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.
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