The Sea Ghost
To be honest, The Sinister Secret of Saltmarsh could and perhaps should have been split into two seperate adventures, and for my group the time between the adventure in the "haunted" manor and the raid on the Sea Ghost (now rechristened The Wind of Azyr) was separated by months. It was also the first session of our group being online after Covid-19 shut everything down and made us go home.
In terms of the actual adventure, it began shakily with the party talking their way into the smugglers' good graces and immediately looking suspicious by all climbing aboard, which begun a fierce melee. Our poor wizard and druid were the recipients of vicious swings from Captain Snake-eyes, but quick thinking by the druid (with thorn whip) and the efficiency of the ranger plus the rogue lead to the affair turning into a fun and challenging swashbuckling melee. The rest of the adventure consisted of the party splitting up, doing some sleuthing, ignoring the sounds of combat, and talking their way into owning a ship, which is now their most prized possession.
I also got a lot better with the waves I think, though I could probably add one more set at the stern because the way it is right seems off to me.
Comments
Post a Comment