Magic items should be found by players as treasure and not come as handouts from the DM. After that had no effect, I learned that much of the module information is stored in the save file. 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. $25.00 + $7.99 shipping. If Wartorrent spawns, they will be inside a breakable crate. I made the maps for the house and Sea Ghost all in Photoshop, and I have uploaded them to my DeviantArt gallery. The Sinister Secret of Saltmarsh is expected to contain, when released on live, 10 dungeons and a wilderness adventure area. Product Information. Recurring Tropes. This site uses affiliate links to Amazon and DriveThruRPG. large-scale maps, full background information and detailed encounter descriptions . No clues how to do that, boat just takes me back to the cave. U2 Danger at Dunwater by Dave Browne with Don Turnbull. To celebrate its impending release, were looking back at some of themand today were here to talk about why the Sinister Secret of Saltmarsh works so well. 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. Also, made NPC Oceanus truly aquatic/amphibious so he may survive above or below water. I was stuck what to do at mansion. These are simple bandits. 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. Check out Sly Flourish's Frequently Asked Questions. 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! At the end I just wished it was longer. This is my all time favorite module. This module contains large-scale maps, full background information, and detailed encounter descriptions . 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. How they split up, group up, and face the characters will depend on how the characters act. 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. Accessing your content. Error: No match for email address or password. Names, trademarks, and images copyright theirrespective owner. The low hit points of 1st level characters is the main reason things are so hard. Now through March 5th! heavenly powers unraveling the secret history of the kabbalah. Haunted House Cellar. 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. Sea Ghost Main Deck. But I'd be curious if there is a better way around this. Sitting on the table next to him are several objects that have been turned to solid golda secret that nobody has discovered, and nobody ever will unless the players stumble into it. The Sinister Secret of Saltmarsh - a Ghosts of Saltmarsh DM's Resource - The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. I can say that the live version has several of the issues you highlighted addressed (the curse of running two different versions at once). I hope you enjoy it. According to TSR's official codes, the "U" coding on "Secret of Saltmarsh" stands for "underwater." That is the Seasonal Forest tileset by Lord of Worms. A very fun mod. The adventure is set in. the Sinister Secret of Saltmarsh U1 adventure module Dungeons & Dragons. This module contains large-scale maps, full background information, and detailed encounter descriptions for the players and DM. Please, make this available as a PoD again. No directions. Your own hooks may work better than any others, of course. Downloading update, and starting fresh runwas great, only issue was couldn't progress, before update. - one of the houses is clipping with grass: https://steamcommunity.com/sharedfiles/filedetails/?id=2067205124 Hopefully it's a fun epic battle in which the characters struggle but prevail. We need not introduce Skerrin to the characters (players have a nose for secret villains like a bloodhound) but he is working in the background none the less. 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. 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. and looking out to sea, stands the Haunted House. There are mysteries, puzzles, traps, diplomacy and all manner of things to contend with. The module serves as the introduction to an underwater campaign set in the town of Saltmarsh, which the DM can design from the guidelines provided. My favorites are Ian Dyverlaw, Hailguard and the Lizard Chieftain (with his Lizard Math). The masked man had a strange affectation, however. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. This product is only available in the Ghosts of Saltmarsh bundle.. 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. View Profile The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. The current version listed is compiled and fixed. Needless to say, there be Spoilers Ahead, so Im going to go ahead and drop this Spoiler Warning right here. Had to check in toolset. Inside Ghosts of Saltmarsh D&D Best Aquatic Adventures, All In One Place. Ir directamente al contenido principal . Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! Please discard old module, download the new module and the new versions of the haks and tlk (many have been changed and/or updated). Updated: 1/22/22: Fixed damage dice for double scimitar. You do gain some helpfull NPCs but keeping them alive has always been tough for me. Saltmarsh is very twisty and keeps ya on your toes. Saltmarsh is a wilderness adventure area available on heroic (level 3) and legendary (level 32) difficulty. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. If that's of any help. The module is intended for starting 2nd level characters and may take you to around level 9, give or take. 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 recently started this module and so far am really enjoying it. To celebrate it's impending release, we're . Is there any chance of seeing a corrected scan that fixes these issues? The module comes with two adventures: a hau. Quest givers and entrance to the wilderness area is located within the inn. You might be able to avoid that area altogther if you use the cave in the first Hool map. Between clearing out the haunted mansion and taking on the Sea Ghost, we might have a downtime scene or session. 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. Stop reading if you want to head into the Saltmarsh series unpreparedand normally I dont really care about spoilersbut this adventure is genuinely one of the best mystery modules out there. Compressed added. secret of the kabbalah by. 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. 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. I have attached a few screenshots from my solo and party playthroughs. 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. Running downtime sessions, which we'll talk about in detail in another article, are a different type of D&D scene. "U1 The Sinister Secret of Saltmarsh (1e)." What if they lose? 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 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. - Vixlok somehow lost his dire mace. Not sure if it matters, but I am running the linux version of NWN EE through Steam. 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. - getting lost (what to do next). The premise of the adventure feels like its one that would exist even if the PCs werent around to follow the plot threads. 1st level characters are really squishy. - Vixlok can fire trigger of Oceanus before Town hall that makes him leave party.. The cellars, however, are a great example of how we build situations and let the players navigate that situation. [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". I have already left Oceanus at alliance meeting. But good news! - goblin shark voice is wrong List is empty so it's not possible to select deity and advance as paladin or cleric. This is a ruse, however. Appelcline, Shannon. There are challenging puzzles beyond the usual 'hack and slash'. Sinister Secret of Saltmarsh mini-expansion was introduced in Update 50 on August 4, 2021. - Ian Dyverlaw does not recognize he already told me about alchemist - TYPOS: "Hight Priest" - Rules for Cleric at Server Entrance; "toan" - Minstrel Leader at Kraken. - Corporal Radric on the trip back has wrong conversation One-click unsubscribe later if you don't enjoy the newsletter. Still making more for city guards and so on. 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. Graeme Morris, who did cartography, editing, and production for the entire U-series, would go on to greater fame as the author of the majority of TSR UK's adventures. [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. It appears to have worked - I was able to get the boat dialogue and am now back in Saltmarsh, ready for the next leg of the adventure. 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 . 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. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. His goal is to destabilize the council of Saltmarsh and take it over with members he can control, just as he controls Anders. What is it's sinister secret? This works right into the hands of the Scarlet Brotherhood and adds pressure in the opposite direction from the rumor that the dead woman shows that the Sea Princes are returning. 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. thank you! You genuinely have a sense of the town, of the activities around it, of the goings on. Quest givers and entrance to the wilderness area is located within the inn. It actively promotes DMs taking ownership of the adventure. It will be an excellent way to merely look, open, and check out guide The Sinister Secret Of Saltmarsh (AD&D . Make sure you either have the Required Projects (hyperlinks near bottom) and extract into your hak folder (CEP 2.65). Sr. Editor & Publisher: Larry Vela The Sinister Secret of Saltmarsh received positive reviews from critics. The visual effects are stunning. I should also mention, since I am running linux, I had to use wine to run the nwn tools. I had not found that secret door in the beginning. 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. Sorry to hear that. [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. This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. Capture a web page as it appears now for use as a trusted citation in the future. I've added scalable familiars/companions, custom summons for rangers/druids, cep weapon feats and so on, all the bug fixes, et al. Enjoy! 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. Those lines in your client log are just referencing other parts of the World of Greyhawk (the entire server from which the module is from) for map purposes. 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. And everything about the adventure sites promote this idea. Ned was sent from a nearby city and met his contact in Saltmarsh who appeared cloaked and masked. - No rations to loot from smugglers, despite full tables :p 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. Master Ian by day can be found at the Kraken. 50% off Fables of the Feywild. The smugglers in the basement don't break down into perfectly balanced little combat encounter groups. This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. 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. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining. To access the new area, go to The Gatekeepers' Grove in the Harbor, talk to NPC Val Arkalamnash and get transported to The Snapping Line Inn. About the Creators. Uploaded by Wow, thanks for those comments, Werelynx. On this Wikipedia the language links are at the top of the page across from the article title. It was probably released in the fall of 1981, since it postdated TSR UK's premiere release, Fiend Folio (1981), by several months. Maybe those who have played it so far know the AD&D modules this is based on and have an idea where to start. Click for details. This review concentrates on the printed version of the product. 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. Will it be possible that they sneak on disguised as the smugglers from the haunted mansion? Magic items should be found by players as treasure and not come as handouts from the DM. Congratulations DM Wise & the WoG Team on creating such a fabulous module. - Oceanus - the AQUATIC elf - drowns.. - after getting out of submerged cave.. and is on the surface! Haunted House Ground Floor. What is its sinister secret? 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. 3.3 The Legend 3.4 General Notes. C $27.12 + C $27.10 shipping. Where do you get the POD? 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) Seven sea-based adventures, including the classic The Sinister Secret of Saltmarsh and its sequels, take characters from 1 st to 12 th level. I've tried helping a player herehttps://forums.beamdog.com/discussion/76719/latest-saltmarsh without success - maybe the author or someone else would be able to assist them? Equally significant is that the module encourages and rewards . In this preview, however, only the following 5 dungeons are available to preview: Danger at Dunwater 3/32 The Final Enemy 3/32 What Sleeps Below 3/32 The Hijacked Haul 3/32 Back to Basics 3/32 We have detected that . Dave J. Browne wrote the first four adventures for TSR UK: U1-U3 and UK1. This package includes her version of the mod, a 25-page PDF DM guide, maps, DMFI Wands & Widgets and a sample DM character. Furthermore, if I try to bash the boat, it says "unable to reach target". [2] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and Dungeon Master (DM). If you're looking for a classic module that combines traditional dungeon crawling with an interesting twist I recommend tracking down a copy. I DMed a few parties of 3-5 players. I have noticed some Linux users have trouble with the Hool Marshes. 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. MODULE U1 - SINISTER SECRET OF SALTMARSH *NM/MT 9.8 NEW* DUNGEONS DRAGONS. 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. In fact, more than one NPC has a goal to ensure the characters don't to go the mansion. 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). This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. The adventure can be played by 5-10 characters of level 1-3. 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. 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. We really have to be comfortable thinking on our feet. Get Tabletop, RPG & Pop Culture news delivered directly to your inbox. Thanks for the constructive feedback everyone. Ghosts of Saltmarsh compiles seven of the best nautical adventure from D&D's history. 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!