The very first villager that you run into suggests the PC should go to the Kraken. It actively promotes DMs taking ownership of the adventure. No, you're not missing anything or have corrupt files. Town hall, tavern, temple, militia what's even point of those locations if there are no useful NPCs. U1 The Sinister Secret of Saltmarsh Adventure Adventure - Located in: Keoland, U3 The Final Enemy 1-4, 6, 7, 37, 38 Vera Orrenti (Commander Saltmarsh Westgate) Non-player character Female, Human, Ftr5, Dungeon Master's Guide II, D&D 3.5e 120, 124, 125 Walthas Kang (Commander Saltmarsh City Watch) The Sinister Secret of Saltmarsh is one of the adventures featured in the upcoming D&D Book Ghosts of Saltmarsh. Dungeons & Dragons Online released an adaptation of the Sinister Secret of Saltmarsh adventure in 2021. In this preview, however, only the following 9 of the following dungeons are available to preview:. For more information on the server, or if you would like to play there after sampling the module, you may visit our forum for information: https://www.tapatalk.com/groups/worldofgreyhawkfr/. Its initial publication was the Fiend Folio, but in the epilogue to that sourcebook, TSR UK head Don Turnbull said "You will be hearing from us again," for TSR UK had more plans. $19.99. XP per encounter: https://ddowiki.com/index.php?title=Saltmarsh&oldid=531884, Pages using DynamicPageList parser function, Slay 10 creatures in Saltmarsh: 165 XP = 16.5 xp/kill, Slay 25 creatures in Saltmarsh: 234 XP = 15.6 xp/kill, Slay 50 creatures in Saltmarsh: 345 XP = 13.8 xp/kill, Slay 100 creatures in Saltmarsh: 585 XP = 11.7 xp/kill, Slay 200 creatures in Saltmarsh: 1,065 XP = 10.65 xp/kill, Slay 400 creatures in Saltmarsh: 2,055 XP = 10.28 xp/kill, Slay 750 creatures in Saltmarsh: 3,645 XP = 10.41 xp/kill, Slay 1,500 creatures in Saltmarsh: 7,965 XP = 10.62 xp/kill, Tactics DCs (Stunning, Sunder, Trip): +2 to +16, This page was last modified 10:10, December 24, 2022 (Update 57.1) by DDO wiki user. Saltmarsh is very twisty and keeps ya on your toes. Recurring Tropes. Journal entries were adequate. About TSR UK. Your own hooks may work better than any others, of course. Download the tlk file (Saltmarsh_265) and extract into your tlk folder. Four miles east of Saltmarsh, just inland of the old coast road The secret of the Haunted House is that the house is not in. They come in the following values: Lesser Elixir of Discovery: +5% chance of finding named loot; Greater Elixir of Discovery: +10% chance of finding named loot; Sovereign Elixir of Discovery: +15% chance of finding named loot; Saltmarsh VIP Elixir of Discovery: +15% for 3 hours Additionally, our own custom HCR scripts and Loot Systems are in place. This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. In this video we finally h. All of that has kept me from playing the module thus far. Have a question or want to contact me? _kmb_wog_inc: Unable to find area corresponding to tag GHOldCity, Arpelagos Chronicles: The Strain is Strong (DEMO), https://www.tapatalk.com/groups/worldofgreyhawkfr/, The Sinister Secret of Saltmarsh Supermodule, U1 - U3 (1/19/22), World of Greyhawk PW, Mithral Enhanced Edition, World of Greyhawk Forums and Adventuring Guild Hall, Open - Free & open only if project also open, https://forums.beamdog.com/discussion/76719/latest-saltmarsh, Lords of Darkness 3 - Alanya's Secret (V2.0), The Aielund Saga Act III - Return of the Ironlord, HeavensGate 2: Islands of the Undead Legion, Lords of Darkness 4 - For Crown and Country (V1.2), The Crystalmist Campaign Chapter 3: The Sahuagin Heel, The Crystalmist Campaign Chapter 2: The Lichway. 75% off Masterminds of Sharn. 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. [2] 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. Thus, we can help this adventure out by offering a stronger hook. [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. I didn't find it hard to get started with the quest, as it is like many of the quests on World of Greyhawk server and stand-alone module. I'll upload the renamed hak separately (wog_custom.hak) along with a new version of the module shortly. I have a PoD copy, and pages 2, 6, 8, and 25 all show cropping at the spine edge. Maybe a walkthrough? This module does a ton of work and wants you to do it too. Until twenty fact haunted but is the shore base for a band of smugglers whose. I've uploaded a revised version that has a bit more NPC and NPC interaction to help guide folks along. - Sahuagin Priestesses look male I had a good laugh when I discovered my "things that a farmer, his wife, daughter, girl, son, and pig might say" was being used for your commoners. [7] According to Denmead, this was "the Scooby Doo episode of D&D modules. The adventure can be played by 5-10 characters of levels 1-3. He often told jokes and, after doing so, would clear his throat as though punctuating the joke. Last night I experienced a crash in the Hool Marshes when trying to go "Further into the Hool". Played with Barbarian 2nd level, solo, with NWN:EE. Please discard old module, download the new module and the new versions of the haks and tlk (many have been changed and/or updated). THESE MAPS ARE FREE FOR DOWNLOAD! The music choices are excellent. If you have a party of players that have more beer and pretzel . I edited the module using the toolset to move the "old boat" object up several units to make it reachable. Pages in category "Sinister Secret of Saltmarsh Expansion Items" The following 17 pages are in this category, out of 17 total. Don Turnbull is credited with development; he of course had previously written Fiend Folio and was now the head of TSR UK. 35 of White Dwarf magazine by Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. I see the issue. James Maliszewski. U1 uses a number of tropes that had appeared in other adventures from the late 70s. This DM Version is based on Oraweb's NWN mod of the original U1 The Sinister Secret of Saltmarsh. Sea Ghost Hold. This is a great scan of a great module.The interior illustrations are a bit too dark but that is a small gripe.Highly recommended. 25% off Sinister Secret of Saltmarsh. The DLC features a whole host of new dungeons and new areas to explore, new monsters, and Volume 8 of the Monster Manual system that rewards players for killing specific monsters. 50% off Fables of the Feywild. The "POD" means the "Print On Demand" copy. The module wants its secrets. Could use a readme with cleric system and explanations of systems. Get discounts on expansions in the DDO Market: 25% off Isle of Dread. For instance, during the night most villagers won't spawn outside. A high quality scan of this module should be offered for POD, and it would sell well. The module is intended for starting 2nd level characters and may take you to around level 9, give or take. Like Tales from the Yawning Portal before it, Ghosts of Saltmarsh takes several classic D&D modules (this time around an aquatic theme) and updates and revitalizes them for 5th Edition. The Sinister Secret of Saltmarsh is an AD&D module written by Dave J. Browne with Don Turnbull. You do gain some helpfull NPCs but keeping them alive has always been tough for me. Learn where the smugglers are bringing the weapons. I had that happen to me with corrupted modules and some versions of NWN:EE. So its worth considering if theres a chance youll play it. The visual effects are stunning. 35 of White Dwarf magazine by wikipedia:Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. Both download and print editions of such books should be high quality. 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 AD&D rules. This EE module is a faithful adaptation of the old UK AD&D modules U1, U2 and U3 The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy (yes, this isn't just one but three modules combined into a supermodule). Just be prepared to NOT exit from the other end when you are inside the Lair of the Lizard People. 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. web pages As written, it's a tough situation. This is fun little starter adventure for beginning characters. This is a good chance to fail forward. They may provoke opportunity attacks. Uploaded by The adventure can be played by 5-10 characters of levels 1-3. But another problem arose. Accessed August 16, 2021. It's hard to run some of these situations. These ebooks were created from the original electronic layout files, and therefore are fully text searchable. I just tested with a downloaded copy. Editor: Danni Button, Adam Harrison 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. The adventure can be played by 5-10 characters of levels 1-3. It was probably released in the fall of 1981, since it postdated TSR UK's premiere release, Fiend Folio (1981), by several months. There is a mystery to solve, npc's to rescue, villians to thwart! Listed below are the necessary haks youll need to download. And everything about the adventure sites promote this idea. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. Or too dogmatic. One of the standout things about the Sinister Secret of Saltmarsh is that it feels like a real place. U1 Sinister Secret of Saltmarsh by Dave Browne with Don Turnbull. A party of 4 level 3 or 4 characters should find a very good experience in this mod. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. The Sinister Secret of Saltmarsh is a wonderful adventure that helps us stretch a lot of DM muscles that we often talk about on this website and in Return of the Lazy Dungeon Master. I actually purchased this module shortly after completing it as a player. In particular, U1 requires players to investigate to figure out what's going on in Saltmarsh's haunted house. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. It's frustrating when an update breaks things that used to work. 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. This can be a really hard fight at 2nd level so be nice to the characters. [1] 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. But good news! will definitely buy again! large-scale maps, full background information and detailed encounter descriptions . Review and DM tips for the classic AD&D module "The Sinister Secret of Saltmarsh." Great adventure for First Level characters.You can purchase it here: http. Check out Sly Flourish's Frequently Asked Questions. In case anyone else runs into this issue, I found another work around. Some might be afraid to run up on deck. This is my all time favorite module. Does this suggest some files are missing or corrupted? I have completed the three part module solo twice on the PW server and am in the process of trying to complete all three parts in a party, have had two attempts so far, but the amount of content is long enough that real life does get in the way! The two cutscene cinematics are excellently done. Sorry to hear that. After that had no effect, I learned that much of the module information is stored in the save file. [6] 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". 1st level characters are really squishy. Like Sinister Secret of Saltmarsh-a revelation when it was originally published in 1981, it's been faithfully updated for 5th edition D&D, and it's just as chilling as it was then. @DM Wise it might help to put the hak in an archive (zip 7z or RAR). I welcome all constructive comments and criticisms either at our Vault entry here or on the WoG Forums (see above). Superb The Sinister Secret Of Saltmarsh (AD&D Roleplaying, Module U1), By Dave Browne, Don Turnbull publication is consistently being the very best close friend for investing little time in your office, evening time, bus, and all over. Will it be possible that they sneak on disguised as the smugglers from the haunted mansion? It doesnt hold your hand, it wants you to work for it. Let your players know there will be a downtime scene or session ahead of the game so they can think about what their characters might do. Wow, thanks for those comments, Werelynx. - one of the houses is clipping with grass: https://steamcommunity.com/sharedfiles/filedetails/?id=2067205124 - Vixlok can fire trigger of Oceanus before Town hall that makes him leave party.. 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. We be sailing the high seas and for that we need a guide. Its a lot of fun. unravelling the myth of quilts and the The cover reproduction is superb. 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. Like Tales from the Yawning Portal before it, Ghosts of Saltmarsh takes several classic D&D modules (this time around an aquatic theme) and updates and revitalizes them for 5th Edition. If things go straight into combat on the Sea Ghost, spread things out so the characters aren't facing all of the crew at once. The characters have very much been brought to life and have great personality. 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 . The Sinister Secret of Saltmarsh received positive reviews from critics. With the Sea Ghost taken down, our characters return to Saltmarsh with the information they need to head into Ghosts of Saltmarsh Chapter 3: The Danger in Dunwater. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. The module includes optional pre-generated first level characters for use by the players. What is it's sinister secret? Wait.. Could he equip the dire mace in natural weapon slot? Hopefully I'll be able to get to these soon but I'm currently wrapped up in a few other projects. Perhaps I was too clever. New Module version uploaded to correct some missing Module events (such as deities among others), and renamed a hak to avoid cep confusion. 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). All other items can be claimed multiple times. The tools worked as advertised. Pay special attention to the time and make sure every player gets a chance to talk about what they want to do. Ghosts of Saltmarsh compiles seven of the best nautical adventure from D&D's history. When it comes to the infiltration of the Sea Ghost, the council of Saltmarsh gives the characters the following quests: These quests are important otherwise the characters will be floundering around on the ship itself, unsure how to deal with it and unsure why they're there in the first place. Recreating this adventure is my attempt at giving back to the NWN Community who have given so much. On this Wikipedia the language links are at the top of the page across from the article title. It wants the place to feel like a place you can just wander around in, which is what makes the whole adventure work in the first place. 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 installment in a series of three modules designed and developed in the United Kingdom, for beginning adventures with the AD&D rules. Wikipedia has an article on the same subject: https://ddowiki.com/index.php?title=Sinister_Secret_of_Saltmarsh&oldid=531093, Pages using DynamicPageList parser function, 5-quest story arc (level 3/32) set in the, Unlike previous expansions, the free items are not autogranted to all your characters. View Profile Each adventure in Ghosts of Saltmarsh is an addon.These content packages are available via a dropdown menu in the Game Addons section of the Game Details Page. 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. Most of the upper two floors of the mansion in chapter 2 of Ghosts of Saltmarsh runs smoothly and requires little modification from the book. Arrg Matey! alignment but no god wanted me. I made the maps for the house and Sea Ghost all in Photoshop, and I have uploaded them to my DeviantArt gallery. I have been working on an update which fixes just about anything there was. These products were created by scanning an original printed edition. When ranking the top adventures in Dungeon it was listed at 27, though I would argue it should place higher. Haunted House Floor 2. No clues how to do that, boat just takes me back to the cave. Here is a sample of a page from a watermarked title: https://watermark.drivethrurpg.com/pdf_previews/17069-sample.pdf, Customers Who Bought this Title also Purchased. Most newer books are in the original electronic format. To make things a little easier on the characters, consider leveling them to 3rd once they have cleared out the smugglers under the house so they have more resources to take on the crew of the Sea Ghost. 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]. Damn those peaceful towns! Get discounts on expansions in the DDO Market: 25% off Isle of Dread 25% off Sinister Secret of Saltmarsh 50% off Fables of the Feywild 75% off Masterminds of Sharn 75% off Expansion Trove Now through March 5th! The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. I have the ORIGINAL Modules (all three) and as a player I loved that's why I bought them to DM I loved having them figure it out and face the consequences when they did not. Yes, I still hold that to be one of the CCC hidden gems. That is the Seasonal Forest tileset by Lord of Worms. Advanced Dungeons & Dragons Dungeon Module L1 The Secret of Bone Hill #9045 1981. DMsGuild.com. I know resting in inn forwards time but my broke PC could not afford it in the beginning. Sanbalet can capture the characters and stick them in area 27 under guard. I've killed smugglers in the cave and now i need to locate their ship. Underwater Series. Perhaps it's my spawn method that's causing issues? The masked man had a strange affectation, however. So I suppose it is possible that if you enter Saltmarsh at night on your first entrance, then you won't find any of the people you are looking for? is a little bit of a mess in some ways. Printing Information. We need not introduce Skerrin to the characters (players have a nose for secret villains like a bloodhound) but he is working in the background none the less. Ghosts of Saltmarsh Haunted House Maps. Dungeons & Dragons Secret College of Necromancy D20 Green Ronin. Behind a barred door marked DANGER players will find a bunch of skeletons guarding a room with an alchemist, long dead, who has apparently figured out the Philosophers stone. 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. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st3rd levels. Checked in toolset, but there is no trigger to spawn crocolisk. Had to check in toolset. - Ian Dyverlaw does not recognize he already told me about alchemist 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. It's hard to run some of these situations. To celebrate its impending release, were looking back at some of themand today were here to talk about why the Sinister Secret of Saltmarsh works so well. I just bought it and I'm already pissed off that it doesn't have bookmarks. The adventure can be played by 5-10 characters of level 1-3. Removed CMP requirements and added music files into hak form for ease of installation. Update: 11/5/21: Fixed all bugs, added more features, quality of life improvements, restored sea cave ceilings, and added a number of other flourishes, enhancements, portraits, voicesets. 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. You can get it by ordering it above. The Sinister Secret of Saltmarsh contains 10 dungeons and a wilderness adventure area. If the characters are having some bad luck you can tweak things on the other side so the bandits luck isn't so great either. And comments suggest it's somewhat outdated compared to a "live" version on the WoG server? Updated: 1/22/22: Fixed damage dice for double scimitar. It's hard to define what the essence of the TSR UK adventures is, though they all tended to be pretty high in quality. Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. There are challenging puzzles beyond the usual 'hack and slash'. Quaron and The Wailer are not actually rare, although you'll need to solve a floating stones puzzle to summon Quaron. An agent of the Scarlet Brotherhood of course! Probably one of the best storylines of any module series. This adventure is full of dynamic situations, intrigue, and potential downtime activities. This module contains large-scale maps, full background information, and detailed encounter descriptions for the players and DM. I don't have the faintest idea and all the places you'd usually ask for hints don't even have the people you'd expect there. Dicing with Dragons, An Introduction to Role-Playing Games, "Review of the Sinister Secret of Saltmarsh", "Retrospective: The Sinister Secret of Saltmarsh", "Top 10 D&D Modules I Found in Storage This Weekend", "Explore A Spooky Town And Face New Foes In DDO's Sinister Secret Of Saltmarsh Expansion", Dungeon Master Option: High-Level Campaigns, https://en.wikipedia.org/w/index.php?title=The_Sinister_Secret_of_Saltmarsh&oldid=1128622723, Role-playing game supplements introduced in 1981, Short description is different from Wikidata, Creative Commons Attribution-ShareAlike License 3.0, This page was last edited on 21 December 2022, at 02:56. Happy 17th Anniversary DDO! But during the night there will be a Town Council at the Town Hall, or more drunks at the tavern, etc. Download the tlk file (Saltmarsh_265) and extract into your tlk folder. (and pay the weregild if they ask you, instead of hunting the beast, because he is in that area where you will crash). 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. Las mejores ofertas para El Siniestro Secreto de Saltmarsh U1 Dungeons and Dragons estn en eBay Compara precios y caractersticas de productos nuevos y usados Muchos artculos con envo gratis! I think it was during fighting with locked chests..? Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! For a fun twist, we can add a secret and clue to our game that the smuggled weapons found by the characters are actual weapons of King Skotti's armies. Head out to the Haunted House and make it a big to-do in town. Please make a Print On Demand option for this book. In particular, when running downtime sessions you'll want to do the following: Once their downtime activities have concluded, it's time to jump to the next part of this adventure. Sea Ghost Main Deck. 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). Beyond clarifying their goals, we can also help guide the conversations the players are having about their approach towards the Sea Ghost by steering it towards realistic options. As a result I cannot give this module any vote other than 10/10 in terms of combination of quality, visual, gameplay, story, value and replayability. Such an awesome and monumental work!