[2] The adventure was written by David J. Browne with Don Turnbull, and published in 1981 as a thirty-two page booklet with an outer folder. took me three sessions to run the first half of the module (of course first session was also making all of the AD&D characters, so probably closer to 4 or 5 hours total). Still making more for city guards and so on. alignment but no god wanted me. This title was added to our catalog on January 22, 2013. $15.00 [2] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. I have to say that Sinister Secret Of Saltmarsh is very a much a product, For an AD&D 1e module it's pretty well organized with inline monster stats (though you'd still need to look up THAC0s if you use 2e of course). U1 The Sinister Secret of Saltmarsh (1e) Hedge's Adventures in the Realms (5e) Dwimmermount (ACKS) A Village With No Name [Sandbox] (2e AD&D) North Spine campaign (Labyrinth Lord) Under Streets of Splendor (2ed) Anything Goes: Vol. The characters have very much been brought to life and have great personality. Furthermore, if I try to bash the boat, it says "unable to reach target". Is there any chance of seeing a corrected scan that fixes these issues? secrets of heavenly by teresa robison goodreads. There are three adventure hooks provided to get the characters to go to the old alchemist's house. He was not at temple altar. The look is dark and broody, very nicly done. The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom, for beginning adventures with the AD&D rules. Bear in mind that you aren't likely to complete it in one session and you may need 2 or 3 sessions to complete it. 1st level D&D adventures are their own special game and these games should be treated differently than every other D&D game we run. The Sinister Secret of Saltmarsh is one of the adventures featured in the upcoming D&D Book Ghosts of Saltmarsh. They're a dynamic bunch. An evil Alchemist's mansion stands alone on a cliff and mysterious lights and hauntings have kept people away despite rumors of great treasure. The green blinking "X" is under the boat and it's acting like I can't get close enough to trigger it. U3 Final Enemy by Dave Browne with Don Turnbull. Quest givers and entrance to the wilderness area is located within the inn. The cover reproduction is superb. The adventure can be played by 5-10 characters of levels 1-3. This tends to come up as advice in every article I write for 1st level adventures and it's still just as important when running Sinister Secret of Saltmarsh. The visual effects are stunning. Instead of a good old dungeon crawl, players got to explore a big old spooky house, and deal with all sorts of annoying wandering monsters, as well as traps and illusions."[8]. Head out to the Haunted House and make it a big to-do in town. Immerse your players in this tense and deadly adventure, full of rich environments, dangerous monsters, and rich rewards. A high quality scan of this module should be offered for POD, and it would sell well. Ir directamente al contenido principal . This module contains large-scale maps, full background information, and detailed encounter descriptions . Our adventure begins with the characters traveling to a supposedly haunted mansion. It seems that when you start module it's evening and by the time you get into tavern this NPC is in town hall and has different conversation. Write down a handful of possible downtime activities given their location, the current point in the story, and the backgrounds of the characters. [1] The adventure was written by David J. Browne with Don Turnbull, and published in 1981 as a 32-page booklet with an outer folder. That's why both Zwerkules and me had this bad expierence with lack of direction. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. Combined with the low-key nature of the module's central mystery -- criminals using a local legend as a cover for their activities -- I find it . I just bought it and I'm already pissed off that it doesn't have bookmarks. The wiki page for the EGI has a list of sources, full product names, abbreviations, and a link to the full, downloadable index. Update: 7/18/19: Added more polish, provided a few more context clues, added a missing hakv(wrm_mirkwood.hak) that helps clear up some mini-map issues with the Mirkwood tileset, and added Zwerkules cleaned up and slimmed down tilesets for faster load times and improved performance. This history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. By the end of the Sinister Secret of Saltmarsh, the characters will be third level. That is the Seasonal Forest tileset by Lord of Worms. The module includes optional pre-generated first level PCs for use by the players. Instead of a good old dungeon crawl, players got to explore a big old spooky house, and deal with all sorts of annoying wandering monsters, as well as traps and illusions."[7]. Or too used to my old ways of PW building. my apologies. The second part of the module follows on from the first, expanding on the concept.[3][4]. August 24th, 2016, 03:42 #2. damned. I find it enjoyable to replay. Instead, he never returned and she washes up on shore drowned and wearing prisoner's garb with binding markings on her wrists and ankles. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous forgotten treasure. I believe this makes this module (the only other modules I have played significantly being the Aielund Saga I-VI and three NWN Bioware Campaigns) much richer and enjoyable than one expects, more enjoyable than Aielund and Bioware for me. After that had no effect, I learned that much of the module information is stored in the save file. I've made some maps for the Sinister Secret of Saltmarsh Haunted House. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining. All NPCs are like generic MMO dummies with no useful information. Four 16th level characters facing an ancient blue dragon archmage and her simulacrum isn't nearly as deadly as four 1st level characters facing four giant centipedes. Skerrin sent Ned to find out what the smugglers are doing there so Skerrin can figure out how to use it to the advantage of the Brotherhood. The Sinister Secret of Saltmarsh (1981) Danger at Dunwater (1982) Salvage Operation (2005) Isle of the Abbey (1992) The Final Enemy (1983) Tammeraut's Fate (2004) The Styes (2005) Additionally, the book contains rules for ship-to-ship combat, character backgrounds and includes details on the port town of Saltmarsh which anchors each adventure. Thanks for your hard work! It's frustrating when an update breaks things that used to work. They may provoke opportunity attacks. Bambra criticized how the first-level characters provided with the module come equipped with magic items: "I fail to see how this can be justified, as the module is not difficult enough to warrant the bestowal of magic before play even begins. discovering the real secret of life. Or too dogmatic. But good news! Overview. Where do you get the POD? I don't get a journal entry at the start of the module which would be okay, if I'd be drawn into the story right away and didn't have to find out what it is all about, but after I went to Saltmarsh and explored the place I have yet to find anybody who gives me more than a one-liner conversation except for those who tell me about the extra features the PW has (which sort of kills immersion for a single player module). I've tried helping a player herehttps://forums.beamdog.com/discussion/76719/latest-saltmarsh without success - maybe the author or someone else would be able to assist them? A Great Week For Card Games! Sponsored. - No rations to loot from smugglers, despite full tables :p Ended 9th level. Henchmen are also available if you play your cards right. Thanks you! This review concentrates on the printed version of the product. It is very challenging to solo, you should probably start at level 4. Are there any estimations as to how many hours of gameplay will the module take? If you have a party of players that have more beer and pretzel . Thus, when the characters come down the stairs in area 20, the smugglers are likely to hear them. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. Do you know of a trick to get around this? I have already left Oceanus at alliance meeting. - henchmen death is permanent.. even though clerics sell raise dead scrolls. Ned, however, doesn't know who Skerrin is. The low hit points of 1st level characters is the main reason things are so hard. Purchasing this bundle unlocks the Ghosts of Saltmarsh book in digital format in the game compendium with all the artwork and maps, cross-linking, and tooltips. Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. [4] This DM Version is based on Oraweb's NWN mod of the original U1 The Sinister Secret of Saltmarsh. List is empty so it's not possible to select deity and advance as paladin or cleric. That doesn't mean they'll act perfectly, however. - Vixlok can fire trigger of Oceanus before Town hall that makes him leave party.. Released in 1982, Danger at Dunwater is the sequel to The Sinister Secret of Saltmarsh and the middle adventure in the trilogy of U-series modules. Feel free to PM me with any questions or concerns. First, it features the increasingly familiar trope of a town homebase with a nearby adventure. My favorites are Ian Dyverlaw, Hailguard and the Lizard Chieftain (with his Lizard Math). [6], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". Let's deal with the module first, then deal with setting it up next post, because I'd say Saltmarsh, as a campaign, does need a strong focus on the town to hold it . It is a very enjoyable and challenging module. The Sinister Secret of Saltmarsh is a module for the Advanced Dungeons & Dragons (AD&D) roleplaying game, written by Dave J. Browne with Don Turnbull. "[1] Bambra noted that the adventure's main thrust engages the players' problem solving skills, forcing them to piece clues together, and that the encounters in the adventure should present no problems to an intelligent party. Looks like you forgot to compile module after making changes so fixed were not applied correctly. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st3rd levels. - at 22 o'clock town hall NPCs spawned only on the 3rd try? For whatever reason I was using doors from it somehow. Dungeons & Dragons Online released an adaptation of the Sinister Secret of Saltmarsh adventure in 2021. Addon. and an ominous threat of more dangers to come, as the adventurers must fight to unravel a smuggling ring delivering weapons to a tribe of lizardfolk. Are there still plans for updating this version or was it abandoned? AD&D modules produced by TSR UK, and set near the town of Saltmarsh. No, it is compiled. [5] Freelance gaming author James Maliszewski calls it "one of the best low-level modules ever written for Dungeons & Dragons" and "a superb example of adventure design". Click for details. Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. There are descriptions of those changes elsewhere in the Module Entrance. I DMed a few parties of 3-5 players. U1: "The Sinister Secret of Saltmarsh" (1981), by Dave J. Browne with development by Don Turnbull, was the first adventure in the "U" series. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. TSSoS also comes packed with a number of DM Tools and DMFI widgets and scripts, so feel free to use this as a small campaign with your friends and family if you feel so inclined to try your hand at DMing (but know that it is also hands free and all the heavy lifting is done up front). To access the area, go to The Gatekeepers' Grove in the Harbor, talk to NPC Val Arkalamnash and get transported to The Snapping Line Inn. D&D Dungeon Module U1 The Sinister Secret of Saltmarsh TSR #9062. These were some older tilesets created by Lord of Worms (true genius). The issue with the dialogue with the boat was the result of one of the BD updates that changed the walkmesh for certain placeables (mostly rowboats), but I suspect pathfinding also was a culprit. We use our own custom deity system here, so make sure to read those changes and requirements before proceeding as a Cleric. The Haunting of Saltmarsh 3/32 Questgiver: Krag; Under the Cover of Darkness 3/32 Questgiver: Anders Solmor NOTE: This is the dungeon that is not available in this preview. James Maliszewski. Allow players to restock what they need. Update: 7/12/19: Corrected a few minor issues and added a bit more "direction". It does that by setting up villains with a very clear motivationthere are smugglers who have been running weapons to Lizardmen, the Lizardmen are possibly planning an attack on Saltmarsh. $10.50 + $3.85 shipping. Hopefully I'll be able to get to these soon but I'm currently wrapped up in a few other projects. I plan to return to this and import all of my fixes and improvements in the next couple of months. In Single Player it would be nice to have some way to fast forward time or turn off the cycle. Download the tlk file (Saltmarsh_265) and extract into your tlk folder. Could someone please tell me which pages are cropped off? I welcome all constructive comments and criticisms either at our Vault entry here or on the WoG Forums (see above). To be precise, TSR UK planned to start producing adventures authored in the UK to offer a unique British take on D&D: "The Sinister Secret of Saltmarsh" was the first. The adventure can be played by 5-10 characters of levels 1-3. The adventure is set in the World of Greyhawk. It faithfully captures all of the important points of the ori. Last night I experienced a crash in the Hool Marshes when trying to go "Further into the Hool". [3] The module sleeve contains the following description: Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Offer clear goals and leave the approaches open. Seven sea-based adventures, including the classic The Sinister Secret of Saltmarsh and its sequels, take characters from 1 st to 12 th level. Played with Barbarian 2nd level, solo, with NWN:EE. Learn where the smugglers are bringing the weapons. I did find one way around this - get myself killed and respawn back in Saltmarsh. This works right into the hands of the Scarlet Brotherhood and adds pressure in the opposite direction from the rumor that the dead woman shows that the Sea Princes are returning. Listed below are the necessary haks youll need to download. They may have less than average hit points. Also, made NPC Oceanus truly aquatic/amphibious so he may survive above or below water. I run through Saltmarsh city, talking to every NPC but can't find ANY plot hook or quest. I've added scalable familiars/companions, custom summons for rangers/druids, cep weapon feats and so on, all the bug fixes, et al. I had not found that secret door in the beginning. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. - one of the houses is clipping with grass: https://steamcommunity.com/sharedfiles/filedetails/?id=2067205124 Please critique as I may be using them in the game and I want them to be the best I can make them. Full Masthead & Authors. There are mysteries, puzzles, traps, diplomacy and all manner of things to contend with. In this preview, however, only the following 9 of the following dungeons are available to preview:. Accessed August 16, 2021. I'll upload the renamed hak separately (wog_custom.hak) along with a new version of the module shortly. Haunted House Cellar. The Index is based on previous work of Jason Zavoda through '08, and his work as continued and updated by Eric Johnson, Richard DiIoia, Jason "PupickDad" Jacobson, a French fan group, and numerous other fans over the years. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. The Sinister Secret of Saltmarsh was written as a lead-in to a three module series that includes Danger at Dunwater and The Final Enemy. If you want to run this in 5e, just use Ghosts of Saltmarsh. Luckily, as hard as the situations can be in the caves and on the Sea Ghost, capture is a realistic option and escape is a fun approach to get out of it. You can see, but probably not read my hand writing, that I am doing my usual sprinkling of post-it notes. Sinister Secret of Saltmarsh is an excellent classic adventure, written in 1981 to usher in a series of adventures written in the UK (where TSR grew to have a strong presence - we can see the remains of that effort even today). $19.99. However, unlike predecessors T1: "The Village of Hommlet" (1979) and L1: "The Secret of Bone Hill" (1981), this module gives the town of Saltmarsh almost no description. Actually all key NPCs are in town hall so city is totally useless and empty. - There is nothing in Submerged cave, right? An agent of the Scarlet Brotherhood of course! Sea Ghost Hold. 1 (beta run) Silverymoon; Price of Freedom Among them are three scouts, five bandits, two hobgoblins, and Sanbalet the wizard. I've killed smugglers in the cave and now i need to locate their ship. You genuinely have a sense of the town, of the activities around it, of the goings on. - getting lost (what to do next). Needless to say, there be Spoilers Ahead, so Im going to go ahead and drop this Spoiler Warning right here. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. Had to check in toolset. I have a PoD copy, and pages 2, 6, 8, and 25 all show cropping at the spine edge. And there are nasty surprises in terms of traps and secrets waiting for characters at times usually without it being overtly frustrating, although I would encourage at least one character in the party with investment in the search skill otherwise you may be 'searching' for solutions to puzzles for some time. The Compendium Content bundle does not grant access to all the content's options in the rest of the toolset, such as the searchable listings, character builder, or digital sheet. When it works well, a fight on the Sea Ghost can feel like the one of the best action adventure movies we've seen. Error: No match for email address or password. Based and grounded in the World of Greyhawk, this adventure is an example of the live action server we run, The World of Greyhawk Action Server. The Ghosts of Saltmarsh: Sinister Secret SoundPack gives you the complete audio solution when playing this first adventure of this colorful and rich DUNGEONS & DRAGONS collection. Sinister Secret of Saltmarsh mini-expansion was introduced in Update 50 on August 4, 2021. Please make a Print On Demand option for this book. Does this suggest some files are missing or corrupted? I recently started this module and so far am really enjoying it. Maybe intentional. I have been working on an update which fixes just about anything there was. Probably one of the best storylines of any module series. Instead, talk to. Same with other henchmen probably. Downloading update, and starting fresh runwas great, only issue was couldn't progress, before update. "U1 The Sinister Secret of Saltmarsh (1e)." Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining. Graeme Morris, who did cartography, editing, and production for the entire U-series, would go on to greater fame as the author of the majority of TSR UK's adventures. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. The Sinister Secret of Saltmarsh is a module for the Advanced Dungeons & Dragons (AD&D) roleplaying game, written by Dave J. Browne with Don Turnbull. Within this map pack you will find a bunch of maps representing different levels of The Sea Ghost, a smuggler's ship from the adventure The Sinister Secret of Saltmarsh, published in the 5e Dungeons and Dragons module Ghosts of Saltmarsh.. Appelcline, Shannon. If you're looking for a classic module that combines traditional dungeon crawling with an interesting twist I recommend tracking down a copy. The adventure can be played by 5-10 characters of levels 1-3. For whatever reason, about 5% of Linux users crash at this spot. At Sahuagin fortress it was much easier with higher levels etc. The module serves as the introduction to an underwater campaign set in the town of Saltmarsh, which the DM can design from the guidelines provided. Available for a Limited Time: The Wish of Inheritance! Instructions for play: Download the "Haks of Saltmarsh" and "Saltmarsh Music Pack" into your Hak folder Download the module and extract into your Module folder. Then lost the spear I gave him.. Heroes must arise to keep the waves safe! Unravel the mystery and rumors of strange happenings to save a remote seacoast town in Dungeons & Dragons Online: Sinister Secret of Saltmarsh. Please discard old module, download the new module and the new versions of the haks and tlk (many have been changed and/or updated). We can offer some guidance in the form of levels of difficulty. In the second half of the adventure, when the players are forced to board a smugglers shipthe same rules applyand one ill-timed fight can trigger the entire ship to start joining in the fray. What is it's sinister secret? One-click unsubscribe later if you don't enjoy the newsletter. - goblin shark voice is wrong Journal entries were adequate. On this Wikipedia the language links are at the top of the page across from the article title. The printed module is taken from a scan of the original module that was produced in 1981. Maybe have some tracks left by smugglers next to secret door? This is a ruse, however. [2] The scenario is the first of the Underwater (U) series of modules set in Saltmarsh, and details a ghostly ship and the haunted mansion of an evil alchemist. A highlighted page from the module. Also claw "natural" weapon appeared. Where does this come from? The work itself is a collaborative effort between myself, The Krit, Mr. Zork, Nocturne, Ratik and DM Raine. - OOC lines in Constable and Granger conversations after Dunwater Download the tlk file (Saltmarsh_265) and extract into your tlk folder. The module is intended for starting 2nd level characters and may take you to around level 9, give or take. the Sinister Secret of Saltmarsh U1 adventure module Dungeons & Dragons. This required the adding of Zwerkules' Medieval City Hak even though no areas are made with it. Looking for U1-U3 Sinister Secret of Saltmarsh Series Maps Does anyone have updated versions of the U1-U3 Series maps or know where one could acquire them? Characters can drop very easily, especially when they're hit by creatures like giant poisonous snakes (16 damage on a hit and failed save) and giant centipedes (14 damage on a hit and with a failed save). Those lines in your client log are just referencing other parts of the World of Greyhawk (the entire server from which the module is from) for map purposes.