Looks like you forgot to compile module after making changes so fixed were not applied correctly. 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. I made the maps for the house and Sea Ghost all in Photoshop, and I have uploaded them to my DeviantArt gallery. At a guess, the "U" most likely stood for UK, but that was abandoned when the later "UK" adventure series appeared. According to TSR's official codes, the "U" coding on "Secret of Saltmarsh" stands for "underwater." Let's deal with the module first, then deal with setting it up next post, because I'd say Saltmarsh, as a campaign, does need a strong focus on the town to hold it . The adventure can be played by 5-10 characters of levels 1-3. If Wartorrent spawns, they will be inside a breakable crate. 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. I see the issue. Also claw "natural" weapon appeared. 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. Compressed added. This module has a huge problem which is lack of direction. Still making more for city guards and so on. Future History. Whether its the fact that a merchant that works with the smugglers has cooked up a harebrained scheme to try and keep the players from learning the truth by planting an assassin prisoner in the upper floor of the mansion: Hell join the party and cause problems, possibly even attacking once the jig is upbut the DM is always instructed to not be obvious about it. The Sinister Secret of Saltmarsh comes in three editions, Standard, Collector's, and Ultimate, which sell for $19.99/$59.99/$99.99, respectively. Full Masthead & Authors. When ranking the top adventures in Dungeon it was listed at 27, though I would argue it should place higher. All the preparation is done for you and every sound you'll need is right at your fingertips. I just tested with a downloaded copy. (Pre-Owned) Sponsored. My notes on The Sinister Secret of Saltmarsh. will definitely buy again!  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. This is a good chance to fail forward. - socketed weapons: found only 2 gems(1st in the lair of smugglers) and one armor with socket(3rd level of Final Enemy..). Accessed August 16, 2021. Where does this come from? The smugglers enjoying dinner in area 21 are likely to grab Sanbalet in area 22 and they all go back down into the tunnels in areas 25 through 29. 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! U2 Danger at Dunwater by Dave Browne with Don Turnbull. The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. - There is nothing in Submerged cave, right? 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. So where does this quest even start? Also inside are rules and DM advice for ships and sea travel, as well as deck plans for various . Could someone please tell me which pages are cropped off? The "POD" means the "Print On Demand" copy. 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. Please feel free to mail corrections, comments, and additions to email@example.com. 75% off Masterminds of Sharn. Editor: Danni Button, Adam Harrison Some crew might be sleeping. C $74.61 + C $17.64 shipping. Could use a readme with cleric system and explanations of systems. Behind a barred door marked DANGER players will find a bunch of skeletons guarding a room with an alchemist, long dead, who has apparently figured out the Philosophers stone. Thanks for the direction! My character says one line only. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. Looking back at the actual Sinister Secret of Saltmarsh adventure itself, we need to pay special attention to the characters' first level. || 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. alignment but no god wanted me. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. The Dimensional Hireling Contracts Folder and the Sentient Jewel of the Lizardfolk can only be claimed once (per account). Same with other henchmen probably. - some missing portraits (Tavern Patrons at Mermaid and Kraken, some militia) My favorites are Ian Dyverlaw, Hailguard and the Lizard Chieftain (with his Lizard Math). What is the expected playtime for this module? Ghosts of Saltmarsh Haunted House Maps. The module includes optional pre-generated first level PCs for use by the players. 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. I run through Saltmarsh city, talking to every NPC but can't find ANY plot hook or quest. Get Tabletop, RPG & Pop Culture news delivered directly to your inbox. You might be able to avoid that area altogther if you use the cave in the first Hool map. 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. There are three adventure hooks provided to get the characters to go to the old alchemist's house. Is there any chance of seeing a corrected scan that fixes these issues? 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. - henchmen death is permanent.. even though clerics sell raise dead scrolls. I cannot recommend it highly enough. By the end of the Sinister Secret of Saltmarsh, the characters will be third level. The module wants its secrets. While I fixed this on the PW, doubling back to hit this module fell by the wayside. 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. No less than three times the module addresses the DM directly, saying consider how the enemies will react theyre smart foes, theyre successful criminals. Actually all key NPCs are in town hall so city is totally useless and empty. The music choices are excellent. Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! 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! I have noticed some Linux users have trouble with the Hool Marshes. 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. I have attached a few screenshots from my solo and party playthroughs. At 125 meg it's quite big. I've killed smugglers in the cave and now i need to locate their ship. For a fun twist, we can add a secret and clue to our game that the smuggled weapons found by the characters are actual weapons of King Skotti's armies. The Sinister Secret of Saltmarsh received positive reviews from critics. All NPCs are like generic MMO dummies with no useful information. Magic items should be found by players as treasure and not come as handouts from the DM. 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. There is a sinister secret in Saltmarsh that we can begin to put into play with this hook. Inside Ghosts of Saltmarsh D&D Best Aquatic Adventures, All In One Place. web pages - TYPOS: "Hight Priest" - Rules for Cleric at Server Entrance; "toan" - Minstrel Leader at Kraken. I plan to return to this and import all of my fixes and improvements in the next couple of months. No, you're not missing anything or have corrupt files. 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). I thought I downloaded all the necessary files as well as required projects, yet the log file states the wrm_seasonalv10.hak is missing. The low hit points of 1st level characters is the main reason things are so hard. Master Ian by day can be found at the Kraken. 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. 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. I had not found that secret door in the beginning. All of this is left to the DM. THESE MAPS ARE FREE FOR DOWNLOAD! This module contains large-scale maps, full background information, and detailed encounter descriptions for the players and DM. 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. After that had no effect, I learned that much of the module information is stored in the save file. the Sinister Secret of Saltmarsh U1 adventure module Dungeons & Dragons. Taking a page straight out of the Hana-Barbera handbook, it turns out that the haunted house is all just a few criminals in an elaborate mask, who would have gotten away with it if it werent for those meddling kids and their blink dog. They're a dynamic bunch. 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. 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  The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and DM. Sea Ghost Main Deck. 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 Sinister Secret of Saltmarsh can be played by five to ten characters of 1st3rd levels. I DMed a few parties of 3-5 players. Or too dogmatic. We be sailing the high seas and for that we need a guide. 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. Ian Livingstone 1982| title=Dicing with Dragons. 50% off Fables of the Feywild. Arrg Matey! 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). Not abandoned, just on hiatus for real life and world building. Arawen has added new features and content for DMs who wish to run the game in a more improvisational pen and paper style. Yes, Tarot Redhand is correct. That is the Seasonal Forest tileset by Lord of Worms. - after falling into snake pit Oceanus disappears.. If the characters are having some bad luck you can tweak things on the other side so the bandits luck isn't so great either. This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. , Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". - OOC lines in Constable and Granger conversations after Dunwater 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. We use our own custom deity system here, so make sure to read those changes and requirements before proceeding as a Cleric. Head out to the Haunted House and make it a big to-do in town. Saltmarsh is very twisty and keeps ya on your toes. Most of the upper two floors of the mansion in chapter 2 of Ghosts of Saltmarsh runs smoothly and requires little modification from the book. This module wants you to work for it (which is a theme youll see repeated throughout) and it makes it all the better. The mad wizard Most newer books are in the original electronic format.  According to Denmead, this was "the Scooby Doo episode of D&D modules. 1 (beta run) Silverymoon; Price of Freedom 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. 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 module comes with two adventures: a hau. It's hard to run some of these situations. The adventure is set in. And comments suggest it's somewhat outdated compared to a "live" version on the WoG server? - Ian Dyverlaw does not recognize he already told me about alchemist 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? Ghosts of Saltmarsh compiles seven of the best nautical adventure from D&D's history. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book.  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. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. The adventure can be played by 5-10 characters of levels 1-3. 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. Wait.. Could he equip the dire mace in natural weapon slot? This can lead to a lot of frustration if the quests aren't clarified. 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). 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. How they split up, group up, and face the characters will depend on how the characters act. What is it's sinister secret? Error: No match for email address or password. Running downtime sessions, which we'll talk about in detail in another article, are a different type of D&D scene. The adventure can be played by 5-10 characters of levels 1-3. I'll upload the renamed hak separately (wog_custom.hak) along with a new version of the module shortly. Download the tlk file (Saltmarsh_265) and extract into your tlk folder. But good news! I have a PoD copy, and pages 2, 6, 8, and 25 all show cropping at the spine edge. The two cutscene cinematics are excellently done. One-click unsubscribe later if you don't enjoy the newsletter. Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. The town of Saltmarsh is described in Dungeon Master's Guide II (2005) for 3.5e - though that Saltmarsh is presumably much higher-powered than the Saltmarsh of this adventure would have been. VIPs receive some when they purchase the Sinister Secret of Saltmarsh. The visual effects are stunning. At the Kraken, there's an individual who divulges some quest info. 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. Alright, still with me? Marketing Manager: Mars Garrett His goal is to destabilize the council of Saltmarsh and take it over with members he can control, just as he controls Anders. They are very rare. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st-3rd levels. A highlighted page from the module. 02 Mar 2023 20:01:11 After then they spawned every time. Dave J. Browne wrote the first four adventures for TSR UK: U1-U3 and UK1. Those are invaluable and the kind of things a builder looks for in feedback. But I'd be curious if there is a better way around this. 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. @DM Wise it might help to put the hak in an archive (zip 7z or RAR). - No way to remove Oceanus and rehire him, as he says he is already in employ of another if you dump him manually. $19.99. They hide their activities under the guise of a haunted house that once belonged to a powerful alchemist. Is there any walkthrough? $22.50. "Unravel the mystery and rumors of strange . Quaron and The Wailer are not actually rare, although you'll need to solve a floating stones puzzle to summon Quaron. Allow players to restock what they need. Sponsored. 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. Dungeons & Dragons Secret College of Necromancy D20 Green Ronin. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. The Sinister Secret of Saltmarsh is one of the adventures featured in the upcoming D&D Book Ghosts of Saltmarsh. Or too used to my old ways of PW building. my apologies. 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!