the sinister secret of saltmarsh

If you're looking for a classic module that combines traditional dungeon crawling with an interesting twist I recommend tracking down a copy. Sinister Secret of Saltmarsh mini-expansion was introduced in Update 50 on August 4, 2021. Standing Stone Games has just rolled out Dungeons and Dragons Online mini-expansion called Sinister Secrets of Saltmarsh. I have a PoD copy, and pages 2, 6, 8, and 25 all show cropping at the spine edge. In particular, U1 requires players to investigate to figure out what's going on in Saltmarsh's haunted house. When ranking the top adventures in Dungeon it was listed at 27, though I would argue it should place higher. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. This site uses affiliate links to Amazon and DriveThruRPG. When it works well, a fight on the Sea Ghost can feel like the one of the best action adventure movies we've seen. 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. and looking out to sea, stands the Haunted House. At night he'll be at the Town Council chambers. They are very rare. Are there still plans for updating this version or was it abandoned? 02 Mar 2023 20:01:11 - night and day cycle is frustrating. 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. THESE MAPS ARE FREE FOR DOWNLOAD! It's unlikely that was the original intent, though, as the adventure doesn't actually feature any underwater elements. So its worth considering if theres a chance youll play it. So where does this quest even start? 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. Names, trademarks, and images copyright theirrespective owner. Published in 1981, U1 The Sinister Secret of Saltmarsh stood out from any adventure for Advanced Dungeons & Dragons which had come before it for many reasons. But during the night there will be a Town Council at the Town Hall, or more drunks at the tavern, etc. 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. - socketed weapons: found only 2 gems(1st in the lair of smugglers) and one armor with socket(3rd level of Final Enemy..). You can get it by ordering it above. The TSR UK office opened on March 31, 1980, following TSR's failed attempt to merge with Games Workshop. Thanks for the constructive feedback everyone. The PDF HAS NO MAPS !!! The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st-3rd levels. - goblin shark voice is wrong 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. Grab your trusty d20 and lets dive in. 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! I've added scalable familiars/companions, custom summons for rangers/druids, cep weapon feats and so on, all the bug fixes, et al. There are minor rough edges however having played this module multiple times the standard is overall so much higher to what I would usually expect for a NWN module I would pay money for. These are simple bandits. 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. This can lead to a lot of frustration if the quests aren't clarified. - no starting gear given, only token that signify it? Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. One day everything is working fine, and the next it became completely broken. - Vixlok can fire trigger of Oceanus before Town hall that makes him leave party.. - some missing portraits (Tavern Patrons at Mermaid and Kraken, some militia) That doesn't mean they'll act perfectly, however. To celebrate it's impending release, we're . 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. This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. For example, the body of a woman can wash up on shore. 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. 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) large-scale maps, full background information and detailed encounter descriptions . Game mechanics Newbie guide In development DDO Store Social Media, Challenges Classes Collectables Crafting Enhancements Epic Destinies Favor Feats, Glossary Items Maps Monsters Places Quests Races Reincarnation Skills Spells. Hopefully it's a fun epic battle in which the characters struggle but prevail. Third, U1 presents a relatively self-contained adventure - with a haunted house and smugglers - but then throws in a few lizard men at the end, which can lead characters on to the next adventure in the series, much as players went down the adventure path from the classic G-series ("Giant") adventures (1978) to the D-series ("Descent") adventures (1978) by following the drow. discovering the real secret of life. 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). That is the Seasonal Forest tileset by Lord of Worms. 35 of White Dwarf magazine by Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. [6], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". I'd love to try this but it seems it wasn't updated since 2019 so I guess any constructive feedback from the last two years was not acted upon yet? In fact, more than one NPC has a goal to ensure the characters don't to go the mansion. Ned was sent from a nearby city and met his contact in Saltmarsh who appeared cloaked and masked. The masked man had a strange affectation, however. With two exceptions, there arent specific guidelines for the town, theres not a list of NPCs you can flip to. This adventure is full of dynamic situations, intrigue, and potential downtime activities. If you purchased Sinister Secret of Saltmarsh, yet you did not log into the game with an active VIP subscription between the launch of Saltmarsh on August 4th and 11:59 PM Eastern September 5th 2021, your account is not eligible and you will not have any claim tickets to give to Garthalmor. Such an awesome and monumental work! 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. They hide their activities under the guise of a haunted house that once belonged to a powerful alchemist. Master Ian by day can be found at the Kraken. 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 . This adventure is designed for solo or party play (though a party is highly recommended). So I also had to edit the save file using these directions: https://neverwintervault.org/project/nwn1/other/editing-saved-games. the Sinister Secret of Saltmarsh U1 adventure module Dungeons & Dragons. - OOC lines in Constable and Granger conversations after Dunwater The adventure is set in. - Sahuagin Priestesses look male Are there any estimations as to how many hours of gameplay will the module take? 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? Thanks for the direction! No other level in D&D is nearly as dangerous as 1st. Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! However it is perfectly fine as a stand-alone adventure. The Sinister Secret of Saltmarsh received positive reviews from critics. It worked and now I am done with that portion of the adventure. No, you're not missing anything or have corrupt files. is a little bit of a mess in some ways. This was my first attempt at a stand-alone module, and I am forced to think of things in a slightly different light (as opposed to the greater whole where everything is connected and there are multiple parties who are able to figure things out rather quickly). This reddit is for posting battle maps for tabletop RPG's and . Maybe because the arena master was already dead? Quaron and The Wailer are not actually rare, although you'll need to solve a floating stones puzzle to summon Quaron. 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. When I click it nothing happens. Just like the cellar encounter, the Sea Ghost is another big and dynamic situation. This is what really makes it sing. 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. Played with Barbarian 2nd level, solo, with NWN:EE. 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 companion in Part 3 is also excellent. Thanks you! [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. Where do you get the POD? 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. alignment but no god wanted me. The smugglers in the basement don't break down into perfectly balanced little combat encounter groups. The module includes optional pre-generated first level PCs for use by the players. 75% off Masterminds of Sharn. In short, The Sinister Secret of Saltmarsh comes very close to taking Gygaxian naturalism to the next level by teasing out the implications of what a world where the D&D rules apply might look like. The Sinister Secret of Saltmarsh comes in three editions, Standard, Collector's, and Ultimate, which sell for $19.99/$59.99/$99.99, respectively. In this video we finally h. 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. Apparently I need to rename one of the haks (cep2_custom). They know to run when the jig is upthey know to gang up on foes, and to set up ambushes if theyre alerted to the problems. This module doesnt pull its punches, and it shines because of it. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st3rd levels. MODULE U1 - SINISTER SECRET OF SALTMARSH, DUNGEONS DRAGONS. The adventure itself, however, doesn't offer very strong hooks to get there. [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". The cover reproduction is superb. The module comes with two adventures: a hau. Overview. No less than three times the module addresses the DM directly, saying consider how the enemies will react theyre smart foes, theyre successful criminals. Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. 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. No clues how to do that, boat just takes me back to the cave. The tools worked as advertised. [3] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and DM. The module is intended for starting 2nd level characters and may take you to around level 9, give or take. 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. I edited the module using the toolset to move the "old boat" object up several units to make it reachable. "[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. "[1], The module was ranked the 27th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004. Main quests (quest givers in the tavern, entrances in the wild) The Haunting of Saltmarsh 3/32 Questgiver: Krag; Under the Cover of Darkness 3/32 Questgiver: Anders Solmor; These products were created by scanning an original printed edition. There would eventually be over a dozen, spanning from 1981-1986, most in the U- and UK-series products. Needless to say, there be Spoilers Ahead, so Im going to go ahead and drop this Spoiler Warning right here. Our adventure begins with the characters traveling to a supposedly haunted mansion. The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. These look like large undead spiders but they . Sr. Editor & Publisher: Larry Vela The two cutscene cinematics are excellently done. Check out Sly Flourish's Frequently Asked Questions. 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). 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. || Tabletop Spotlight, Building Narrative Armies In Horus Heresy: Age of Darkness, My Lil' Everdell Is A Very Good Place To Start || How To Play, D&D: Monster Spotlight - There Is No Dana, Only Chuul. It was probably released in the fall of 1981, since it postdated TSR UK's premiere release, Fiend Folio (1981), by several months. 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. Or too used to my old ways of PW building. my apologies. the module is perfect! He was not at temple altar. This has all the hallmarks of a great adventure beginning. The characters have very much been brought to life and have great personality. This product is only available in the Ghosts of Saltmarsh bundle.. Not sure if it matters, but I am running the linux version of NWN EE through Steam. It includes areas and adventures inspired by the original AD&D module as well as later stories from the 5E Ghosts of Saltmarsh book. - TYPOS: "Hight Priest" - Rules for Cleric at Server Entrance; "toan" - Minstrel Leader at Kraken. Today is the day for Dungeons and Dragons Online players to get their boots mired in water, mud, and secrets.Today marks the launch of the Sinister Secrets of Saltmarsh update, bringing with it a marshland full of enemies, a haunted manor, 10 new dungeons for players to plumb, and the Horizon Walker enhancement tree. Future History. - lots of openable doors with no transition secret of the kabbalah by. Frogo, bullywug rogue: level 3 and level 30. Looking back at the actual Sinister Secret of Saltmarsh adventure itself, we need to pay special attention to the characters' first level. This can be a really hard fight at 2nd level so be nice to the characters. 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. As the characters search the room they will begin to uncover a nest of 3 Ghost Spiders . His goal is to destabilize the council of Saltmarsh and take it over with members he can control, just as he controls Anders. Congratulations DM Wise & the WoG Team on creating such a fabulous module. Actually all key NPCs are in town hall so city is totally useless and empty. I had not found that secret door in the beginning. I can say that the live version has several of the issues you highlighted addressed (the curse of running two different versions at once). 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. 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]. Thought you would be able to buy them. Still making more for city guards and so on. Subscribe to get the free product of the week! I added the link in the Required Projects section. 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. 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. Haunted House Ground Floor. 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). - 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. I just bought it and I'm already pissed off that it doesn't have bookmarks. 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]. Dungeons & Dragons Online released an adaptation of the Sinister Secret of Saltmarsh adventure in 2021. Also, made NPC Oceanus truly aquatic/amphibious so he may survive above or below water. Sea Ghost Main Deck. All of that has kept me from playing the module thus far. Both download and print editions of such books should be high quality. The Sinister Secret of Saltmarsh is expected to contain, when released on live, 10 dungeons and a wilderness adventure area. The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. 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. Town hall, tavern, temple, militia what's even point of those locations if there are no useful NPCs. When the characters return to Saltmarsh, the council asks them to go back out to the mansion and infiltrate the Sea Ghost to learn where the pirates on the Sea Ghost are bringing those weapons. All NPCs are like generic MMO dummies with no useful information. System: D&D 5E Starting Level: 1 Length: Short Campaign Installation: 1 addon Quick Guide. Also, their file size tends to be smaller than scanned image books. [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". 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. The first part is set in the town of Saltmarsh and deals with unraveling the secret of the haunted house that lies on the edge of town. 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). August 24th, 2016, 03:42 #2. damned. Pages in category "Sinister Secret of Saltmarsh Expansion Items" The following 17 pages are in this category, out of 17 total. Some might be afraid to run up on deck. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. This is a good chance to fail forward. It knows how to generate interest, and theres a seven-step guideline to building tension, drawing out the party members, and leading them to action in a way that feels organic. Might be false positive - maybe 22 o'clock is still "day"? DMsGuild.com. I just tested with a downloaded copy. 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. 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. Write down a handful of possible downtime activities given their location, the current point in the story, and the backgrounds of the characters. The low hit points of 1st level characters is the main reason things are so hard. But another problem arose. 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. 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. If you have a party of players that have more beer and pretzel . You do gain some helpfull NPCs but keeping them alive has always been tough for me. What happened was I forgot to activate all of the module events (bio defaults were still there), as well as set Deity_Required to true in the Module variables. 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. Please make a Print On Demand option for this book. Sinister Secret of Saltmarsh. Updated: 1/22/22: Fixed damage dice for double scimitar. https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/custom- One-liners provided by: Grymlorde, Tarot Redhand, T0r0, Frith5, rjshae, CaveGnome, SHOVA, Shadowing2029, and Proleric. You might be able to avoid that area altogther if you use the cave in the first Hool map. $15.00 Sigh. 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. This moment gives them so much agency, so much weight. At Sahuagin fortress it was much easier with higher levels etc. I hope you enjoy it. The music choices are excellent. It's been four years since I submitted that and I still get a kick out some of those one-liners! For maps showing the insides of the adventure locations - the Haunted House and the Sea Ghost, as well as the Lizardfolk Lair - check out our DM's Resources for The Sinister Secret of Saltmarsh and Danger at Dunwater respectively. You can ask him about either at, YouTube Video VVVQUWRYUHAySjhEbUQwemhRaU12RW5BLm96c0JJY3Y0Rm1V, YouTube Video VVVQUWRYUHAySjhEbUQwemhRaU12RW5BLmJIRHlaSHdWSGo0, YouTube Video VVVQUWRYUHAySjhEbUQwemhRaU12RW5BLkljNTFsVTk3OU1J, The Party arrives, hearing that theres adventure about, They wander around the town, meet some NPCs, DONT let them hear about the Inn for a day or two, Shop, meet NPCs, then in casual conversation (perhaps with the innkeeper) have the learn about the Haunted House, Crazed/drunken local tells them about the Haunted HOuse (if appropriate), Once they decide to gothen everything swings into action, the Innkeeper, who should be friendly, introduces them to a Town Council member, possibly setting them up for rewards (but also giving the smugglers allies a chance to prep an ambush. What is its sinister secret? [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. Its a lot of fun. thank you! C $74.61 + C $17.64 shipping. The wiki page for the EGI has a list of sources, full product names, abbreviations, and a link to the full, downloadable index. And comments suggest it's somewhat outdated compared to a "live" version on the WoG server? [8] The adventures are based on the lore of the original module but also its 5th edition variant, Ghosts of Saltmarsh. There's no constable at the constabulary, no mayor at the townhall and so on. 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. Until twenty fact haunted but is the shore base for a band of smugglers whose. - after falling into snake pit Oceanus disappears.. Wait.. Could he equip the dire mace in natural weapon slot? Will it be possible that they sneak on disguised as the smugglers from the haunted mansion? _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. 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!