures, including two powerful new villains to encounter in your adventures! You’ll add these to the miniatures from your Adventure System Games to populate the board, using included tokens to represent any monsters you may not already have. (If you do own the related games, feel free to replace the token with the appropriate miniature!)
In addition to the "exploring" adventures familiar to fans of Adventure System games, where tiles come out one by one, there are adventures that take place in the town of Saltmarsh itself, a set map made up of six double-sized tiles, where you’ll fight to keep villagers safe from monsters after their own ends. It’s an exciting and different game mode, where without exploration, the new Adventure deck provides the challenges and surprises that stand between the Heroes and success.
Daniel A L
Without question this is the worst of the D&D Adventure system games and expansions. The campaign as pathetic, it's like they didn't even try. At least you get some new monsters (But really, that's about it)
Trevin
This is the first of the D&D board game series I actually disliked. Besides the numerous rule issues and [i]heavy[/i] departure from core rules in several adventures, the addition of a Monster with not just more than 3 but [b]15[/b] copies plus Encounters that place multiple of these Monsters out at once is way too overpowered. I’ve also found that the Dungeon Tile deck is unbalanced, with more than ⅔ of tiles having black triangles in comparison to roughly ½ in previous games and those black-triangle tiles are [i]more[/i] likely to have Monsters in contrast to previous games (e.g. ToEE) where those were [i]less[/i] likely. Every adventure in it has required at least some house rules if not an entire rules rewrite to make it more palatable and give it the same feel as previous D&D games.
beowolfmn
I have played every one of the DnD Adventure Board games and have loved them. I was excited to be able to use their pieces and characters again but this expansion failed. The adventure rules are very confusing for the town adventures. And the dungeon adventures are very monotonous. A couple of times you are forced to replay the same adventure twice in a row. And then when you get to the Sauhagin those are the only baddies you get. Definitely get this one last of all the DnD Adventure Board games.