The Sinister Secret of Saltmarsh: Difference between revisions
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'''''The Sinister Secret of Saltmarsh''''' is an ''AD&D''module | '''''The Sinister Secret of Saltmarsh''''' is an ''AD&D'' module 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''. ''The Sinister Secret of Saltmarsh'' received positive reviews from critics. | ||
==Plot summary== | ==Plot summary== | ||
''The Sinister Secret of Saltmarsh'' can be played by five to ten characters of 1st-3rd levels. The module includes optional pre-generated first level PCs for use by the players.<ref name="Bambra"/> 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.<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-3rd levels. The module includes optional pre-generated first level PCs for use by the players.<ref name="Bambra"/> 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.<ref name="HW"/> 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. The second part of the module follows on from the first, expanding on the concept.<ref name="Dicing with Dragons">Ian Livingstone 1982| title=Dicing with Dragons, ''An Introduction to Role-Playing Games''. Routledge. isbn=0-7100-9466-3. [https://books.google.com/books?id=UMY9AAAAIAAJ&printsec=frontcover preview]</ref> | 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. The second part of the module follows on from the first, expanding on the concept.<ref name="Dicing with Dragons">Ian Livingstone 1982| title=Dicing with Dragons, ''An Introduction to Role-Playing Games''. Routledge. isbn=0-7100-9466-3. [https://books.google.com/books?id=UMY9AAAAIAAJ&printsec=frontcover preview]</ref> | ||
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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 thirty-two page booklet with an outer folder.<ref name="HW">Lawrence Schick. ''Heroic Worlds: A History and Guide to Role-Playing Games''. Prometheus Books. 1991. isbn=0-87975-653-5. p115</ref> The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and 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">Lawrence Schick. ''Heroic Worlds: A History and Guide to Role-Playing Games''. Prometheus Books. 1991. isbn=0-87975-653-5. p115</ref> The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and 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== | ||
The module was positively reviewed in Issue No. 35 of ''[[wikipedia:White Dwarf (magazine)|White Dwarf]]'' magazine by [[wikipedia: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."<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">Jim Bambra, ''Open Box: Dungeon Modules''. [[wikipedia:White Dwarf (magazine)|White Dwarf]]#35 p14–15. [[Games Workshop]]. November 1982. issn = 0265-8712</ref> | The module was positively reviewed in Issue No. 35 of ''[[wikipedia:White Dwarf (magazine)|White Dwarf]]'' magazine by [[wikipedia: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."<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">Jim Bambra, ''Open Box: Dungeon Modules''. [[wikipedia:White Dwarf (magazine)|White Dwarf]]#35 p14–15. [[Games Workshop]]. November 1982. issn = 0265-8712</ref> | ||
Revision as of 11:47, 18 May 2020
The Sinister Secret of Saltmarsh is an AD&D module 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. The Sinister Secret of Saltmarsh received positive reviews from critics.
Plot summary
The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st-3rd levels. The module includes optional pre-generated first level PCs for use by the players.[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.[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. 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 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 wikipedia: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 ranked the 27th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004.[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". 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".[6]
Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend".[7] 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."[7]
References
Citations
- ↑ a b c d e Jim Bambra, Open Box: Dungeon Modules. White Dwarf#35 p14–15. Games Workshop. November 1982. issn = 0265-8712
- ↑ a b Lawrence Schick. Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. 1991. isbn=0-87975-653-5. p115
- ↑ Ian Livingstone 1982| title=Dicing with Dragons, An Introduction to Role-Playing Games. Routledge. isbn=0-7100-9466-3. preview
- ↑ Lev Lafayette. February 12, 2007. Review of the Sinister Secret of Saltmarsh. RPG.net. Skotos Tech, Inc. [1] Date acessed: 2010-01-14
- ↑ Erik Mona, James Jacobs. Dungeon Design Panel. November 2004. The 30 Greatest D&D Adventures of All Time.Dungeon magazine #116 , Paizo Publishing. November 2004. p68–81}}
- ↑ James Maliszewski. date=February 11, 2009. Retrospective: The Sinister Secret of Saltmarsh. Accessed date: 2011-06-23
- ↑ a b [url=https://www.wired.com/geekdad/2007/12/top-10-dd-mod-3-3/ Wired Magazine]. Top 10 D&D Modules I Found in Storage This Weekend. Ken Denmead. December 18, 2007. WiredDate Accessed: August 12, 2009. Archived Site. August 20, 2009
Bibliography
Zavoda Index Entry
The Encyclopedia Greyhawkania Index page has a list of sources, abbreviations, and a link to the full index.
- Reviews
- wikipedia:Different Worlds No. 20 (1982)
- Fantasy Gamer No. 2 (1983)