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Guildmasters’ Guide to Ravnica is the first time Dungeons & Dragons has formally issued a crossover with the realms of Magic: The Gathering. Wizards of the Coast has two new books available just in time for Christmas gameplay.
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#TALES FROM THE YAWNING PORTAL MAGIC ITEMS FULL#
But 1st Edition Dungeons & Dragons was dominated by the likes of The Keep on the Borderlands, the Slavers and Giants series, and the penultimate Tomb of Horrors, most of which were based around the same general idea: “Hey, there’s a hole in the ground and it’s full of monsters and treasure see how far you can get without dying.” Today the roleplaying populace at large demands a heavy, story-driven narrative for their gaming dollars, and the popularity of Twitch, YouTube and other streaming platforms have brought awareness to how enjoyable and accessible the roleplaying experience can be. In fact, one entire adventure is designed to be roleplayed almost entriely through, with very few combat opportunities (unless the party started fighting with their potential allies), something rarely seen at the time. The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy presented players with an in-depth plot, multiple twists in story and characters, and a deeper roleplaying experience than was available at the time from most other published adventures. Three of the adventures are based on the Saltmarsh Trilogy of D&D modules, first published in the early 1980s by TSR’s United Kingdom office (hence “U” in the original module designations “U1” through “U3”). However, unlike with Yawning Portal, there is an outline provided in Saltmarsh which allows them to be stitched together into a campaign, with room for other published adventures or excursions of the DM’s design to be inserted in between.
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The Saltmarsh adventures are designed to be inserted into an ongoing campaign and ran as independent adventures. Similar to Tales from the Yawning Portal, Ghosts of Saltmarsh is primarily a collection of seven adventures set in a maritime area, rather than a full campaign in and of itself as with other hardcover books (such as Tomb of Annihilation and Dungeon of the Mad Mage). Of course, the Realms factions can easily still be used with a little work on the DM’s part. Included are NPCs, motivations, and background information enough to provide players with the ability to use them in place of the standard factions. The book also provides three alternate “factions”, in place of the standard five factions of the Forgotten Realms: The Traditionalists, the Loyalists, and the Scarlet Brotherhood. It includes a brief introduction of Greyhawk and provides some background information about the Kingdom of Keoland, where the coastal town of Saltmarsh is set. Saltmarsh is the first D&D adventure book to be officially set in the world of Greyhawk, the original D&D Fantasy world setting used in 1st and 2nd Edition Dungeons & Dragons before Ed Greenwood’s Forgotten Realms captured the roleplaying community’s imagination, a fact sure to delight many long-time fans of the setting. Premiering today, the next adventure sourcebook for Dungeons & Dragons is entitled Ghosts of Saltmarsh, a title that evokes both the haunted nature of many of the adventures contained within it, including the titular Saltmarsh trilogy from D&D’s 1st Edition.