Also added more instructions for module installation (to include where to put CMP music files since I forgot to add that in the original instructions). Magic items should be found by players as treasure and not come as handouts from the DM. All the preparation is done for you and every sound you'll need is right at your fingertips. [8] According to Denmead, this was "the Scooby Doo episode of D&D modules. 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. Haunted House Ground Floor. Recurring Tropes. In Single Player it would be nice to have some way to fast forward time or turn off the cycle. The issue with the dialogue with the boat was the result of one of the BD updates that changed the walkmesh for certain placeables (mostly rowboats), but I suspect pathfinding also was a culprit. An agent of the Scarlet Brotherhood of course! 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. It was also where all the weapons were kept. 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. Click for details. No less than three times the module addresses the DM directly, saying consider how the enemies will react theyre smart foes, theyre successful criminals. Please make a Print On Demand option for this book. Maybe because the arena master was already dead? Wow, thanks for those comments, Werelynx. DMsGuild.com. These look like large undead spiders but they . You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. I can say that the live version has several of the issues you highlighted addressed (the curse of running two different versions at once). 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. I am back at the Dunwater delta ready to go back to Saltmarsh, but it wont let me get back on the boat. 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. Grab your trusty d20 and lets dive in. This large room used to be the barracks for this dungeon level. I'm pulling this down until then. Unravel the mystery and rumors of strange happenings to save a remote seacoast town in Dungeons & Dragons Online: Sinister Secret of Saltmarsh. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st-3rd levels. But good news! U3 Final Enemy by Dave Browne with Don Turnbull. 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 . You can get it by ordering it above. The companion in Part 3 is also excellent. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. One day everything is working fine, and the next it became completely broken. 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. Both download and print editions of such books should be high quality. 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. What is it's sinister secret? The two cutscene cinematics are excellently done. For whatever reason I was using doors from it somehow. Apparently I need to rename one of the haks (cep2_custom). A little disappointed by some of the comments here. There are descriptions of those changes elsewhere in the Module Entrance. [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. 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. Slight fix and addendum. Sanbalet can capture the characters and stick them in area 27 under guard. At 125 meg it's quite big. Master Ian by day can be found at the Kraken. Removed CMP requirements and added music files into hak form for ease of installation. Sr. Editor & Publisher: Larry Vela This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. This can be a really hard fight at 2nd level so be nice to the characters. Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! 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. This is considered a low to mid magic setting. 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. The adventure can be played by 5-10 characters of levels 1-3. The module comes with two adventures: a hau. Maybe those who have played it so far know the AD&D modules this is based on and have an idea where to start. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. The wiki page for the EGI has a list of sources, full product names, abbreviations, and a link to the full, downloadable index. Perhaps I was too clever. 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. [1] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. They're not very bright, not that easy to control, and prone to either acting stupidly or running away. I see the issue. 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. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. Thought you would be able to buy them. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. Superb The Sinister Secret Of Saltmarsh (AD&D Roleplaying, Module U1), By Dave Browne, Don Turnbull publication is consistently being the very best close friend for investing little time in your office, evening time, bus, and all over. VIPs receive some when they purchase the Sinister Secret of Saltmarsh. There's no constable at the constabulary, no mayor at the townhall and so on. I used spawne rod of resurrection on Oceanus once.. his body (my loot, nooooo!) The Dimensional Hireling Contracts Folder and the Sentient Jewel of the Lizardfolk can only be claimed once (per account). I just tested with a downloaded copy. 50% off Fables of the Feywild. 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. Some might be afraid to run up on deck. [6], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. Accessing your content. It faithfully captures all of the important points of the ori. on August 14, 2019, There are no reviews yet. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. This adventure is full of dynamic situations, intrigue, and potential downtime activities. The characters have very much been brought to life and have great personality. I actually purchased this module shortly after completing it as a player. 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. - night and day cycle is frustrating. If you're looking for a classic module that combines traditional dungeon crawling with an interesting twist I recommend tracking down a copy. There are challenging puzzles beyond the usual 'hack and slash'. Ned was sent from a nearby city and met his contact in Saltmarsh who appeared cloaked and masked. 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. Running downtime sessions, which we'll talk about in detail in another article, are a different type of D&D scene. 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. My favorites are Ian Dyverlaw, Hailguard and the Lizard Chieftain (with his Lizard Math). 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. 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. It's frustrating when an update breaks things that used to work. There are three adventure hooks provided to get the characters to go to the old alchemist's house. A party of 4 level 3 or 4 characters should find a very good experience in this mod. The module wants its secrets. Still making more for city guards and so on. 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. I have noticed some Linux users have trouble with the Hool Marshes. Haunted House Floor 2. Our adventure begins with the characters traveling to a supposedly haunted mansion. - There is nothing in Submerged cave, right? No clues how to do that, boat just takes me back to the cave. 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 combat sequences are also generally excellent, particularly in Part III. Are there still plans for updating this version or was it abandoned? The second part of the module follows on from the first, expanding on the concept.[3][4]. 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). Picked earth and fire domains, good (chaotic?) 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. - TYPOS: "Hight Priest" - Rules for Cleric at Server Entrance; "toan" - Minstrel Leader at Kraken. But during the night there will be a Town Council at the Town Hall, or more drunks at the tavern, etc. Instead, he never returned and she washes up on shore drowned and wearing prisoner's garb with binding markings on her wrists and ankles. Maybe have some tracks left by smugglers next to secret door? They may have less than average hit points. The green blinking "X" is under the boat and it's acting like I can't get close enough to trigger it. 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. 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! So here's Hooded Kobold's GM's guide to Ghosts of Saltmarsh. It's been four years since I submitted that and I still get a kick out some of those one-liners! I'd love to give this a shot but I can't seem to download the WOG custom HAK. You can see, but probably not read my hand writing, that I am doing my usual sprinkling of post-it notes. 3.3 The Legend 3.4 General Notes. He was not at temple altar. Feel free to PM me with any questions or concerns. The only deviations from the instructions were with versions - I used CEP 2.66 and the April 2020 version of Mountains and More (I didn't have a choice). Do you know of a trick to get around this? 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. 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 Sinister Secret of Saltmarsh contains 10 dungeons and a wilderness adventure area. Pay special attention to the time and make sure every player gets a chance to talk about what they want to do. 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. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. It actively promotes DMs taking ownership of the adventure. The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. 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. 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. The Sinister Secret of Saltmarsh contains 10 dungeons and a wilderness adventure area. 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]. 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. It features undead horrors, smugglers, pirates (parrots and hooks included!) Underwater Series. They may provoke opportunity attacks. We are going to play this on the 16th so it is time to finalise my prep. Please discard old module, download the new module and the new versions of the haks and tlk (many have been changed and/or updated). 35 of White Dwarf magazine by Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. 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. [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". 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 . is a little bit of a mess in some ways. And comments suggest it's somewhat outdated compared to a "live" version on the WoG server? Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. Alright, still with me? It seems that when you start module it's evening and by the time you get into tavern this NPC is in town hall and has different conversation. You genuinely have a sense of the town, of the activities around it, of the goings on. My notes on The Sinister Secret of Saltmarsh. Ian Livingstone 1982| title=Dicing with Dragons. Las mejores ofertas para El Siniestro Secreto de Saltmarsh U1 Dungeons and Dragons estn en eBay Compara precios y caractersticas de productos nuevos y usados Muchos artculos con envo gratis! 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).