Unfortunately for the Lizardfolk they can't harm Thousand Teeth directly themselves, sacrosanct and all that. Danger at Dunwater: Thousand Teeth Hex Exploration (i.redd.it), [–]rvhguy[S] 5 points6 points7 points 1 year ago* (2 children). Dungeons & Dragons Discussion. Sharing an underwater temple encounter i ran. If visited, the proprietor is a human fighter named Elaine of Seaton. Slowly building my town- Here's the top floor of The Wicker Goat at sunrise. It has the party venturing into a lizardfolk lair … 1515 - This fallen tower once belonged to a wizard. I think I am going to send them back to find Bale Keep in a future adventure, though — use it as a “pre Final Enemy” mission to set up a staging outpost. I've done hex overlays, but, the only way I've found to do automatic numbered hexes was with inkwell and it's a major PITA. All Rights Reserved. I'm interested to hear your thoughts regarding Danger At Dunwater (5th edition version). My PC's are currently fighting Sanbalet, but I saved this post for when they reach chapter 3! REDDIT and the ALIEN Logo are registered trademarks of reddit inc. π Rendered by PID 29950 on r2-app-09969602cc05bb805 at 2020-12-18 19:18:43.577319+00:00 running e1b8cae country code: US. Rendered by PID 29950 on r2-app-09969602cc05bb805 at 2020-12-18 19:18:43.577319+00:00 running e1b8cae country code: US. I'm planning to use this, and might make chances of random encounters more likely along the river, with a warning from Othokent that dangerous things (like Thousand Teeth) lurk along the banks. Awesome! Thanks for sharing; I’ll probably use some of this. Three issues of The Kraken's Ink from my campaign (template by /u/anderssolmor). 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. ), [–]Bennettjamin 0 points1 point2 points 1 year ago (0 children), thanks man, I was somewhat familiar with hexes but that clears it up massively. The little fishing town of Saltmarsh is threatened! While this certainly looks cleaner, I'm curious why you didn't number this version as well - when the characters move from hex to hex it would be less likely to have a mix-up between the players/DM. Danger at Dunwater - Ghosts of Saltmarsh, Chapter 5 July (4) May (1) April (2) March (3) February (4) … Maligned or not, me and my friends enjoyed it for quite a while. Danger at Dunwater - Ghosts of Saltmarsh, Chapter 5 July (4) May (1) April (2) March (3) February (4) January (4) 2018 (51) December (1) November (4) October (3) and join one of thousands of communities. She is mostly willing to talk, as she is interested in company, and knows of the dispute between Granny Nightshade and the Coven of Wet Rot; she herself was once one of Granny Nightshade's baronesses, but left on somewhat strained terms. Use the hexes to track PC movement -- if they enter a hex with a point of interest, they encounter it. attempt that gets resolved way faster than normal. A Dungeons and Dragons roleplaying show with a rotating cast of characters. He gave Pete a potion in return for helping him. I started roleplaying in 2011, using the oft-maligned 4th Edition D&D. Chapter 7 Three Heads in a Duffel Bag [–]rvhguy[S] 0 points1 point2 points 1 year ago (3 children). Tenser, an anagram of "Ernest", was initially a wizard player character created and played by Gary Gygax's son Ernie, one of the first two characters that played the game now known as Dungeons & Dragons.In the fall of 1972, Gary Gygax was working to create rules for a new type of game based on a demonstration he had been given by Dave Arneson. In general I find the PHB overland speeds unreasonably fast. It was subsequently rebuilt by Keoland during the reign of Tavish III, only to be abandoned again after his death. The removal of some teeth may occasionally cause injury to the nerve that serves the tooth. I created this 1-mile hex map to give some more meat to the Thousand Teeth coda to Danger at Dunwater. Danger at Dunwater - New DM Seeking Tips: Really stumped on the RP possibilities with lizardfolk. use the following search parameters to narrow your results: Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. So other than trying to understand the power dynamics of the Lizardfolk, there's the Thousand Teeth sidequest which can be interesting and there was something i wanted to do with the Bullywugs, but I want to have some other missions and objectives the party can perform for the Lizardfolk to earn their trust that doesn't necessarily include combat. 1611 - This is the pool of Thousand Teeth. Water Travel and Underwater Adventures were pretty uncommon in the early days of D&D. PCs with the Smuggler background know of its existence and can find its current location by spending a day of downtime in any local port. After they return, a truce or … For three years in fact. Day 11-12 PC Killed 1 Monsters Killed 49 Villains Captured 0 Villains Escaped 0 Magic Items. (Note you can change that to a +1 weapon of your choice.) I want to loot Thousand Teeth! Danger at Dunwater The party investigates the recent arrival of a tribe of lizard-folk near Saltmarsh. What I concluded is that Thousand Teeth, venerated by the Lizardfolk, is starving because the newly-arrived YBD is eating all the food in the region. Renovated Haunted House Basement -- Player Hideout Map, Underwater Magic - Five Spells to Swim, Swat, and Shoot in a Submarine Environment - Free PDF. Also, here is a player version of the map: https://drive.google.com/open?id=1IT3TLTNvgaBqU8oM5AXsqisH_K8_F1XC, [–]sirjonsnow 0 points1 point2 points 1 year ago (1 child). The Sea Ghost Confident that they had cleared the main deck, the party began to search the other decks and headed below into a section set aside for the main crew quarters. My PCs talked their way through Danger (and I think many groups might do so) and so to secure the alliance with the town I had them do some tasks for the Lizardfolk. Brittle and fragile teeth can affect anybody at any age. She will say that they have had to relocate because of sahuagin raids. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. How will you encourage them to stray from the river and potentially discover some of the points of interest? 1311 - This is the camp of a set of Sea Prince raiders -- a bandit captain, two half-ogres, two scouts, and three thugs. For example, Dungeons & Dragons® is a trademark of Wizards of the Coast. [–]j_smitty01 0 points1 point2 points 1 year ago (2 children). Tracking down the particular factors in your own case can help point the way toward treatments that can help. He will assist the party if they ask for his aid. Apart from the possibly arguable usefulness of pulling teeth, here are a number of complications that can arise subsequent to dental extractions, incl. I think that would give them more incentive to wander. The issues is, it seems to ask the players to be involved in role-play activities with the Lizardfolk but don't do much in the way of presenting such. I’ve used 2 hours of movement per hex if traveling at a normal pace, 1 hour per hex at a fast pace, or 3 hours at a slow pace. He had no desire to cause harm to a holy beast, but he found the losses intolerable. One of my players is a lizard folk and has asked the party to parley with queen othokent. [–]rvhguy[S] 0 points1 point2 points 1 year ago (0 children). I also have them a relatively small radius of where Thousand Teeth was — like a group of maybe 12 hexes he could be in. Press question mark to learn the rest of the keyboard shortcuts. 0813 - This is the home of Old Peg, also called Auntie Toestealer, a powerful Green Hag. 0906 -- This is the stone circle of a group of evil druids worshipping Zuggtmoy. Marlin told the others to keep their eyes peeled for a ruined tower. This map has made Sanger at dunwater really fun thanks for the effort!! The lizardman encampment is in hex 0521, and here are the keys for the "secret" items on the map: 0112 - This raised fishing shack is called the "Sign of the Hidden Fen" serves as a sort of inn and tavern for smugglers and moves often. Many medical conditions can lead to brittle teeth. 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. [–]1Hussar1 0 points1 point2 points 1 year ago (1 child). Has it been mentioned that the inset map for Danger at Dunwater (image 3.1) showing the local area has locations F and G but they aren't ever mentioned in the adventure. Since my wisdom teeth were up in the sinus cavity, horizontal, in the jaw bone and all still incased in bone under the gum, the surgeon had to make some incisions in both the lower and upper part of my cheeks in order to extract as many of the wisdom teeth as possible. Get an ad-free experience with special benefits, and directly support Reddit. Home. When brave adventurers face the dangers of the world, they want something to show for it. From Wikipedia, the free encyclopedia 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. But when 5e starting getting really good reviews, I found myself wanting to go back to the swords and shields…yet I was left with a nagging question: Why play 5th Edition, when I could play … One-click unsubscribe later if you don't enjoy the newsletter. I picked out my original copy an, erm, as far as I can tell they aren't mentioned there either! 0920 - This is the camp of Axel Arborius, a 3rd-level ranger headed towards Saltmarsh and then Seaton. Thousand Teeth. Today we’re going through Danger at Dunwater, which hides so many gems in an underrated little module. Danger at Dunwater book. Advice/Help Needed spoiler. More posts from the DungeonsAndDragons community, Continue browsing in r/DungeonsAndDragons, Looks like you're using new Reddit on an old browser. 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. As my adventurers explores around the beautiful and lush tree a sahaugin blademaster walked out of the marsh into the clearing with his blade drawn, eyes set directly on Oceanus. Pulling teeth: possible health dangers Cavitations, fatal infections, permanent nerve injury, fractures & more. Brittle teeth can be caused by many different conditions or habits. [–]Bennettjamin 0 points1 point2 points 1 year ago (4 children). (Link: https://cone.itch.io/hex-kit). Ghosts of Saltmarsh is coming out in a few short weeks and we’re taking a look back at the original modules you’ll find inside. 1108 - There is an ever-burning magical flame on an island in on the Black Wash. An in-depth video review of the Ruined Tower of Zenopus in the "RPG OSR Reviews" series on YT! Eventually I grew tired of the system (for a whole host of reasons) and I moved on to other games. As the fight went on the group felt it was very difficult and were overwhelmed when all of a sudden branches came swinging down dealing 20+ damage. Posts Quoted: Reply. 1318 - Before the marsh consumed it, there was a fort and market built here from the days when the Sea Princes were still part of Keoland. This subreddit is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. All the preparation is done for you and every sound you'll need is right at your fingertips. At night, specters and sword wraiths haunt the marsh. 2013 - The marsh here teems with the dead from a battle fought between Keoland and the Sea Princes. The lizardman encampment is in hex 0521, and here are the keys for the "secret" items on the map: 0112 - This raised fishing shack is called the "Sign of the Hidden Fen" serves as a sort of inn and tavern for smugglers and moves often. Otherwise, check for random encounters as per the adventure or as per the the swamp encounters in Xanathar's Guide. Excellent work! It just took me a second to format the comment. It has an option to automatically number hexes, which I used. How would but be best used? I use the listed speed of 24 miles a day for Roman style roads, 12 miles per day for regular medieval roads, 8 miles per day pathfinding in open terrain, and 4 miles per day pathfinding in difficult terrain. But Thousand Teeth had already taken nearly a dozen of his best warriors and scouts! No lizard-folk warrior was permitted to harm it. He will protect those who shelter under his leaves who are pure of heart. [–]rvhguy[S] 2 points3 points4 points 1 year ago (2 children). 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Adventures were pretty uncommon in the early days of D & D at your fingertips some more to.