Breezly
First Post
Hello,
I am updating the Saltmarsh towm from the DMG II and the U-Series of modules to 4e for an intro game (potential campaign) this weekend. I am starting with the Sinister Secret of Saltmarsh, but changing the underlying plot from smugglers to a cult of Vecna.
Quick Editorial: I would never have attempted this for 3.5e. The ease of preparation and planning of 4e inspired this attempt.
For those of you that have played through this series, what was most memorable and/or most forgetable about the series? My plan is to incorporate a Vecna Cult/Slaver ring into the story and play up Saltmarsh as a "point of light" in the prevailing landscape of "darkness", which takes the form of undead, cultists, marshy denizens.
I want to try and keep the flavor of the series, so any thoughts or opinions would be greatly appreciated.
--Breezly
I am updating the Saltmarsh towm from the DMG II and the U-Series of modules to 4e for an intro game (potential campaign) this weekend. I am starting with the Sinister Secret of Saltmarsh, but changing the underlying plot from smugglers to a cult of Vecna.
Quick Editorial: I would never have attempted this for 3.5e. The ease of preparation and planning of 4e inspired this attempt.
For those of you that have played through this series, what was most memorable and/or most forgetable about the series? My plan is to incorporate a Vecna Cult/Slaver ring into the story and play up Saltmarsh as a "point of light" in the prevailing landscape of "darkness", which takes the form of undead, cultists, marshy denizens.
I want to try and keep the flavor of the series, so any thoughts or opinions would be greatly appreciated.
--Breezly