Heroes must arise to keep the waves safe! Wait.. Could he equip the dire mace in natural weapon slot? Dungeons & Dragons Online released an adaptation of the Sinister Secret of Saltmarsh adventure in 2021. Duh. Downloading now, looking forward to trying this one out! - There is nothing in Submerged cave, right? The module includes optional pre-generated first level PCs for use by the players. Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. James Maliszewski. The Sinister Secret of Saltmarsh contains 10 dungeons and a wilderness adventure area. 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! 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. 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? "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! It's hard to run some of these situations. This is my all time favorite module. No directions. Please discard old module, download the new module and the new versions of the haks and tlk (many have been changed and/or updated). - night and day cycle is frustrating. All the preparation is done for you and every sound you'll need is right at your fingertips. The Compendium Content bundle does not grant access to all the content's options in the rest of the toolset, such as the searchable listings, character builder, or digital sheet. Published in 1981, U1 The Sinister Secret of Saltmarsh stood out from any adventure for Advanced Dungeons & Dragons which had come before it for many reasons. [8] According to Denmead, this was "the Scooby Doo episode of D&D modules. If that's of any help. Also, made NPC Oceanus truly aquatic/amphibious so he may survive above or below water. The Sinister Secret of Saltmarsh received positive reviews from critics. Our adventure begins with the characters traveling to a supposedly haunted mansion. In this preview, however, only the following 9 of the following dungeons are available to preview:. 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. My character says one line only. Happy 17th Anniversary DDO! 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. It's hard to define what the essence of the TSR UK adventures is, though they all tended to be pretty high in quality. The abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. 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. These look like large undead spiders but they . 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. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. It is a very enjoyable and challenging module. [2] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. If Wartorrent spawns, they will be inside a breakable crate. [6], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". Also inside are rules and DM advice for ships and sea travel, as well as deck plans for various . 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. 35 of White Dwarf magazine by wikipedia:Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. @DM Wise it might help to put the hak in an archive (zip 7z or RAR). 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 Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. 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". Third, U1 presents a relatively self-contained adventure - with a haunted house and smugglers - but then throws in a few lizard men at the end, which can lead characters on to the next adventure in the series, much as players went down the adventure path from the classic G-series ("Giant") adventures (1978) to the D-series ("Descent") adventures (1978) by following the drow. 25% off Sinister Secret of Saltmarsh. 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. Yes, I still hold that to be one of the CCC hidden gems. Hopefully I didn't break anything in the process (fingers crossed). "[2] 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. Do we think they can realistically row up and challenge the whole crew at once? These were some older tilesets created by Lord of Worms (true genius). 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. "Unravel the mystery and rumors of strange . discovering the real secret of life. $15.00 During the session ask the players to describe what they want to do within the week-long period while the council figures out what they want to do about the smuggling ship. Looks like you forgot to compile module after making changes so fixed were not applied correctly. 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 didn't find it hard to get started with the quest, as it is like many of the quests on World of Greyhawk server and stand-alone module. Could use a readme with cleric system and explanations of systems. On top of that this has been uploaded to be shared freely for the NWN community. 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. Pages in category "Sinister Secret of Saltmarsh Expansion Items" The following 17 pages are in this category, out of 17 total. [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 adventure is full of dynamic situations, intrigue, and potential downtime activities. I find it enjoyable to replay. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. He is being fed information and advice from his family's longtime advisor, Skerrin Wavechaser, a secret agent of the Scarlet Brotherhood. 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've uploaded a revised version that has a bit more NPC and NPC interaction to help guide folks along. The visual effects are stunning. 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. System: D&D 5E Starting Level: 1 Length: Short Campaign Installation: 1 addon Quick Guide. For whatever reason I was using doors from it somehow. It was probably released in the fall of 1981, since it postdated TSR UK's premiere release, Fiend Folio (1981), by several months. Between clearing out the haunted mansion and taking on the Sea Ghost, we might have a downtime scene or session. According to TSR's official codes, the "U" coding on "Secret of Saltmarsh" stands for "underwater." Here are five reasons that the Sinister Secret of Saltmarsh is one of the best D&D modules youve never played. - Vixlok somehow lost his dire mace. The Ghosts of Saltmarsh: Sinister Secret SoundPack gives you the complete audio solution when playing this first adventure of this colorful and rich DUNGEONS & DRAGONS collection. The second part of the module follows on from the first, expanding on the concept. At the Kraken, there's an individual who divulges some quest info. It actively promotes DMs taking ownership of the adventure. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. 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 module serves as the introduction to an underwater campaign set in the town of Saltmarsh, which the DM can design from the guidelines provided. This title was added to our catalog on January 22, 2013. Would be nice to have final raid with the alliance to kill sahuagin bosses. I added the link in the Required Projects section. The printed module is taken from a scan of the original module that was produced in 1981. Listed below are the necessary haks youll need to download. 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. This adventure is designed for solo or party play (though a party is highly recommended). But good news! 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. Sea Ghost Top Deck. 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. The Sinister Secret of Saltmarsh received positive reviews from critics. An evil Alchemist's mansion stands alone on a cliff and mysterious lights and hauntings have kept people away despite rumors of great treasure. Danger at Dunwater. The adventure can be played by 5-10 characters of levels 1-3. _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. U2 Danger at Dunwater by Dave Browne with Don Turnbull. (and pay the weregild if they ask you, instead of hunting the beast, because he is in that area where you will crash). 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. The module includes optional pre-generated first level characters for use by the players. The adventure is set in the World of Greyhawk campaign setting. The adventure itself, however, doesn't offer very strong hooks to get there. That's why both Zwerkules and me had this bad expierence with lack of direction. [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". 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. This is a good chance to fail forward. I have a PoD copy, and pages 2, 6, 8, and 25 all show cropping at the spine edge. This module doesnt pull its punches, and it shines because of it. - Ian Dyverlaw does not recognize he already told me about alchemist It's a little easier to identify the essential essence of Dave J. Browne's adventures: they all tended to be thinking adventures. He often told jokes and, after doing so, would clear his throat as though punctuating the joke. Instead, he never returned and she washes up on shore drowned and wearing prisoner's garb with binding markings on her wrists and ankles. 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. Placed the non-compressed file in there for some reason. 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. I was stuck what to do at mansion. I am back at the Dunwater delta ready to go back to Saltmarsh, but it wont let me get back on the boat. Equally significant is that the module encourages and rewards . - had problems with cleric as well. Then lost the spear I gave him.. The adventure can be played by 5-10 characters of level 1-3. You do gain some helpfull NPCs but keeping them alive has always been tough for me. Sorry for the confusion. 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. Are there any estimations as to how many hours of gameplay will the module take? My favorites are Ian Dyverlaw, Hailguard and the Lizard Chieftain (with his Lizard Math). This reddit is for posting battle maps for tabletop RPG's and . Just like the cellar encounter, the Sea Ghost is another big and dynamic situation. The module is intended for starting 2nd level characters and may take you to around level 9, give or take. This is a ruse, however. Probably one of the best storylines of any module series. Let them attack in waves and don't be afraid to tweak their hit points for the flow of the story. is a little bit of a mess in some ways. 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. Dave J. Browne wrote the first four adventures for TSR UK: U1-U3 and UK1. The very first villager that you run into suggests the PC should go to the Kraken. The premise of the adventure feels like its one that would exist even if the PCs werent around to follow the plot threads. The module was positively reviewed in Issue No. These PDF files are digitally watermarked to signify that you are the owner. D&D Dungeon Module U1 The Sinister Secret of Saltmarsh TSR #9062. I'm pulling this down until then. Due to a planned power outage on Friday, 1/14, between 8am-1pm PST, some services may be impacted. 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. Four 16th level characters facing an ancient blue dragon archmage and her simulacrum isn't nearly as deadly as four 1st level characters facing four giant centipedes. This can be a really hard fight at 2nd level so be nice to the characters. 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.