Review copy courtesy of Wizards of the Coast.
Pros:
- Production values we've come to expect for this edition (including art). The art style and quantity remains high in this book.
- 7 adventures/dungeons going from levels 1 to 11.
- A good spread of adventures with different elements. Though most involve some sort of dungeon or map, they go over a wide range of environments and situations. From seemingly abandoned ships found floating in the water, to a murder mystery, to trying to haul wreckage from the bottom of the ocean, there’s probably something that’ll catch your interest.
Could Go Either Way:
- It’s largely re-interpretations of existing adventures. They even have pictures of the original modules at the start. That means if you already have them, or have your own conversion to D&D 5th edition,
- The adventures tend to have combat/delving components with some role-play portions. Some are heavier on the role-play than others. This means that if you tests gravitate away from that style, it may not work for you.
- As maps are largely taken from earlier adventures or done in that style, you might be disappointed if you prefer the more detailed style of the newer adventures.
Cons:
- The adventures are all framed around one location, though can be transferred to different settings. Beyond that, however, about half of them aren’t connected. Want a connected big campaign? Look elsewhere. The three that are connected though make for a good mini-campaign if boats, and lizardfolk are your thing.
- No PDF*
* Denotes nitpicking.
Introduction
The
number of modules that have been published for D&D is vast. Many
different settings, locations, and subject matters have been made the
subject of a dungeon delve. Like
Tales from the
Yawning Portal,
this
book takes a bunch of old adventures and brings them up-to-date for
the current edition of Dungeons & Dragons. This
time the adventures are set around Saltmarsh, and around the presence
of water. Much of what I said about that book holds true for
this one too.
By far my favourite picture from the book. I'd frame it and put it on my wall. |
The Adventure
New Monsters
There
are about 27 pages of monsters and NPCs at the end of the book. Some,
like the bard, have already been features in other books. However,
there is distinct increase from some other released adventures. Keep it coming for the next one.
What You Need to Play
You'll need the
core books (you could skip the Player’s Handbook, but your
players might like you less). They are still making no effort to
reference the SRD or the basic rules. Those 2 lines sound familiar?
Seems that’s the current normal. You probably already have the core
books at this point, but it would’ve been nice if they had allowed
it to be played with the SRD and core rules like some of the earlier
adventures.
The Adventures Themselves
It’s not just one adventure again. We’ve got 7. That seems to be
a magic number in this edition, since that’s the same as Tales
from the Yawning Portal. Generally, I feel that it’s better
balanced than Tales from the Yawning Portal, with a wider
assortment of gimmicks and situations.
Being that they are D&D adventures, it’s hard to escape dungeon
delving. It was the bread and butter of adventures for a long time.
However, the nice thing about this one is that the way the delving is
framed has a good deal of variety. Houses, ships, isles, cities/towns
and traditional dungeons are all here.
The adventures are also better related than the previous best of
collection, however not as closely related as you may like. The first
three adventures form a mini-campaign of sorts. They directly tie
together and the results of one lead to the other. It is one of those
classic multi-module adventures, so that’s to be expected. The rest
of it is still centred around the theme of sailing and generally
around the location of Saltmarsh, but doesn’t tie in as neatly.
It’s not a campaign. It’s a collection of related adventures going from level
1 to level 11.
Now, that is also the strength of these kinds of books. Your players
got a new ship and are going travelling on the ocean? Oh, you want to
make a cool side quest? Bam, they find a seemingly abandoned ship
floating on the water. Of course some work needs to be done in order
to make the adventure still work in context, but it’s less work
than making it from scratch. And even if you do mostly do it from
scratch, it added elements that made it better and inspired you to do
it in the first place.
What is really nice about this book is that we have rules for ships.
There are stats for multiple kinds of ships along with maps for them.
There are explanations of crews, rules for mutinies, travel pace,
repairs, stealth, and ship related hazards/complications. It’s the
kind of thing I’d liked to have seen in a separate document or
Dungeon Master’s Guide 2. It’s not exactly in the
adventure themselves, but it really helps to tie it all together and
helps you improvise events before arriving at the adventure
themselves. Sailing to one of the adventures could involve possible
mutinies, or coming across hazards on their way there. I’m really
happy to see these kinds of tools being provided for Dungeon Masters.
I wish the maps provided were usable as battle maps right out of the
box. Blow them up, have them in high quality and provide them on your
website or Dragon+. That would have been great. Otherwise you’ll
probably just end up using another map you found on drivethrurpg.com
that is ready to go, or spend your precious time adapting it. Blowing
it up will reduce the quality so you’ll probably need to redraw it,
or use 3D printable tiles to replicate the decks.
A good 22 pages or so of the book is dedicated to fleshing out and
describing Saltmarsh. This includes some important figures, the
general political climate, the history of the location, as well as a
very nice map. This also includes ways to tie the backgrounds from
the Player’s Handbook to Saltmarsh. Sure, we could do that
ourselves but having other people’s ideas for this sort of thing
can be extremely helpful. At the end we also have pages taken for the
ship rules, magic items (all 2 pages of them), and monsters. This
leaves us with roughly 150 pages for the 7 adventures, which is a
fairly decent page length. This is especially true when we see that
the book has less republished than some other previously published
books.
I like that time is taken to detail ship wrecks. I admittedly
“borrowed” that part since my players decided to take a session
to go on a ship wreck hunting expedition while waiting for something
else. It’s not a large part of the book, but it’s a nice touch
that I appreciate.
Don’t read beyond if you don’t
want spoilers, however light.
I
don’t often go
into plot
details, but this time I’ll give a
sentence or two in
no specific order.
The
three linked adventures involve exploring a supposedly
haunted house, which leads to illegal weapon shipments and their
cause. We
explore a ghost ship. That’s ghost as in abandoned, not a literal
ghost.
We
try to catch a killer. We
go through what’s best described as D&D meets Lovecraft. And
fight
to
clear an
island to help people
build
a light house.
The
adventures that are adapted are as follows, ranging from the 1980s to the 2000s:
The
Sinister Secret of Saltmarsh
Danger
at Dunwater
Salvage
Operation
Isle
of the Abbey
The
Final Enemy
Tammeraut’s
Fate
The
Styes
Spoilers
are over. Enjoy your freedom!
The Art and Book Build Quality
The build and art
quality continues to be consistent. Art is plentiful and in the same
style as we’ve come to expect, and I’d still like more artwork
done in a realistic style. Still, it looks good. The map of Saltmarsh
is particularly nice. I had no defects on my book either, but if
you’re getting the book in person I would recommend taking a flip
through to ensure there are no issues. The big issues I’ve run into
before is binding issues, and stuck pages.
Price
It's the same list price we've gotten
used to at 49.95 USD. If you are Canadian 63.95 CAD again. As
always, you can find it for cheaper if you look around or if you wait.
What I felt was Missing
No PDF. You all
knew I’d say it.
Anyway, moving
along I would have liked to see more attention given to the ship and
ships. This is our big reveal for ship based stuff in this edition.
Why not expand on it into it’s own mini supplement and put it into
Dragon+ magazine? Boarding rules, massive ship combat rules, a
vast assortment of different ship sizes with battle map images of the
decks and interiors. You know, jump right into the whole ship thing.
They get close to it with the images for the different kinds of
ships, but they are still not big enough to use for battle maps.
Free Stuff
Unfortunately
there’s nothing to see here. I think the ship and sailing rules
would be a good thing to add the core rules. It
almost feels like something that should be in a Dungeon
Master’s Guide 2.
Summary
It’s
a nice collection of water
and ship related adventure updated
for Dungeons & Dragons
5th
edition. However,
there is a nice variety of adventures with their own special touches.
Want to investigate
a recently discovered ship, and then escape while a giant octopus?
Want a murder mystery? Want
to explore a supposedly haunted house? All that and more awaits.
They’ve all been released
before, so if you already
have them you may find it hard to justify. If
you didn’t like Tales from the Yawning Portal,
it’s similar to that but water themed.
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