DND SaltMarsh AdventureBook WEB
DND SaltMarsh AdventureBook WEB
For most of the adventures, you win together or lose together. Play Note: this does not apply to the Sahuagin Blademaster or any other
through “Adventure 1: Welcome to Saltmarsh” (page 3) to get a feel Monster that has more than just “Sahuagin” in the title.
for how the game plays, then either continue in order, playing it as a
campaign or, as with previous Adventure System board games, you The Town of Saltmarsh
can play any one of these adventures as a stand-alone experience. Adventures 1-3, and 9 are Town Adventures. For these adventures,
If you play it as a campaign, use page 4 of the rulebook to keep track you will not use the Dungeon tile stack, but instead you pre-build the
of the Heroes between adventures. village of Saltmarsh as shown below.
While Saltmarsh is made up of 6 double-sized tiles, it is considered
How the Adventures Work to have 12 tile sections. Each tile section of Saltmarsh has a small
Each adventure contains the following sections: number or numbers on the bottom right: these are used to determine
where Monsters and Villagers appear through a random roll of the
Start the Adventure: Read the first boxed text aloud to set the scene D20.
of the adventure for the players. Some adventures also feature a read-
aloud section when a significant scene takes place in the adventure.
Objective: What the Heroes need to accomplish to win the adventure.
Number of Heroes: How many Heroes the adventure is designed to
handle. This number usually corresponds to the number of players
(one Hero for each player). You can play any of the adventures as a
solo experience, where you run all the Heroes yourself.
Tile set: This section tells you which set of Dungeon tiles to use in the
adventure if it is important to note.
Adventure Setup: This section provides details about any special
setup needs of the adventure, including notes related to Dungeon
tiles, Monsters, tokens, and other game elements.
Special Adventure Rules: This section contains any new rules or rules
changes to be incorporated into the adventure. It also describes any
special Victory or Defeat conditions for the Heroes, as well as an
Aftermath section to describe what happens between adventures.
Town adventures have many special rules cited in their adventure
to reflect their fixed setup. (Lack of exploration changes the game
significantly.) In a non-Town adventure, assume the normal rules are
being used unless otherwise specified.
Changing an Adventure’s
Difficulty
Since you will be using Heroes from any of the base Adventure
System board games, and possibly in different combinations,
you might find an adventure too easy or too difficult. Therefore,
adventures will have a section with advice on how to make them
easier or harder: you can use the ideas in any combination. Also, feel
free to make whatever changes suits your group of Heroes.
2
ADVENTURE 1 Special Adventure Rules
Town Adventure: This adventure features a few new rules:
Welcome to Saltmarsh ✦ Each Hero skips their Exploration Phase.
You come through the town gates and cross Sharkfin Bridge...to the ✦ No Treasures are gained for defeating Monsters.
screams of townsfolk and the unmistakeable sounds of fighting.
Villian Phase: New order of steps:
You do not know the situation but you are sure you are needed. ✦ Monsters activate in any order the Heroes choose.
Objective: Have a number of Monsters in the Experience Point pile ✦ One Villager per tile with NO Monsters on it is removed from
depending on the number of Heroes in the adventure: the village and placed in the Villager token pile.
1-2 Heroes: 20 EXP; 3 Heroes: 25 EXP; 4-5 Heroes: 30 EXP ✦ Draw an Adventure card and add any Villagers and/or
Monsters randomly.
Number of Heroes: 1–5 (solo experience or group adventure).
Monster Tactics: When a Monster activates:
Adventure Setup
Special Components in this Adventure: 6 Town tiles, 25 Villager
✦ If there are Villagers and no Hero on its tile, it kills a Villager.
✦ If there are no Villagers or Heroes on its tile, and no Heroes
tokens, Adventure deck numbered 1-15, Monster deck numbered in range of its attacks, it follows its normal tactics against a
41-60, 5 Healing Surges. Villager in range and kills the Villager.
Create the village of Saltmarsh (as shown on page 2) and place 16 ✦ Otherwise, Heroes have priority for Monster tactics.
Villagers facedown as shown below V .Villager tokens do not take Villagers that are killed are placed back in the Villager token pile.
up any squares on a tile: they can be moved anywhere on the same
Victory: When a certain number of Monsters are in the Experience
tile to make room for Heroes and Monsters. Place the remaining
Point pile (see Objective).
Villager tokens outside the village.
Defeat: The Heroes lose the adventure if any Hero has 0 Hit Points
Set aside the Feral Troll and Goblin Champion cards from the
at the start of his or her turn and there are no Healing Surge tokens
Monster deck and shuffle the Monster deck. Draw 6 Monster cards
remaining. They also lose if, after the last Adventure card is drawn,
and place their tokens in Saltmarsh, as shown below M . Place their
the Objective has not been met. Finally, they also lose when there
Monster cards in a display above the village. Place the Heroes on
are no Villagers in the village before an Adventure card is drawn.
tile #9: Sharkfin Bridge.
Upon Victory, read:
Then place the Feral Troll and Goblin Champion cards back into the
Monster deck and shuffle the Monster deck. Eliander Fireborn, captain of the guard, thanks you profusely - and
rewards you for your help. And he offers to pay for dinner and a
night at the best inn.
Aftermath:
Each Hero gains 1000 gold pieces minus 100 gold pieces for every
four Villagers killed (rounded down). Also, each Hero loses 100 gold
pieces for each Healing Surge used. Minimum reward is 200 gold
pieces each.
To make the Adventure easier:
V V Subtract 5 EXP from the Objective.
V M Reduce the appearance of Monsters by 1 from Adventure cards.
To make the Adventure harder:
V V
M M V V
V
3
ADVENTURE 2 Special Adventure Rules
Town Adventure: This adventure features a few new rules:
Escort! ✦ Each Hero skips their Exploration and Villain Phases.
Eliander Fireborn wakes you up to help with protestors against ✦ No Treasures are gained for defeating Monsters.
the Dwarven presence in Saltmarsh. It seems the monsters that
attacked yesterday were using Dwarven weapons. The head of the ✦ At the start of every Hero Phase, place a Villager token on tile
mining operation, Manistrad Copperlocks, is at the Dwarven Anvil #9 (Sharkfin Bridge).
checking on how this could have happened: but the number of ✦ The group can only move one tile per Hero Phase add (and
protestors are growing, threatening to overhwelm, and some don’t only if the Move action is taken). However, they cannot move if
look like your regular villagers. there are five or more Villagers and/or Monsters on the same
tile.
Objective: Escort Manistrad Copperlocks to her office. ✦ Monsters are considered adjacent to the Heroes, but can be hit
Number of Heroes: 2–5 (group adventure). with ranged attacks.
✦ Heroes can use powers to heal Eliander and Manistrad.
Adventure Setup Reveal Villager Action: This adventure features a new action that
Special Components in this Adventure: 6 Town tiles, 30 Villager a Hero can take. When a Hero takes a Reveal Villager action, they
tokens, Eliander, Manistrad, and 6 Guard tokens, Adventure deck reveal a facedown Villager token on their tile. If it has a trident,
numbered 1-24 (set aside 16-24). Monster deck numbered 61-71. reveal the top card of the Monster deck and place it in the display
above the village. The Villager token is placed facedown in the
Create the village of Saltmarsh (as shown on page 2) and place 25 Villager token pool. Finally, Manistrad takes one damage. If the
Villagers facedown as shown below V . Villager tokens do not take token does not have a trident, it is simply removed from the village
up any space on a tile: they can be moved anywhere on the same and placed in the Villager token pool.
tile to make room for Heroes and Monsters. Place the remaining
Villager tokens facedown in a pool outside the village. After a Hero completes their Hero Phase:
The Heroes, along with Eliander E , Manistrad M , and one Guard G ✦ Eliander reveals a Villager token on his tile: follow the same
form “the group” and are placed on tile #3. Five other Guards also procedures outlined above, but this time Eliander takes one
start in the village G . damage if a Villager with a trident is revealed.
✦ If one or more Guards are with the group, they each reveal
Place one Adventure-backed Thug Monster card per Hero in a
a Villager token on their tile: follow the same procedures
display above the village. (No Monster tokens are needed as
outlined above, but any Guard that reveals a trident is removed
Monsters are always on the same tile as the group.)
from the village.
At the end of the round, after all Heroes have acted:
✦ Monsters in the display attack, doing one damage each.
V Distribute their damage among Eliander, Manistrad, or Guards
in the group. Any Guards hit are eliminated.
✦ Move all Villager tokens and Guards one tile closer toward the
group. Exception: Villagers on tile #9 never move.
V V ✦ Draw an Adventure card and add Villagers/Monsters.
V V G V When the group reaches Sharkfin Bridge, replace all Villager tokens
V V on that tile with Thugs: place an equal number of Adventure-backed
G Thug Monster cards in the display above the town. Remove the
Adventure Deck from the game. Then, read:
V G V V
It is now quite clear that the monsters that attacked yesterday had
G V some agency behind them.
V V V V
Victory: The Heroes win the adventure when they escort Manistrad
off Sharkfin Bridge.
V G V V V
Defeat: The Heroes lose the adventure if Eliander or Manistrad are
V V V
killed. They also lose if there is a combination of 15 or more Villagers
G E and/or Monsters on the group’s tile at the end of a Hero Phase.
M Aftermath:
Each Hero gains 400 gold pieces.
V V To make the adventure easier:
Start with five less Villager tokens in play.
To make the adventure harder:
Group cannot move if there is a combination of seven or more
Villagers and/or Monsters on the same tile.
4
ADVENTURE 3 Special Adventure Rules
Town Adventure: This adventure features a few new rules:
Protect the Dwarven Shipment ✦ Each Hero skips their Exploration Phase.
Manistrad believes that smugglers are behind the attacks, trying to ✦ No Treasures are gained for defeating Monsters.
discredit the dwarves. After all, how else did they get a hold of the
weapons? Manistrad tells of a shipment due to arrive soon: three ✦ If the Monster deck is empty, remove any Water Elementals
ships loaded with tools and weapons. She asks the Heroes to go from the Experience Point pile and reshuffle the pile to form a
down to the docks to oversee the delivery. new Monster deck.
✦ Water Elementals do not move from the dock area. If there is
Objective: Protect the shipment of Dwarven goods. no Hero at a dock tile that is within their range of attack, they
Number of Heroes: 2–5 (group adventure). destroy the dock, then move to another dock tile.
At the end of the 1st round, after all Heroes have acted, draw one
Adventure Setup Monster card for each Hero as it jumps out of the ship onto the
dock tile - unless it is a Water Elemental. Roll to see on which dock
Special Components in this Adventure: 6 Town tiles, Monster tile it appears. Distribute Monsters cards as evenly as possible to
deck numbered 61-74, 1 large (4 EXP) Water Elemental (Adventure- each Hero on the appropriate dock tile.
backed) Monster card (37) and token, 2 Ship tokens.
At the end of the 2nd round, a second ship docks (roll the die to
Create the village of Saltmarsh as shown on page 2. determine which dock) and a number of Monsters equal to the
Each Hero is placed on a dock tile of their choice: tile #s 10, 11, and number of Heroes appears. Follow the same procedure above.
12. At the end of the 3rd round, another set of Monsters appear from
Set aside one Thug card for each Hero (3 maximum) as well as the the second ship. Follow the same procedure above.
Thug Leader. Shuffle the rest of the Monster cards. At the end of the 4th round, another set of Monsters appear. Follow
Set aside the large Water Elemental token and card. the same procedure above.
Randomly determine at which dock the first ship appears. Roll the At the end of the 5th round, the large Water Elemental appears. Roll
die: to determine on which dock tile. Place the Water Elemental token on
this dock tile and give its Monster card to the player that will act first
1-7, tile #10;
in the next round. Immediately upon its appearance, any existing
8-14, tile #11; small Water Elementals crash back into the water.
15-20, tile #12. Victory: The Heroes win the adventure when the large Water
Place the ship token next to that tile. Elemental is defeated.
After Setup, read: Defeat: The Heroes lose the adventure if any Hero has 0 Hit Points
at the start of his or her turn and there are no Healing Surge tokens
The first ship arrives and instead of sailors carrying crates, remaining. They also lose if all three docks are destroyed.
smugglers carrying swords jump out and immediately attack.
Upon Victory, read:
Give the Thug Leader to a Hero and distribute one Thug card to A third ship approaches, but something is askew. It is falling apart
each Hero. All immediately attack. and sinks before it reaches the docks. A trail of flotsam and jetsam
seems to lead in the direction from whence it came.
Aftermath:
Each Hero gains 400 gold pieces.
Then, read:
Later on, you meet up with Eliander and he tells you that he
followed the ship’s trail and it led to a sea grotto - and a gruesome
scene of death and destruction. Bodies of dead smugglers and
smashed cargo. One survivor was found: a red-turbaned Saltmarsh
resident and powerful mage named, Keledek.
5
ADVENTURE 4 Special Adventure Rules
Barricaded Cave: When a Hero reveals the Barricaded Cave tile,
Explore the Smuggler’s Base read:
Keledek tells the Saltmarsh Council that he discovered the The barricade has been smashed. Huddled in a corner is an ill-
smuggling operation while exploring the ruins of the Tower of treated humanoid creature. It looks like an elf, but not like one
Zenopus: apparently the ruins lead to a network of sea caves. About you’ve seen before. As you approach the strange-looking elf, three
to confront the smugglers, they were all attacked by unknown figures come through the barricade opening.
assailants. The faces of the Council members reflect the knowledge
they each possess. Some are shocked, some questioning, and Then:
some, with full understanding. But all have the same burning ✦ Instead of drawing Monster cards for the tile, the active player
question on their minds: which faction is responsible? Only one way takes one Sahuagin Monster card then distributes the rest
to find out. to the players on the left. (A Hero may have more than one
Sahuagin card if necessary.) Then the active player places the
Objective: Explore the sea caves for further clues.
figures on the Barricaded Cave tile.
Number of Heroes: 2–5 (group adventure). Victory: The Heroes win the adventure when they defeat the three
Sahuagin.
Adventure Setup Defeat: The Heroes lose the adventure if any Hero has 0 Hit Points
Tile Set: Sea Caves tiles at the start of his or her turn and there are no Healing Surge tokens
Special Components in this Adventure: Zenopus Tower Ruins Tile, remaining.
Barricaded Cave Tile, Encounter deck numbered 96-123, Monster Aftermath:
deck 61-71, 75-88, 3 Sahuagin Monster cards and figures.
Each Hero gains 400 gold pieces.
Place the Zenopus Tower Ruins tile on the table. Place each Hero on
Then, read:
any square of the tile.
The elf, realizing you are not here to harm him, introduces himself
Take the Barricaded Cave tile from the Dungeon tile stack and set it
as Oceanus, a sea elf who came to Saltmarsh to trade for weapons
aside. Shuffle the rest of the Dungeon tile stack. Take 3 tiles from it,
for his people to defend against bloodthirsty Sahuagin. He points
and shuffle the Barricaded Cave tile into those tiles. Then, without
to the dead figures, then continues. “Unfortunately, before the trade
looking at any of the tiles, put the shuffled Barricaded Cave and 3
could take place, smugglers appeared, killed the traders, took the
tiles after the 8th tile. (This way, the Barricaded Cave tile will appear
cargo, and made me hostage. The leader of the smugglers, a tall,
between the 9th and 12th tile drawn.)
red-turbaned man, took the magical trident I had to trade.” Keledek!
The Saltmarsh Council will need to hear of this.
To make the adventure easier:
Place the Barricaded Cave tile and the 3 random Dungeon tiles
after the 5th Dungeon tile.
Remove Encounter cards 111-123
To make the adventure harder:
Place three Sahuagin Monster cards in the Monster deck.
Have 2 Sahuagin and a Sahuagin Champion attack in the end
instead of three Sahuagin.
A. A
Tiles 1–8
B.
Tiles 9–12: Barricaded Cave tile B
and 3 random Dungeon tiles.
6
ADVENTURE 5 Special Adventure Rules
Barricaded Cave: When the Barricaded Cave tile is revealed, set it
A New Enemy aside and replace it with the Sahuagin Lair Entrance tile, then read:
The Saltmarsh Council is astonished to hear of Keledek’s Three Sahuagin stand in front of a pair of massive stone doors.
involvement in smuggling (at least those members that did not Two smaller Sahuagin in front and a large, spear-wielding Sahuagin
know already). However, they are now more deeply concerned about stands behind them. With the grim determination of defending
this potential new threat. Who are the Sahuagin and what are their one’s home, the Sahuagin make it clear this is the entrance to their
plans? The Council tasks you with finding out more information lair.
about the Sahuagin. You steel yourselves to go through the
previously barricaded area and end up in a very large sea cave. Then:
✦ Instead of drawing a Monster card for the tile, the active player
Objective: Defeat the Sahuagin Champion.
takes the Sahuagin Champion Monster card and places the
Number of Heroes: 2–5 (group adventure). figure on the Sahuagin Lair Entrance tile near the doors. Acting
as a Villain for this adventure, the Sahuagin Champion acts at
Adventure Setup step 2 of each player’s Villain Phase.
Tile Set: Sea Caves tiles ✦ In addition, the active player takes one Sahuagin Monster card,
then gives one Sahuagin Monster card to the Hero that will act
Special Components in this Adventure: Deep Sea Cave Tile, next. Place their figures in front of the Champion.
Barricaded Cave Tile, Sahuagin Lair Entrance Tile, Encounter deck
Victory: The Heroes win the adventure when they defeat the
numbered 96-123, Monster deck numbered 69-71, 75-88, Sahuagin
Sahuagin Champion.
Champion and 2 Sahuagin Monster cards and figures.
Defeat: The Heroes lose the adventure if any Hero has 0 Hit Points
Place the Deep Sea Cave Tile on the table. Place each Hero on any
at the start of his or her turn and there are no Healing Surge tokens
square of the tile.
remaining.
Take the Barricaded Cave tile from the Dungeon tile stack and set it
Aftermath:
aside. Shuffle the rest of the Dungeon tile stack. Take 3 tiles from it,
and shuffle the Barricaded Cave tile into those tiles. Then, without Each Hero gains 400 gold pieces.
looking at any of the tiles, put the shuffled Barricaded Cave and 3 To make the adventure easier:
tiles after the 8th tile. (This way, the Barricaded Cave tile will appear
between the 9th and 12th tile drawn.) Place the Barricaded Cave and 3 tiles after the 6th Dungeon tile.
Set aside the Sahuagin Lair Entrance tile. Treat the Sahuagin Champion as a Monster.
Set aside the 2 Sahuagin and Sahuagin Champion cards and figures. Replace the Champion with a Sahuagin.
To make the adventure harder:
Replace the Champion with a Blademaster.
Add one or more Sahuagin to the Sahuagin Lair Entrance.
A. A
Tiles 1–8
B.
Tiles 9–12: Barricaded Cave tile B
and 3 random Dungeon tiles.
7
ADVENTURE 6 Special Adventure Rules
Monster icons: When a new tile is revealed, any Monster icons
Enter the Sahuagin Lair are filled by Sahuagin. (No Monster deck is used during this
You have found the entrance to the Sahuagin Lair. After much Adventure.) Use Sahuagin figures and tokens and use both Monster
deliberation, the Saltmarsh Council deems you to be the right and Adventure-backed Sahuagin Monster cards as needed.
folk to continue the mission of discovery: what is the extent of the Antechamber A: When the Antechamber A tile is revealed, attach the
Sahuagin presence near Saltmarsh? Antechamber B tile to it, then read:
Objective: Find out more about the Sahuagin Lair. A group of Sahuagin are praying at the altar. You know they would
not be happy to see you at any time, but especially so for having
Number of Heroes: 2–5 (group adventure). disturbed them during prayer.
A. A
Tiles 1–8
B.
B
Tiles 9–12: Antechamber A tile
and 3 random Dungeon tiles.
C
C.
All other Dungeon tiles.
8
ADVENTURE 7 Special Adventure Rules
Monster icons: When a new tile is revealed, any Monster icons
Further into the Enemy’s Lair are filled by Sahuagin. (No Monster deck is used during this
Wasting no time, you push forward, further into the heart of the Adventure.) Use Sahuagin figures and tokens and use both Monster
enemy’s lair. and Adventure-backed Sahuagin Monster cards as needed.
Barricaded Cave: When the Barricaded Cave tile is revealed, set it
Objective: Find out the extent of the Sahuagin Lair. aside and replace it with the Unfinished Barracks tile, then read:
Number of Heroes: 2–5 (group adventure). The room is still under construction. A large, imposing Sahuagin
figure is giving instructions to a pair of smaller Sahuagin. As you
Adventure Setup approach, the large Sahuagin turns menacingly toward you, wicked
Tile Set: Sea Caves tiles, Sahuagin Lair tiles sword at the ready!
A. A
Tiles 1–10
B.
B
Tiles 11–14: Barricaded Cave tile
and 3 random Dungeon tiles.
C
C.
All other Dungeon tiles.
9
ADVENTURE 8 Special Adventure Rules
Monster icons: When a new tile is revealed, any Monster icons
The Final Enemy? are filled by Sahuagin. (No Monster deck is used during this
All the Sahuagin you have met are fighters: fierce creatures ready Adventure.) Use Sahuagin figures and tokens and use both Monster
and able for battle. But you have not met any of the leaders. Once and Adventure-backed Sahuagin Monster cards as needed.
more, you steel yourselves for exploration of the Sahuagin Lair. Ambush icons: When a new tile is revealed, any Ambush icons
are filled by the Champion. If the Champion is in play, then a
Objective: Defeat Thadrah. Blademaster. If both Blademasters and Champion are in play, then
Number of Heroes: 2–5 (group adventure). by Sahuagin.
Antechamber A: When the Antechamber A tile is revealed, set it
Adventure Setup aside and replace it with the Throne Room tile, then read:
Tile Set: Sea Caves tiles, Sahuagin Lair tiles As you walk through the antechamber into the throne room, you see
Special Components in this Adventure: Unfinished Barracks Tile, a female Sahuagin in lavish garb standing next to the throne. She
Antechamber A Tile, Antechamber B Tile, Throne Room Tile, lets out a warbly laugh, or at least you think it is a laugh, then points
Encounter deck numbered 110-131, Monster cards numbered 89-94, to the guards who attack.
Adventure cards numbered 25-36, 39, Thadrah, Sahuagin High Then:
Priestess Villain card and figure.
✦ Instead of drawing Monster cards for the tile, the active player
Place the Unfinished Barracks Tile on the table. Place each Hero on takes the Thadrah, Sahuagin High Priestess Villain card and
any square of the tile. places the figure on the Throne Room tile. As a Villain, Thadrah
Take the Antechamber A tile from the Dungeon tile stack and set acts at step 2 of each player’s Villain Phase.
it aside. Shuffle the Sea Caves tile set and remove 4 tiles from ✦ In addition, the active player takes two Sahuagin Blademaster
it. Shuffle those 4 tiles into the rest of the Sahuagin Lair tile set. Monster cards (no matter where they are), keeps one, and
Take 3 tiles from it, and shuffle the Antechamber A tile into those gives the other to the Hero that will act next. Place their figures
tiles. Then, without looking at any of the tiles, put the shuffled on the Throne Room tile.
Antechamber A and 3 tiles into the Dungeon tile stack after the 8th
Defeat Thadrah: After Thadrah is reduced to 5 Hit Points or less,
tile. (This way, the Antechamber A tile will appear between the 9th
read:
and 12th tile drawn.)
Thadrah speaks, though she is difficult to understand: “Too late.
Set aside the Throne Room tile.
Our people overcomes your town. You land walkers will drown in
water and blood.”
Victory: The Heroes win the adventure when Thadrah, Sahuagin
High Priestess is defeated.
Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points
at the start of his or her turn and there are no Healing Surge tokens
remaining.
Aftermath:
Each Hero gains 500 gold pieces.
Heroes may only level up after this adventure: they will go back to
village, but will have no chance to do Town actions.
Then, read:
An attack on Saltmarsh?! You now realize this lair was constructed
as a staging point for an invasion. You must get back to Saltmarsh
to help.
10
ADVENTURE 9 Special Adventure Rules
Town Adventure: This adventure features a few new rules:
Goodbye, Saltmarsh ✦ Each Hero skips their Exploration Phase.
You rush toward Saltmarsh, only to come back to the sound of ✦ Each Hero skips their Villain Phase until Baron Kepmak
battle. This is where you came in just a few days ago, but this time it appears.
is Sahuagins that are set to destroy this town and kill its people.
✦ No Treasures are gained for defeating Monsters.
Objective: Defeat Baron Kepmak. Monster Assault: At the end of a round, when all Heroes have acted,
Number of Heroes: 2–5 (group adventure). the Monsters in the display attack in any chosen order.
✦ Monsters will attack Villagers on the same tile if there is no
Adventure Setup Hero present.
Special Components in this Adventure: 6 Town tiles, Adventure deck ✦ Otherwise, Heroes have priority in Monster tactics.
numbered 1-15, 40, Adventure cards numbered 25-36, Monster cards ✦ Remove killed Villagers from the game.
numbered 89-95, Kepmak, Sahuagin Baron Villain card and figure. Draw Adventure card: After the Monster Assault, draw an Adventure
Large (4 EXP) Water Elemental Monster card and token. card. If there are no more Villagers to place, then ignore that result.
Create the village of Saltmarsh (as shown on page 2) and place 19 Any Monsters that are placed are done in this order of availability:
Villagers and the attacking Sahuagin as shown below Champion, Blademaster, High Priestess, and Sahuagin. Place their
( C =Champion, B = Blademaster, HP = High Priestess, S = Monster cards in the display above the village.
Sahuagin). Place the remaining Villager tokens outside the village. The Baron Appears (or when no Monsters are on the map): When
Villager tokens do not take up any squares on a tile: they can be this card is drawn from the Adventure deck, remove the Adventure
moved around to make room for Heroes and Monsters. Deck from the game and randomly place the Kepmak figure on a
Place the Monster cards in a display above the the village. tile along with the large Water Elemental token. Give the Kepmak,
Sahuagin Baron card and the Water Elemental Monster card to the
Place each Hero on Sharkfin Bridge (tile #9) tile. Hero that will act next, then read:
Take The Baron Appears card from the Adventure Deck and set A large, 4-armed Sahuagin, holding a glowing trident appears, with
it aside. Shuffle the rest of the Adventure cards (except those a large, subservient water elemental at his side. Here is the leader of
numbered 25-36). Take 3 cards from it, and shuffle The Baron the Sahuagin.
Appears card into those cards. Then, without looking at any of the
cards, put the shuffled The Baron Appears and 3 cards into the Defeat Kepmak: After Kepmak is reduced to 5 Hit Points or less,
Adventure Deck after the 4th card. (This way, The Baron Appears read:
card will appear between the 5th and 8th card drawn.)
His Common is better than Thadrah’s. “Victory is not mine to claim,
but one day, my people will rule the whole of this world, below and
above water!
Adventure End
Victory: The Heroes win the adventure when they defeat Kepmak.
Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points
V V at the start of his or her turn and there are no Healing Surge tokens
V V S remaining. They also lose if all 30 Villagers have been killed.
11
The non-Sahuagin monsters used in this game are found in previously published Adventure System board games. Below is a list of Monsters
and from which game they are from. If you own that base game, you can substitute the Monster tokens for the Monster figures found in your
game.
Castle Ravenloft™: Skeleton, Rat Swarm, Wraith Dungeon of the Mad Mage™: Gnarled Veteran, Thug, Thug Leader,
Wrath of Ashardalon™: Orc Archer, Orc Smasher, Snake Veteran, Veteran Leader
Legend of Drizz’t™: Feral Troll, Goblin Archer, Goblin Cutter, Goblin Advanced Encounter cards:
Champion, Spider Swarm, (small) Water Elemental The Advanced Encounter cards below can be added to these
Temple of Elemental Evil™: Gnoll Archer, Hobgoblin Fighter, (large) adventures (as well as any other adventures) for fun...and perhaps a
Water Elemental little chaos.
Tomb of Annihilation™: Warded Skeleton Dimensional Rift, Summon Monster from Another Plane
What do we do when we draw all the cards from a deck? What if I have to make a choice and there’s more than one option?
If you play through an entire deck of cards, shuffle that deck’s Whenever there is more than one option for a choice, the active
discard pile and keep playing. Hero chooses.
Sometimes a Monster’s card says to move it adjacent to the closest Do I apply a Miss effect if I cancel or avoid an attack?
Hero. What do I do if that Monster is already adjacent to a Hero? No. If the attack does not happen, there can be no Miss. A Miss
You can simply leave the Monster where it is, or you can move it to happens when a roll is made and the attack does not hit. (There
any other unoccupied square adjacent to that Hero. may be other effects that turn an attack into a Miss but that is
What happens when my Ally defeats a Monster? different).
The Monster goes to the Experience Point pile but you do NOT Can two figures be adjacent if on different tiles?
draw a Treasure card for the defeated Monster. Yes. Adjacency refers to be being in an adjacent square (unless
When a card specifies that an effect happens with a certain rolled otherwise noted). That means a figure on tile A can be adjacent to a
number, does that include any modifiers? figure on tile B if their squares are adjacent to each other (not via a
diagonal or with a wall).
No. That roll has to be natural - unmodified.
Where do I put a Monster that I move with one of my Powers or
Treasure cards?
You can place the Monster in any unoccupied square that meets the
effect’s requirements.
What does “within 1 tile” mean?
An object (such as another figure, a token or marker, or an
unexplored edge) is within 1 tile of a figure when that object is on
the figure’s current tile or on a tile connected to the figure’s current
tile and not separated by a wall. (Diagonally touching tiles are not
connected.)
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