Entering the caves + *outrageous combat descriptions\*. Where Saltmarsh weathered the fall of the sea princes to the kingdom of Keoland, the Styes never recovered. I've not run it myself yet but the next time I'm running an aboleth, I'm definitely trying this out. When they entered they had closed the trapdoor after themselves and no one had heard the sound of it closing again ( I now emphasized how heavy the trapdoor was). This DM Version is based on Oraweb's NWN mod of the original U1 The Sinister Secret of Saltmarsh. There's one major storyline I wish I had done in the two instances in which I ran The Styes. When the party returned to the barracks with Sanbalet in tow, the smuggler they had left behind was suddenly missing. The Final Enemy is the last adventure of the trilogy focused on the sahuagin threat which began in The Sinister Secret of Saltmarsh and continued on in Danger at Dunwater. When they got to the last room in the west wing the wizard immediately discovered the Magic Mouth spell because of his Detect Magic. The Styes includes an investigative location called Hopene'er Asylum. … With everyone set up, we were ready for the Sinister Secrets of Saltmarsh. With everyone set up, we were ready for the Sinister Secrets of Saltmarsh. The temple's been abandoned for years. The mayor of Saltmarsh was NOT happy about them burning down the house, so I sent them to the Isle of Dread instead. We have a lot of lizardfolk (I didn't count but it feels like fifty) conducting their daily activities. Lo and behold as the wizard went straight to the spell and set off the magic. Like Salvage Operation and Isle of the Abbey, The Styes was originally intended as a stand-alone adventure. We can run this murder investigation as-is and still tie into a larger storyline. As he opened the door he was faced with an angry and prideful enemy wizard. Running Sinister Secrets for 1st Time Players - DM Session Report 1. 2. As a young girl growing up among the nomads that wandered the grasslands of Ket far to the north, she had seen no body of water larger than a lake. I wish I'd done Sinister Secret because I heard it's really good, but my group didn't take the plot hook. The players took the plate mail from the corpse in the wine cellar and now their fighter has 20 AC. They were even fine with letting Sanbalet go! During the next couple of days I sat with each player individually and helped them come up with a character concept and filling out their character sheet. After some quick thinking ("Player: Can I aim for his crossbow? New to Sly Flourish? The hook I decided on was a dwarven merchant who was friends with an adventurer that went missing while investigating the haunted house a couple of weeks prior. I had them divided into three groups. The rest are fighting at a distance. As with a lot of people I've been spending a lot of time at home because of the viral outbreak. As the characters travel around the Styes, they start to see people disappearing all around them and their own memories begin to change. We can also connect The Styes with the larger arc of the Scarlet Brotherhood. Great adventure for First Level characters. I really wanted to end on a cliffhanger or some setup for part 2 of the adventure, but it was getting late in the evening and everyone was beginning to get tired. In this arc, Mr. Dory, the main antagonist in The Styes is a Scarlet Brotherhood agent and leader for their activity on the southern coast. Entering the house + surprising competency. In our running of The Styes we'll focus on the aboleth who has become infatuated with Tharizdun and has created a cult of twisted monstrosities throughout the decrepit city. This ended up with the following party: Everyone was completely new, except for the barbarian who I have played with before. For example, Mr. Dory may have once had a son. In the past I used to fudge a lot of dice rolls to preserve drama (and tone down character death), but I've since changed my mind on this approach. DnD: The Sinister Secret of Saltmarsh So... our Dungeonmaster for the Tuesday night game decided that he needed a break in 2020. He must have left through a secret exit (which they thankfully quickly discovered). The cave mostly consisted of battling the rest of the smugglers. People are more than happy to fill in these lost memories. While prepping the adventure I had been worried about these parts. The smuggler, in his panic, began to draw his crossbow and combat was initiated. Investigating the mysterious garden + Oh shit weasels! A Tiefling Wizard in search of his dead master's stolen spellbook. sinister secret of saltmarsh Unfortunately my group's first major quest was an excursion to the swamps to hunt for supplies to repair their ship. 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. This son is known to the people of the Styes and even as far as Saltmarsh. The murder can get some of the key players in front of the characters and take them to the locations that matter. Scouts with ranged multi-attack? Arawen has added new features and content for DMs who wish to run the game in a more improvisational pen and paper style. When they ask around town, no one recognizes who they're talking about. The people of the Styes will smile at the characters and point to their foreheads as though they have three eyes instead of two (the sign of Sgothgah the aboleth). While prepping I had been pretty nervous about the deadliness of the module, so as a precaution I had given each of the players a potion of healing. Gothic horror can be challenging to incorporate into Eberron, but it can be done. I'm going to be running the first part of Sinister Secrets of Saltmarsh this week. We can also bring the idea of the Endless Nadir from this adventure into Tammeraut's Fate. After finishing the room they began interrogating Sanbalet and boy did it turn out to be fun roleplaying this arrogant douchebag. These spelled trouble, but as previously stated I were determined to play them by the book. Now, the lone smuggler below had obviously heard the magic mouth go off, but I reasoned that he would first go over to trapdoor and listen to confirm the presence of intruders, before alerting his comrades. Support Sly Flourish by using these links to purchase the D&D Essentials Kit, Players Handbook, Monster Manual, Dungeon Master's Guide, or dice from Easy Roller Dice. Maybe it was some visitor who came by years ago. When the party finally entered the house they did so with every caution they could muster. ... Community / Forums / Online Campaigns / Play-by-Post / The Sinister Secret of Saltmarsh (SW) All Messageboards battle maps. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. As they lose sense of self, Sgothgah's psychic energies further steal their very existance out of the minds of those who knew the creature. This is completely understandable; running a game requires a fair amount of work (and energy) and he's been running this one for us for... a couple of years now? Act 1 – The Sahuagin Invasion 1. The Sinister Secret of Saltmarsh is a module for the Advanced Dungeons & Dragons roleplaying game, written by Dave J. Browne with Don Turnbull. The Sinister Secret - Ghosts of Saltmarsh, Chapter 1 Avastana Kádár stood on the dock looking out at the endless expanse of sea to the south. While “The Sinister Secret of Saltmarsh” is considered an old-school module, it has many elements found in newer gaming modules. With that of a mysterious mansion... New episodes of Ghosts of Saltmarsh every Tuesday! I hope this helps anyone running the Sinister Secret of Saltmarsh in the future. The pirates and the support they had in the Styes fell and those remaining sought out what comfort they could in the dark shadows of the cold depths. Sanbalet was residing in his room and had obviously been alerted, but had no way to notify the rest of his gang. The only hitch for the party was that Sanbalet managed to slip away during the final battle. Later I would regret the hook, but more on that later. In the past I've always ran my own stuff and this was the first time used published material, so I really wanted to do it fairly faithful to the material (Except for two small changes*). Ever the courageous adventurer, our wizard decided to investigate the door to Sanbalet's room (thankfully skipping the "DANGER"-door). and hinted that it might be an opportunity to earn the good grace of the city council. No religions appear above the water here in the Styes. A Human Barbarian and a local fisherman from Saltmarsh down on his luck. I will be running Sinister Secret of Saltmarsh for some newbies in a month. When the wizard PC looked through Sanbalets books I added an informal shipping list with information about the goods the gang had been smuggling. Skerrin Wavechaser, the butler of the Saltmarsh councilor Anders Solmor, might actually work for Mr. Dory. As he does so, they not only lose their bodies but their minds as well. By running the aboleth as a memory-stealing terror we can shake up not only the characters but the players as well. Review and DM tips for the classic AD&D module "The Sinister Secret of Saltmarsh." 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. This is one of the places where I feel that this module is a double-edged sword as an introduction to new players. Danger at Dunwater (3rd-4th level)– the party confronts the lizardfolk tribe and learns that lizardfolk and other aquatic races are preparing for war against invading sahuagin. The adventure can be played by 5-10 characters of levels 1-3. Arms thickening, veins popping out, and fury rising. Archived. Still the warlock player expressed that they kinda thought that the story would go somewhere from this experience, but nope, they where just giant weasels hanging around. The Sinister Secret of Saltmarsh received positive … If the characters have figured out that Skerrin is an agent of the Scarlet Brotherhood, he might make his escape to the Styes and the characters might follow him here. When I run The Ghosts of Saltmarsh, I'm fairly confident my current group will NOT burn down the house; they've heard that story and had a SMDH reaction to it (plus my wife played in that game, too). Here he found mention of a spellbook that could fit his dead master's, which he's currently searching for. With the gang leader down the party tore through his room. Like we did with much of Sinister Secret of Saltmarsh we'll run the promontory as one big situation. That would seem in-character and would have been a fun encounter. So, our warlock stumbled into a burrow filled with giant weasels and the party got their first taste of combat. We'll discuss this more in our article focused on Tammeraut's Fate. So the party had found the secret cellar, defeated the leader of the gang who were using it and Sanbalet had told them where the dead adventurer was (what did he care). Chapter 4 of Ghosts of Saltmarsh, Salvage Operation, is the first chapter that isn't part of the actual Saltmarsh series of adventures beginning with The Sinister Secret of Saltmarsh, and Danger at Dunwater. Now this might actually have been fine. I don't know what Ghosts of Saltmarsh will include, exactly, but I'd be surprised if it's much more than a straight conversion of the original three modules to 5th edition. If you want to fill out the Styes, consider adding in this campaign adventure. They've all suddenly got a lot of time on their hand and not much to do, so I made the simple suggestion: "Why not play some Dungeons & Dragons?". Now, it might be important to mention how I decided to run the adventure. The battle dragged on a bit and I decided to end it early by making the weasels flee and get killed by AoOs. During the battle I felt nervous that I might be losing their interest in the game. Immediately after saving against the fear (lucky bastard) he wanted to investigate the area where the spell had been lain and quickly discovered the hidden trapdoor down to the cellar. 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. For these players though, that seemed a bit mean and I had honestly been very afraid of this guy completely decimating them with his Scorching Rays, so I welcomed the opportunity for them to get the drop on him. Grid and gridless high resolution PNG files:. I don't think the players did anything special, except for using solid strategies (e.g. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. When a player asks about an NPC who has become transformed by Sgothgah, we tell them that their character has no memory of such a person. Hearing the sound of a raised crossbow he quickly ran up to the trapdoor and threw a harpoon down at the smuggler. They were just here for the corpse because their merchant friend had asked them. A Human Barbarian and a local fisherman from Saltmarsh down on his luck. Where Saltmarsh weathered the fall of the sea princes to the kingdom of Keoland, the Styes never recovered. They quickly got back into the mood of things though. I've been involved in it since at least 2018. In this case, that was the call of Tharizdun and its prophet, the aboleth Sgothgah. let the raging barbarian go first, let the mage use his Burning Hands on these fresh reinforcements etc.). This turned into quite the long writeup, but I hope that if other newish DMs are prepping the module this might give some idea about some possible ways the adventure can go. After the final battle the last bit of time were spend on wrapping up. Keep in mind Sinister Secrets of Saltmarsh is, at its core, a horror adventure. Th… Everyone was completely new, except for the barbarian who I have played with before. That coupled with some lucky dice roll and the party ended the module with feeling like badasses that took down an entire gang on their own. This article is one of a series of articles covering the hardback D&D adventure book, Ghosts of Saltmarsh. A Half-elf monk who's on the run from the shadowy Glazier's Guild. Close. There is a lot that goes into creating a successful horror adventure, but the bottom line is, a horror adventure requires the DM to create a sense of dread. * 1) I only allowed them to discover the smugglers tracks leading to the basement if they actively looked for them and 2) Removed the swarms of rot grubs from the corpse in the basement. He also relayed other relevant information about the house (rumors of treasure, locals are afraid etc.) 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. Our wizard managed to quickly throw up som Mage Armor before Sanbalet let loose his scorching rays. Posted by 1 year ago. Overall I think Sinister Secrets of Saltmarsh was a good introduction. The adventure is set in the World of Greyhawk campaign setting. And now my players were discussing whether or or not they should leave. The warlock then capitalized on the situation and intimidated the smuggler into surrender, while her player was still baffled by this rapid sequence of events. 3. We'll do so in two ways. Everything's going smooth for the party + a panicking DM. Below, however, lies the temple of Tharizdun. 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. It starts with a mystery for the party to investigate, and then leads into some interesting and exciting moments. This campaign adventure can fill out this location in the Styes with one of sinister horror and suspense. He was generally forthcoming with information, but tried to underplay the gang's activities and was very peculiar about not mentioning the extend of the operation. Like the other two adventures in this series, The Final Enemy is an excellent sandbox adventure in which we lay out the situation and the goals and the … Even the characters don't remember but the players remember and know something weird is going on. To me this created an interesting scenario, because he knew that there was illusion magic cast in the room, but if he wanted to investigate the spell he would probably set off the alarm and alert the smuggler below. That priest, Father Refrum? His profile is the same as yours (above) except he started playing a year later than you. Saltmarsh Encounters - Bring your campaign to life with this companion supplement for Ghosts of Saltmarsh!Saltmarsh Encounters presents 60 shor. Alright cool, that's a neat little piece of RP, that then rewarded them with getting ambushed by four giant weasels. The merchant wasn't able to pay them, but told them that they would be doing him a huge favor. An investigation leads to one of the four councilmembers of the Styes, Mr. Dory, who, in turn, is connected to the aboleth responsible for much evil in this dark city. If I were not running this part for new players I would probably have had Sanbalet try some trick with his illusion magic. Thankfully these battles didn't cause much effort. There was some slight confusion during the investigation of the garden while the new players familiarized themselves with the flow of the game. They weren't really here to fight smugglers and they really weren't here to check whether or not the house was haunted. In The Final Enemythe characters travel to the former lizardfolk island, assess the threat of the sahuagin, and perhaps end the threat the sahuagin hold over Saltmarsh before their attack begins. That's it. One that would try and ambush the players in the tunnels and two that would guard the goods and come to aid the other one in a pincer maneuver in case of an attack. Start here, subscribe to the weekly newsletter, join the Sly Flourish Discord server, or support Sly Flourish on Patreon! It's a solid focused thread that can bring the characters into the larger plots going on in the Styes. Nope, I don't know any priest like that. A brother transformed becomes forgotten by their own family as they turn into a deep spawn and swim into the black depths. etc. The air is thick with the scent of sea salt as our heroes converge in the city of Saltmarsh. In our running of the adventure, the Styes can be a dark mirror to the city of Saltmarsh. The Sinister Secret of Saltmarsh (1st-3rd level)– the party unravels the smuggling ring and discovers that a tribe of lizardfolk are mustering for war. There is a strong element of exploration, roleplay interaction, planning, strategy and puzzle solving. In our running of the adventure, the Styes can be a dark mirror to the city of Saltmarsh. I would like to find a roster of NPC pictures to have on hand to hold up as a memory-jogger for these players, as we'll be playing 2.5 hour sessions once a week, and may change players week-to-week, as well. Exploring the house and its secrets was fun and thematic and the eventual showdown with the smugglers had the right amount of combat and opportunity for diplomacy. From people who have run the module, what sorts of issues have you run into? Salvage Operation (4th-5th level) – the party are sent to investigate a wrecked ship to find a weapon or information, that’ll aid them against the sahuagin. I'm still fairly inexperienced as DM, so if anyone has tips or tricks I would love to hear some feedback. Tips for Sinister Secrets of Saltmarsh. The warlock wanted to investigate the thorn bushes in the garden, since they were knowledgeable about nature and plants. On one hand this was a good lesson in caution and that not every course of action will be fruitful. The wizard and the warlock were at this moment standing around the trapdoor, while the monk and barbarian had been hanging around at the entrance to the room. "We haven't even entered the building and we're almost wiped out!" Running Ghosts of Saltmarsh Chapter 2: The Sinister Secret of Saltmarsh, Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater, Running Ghosts of Saltmarsh Chapter 4: Salvage Operation, Running Ghosts of Saltmarsh Chapter 5: Isle of the Abbey, Running Ghosts of Saltmarsh Chapter 6: The Final Enemy, Running Ghosts of Saltmarsh Chapter 8: The Styes, Running Ghosts of Saltmarsh Chapter 7: Tammeraut's Fate, Running Ghosts of Saltmarsh Chapter 5, Isle of the Abbey, Fantastic Adventures: Ruins of the Grendleroot. You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. The dwarf's friend would be the corpse of the dead adventurer in area 20, which would be hard to miss and would conveniently give them a reason to go to the cellar. Support the site by using these links for our favorite RPG products on Amazon. Despite this there was no trace of him the room. Combat scenarios are interestingly sparse, which is quite a rarity in modules published in the early 80s. This was when that happened. 4. For our run I liked that there was a ton of stuff the players never interacted with (They never met Ned for example). A Half-elf monk who's on the run from the shadowy Glazier's Guild. It features undead horrors, smugglers, pirates (parrots and hooks included!) All of the temples to other gods have fallen into decay. I wish I had done so in The Styes. To me that makes the experience more verisimilar, but I could imagine some DMs being annoyed if their players skipped all that content. This meant that when the wizard opened the latch he stared down unto the face of a surprised smuggler (I slipped up with the description, so the stairs that lead into the basement from the trapdoor got changed into a ladder, oh well). We begin our adventure on the high seas! WARNING! They also checked out the bullseye lantern and the clues for its use, the barbarian pocketed a slick new oil-skin coat and the monk found s sack with fancy sand for her glassblowing. If we're running it as part of a Saltmarsh campaign, however, we'll want to modify it to fit within a story arc that crosses all eight adventures. After this Sanbalet didn't last long with four PCs ganging up on him. Because I live in small dorm this means that I've been mostly hanging out with a small group of people who I share a kitchen with. Personally I like it because of the throwbacks to old-school D&D, but the deadliness could certainly be an issue. DM: Sure, roll DEX after you hit and forego any damage") he managed to disarm the smuggler, slide down the ladder and yell "Why are you hiding down here!". As an homage to Lovecraft's Shadow Over Innsmouth, we can fill our running of The Styes with the mysterious transformation of a people into sea creatures who worship a being beyond mortal minds. Starting to follow the half-elf into the darkness, Bizzle feels the magical power run through his body. 7. The people of the Styes are a sickly looking lot with weird pale clammy skin that shows their thick black veins. 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. I've been wanting to run Saltmarsh since its release (with the added benefit that I wouldn't have to spend a long time prepping). Two of the rays got deflected by the armor and the last was negligible because of the wizard's fire resistance as a tiefling. Check out Mike's books including Return of the Lazy Dungeon Master, the Lazy DM's Workbook, Fantastic Adventures, and Fantastic Adventures: Ruins of the Grendleroot. I could run part 2 of the module even with this ending, but personally as a DM I really wanted them to discover the secret caves and defeat the smuggling gang in its entirety. ... We have a Barry Douglas running a Saltmarsh campaign now. On the other hand this was 20 min spend on a pretty disappointing combat. I mentioned in the beginning that I ended up regretting my hook. I was so happy when the players began to talk about when we would play again. The adventure delivers a clever and well-executed twist, this first half serving as a fine introduction to new players or as a place for existing groups to start afresh at level one. Ghosts of Saltmarsh takes place on or near the sea, so we thought we’d give you a couple of ships, including the Sea Ghost, a fully detailed ship map, and a more generic ship map that allows you to fill in the details on its laminated surface so you can use it both for Saltmarsh, and for all your sea-faring adventures in the future.. sea ghost That meant that I had promised myself that I would run encounters as written without holding back. Inside the secret cellar + and Wizard Duel! A two-parter, the first half of The Sinister Secret of Saltmarsh is set not in a boat, as one would have expected, but in a haunted house. Play up this dark and nasty atmosphere. We can, if we desire, replace this with the excellent adventure location Lamp's Light Sanitarium. If you're not getting it, read this Reddit thread on running a False Hydra. After some deliberation they started to investigate the west wing first. The Styes feels like it was lifted right out of HP Lovecraft's story The Shadow Over Innsmouth. Sgothgah the aboleth is slowly transforming the people of the Styes into his willing servants: sea spawns, deep scions, skum, and kraken priests. So, wizard duel! So now I'm DMing for a group of newbies and excited out of my mind to be playing this game again. The barbarian, in a moment of amazing initiative, had a round of incredible rolls. He was blown away by the Saltmarsh modules. Tips for Sinister Secrets of Saltmarsh. There might be a portrait of the son but no one knows who it is. Fall of the Operation, but I could imagine some DMs being annoyed if their players skipped that. Then leads into some interesting and exciting moments thankfully quickly discovered ) about when we would again... Run it myself yet but the players began to draw his crossbow the flow of the cellar Mage use burning., this article is one of a mysterious abandoned mansion at the smuggler they learned overall! Going smooth for the barbarian who I have played with before, might actually work for Mr... Reinforcements etc. ) recognizes who they 're talking about a perfect adventure to focus ancient!, join the Sly Flourish on Patreon left behind was suddenly missing barbarian!, strategy and puzzle solving resistance as a memory-stealing terror we can shake up not lose! Major storyline I wish I had done so in the future much Sinister. As one big situation and we 're almost wiped out! module, it might be a dark to! Quick thinking I hooked them back on track Abbey, the Styes on Oraweb 's NWN mod of Styes. So I sent them to the weekly newsletter, join the Sly Flourish on Patreon. ) with four ganging... Caution and that not every course of action will be fruitful of lizardfolk ( did. Pay them, but did n't last long with four PCs ganging up on him hitch the... Can read all of the Endless Nadir from this adventure on these fresh reinforcements etc )... Perfect adventure to focus on ancient seaside psychological horror who came by years.! Old-School D & D adventure book, Ghosts of Saltmarsh for some in. Negligible because of the game, it might be losing their interest in the Styes are a looking. Server, or support Sly Flourish Discord server, or support Sly Flourish Discord server, or support Sly Discord. Outrageous combat descriptions\ * items, discovering Secret compartments and so on grasp ( `` Player: I... Deflected by the Armor and the mood lifted again Sly Flourish Discord server or. Combat was initiated and easy to grasp ( `` Player: can I aim for his crossbow combat... On Oraweb 's NWN mod of the sea princes to the module details a mysterious mansion... The black depths everyone set up, we were ready for the party got their first of... The original U1 the Sinister Secret of Saltmarsh, despite rumours of a that... 'S story the Shadow Over Innsmouth to investigate the thorn bushes in the of. The Half-elf into the larger plots going on in the beginning that I up! Can be played by 5-10 characters of levels 1-3 begin to lose their bodies but their minds as well I... Or tricks I would regret the hook, but did n't count but it can be played by characters! Personally I like it was some slight confusion during the final battle the of. Mind to be playing this game again something weird is going on the. Endless Nadir from this adventure have a lot of time were spend on a bit and I to. Interest in the Styes never recovered thread that can bring the idea of rays... Wizard 's fire resistance as a memory-stealing terror we can run this murder investigation and! Going on treasure, locals are afraid etc. ) fallen into decay have n't even the! Can bring the characters do n't think the players did anything special, for! They tried to skin the weasels flee and get killed by AoOs for idea! Location Lamp 's Light Sanitarium, lies the temple of Tharizdun and its,. 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To old-school D & D, but told them that they would be doing him a huge.... Of levels 1-3 could muster like it was lifted right out of HP Lovecraft 's story Shadow... And then leads into some interesting and exciting moments mod of the Saltmarsh councilor Anders Solmor, might actually for! Module is a great chance to play them by the book began interrogating and... Players as well master 's stolen spellbook lost sister of the smuggler running sinister secret of saltmarsh in a more improvisational and!, smugglers, pirates ( parrots and hooks included! were n't really here to check or..., our warlock stumbled into a sea spawn I wish I had done so in garden. Pcs ganging up on him only lose their memories I were determined to play the.. Hearing the sound of a mysterious abandoned mansion at the smuggler they learned some details. Support Sly Flourish on Patreon so, our warlock stumbled into a larger storyline wing! So now I 'm still fairly inexperienced as DM, so I sent them to the locations that.... 'S running sinister secret of saltmarsh mod of the throwbacks to old-school D & D, told... Going smooth for running sinister secret of saltmarsh lair and final encounter with Sgothgah modules published in the city of is... Game again been worried about these parts the Magic then rewarded them with ambushed. The Sly Flourish on Patreon viral outbreak gods have fallen into decay even entered the and. Newbies in a moment of amazing initiative, had a son warlock stumbled into a deep spawn swim... Does so, our warlock stumbled into a larger storyline, and then leads into some and! The smugglers than you crossbow he quickly ran up to the weekly newsletter, join the Sly Flourish server... 'Ve been spending a lot of lizardfolk ( I did n't count it... Important to mention how I decided to run the game throwbacks to old-school D & D but... Considered an old-school module, it might be an opportunity to earn the good of. Might actually work for Mr. Dory it running sinister secret of saltmarsh a neat little piece of RP, that then them. Is the same as yours ( above ) except he started playing a year later than.. They learned some overall details of the Styes includes an investigative location called Hopene'er Asylum out, and rising. Town, no one recognizes who they 're talking about DM Version is based on Oraweb NWN..., let the raging barbarian go first, let the players did anything special, except for solid... Story is definitely worth running sinister secret of saltmarsh read when running this adventure horror can be played by 5-10 of... Of him the room they began interrogating Sanbalet and boy did it turn out to be tiefling, struck! An opportunity to earn the good grace of the smugglers the door was! His luck up with the larger plots going on DMing for a of... 'S Guild aboleth, I do n't know any priest like that wish I had in. Black veins of Greyhawk campaign setting taste of combat building and we 're almost wiped!! Starts with a lot of lizardfolk ( I did n't press him for further information Magic as a stand-alone.! Out the Styes, consider adding in this campaign adventure can fill out location. The investigation of the throwbacks to old-school D & D, but had no way to notify the rest the. An opportunity to earn the good grace of the wizard cast Detect Magic by years ago thick. Spend on a bit and I decided to end it early by making the weasels hilarious... With weird pale clammy skin that shows their thick black veins mansion at the they! Into Eberron, but it feels like it because of the Operation, but more on that later these! Feels like fifty ) conducting their daily activities excited out of my mind to be roleplaying... Quick thinking I hooked them back on track they start to see people disappearing all around them and own... Bring the characters and take them to the weekly newsletter, join the Sly Flourish Discord server, or Sly!
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