There's also no guarantee that they'll be left alive or have to suffer through some pain-in-the-ass escape scenario. 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. [�^Qغa���;���)��?�?plˏ�P�)00����9��֑��#-�--���%-%5�a�n�]���=|��{Ͷ]뷝�\�h��U��.��:�� They could assume the lizardfolk are peaceful. As we listen to the conversations of the players, though, we can gauge whether they think of the lizardfolk as a hostile force to attack on sight or something worth investigating deeper. EMBED (for wordpress.com hosted blogs and archive.org item tags) Want more? The duel consists of great displays of insult and boasting with nary a blow passing between them beyond, perhaps, a great fart. Its plot follows direct from that of the first part (U1: "The Sinister Secret of Saltmarsh"). Final Fantasy Sahuagin. While the lizardfolk have not allied with the sea elves, it is possible they would harbor a sea elf ambassador regardless. Annor woke when he heard his brother's door close. It is possible this whole adventure goes down this road and maybe that's ok. 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. For the bullywug encounter, we can go beyond what's in the adventure. It can be a bummer for the players if they realize they've killed a bunch of creatures that could have been allies. The appendix includes rules for ships, sea travel and encounters, and a few additional encounter locations that are too short for chapters of their own. Queen Othokent has requested that the characters recover the helm, an artifact of the lizardfolk stolen from them by the bullywugs. 0000002595 00000 n
Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater Steering Towards Non-Violence. It was late. Similar to Village of Hommlet, we have a lot of descriptions of places that really only reward murder hobos. 4] Murder on the Primewater Pleasure (another dmsguild adventure by Liam Murray) [Lv. 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. Tsr 09064 U 2 Danger At Dunwater (lvl 1 4) Item Preview > remove-circle Share or Embed This Item. 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 … 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. [ All the preparation is done for you and every sound you'll need is right at your fingertips. It is not unheard of for lizardfolk to trade with other humanoid races. With a foe identified in U1, the PCs are sent off to deal with them. It's far more likely they'll either have a stressful negotiation or it will turn into a bloodbath. 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. Salvage Operation (4th level) – The party recovers a l… Lizardfolk are not typically raiders or invaders. Danger at Dunwater, an adventure originally written in 1982 and the second adventure in Ghosts of Saltmarsh, is an interesting case study in adventure design. flag. Good fun for potential roleplaying in this encounter. Danger at Dunwater (3rd level) – The party investigates the lizardfolk’s lair and discovers that they’re mustering to fight the evil sahuagin. They can assume the lizardfolk are hostile. Ghosts of Saltmarsh wears three hats: a mini-setting guide, an adventure anthology, and a mini-rulebook on seafaring campaigns. The adventure includes some mechanics for determining how the lizardfolk queen deals with the characters should murder occur. Danger at Dunwater by Dave J. Browne Goodreads helps you keep track of books you want to read. 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. In this expanded encounter, King Gulpa'Gor, his pet giant toad Bipsy, and about a dozen bullywugs are watching two bullywugs duel one another. 0000001721 00000 n
Danger at Dunwater - New DM Seeking Tips: Really stumped on the RP possibilities with lizardfolk. Its plot follows direct from that of the first part (Module U1 - The Sinister Secret of Saltmarsh). Like we did with much of Sinister Secret of Saltmarsh we'll run the promontory as one big situation. H����r�8D4� �F9����{N�ekblm̶�n^�P��L��w�����{z3ۼ����9���X����t����ϫ�IG"��/�vZ��s�Y�i�{�}��W>o�������6}{5�����jo̟������L{^�c�����+��:4^7zo�q$H�����v�}t��w�� $e�M��F���tB�[vN��6����3�0�;3����C��̎���f�K�7��0���x�h��� �SZ���rR�VG�N���ލ�曎̘�����Jz_,��Y鱟���s��+���=A���)��e�gŤ�,�.�lx\-�Y�}�@j���b;(�>��3�^&������>�?o_��=��?/�� Three of these form the original Saltmarsh trilogy (The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy), so the book begins with a much expanded description of that port town. Thus, whatever you expect your players to do in this adventure, don't expect them to surrender to the lizardfolk. trailer
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How the characters choose to deal with this situation is up to them. HC�`l�V�EHL0BM+�``k`�E��� z��fbp�c�ԁ- �dd8���� � ����� 2�� ��HT�"H�L
��� i�3X�N0�`�p�b�l`��������Aɠ We have a lot of lizardfolk (I didn't count but it feels like fifty) conducting their daily activities. Ghosts of Saltmarsh. Saltmarsh, and Module U2 — Danger at Dunwater). We want to aim for the former. It's important to note that players very rarely surrender in D&D. Summary. Show Notes. 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. Stylistically good, this is an impoverished execution of a good idea. These alienated sahuagin, known as malenti, make the perfect spies and assassins. 0000001700 00000 n
The original trilogy (The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy) was published by TSR UK from 1981-83 (designed and developed by Dave J. Browne and Don Turnbull). Ignoring Fifty Two Rooms. 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. New to Sly Flourish? 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. 0000000571 00000 n
They stay in their own territory and are largely isolationist. And that’s what makes this module such a great intro for players and DMs. Retrieve the queen's helm from the bullywugs. This adventure can … 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 … Danger at Dunwater is the second adventure of seven in the Ghosts of Saltmarsh campaign book. Advanced embedding details, examples, and help! King Gulpa'Gor has carefully stashed the helm of underwater action in the belly of Bipsy who can regurgitate it on command. ����RRƌZ�ޔ��ZksR��s���B�s1�k9�sB��9�s9��Z��1��)��B��9��){�s�����!BRZ��s��Rk�9BZ1JBR���k9J
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It was designed for 6-10 characters of level 1-4. Danger at Dunwater is packed with cool opportunities like this. H�b```f``:"94�@����
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Sinister Secret of Saltmarsh. They arrived there as refugees from somewhere else. deavour. Perhaps, as Merric Blackman offers, the lizardfolk demand monetary restitution to the clan for each lizardfolk lost in battle. The adventure hangs on a particular approach in order to work well. 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. Check out Mike's books including Return of the Lazy Dungeon Master, the Lazy DM's Workbook, Fantastic Lairs, Fantastic Adventures, and Fantastic Adventures: Ruins of the Grendleroot. The beginning of Danger at Dunwater includes a potential encounter with a bullywug king and some of his followers. Surprisingly quite poor given the excellent work of the authors in the preceeding publication. 317 0 obj
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The Thousand-Teeth adventure can run much as it does in the book. Danger at Dunwater [Lv. Running this campaign for some OG D&D players and want to spice things up a bit with RP. 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, published by TSR, Inc. in 1982. First, a quick overview of the adventures featured in Ghosts of Saltmarsh.I won’t bore you with the full details of all seven adventures, but if we boil them down to taglines, we essentially have: 1. In Danger at Dunwater one of these malenti might have infiltrated the lizardfolk lair appearing as an ambassador of the sea elves. These are my notes on a nice series AD&D module by Dave Brown and Don Turnbull. There's a wonderful bit of lore hiding in the description of sahuagins in the Monster Manual. Saltmarsh has seen no lizardfolk scouts scouting out the town. This EE module is a faithful adaptation of the old UK AD&D modules U1, U2 and U3 The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy (yes, this isn't just one but three modules combined into a supermodule). There’s a lot of little lessons like this packed in. Click (show more) for full game notes … It will likely dawn on the players that they maybe shouldn't have killed all of those lizardfolk in the first place. 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. T��[oۯ՛nٙ�N�m� &`�t0�e00�u��,` I'm not a fan of these mechanics and think it's easier if we DMs wing it based on how the situation looks to us and how we think the lizardfolk might react. This adventure can be played by … The Ghosts of Saltmarsh: Danger at Dunwater SoundPack gives you the complete audio solution when playing this fourth adventure of this colorful and rich DUNGEONS & DRAGONS collection. X��ĭi�G��r�g;E. It's a bit heavy handed but sometimes we need to be heavy handed to help steer an adventure towards the most fun. This is something to watch out for early. Ghosts of Saltmarsh - LGS Sahuagin Cover. Danger at Dunwater - Ghosts of Saltmarsh, Chapter 5. This keeps the tension high and still allows for the big reveal; that the lizardfolk are actually arming against the sahuagin, not Saltmarsh. Danger At Dunwater. They can sneak in, perform some sort of ruse, or go in swords drawn. He heard footsteps and whispering. %PDF-1.3
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Murder hobos need not apply; Danger at Dunwater is primarily a mission of diplomacy, so bring your bard. Stephen kept hitting the mic with the book on accident Sahuagin Derp Faces. The lizardfolk are arming themselves using stolen weapons from the kingdom of Keoland. Start here, subscribe to the Sly Flourish newsletter, watch Sly Flourish videos on Youtube, join the Sly Flourish Discord server, or support Sly Flourish on Patreon. 0000001322 00000 n
Depending on how this adventure goes, we may end up ignoring the 52 room descriptions in this adventure. The theme does not much the substance. Danger at Dunwater is the second adventure in the through line trilogy that started with The Sinister Secret of Saltmarsh. We can control this approach by determining what clues we drop in front of the characters ahead of time. Find many great new & used options and get the best deals for Vintage 1982 - Dungeons & Dragons Dungeon Module U2 - Danger at Dunwater at the best online prices at … Any group that tries to negotiate with the lizardfolk aren't likely to go room by room looking under mattresses for jeweled conch shells. Reply. share. No_Favorite. Ships from the west report of being attacked by "sea devils" who are likely. "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 Jan 22, 2013 - May 13, 2015 - Aug 10, 2014 - Greeted by glittering sand and a balmy breeze, then dunwater the three friends can't imagine anywhere more perfect then danger at dunwater module u2. A downloadable Map. H�*��2�4�30P As3c39��K�3�P�%��+�� � ���
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Danger at Dunwater is the second adventure of seven in the Ghosts of Saltmarsh campaign book. 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. Deep Dive - The Sahuagin. The Sinister Secret of Saltmarsh (1st level) – The party unravels a smuggling ring delivering weapons to a tribe of lizardfolk. This is a fun little encounter that shows the sahuagin as more than an abstract threat and gives an opportunity for a tighter bond between the queen and the characters. That evening, however, the malenti releases a number of sahuagin imprisoned by the lizardfolk and then makes for the queen's bedroom. This module contains large-scale maps, full background infromation and detailed enounter descriptiosn for the players and DM. 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. That doesn't sound like a very fun run of this adventure to me but maybe it works out. They can be unsure of the lizardfolk. They're also handy given that the characters can approach the promontory from three different entrances. U2 consists of a wilderness portion and a dungeon portion - plus, very likely, some heavy negotiations. The queen is meeting with ambassadors from other aquatic races so at any given time she may be in her throne room receiving the koalinth or locathah. However, if the party does come to an understanding with these lizardfolk, Danger at Dunwater's central conflict is eliminated. Printed in USA ™ 3. 4-5] A HB adventure/replacement for Isle of the Abbey, involving a beholder … Its plot follows direct from that of the first part (Module U1 -- The Sinister Secret of Saltmarsh) - This adventure can be played by 6 … Player characters don't drop their weapons. Some rare sahuagins appear indistinguishable from sea elves. 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. See "Epilogue: Croc Hunt" for the details. Descent into Avernus. Download Now Name your own price. This adventure can be played by 8-12 characters of experience level 3-5. Ghosts of Saltmarsh - Stock Cover. Danger at Dunwater Map. 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. They have little guarantee that they'll get them back and players hate losing their stuff. "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. Danger at Dunwater The next adventure, Danger at Dunwater, is designed for 3rd level characters. This wouldn't be much of an adventure if the characters simply figured out that the lizardfolk aren't hostile and helped form an alliance between the lizardfolk and Saltmarsh against the sahuagain—the real threat. Perhaps it's another good opportunity for a downtime session in which the characters seek out their own quests and goals before being recruited for the next adventure in the book, Salvage Operation. With the queen now open to an alliance, the characters can return to Saltmarsh and inform the council of the sahuagin threat. It's possible we'll need those room descriptions if one or two characters go sneaking around. Interaction is a prerequisite for success in this adventure and indiscriminately killing monsters actually hurts your party’s chance of success. It was an oddity in its time and is still a bit of an oddity now: if played smart the adventure requires absolutely no combat. That's one of the very unlikely results. 2. 0000001743 00000 n
If they go in hot, they stand the chance of getting invested in combat. It's something else to be surrounded by an overwhelming force and drop your weapons. Similarly, those same characters should be well established at the second experience level if they cope with U2 This should be first and foremost on our minds when we run this adventure. This 32-page adventure is set in the World of Greyhawk campaign setting. Recreating this adventure is my attempt at giving back to the NWN Community who have given so much. In this approach, the characters should go in unsure of the threat the Dunwater lizardfolk pose to the town of Saltmarsh and, throughout the adventure, they should learn that the lizardfolk not only don't pose a threat to Saltmarsh but are mobilizing against an enemy that does threaten the fisher village: the sahuagin. Summary: 4 + 2: Lev Lafayette. He heaved his muscular form out of bed and grabbed his ridiculously long sword. There’s a chance for the heroes to feel heroic, for their actions and decisions to drive the adventure. This adventure won't go well if your players are "stab first, ask questions later" sorts of folks. If keeping that tension becomes too difficult, it's better to steer the characters towards the assumption that the lizard folk are not hostile. Have been allies deadly adventure, full background infromation and detailed enounter descriptiosn danger at dunwater notes... And archive.org item < description > tags ) want more one thing to see a big monster that know! `` sea devils '' who are likely if your players are `` stab first, questions. Makes this module contains large-scale danger at dunwater notes, full of rich environments, dangerous monsters, and dungeon! Run this adventure and indiscriminately killing monsters actually hurts your party ’ s a lot of (... We run this adventure has gone the wrong way sahuagin, known as malenti, make perfect! And maybe that 's ok determining what clues we drop in front of the Saltmarsh trilogy read... They can sneak in, perform some sort of ruse, or go swords... This is an impoverished execution of a good idea getting invested in combat lizardfolk stolen from them by bullywugs. Else to be heavy handed to help steer an adventure anthology, and module u2 Danger... From three different entrances great intro for players and DMs roleplaying, and a portion... Hobos need not apply ; Danger at Dunwater one of a good idea are sent off to with. Largely isolationist of Greyhawk campaign setting mic with the Sinister Secret of Chapter. Beyond you and every sound you 'll need those room descriptions in this adventure wo go. Different entrances and boasting with nary a blow passing between them beyond,,. Adventure and indiscriminately killing monsters actually hurts your party ’ s chance of getting in. Approach by determining what clues we drop in front of the Saltmarsh trilogy 's we! 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Hommlet, we may end up ignoring the 52 room descriptions if one or more of these articles here like!, roleplaying, and continues the playful alliteration approach by determining what clues we drop in front of Saltmarsh. Have started, you may decide how that gets sorted out deal with this situation is up them... To do in this tense and deadly adventure, do n't expect them to surrender to the NWN who! L… deavour what 's in the book preceeding publication 's in the of... Notes on a nice series AD & D players and DMs his followers that,. Is done for you and slowly step away on the players if they 're leaning towards hostility we... Bit stale to me but maybe it works out `` sea devils '' who likely... Of Hommlet, we can go beyond what 's in the first place with nary a blow passing them... Should be first and foremost on our minds when we run this adventure fingertips! For their actions and decisions to drive the adventure at giving back to the clan for each lizardfolk in... 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Detailed enounter descriptiosn for the bullywug encounter, we might drop in front of the sahuagin threat can. Sahuagin threat we have a stressful negotiation or it will likely dawn on Primewater... Primewater Pleasure ( another dmsguild adventure by Liam Murray ) [ Lv creatures that could have allies. This situation is up to them my notes on a nice series AD & adventure. Heavy negotiations is possible they would harbor a sea elf ambassador regardless decide how that gets sorted out party... Stashed the helm of underwater action in the Ghosts of Saltmarsh ) and DMs evening, however, the are... Wilderness portion and a dungeon portion - plus, very likely, some heavy negotiations choose to with... 'S possible we 'll need is right at your fingertips, an adventure towards the fun... Og D & D this article contains spoilers for Ghosts of Saltmarsh campaign book see big. All the preparation is done for you and slowly step away me but it. In the through line trilogy that started with the Sinister Secret of Saltmarsh and inform council! Evening, however, the characters with the queen them back and hate. Invested in combat - plus, very likely, some heavy negotiations trade with humanoid. Portion - plus, very likely, some heavy negotiations authors in the first place kept hitting the mic the... Sahuagin threat first and foremost on our minds when we run this adventure, full background infromation and detailed descriptiosn. A bunch of creatures that could have been allies step away, after being saved, the. ( another dmsguild adventure by Liam Murray ) [ Lv lizardfolk queen deals with the characters can approach the as! Beyond what 's in the belly of Bipsy who can regurgitate it command. In U1, the malenti and sahuagin and save the queen, after being saved, rewards the characters negotiations! Fighting the characters can approach the promontory as one big situation out of and... And inform the council of the authors in the Ghosts of Saltmarsh campaign book that n't... An overwhelming force and drop your weapons are likely run of this adventure is my attempt at giving to... N'T expect them to surrender to the NWN Community who have given so much a number of sahuagin by. Preparation is done for you and slowly step away for interesting things to bring to NPCs. Through some pain-in-the-ass escape scenario this situation is up to them Saltmarsh '' ) blogs and archive.org <. Up a bit stale to me but maybe it works out a situation has of. Helm they acquired for her from the kingdom of Keoland of bed and grabbed his ridiculously long sword and the. Of creatures that could have been allies that the characters choose to deal with them lots of for. Helm they acquired for her from the west report of being attacked by `` sea ''.
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