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Is anybody else using Saltmarsh from DMGII in Eberron? - My players stay out.
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<blockquote data-quote="Rel" data-source="post: 2405198" data-attributes="member: 99"><p>I think these are valid concerns and I intend to address some of them in my version of the town. But some are taken care of by the nature of where I've placed it.</p><p></p><p>The School of Blades I've rationalized as being where mercenary fighters can be consistantly hired by those wishing to venture into the marshes looking for Dragonshards. In a place like this, located next to a dangerous place with a valuable treasure, I'd expect for there to be a ready supply of sellswords and someone to train them.</p><p></p><p>I intend to tone down the "Freak Show" into more of an oddity/antiquity collector who gives newcomers a taste of the exotic things that Xen'Drik has to offer. And since my version includes a near constant influx of new citizens it makes sense that there would be at least a couple new customers a day.</p><p></p><p>The Assassins guild thing is something that I'll probably ditch in favor of one or two individuals who are willing to do some dirty work for a fee. Aside from that, the biggest change I'm making is to some of the building descriptions. These places are a bit too ostentatious for my "hastily erected coastal boom town" model. I have let the Town Hall be an impressive edifice since Brelland wants new citizens to feel secure, important and wanted in the colony. Aside from that I might have one or two other grandiose buildings being constructed.</p><p></p><p>I'll share one funny story from the party's first night in town:</p><p></p><p>The group consists of an odd assortment including an Elf, a Bugbear, a Hobgoblin, a Shifter and a Gnome. Except for the Gnome Sorcerer, the highest Charisma in the party is an 8. They walk into the bar and look around. The bartender offers them the "House Specialty" drink: The Drunken Urchin. (for those of you not so familiar with Saltmarsh, this is a glass of cheap wine with a live sea urchin in it that forces the person who drinks this foul concoction to make a DC22 Fort save or basically be nauseated and vomiting for several rounds)</p><p></p><p>The entire party bellies up to the bar and says they'll take a round of Drunken Urchins. The Elf, Bugbear and Shifter fail their Fort saves while the Hobgoblin makes his and the Gnome successfully Bluff/Slight of Hand tosses his drink on the floor and pretends to drink it. The Bugbear decides he isn't happy about this trick and Intimidates the bartender (I'm smelling a brawl coming any second). The roll is credible but not amazing so the bartender tells him to settle down and offers him another drink. Then the Elf decides he's going to do the Intimidate trick too.</p><p></p><p>He fails badly and the bartender orders him out of the bar. Sensing the mood souring, the Gnome breaks the tension by taking bets on whether the Hobgoblin can down ANOTHER Drunken Urchin. Bets are placed and he guzzles down another as everyone looks on in silence. His Fort save is a 21 but he spends an ACTION POINT to boost it and makes the save again. The crowd cheers and the Hobgoblin's drinks are on the house for the rest of the night and has become a sort of local hero within the bar.</p><p></p><p>Seeing this from outside the doorway, the Elf decides that he'll get back in everyone's good graces by drinking a TRIPLE Drunken Urchin. The Gnome brokers this deal with the bartender that if the Elf drinks the drink he can come back in the bar with everyone else. The bartender agrees and serves up a glass with THREE urchins in it (I upped the DC by 3 on the Fort save). The Elf guzzles it down and rolls a...2.</p><p></p><p>I describe him as tipping the glass back and never stopping until his head hit the floor. He fainted dead away from the foul concoction. Furthermore, one of the urchins was now stuck in his cheek/nose area. The bouncers sat his unconscious body on the bar and the bartender served drinks across him for the rest of the night. After sleeping and vomiting for most of the following day, the Elf was fine.</p><p></p><p>Both he and the Hobgoblin are now nearly legendary in the Drunken Urchin and made a valuable contact with the owner as a result. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I gave the group as much XP for this encounter as they got for fighting the Sahuagin earlier in the session!</p></blockquote><p></p>
[QUOTE="Rel, post: 2405198, member: 99"] I think these are valid concerns and I intend to address some of them in my version of the town. But some are taken care of by the nature of where I've placed it. The School of Blades I've rationalized as being where mercenary fighters can be consistantly hired by those wishing to venture into the marshes looking for Dragonshards. In a place like this, located next to a dangerous place with a valuable treasure, I'd expect for there to be a ready supply of sellswords and someone to train them. I intend to tone down the "Freak Show" into more of an oddity/antiquity collector who gives newcomers a taste of the exotic things that Xen'Drik has to offer. And since my version includes a near constant influx of new citizens it makes sense that there would be at least a couple new customers a day. The Assassins guild thing is something that I'll probably ditch in favor of one or two individuals who are willing to do some dirty work for a fee. Aside from that, the biggest change I'm making is to some of the building descriptions. These places are a bit too ostentatious for my "hastily erected coastal boom town" model. I have let the Town Hall be an impressive edifice since Brelland wants new citizens to feel secure, important and wanted in the colony. Aside from that I might have one or two other grandiose buildings being constructed. I'll share one funny story from the party's first night in town: The group consists of an odd assortment including an Elf, a Bugbear, a Hobgoblin, a Shifter and a Gnome. Except for the Gnome Sorcerer, the highest Charisma in the party is an 8. They walk into the bar and look around. The bartender offers them the "House Specialty" drink: The Drunken Urchin. (for those of you not so familiar with Saltmarsh, this is a glass of cheap wine with a live sea urchin in it that forces the person who drinks this foul concoction to make a DC22 Fort save or basically be nauseated and vomiting for several rounds) The entire party bellies up to the bar and says they'll take a round of Drunken Urchins. The Elf, Bugbear and Shifter fail their Fort saves while the Hobgoblin makes his and the Gnome successfully Bluff/Slight of Hand tosses his drink on the floor and pretends to drink it. The Bugbear decides he isn't happy about this trick and Intimidates the bartender (I'm smelling a brawl coming any second). The roll is credible but not amazing so the bartender tells him to settle down and offers him another drink. Then the Elf decides he's going to do the Intimidate trick too. He fails badly and the bartender orders him out of the bar. Sensing the mood souring, the Gnome breaks the tension by taking bets on whether the Hobgoblin can down ANOTHER Drunken Urchin. Bets are placed and he guzzles down another as everyone looks on in silence. His Fort save is a 21 but he spends an ACTION POINT to boost it and makes the save again. The crowd cheers and the Hobgoblin's drinks are on the house for the rest of the night and has become a sort of local hero within the bar. Seeing this from outside the doorway, the Elf decides that he'll get back in everyone's good graces by drinking a TRIPLE Drunken Urchin. The Gnome brokers this deal with the bartender that if the Elf drinks the drink he can come back in the bar with everyone else. The bartender agrees and serves up a glass with THREE urchins in it (I upped the DC by 3 on the Fort save). The Elf guzzles it down and rolls a...2. I describe him as tipping the glass back and never stopping until his head hit the floor. He fainted dead away from the foul concoction. Furthermore, one of the urchins was now stuck in his cheek/nose area. The bouncers sat his unconscious body on the bar and the bartender served drinks across him for the rest of the night. After sleeping and vomiting for most of the following day, the Elf was fine. Both he and the Hobgoblin are now nearly legendary in the Drunken Urchin and made a valuable contact with the owner as a result. :D I gave the group as much XP for this encounter as they got for fighting the Sahuagin earlier in the session! [/QUOTE]
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