Reading this adventure through, I had these random brain burps:
Complaint Burps
This is supposedly not a dungeon crawl, but is written (level of detail, focus on certain things) like it is a dungeon crawl.
Why is the the last level underwater? It is written and imagined, with the exception of sharks swimming around, like the usual, terrestrial dungeons. In fact, there are so many wrong things about the details given vis a vis Sahuagin as an aquatic race* , it'd just be easier to say the last level is not underwater and that Sahuagin magic users have found a spell to allow sharks to swim/breathe in air.
The 2nd part, meaning the subsequent assault in conjunction with the Saltmarsh forces... personal preference, here: I'd greatly simplify the victory point mini-system. More/alternate accounting systems to what the game already has? No thanks.
Question Burps (in good faith, from a only moderately experienced DM)
What kinds of resources would a 7th-9th level party have to allow them to reconnoiter the fortress without it perforce becoming a dungeon slog?? (It seems really densely populated.) Actually that question has two parts: What resources/strategies should they have in and of themselves, and what "extra" help might they get from other NPCs? Ideally, you want some danger of discovery, but not a certitude.
And what contingencies can you offer the players/PCs a reasonable chance to escape if discovered?
* Not aquatic: Crushers -- using warhammers? The warhammer is exactly not the weapon to use with great water resistance. There is a reason people go bowfishing instead of hammerfishing. Makes much more sense to have giant lobster pincers on their extra arms. I mean, take a cue from the animal world what weapons work best in the pelagic/benthic depths.
*The artwork even suggests everyone just walks around on the floor, rather than swim like scuba divers. So why bother with the underwater premise at all?
*Also not aquatic: Wooden chests, leather pouches? In a submerged shipwreck, sure, but an aquatic race deliberately using terrestrial materials that decay under water? Howabout say pouches of sharkskin? Or chests fashioned from giant clams?
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I'm getting ready to run this adventure in the near future and I've been pondering the same things.
The premise of "go there, scout it, leave, then go back and go inside again" seems like odd pacing. What I'll probably do is set up it so the party only goes in once just before the battle with the intent that they are commandos sabotaging as much as they can before the rest of the army shows up.
Question Burps (in good faith, from a only moderately experienced DM)
What kinds of resources would a 7th-9th level party have to allow them to reconnoiter the fortress without it perforce becoming a dungeon slog?? (It seems really densely populated.) Actually that question has two parts: What resources/strategies should they have in and of themselves, and what "extra" help might they get from other NPCs? Ideally, you want some danger of discovery, but not a certitude.
And what contingencies can you offer the players/PCs a reasonable chance to escape if discovered?
I imagine they'd have some Polymorph type options. My players have a druid and I could see her wild-shaping into a small shark to scout it. Stealth spells - Invisibility, Pass Without Trace, etc ought to work. The town council provides some potions of water-breathing to help with that part.
If the players can't figure out how to escape if discovered, then I think the best course would be to have them be captured and forced to fight in the elaborate gladiatorial ring. They could do that until they escape on their own or until the other aquatic forces attack and rescue them. As written that would be two weeks of captivity before a rescue, but it would be simple to move that up if desired.
U3 is a thinking PLAYER dungeon. It was written in 1983 where most modules were dungeon crawls. The last two levels are underwater. I think this was the first underwater adventure published. And being underwater has the party playing outside their comfort zone; so I would not drain the dungeon.
Resources depending on the party, cast or buy potions of water breathing. Hiding and moving quietly.
Crushers. Use the warhammers out of water, claws and bite in water. OR just warhammers with disadvantage.
Wooden Chests etc. Feel free to change the chest to aquatic themes.
I did love the victory point system both times I ran this. First in 1E and second in 5E.
I was thinking of changing the tests into clamshells or something. I also thought that was odd. I didn't even think of the war hammers but easily replaceable with tridents or spears.
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Reading this adventure through, I had these random brain burps:
Complaint Burps
Question Burps (in good faith, from a only moderately experienced DM)
* Not aquatic: Crushers -- using warhammers? The warhammer is exactly not the weapon to use with great water resistance. There is a reason people go bowfishing instead of hammerfishing. Makes much more sense to have giant lobster pincers on their extra arms. I mean, take a cue from the animal world what weapons work best in the pelagic/benthic depths.
*The artwork even suggests everyone just walks around on the floor, rather than swim like scuba divers. So why bother with the underwater premise at all?
*Also not aquatic: Wooden chests, leather pouches? In a submerged shipwreck, sure, but an aquatic race deliberately using terrestrial materials that decay under water? Howabout say pouches of sharkskin? Or chests fashioned from giant clams?
Read Medieval Poetry: here
Listen to Medieval Song: here
I'm getting ready to run this adventure in the near future and I've been pondering the same things.
The premise of "go there, scout it, leave, then go back and go inside again" seems like odd pacing. What I'll probably do is set up it so the party only goes in once just before the battle with the intent that they are commandos sabotaging as much as they can before the rest of the army shows up.
I imagine they'd have some Polymorph type options. My players have a druid and I could see her wild-shaping into a small shark to scout it. Stealth spells - Invisibility, Pass Without Trace, etc ought to work. The town council provides some potions of water-breathing to help with that part.
If the players can't figure out how to escape if discovered, then I think the best course would be to have them be captured and forced to fight in the elaborate gladiatorial ring. They could do that until they escape on their own or until the other aquatic forces attack and rescue them. As written that would be two weeks of captivity before a rescue, but it would be simple to move that up if desired.
U3 is a thinking PLAYER dungeon. It was written in 1983 where most modules were dungeon crawls. The last two levels are underwater. I think this was the first underwater adventure published. And being underwater has the party playing outside their comfort zone; so I would not drain the dungeon.
Resources depending on the party, cast or buy potions of water breathing. Hiding and moving quietly.
Crushers. Use the warhammers out of water, claws and bite in water. OR just warhammers with disadvantage.
Wooden Chests etc. Feel free to change the chest to aquatic themes.
I did love the victory point system both times I ran this. First in 1E and second in 5E.
No Gaming is Better than Bad Gaming.
I was thinking of changing the tests into clamshells or something. I also thought that was odd. I didn't even think of the war hammers but easily replaceable with tridents or spears.