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The Sinister Secret of Saltmarsh - your experiences?
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<blockquote data-quote="Style" data-source="post: 1649639" data-attributes="member: 21072"><p>Only run these a couple of times but they were fine stuff - a nice change from the dungeoneering of other 1e products. Once we had gotten past the usual oddities that plague my games ("So, I can actually buy 200 chickens with the money I have left over? Will they come with me on adventures?") the adventure settled into cool mystery/horror territory.</p><p></p><p>The giant weasel did for one PC in the entryway (2d6 bite damage - ouch!) and the rot grubs came close to getting another in the cellar. Still, the PCs were very pleased at their magical armour so counted it worthwhile. Ned the Evil NPC duped both groups - the first let him get away and the second did very, very bad things to him before killing him.</p><p></p><p>Oceanus joined the group as an NPC and later as a PC and the various townsfolk became regular faces as well. A local beer (Saltmarsh Muddy) ended up being a permanent fixture in the game. Many years later war came to the Saltmarsh coast and the village was deserted. The (by then) high level PCs went to great trouble to get the brewery equipent, the brewer and his secret recipe to safety before the Hordes of Evil NPCdom descended upon the region.</p><p></p><p>I agree with the assessments of U2 - all too easy to bypass the "adventure" part and reduce the module to 20 minutes of chatting and then a crocodile and a dragon. Hmmmm. It was fun to play and great for the players to realise that they had found a "shortcut" but I'd have preferred more bang for my buck. Or less buck.</p><p></p><p>U3 was a real thinking man's adventure. No way a frontal assault will work - this is totally an underwater commando raid. With sharks. And a giant octopus. Really enjoyed the imprisoned NPCs and the maddening claustrophobia of it. One group managed to finish it too, but declined to join in the lizard man assault upon the lair. Probably wise. The chickens would only have gotten themselves killed.</p></blockquote><p></p>
[QUOTE="Style, post: 1649639, member: 21072"] Only run these a couple of times but they were fine stuff - a nice change from the dungeoneering of other 1e products. Once we had gotten past the usual oddities that plague my games ("So, I can actually buy 200 chickens with the money I have left over? Will they come with me on adventures?") the adventure settled into cool mystery/horror territory. The giant weasel did for one PC in the entryway (2d6 bite damage - ouch!) and the rot grubs came close to getting another in the cellar. Still, the PCs were very pleased at their magical armour so counted it worthwhile. Ned the Evil NPC duped both groups - the first let him get away and the second did very, very bad things to him before killing him. Oceanus joined the group as an NPC and later as a PC and the various townsfolk became regular faces as well. A local beer (Saltmarsh Muddy) ended up being a permanent fixture in the game. Many years later war came to the Saltmarsh coast and the village was deserted. The (by then) high level PCs went to great trouble to get the brewery equipent, the brewer and his secret recipe to safety before the Hordes of Evil NPCdom descended upon the region. I agree with the assessments of U2 - all too easy to bypass the "adventure" part and reduce the module to 20 minutes of chatting and then a crocodile and a dragon. Hmmmm. It was fun to play and great for the players to realise that they had found a "shortcut" but I'd have preferred more bang for my buck. Or less buck. U3 was a real thinking man's adventure. No way a frontal assault will work - this is totally an underwater commando raid. With sharks. And a giant octopus. Really enjoyed the imprisoned NPCs and the maddening claustrophobia of it. One group managed to finish it too, but declined to join in the lizard man assault upon the lair. Probably wise. The chickens would only have gotten themselves killed. [/QUOTE]
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