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Sneak Peek At Ghosts of Saltmarsh Maps
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<blockquote data-quote="WaterRabbit" data-source="post: 7776337" data-attributes="member: 2445"><p>I will also point out that I did in fact only do U1. U1 with the original maps is fairly easy to recreate in Roll20 since it is all straight lines. I didn't do anything fancy other than putting down lines using the built-in tools. My exterior map was a hand drawn contour map, again using only the built-in tools. However, it all works well enough to run the game. </p><p></p><p>I know a lot of people really like the color maps for VTT, however, I don't particular care from them since they present too much visual clutter. I really like the maps in Waterdeep: Dragon Heist because I could easily reproduce them in Roll20. There is no need to purchase the module at all if you have easy to work with maps.</p><p></p><p>I also didn't bother with U2 for two reasons: 1) I think it is a weak adventure, and 2) my players lost to the "Smugglers" since they decided to fight them all at once and used very poor tactics. This resulted in them being enslaved, so I transitioned them to a shipwreck scenario based upon a very old adventure called "The Red Isle" featuring Alik the Red as an undead ghost.</p><p></p><p>Here again I just used the built-in tools to draw the island and then some cave and ship parts to fill in the rest. </p><p></p><p>The only module I have purchased for Roll20 was Curse of Strahd. To be honest I didn't find it all that helpful except it did include some maps that were not in the book -- 2d floor plans of the castle. Did it save some prep time? A bit. However, I still had to import/draw lots of maps and create monsters to run the adventure. So, I am skeptical of modules that cost more than about $10 for VTTs.</p></blockquote><p></p>
[QUOTE="WaterRabbit, post: 7776337, member: 2445"] I will also point out that I did in fact only do U1. U1 with the original maps is fairly easy to recreate in Roll20 since it is all straight lines. I didn't do anything fancy other than putting down lines using the built-in tools. My exterior map was a hand drawn contour map, again using only the built-in tools. However, it all works well enough to run the game. I know a lot of people really like the color maps for VTT, however, I don't particular care from them since they present too much visual clutter. I really like the maps in Waterdeep: Dragon Heist because I could easily reproduce them in Roll20. There is no need to purchase the module at all if you have easy to work with maps. I also didn't bother with U2 for two reasons: 1) I think it is a weak adventure, and 2) my players lost to the "Smugglers" since they decided to fight them all at once and used very poor tactics. This resulted in them being enslaved, so I transitioned them to a shipwreck scenario based upon a very old adventure called "The Red Isle" featuring Alik the Red as an undead ghost. Here again I just used the built-in tools to draw the island and then some cave and ship parts to fill in the rest. The only module I have purchased for Roll20 was Curse of Strahd. To be honest I didn't find it all that helpful except it did include some maps that were not in the book -- 2d floor plans of the castle. Did it save some prep time? A bit. However, I still had to import/draw lots of maps and create monsters to run the adventure. So, I am skeptical of modules that cost more than about $10 for VTTs. [/QUOTE]
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