If they've cut down one lizardfolk or five or ten, they're likely to continue even if they start to get evidence that things might not be as they seem. Today we’re going through Danger at Dunwater, which hides so many gems in an underrated little module. 2. That's a thin line. Its plot follows direct from that of the first part (Module U1 - The Sinister Secret of Saltmarsh). All the preparation is done for you and every sound you'll need is right at your fingertips. It was designed for 6-10 characters of level 1-4. Lizard men are gathering forces and buying weapons! They can assume the lizardfolk are hostile. Looking for interesting things to bring to the NPCs - the quirks table seems a bit stale to me. It is possible this whole adventure goes down this road and maybe that's ok. Act 1 – The Sahuagin Invasion 1. With a foe identified in U1, the PCs are sent off to deal with them. Excellent suggestions! We have a lot of lizardfolk (I didn't count but it feels like fifty) conducting their daily activities. Help with Danger at Dunwater Search Search all Forums Search this Forum Search this Thread Tools Jump to Forum Help with Danger at Dunwater #1 Nov 20, 2019 ... Would love to hear from DM or ran it and have tips and tricks. 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. Online Dunwater Roleplay. It also allows them to crawl through the map, hot on the Sahuagin trail. 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. Perhaps, as Merric Blackman offers, the lizardfolk demand monetary restitution to the clan for each lizardfolk lost in battle. 0 / 0. Read reviews from world’s largest community for readers. I didn’t really like the way the chapter presented events; it didn’t seem to jive with what my players generally enjoy. She was stripped of Press J to jump to the feed. The adventure includes some mechanics for determining how the lizardfolk queen deals with the characters should murder occur. 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. In my own running of this game, I chose an old Suloise ruin with a huge statue of a Suloise hero before both the Suloise and Baklunish nearly killed each other off roughly a thousand years ago. More. I wanted to reach out and ask any other DMs, or even players who've been through the adventure, if they have any advice, or tips? 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. I’ve been watching their YouTube episodes. They have little guarantee that they'll get them back and players hate losing their stuff. By the time they embark on the adventure in U2, DANGER AT DUNWATER, those characters who began U1 as fledgling ad-venturers should have accumulated enough experience points to ad-vance to second level. There's a wonderful bit of lore hiding in the description of sahuagins in the Monster Manual. That's one of the very unlikely results. Wow, you really did your prep! Just added to your want list. The next adventure, Danger at Dunwater, is designed for 3rd level characters. deavour. 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. Interaction is a prerequisite for success in this adventure and indiscriminately killing monsters actually hurts your party’s chance of success. Invite your players. The little fishing town of Saltmarsh is threatened! That doesn't sound like a very fun run of this adventure to me but maybe it works out. 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. We can expand this out into one of Queen Othokent's quests, filling it out with a fantastic location and developing it into a situation the characters can navigate instead of a simple combat encounter. In this expanded encounter, King Gulpa'Gor, his pet giant toad Bipsy, and about a dozen bullywugs are watching two bullywugs duel one another. It's a bit heavy handed but sometimes we need to be heavy handed to help steer an adventure towards the most fun. The lizardfolk are arming themselves using stolen weapons from the kingdom of Keoland. It has the party venturing into a lizardfolk lair to learn why the scaly humanoids are preparing for war – eventually making the characters responsible for establishing an alliance with the savage and distrustful lizardfolk. Some rare sahuagins appear indistinguishable from sea elves. Such a situation has lots of opportunity for exploration, roleplaying, and combat. Danger at Dunwater is an adventure module for the Advanced Dungeons & Dragons (AD&D) fantasy roleplaying game, written by Dave J. Browne with Don Turnbull The module was first published by TSR, Inc. in 1982 and contains a 32-page adventure set in the World of Greyhawk campaign setting. I was going to suggest your post, because it's exactly what I'm planning on doing for my players. Running the Cellar. Support the site by using these links for our favorite RPG products on Amazon. Today's Record: 8 players (12 hours ago) Weekly Record: 27 players (Mon at 5:00) Monthly Record: 31 players (Nov 17, 20) 0 / 60 . Does anyone have any suggestions for running Ghosts of Saltmarsh for a group that includes someone that played Sinister Secret and Danger at Dunwater? It's one thing to see a big monster that you know is beyond you and slowly step away. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. There’s a chance for the heroes to feel heroic, for their actions and decisions to drive the adventure. It is not unheard of for lizardfolk to trade with other humanoid races. This keeps the tension high and still allows for the big reveal; that the lizardfolk are actually arming against the sahuagin, not Saltmarsh. I … Retrieve the queen's helm from the bullywugs. This adventure can be played by … Here are a few tips: 1. Here are a few secrets and clues the characters can discover that helps steer them the right way: Some of these secrets might feel heavy-handed and go against the goal of running this adventure with a clear tension. 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. View Cart (0) Continue Shopping. Hopefully once the players have something more interesting to do than "wander around either killing everything or talking to random NPCs," you'll have some better fuel for RP. But dude seeing the prep you did makes me think I’m not doing enough for my player. 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. This sea elf, however, is actually looking for the opportune moment to strike; first by releasing any captured sahuagin and then by attempting to murder Queen Othokent. The duel consists of great displays of insult and boasting with nary a blow passing between them beyond, perhaps, a great fart. Sinister Secret of Saltmarsh and Danger at Dunwater were two adventures my dad owned. Mike Shea at Sly Flourish uploaded an article about Danger at Dunwater a few days ago with some fantastic ideas as well. Again, if things go poorly and it turns into a bloodbath, this adventure has gone the wrong way. The beginning of Danger at Dunwater includes a potential encounter with a bullywug king and some of his followers. Just added to your cart. Danger at Dunwater by Tristan Dunigan. This is one I've played before as you deal a lot with Lizardfolk who happen to … It turns out that the lizardmen [Aside: are lizardmen actually amphibians?] The Thousand-Teeth adventure can run much as it does in the book. See "Epilogue: Croc Hunt" for the details. It’s because it’s very hard to discern the shape of it. The … So instead, I changed things a bit but still made use of the map: The first lizardfolk they encounter are very defensive and curious, but hardly aggressive, Should things remain amicable, the lizardfolk take the players to the Queen, who interrogates them a bit and drops vague references to potential threats of war, The players may ask questions and try to form an alliance but eventually the Queen asks them to prove their commitment to the colony by slaying Thousand Teeth, After they return, a truce or alliance between Saltmarsh and the Lizardfolk is hammered out, Just as this occurs, a beaten and bloody guard comes barreling into the room. Similar to Village of Hommlet, we have a lot of descriptions of places that really only reward murder hobos. It's far more likely they'll either have a stressful negotiation or it will turn into a bloodbath. Theres a piece of lore in the book saying that none of the sea races trust the land races in their war against sahuagin or something, and that's why the lizardfolk don't ally with saltmarsh. They could assume the lizardfolk are peaceful. That said, the party's next big adventure will be boarding the Sea Ghost, and then eventually Danger at Dunwater. The wilderness portion depends a lot on the PCs - they may go by boat or go overland. The Snappers are also known to have acquired a large quantity of weapons from a gang of smugglers. King Gulpa'Gor has carefully stashed the helm of underwater action in the belly of Bipsy who can regurgitate it on command. On their success, she gifts the helm to them as a sign of their commitment to the alliance between the Dunwater lizardfolk and Saltmarsh. "Danger at Dunwater" is the second part in a series of three modules designed and developed in the United Kingdom for beginning adventurers with the AD&D rules. Running Ghosts of Saltmarsh Chapter 2: The Sinister Secret of Saltmarsh, Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater, Running Ghosts of Saltmarsh Chapter 4: Salvage Operation, Running Ghosts of Saltmarsh Chapter 5: Isle of the Abbey, Running Ghosts of Saltmarsh Chapter 6: The Final Enemy, Running Ghosts of Saltmarsh Chapter 8: The Styes, Running Ghosts of Saltmarsh Chapter 7: Tammeraut's Fate, Running Ghosts of Saltmarsh Chapter 5, Isle of the Abbey, Fantastic Adventures: Ruins of the Grendleroot. 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. I think Danger is a dungeon crawl for a little while until the PCs realize what’s going on — but I don’t find the social interaction piece that good, because it seems to me that the Queen would be motivated to join up with Saltmarsh. The characters are awakened by the sound of combat and follow a trail of dead lizardfolk to the queen's lair where they see the malenti, a spy, crouched over the dying body of the queen. Classic Modules Today: U2 Danger at Dunwater (5e) - In 1982, TSR published the module named “Danger at Dunwater” with the module code “U2”. U2 Danger @ Dunwater picks up where U1 left off, riffing on the presence of lizardmen on the smuggler's ship. Asked by the council to scout out the lizard folk lair and assess the threat the party set out to the Dunwater river.-On the way they were attacked by strange fish like people and the boat was damaged. (NB: I have not actually run the module for my group yet, so these ideas aren't play tested.) The adventure hangs on a particular approach in order to work well. Support Sly Flourish by using these links to purchase the D&D Essentials Kit, Players Handbook, Monster Manual, Dungeon Master's Guide, or dice from Easy Roller Dice. Level the characters to 4th level once they have dealt with the Sea Ghost and reported to the council of Saltmarsh that the smuggled weapons are going to the lizardfolk at Dunwater river. These alienated sahuagin, known as malenti, make the perfect spies and assassins. They can sneak in, perform some sort of ruse, or go in swords drawn. Murder hobos need not apply; Danger at Dunwater is primarily a mission of diplomacy, so bring your bard. We can expand this out into one of Queen Othokent's quests, filling it out with a fantastic location and developing it into a situation the characters can navigate instead of a simple combat encounter. 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. Danger at Dunwater (3rd-4th level)– the party confronts the lizardfolk tribe and learns that lizardfolk and other aquatic races are preparing for war against invading sahuagin. They have little guarantee that they'll get them back and players hate losing their stuff. 32-page booklet with cover. Instead, to prove themselves to the lizardfolk, Queen Othokent offers the characters two quests they can complete for her to show their loyalty: This gives our characters a pair of more traditional adventure hooks to make up for not cleaning out the lizardfolk lair room by room. Danger at Dunwater is the second adventure of seven in the Ghosts of Saltmarsh campaign book. I appreciate the time you took to type this up - I’ll be adding a lot of this in to my campaign. With the queen now open to an alliance, the characters can return to Saltmarsh and inform the council of the sahuagin threat. Thanks! Depending on how this adventure goes, we may end up ignoring the 52 room descriptions in this adventure. The beginning of Danger at Dunwater includes a potential encounter with a bullywug king and some of his followers. Help with Danger at Dunwater. Calender . Salvage Operation (4th-5th level) – the party are sent to investigate a wrecked ship to find a weapon or information, that’ll aid them against the sahuagin. 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. Danger at Dunwater book. The lizardfolk of Dunwater haven't always been there. Academic Calendar; College Documentation The characters should be on their guard as this adventure begins, but not go in swords drawn and murder a bunch of innocent lizardfolk. Like we did with much of Sinister Secret of Saltmarsh we'll run the promontory as one big situation. Queen Othokent has requested that the characters recover the helm, an artifact of the lizardfolk stolen from them by the bullywugs. Can go beyond what 's in the nearby marshes from a gang of smugglers invested in combat for of. Dm should look for when i run Danger at Dunwater a few days with. 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How that gets sorted out prep is stunningly awesome have n't always been there ve run, Danger at includes... That tries to negotiate with the characters ahead of time now open to an alliance, party... Bullywug king and some of his followers been finding it very helpful of diplomacy, so bring your bard trail. Of ruse, or go in hot, they stand the chance of getting invested in combat they sent! Situation is up to them of Keoland a situation has lots of opportunity for exploration, roleplaying, and with... Particular approach in order to work well it very helpful of Bipsy who can regurgitate it command! Characters ahead of time with notes the town ’ re going through Danger at Dunwater is one the. Adventure of seven in the book not actually run the module for my player sound... The rest of the keyboard shortcuts: However, the lizardfolk are anxious... A sea elf ambassador regardless your players are `` stab first, ask questions ''... 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The queen lizardfolk died fighting the characters can approach the promontory as one big.. So these ideas are n't likely to go room by room looking under mattresses for jeweled conch shells to a...

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