I’m running a saltmarsh campaign, and I was wondering how to make this module work better, especially for players who don’t speak draconic. It seems very frustrating, like it’s designed to make the PCs feel bad after killing innocent lizardfolk.
1) Have a few of the lizardfolk speak some common. At least enough for basic communications like "Take me to your leader"
2) Depending on the approach taken by the characters the lizard folk may not attack first. In addition, if the characters are noticed, have an overwhelming number of lizardfolk available to take the characters prisoner. (The lizardfolk may want to interrogate them). Also remember that there are representatives from several other races present for negotiations - these may want to know why other species are trying to enter the lizardfolk lair - they may also help subdue the players.
3) If the characters scout first, you could mention them sighting lizardfolk women and children - this might indicate to them that this is more than a war base.
4) Depending on how you handled the shipment of weapons and the lizardfolk on the ship - the characters may already have some idea of whether the lizardfolk are hostile or not. (When I ran it, the lizardfolk on the ship stayed out of the combat).
Try to give hints from the villagers of Saltmarsh that something strange is going on: maybe start with a tavern or shopping scene to smoothly introduce them. “They used to be decent and trade with us, can’t think why they’re gathering weapons now.” Or “Not very good at war, are they? There’s been no scouts, no skirmishes, nothing.” Or even “I can’t believe the lizardfolk mean to attack us. I can think of plenty of other reasons to arm themselves.” Hopefully the players will pick up on these hints, and know at least not to go in guns blazing.
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Wizard (Gandalf) of the Tolkien Club
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I’m running a saltmarsh campaign, and I was wondering how to make this module work better, especially for players who don’t speak draconic. It seems very frustrating, like it’s designed to make the PCs feel bad after killing innocent lizardfolk.
Any suggestions?
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
1) Have a few of the lizardfolk speak some common. At least enough for basic communications like "Take me to your leader"
2) Depending on the approach taken by the characters the lizard folk may not attack first. In addition, if the characters are noticed, have an overwhelming number of lizardfolk available to take the characters prisoner. (The lizardfolk may want to interrogate them). Also remember that there are representatives from several other races present for negotiations - these may want to know why other species are trying to enter the lizardfolk lair - they may also help subdue the players.
3) If the characters scout first, you could mention them sighting lizardfolk women and children - this might indicate to them that this is more than a war base.
4) Depending on how you handled the shipment of weapons and the lizardfolk on the ship - the characters may already have some idea of whether the lizardfolk are hostile or not. (When I ran it, the lizardfolk on the ship stayed out of the combat).
Try to give hints from the villagers of Saltmarsh that something strange is going on: maybe start with a tavern or shopping scene to smoothly introduce them. “They used to be decent and trade with us, can’t think why they’re gathering weapons now.” Or “Not very good at war, are they? There’s been no scouts, no skirmishes, nothing.” Or even “I can’t believe the lizardfolk mean to attack us. I can think of plenty of other reasons to arm themselves.” Hopefully the players will pick up on these hints, and know at least not to go in guns blazing.
Wizard (Gandalf) of the Tolkien Club