Here are a few Some of these secrets might feel heavy-handed and go against the goal of running this adventure with a clear tension.
The queen, after being saved, rewards the characters with the very helm they acquired for her from the bullywugs.With the queen now open to an alliance, the characters can return to Saltmarsh and inform the council of the sahuagin threat. Its plot follows direct from that of the first part (U1: "The Sinister Secret of Saltmarsh").
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. Tsr 09064 U 2 Danger At Dunwater (lvl 1 4) ... PDF download.
It will likely dawn on the players that they maybe shouldn't have killed all of those lizardfolk in the first place. They died pretty quickly - a spider got them - but until then it had worked surprisingly well. download 1 file . 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. It’s a toolbox for putting together your story, and sure there might be some rails involved, but you get to decide where they’re pointing. 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. This adventure is intended for 4 to 6 characters of levels 2-3. Perhaps it's another good opportunity for a Support Sly Flourish by using these links to purchase the Support the site by using these links for our favorite RPG products on 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. They fully adhere to the rules set forth in the Community Content Agreement of the DMsGuild. It was w It’s a simple formula: players investigate a thing, discover new information, make a new decision, but it is executed so well. This title was added to our catalog on October 13, 2017. This is a good opportunity to read up on bullywugs in the How the characters choose to deal with this situation is up to them. SHOW ALL. It can be a bummer for the players if they realize they've killed a bunch of creatures that could have been allies.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 adventure hangs on a particular approach in order to work well. Which they might accept, and there are consequences for it both positive and negative–but that’s what makes this series so great. IN COLLECTIONS. Its plot follows direct from that of the first part (U1: "The Sinister Secret of Saltmarsh"). This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. There’s a chance for the heroes to feel heroic, for their actions and decisions to drive the adventure. Player characters don't drop their weapons. For instance, the Lizardman stronghold is packed full of character and rich detail. It’s because it’s very hard to discern the shape of it. "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.
That evening, however, the malenti releases a number of sahuagin imprisoned by the lizardfolk and then makes for the queen's bedroom. Danger at Dunwater My boys and I continued our second campaign, following up their leads from the Sinister Secret of Saltmarsh. With all the talk about 5th Edition ramping up toward release, I took a moment to look at Wizards' ongoing release of out of print D&D material on PDF over at their D&D Classics site. And that’s what makes this module such a great intro for players and DMs. Classic Modules Today: U2 Danger at Dunwater (5e) - In 1982, TSR published the module named “Danger at Dunwater” with the module code “U2”. Plot summary. Running this campaign for some OG D&D players and want to spice things up a bit with RP. download 12 Files download 7 Original. Danger at Dunwater is the second in a three part adventure, and it’s one of the best D&D modules you’ve never played.But, much like its predecessor, the Sinister Secret of Saltmarsh, there’s much more going on than meets the eye.
The CCA states that adventure conversions must be: This keeps the tension high and still allows for the big reveal; that the lizardfolk are actually arming against the sahuagin, not Saltmarsh.If keeping that tension becomes too difficult, it's better to steer the characters towards the assumption that the lizard folk are We can control this approach by determining what clues we drop in front of the characters ahead of time. They have little guarantee that they'll get them back and players hate losing their stuff. That doesn't sound like a very fun run of this adventure to me but maybe it works out.The adventure includes some mechanics for determining how the lizardfolk queen deals with the characters should murder occur. Knowing that the bullywugs were buying weapons, and were closeby, the party was sent by the Saltmarsh town council to recon the bullywugs and to assess if they were a threat. Posted by 10 months ago. 53. 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. Customers Who Bought this Title also Purchased Danger at Dunwater is packed with cool opportunities like this.
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