A small contingent of Sahuagin has snuck in through the NE water entrance, killed the guards outside the prison cells and broken their comrade out. Thanks for leaving this comment. A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. Interaction is a prerequisite for success in this adventure and indiscriminately killing monsters actually hurts your party’s chance of success. Thanks! See "Epilogue: Croc Hunt" for the details. While they provided a beautiful map, it’s all gonna have to be done with theater of the mind - especially if there is meant to be no combat. It will likely dawn on the players that they maybe shouldn't have killed all of those lizardfolk in the first place. Its plot follows direct from that of the first part (U1: "The Sinister Secret of Saltmarsh"). Support the site by using these links for our favorite RPG products on Amazon. Another episode of Lazy DM Prep in which Mike prepares for his D&D game using the steps of Return of the Lazy Dungeon Master. 2. Depending on what the characters do, the lizardfolk could show up in force or they could be quite confused and run about the lair trying to figure out what is going on. For the bullywug encounter, we can go beyond what's in the adventure. Press question mark to learn the rest of the keyboard shortcuts. Does anyone have any suggestions for running Ghosts of Saltmarsh for a group that includes someone that played Sinister Secret and Danger at Dunwater? Most of the upper two floors of the mansion in chapter 2 of Ghosts of Saltmarsh runs smoothly and requires little modification from the book. If your group are a bunch of murder hobos, maybe one of the councilmembers approaches the characters before they leave and tells them that its more important that they find out what is going on before they jump right into hostility. The characters should be on their guard as this adventure begins, but not go in swords drawn and murder a bunch of innocent lizardfolk. Queen Othokent has requested that the characters recover the helm, an artifact of the lizardfolk stolen from them by the bullywugs. There's an interesting range of attitudes the characters might hold as they approach this adventure: If they are in the third category, this adventure might end up going poorly quickly. It can be a bummer for the players if they realize they've killed a bunch of creatures that could have been allies. Danger at Dunwater book. This removes the tension from the adventure but it's better than the characters murdering half of the lizardfolk only to realize they have it all wrong when they're standing on a stack of bodies. This is a good opportunity to read up on bullywugs in the Monster Manual and note they are all about projecting an image of superiority without actually wanting to get involved in a fight. Read reviews from world’s largest community for readers. The wilderness portion depends a lot on the PCs - they may go by boat or go overland. This adventure can be played by … The beginning of Danger at Dunwater includes a potential encounter with a bullywug king and some of his followers. It's ideal if the characters go into the situation unsure of the lizardfolks' intent and with a desire to learn more about this intent before they're willing to draw blades and throw spells. The Sinister Secret of Saltmarsh (1st-3rd level)– the party unravels the smuggling ring and discovers that a tribe of lizardfolk are mustering for war. IMO Danger at Dunwater is confusingly written and gives the DM very little to work with to make things interesting for the players. The Thousand-Teeth adventure can run much as it does in the book. It's important to note that players very rarely surrender in D&D. The rooms, map, and description are written like a dungeon crawl, however, but if it ends up running like one, something has likely gone wrong. When the characters return from their croc hunt and bullywug heist, they might return to the queen for a celebration and an evening of rest. We’ve just published DM’s Resources for Danger at Dunwater, our second installment of DM’s Resources for Ghosts of Saltmarsh.In it – spoilers ahead! I framed the conflict as one between the Queen and the Shamans; the Shamans want the tribe to just fade into the swamp and don’t want alliances with other races. Similar to Village of Hommlet, we have a lot of descriptions of places that really only reward murder hobos. If they're leaning towards hostility, we might drop in one or more of these clues to help steer them the other way. Similarly, those same characters should be well established at the second experience level if they cope with U2 The beginning of Danger at Dunwater includes a potential encounter with a bullywug king and some of his followers. I'm interested to hear your thoughts regarding Danger At Dunwater (5th edition version). Online Dunwater Roleplay. Obviously, that person will have significant foreknowledge of the adventures. The characters must defeat the malenti and sahuagin and save the queen. Check out the Valeur RPG guide for Danger at Dunwater on dmsguild, it has a lot of helpful points and includes 8 premade lizardfolk with very unique RP features that you can use. I have shit memory so have to spend a lot of time with notes. I appreciate the time you took to type this up - I’ll be adding a lot of this in to my campaign. 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