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<blockquote data-quote="jasper" data-source="post: 7622239" data-attributes="member: 277"><p><strong>3 out of 5 rating for Ghosts of Saltmarsh</strong></p><p></p><p>I am writing this from an Adventure League (AL) DM viewpoint. YOU MISSED THE BLEEDING SHIPS.</p><p>The good is 7 adventures with 3 being Classic AD&D modules which have been updated. So 7 for $7 is a good buy. The Bad Appendix A gives stats, blueprints, and information for ship to ship combat, but no combat exists. Also after a quick review, pcs will have to occasionally adventure in other modules to get to the min level to play in the chapter.</p><p>Chapter 1 gives some decent encounters and backgrounds for the townspeople. However with no guidance from AL at this point, swap out the Brotherhood with Red Wizards. Since this is a town I would low ball or give no AP unless the encounters get the party to where they need to go.</p><p>Chapter 2. Sinister Secret of Saltmarsh. I ran the original and they do a good job of updating the adventure. 3 out of 5.</p><p>Chapter 3. Danger at Dunwater. I ran the original and they do update the adventure. But if the group tries an out all attack it will go badly for them. 2 out of 5.</p><p>Chapter 4. Salvage Operation. This a quick chapter. I will be surprise if the run time is over 4 hours. However the map is unusable. The blue on blue makes the grid lines impossible to see. 2 out of 5.</p><p>Chapter 5. Isle of the Abby. It does have an interesting landing encounter section. It looks like it will be fun to run. 4 out of 5.</p><p>Chapter 6. The Final Enemy. Reads like a straight update. 3 out of 5.</p><p>Chapter 7. Tammeraut's Fate. This adventure will be either a great adventure or bore depending on what type of gamers sit at the table. An item to help the party is missing from the treasure list. 3 out of 5.</p><p>Chapter 8. The Styles. Another adventure which depends on the players. 3 out of 5.</p><p>Appendix A. Ships, more ships, crew numbers, and rules for crew. CCC-Priory-01 Maritime Mayhem had some similar skill checks to help out a ship. But none of the ships or rules are used in the adventures. I pray appendix A gets sold separately on DMs Guild for those DM who don't run AL or buy Adventure books. 1 out 5.</p><p>Appendix B. The magic items add flavor to adventures. But nothing to float my boat. 3 out of 5.</p><p>Appendix C. The new monsters are nice and in the future will add some nice encounters to later adventures. 4 out of 5.</p><p></p><p>This will be a Season 0 book which means all current and future pcs get the full rewards from running in them. I would ask DM buy this from local game store if you have one. But if you are unhappy with seasonality, and your players want to run though them, buy at a discount.</p><p>Edit to add</p><p>since some ask to review things after play.</p><p>Chapter 2 Sinister Secret of Saltmarsh. 2 out of 5. The stats have been updated for 5E but the play assumes the dungeon is static and the party will always take a stealth approach. If you have the monsters react to combats in other rooms this will be a TPK for the levels listed.</p><p>add 11/1/19</p><p>AL rules changes to the adventures limit you to some GP per level. So you will generally not get the full gp in the adventure. Magic items are limited to your tier. You can hot swap your items with one you found. And VERY strange everyone can own the same permanent magic item after the module.</p><p>Chapter 3 Danger at Dunwater 3/5. Up 1. The map could have included where A, B, C were mapped to the interior. This module does reward smart play and the point value is interesting. But murder hoboing will get you killed or have you DM giving you plot amour.</p><p></p><p>Chapter 4 Salvage Operation. 2/5. No change. The map is still nearly useless. The escape rules are very interesting but you will be looking at least one death if not for smart play. It is a short dungeon crawl moved to a ship.</p><p></p><p>Chapter 5. Isle of the Abby. 3/5 no change. The landing section on the sand dunes can be defeated with a great roll by one pc. I would drop the score by one but the interesting NPCs will play out well. That would bring the score up on. So still same score.</p><p></p><p>Chapter 6. The Final Enemy. 3/5. It stilled played as the original with exception of the monsters are more deadly. If the pcs try to murder hobo their way thru; they will need plot armour.</p><p></p><p>Chapter 7. Tammeraut's Fate. 4/5 it goes up. The Front loading of roleplaying in the town and harpies help. The combat from land, air and underneath the sea plays better than it sounds.</p><p></p><p>Chapter 8. The Styles. 4/5 goes up. There is a lot of detail hidden if the various pages and you could lead the group on lots of false paths. The aftermath section applies more to homebrew.</p></blockquote><p></p>
[QUOTE="jasper, post: 7622239, member: 277"] [B]3 out of 5 rating for Ghosts of Saltmarsh[/B] I am writing this from an Adventure League (AL) DM viewpoint. YOU MISSED THE BLEEDING SHIPS. The good is 7 adventures with 3 being Classic AD&D modules which have been updated. So 7 for $7 is a good buy. The Bad Appendix A gives stats, blueprints, and information for ship to ship combat, but no combat exists. Also after a quick review, pcs will have to occasionally adventure in other modules to get to the min level to play in the chapter. Chapter 1 gives some decent encounters and backgrounds for the townspeople. However with no guidance from AL at this point, swap out the Brotherhood with Red Wizards. Since this is a town I would low ball or give no AP unless the encounters get the party to where they need to go. Chapter 2. Sinister Secret of Saltmarsh. I ran the original and they do a good job of updating the adventure. 3 out of 5. Chapter 3. Danger at Dunwater. I ran the original and they do update the adventure. But if the group tries an out all attack it will go badly for them. 2 out of 5. Chapter 4. Salvage Operation. This a quick chapter. I will be surprise if the run time is over 4 hours. However the map is unusable. The blue on blue makes the grid lines impossible to see. 2 out of 5. Chapter 5. Isle of the Abby. It does have an interesting landing encounter section. It looks like it will be fun to run. 4 out of 5. Chapter 6. The Final Enemy. Reads like a straight update. 3 out of 5. Chapter 7. Tammeraut's Fate. This adventure will be either a great adventure or bore depending on what type of gamers sit at the table. An item to help the party is missing from the treasure list. 3 out of 5. Chapter 8. The Styles. Another adventure which depends on the players. 3 out of 5. Appendix A. Ships, more ships, crew numbers, and rules for crew. CCC-Priory-01 Maritime Mayhem had some similar skill checks to help out a ship. But none of the ships or rules are used in the adventures. I pray appendix A gets sold separately on DMs Guild for those DM who don't run AL or buy Adventure books. 1 out 5. Appendix B. The magic items add flavor to adventures. But nothing to float my boat. 3 out of 5. Appendix C. The new monsters are nice and in the future will add some nice encounters to later adventures. 4 out of 5. This will be a Season 0 book which means all current and future pcs get the full rewards from running in them. I would ask DM buy this from local game store if you have one. But if you are unhappy with seasonality, and your players want to run though them, buy at a discount. Edit to add since some ask to review things after play. Chapter 2 Sinister Secret of Saltmarsh. 2 out of 5. The stats have been updated for 5E but the play assumes the dungeon is static and the party will always take a stealth approach. If you have the monsters react to combats in other rooms this will be a TPK for the levels listed. add 11/1/19 AL rules changes to the adventures limit you to some GP per level. So you will generally not get the full gp in the adventure. Magic items are limited to your tier. You can hot swap your items with one you found. And VERY strange everyone can own the same permanent magic item after the module. Chapter 3 Danger at Dunwater 3/5. Up 1. The map could have included where A, B, C were mapped to the interior. This module does reward smart play and the point value is interesting. But murder hoboing will get you killed or have you DM giving you plot amour. Chapter 4 Salvage Operation. 2/5. No change. The map is still nearly useless. The escape rules are very interesting but you will be looking at least one death if not for smart play. It is a short dungeon crawl moved to a ship. Chapter 5. Isle of the Abby. 3/5 no change. The landing section on the sand dunes can be defeated with a great roll by one pc. I would drop the score by one but the interesting NPCs will play out well. That would bring the score up on. So still same score. Chapter 6. The Final Enemy. 3/5. It stilled played as the original with exception of the monsters are more deadly. If the pcs try to murder hobo their way thru; they will need plot armour. Chapter 7. Tammeraut's Fate. 4/5 it goes up. The Front loading of roleplaying in the town and harpies help. The combat from land, air and underneath the sea plays better than it sounds. Chapter 8. The Styles. 4/5 goes up. There is a lot of detail hidden if the various pages and you could lead the group on lots of false paths. The aftermath section applies more to homebrew. [/QUOTE]
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