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. 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). Search the history of over 797 billion This module doesnt pull its punches, and it shines because of it. Maybe a walkthrough? You genuinely have a sense of the town, of the activities around it, of the goings on. We be sailing the high seas and for that we need a guide. :D The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. date=February 11, 2009. https://www.wired.com/geekdad/2007/12/top-10-dd-mod-3-3/, https://greyhawkonline.com/greyhawkwiki/index.php?title=The_Sinister_Secret_of_Saltmarsh&oldid=55838, Creative Commons Attribution-NonCommercial-ShareAlike, 3, 4, 21, 28, 37-59, 61, 65, 79, 80, 111, 229, 246, 247, 248, 252, 253, SEE ALSO U1 The Sinister Secret of Saltmarsh, This page was last edited 07:24, 16 August 2021 by Greyhawk Wiki user. 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. Also, made NPC Oceanus truly aquatic/amphibious so he may survive above or below water. Until twenty fact haunted but is the shore base for a band of smugglers whose. Thanks you! I think I should have it finalized this weekend, but I'll need to post a brand new hak and module listing, and I would like to run a few playtests first. 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. Both download and print editions of such books should be high quality. Checked in toolset, but there is no trigger to spawn crocolisk. No directions. This review concentrates on the printed version of the product. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. The Sinister Secret of Saltmarsh is one of the adventures featured in the upcoming D&D Book Ghosts of Saltmarsh. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. Magic items should be found by players as treasure and not come as handouts from the DM. Ghosts of Saltmarsh compiles seven of the best nautical adventure from D&D's history. I used spawne rod of resurrection on Oceanus once.. his body (my loot, nooooo!) on August 14, 2019, There are no reviews yet. The adventure can be played by 5-10 characters of levels 1-3. I welcome all constructive comments and criticisms either at our Vault entry here or on the WoG Forums (see above). Please feel free to mail corrections, comments, and additions to [email protected]. Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! I've killed smugglers in the cave and now i need to locate their ship. At the Kraken, there's an individual who divulges some quest info. DMsGuild.com. Frogo, bullywug rogue: level 3 and level 30. 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. Maybe because the arena master was already dead? 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? 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. New Module version uploaded to correct some missing Module events (such as deities among others), and renamed a hak to avoid cep confusion. Please critique as I may be using them in the game and I want them to be the best I can make them. I'll upload the renamed hak separately (wog_custom.hak) along with a new version of the module shortly. How they split up, group up, and face the characters will depend on how the characters act. (and pay the weregild if they ask you, instead of hunting the beast, because he is in that area where you will crash). For example, the body of a woman can wash up on shore. You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. A very fun mod. 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. But during the night there will be a Town Council at the Town Hall, or more drunks at the tavern, etc. - socketed weapons: found only 2 gems(1st in the lair of smugglers) and one armor with socket(3rd level of Final Enemy..). When we're setting up a big scene like the infiltration of the Sea Ghost, we want to keep potential approaches open but also focus the required quests so the players know what they're supposed to do and can choose how they want to do it. Underwater Series. These look like large undead spiders but they . 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. - Sahuagin Priestesses look male It was probably released in the fall of 1981, since it postdated TSR UK's premiere release, Fiend Folio (1981), by several months. Same with other henchmen probably. The "POD" means the "Print On Demand" copy. 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. I think it was during fighting with locked chests..? Congratulations DM Wise & the WoG Team on creating such a fabulous module. The module wants its secrets. [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. Removed CMP requirements and added music files into hak form for ease of installation. - henchmen death is permanent.. even though clerics sell raise dead scrolls. The adventure itself, however, doesn't offer very strong hooks to get there. [1] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. - gold from some containers in the beginning was warded twice "your share of the loot is 5GP", Get 5 GP, then take them out actually get them. In this session the characters can spend a few days reconnecting with Saltmarsh, tying back in with their backgrounds, investigating leads they might have come across, or anything else they might want to do. Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help! 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 loyalist council member and smuggler Gellan Primewater himself has such an affectation and Skerrin knows it so he uses it to steer attention away from him and towards the corrupt council member who he plans to either turn to the Brotherhood or remove from the council. You can see, but probably not read my hand writing, that I am doing my usual sprinkling of post-it notes. That said, the adventure is well-written and well-paced. [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". The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. This adventure is designed for solo or party play (though a party is highly recommended). 50% off Fables of the Feywild. [7], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". Hopefully I didn't break anything in the process (fingers crossed). He listed the positive elements of the module as "the very matter-of-fact way it portrays a fantasy world" and the new spin it gives to "the standard low-level D&D tropes". Expansion features will also be available separately on DDO store, usually 6 months after the release, This page was last modified 15:01, December 4, 2022 (Update 57) by DDO wiki anonymous user. So here's Hooded Kobold's GM's guide to Ghosts of Saltmarsh. solomon molcho portugal s converso messiah the muslim times. The very first villager that you run into suggests the PC should go to the Kraken. 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. Unravel the mystery and rumors of strange happenings to save a remote seacoast town in Dungeons & Dragons Online: Sinister Secret of Saltmarsh. 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. 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 most obvious one being that it was written and published by TSR (UK), the British arm of TSR, which would have a profound effect upon both the type of adventure its pages contained and the type of fantasy. The adventure can be played by 5-10 characters of level 1-3. Arrg Matey! Recurring Tropes. I have already left Oceanus at alliance meeting. Often times its GPU-related and just a simple updating of video drivers fot your graphics card will fix it. 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. All of that has kept me from playing the module thus far. 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. AD&D modules produced by TSR UK, and set near the town of Saltmarsh. According to TSR's official codes, the "U" coding on "Secret of Saltmarsh" stands for "underwater." 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. The adventure is set in the World of Greyhawk campaign setting. the Sinister Secret of Saltmarsh U1 adventure module Dungeons & Dragons. It's a little easier to identify the essential essence of Dave J. Browne's adventures: they all tended to be thinking adventures. I have been working on an update which fixes just about anything there was. This is what really makes it sing. Las mejores ofertas para Mdulo AD&D U1 - EL SINIESTRO SECRETO DE SALTMARSH - Dungeons & Dragons TSR 9062 estn en eBay Compara precios y caractersticas de productos nuevos y usados Muchos artculos con envo gratis! 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 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. thank you! The cellars, however, are a great example of how we build situations and let the players navigate that situation. Ned was sent from a nearby city and met his contact in Saltmarsh who appeared cloaked and masked. 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]. Just like the cellar encounter, the Sea Ghost is another big and dynamic situation. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. QA and miscellaneous comments: The module includes optional pre-generated first level characters for use by the players. Click for details. Sea Ghost Hold. This module may be played single player, but it is also designed with a party in mind. 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. 1st level characters are really squishy. Ask your players to review the downtime activities in chapter 2 of the. The adventure pack and other content is currently available from the DDO Market. The adventure is set in. Thieving skills, stealth (or preferably Invisability) are essential. To celebrate it's impending release, we're . Accessed August 16, 2021. - No rations to loot from smugglers, despite full tables :p Editor: Danni Button, Adam Harrison Saltmarsh presents its story for the players to discover. Its a lot of fun. Quaron and The Wailer are not actually rare, although you'll need to solve a floating stones puzzle to summon Quaron. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous forgotten treasure. A party of 4 level 3 or 4 characters should find a very good experience in this mod. Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. $10.50 + $3.85 shipping. They're not very bright, not that easy to control, and prone to either acting stupidly or running away. D&D Dungeon Module U1 The Sinister Secret of Saltmarsh TSR #9062. Ended 9th level. First, it features the increasingly familiar trope of a town homebase with a nearby adventure. The TSR UK office opened on March 31, 1980, following TSR's failed attempt to merge with Games Workshop. 25% off Sinister Secret of Saltmarsh. At Sahuagin fortress it was much easier with higher levels etc. Arawen has added new features and content for DMs who wish to run the game in a more improvisational pen and paper style. Quite good, very beautiful visually, though the resting system is pretty annoying. [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. web pages 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. Get discounts on expansions in the DDO Market: 25% off Isle of Dread. Your own hooks may work better than any others, of course. I run through Saltmarsh city, talking to every NPC but can't find ANY plot hook or quest. Haunted House Cellar. Could someone please tell me which pages are cropped off? Get Tabletop, RPG & Pop Culture news delivered directly to your inbox. Deity system is broken. Despite these glitches, it is still a very enjoyable module. Allow players to restock what they need. It's hard to define what the essence of the TSR UK adventures is, though they all tended to be pretty high in quality. It is very challenging to solo, you should probably start at level 4. There are three adventure hooks provided to get the characters to go to the old alchemist's house. This reddit is for posting battle maps for tabletop RPG's and . Including a throwaway secret that the players might never realizebut the fact that this mansion was once home to an alchemist is right there for players to discover. Played with Barbarian 2nd level, solo, with NWN:EE. There's no constable at the constabulary, no mayor at the townhall and so on. 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. Yes, Tarot Redhand is correct. 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. Furthermore, if I try to bash the boat, it says "unable to reach target". A highlighted page from the module. Wait.. Could he equip the dire mace in natural weapon slot? Instead, talk to. 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. It features undead horrors, smugglers, pirates (parrots and hooks included!) [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". disappeared. - player house has stairs but no upstairs area The two cutscene cinematics are excellently done. This package includes her version of the mod, a 25-page PDF DM guide, maps, DMFI Wands & Widgets and a sample DM character. Alright, still with me? Is there any walkthrough? 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). U2 Danger at Dunwater by Dave Browne with Don Turnbull. I made the maps for the house and Sea Ghost all in Photoshop, and I have uploaded them to my DeviantArt gallery. #DDO . The module was positively reviewed in Issue No. I really enjoyed my playthrough and wanted to see how much more depth there was to the adventure. Thanks for your hard work! What is it's sinister secret? When the characters are done dealing with the skeletons and the alchemist (a really fun encounter so hopefully the characters don't skip it), they will face split groups of scouts and bandits throughout the caves. Though "Secret of Saltmarsh" synthesizes a lot of tropes from earlier RPG releases, it still manages to be very much its own adventure. 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. Also inside are rules and DM advice for ships and sea travel, as well as deck plans for various . Download the tlk file (Saltmarsh_265) and extract into your tlk folder. Still making more for city guards and so on. An evil Alchemist's mansion stands alone on a cliff and mysterious lights and hauntings have kept people away despite rumors of great treasure. Journal entries were adequate. During the session ask the players to describe what they want to do within the week-long period while the council figures out what they want to do about the smuggling ship. I figured this out only after tinkering in toolset and noticing that you have separate day/night NPC spawns so you have to wait till morning until you can find that NPC in correct place with correct dialogue. - No way to remove Oceanus and rehire him, as he says he is already in employ of another if you dump him manually. Warning: If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. is a little bit of a mess in some ways. 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. This product is only available in the Ghosts of Saltmarsh bundle.. 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? - some backtracking However it is perfectly fine as a stand-alone adventure. - Sahuagins in throne room are dead (baron and his wife and guardians) Could the shark have killed them? It is a very enjoyable and challenging module. The only deviations from the instructions were with versions - I used CEP 2.66 and the April 2020 version of Mountains and More (I didn't have a choice). Capture a web page as it appears now for use as a trusted citation in the future. Apparently I need to rename one of the haks (cep2_custom). Bandits may flee if they take a hit. large-scale maps, full background information and detailed encounter descriptions . 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