That said, the adventure is well-written and well-paced. 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. On top of that this has been uploaded to be shared freely for the NWN community. Compressed added. 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. Ned, however, doesn't know who Skerrin is. Maybe a walkthrough? The Sinister Secret of Saltmarsh is an AD&D module written by Dave J. Browne with Don Turnbull. I did find one way around this - get myself killed and respawn back in Saltmarsh. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. I have a PoD copy, and pages 2, 6, 8, and 25 all show cropping at the spine edge. Where does this come from? As written, it's a tough situation. A little disappointed by some of the comments here. Damn those peaceful towns! This is our sinister scarlet secret in Saltmarsh and we can play it out between all of the adventures we run in this book. Played with Barbarian 2nd level, solo, with NWN:EE. I have the ORIGINAL Modules (all three) and as a player I loved that's why I bought them to DM I loved having them figure it out and face the consequences when they did not. [2] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and Dungeon Master (DM). VIPs receive some when they purchase the Sinister Secret of Saltmarsh. 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. Recurring Tropes. I think it was during fighting with locked chests..? Please, make this available as a PoD again. This module has a huge problem which is lack of direction. In particular, U1 requires players to investigate to figure out what's going on in Saltmarsh's haunted house. Dicing with Dragons, An Introduction to Role-Playing Games, "Review of the Sinister Secret of Saltmarsh", "Retrospective: The Sinister Secret of Saltmarsh", "Top 10 D&D Modules I Found in Storage This Weekend", "Explore A Spooky Town And Face New Foes In DDO's Sinister Secret Of Saltmarsh Expansion", Dungeon Master Option: High-Level Campaigns, https://en.wikipedia.org/w/index.php?title=The_Sinister_Secret_of_Saltmarsh&oldid=1128622723, Role-playing game supplements introduced in 1981, Short description is different from Wikidata, Creative Commons Attribution-ShareAlike License 3.0, This page was last edited on 21 December 2022, at 02:56. I actually purchased this module shortly after completing it as a player. $19.99. This title was added to our catalog on January 22, 2013. I made the maps for the house and Sea Ghost all in Photoshop, and I have uploaded them to my DeviantArt gallery. - No way to remove Oceanus and rehire him, as he says he is already in employ of another if you dump him manually. An evil Alchemist's mansion stands alone on a cliff and mysterious lights and hauntings have kept people away despite rumors of great treasure. It was also where all the weapons were kept. Somehow I must have misplaced it in the Required Projects list or removed it from the Haks of Saltmarsh by accident. 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. :). 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? - No rations to loot from smugglers, despite full tables :p This has all the hallmarks of a great adventure beginning. One of the standout things about the Sinister Secret of Saltmarsh is that it feels like a real place. You can get it by ordering it above. You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. alignment but no god wanted me. It is very challenging to solo, you should probably start at level 4. Saltmarsh presents its story for the players to discover. U1: "The Sinister Secret of Saltmarsh" (1981), by Dave J. Browne with development by Don Turnbull, was the first adventure in the "U" series. This is considered a low to mid magic setting. An agent of the Scarlet Brotherhood of course! Get discounts on expansions in the DDO Market: 25% off Isle of Dread. About the Creators. 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 is a module for the Advanced Dungeons & Dragons (AD&D) roleplaying game, written by Dave J. Browne with Don Turnbull. Who actually is selling the king's weapons to the smugglers? Our adventure begins with the characters traveling to a supposedly haunted mansion. Is there any walkthrough? [5]. To access the area, go to The Gatekeepers' Grove in the Harbor, talk to NPC Val Arkalamnash and get transported to The Snapping Line Inn. 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. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st3rd levels. Hopefully I'll be able to get to these soon but I'm currently wrapped up in a few other projects. 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. Perhaps I was too clever. Arrg Matey! Thus, we can help this adventure out by offering a stronger hook. D&D Dungeon Module U1 The Sinister Secret of Saltmarsh TSR #9062. 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. Feel free to PM me with any questions or concerns. This is my all time favorite module. Hopefully it's a fun epic battle in which the characters struggle but prevail. Ir directamente al contenido principal . Thanks for the constructive feedback everyone. The Dimensional Hireling Contracts Folder and the Sentient Jewel of the Lizardfolk can only be claimed once (per account). Instead, he never returned and she washes up on shore drowned and wearing prisoner's garb with binding markings on her wrists and ankles. What if they lose? 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! Saltmarsh is a wilderness adventure area available on heroic (level 3) and legendary (level 32) difficulty. web pages Pay special attention to the time and make sure every player gets a chance to talk about what they want to do. I run through Saltmarsh city, talking to every NPC but can't find ANY plot hook or quest. Don Turnbull is credited with development; he of course had previously written Fiend Folio and was now the head of TSR UK. 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. Search the history of over 797 billion One day I hope to put the new and revised version that has all of these little kinks, among others, ironed out. Yes, it was designed for party play and has been tested in a live PW environment. The body causes great concern among the council members. No directions. 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. Following Brian's suggestion I have taken the haunted house from The Sinister Secret of Saltmarsh as the basis of my haunted house. Make sure you either have the Required Projects (hyperlinks near bottom) and extract into your hak folder (CEP 2.65). Thanks for the direction! will definitely buy again! 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. Slight fix and addendum. Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. 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. Or too used to my old ways of PW building. my apologies. We can offer some guidance in the form of levels of difficulty. Last night I experienced a crash in the Hool Marshes when trying to go "Further into the Hool". Addon. 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. secret of the kabbalah by. - some backtracking View Profile 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. The premise of the adventure feels like its one that would exist even if the PCs werent around to follow the plot threads. 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. The Sinister Secret of Saltmarsh received positive reviews from critics. 35 of White Dwarf magazine by wikipedia:Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. 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. You see, Anders Solmor isn't acting on his own in this. This site uses affiliate links to Amazon and DriveThruRPG. We really have to be comfortable thinking on our feet. Both download and print editions of such books should be high quality. The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. I know resting in inn forwards time but my broke PC could not afford it in the beginning. The module includes optional pre-generated first level characters for use by the players. 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. The characters might escape or might be transported to the Sea Ghost when it comes back in. When ranking the top adventures in Dungeon it was listed at 27, though I would argue it should place higher. The characters have very much been brought to life and have great personality. 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. But during the night there will be a Town Council at the Town Hall, or more drunks at the tavern, etc. 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 second part of the module follows on from the first, expanding on the concept. Ended 9th level. Also claw "natural" weapon appeared. I can say that the live version has several of the issues you highlighted addressed (the curse of running two different versions at once). Town hall, tavern, temple, militia what's even point of those locations if there are no useful NPCs. Perhaps it's my spawn method that's causing issues? However it is perfectly fine as a stand-alone adventure. Additionally, our own custom HCR scripts and Loot Systems are in place. When you buy the product(s), select: The POD copy I just received is excellent. I discovered this because it happened on the WoG Persistent World in which all manners of boats and liferafts lost their ability to be interacted with. Wow, thanks for those comments, Werelynx. Beyond clarifying their goals, we can also help guide the conversations the players are having about their approach towards the Sea Ghost by steering it towards realistic options. I hope you enjoy it. The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom, for beginning adventurers with the AD&D (TM) rules. TSSoS also comes packed with a number of DM Tools and DMFI widgets and scripts, so feel free to use this as a small campaign with your friends and family if you feel so inclined to try your hand at DMing (but know that it is also hands free and all the heavy lifting is done up front). 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. On this Wikipedia the language links are at the top of the page across from the article title. And everything about the adventure sites promote this idea. "[1], The module was ranked the 27th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004. 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". U1 uses a number of tropes that had appeared in other adventures from the late 70s. I've uploaded a revised version that has a bit more NPC and NPC interaction to help guide folks along. The Sinister Secret of Saltmarsh received positive reviews from critics. The second part of the module follows on from the first, expanding on the concept.[3][4]. Or too dogmatic. Grab your trusty d20 and lets dive in. "[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. His goal is to destabilize the council of Saltmarsh and take it over with members he can control, just as he controls Anders. That doesn't mean they'll act perfectly, however. There would eventually be over a dozen, spanning from 1981-1986, most in the U- and UK-series products. An RPG town map created for the Dungeons & Dragons adventure "Lost Mine of Phandelver". Thanks for your hard work! 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. 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. 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. https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/custom- One-liners provided by: Grymlorde, Tarot Redhand, T0r0, Frith5, rjshae, CaveGnome, SHOVA, Shadowing2029, and Proleric. Also inside are rules and DM advice for ships and sea travel, as well as deck plans for various . The PDF HAS NO MAPS !!! This DM Version is based on Oraweb's NWN mod of the original U1 The Sinister Secret of Saltmarsh. Do you know of a trick to get around this? They're a dynamic bunch. (Pre-Owned) Sponsored. MODULE U1 - SINISTER SECRET OF SALTMARSH, DUNGEONS DRAGONS. Behind a barred door marked DANGER players will find a bunch of skeletons guarding a room with an alchemist, long dead, who has apparently figured out the Philosophers stone. Dm Wise did his usual great job making great use of CEP placeables and NPCs. Have a question or want to contact me? The printed module is taken from a scan of the original module that was produced in 1981. Thanks you! Please critique as I may be using them in the game and I want them to be the best I can make them. This is a good chance to fail forward. New Module version uploaded to correct some missing Module events (such as deities among others), and renamed a hak to avoid cep confusion. Immerse your players in this tense and deadly adventure, full of rich environments, dangerous monsters, and rich rewards. A high quality scan of this module should be offered for POD, and it would sell well. Capture a web page as it appears now for use as a trusted citation in the future. [7] According to Denmead, this was "the Scooby Doo episode of D&D modules. 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. At a guess, the "U" most likely stood for UK, but that was abandoned when the later "UK" adventure series appeared. 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. I'm pulling this down until then. They know to run when the jig is upthey know to gang up on foes, and to set up ambushes if theyre alerted to the problems. In this preview, however, only the following 9 of the following dungeons are available to preview:. 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. [2] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. The adventure can be played by 5-10 characters of levels 1-3. If you're looking for a classic module that combines traditional dungeon crawling with an interesting twist I recommend tracking down a copy. They're not very bright, not that easy to control, and prone to either acting stupidly or running away. At the end I just wished it was longer. The adventure is set in the World of Greyhawk campaign setting. This particular agent, however, will end up dead if the council (and thus Skerrin) finds out that the characters know who it is. Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. - player house has stairs but no upstairs area Sorry to hear that. The abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. Appelcline, Shannon. Instead, talk to. Sponsored. discovering the real secret of life. As the characters search the room they will begin to uncover a nest of 3 Ghost Spiders . A Thinking Adventure. 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. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. 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). 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. It is a very enjoyable and challenging module. 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). Where do you get the POD? The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. 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 . 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). All NPCs are like generic MMO dummies with no useful information. 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'd love to try this but it seems it wasn't updated since 2019 so I guess any constructive feedback from the last two years was not acted upon yet? I've killed smugglers in the cave and now i need to locate their ship. Thieving skills, stealth (or preferably Invisability) are essential. 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. Thanks DM Wise & WoG Team for posting this up. Needless to say, there be Spoilers Ahead, so Im going to go ahead and drop this Spoiler Warning right here. The Sinister Secret of Saltmarsh is expected to contain, when released on live, 10 dungeons and a wilderness adventure area. - goblin shark voice is wrong 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. - Oceanus - the AQUATIC elf - drowns.. - after getting out of submerged cave.. and is on the surface! [7], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". 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). This adventure is designed for solo or party play (though a party is highly recommended). 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. the sinister secret of saltmarsh. It's hard to define what the essence of the TSR UK adventures is, though they all tended to be pretty high in quality. This module doesnt pull its punches, and it shines because of it. - Mermaid statue became hostile to me after Final Enemy.. some faction issue? Advanced Dungeons & Dragons Dungeon Module L1 The Secret of Bone Hill #9045 1981. Arawen has added new features and content for DMs who wish to run the game in a more improvisational pen and paper style. Would be nice to have final raid with the alliance to kill sahuagin bosses. To make things a little easier on the characters, consider leveling them to 3rd once they have cleared out the smugglers under the house so they have more resources to take on the crew of the Sea Ghost. There are descriptions of those changes elsewhere in the Module Entrance. Due to a planned power outage on Friday, 1/14, between 8am-1pm PST, some services may be impacted. Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic 'U' series and some of the best nautical adventures from Dungeon magazine: The Sinister Secret of Saltmarsh. 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. 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! For whatever reason, about 5% of Linux users crash at this spot. Despite these glitches, it is still a very enjoyable module. Names, trademarks, and images copyright theirrespective owner. Sea Ghost Main Deck. I added the link in the Required Projects section. Quest givers and entrance to the wilderness area is located within the inn. C $27.12 + C $27.10 shipping. Haunted House Floor 2. It's been four years since I submitted that and I still get a kick out some of those one-liners! This module contains. It does that by setting up villains with a very clear motivationthere are smugglers who have been running weapons to Lizardmen, the Lizardmen are possibly planning an attack on Saltmarsh. 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). If that's of any help. 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. The cellars, however, are a great example of how we build situations and let the players navigate that situation. Full Masthead & Authors. "[2], The module was ranked the 27th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004. - Vixlok somehow lost his dire mace. At night he'll be at the Town Council chambers. Quest givers and entrance to the wilderness area is located within the inn. Most of the upper two floors of the mansion in chapter 2 of Ghosts of Saltmarsh runs smoothly and requires little modification from the book. 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. 75% off Expansion Trove. This review concentrates on the printed version of the product. Get Tabletop, RPG & Pop Culture news delivered directly to your inbox. If the characters already learned that the weapons are going to the lizardfolk, the council wants them to learn where exactly these lizardfolk are. He is being fed information and advice from his family's longtime advisor, Skerrin Wavechaser, a secret agent of the Scarlet Brotherhood. Checked in toolset, but there is no trigger to spawn crocolisk. Maybe have some tracks left by smugglers next to secret door? 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. Heroes must arise to keep the waves safe! This module contains large-scale maps, full background information, and detailed encounter descriptions . What is its sinister secret? The adventure is set in. $15.00 [1] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. [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". $22.50. These PDF files are digitally watermarked to signify that you are the owner. All other items can be claimed multiple times. This adds a potential conspiracy theory that somehow the King's forces are behind the arming of the lizardfolk against Saltmarsh. DMsGuild.com. Hopefully I didn't break anything in the process (fingers crossed). Product Information. Only VIPs who logged in between Saltmarsh launch . Why in the world would you make the other two in this series POD but not this one??? 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. 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."[7]. 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. Now through March 5th! The module includes optional pre-generated first level PCs for use by the players. Looking back at the actual Sinister Secret of Saltmarsh adventure itself, we need to pay special attention to the characters' first level. Ask your players to review the downtime activities in chapter 2 of the. This moment gives them so much agency, so much weight. - Vixlok can fire trigger of Oceanus before Town hall that makes him leave party.. [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. It was probably released in the fall of 1981, since it postdated TSR UK's premiere release, Fiend Folio (1981), by several months. So I also had to edit the save file using these directions: https://neverwintervault.org/project/nwn1/other/editing-saved-games. With the Sea Ghost taken down, our characters return to Saltmarsh with the information they need to head into Ghosts of Saltmarsh Chapter 3: The Danger in Dunwater. 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. I find it enjoyable to replay. Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. The Sinister Secret of Saltmarsh was written as a lead-in to a three module series that includes Danger at Dunwater and The Final Enemy. Henchmen are also available if you play your cards right. 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. In Single Player it would be nice to have some way to fast forward time or turn off the cycle. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. Had to check in toolset. They may provoke opportunity attacks. These hooks are very focused on the house being haunted and the potential of finding treasure.
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