Hi there, the listing for the game I was about to put up on Roll20 is not quite done yet, but I can share it with you and you can see if it's up your alley. It is a Ghosts of Saltmarsh game, expanded with select Tales from the Yawning Portal content. I generally charge $15 USD per person per session for a group of 5 Players, which amounts to $75 a week. I would ask for this amount despite the lower player count if it was a private game with just your group. Your characters would begin at level 3, Sessions are approx. 4 Hours in length. If you'd like to follow up, please PM me with your Discord username so we may chat further! The Description: Premise You
are a group of adventurers cast down
into the deeps, only to rise again with a strange and terrible curse: the hex of a zealous and ancient spirit with
singular intent: To aid the peoples of Saltmarsh. You are bound to the cliffscraped shores of this maritime port-town, a
town awash with trouble, opportunity and
swashbuckling adventure. Sea Elf refugees hide behind the walls, while
lizardfolk lurk in the marshes astride the whispering fey. The Mrorfolk - the
Dwarves- seek aid and lore as they
pillage the nearby hills of ore and ancient goblinoid relics, while Hoolie
prospectors chart the marsh for precious dragonshards . The notice-boards of
Saltmarsh are plastered with bounties and calls to adventure for all who pass
through, sailor or no, prepared or no. Trials and a skeptic's eye await those
who come ashore as Ghost-Hung: folk known, sought after and oft avoided by the
denizens of Saltmarsh.
Folk like you. Will
you sail the Lhazzar and the isles of mist? Will you conquer the terrors of the
deep? Will you plunder precious booty from the sunken ruins of old and uncover the mysteries of the
Hool? Will your silver tongue and biting sword free you of the hex of the
damned? Campaign Features:
[Expanded] GoS
as written is a skeleton of a module. I
flesh it out! Hundreds more points of interest and social intrigue, dozens of
quests and locales, interesting NPCs and unusual Creatures, a revised and expanded
town map and region, and an entirely fresh central narrative that firmly sets
Saltmarsh itself at the center of the adventure, and binds the party together
to a common cause. This campaign will also incorporate elements of the Tales of
the Yawning Portal adventures, as recommended in the GoS book. [Few Restricted
Options] If it's from an official book or UA, it's fair game. Your choices
will be logically integrated into the setting, giving you the freedom to play
what and whom you like. [Music, Maps, and
Visual Aids] I like to enrich my campaigns with many forms of media to make
the experience top notch for all of you! Expect rich soundscapes, pretty maps
and character art and descriptions for every NPC, organized in an a-z docket. [Saltmarsh and the
Lhazzar] Set in the colonial region of Lhazzar, in the Eberron setting, this
is a land of sailors, pirates and frontier towns. Sea Princes vie for power in
the aftermath of the Last War and a great cataclysm that destroyed an entire
nation, while the locals are ever more agitated at the increasingly intrusive
settlement of their ancestral homes. Eberron is a land free of the chains of
alignment, where living constructs, monstrous races and familiar races that
bend the tropes to the breaking point call home. Play a halfling who owns a pet
Raptor, a high elf who is nearly of the undead, or an Orc from a peaceful,
civilized land of extraplanar guardians. Saltmarsh is a place of Ghosts, Plots,
Luck, and the Forces of Nature, bountiful trade and a rich adventurous culture
mixed with deep superstition and tangible fear. Marsh, Dryland Deserts,
Mountains Tropical Isles and Rocky Coastlines all await your trekking boots in
the Saltmarsh region. And of course, plenty of subterranean locales.. [A Structured
Sandbox with Bountiful Opportunities] Like one of the best 5e campaigns Curse
of Strahd, my version of Saltmarsh is a game where you are set loose to explore
and quest as you will, in any order, within a well defined, detailed region. One
of my DMing role models is the Alexandrian, who states: "Prep situations,
not plot!", and campaigns designed like CoS embrace this motto fully . The
region your characters will explore will be limited by the severity of the Hex
of the Seageist, an ancient arcana that generally prevents your characters from
venturing too far from the Town of Saltmarsh. In time, the demands of your
patron will lesson and your reach will grow, setting sail on the high seas of
Lhazzar in search of the key to everlasting freedom. In the meanwhile, you might seek riches,
valor favor, and perhaps even work to construct a PC stronghold using the
Strongholds and Followers rules.