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Rating: Summary: Spectacular end to the classic Greyhawk trilogy Review: The final chapter in the Saltmarsh series continues the legacy of grim, dangerous adventure (for thinking players only!) with this well-plotted, intense foray into the lair of the Sahuagin! The overmatched heroes (levels 3-5) will find themselves in an horrific underwater adventure that plays more like an espionage movie than an AD&D adventure - flashing blades and spells will get them all killed in a matter of minutes. Instead, they need to skulk through the ruins learning everything that they can, in the desperate hope they might return with enough information for the hopelessly overpowered Saltmarsh militia to save them from inevitable destruction.
Rating: Summary: dangerous! Review: This is an excellent adventure. It is very different to others of it's era in that the PCs are expected to do a reconaissance mission rather than just kill everything in sight. The PCs have to map the lair of a tribe of Sahaugin who have occupied and altered the former home of a tribe of Lizardmen (who were met in the previous adventure, U2 - 'Danger at Dunwater'). The Sahaugin are planning to wipe out the town of Saltmarsh (module U1 - 'Sinister Secret of Saltmarsh') and the PCs have to map the lair in preparation for the assault later.I played this game years ago with my cousin and we were just blown away how one room had like 64 Sahaugin in it each with claw/claw/bite attacks... We didn't know how we could possibly kill them all! I recently found a module 'night of the shark' that was written for 2nd edition rules. With a tiny bit of tweaking it makes an excellent sequel to U3 and you can wipe out even more of the Sahaugin and pick up some cool loot. I highly recommend both modules.
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