We use our own custom deity system here, so make sure to read those changes and requirements before proceeding as a Cleric. So I also had to edit the save file using these directions: https://neverwintervault.org/project/nwn1/other/editing-saved-games. I see the issue. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. The adventure itself, however, doesn't offer very strong hooks to get there. 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. There's still a few things I would like to change but it's a rather major project to complete. I run through Saltmarsh city, talking to every NPC but can't find ANY plot hook or quest. It's hard to run some of these situations. 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. the module is perfect! They hide their activities under the guise of a haunted house that once belonged to a powerful alchemist. A very fun mod. So where does this quest even start? Probably one of the best storylines of any module series. - Mermaid statue became hostile to me after Final Enemy.. some faction issue? Working on converting the U series over to 5e and would love to use maps built for VTT. This adventure is designed for solo or party play (though a party is highly recommended). 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. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. Download the tlk file (Saltmarsh_265) and extract into your tlk folder. [7], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". I have noticed some Linux users have trouble with the Hool Marshes. Among them are three scouts, five bandits, two hobgoblins, and Sanbalet the wizard. 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. I had a very enjoyable time playing it. Wow, thanks for those comments, Werelynx. Head out to the Haunted House and make it a big to-do in town. In particular, U1 requires players to investigate to figure out what's going on in Saltmarsh's haunted house. The Sinister Secret of Saltmarsh contains 10 dungeons and a wilderness adventure area. 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. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st-3rd levels. 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. With two exceptions, there arent specific guidelines for the town, theres not a list of NPCs you can flip to. No other level in D&D is nearly as dangerous as 1st. Standing Stone Games has just rolled out Dungeons and Dragons Online mini-expansion called Sinister Secrets of Saltmarsh. The characters have very much been brought to life and have great personality. At a guess, the "U" most likely stood for UK, but that was abandoned when the later "UK" adventure series appeared. Four miles east of Saltmarsh, just inland of the old coast road The secret of the Haunted House is that the house is not in. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. There's no constable at the constabulary, no mayor at the townhall and so on. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st-3rd levels. [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. 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. The files were designed to be used with VTT apps such as Roll20, where you can assemble the ship in the way it best suits your campaign, being it placing . Sea Ghost Hold. 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. The module is intended for starting 2nd level characters and may take you to around level 9, give or take. [2] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. This module contains large-scale maps, full background information, and detailed encounter descriptions . 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. The adventure can be played by 5-10 characters of levels 1-3. Duh. Don Turnbull is credited with development; he of course had previously written Fiend Folio and was now the head of TSR UK. Ended 9th level. What is the expected playtime for this module? Main quests (quest givers in the tavern, entrances in the wild) The Haunting of Saltmarsh 3/32 Questgiver: Krag; Under the Cover of Darkness 3/32 Questgiver: Anders Solmor; Why in the world would you make the other two in this series POD but not this one??? It features undead horrors, smugglers, pirates (parrots and hooks included!) Search the history of over 797 billion 1981 AD&D 1st edition module U1, levels 1-3, 2019 5E adventure hardcover, levels 1-12 campaign, includes updated version of previous modules and more. 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 premise of the adventure feels like its one that would exist even if the PCs werent around to follow the plot threads. The abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. Are there any estimations as to how many hours of gameplay will the module take? The adventure can be played by 5-10 characters of level 1-3. That's why both Zwerkules and me had this bad expierence with lack of direction. I cannot recommend it highly enough. Addon. There is a mystery to solve, npc's to rescue, villians to thwart! All the preparation is done for you and every sound you'll need is right at your fingertips. 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. Appelcline, Shannon. When they run well, however, such adventures can feel like magic. 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. 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. Sorry to hear that. At night he'll be at the Town Council chambers. Are there still plans for updating this version or was it abandoned? [3] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and DM. Additionally, our own custom HCR scripts and Loot Systems are in place. The server version which I have played through has advantages over the standalone module but I believe overall the quality is fairly similar. At Sahuagin fortress it was much easier with higher levels etc. If The Sea Ghost is probably the easiest to run as written, or with minor changes, this one. The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. Last night I experienced a crash in the Hool Marshes when trying to go "Further into the Hool". [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. 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. The very first villager that you run into suggests the PC should go to the Kraken. This module wants you to work for it (which is a theme youll see repeated throughout) and it makes it all the better. Henchmen are also available if you play your cards right. I actually purchased this module shortly after completing it as a player. Sponsored. The adventure can be played by 5-10 characters of levels 1-3. 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. One of the standout things about the Sinister Secret of Saltmarsh is that it feels like a real place. The cover reproduction is superb. My players ended up making decisions that let them skip the second adventure of this module (as well as U2) so I cant speak for that one. 1st level D&D adventures are their own special game and these games should be treated differently than every other D&D game we run. #DDO . $15.00 When I click it nothing happens. Subscribe to get the free product of the week! :D On top of that this has been uploaded to be shared freely for the NWN community. Instead, talk to. There are challenging puzzles beyond the usual 'hack and slash'. The module comes with two adventures: a hau. I have a PoD copy, and pages 2, 6, 8, and 25 all show cropping at the spine edge. VIPs receive some when they purchase the Sinister Secret of Saltmarsh. However it is perfectly fine as a stand-alone adventure. They may provoke opportunity attacks. The Sinister Secret of Saltmarsh is expected to contain, when released on live, 10 dungeons and a wilderness adventure area. Unravel the mystery and rumors of strange happenings to save a remote seacoast town in Dungeons & Dragons Online: Sinister Secret of Saltmarsh. 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. They are very rare. Inside Ghosts of Saltmarsh D&D Best Aquatic Adventures, All In One Place. Printing Information. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. It was probably released in the fall of 1981, since it postdated TSR UK's premiere release, Fiend Folio (1981), by several months. 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. But good news! It was also where all the weapons were kept. The mad wizard 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 . Your own hooks may work better than any others, of course. 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). Bambra criticized how the first-level characters provided with the module come equipped with magic items: "I fail to see how this can be justified, as the module is not difficult enough to warrant the bestowal of magic before play even begins. You do gain some helpfull NPCs but keeping them alive has always been tough for me. large-scale maps, full background information and detailed encounter descriptions . 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. unravelling the myth of quilts and the First, it features the increasingly familiar trope of a town homebase with a nearby adventure. Some might be afraid to run up on deck. The companion in Part 3 is also excellent. Names, trademarks, and images copyright theirrespective owner. [6] 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". Does this suggest some files are missing or corrupted? 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. For example, the body of a woman can wash up on shore. This reddit is for posting battle maps for tabletop RPG's and . [2] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and Dungeon Master (DM). Write down a handful of possible downtime activities given their location, the current point in the story, and the backgrounds of the characters. If you want to run this in 5e, just use Ghosts of Saltmarsh. U3 Final Enemy by Dave Browne with Don Turnbull. 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. Until twenty fact haunted but is the shore base for a band of smugglers whose. Could use a readme with cleric system and explanations of systems. This module has a huge problem which is lack of direction. Check out Sly Flourish's Frequently Asked Questions. 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. Thieving skills, stealth (or preferably Invisability) are essential. System: D&D 5E Starting Level: 1 Length: Short Campaign Installation: 1 addon Quick Guide. is a little bit of a mess in some ways. 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)