keithcurtis said: Can you give specific examples of player art handouts that reveal secrets? Those should definitely be fixed. Also, what is missing from spells that have saves instead of attacks? The spell description? (If, so, that annoys me, too, I'd like the default to show the whole spell info). But it is delivering damage and save DC. In the Downtime activities handout there is two major spoilers I believe with the fact it gives away Xendros sells Cursed items and that Gellan is able to hire players as smugglers. "Characters who are interested in making a fair wage for little risk
can find jobs around town. Having a job can also enable a character to
come to the attention of one of Saltmarsh’s leaders. The employment
opportunities below are tailored to each of those individuals,
including: Hiring on with the Oweland family to work on a fishing boat Joining the guard and report to Eliander Fireborn Taking short-term work in Gellan Primewater’s smuggling operation Mining or other forms of manual labor with the dwarves led by Manistrad Copperlocks Laboring on the docks, loading and unloading ships for Anders Solmor’s trading company For
each week of employment, you earn the coin needed to sustain a modest
lifestyle. There is also a chance that you attract the notice of the
prominent person associated with your job. At the end of each week, make
a DC 15 Charisma check. On a success, you earn the opportunity to
request an audience with that person." Also in Sanbalat's Stat block for his charm spell it just outputs the text block for charm person, but no Spell Save DC and there is no quick referencee to what is spell save DC is on the block. It is in a block of text, but I believe it would be much more helpful if it was simple in bold next to the Spellcasting feature on the stat block. Also some more problems as I run the adventure some of these tokens stat blocks have typos and missing info. Take the Giant Centipede token , in the first adventure of the module. The Poison attack in the stat block is this: " The target must make a dc on a failed save If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way" It is missing what save to make and what the DC is and what happens in the case they succeed on the save. The info on what kind of save and DC is in the Bio and Info tab, but still not on what happens on a successful save. This could cause some serious brakes for a newer DM or though hey I'll just buy the module to save time and have Roll20 do the work for me.