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The Sinister Secret of Saltmarsh - your experiences?
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<blockquote data-quote="3catcircus" data-source="post: 1561800" data-attributes="member: 16077"><p>Hmm - I DM'ed the U1-U3 series a few months ago, using the Forgotten Realms as the campaign world. My group seemed to enjoy it, especially when, after clearing out the pirates, they argued over whether they should take the mansion over as a base of operations, knock it down and plant fields, or turn it into an orphanage... I set it in Daggerford (get <em>The North</em> boxed set from WoTC - it's free) and had Oryv the Cloth Merchant be a contact for the pirates. The Lizard Marsh is just to the west of Daggerford along the coast, so it tied in quite nicely for all 3 modules. The one thing I would caution you on is the potential for U3 to turn into a slog-fest. If you and your players don't want to explore every single area of U3, make sure you use an overwhelming number of Sahuagin so that they get the hint that it is best to sneak around and only explore the areas that are necessary.</p><p></p><p>After I ran this series, one of the other guys took a turn DMing - he used the Pirate Ship (which the party captured) and Oryv the Cloth Merchant as a plot hook to get the group up to Waterdeep (where drydocks exist that could repair the ship) in preparation for a journey into the ocean (down near the Nelanther Isles) where he ran a quite successful follow-up using X1 Isle of Dread. He also tied in the paladin's orphanage idea into the Lathanderites in Waterdeep and the idea that the main reason for going to the Isle of Dread was to stop Banites from getting the thing.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 1561800, member: 16077"] Hmm - I DM'ed the U1-U3 series a few months ago, using the Forgotten Realms as the campaign world. My group seemed to enjoy it, especially when, after clearing out the pirates, they argued over whether they should take the mansion over as a base of operations, knock it down and plant fields, or turn it into an orphanage... I set it in Daggerford (get [i]The North[/i] boxed set from WoTC - it's free) and had Oryv the Cloth Merchant be a contact for the pirates. The Lizard Marsh is just to the west of Daggerford along the coast, so it tied in quite nicely for all 3 modules. The one thing I would caution you on is the potential for U3 to turn into a slog-fest. If you and your players don't want to explore every single area of U3, make sure you use an overwhelming number of Sahuagin so that they get the hint that it is best to sneak around and only explore the areas that are necessary. After I ran this series, one of the other guys took a turn DMing - he used the Pirate Ship (which the party captured) and Oryv the Cloth Merchant as a plot hook to get the group up to Waterdeep (where drydocks exist that could repair the ship) in preparation for a journey into the ocean (down near the Nelanther Isles) where he ran a quite successful follow-up using X1 Isle of Dread. He also tied in the paladin's orphanage idea into the Lathanderites in Waterdeep and the idea that the main reason for going to the Isle of Dread was to stop Banites from getting the thing. [/QUOTE]
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