Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Jasper DMs Ghosts of Saltmarsh
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jasper" data-source="post: 7822079" data-attributes="member: 277"><p>Ghost of Saltmarsh Session 3</p><p></p><p>Danger at Dunwater</p><p></p><p>90 minutes to Level!</p><p></p><p>Day 11-12</p><p></p><p>PC Killed 1 Monsters Killed 49 Villains Captured 0 Villains Escaped 0</p><p></p><p>Magic Items. NOTE the additions due very smart play. Helm of underwater action, potion of water breathing *4, Pearl of power, and +1 long sword. (Note you can change that to a +1 weapon of your choice.)</p><p></p><p>Season 9 would be Gain a Level. 80 GP level limit you found more but the limit stands. 10 downtime days due gaining a level. Renown is your Tier.</p><p></p><p>We started late and I was packing up before 4 PM. I had a weak group of 4 not including Oceanus who is worth ½ CR. Cretin Paladin Warlock. Shroudie wizard rogue. Magra barbarian. Varis warlock.</p><p></p><p>Oceanus is a sea elf who was rescued last week. He is an envoy from the sea queen to see who and why the pirates were smuggling weapons to. The Town council has offer some gp for the group to investigate the Lizardfolk and why they are arming themselves. This is a scouting and fact finding mission.</p><p></p><p>(I ran this back in the 80s and think the original is still in my horde. I don’t recall any great changes.)</p><p></p><p>The group decides to go buy sea. So they get the use of a free keg boat. Um. Keel boat. Keel Boat. The sailors will guard the boat and wait to recover the landing party. The first choice they have is to take the rowboat to the sea cave or swampy shore. Cretin idea of the swampy shore is voted up. They land at “A” on the map and follow the game path across a small set of streams to “B” where the path branches and becomes a foot path of Lizard Folk. They have a choice east to “D” or south to “C”. (Okay dms open your books to page 70 and 71. Next to room 22 put C. Next to room 1 put D. And E is entrance to 49 the sea cave. Why the rooms entrances are buried in text of 65 and 66 I don’t know.)</p><p></p><p>The group chooses C and Shroudie pops the lock to the Queen’s bedroom (Room 35. Yes I know I just gave you the correct rooms but I couldn’t find the information fast enough so I did a make it up thingy.) They don’t hear anything but investigate the room.</p><p></p><p>Cretin, “Stop that. “</p><p></p><p>Shroudie, “What. I just putting a mustache on the Queen picture of her mummy. No harm.”</p><p></p><p>Cretin, “Shouldn’t you look around for secret doors or stuff.”</p><p></p><p>Shroudie, “Already did. Move the chest. “</p><p></p><p>Cretin moves the chest revealing a crawlspace or just perfect secret tunnel for a rock gnome. Shroudie enters the tunnel followed by the rest of group. Shroudie quietly opens the trapdoor. They are in a combination throne room and trophy room. Two little Lizard Folk kids are playing near the entrance. The barbarian wants to kill them. Shroudie is undecided and both Oceanus and Cretin remind the group this a scouting mission. They hear a patrol pass by.</p><p></p><p>Shroudie puts the kids to sleep. The group slowly follows the footsteps of patrol but lose them. But they do find the banquet hall. Cretin comes up with a great plan. The group will hide in the hallway and he will surrender to the wait staff. One problem the wait staff does not speak common and no one speaks Draconic. After a couple of different guards examine Cretin on shows up who speaks Common.</p><p></p><p>Cretin pleas to speak with Queen and the guards start calling for the Queen in Draconic and marching Cretin back to the throne room. The rest of group dashes back to the throne room and hides in the tunnel. The Queen arrives with penciled in mustached mentions the things kids do to pictures.</p><p></p><p>Cretin starts to lay out what he knows and asks if the town could be a help. To prove he is honesty he tells everyone to come out the tunnel. The Queen eyes Shroudie with suspension. (Shroudie bluffed her and blamed the frame job on the kids.) The Queen is interested in an alliance but wants the group to talk with her people and then she take her council.</p><p></p><p>(Ok this adventure can be played out as friendly seek an alliance, or murder hobo and then seek an alliance. There is point system. But it ends with just a roll check vs. a DC. Generally the whole group can perform the check. Page 63 hints a single character rolls. I allowed two rolls. Either two pcs or a pc with advantage. This was still too generous. I suggest one roll with no advantage. Unless the group has did some outstanding roleplaying. The group only missed one roll. Note the dc does increase if you murder hobo.)</p><p></p><p>The town’s folk love their dry footed friends especially their new friendly neighborhood paladin Webless. But the Queen want to see if they were good fighters. (Ok. I threw in the extra bonus combat just to have some combat.) The group defeat the Thousand Teeth with only Magra being TKO.</p><p></p><p>(I do like the roster on page 67 and think should be include in future adventures if possible. The group was done in under 90 minutes. We around 30 minutes late and I was packing out by 4 PM. So I gave the group all the magic items in the module. The shift from where “C” should have been would add only one combat but the players were going to surrender at the first chance. Back in the 80s my group did some murder hoboing before trying for an alliance.)</p></blockquote><p></p>
[QUOTE="jasper, post: 7822079, member: 277"] Ghost of Saltmarsh Session 3 Danger at Dunwater 90 minutes to Level! Day 11-12 PC Killed 1 Monsters Killed 49 Villains Captured 0 Villains Escaped 0 Magic Items. NOTE the additions due very smart play. Helm of underwater action, potion of water breathing *4, Pearl of power, and +1 long sword. (Note you can change that to a +1 weapon of your choice.) Season 9 would be Gain a Level. 80 GP level limit you found more but the limit stands. 10 downtime days due gaining a level. Renown is your Tier. We started late and I was packing up before 4 PM. I had a weak group of 4 not including Oceanus who is worth ½ CR. Cretin Paladin Warlock. Shroudie wizard rogue. Magra barbarian. Varis warlock. Oceanus is a sea elf who was rescued last week. He is an envoy from the sea queen to see who and why the pirates were smuggling weapons to. The Town council has offer some gp for the group to investigate the Lizardfolk and why they are arming themselves. This is a scouting and fact finding mission. (I ran this back in the 80s and think the original is still in my horde. I don’t recall any great changes.) The group decides to go buy sea. So they get the use of a free keg boat. Um. Keel boat. Keel Boat. The sailors will guard the boat and wait to recover the landing party. The first choice they have is to take the rowboat to the sea cave or swampy shore. Cretin idea of the swampy shore is voted up. They land at “A” on the map and follow the game path across a small set of streams to “B” where the path branches and becomes a foot path of Lizard Folk. They have a choice east to “D” or south to “C”. (Okay dms open your books to page 70 and 71. Next to room 22 put C. Next to room 1 put D. And E is entrance to 49 the sea cave. Why the rooms entrances are buried in text of 65 and 66 I don’t know.) The group chooses C and Shroudie pops the lock to the Queen’s bedroom (Room 35. Yes I know I just gave you the correct rooms but I couldn’t find the information fast enough so I did a make it up thingy.) They don’t hear anything but investigate the room. Cretin, “Stop that. “ Shroudie, “What. I just putting a mustache on the Queen picture of her mummy. No harm.” Cretin, “Shouldn’t you look around for secret doors or stuff.” Shroudie, “Already did. Move the chest. “ Cretin moves the chest revealing a crawlspace or just perfect secret tunnel for a rock gnome. Shroudie enters the tunnel followed by the rest of group. Shroudie quietly opens the trapdoor. They are in a combination throne room and trophy room. Two little Lizard Folk kids are playing near the entrance. The barbarian wants to kill them. Shroudie is undecided and both Oceanus and Cretin remind the group this a scouting mission. They hear a patrol pass by. Shroudie puts the kids to sleep. The group slowly follows the footsteps of patrol but lose them. But they do find the banquet hall. Cretin comes up with a great plan. The group will hide in the hallway and he will surrender to the wait staff. One problem the wait staff does not speak common and no one speaks Draconic. After a couple of different guards examine Cretin on shows up who speaks Common. Cretin pleas to speak with Queen and the guards start calling for the Queen in Draconic and marching Cretin back to the throne room. The rest of group dashes back to the throne room and hides in the tunnel. The Queen arrives with penciled in mustached mentions the things kids do to pictures. Cretin starts to lay out what he knows and asks if the town could be a help. To prove he is honesty he tells everyone to come out the tunnel. The Queen eyes Shroudie with suspension. (Shroudie bluffed her and blamed the frame job on the kids.) The Queen is interested in an alliance but wants the group to talk with her people and then she take her council. (Ok this adventure can be played out as friendly seek an alliance, or murder hobo and then seek an alliance. There is point system. But it ends with just a roll check vs. a DC. Generally the whole group can perform the check. Page 63 hints a single character rolls. I allowed two rolls. Either two pcs or a pc with advantage. This was still too generous. I suggest one roll with no advantage. Unless the group has did some outstanding roleplaying. The group only missed one roll. Note the dc does increase if you murder hobo.) The town’s folk love their dry footed friends especially their new friendly neighborhood paladin Webless. But the Queen want to see if they were good fighters. (Ok. I threw in the extra bonus combat just to have some combat.) The group defeat the Thousand Teeth with only Magra being TKO. (I do like the roster on page 67 and think should be include in future adventures if possible. The group was done in under 90 minutes. We around 30 minutes late and I was packing out by 4 PM. So I gave the group all the magic items in the module. The shift from where “C” should have been would add only one combat but the players were going to surrender at the first chance. Back in the 80s my group did some murder hoboing before trying for an alliance.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Jasper DMs Ghosts of Saltmarsh
Top