Ghosts of Saltmarsh
Danger at Dunwater
Suggestion for Player map of environs: add a grid where each square is 100 ft. It'll make estimating distance easier.
Room 12 Temple
The Amphisbaenae tokens should be "under" the alter and the shaman should be next to the alter based on the encounter description.
Room 22 Cave of the Giant Lizards
The first sentence "If the party arrives here directly from the marsh, read:" of the boxed text should be outside the boxed text.
The giant lizard tokens are not placed appropriately for a large creature token. IOW, they should not take up nine squares, only four.
Room 23 Guard Room
The lizardfolk tokens should all be against the west wall per the description that they are all sitting on the bench against the west wall.
Room 24 Nursery
The image used for the nursery is actually for room 22 Cave of the Giant Lizards.
The commoner tokens are too regularly spaced. Placement needs to be a bit more random. The 13 hatchlings should also have tokens representing them just so the players can see where they are.
Room 27 Guard Room
The render is a large creature and should only take up 4 squares, not nine.
Room 29 Barracks
Somehow all the lizardfolk tokens are sized the same instead of Medium and Large. Also, the tokens were not locked to grid size. IOW, resizing the map did not resize the tokens to the grid.
Room 30 Subchief's Living Quarters
The cask of wine is missing from the treasure parcel.
Room 40 Drill Hall
According to the description, the dummy is on the east wall with the lizardfolk throwing javelins at it. Here's the problem. The placement of the queen, advisor and 2 guards are in the way. Their tokens need to be placed nearer the west (or even north or south) wall so they won't get hit by the thrown javelins. I, personally, would place the tokens near the south door.
Polluted Pool
Suggestion: Even though no map is provided in the book, it would be nice to have a generic map of the pool included along with monster token placements.