Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. Are there any estimations as to how many hours of gameplay will the module take? The masked man had a strange affectation, however. I don't have the faintest idea and all the places you'd usually ask for hints don't even have the people you'd expect there. But I'd be curious if there is a better way around this. I have already left Oceanus at alliance meeting. "[2], The module was ranked the 27th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004. And stay tuned for the next post, where we'll talk more about making a proper campaign out of Ghosts of . Allow players to restock what they need. However it is perfectly fine as a stand-alone adventure. We are going to play this on the 16th so it is time to finalise my prep. What happened was I forgot to activate all of the module events (bio defaults were still there), as well as set Deity_Required to true in the Module variables. The adventure is set in. This module doesnt pull its punches, and it shines because of it. It was also where all the weapons were kept. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous forgotten treasure. "[1] Bambra noted that the adventure's main thrust engages the players' problem solving skills, forcing them to piece clues together, and that the encounters in the adventure should present no problems to an intelligent party. Yes, Tarot Redhand is correct. It wants the place to feel like a place you can just wander around in, which is what makes the whole adventure work in the first place. This adventure is full of dynamic situations, intrigue, and potential downtime activities. I was very careful when downloading and installing all the content. Instead, he never returned and she washes up on shore drowned and wearing prisoner's garb with binding markings on her wrists and ankles. AD&D modules produced by TSR UK, and set near the town of Saltmarsh. Frogo, bullywug rogue: level 3 and level 30. The DLC features a whole host of new dungeons and new areas to explore, new monsters, and Volume 8 of the Monster Manual system that rewards players for killing specific monsters. Bear in mind that you aren't likely to complete it in one session and you may need 2 or 3 sessions to complete it. There is a sinister secret in Saltmarsh that we can begin to put into play with this hook. Do you know of a trick to get around this? I DMed a few parties of 3-5 players. Magic items should be found by players as treasure and not come as handouts from the DM. I don't get a journal entry at the start of the module which would be okay, if I'd be drawn into the story right away and didn't have to find out what it is all about, but after I went to Saltmarsh and explored the place I have yet to find anybody who gives me more than a one-liner conversation except for those who tell me about the extra features the PW has (which sort of kills immersion for a single player module). The Sinister Secret of Saltmarsh is a module for the Advanced Dungeons & Dragons ( AD&D) roleplaying game, written by Dave J. Browne with Don Turnbull. #DDO . Despite these glitches, it is still a very enjoyable module. $25.00 + $7.99 shipping. Thus, we can help this adventure out by offering a stronger hook. Also, their file size tends to be smaller than scanned image books. Congratulations DM Wise & the WoG Team on creating such a fabulous module. This title was added to our catalog on January 22, 2013. But good news! Just be prepared to NOT exit from the other end when you are inside the Lair of the Lizard People. You can see, but probably not read my hand writing, that I am doing my usual sprinkling of post-it notes. One day I hope to put the new and revised version that has all of these little kinks, among others, ironed out. I did find one way around this - get myself killed and respawn back in Saltmarsh. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. Thanks DM Wise & WoG Team for posting this up. Four 16th level characters facing an ancient blue dragon archmage and her simulacrum isn't nearly as deadly as four 1st level characters facing four giant centipedes. These products were created by scanning an original printed edition. There's no constable at the constabulary, no mayor at the townhall and so on. D&D Dungeon Module U1 The Sinister Secret of Saltmarsh TSR #9062. A highlighted page from the module. [1] The adventure was written by David J. Browne with Don Turnbull, and published in 1981 as a 32-page booklet with an outer folder. Would be nice to have final raid with the alliance to kill sahuagin bosses. Happy 17th Anniversary DDO! Perhaps it's my spawn method that's causing issues? You can get it by ordering it above. New Module version uploaded to correct some missing Module events (such as deities among others), and renamed a hak to avoid cep confusion. The abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. For whatever reason, about 5% of Linux users crash at this spot. The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom, for beginning adventures with the AD&D rules. Can people confirm that it works well in multiplayer ? I used spawne rod of resurrection on Oceanus once.. his body (my loot, nooooo!) Addeddate 2019-08-14 07:25:18 Coverleaf 0 Identifier tsr09062u1sinistersecretofsaltmarshlvl13 Identifier-ark ark:/13960/t3230r392 Ocr ABBYY FineReader 11.0 (Extended OCR) - no starting gear given, only token that signify it? Dungeons & Dragons Secret College of Necromancy D20 Green Ronin. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. That's why both Zwerkules and me had this bad expierence with lack of direction. This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. 25% off Sinister Secret of Saltmarsh. My character says one line only. I'd love to give this a shot but I can't seem to download the WOG custom HAK. XP per encounter: https://ddowiki.com/index.php?title=Saltmarsh&oldid=531884, Pages using DynamicPageList parser function, Slay 10 creatures in Saltmarsh: 165 XP = 16.5 xp/kill, Slay 25 creatures in Saltmarsh: 234 XP = 15.6 xp/kill, Slay 50 creatures in Saltmarsh: 345 XP = 13.8 xp/kill, Slay 100 creatures in Saltmarsh: 585 XP = 11.7 xp/kill, Slay 200 creatures in Saltmarsh: 1,065 XP = 10.65 xp/kill, Slay 400 creatures in Saltmarsh: 2,055 XP = 10.28 xp/kill, Slay 750 creatures in Saltmarsh: 3,645 XP = 10.41 xp/kill, Slay 1,500 creatures in Saltmarsh: 7,965 XP = 10.62 xp/kill, Tactics DCs (Stunning, Sunder, Trip): +2 to +16, This page was last modified 10:10, December 24, 2022 (Update 57.1) by DDO wiki user. Arawen has added new features and content for DMs who wish to run the game in a more improvisational pen and paper style. One of the standout things about the Sinister Secret of Saltmarsh is that it feels like a real place. I hope you enjoy it. The adventure can be played by 5-10 characters of levels 1-3. - at 22 o'clock town hall NPCs spawned only on the 3rd try? [8] The adventures are based on the lore of the original module but also its 5th edition variant, Ghosts of Saltmarsh. On this Wikipedia the language links are at the top of the page across from the article title. The other thing the module does really well is encourage the DM to think about how the enemies react. Available for a Limited Time: The Wish of Inheritance! Full Masthead & Authors. Get Tabletop, RPG & Pop Culture news delivered directly to your inbox. If you purchased Sinister Secret of Saltmarsh, yet you did not log into the game with an active VIP subscription between the launch of Saltmarsh on August 4th and 11:59 PM Eastern September 5th 2021, your account is not eligible and you will not have any claim tickets to give to Garthalmor. Three of the adventures (Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy) are narratively connected to each other and the town of Saltmarsh.The other four are not specifically connected to the story, but there are suggested changes that can be made to . The module includes optional pre-generated first level characters for use by the players. Had to check in toolset. The very first villager that you run into suggests the PC should go to the Kraken. web pages We can offer some guidance in the form of levels of difficulty. 1981 AD&D 1st edition module U1, levels 1-3, 2019 5E adventure hardcover, levels 1-12 campaign, includes updated version of previous modules and more. If The Sea Ghost is probably the easiest to run as written, or with minor changes, this one. First, it features the increasingly familiar trope of a town homebase with a nearby adventure. The Sinister Secret of Saltmarsh received positive reviews from critics. Ask your players to review the downtime activities in chapter 2 of the. So I also had to edit the save file using these directions: https://neverwintervault.org/project/nwn1/other/editing-saved-games. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. Its a lot of fun. For instance, during the night most villagers won't spawn outside. Might be false positive - maybe 22 o'clock is still "day"? U1: "The Sinister Secret of Saltmarsh" (1981), by Dave J. Browne with development by Don Turnbull, was the first adventure in the "U" series. However, unlike predecessors T1: "The Village of Hommlet" (1979) and L1: "The Secret of Bone Hill" (1981), this module gives the town of Saltmarsh almost no description. The smugglers enjoying dinner in area 21 are likely to grab Sanbalet in area 22 and they all go back down into the tunnels in areas 25 through 29. Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. MODULE U1 - SINISTER SECRET OF SALTMARSH, DUNGEONS DRAGONS. The scenario is the first of the Underwater (U) series of modules set in Saltmarsh, and details a ghostly ship and the haunted mansion of an evil alchemist. The combat sequences are also generally excellent, particularly in Part III. If things go straight into combat on the Sea Ghost, spread things out so the characters aren't facing all of the crew at once. They may have less than average hit points. It is very challenging to solo, you should probably start at level 4. Do we think they can realistically row up and challenge the whole crew at once? Removed CMP requirements and added music files into hak form for ease of installation. Bandits may flee if they take a hit. - lots of openable doors with no transition Pay special attention to the time and make sure every player gets a chance to talk about what they want to do. discovering the real secret of life. Main quests (quest givers in the tavern, entrances in the wild) The Haunting of Saltmarsh 3/32 Questgiver: Krag; Under the Cover of Darkness 3/32 Questgiver: Anders Solmor; U1 The Sinister Secret of Saltmarsh (1e) Hedge's Adventures in the Realms (5e) Dwimmermount (ACKS) A Village With No Name [Sandbox] (2e AD&D) North Spine campaign (Labyrinth Lord) Under Streets of Splendor (2ed) Anything Goes: Vol. MODULE U1 - SINISTER SECRET OF SALTMARSH *NM/MT 9.8 NEW* DUNGEONS DRAGONS. They're not very bright, not that easy to control, and prone to either acting stupidly or running away. The adventure was written by David J. Browne with Don Turnbull, and published in 1981 as a thirty-two page booklet with an outer folder. Or too dogmatic. I have attached a few screenshots from my solo and party playthroughs. - TYPOS: "Hight Priest" - Rules for Cleric at Server Entrance; "toan" - Minstrel Leader at Kraken. This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. And comments suggest it's somewhat outdated compared to a "live" version on the WoG server? The Sinister Secret of Saltmarsh is one of the adventures featured in the upcoming D&D Book Ghosts of Saltmarsh. The Sinister Secret of Saltmarsh comes in three editions, Standard, Collector's, and Ultimate, which sell for $19.99/$59.99/$99.99, respectively. This woman was last seen with her brother, both of whom were adventurers that planned to go to the haunted mansion and recover the alchemist's gold. large-scale maps, full background information and detailed encounter descriptions . Superb The Sinister Secret Of Saltmarsh (AD&D Roleplaying, Module U1), By Dave Browne, Don Turnbull publication is consistently being the very best close friend for investing little time in your office, evening time, bus, and all over. But during the night there will be a Town Council at the Town Hall, or more drunks at the tavern, etc. It faithfully captures all of the important points of the ori. Please, make this available as a PoD again. Third, U1 presents a relatively self-contained adventure - with a haunted house and smugglers - but then throws in a few lizard men at the end, which can lead characters on to the next adventure in the series, much as players went down the adventure path from the classic G-series ("Giant") adventures (1978) to the D-series ("Descent") adventures (1978) by following the drow. System: D&D 5E Starting Level: 1 Length: Short Campaign Installation: 1 addon Quick Guide. Accessing your content. The adventure can be played by 5-10 characters of levels 1-3. You genuinely have a sense of the town, of the activities around it, of the goings on. unravelling the myth of quilts and the The current version listed is compiled and fixed. No, it is compiled. Make sure you either have the Required Projects (hyperlinks near bottom) and extract into your hak folder (CEP 2.65). Quaron and The Wailer are not actually rare, although you'll need to solve a floating stones puzzle to summon Quaron. - Mermaid statue became hostile to me after Final Enemy.. some faction issue? The wiki page for the EGI has a list of sources, full product names, abbreviations, and a link to the full, downloadable index. If the characters triggered the screaming magic mouths, the smugglers know they're coming. Make sure you either have the Required Projects (hyperlinks near bottom) and extract into your hak folder (CEP 2.65). This is a ruse, however. Please critique as I may be using them in the game and I want them to be the best I can make them. The adventure is set in the World of Greyhawk campaign setting. Until twenty fact haunted but is the shore base for a band of smugglers whose. He listed the positive elements of the module as "the very matter-of-fact way it portrays a fantasy world" and the new spin it gives to "the standard low-level D&D tropes". In this session the characters can spend a few days reconnecting with Saltmarsh, tying back in with their backgrounds, investigating leads they might have come across, or anything else they might want to do. Duh. To access the area, go to The Gatekeepers' Grove in the Harbor, talk to NPC Val Arkalamnash and get transported to The Snapping Line Inn. The Compendium Content bundle does not grant access to all the content's options in the rest of the toolset, such as the searchable listings, character builder, or digital sheet. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining. It's frustrating when an update breaks things that used to work. Haunted House Ground Floor. 35 of White Dwarf magazine by wikipedia:Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. I have been working on an update which fixes just about anything there was. The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom, for beginning adventures with the AD&D rules. The module was positively reviewed in Issue No. thank you! The abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. Played with Barbarian 2nd level, solo, with NWN:EE. Additionally, our own custom HCR scripts and Loot Systems are in place. Could use a readme with cleric system and explanations of systems. Update: 7/18/19: Added more polish, provided a few more context clues, added a missing hakv(wrm_mirkwood.hak) that helps clear up some mini-map issues with the Mirkwood tileset, and added Zwerkules cleaned up and slimmed down tilesets for faster load times and improved performance. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. The module is intended for starting 2nd level characters and may take you to around level 9, give or take. Ned, however, doesn't know who Skerrin is. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. Our adventure begins with the characters traveling to a supposedly haunted mansion. A party of 4 level 3 or 4 characters should find a very good experience in this mod. Please discard old module, download the new module and the new versions of the haks and tlk (many have been changed and/or updated). Immerse your players in this tense and deadly adventure, full of rich environments, dangerous monsters, and rich rewards. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st3rd levels. Combined with the low-key nature of the module's central mystery -- criminals using a local legend as a cover for their activities -- I find it . Checked in toolset, but there is no trigger to spawn crocolisk. The adventure itself, however, doesn't offer very strong hooks to get there. "[2] Bambra noted that the adventure's main thrust engages the players' problem solving skills, forcing them to piece clues together, and that the encounters in the adventure should present no problems to an intelligent party. This module contains large-scale maps, full background information, and detailed encounter descriptions . In particular, when running downtime sessions you'll want to do the following: Once their downtime activities have concluded, it's time to jump to the next part of this adventure. We use our own custom deity system here, so make sure to read those changes and requirements before proceeding as a Cleric. on the Internet. Search the history of over 797 billion Henchmen are also available if you play your cards right. Sinister Secret of Saltmarsh. The Sinister Secret of Saltmarsh is a module for the Advanced Dungeons & Dragons (AD&D) roleplaying game, written by Dave J. Browne with Don Turnbull. There are plenty of weapons here and a few are still usable. Download the tlk file (Saltmarsh_265) and extract into your tlk folder. - no black market to sell my stolen traps to. [1] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. Future History. The Sinister Secret of Saltmarsh is an AD&D module written by Dave J. Browne with Don Turnbull. We be sailing the high seas and for that we need a guide. The Ghosts of Saltmarsh: Sinister Secret SoundPack gives you the complete audio solution when playing this first adventure of this colorful and rich DUNGEONS & DRAGONS collection. The Sinister Secret of Saltmarsh contains 10 dungeons and a wilderness adventure area. [2] The adventure was written by David J. Browne with Don Turnbull, and published in 1981 as a thirty-two page booklet with an outer folder. Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help! As the characters search the room they will begin to uncover a nest of 3 Ghost Spiders . Click for details. Instead of a good old dungeon crawl, players got to explore a big old spooky house, and deal with all sorts of annoying wandering monsters, as well as traps and illusions."[7]. Recurring Tropes. It does that by setting up villains with a very clear motivationthere are smugglers who have been running weapons to Lizardmen, the Lizardmen are possibly planning an attack on Saltmarsh. Game mechanics Newbie guide In development DDO Store Social Media, Challenges Classes Collectables Crafting Enhancements Epic Destinies Favor Feats, Glossary Items Maps Monsters Places Quests Races Reincarnation Skills Spells. Seven sea-based adventures, including the classic The Sinister Secret of Saltmarsh and its sequels, take characters from 1 st to 12 th level. These look like large undead spiders but they . Such an awesome and monumental work! The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. There would eventually be over a dozen, spanning from 1981-1986, most in the U- and UK-series products. Published in 1981, U1 The Sinister Secret of Saltmarsh stood out from any adventure for Advanced Dungeons & Dragons which had come before it for many reasons. To be precise, TSR UK planned to start producing adventures authored in the UK to offer a unique British take on D&D: "The Sinister Secret of Saltmarsh" was the first. The second part of the module follows on from the first, expanding on the concept. This module wants you to work for it (which is a theme youll see repeated throughout) and it makes it all the better. If Wartorrent spawns, they will be inside a breakable crate. Now through March 5th! Within this map pack you will find a bunch of maps representing different levels of The Sea Ghost, a smuggler's ship from the adventure The Sinister Secret of Saltmarsh, published in the 5e Dungeons and Dragons module Ghosts of Saltmarsh.. The Sinister Secret of Saltmarsh is a module for the Advanced Dungeons & Dragons (AD&D) roleplaying game, written by Dave J. Browne with Don Turnbull. Ended 9th level. Yes, I still hold that to be one of the CCC hidden gems. Head out to the Haunted House and make it a big to-do in town. Here is a sample of a page from a watermarked title: https://watermark.drivethrurpg.com/pdf_previews/17069-sample.pdf, Customers Who Bought this Title also Purchased. Subscribe to get the free product of the week! THESE MAPS ARE FREE FOR DOWNLOAD! The "POD" means the "Print On Demand" copy. Get discounts on expansions in the DDO Market: 25% off Isle of Dread 25% off Sinister Secret of Saltmarsh 50% off Fables of the Feywild 75% off Masterminds of Sharn 75% off Expansion Trove Now through March 5th! _kmb_wog_inc: Unable to find area corresponding to tag GHOldCity, Arpelagos Chronicles: The Strain is Strong (DEMO), https://www.tapatalk.com/groups/worldofgreyhawkfr/, The Sinister Secret of Saltmarsh Supermodule, U1 - U3 (1/19/22), World of Greyhawk PW, Mithral Enhanced Edition, World of Greyhawk Forums and Adventuring Guild Hall, Open - Free & open only if project also open, https://forums.beamdog.com/discussion/76719/latest-saltmarsh, Lords of Darkness 3 - Alanya's Secret (V2.0), The Aielund Saga Act III - Return of the Ironlord, HeavensGate 2: Islands of the Undead Legion, Lords of Darkness 4 - For Crown and Country (V1.2), The Crystalmist Campaign Chapter 3: The Sahuagin Heel, The Crystalmist Campaign Chapter 2: The Lichway. Where do you get the POD? Ned was sent from a nearby city and met his contact in Saltmarsh who appeared cloaked and masked. At Sahuagin fortress it was much easier with higher levels etc. No other level in D&D is nearly as dangerous as 1st. The Index is based on previous work of Jason Zavoda through '08, and his work as continued and updated by Eric Johnson, Richard DiIoia, Jason "PupickDad" Jacobson, a French fan group, and numerous other fans over the years. The music choices are excellent. Probably one of the best storylines of any module series. is a little bit of a mess in some ways. Though "Secret of Saltmarsh" synthesizes a lot of tropes from earlier RPG releases, it still manages to be very much its own adventure. Game mechanics Newbie guide In development DDO Store Social Media, Challenges Classes Collectables Crafting Enhancements Epic Destinies Favor Feats, Glossary Items Maps Monsters Places Quests Races Reincarnation Skills Spells. - after falling into snake pit Oceanus disappears.. Enjoy! Characters can drop very easily, especially when they're hit by creatures like giant poisonous snakes (16 damage on a hit and failed save) and giant centipedes (14 damage on a hit and with a failed save). So where does this quest even start? I think it was during fighting with locked chests..? An RPG town map created for the Dungeons & Dragons adventure "Lost Mine of Phandelver". Editor: Danni Button, Adam Harrison U3 Final Enemy by Dave Browne with Don Turnbull. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining. They may provoke opportunity attacks. I was stuck what to do at mansion. $19.99. Sinister Secret of Saltmarsh is an excellent classic adventure, written in 1981 to usher in a series of adventures written in the UK (where TSR grew to have a strong presence - we can see the remains of that effort even today). Those lines in your client log are just referencing other parts of the World of Greyhawk (the entire server from which the module is from) for map purposes. - getting lost (what to do next). I just bought it and I'm already pissed off that it doesn't have bookmarks. Haunted House Cellar. Las mejores ofertas para Mdulo AD&D U1 - EL SINIESTRO SECRETO DE SALTMARSH - Dungeons & Dragons TSR 9062 estn en eBay Compara precios y caractersticas de productos nuevos y usados Muchos artculos con envo gratis! I didn't find it hard to get started with the quest, as it is like many of the quests on World of Greyhawk server and stand-alone module. With the Sea Ghost taken down, our characters return to Saltmarsh with the information they need to head into Ghosts of Saltmarsh Chapter 3: The Danger in Dunwater. The Sinister Secret of Saltmarsh was written as a lead-in to a three module series that includes Danger at Dunwater and The Final Enemy. It feature. A high quality scan of this module should be offered for POD, and it would sell well. The Haunting of Saltmarsh 3/32 Questgiver: Krag; Under the Cover of Darkness 3/32 Questgiver: Anders Solmor NOTE: This is the dungeon that is not available in this preview. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. Haunted House Floor 2. Danger at Dunwater. Get discounts on expansions in the DDO Market: 25% off Isle of Dread. In fact, more than one NPC has a goal to ensure the characters don't to go the mansion. The only deviations from the instructions were with versions - I used CEP 2.66 and the April 2020 version of Mountains and More (I didn't have a choice). The look is dark and broody, very nicly done. 1 (beta run) Silverymoon; Price of Freedom Master Ian by day can be found at the Kraken. If you have a party of players that have more beer and pretzel . When they run well, however, such adventures can feel like magic. Whether its the fact that a merchant that works with the smugglers has cooked up a harebrained scheme to try and keep the players from learning the truth by planting an assassin prisoner in the upper floor of the mansion: Hell join the party and cause problems, possibly even attacking once the jig is upbut the DM is always instructed to not be obvious about it. Not sure if it matters, but I am running the linux version of NWN EE through Steam. All of that has kept me from playing the module thus far. Sea Ghost Top Deck. The adventure can be played by 5-10 characters of levels 1-3. I know resting in inn forwards time but my broke PC could not afford it in the beginning. (Pre-Owned) Sponsored. Guess I should not use console to teleport around, but if he died (and Oceanus is so easy to kill.. :D) then it would also happen. took me three sessions to run the first half of the module (of course first session was also making all of the AD&D characters, so probably closer to 4 or 5 hours total). Quest givers and entrance to the wilderness area is located within the inn. Alright, still with me?