Publication:The Sinister Secret of Saltmarsh
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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 characters for use by the players. 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. 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
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. 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. 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. The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure.
Later Editions
- Ghosts of Saltmarsh (5e) - updated and included into.