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The Sinister Secret of Saltmarsh - your experiences?
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<blockquote data-quote="Connorsrpg" data-source="post: 1561931" data-attributes="member: 19265"><p><strong>Saltmarsh</strong></p><p></p><p>Yeah, I have run this several times in the past and have been contemplating a rerun on 3.5 too.</p><p></p><p>I have used U1 a lot (either as a whole or in parts) and have found it to be a good module. Especially the scenes for fights: in a house where the floor falls out from under PCs, water cave, deck of a ship etc.</p><p></p><p>When I next run this I think that I will make the 'assassin' an actual ally or at least real captive, so that those who know a little about the module (and many of my players do) will be in for a surprise - especially if they are very suspicious...</p><p></p><p>BTW is there a converted 3.5 ver of the modules? I am sure I have seen them somewhere...</p><p></p><p>I only got to U2 & U3 once. In U2 it was all over rather quickly with the PCs successfully negotiating a truce. All those well detailed rooms and cool dungeon description = wasted as they simply sought audience with the leader first up. (So I had to later use the rooms/map for a dirty tribe of hobgoblins <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />)</p><p></p><p>U3 was very challenging and I back what has been said. If approached as a slog-fest then the PCs are in trouble. My particular group were in trouble too, when they returned to the surface to find the surrounding swamp levelled by a cyclone....no sight of the ship awaiting them either. From memory they high-tailed it out of the swamp (as they had taken a few sahuagin out and were sure to make the others angry once discovered) and never returned without finishing the module.</p><p></p><p>Overall, they are some of my favourite campaign modules from 1E. (Not one shot dungeon/tournament-like modules, but ones you CAN run as part of a campaign).</p><p></p><p>Cool thread. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>How about some ideas re changing some of the parts to make them more interesting, or 're-playable' for those players that have had some experience with the series in years gone by?</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 1561931, member: 19265"] [b]Saltmarsh[/b] Yeah, I have run this several times in the past and have been contemplating a rerun on 3.5 too. I have used U1 a lot (either as a whole or in parts) and have found it to be a good module. Especially the scenes for fights: in a house where the floor falls out from under PCs, water cave, deck of a ship etc. When I next run this I think that I will make the 'assassin' an actual ally or at least real captive, so that those who know a little about the module (and many of my players do) will be in for a surprise - especially if they are very suspicious... BTW is there a converted 3.5 ver of the modules? I am sure I have seen them somewhere... I only got to U2 & U3 once. In U2 it was all over rather quickly with the PCs successfully negotiating a truce. All those well detailed rooms and cool dungeon description = wasted as they simply sought audience with the leader first up. (So I had to later use the rooms/map for a dirty tribe of hobgoblins ;)) U3 was very challenging and I back what has been said. If approached as a slog-fest then the PCs are in trouble. My particular group were in trouble too, when they returned to the surface to find the surrounding swamp levelled by a cyclone....no sight of the ship awaiting them either. From memory they high-tailed it out of the swamp (as they had taken a few sahuagin out and were sure to make the others angry once discovered) and never returned without finishing the module. Overall, they are some of my favourite campaign modules from 1E. (Not one shot dungeon/tournament-like modules, but ones you CAN run as part of a campaign). Cool thread. :) How about some ideas re changing some of the parts to make them more interesting, or 're-playable' for those players that have had some experience with the series in years gone by? [/QUOTE]
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