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. [8] The adventures are based on the lore of the original module but also its 5th edition variant, Ghosts of Saltmarsh. It's hard to define what the essence of the TSR UK adventures is, though they all tended to be pretty high in quality. I discovered this because it happened on the WoG Persistent World in which all manners of boats and liferafts lost their ability to be interacted with. 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. The premise of the adventure feels like its one that would exist even if the PCs werent around to follow the plot threads. View Profile The Sinister Secret of Saltmarsh is expected to contain, when released on live, atleast 9 dungeons and a wilderness adventure area. Within this map pack you will find a bunch of maps representing different levels of The Sea Ghost, a smuggler's ship from the adventure The Sinister Secret of Saltmarsh, published in the 5e Dungeons and Dragons module Ghosts of Saltmarsh.. Sinister Secret of Saltmarsh mini-expansion was introduced in Update 50 on August 4, 2021. I recommend leveling characters to 2nd level when they have cleared the first and second floors of the mansion and 3rd level by the time they have cleared out the smugglers in the caves below the mansion. 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. [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. Update: 1/19/22: Fixed missing door textures in Saltmarsh. "This summer will see the release of the first 'mini-expansion' in Dungeons & Dragons Online in the form of the Classic Adventure: The Sinister Secret of Saltmarsh! 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. 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. - night and day cycle is frustrating. [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. Quest givers and entrance to the wilderness area is located within the inn. Not abandoned, just on hiatus for real life and world building. A very fun mod. A little disappointed by some of the comments here. 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. These hooks are very focused on the house being haunted and the potential of finding treasure. || 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. At a guess, the "U" most likely stood for UK, but that was abandoned when the later "UK" adventure series appeared. I made the maps for the house and Sea Ghost all in Photoshop, and I have uploaded them to my DeviantArt gallery. - Corporal Radric on the trip back has wrong conversation Characters can drop very easily, especially when they're hit by creatures like giant poisonous snakes (16 damage on a hit and failed save) and giant centipedes (14 damage on a hit and with a failed save). The companion in Part 3 is also excellent. For whatever reason I was using doors from it somehow. - socketed weapons: found only 2 gems(1st in the lair of smugglers) and one armor with socket(3rd level of Final Enemy..). Download the tlk file (Saltmarsh_265) and extract into your tlk folder. I think it was during fighting with locked chests..? They're a dynamic bunch. "Unravel the mystery and rumors of strange . Finally, as was mentioned in the original release of the 1981 U1 Module, Sinister Secret of Saltmarsh, this is a thinking man's adventure. Strength of arms will not ensure victory nor even a successful conclusion to this adventure. 3.3 The Legend 3.4 General Notes. This package includes her version of the mod, a 25-page PDF DM guide, maps, DMFI Wands & Widgets and a sample DM character. Some might be afraid to run up on deck. Looks like you forgot to compile module after making changes so fixed were not applied correctly. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st-3rd levels. 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. Thanks DM Wise & WoG Team for posting this up. Thus, when the characters come down the stairs in area 20, the smugglers are likely to hear them. Id like to give special thanks to Zwerkules, Lord of Worms, Senemenelas, Tom Banjo, Ancarion, Nexorcist, Oseryn, Amethyst Dragon, the CEP Team, Dafena, Grymlorde, Tarot Redhand, Proleric (Farmers say the darndest Things) and many others that I have likely forgotten, who have contributed outstanding custom content that is used in this module. Could someone please tell me which pages are cropped off? - henchmen death is permanent.. even though clerics sell raise dead scrolls. D&D Dungeon Module U1 The Sinister Secret of Saltmarsh TSR #9062. This module contains. 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. It's been four years since I submitted that and I still get a kick out some of those one-liners! Just be prepared to NOT exit from the other end when you are inside the Lair of the Lizard People. :). The Sinister Secret of Saltmarsh is a module for the Advanced Dungeons & Dragons (AD&D) roleplaying game, written by Dave J. Browne with Don Turnbull. So its worth considering if theres a chance youll play it. Removed CMP requirements and added music files into hak form for ease of installation. There's no constable at the constabulary, no mayor at the townhall and so on. January 22, 2013. Now through March 5th! And everything about the adventure sites promote this idea. Capture a web page as it appears now for use as a trusted citation in the future. Is there any chance of seeing a corrected scan that fixes these issues? After that had no effect, I learned that much of the module information is stored in the save file. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. I've made some maps for the Sinister Secret of Saltmarsh Haunted House. 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. 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. You can see, but probably not read my hand writing, that I am doing my usual sprinkling of post-it notes. This history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. They're not very bright, not that easy to control, and prone to either acting stupidly or running away. This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. The module was positively reviewed in Issue No. The work itself is a collaborative effort between myself, The Krit, Mr. Zork, Nocturne, Ratik and DM Raine. 25% off Sinister Secret of Saltmarsh. Inside Ghosts of Saltmarsh D&D Best Aquatic Adventures, All In One Place. Ian Livingstone 1982| title=Dicing with Dragons. Some might need a couple of rounds to get their pants on and find their sabers. 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). This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. Download the tlk file (Saltmarsh_265) and extract into your tlk folder. 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. And comments suggest it's somewhat outdated compared to a "live" version on the WoG server? All NPCs are like generic MMO dummies with no useful information. 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. 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. Then lost the spear I gave him.. [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. When ranking the top adventures in Dungeon it was listed at 27, though I would argue it should place higher. It actively promotes DMs taking ownership of the adventure. 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. This module doesnt pull its punches, and it shines because of it. 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. 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. It is a very enjoyable and challenging module. It's hard to run some of these situations. Checked in toolset, but there is no trigger to spawn crocolisk. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. - goblin shark voice is wrong This is a ruse, however. Standing Stone Games has just rolled out Dungeons and Dragons Online mini-expansion called Sinister Secrets of Saltmarsh. All of that has kept me from playing the module thus far. Ned, however, doesn't know who Skerrin is. This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. 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. Hopefully I didn't break anything in the process (fingers crossed). It faithfully captures all of the important points of the ori. Updated: 1/22/22: Fixed damage dice for double scimitar. 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. Thought you would be able to buy them. Magic items should be found by players as treasure and not come as handouts from the DM. Don Turnbull is credited with development; he of course had previously written Fiend Folio and was now the head of TSR UK. $25.00 + $7.99 shipping. 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 module was positively reviewed in Issue No. - TYPOS: "Hight Priest" - Rules for Cleric at Server Entrance; "toan" - Minstrel Leader at Kraken. [2] The adventure was written by David J. Browne with Don Turnbull, and published in 1981 as a thirty-two page booklet with an outer folder. List is empty so it's not possible to select deity and advance as paladin or cleric. 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. Click for details. I hope you enjoy it. I can say that the live version has several of the issues you highlighted addressed (the curse of running two different versions at once). 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). Do we think they can realistically row up and challenge the whole crew at once? 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. I did find one way around this - get myself killed and respawn back in Saltmarsh. Maybe a walkthrough? Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. Get discounts on expansions in the DDO Market: 25% off Isle of Dread. It does that by setting up villains with a very clear motivationthere are smugglers who have been running weapons to Lizardmen, the Lizardmen are possibly planning an attack on Saltmarsh. This module has a huge problem which is lack of direction. The adventure can be played by 5-10 characters of level 1-3. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. Ghosts of Saltmarsh is a collection of seven nautically themed adventures that can serve as the backbone of a campaign. Henchmen are also available if you play your cards right. - Vixlok somehow lost his dire mace. I see the issue. https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/custom- One-liners provided by: Grymlorde, Tarot Redhand, T0r0, Frith5, rjshae, CaveGnome, SHOVA, Shadowing2029, and Proleric. The look is dark and broody, very nicly done. [2] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. New Module version uploaded to correct some missing Module events (such as deities among others), and renamed a hak to avoid cep confusion. Level the characters to 4th level once they have dealt with the Sea Ghost and reported to the council of Saltmarsh that the smuggled weapons are going to the lizardfolk at Dunwater river. In Single Player it would be nice to have some way to fast forward time or turn off the cycle. Looking for U1-U3 Sinister Secret of Saltmarsh Series Maps Does anyone have updated versions of the U1-U3 Series maps or know where one could acquire them? Somehow I must have misplaced it in the Required Projects list or removed it from the Haks of Saltmarsh by accident. Magic items should be found by players as treasure and not come as handouts from the DM. I had a very enjoyable time playing it. The adventure is set in the World of Greyhawk campaign setting. Why in the world would you make the other two in this series POD but not this one??? The module wants its secrets. We can offer some guidance in the form of levels of difficulty. Purchasing this bundle unlocks the Ghosts of Saltmarsh book in digital format in the game compendium with all the artwork and maps, cross-linking, and tooltips. An evil Alchemist's mansion stands alone on a cliff and mysterious lights and hauntings have kept people away despite rumors of great treasure. There are mysteries, puzzles, traps, diplomacy and all manner of things to contend with. [3] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and DM. - no black market to sell my stolen traps to. Wow, thanks for those comments, Werelynx. - one of the houses is clipping with grass: https://steamcommunity.com/sharedfiles/filedetails/?id=2067205124 Dave J. Browne wrote the first four adventures for TSR UK: U1-U3 and UK1. Listed below are the necessary haks youll need to download. 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. 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. Happy 17th Anniversary DDO! The module includes optional pre-generated first level PCs for use by the players. The adventure can be played by 5-10 characters of level 1-3. It features undead horrors, smugglers, pirates (parrots and hooks included!) U1 uses a number of tropes that had appeared in other adventures from the late 70s. I've killed smugglers in the cave and now i need to locate their ship. 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. Dm Wise did his usual great job making great use of CEP placeables and NPCs. I can see the foyer floor being marble tile but for the rest of it something less expensive should be used (vertical hardwood for most . Maybe intentional. _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. An agent of the Scarlet Brotherhood of course! Three of the adventures (Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy) are narratively connected to each other and the town of Saltmarsh.The other four are not specifically connected to the story, but there are suggested changes that can be made to . The adventure can be played by 5-10 characters of levels 1-3. The problem disappeared in the later parts of the game.. somehow.. 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! Quaron and The Wailer are not actually rare, although you'll need to solve a floating stones puzzle to summon Quaron. 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. Same with other henchmen probably. The module comes with two adventures: a hau. Addeddate 2019-08-14 07:25:18 Coverleaf 0 Identifier tsr09062u1sinistersecretofsaltmarshlvl13 Identifier-ark ark:/13960/t3230r392 Ocr ABBYY FineReader 11.0 (Extended OCR) What is its sinister secret? I'll upload the renamed hak separately (wog_custom.hak) along with a new version of the module shortly. What is its sinister secret? 50% off Fables of the Feywild. [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. We be sailing the high seas and for that we need a guide. Guess I should not use console to teleport around, but if he died (and Oceanus is so easy to kill.. :D) then it would also happen. It was probably released in the fall of 1981, since it postdated TSR UK's premiere release, Fiend Folio (1981), by several months. 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. The mad wizard You might be able to avoid that area altogther if you use the cave in the first Hool map. "U1 The Sinister Secret of Saltmarsh (1e)." The adventure pack and other content is currently available from the DDO Market. System: D&D 5E Starting Level: 1 Length: Short Campaign Installation: 1 addon Quick Guide. - Vixlok can fire trigger of Oceanus before Town hall that makes him leave party.. The current version listed is compiled and fixed. [4] This title was added to our catalog on January 22, 2013. And stay tuned for the next post, where we'll talk more about making a proper campaign out of Ghosts of . 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. Overview. There is a sinister secret in Saltmarsh that we can begin to put into play with this hook. 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.