$25.00 + $7.99 shipping. Yes, it was designed for party play and has been tested in a live PW environment. 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! 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). 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. secret of the kabbalah by. 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. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. I recommend leveling characters to 2nd level when they have cleared the first and second floors of the mansion and 3rd level by the time they have cleared out the smugglers in the caves below the mansion. Removed CMP requirements and added music files into hak form for ease of installation. Sinister Secret of Saltmarsh. Does this suggest some files are missing or corrupted? How they split up, group up, and face the characters will depend on how the characters act. Offer clear goals and leave the approaches open. Second, the first half of U1 is set within a haunted house - an alternate to the dungeon crawl that was probably kicked off by Judges Guild's first adventure, "Tegel Manor" (1977). View Profile 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. This adventure is designed for solo or party play (though a party is highly recommended). These are simple bandits. It worked and now I am done with that portion of the adventure. Standing Stone Games has just rolled out Dungeons and Dragons Online mini-expansion called Sinister Secrets of Saltmarsh. Pages in category "Sinister Secret of Saltmarsh Expansion Items" The following 17 pages are in this category, out of 17 total. It is a very enjoyable and challenging module. 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 is a good chance to fail forward. I think it was during fighting with locked chests..? Is anyone else having this problem? AD&D modules produced by TSR UK, and set near the town of Saltmarsh. He often told jokes and, after doing so, would clear his throat as though punctuating the joke. When we're setting up a big scene like the infiltration of the Sea Ghost, we want to keep potential approaches open but also focus the required quests so the players know what they're supposed to do and can choose how they want to do it. This review concentrates on the printed version of the product. At Sahuagin fortress it was much easier with higher levels etc. I have been working on an update which fixes just about anything there was. Played with Barbarian 2nd level, solo, with NWN:EE. 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. Ended 9th level. I thought I downloaded all the necessary files as well as required projects, yet the log file states the wrm_seasonalv10.hak is missing. Thanks for the direction! 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! In Single Player it would be nice to have some way to fast forward time or turn off the cycle. [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. Sorry to hear that. This module contains large-scale maps, full background information, and detailed encounter descriptions for the players and DM. 3.3 The Legend 3.4 General Notes. So its worth considering if theres a chance youll play it. The adventure can be played by 5-10 characters of level 1-3. The cellars, however, are a great example of how we build situations and let the players navigate that situation. If that's of any help. Click for details. I have a PoD copy, and pages 2, 6, 8, and 25 all show cropping at the spine edge. Underwater Series. 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. If Wartorrent spawns, they will be inside a breakable crate. Sea Ghost Top Deck. Last night I experienced a crash in the Hool Marshes when trying to go "Further into the Hool". Also claw "natural" weapon appeared. [7] According to Denmead, this was "the Scooby Doo episode of D&D modules. D&D Dungeon Module U1 The Sinister Secret of Saltmarsh TSR #9062. This is considered a low to mid magic setting. 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. I hope you enjoy it. - goblin shark voice is wrong Search the history of over 797 billion Appelcline, Shannon. Maybe because the arena master was already dead? discovering the real secret of life. The adventure is set in. Ghosts of Saltmarsh Haunted House Maps. [2] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and Dungeon Master (DM). Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. Editor: Danni Button, Adam Harrison The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. Checked in toolset, but there is no trigger to spawn crocolisk. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining. 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). This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. 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. Master Ian by day can be found at the Kraken. 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. 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. Please, make this available as a PoD again. Capture a web page as it appears now for use as a trusted citation in the future. It's hard to run some of these situations. For corrupted files solution should be to redownload everything and if there is temp folder in modules folder then dalete it. Looking for U1-U3 Sinister Secret of Saltmarsh Series Maps Does anyone have updated versions of the U1-U3 Series maps or know where one could acquire them? 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. The body causes great concern among the council members. XP per encounter: https://ddowiki.com/index.php?title=Saltmarsh&oldid=531884, Pages using DynamicPageList parser function, Slay 10 creatures in Saltmarsh: 165 XP = 16.5 xp/kill, Slay 25 creatures in Saltmarsh: 234 XP = 15.6 xp/kill, Slay 50 creatures in Saltmarsh: 345 XP = 13.8 xp/kill, Slay 100 creatures in Saltmarsh: 585 XP = 11.7 xp/kill, Slay 200 creatures in Saltmarsh: 1,065 XP = 10.65 xp/kill, Slay 400 creatures in Saltmarsh: 2,055 XP = 10.28 xp/kill, Slay 750 creatures in Saltmarsh: 3,645 XP = 10.41 xp/kill, Slay 1,500 creatures in Saltmarsh: 7,965 XP = 10.62 xp/kill, Tactics DCs (Stunning, Sunder, Trip): +2 to +16, This page was last modified 10:10, December 24, 2022 (Update 57.1) by DDO wiki user. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. on the Internet. They're a dynamic bunch. 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. Where do you get the POD? You see, Anders Solmor isn't acting on his own in this. 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. Those are invaluable and the kind of things a builder looks for in feedback. When you buy the product(s), select: The POD copy I just received is excellent. I made the maps for the house and Sea Ghost all in Photoshop, and I have uploaded them to my DeviantArt gallery. The problem disappeared in the later parts of the game.. somehow.. QA and miscellaneous comments: I should also mention, since I am running linux, I had to use wine to run the nwn tools. Here are five reasons that the Sinister Secret of Saltmarsh is one of the best D&D modules youve never played. Sigh. It is also ACP 4.0 supported within the framework of the module if you enjoy the ACP (but not required). Town hall, tavern, temple, militia what's even point of those locations if there are no useful NPCs. [2] 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. We are going to play this on the 16th so it is time to finalise my prep. Needless to say, there be Spoilers Ahead, so Im going to go ahead and drop this Spoiler Warning right here. Make sure you either have the Required Projects (hyperlinks near bottom) and extract into your hak folder (CEP 2.65). The adventure is set in the World of Greyhawk. Placed the non-compressed file in there for some reason. 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 "POD" means the "Print On Demand" copy. Only VIPs who logged in between Saltmarsh launch . The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. I recently started this module and so far am really enjoying it. 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. 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. Just like the cellar encounter, the Sea Ghost is another big and dynamic situation. 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? U2 Danger at Dunwater by Dave Browne with Don Turnbull. Advanced Dungeons & Dragons Dungeon Module L1 The Secret of Bone Hill #9045 1981. All other items can be claimed multiple times. The adventure itself, however, doesn't offer very strong hooks to get there. 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. 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. For example, the body of a woman can wash up on shore. All NPCs are like generic MMO dummies with no useful information. The visual effects are stunning. Despite these glitches, it is still a very enjoyable module. These look like large undead spiders but they . A high quality scan of this module should be offered for POD, and it would sell well. There's still a few things I would like to change but it's a rather major project to complete. I've killed smugglers in the cave and now i need to locate their ship. 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. This is a ruse, however. My character says one line only. According to TSR's official codes, the "U" coding on "Secret of Saltmarsh" stands for "underwater." This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. 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; 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]. Deity system is broken. And it again, places emphasis on what the players are setting out to do. Learn where the smugglers are bringing the weapons. And stay tuned for the next post, where we'll talk more about making a proper campaign out of Ghosts of . Get discounts on expansions in the DDO Market: 25% off Isle of Dread. This was my first attempt at a stand-alone module, and I am forced to think of things in a slightly different light (as opposed to the greater whole where everything is connected and there are multiple parties who are able to figure things out rather quickly). 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. There are challenging puzzles beyond the usual 'hack and slash'. The characters might escape or might be transported to the Sea Ghost when it comes back in. 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. 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. While I fixed this on the PW, doubling back to hit this module fell by the wayside. This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. A party of 4 level 3 or 4 characters should find a very good experience in this mod. 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. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous forgotten treasure. Update: 7/18/19: Added more polish, provided a few more context clues, added a missing hakv(wrm_mirkwood.hak) that helps clear up some mini-map issues with the Mirkwood tileset, and added Zwerkules cleaned up and slimmed down tilesets for faster load times and improved performance. The mad wizard That said, the adventure is well-written and well-paced. Can people confirm that it works well in multiplayer ? 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 . I just bought it and I'm already pissed off that it doesn't have bookmarks. Ask your players to review the downtime activities in chapter 2 of the. List is empty so it's not possible to select deity and advance as paladin or cleric. To celebrate it's impending release, we're . 25% off Sinister Secret of Saltmarsh. Sanbalet can capture the characters and stick them in area 27 under guard. Bear in mind that you aren't likely to complete it in one session and you may need 2 or 3 sessions to complete it. Just be prepared to NOT exit from the other end when you are inside the Lair of the Lizard People. You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. About the Creators. 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. Don Turnbull is credited with development; he of course had previously written Fiend Folio and was now the head of TSR UK.