The Sinister Secret of Saltmarsh: Difference between revisions

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rvt - I'd really like to see what someone can do with this one! :)
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{{DnDmodule |module_title = The Sinister Secret of Saltmarsh
{{DnDmodule |module_title = The Sinister Secret of Saltmarsh
|module_image = [[Image:U1ModuleCover.jpg]]
|module_image = [[Image:U1ModuleCover.jpg]]
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'''The Sinister Secret of Saltmarsh''' is a [[Adventure (Dungeons & Dragons)|module]] for the ''[[Advanced Dungeons & Dragons]]'' (AD&D) [[roleplaying game]], written by [[Dave J. Browne]] with [[Don Turnbull]] published by [[TSR, Inc.|TSR Hobbies]] in 1981. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. This 31 page adventure is set in the ''[[World of Greyhawk]]'' [[campaign setting]].
'''The Sinister Secret of Saltmarsh''' is a [[Adventure (Dungeons & Dragons)|module]] for the ''[[Advanced Dungeons & Dragons]]'' (''AD&D'') [[roleplaying game]], written by [[Dave J. Browne]] with [[Don Turnbull]]. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. The adventure is set in the ''[[World of Greyhawk]]'' [[campaign setting]].


==Plot summary==
==Plot summary==
''The Sinister Secret of Saltmarsh'' can be played by 5-10 characters of level 1-3. The module includes pregenerated first level characters, to be used as [[player characters]].<ref name="Bambra"/> The scenario is the first of the "Saltmarsh" series, and details a ghostly ship and the haunted mansion of an evil alchemist.<ref name="HW"/> The module sleeve contains the following description:
''The Sinister Secret of Saltmarsh'' can be played by five to ten characters of 1st&ndash;3rd levels. The module includes pre-generated first level [[player characters|characters]] to be used by the players.<ref name="Bambra"/> The scenario is the first of the ''Saltmarsh'' series, and details a ghostly ship and the haunted mansion of an evil alchemist.<ref name="HW"/> The module sleeve contains the following description:


{{quote|''Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. What is its sinister secret?''}}
{{quote|''Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. What is its sinister secret?''}}


The module is divided into two parts: 'The Haunted House' and 'Sea Ghost' which are intended to be played consecutively. The first part is set in the town of Saltmarsh and deals with unraveling the sinister secret of the haunted house that lies on the edge of town. This abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. After the party enters the haunted house, a chain of events is set in motion.<ref name="Bambra"/> The second part of the module follows on from the first, expanding on the concept.<ref name="Dicing with Dragons">{{cite book| first=Ian | last=Livingstone | authorlink = Ian Livingstone | year=1982| title=Dicing with Dragons, An Introduction to Role-Playing Games | edition=Revised| publisher=[[Routledge]] | isbn=0710094663 }} ([http://books.google.com/books?id=UMY9AAAAIAAJ&printsec=frontcover preview])
The module is divided into two parts, ''The Haunted House'' and ''Sea Ghost'', which are intended to be played consecutively. 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 abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. After the party enters the haunted house, a chain of events is set in motion.<ref name="Bambra"/>{{Vague}} The second part of the module follows on from the first, expanding on the concept.<ref name="Dicing with Dragons">{{cite book| first=Ian | last=Livingstone | authorlink = Ian Livingstone | year=1982| title=Dicing with Dragons, An Introduction to Role-Playing Games | edition=Revised| publisher=[[Routledge]] | isbn=0710094663 }} ([http://books.google.com/books?id=UMY9AAAAIAAJ&printsec=frontcover preview])
</ref><ref>{{cite web
</ref><ref>{{cite web
  | first=Lev | last=Lafayette | date=February 12, 2007
  | first=Lev | last=Lafayette | date=February 12, 2007
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==Publication history==
==Publication history==
''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.<ref name="Bambra"/> The adventure was written by David J. Browne with Don Turnbull, and published in 1981 as a 32-page booklet with an outer folder.<ref name="HW">{{cite book|last=Schick |first=Lawrence|title=Heroic Worlds: A History and Guide to Role-Playing Games|publisher=Prometheus Books |year=1991|isbn=0-87975-653-5 |page=115}}</ref> The publication contains large-scale maps, full background and detailed encounter descriptions for the players and [[Dungeon Master|DM]]. 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.<ref name="Bambra"/> The next two modules ''[[Danger at Dunwater]]'' and ''[[The Final Enemy]]'' continue on from this 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 ''AD&D'' rules.<ref name="Bambra"/> 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.<ref name="HW">{{cite book|last=Schick |first=Lawrence|title=Heroic Worlds: A History and Guide to Role-Playing Games|publisher=Prometheus Books |year=1991|isbn=0-87975-653-5 |page=115}}</ref> The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and [[Dungeon Master]] (DM). 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.<ref name="Bambra"/> The next two modules, ''[[Danger at Dunwater]]'' and ''[[The Final Enemy]]'', continue on from this adventure.


==Reception==
==Reception==
Receiving 9 out of 10, the module was positively reviewed by Jim Bambra in Issue 35 of ''[[White Dwarf (magazine)|White Dwarf]]'' magazine, describing it as entertaining and interesting. Bambra criticized how the first-level characters provided with the module come equipped with [[Magic item (Dungeons & Dragons)|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. Magic items should be found by players as treasure and not come as handouts from the DM."<ref name="Bambra"/> Bambra noted that the adventure's main thrust regards the players' problem solving skills in having to piece clues together, and that the encounters in the adventure should present no problems to an intelligent party. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining."<ref name="Bambra">{{cite journal | last =Bambra | first =Jim | authorlink = | coauthors = | title =Open Box: Dungeon Modules | format = review | journal = [[White Dwarf (magazine)|White Dwarf]] | volume = | issue =  35 | pages = pp. 14–15 | publisher = [[Games Workshop]] | year = 1982 | month = November | url = | issn = 0265-8712 | accessdate =  }}</ref>
The module was positively reviewed in Issue No. 35 of ''[[White Dwarf (magazine)|White Dwarf]]'' magazine by Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. Bambra criticized how the first-level characters provided with the module come equipped with [[Magic item (Dungeons & Dragons)|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. Magic items should be found by players as treasure and not come as handouts from the DM."<ref name="Bambra"/> 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. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining."<ref name="Bambra">{{cite journal | last =Bambra | first =Jim | authorlink = | coauthors = | title =Open Box: Dungeon Modules | format = review | journal = [[White Dwarf (magazine)|White Dwarf]] | volume = | issue =  35 | pages = pp. 14–15 | publisher = [[Games Workshop]] | year = 1982 | month = November | url = | issn = 0265-8712 | accessdate =  }}</ref>


The module was also ranked the 27th greatest Dungeons & Dragons adventure of all time by ''[[Dungeon (magazine)|Dungeon]]'' magazine in 2004, on the 30th anniversary of the Dungeons & Dragons game.<ref>{{cite journal | last = Mona | first = Erik | author-link = Erik Mona | last2 = Jacobs | first2 = James | author2-link = James Jacobs (game designer) | first3 =  | last3 = Dungeon Design Panel |date = November 2004| title = The 30 Greatest D&D Adventures of All Time | periodical = [[Dungeon (magazine)|Dungeon]] | publisher = [[Paizo Publishing]] | publication-date = November 2004 | issue = 116 | pages = pp. 68–81}}</ref>
The module was also ranked the 27th greatest Dungeons & Dragons adventure of all time by ''[[Dungeon (magazine)|Dungeon]]'' magazine in 2004.<ref>{{cite journal | last = Mona | first = Erik | author-link = Erik Mona | last2 = Jacobs | first2 = James | author2-link = James Jacobs (game designer) | first3 =  | last3 = Dungeon Design Panel |date = November 2004| title = The 30 Greatest D&D Adventures of All Time | periodical = [[Dungeon (magazine)|Dungeon]] | publisher = [[Paizo Publishing]] | publication-date = November 2004 | issue = 116 | pages = pp. 68–81}}</ref>


Ken Denmead of ''[[Wired (magazine)|Wired]]'' listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend".<ref name="Wired"/> According to Denmead, this was "the Scooby Doo episode of D&D modules.  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."<ref name="Wired">{{cite web|url=http://www.wired.com/geekdad/2007/12/top-10-dd-mod-3-3/|title=Top 10 D&D Modules I Found in Storage This Weekend|last=Denmead|first=Ken|date=December 18, 2007 |publisher=[[Wired (magazine)|Wired]]|accessdate=August 12, 2009|archiveurl=http://www.webcitation.org/5jAtGDDiq|archivedate=August 20, 2009}}</ref>
Ken Denmead of ''[[Wired (magazine)|Wired]]'' listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend".<ref name="Wired"/> According to Denmead, this was "the Scooby Doo episode of D&D modules.  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."<ref name="Wired">{{cite web|url=http://www.wired.com/geekdad/2007/12/top-10-dd-mod-3-3/|title=Top 10 D&D Modules I Found in Storage This Weekend|last=Denmead|first=Ken|date=December 18, 2007 |publisher=[[Wired (magazine)|Wired]]|accessdate=August 12, 2009|archiveurl=http://www.webcitation.org/5jAtGDDiq|archivedate=August 20, 2009}}</ref>
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{{Reflist}}
{{Reflist}}


Reviews:
;Reviews:
''[[Different Worlds]]'' #20 (1982)
*''[[Different Worlds]]'' No. 20 (1982)
''Fantasy Gamer'' #2 (1983)
*''Fantasy Gamer'' No. 2 (1983)


==External links==
==External links==

Revision as of 17:39, 17 March 2011

The Sinister Secret of Saltmarsh
File:U1ModuleCover.jpg
CodeU1
Rules requiredAD&D
Character levels1 - 3
Campaign settingGreyhawk
AuthorsDave J. Browne with Don Turnbull
First published1981
Linked modules
U1 U2 U3

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. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. The adventure is set in the World of Greyhawk campaign setting.

Plot summary

The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st–3rd levels. The module includes pre-generated first level characters to be used by the players.[1] The scenario is the first of the Saltmarsh series, and details a ghostly ship and the haunted mansion of an evil alchemist.[2] The module sleeve contains the following description:

"Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. What is its sinister secret?"

The module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. 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 abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. After the party enters the haunted house, a chain of events is set in motion.[1][vague] The second part of the module follows on from the first, expanding on the concept.[3][4]

Publication history

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.[1] 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.[2] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and Dungeon Master (DM). 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.[1] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure.

Reception

The module was positively reviewed in Issue No. 35 of White Dwarf magazine by Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. 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. Magic items should be found by players as treasure and not come as handouts from the DM."[1] 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. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining."[1]

The module was also ranked the 27th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004.[5]

Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend".[6] According to Denmead, this was "the Scooby Doo episode of D&D modules. 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."[6]

References

  1. a b c d e f Bambra, Jim (November 1982). "Open Box: Dungeon Modules" (review). White Dwarf (35): pp. 14–15. Games Workshop. ISSN 0265-8712.
  2. a b Schick, Lawrence (1991) Heroic Worlds: A History and Guide to Role-Playing Games, Prometheus Books, p. 115 ISBN: 0-87975-653-5.
  3. Livingstone, Ian (1982) Dicing with Dragons, An Introduction to Role-Playing Games (Revisedth ed.), Routledge ISBN: 0710094663. (preview)
  4. Lafayette, Lev. Review of the Sinister Secret of Saltmarsh. RPG.net. Skotos Tech, Inc., February 12, 2007. Retrieved on 2010-01-14.
  5. Mona, Erik (November 2004). "The 30 Greatest D&D Adventures of All Time". Error: journal= not stated (116): pp. 68–81. Paizo Publishing.
  6. a b Denmead, Ken. Top 10 D&D Modules I Found in Storage This Weekend. Wired, December 18, 2007. Archived from the original on August 20, 2009. Retrieved on August 12, 2009.
Reviews