Last night I experienced a crash in the Hool Marshes when trying to go "Further into the Hool". 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. Your own hooks may work better than any others, of course. - at 22 o'clock town hall NPCs spawned only on the 3rd try? Immerse your players in this tense and deadly adventure, full of rich environments, dangerous monsters, and rich rewards. - one of the houses is clipping with grass: https://steamcommunity.com/sharedfiles/filedetails/?id=2067205124 The tools worked as advertised. Thanks for the constructive feedback everyone. 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 files were designed to be used with VTT apps such as Roll20, where you can assemble the ship in the way it best suits your campaign, being it placing . 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 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! 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. I've killed smugglers in the cave and now i need to locate their ship. 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. 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! 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. the Sinister Secret of Saltmarsh U1 adventure module Dungeons & Dragons. An agent of the Scarlet Brotherhood of course! 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. There are plenty of weapons here and a few are still usable. Some crew might be sleeping. Perhaps I was too clever. Find many great new & used options and get the best deals for AD&D Module U1 - THE SINISTER SECRET OF SALTMARSH - Dungeons & Dragons TSR 9062 at the best online prices at eBay! 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. It's a little easier to identify the essential essence of Dave J. Browne's adventures: they all tended to be thinking adventures. If you have a party of players that have more beer and pretzel . This moment gives them so much agency, so much weight. I just tested with a downloaded copy. 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. As written, it's a tough situation. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. 3.3 The Legend 3.4 General Notes. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. Bandits may flee if they take a hit. When you buy the product(s), select: The POD copy I just received is excellent. One-click unsubscribe later if you don't enjoy the newsletter. For whatever reason, about 5% of Linux users crash at this spot. The Sinister Secret of Saltmarsh is expected to contain, when released on live, atleast 9 dungeons and a wilderness adventure area. 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. Haunted House Cellar. And comments suggest it's somewhat outdated compared to a "live" version on the WoG server? Actually all key NPCs are in town hall so city is totally useless and empty. When they run well, however, such adventures can feel like magic. Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! In case anyone else runs into this issue, I found another work around. Thieving skills, stealth (or preferably Invisability) are essential. That's why both Zwerkules and me had this bad expierence with lack of direction. I welcome all constructive comments and criticisms either at our Vault entry here or on the WoG Forums (see above). The Sinister Secret of Saltmarsh is one of the adventures featured in the upcoming D&D Book Ghosts of Saltmarsh. In Single Player it would be nice to have some way to fast forward time or turn off the cycle. The cellars, however, are a great example of how we build situations and let the players navigate that situation. It was also where all the weapons were kept. No directions. 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. Quite good, very beautiful visually, though the resting system is pretty annoying. The abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. Maybe those who have played it so far know the AD&D modules this is based on and have an idea where to start. Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic 'U' series and some of the best nautical adventures from Dungeon magazine: The Sinister Secret of Saltmarsh. Saltmarsh is very twisty and keeps ya on your toes. This woman was last seen with her brother, both of whom were adventurers that planned to go to the haunted mansion and recover the alchemist's gold. 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). That doesn't mean they'll act perfectly, 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. It's hard to define what the essence of the TSR UK adventures is, though they all tended to be pretty high in quality. 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]. Please discard old module, download the new module and the new versions of the haks and tlk (many have been changed and/or updated). 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. The characters might escape or might be transported to the Sea Ghost when it comes back in. I have a PoD copy, and pages 2, 6, 8, and 25 all show cropping at the spine edge. (Pre-Owned) Sponsored. Danger at Dunwater. - no starting gear given, only token that signify it? [2] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and Dungeon Master (DM). There are challenging puzzles beyond the usual 'hack and slash'. 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? - Vixlok can fire trigger of Oceanus before Town hall that makes him leave party.. This large room used to be the barracks for this dungeon level. Sinister Secret of Saltmarsh. THESE MAPS ARE FREE FOR DOWNLOAD! This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. [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". Please, make this available as a PoD again. This site uses affiliate links to Amazon and DriveThruRPG. Sanbalet can capture the characters and stick them in area 27 under guard. For instance, during the night most villagers won't spawn outside. 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. But I'd be curious if there is a better way around this. [2] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. Bell of Lost Souls℗ is a registered trademark of This module uses all of the systems, feats and spells that we have customized on the WoG Server, so this is a sampling, if you will, of the server. Thanks DM Wise & WoG Team for posting this up. They hide their activities under the guise of a haunted house that once belonged to a powerful alchemist. $19.99. Thus, when the characters come down the stairs in area 20, the smugglers are likely to hear them. Click for details. I have been working on an update which fixes just about anything there was. I added the link in the Required Projects section. Compressed added. It features undead horrors, smugglers, pirates (parrots and hooks included!) Saltmarsh is a wilderness adventure area available on heroic (level 3) and legendary (level 32) difficulty. Get Tabletop, RPG & Pop Culture news delivered directly to your inbox. We can offer some guidance in the form of levels of difficulty. The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. Such an awesome and monumental work! Subscribe to get the free product of the week! All rights reserved. The adventure can be played by 5-10 characters of levels 1-3. U1 Sinister Secret of Saltmarsh by Dave Browne with Don Turnbull. Working on converting the U series over to 5e and would love to use maps built for VTT. "[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. Henchmen are also available if you play your cards right. Happy 17th Anniversary DDO! You might be able to avoid that area altogther if you use the cave in the first Hool map. Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. System: D&D 5E Starting Level: 1 Length: Short Campaign Installation: 1 addon Quick Guide. I did find one way around this - get myself killed and respawn back in Saltmarsh. There is a sinister secret in Saltmarsh that we can begin to put into play with this hook. The adventure can be played by 5-10 characters of levels 1-3. Maybe have some tracks left by smugglers next to secret door? No, it is compiled. 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". The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. The traditionalists believe it has something to do with the recent rise of the king's forces in the area while the loyalists believe it is a clear sign of the return of the Sea Princes. Update: 7/12/19: Corrected a few minor issues and added a bit more "direction". No other level in D&D is nearly as dangerous as 1st. Sea Ghost Hold. We really have to be comfortable thinking on our feet. 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. 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. 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. On this Wikipedia the language links are at the top of the page across from the article title. Only Anders Solmor acts as the balance between the two, bringing together the characters to investigate the situation as outside advisors to the council. [8] According to Denmead, this was "the Scooby Doo episode of D&D modules. Sorry to hear that. On top of that this has been uploaded to be shared freely for the NWN community. What's The "U" Stand For? The module was positively reviewed in Issue No. A little disappointed by some of the comments here. One day I hope to put the new and revised version that has all of these little kinks, among others, ironed out. All of that has kept me from playing the module thus far. 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. 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. I am back at the Dunwater delta ready to go back to Saltmarsh, but it wont let me get back on the boat. Hopefully I'll be able to get to these soon but I'm currently wrapped up in a few other projects. C $74.61 + C $17.64 shipping. 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. When I click it nothing happens. 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. The problem disappeared in the later parts of the game.. somehow.. QA and miscellaneous comments: 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. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st-3rd levels. An evil Alchemist's mansion stands alone on a cliff and mysterious lights and hauntings have kept people away despite rumors of great treasure. A Great Week For Card Games! This review concentrates on the printed version of the product. We are going to play this on the 16th so it is time to finalise my prep. A party of 4 level 3 or 4 characters should find a very good experience in this mod. 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 very first villager that you run into suggests the PC should go to the Kraken. The adventure is set in the World of Greyhawk campaign setting. Due to a planned power outage on Friday, 1/14, between 8am-1pm PST, some services may be impacted. Probably one of the best storylines of any module series. From there you'll have to decide how things might turn out given how the characters react to the situation. 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. What is its sinister secret? It's hard to run some of these situations. This has all the hallmarks of a great adventure beginning. After then they spawned every time. 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. The other thing the module does really well is encourage the DM to think about how the enemies react. All other items can be claimed multiple times. [1] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. Still making more for city guards and so on. 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. 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. 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. According to TSR's official codes, the "U" coding on "Secret of Saltmarsh" stands for "underwater." The "POD" means the "Print On Demand" copy. Head out to the Haunted House and make it a big to-do in town. Thanks for your support! 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. Ian Livingstone 1982| title=Dicing with Dragons. You genuinely have a sense of the town, of the activities around it, of the goings on. I DMed a few parties of 3-5 players. 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 Sinister Secret of Saltmarsh can be played by five to ten characters of 1st3rd levels. 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. $10.50 + $3.85 shipping. Perhaps it's my spawn method that's causing issues? Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. Ended 9th level. We use our own custom deity system here, so make sure to read those changes and requirements before proceeding as a Cleric. 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. Placed the non-compressed file in there for some reason. 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). Ir directamente al contenido principal . 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 . 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. These products were created by scanning an original printed edition. Can people confirm that it works well in multiplayer ? 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.