Dungeon Masters Guild
Browse Categories
$ to $















Back
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble $1.99
Average Rating:3.6 / 5
Ratings Reviews Total
4 1
2 3
0 3
1 3
0 0
CCC-SALT-01-02 Moor Trouble
Click to view
You must be logged in to rate this
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by Karianne F. H. [Verified Purchaser]
Date Added: 12/02/2021 06:09:21

A nice and light adventure to run. A bit inconclusive. The first module was better, although it's easily enough tweaked to be ran on its own.



Rating:
[3 of 5 Stars!]
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by Jonathan E. [Verified Purchaser]
Date Added: 10/21/2018 21:09:26

This one isn't nearly as strong as the previous adventure. It struggles with being part 2 of a series as it doesn't have a satisfying conclusion. I advise running all of the encounters given as it can run a bit short without doing so.



Rating:
[3 of 5 Stars!]
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by Sebastien C. [Verified Purchaser]
Date Added: 09/26/2018 08:03:38

I DMed this module right after the SALT-01-01 and combining them into a 4 hours session. It works real fine and is more logical (story wise) that way. Letting PCs run something else between the 1st and 2nd mod of the serie break the tempo a little. Really enjoyed the mod!



Rating:
[4 of 5 Stars!]
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by John K. [Verified Purchaser]
Date Added: 06/28/2018 00:10:33

This module sort of continues where the first one left off. It is much more linear and can be completed very quickly in about an hour if your players can get through combat quickly. You can follow up this to the first module with no problem and even do the third in one sitting. Great for a quick exploration crawl, but that's about it.



Rating:
[4 of 5 Stars!]
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by Kareena R. [Verified Purchaser]
Date Added: 03/27/2018 11:06:32

Moor Trouble was a super easy adventure to run, as the adventure itself is only about 4 pages. I was afraid that it would all happen too fast, but it took us the full 2 hours to complete as both encounters are pretty tough. The only reason it didn't get 4 stars is because the storyline is a little boring unless you played the other CCC-SALT adventures that happened before and afterwards. The findings in the final tomb were anticlimatic, as my PCs were expecting more. We didn't get a chance to play the next adventure after this, and I think if we had it would have all fit in together better.

Overall we had fun. The last battle was tough and scary as I dropped many PCs. This is a great adventure for beginner DMs who want something that is really straight forward to run.



Rating:
[4 of 5 Stars!]
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by Matthew P. [Verified Purchaser]
Date Added: 12/10/2017 08:32:34

This was run recently by me for two local groups.

Again this scenario was well formatted and spellchecked by the content creators . Kudos to them.

A direct follow up to SALT 1-1, the party finds themselves in an abandoned town in Thar surrounded by bodies of a previos expedition and some of the orcs who had slain them.

The Half -ORC Co leader of SALT (You can look it up if you want to know what it means) now requires the party to travel to the Tomb of Khered and open it . Oh and find his fellow co leader a missing Cleric of Ilmater.

The party has also had some bad dreams.

I must admit, the opening .scenes of SALT 1-2 felt very disjointed. THe party is either recruited in Phlan and arrives here, or is already here. The trek to some large boulders is foreshadowed by a group or single dream of... large boulders perhaps.

This sorta foreshadowing is normally the domain of tv shows who are worried the audience wont be able to put 1 and 1 together but here it just feels jarring. After setting off the party encounter a.. boulder field where there party can essentially go through or around. Both lead to combat encounters of sorts.

The randomness in this scenario comes from an option 1 or two. THere is either a fight with some spiders or a non combat encounter of sorts with a swarm of spiders. Thats it for the random. It was good whilst it lasted! :)

All of this however leads to the discovery that the missing Co-owner Sorrim is trapped in a spider cocoon. Hes still alive , but exhausted and needs some help.. sortoff (he actually seems like he just wants to head back to the town by himself... likely at least to me to mean death in THar :) )

He tells the pcs however how to get to the Tomb.

This leads to the second encounter and probably the hardest combat in this scenario. The fight outside the tomb entrance with an Eye of Grumush and allies. Depending on the level makeup this encounter can go slow or very fast I found. I had one each way. Also without the earlier combat encounter this is where the party is going to have to get its exp if its going to so you may want to make it tougher.

Finally the battle is over and the party use the key they were provided and entire a single tomb room which is a dead end with a coffin inside.

I did have a laugh that the magic item a mace was resting on the coffin lid. One of the players blurted out ' A Vampire at this Tier? '. SALT turns up with some guards and a conclusion of sorts is had with the parties next job to press further on int othe tomb in SALT 1-3, which is easily my favorite of the scenarios and goes back hardcore to the randomness of SALT 1-1.

SALT 1-2, is a short 2 hours scenario. However like the middle part of some movies it just feels flat like all the good stuff was in the front or back of the product which is a shame. THe party is always going to find Sorrim and the dream was uneeded.

Id recommend this one only if you want to run them all, otherwise it can be avoided.



Rating:
[2 of 5 Stars!]
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by Aaron T. [Verified Purchaser]
Date Added: 11/30/2017 20:40:16

Moor Trouble is one of those "Meh" adventures. It's fairly straight forward find the lost caravan member and the tomb. Not much more to say about it.



Rating:
[3 of 5 Stars!]
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by Josiah H. [Verified Purchaser]
Date Added: 07/02/2017 05:21:44

I feel Moor Trouble falls flat as an adventure. It's reasonably balanced, although it really feels like it and Rumors of Ritches should be just one adventure, breaking them up in to two causes some balance issues, I think, since rumors of Ritches is very likely to level a party of 5 level 2s to 3, and then Moor Trouble is also balanced for 5 2s? Kinda clunky there. Plus the amount of actual content in Moor Trouble feels .. lacking, and the "cliffhanger" ending is actually just an anticlimactic flop, IMO.

Without giving any spoilers, I feel it needs a little more of a build towards part 3, to make players eager to jump to that one.. as it stands there's just kind of a 'maybe we'll find something'.

Where Rumors of Ritches offered a decent amount of options for what the GM could do, based off the interests of the party, Moor Trouble is super linear, the players have precisely one actual choice for the adventure, which is basically "go where you're supposed to" or "fail the adventure".

Further, the writing is clunky and inconsistent. There's scenes that are missing segways, there's details that change- sometimes in a single text box like one where is says "Thunder warns of a storm approaching" and literally in the same text box you're reading the the party, without any indicator of a passage of time "Lighting strikes the ground right by you".. Or the plant leaves changing color from one description to the next, or the module not saying that Larazmu gives the party the McGuffin.. until after the conclusion of the final encounter, when it's just like "Since they have the thing Larazmu gave them at the start.."

If you buy and run this adventure: First, I suggest running SALT 1-1 and 1-2 back to back in a single 4 hour block. Second, read through the entire adventure a couple times and make notes of the inconsistencies and re-write a few scenes to make it make sense. Third, the final fight may need more adjusting if you have a Strong or Very Strong party. Fourth, and this is a biggy! Rewrite the end of Moor Trouble so that while anticlimactic, it actually gives hope towards the future to make them want to play 1-3.

Personally though, I suggest giving it a pass.



Rating:
[2 of 5 Stars!]
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by Earl B. [Verified Purchaser]
Date Added: 05/14/2017 21:09:43

Moor Trouble was a definite flop with my playgroup. The combats, like SALT 1-1, were reasonably balanced, but the party was very disappointed with the ending. They felt that the cliffhanger fell flat, to the point that they have little interest in doing the finale. I still might purchase the finale, but that's more because we are running AL weekly and are often looking for something new to run.

Without the ending, it's mediocre. With the ending, my opinion falls to negative.



Rating:
[2 of 5 Stars!]
pixel_trans.gif
CCC-SALT-01-02 Moor Trouble
Publisher: Dungeon Masters Guild
by Chris T. [Verified Purchaser]
Date Added: 05/07/2017 16:23:15

I ran this adventure at SaltCon. Due to the party size, I went with the non-combat option. This allowed the party to be at nearly full strength when they decided to take on the final scene as combat. That was a good decision because the final boss fight can be brutal on smaller parties. Having different paths to take makes this a good adventure to run at an Con ot store. Even though players can't play through it with the same characters multiple times, it will still be replayable because it can be different every time leaving little for players to meta-game with.



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Displaying 1 to 10 (of 10 reviews) Result Pages:  1 
pixel_trans.gif
pixel_trans.gif Back pixel_trans.gif
0 items