Jumat, 22 Oktober 2010

[K820.Ebook] Free PDF The Sinister Secret Of Saltmarsh (AD&D Roleplaying, Module U1), by Dave Browne, Don Turnbull

Free PDF The Sinister Secret Of Saltmarsh (AD&D Roleplaying, Module U1), by Dave Browne, Don Turnbull

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The Sinister Secret Of Saltmarsh (AD&D Roleplaying, Module U1), by Dave Browne, Don Turnbull

The Sinister Secret Of Saltmarsh (AD&D Roleplaying, Module U1), by Dave Browne, Don Turnbull



The Sinister Secret Of Saltmarsh (AD&D Roleplaying, Module U1), by Dave Browne, Don Turnbull

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The Sinister Secret Of Saltmarsh (AD&D Roleplaying, Module U1), by Dave Browne, Don Turnbull

  • Sales Rank: #1027953 in Books
  • Brand: Advanced Dungeons & Dragons 1st Edition - Modules
  • Published on: 1980
  • Ingredients: Example Ingredients
  • Number of items: 1
  • Dimensions: .30 pounds
  • Binding: Paperback
  • 32 pages
Features
  • AD&D module U1
  • The Sinister Secret of Saltmarsh

Most helpful customer reviews

3 of 3 people found the following review helpful.
Classic Module
By Joshua Hodges
Dungeon magazine ranked this among the thirty greatest DnD adventures of all time, so I decided to purchase a copy and run it for my group. I have been very impressed by the quality of the storyline in the module -- the UK division of TSR did an absolutely fantastic job. I highly recommend this for anyone who is interested in some old school gaming.

16 of 16 people found the following review helpful.
Great module from the golden years of D & D
By Joker
This AD & D module is for character levels 1-3. The setting is the "haunted" house that sits high on a cliff overlooking the fishing town of Saltmarsh. Ghostly happenings and mysterious lights appearing from the house have kept people away from the house for many years. But the house really isn't "haunted" - instead, it is made to APPEAR that it's haunted by smugglers who are operating from the house and have tried to scare people away (sounds kinda like a Scooby Doo mystery). This module has a good story, illustrations, and above all a steady level of dread. It's not incredibly hard to figure out the "secret" of Saltmarsh. The second part of the module has to do with seizing the smugglers' vessel. Thinking and tactfulness are essential. This adventure is one of my personal favorites from the early '80s. I won't reveal too much, I'll just say that it's a great two-part adventure through a "haunted" house and its cellar with lots of twists and turns and surprises. I think you'll enjoy going through this module if you enjoy the old school Dungeons & Dragons of yesteryear. What I'm referring to is the way the game was in the '70s and early '80s - the golden age of Dungeons & Dragons. That period of time had the best modules and the game's popularity was at its peak. I highly recommend this module (if you can obtain a copy).

9 of 10 people found the following review helpful.
Sinister Secret Of Saltmarsh
By Elias Genghy
In the very early 1980s, contemporary D&D modules typically troubled themselves with story lines only long enough to get you underground; once you were in the dungeon, you slogged through hours of room-to-room combat and hidden pitfalls. The only thinking required was "How do I kill this thing?" Sure that was fun for a while, but this adventure illustrated that our gaming brethren in the UK were taking D&D to a more sophisticated level. This is definitely a thinking player's (and DM's) adventure with clues to be digested and a plot to be figured out; it gets high marks for innovation.

That said, the adventure is actually somewhat lacking in many ways. Yes, it lays out a plot with a twist or two, but the secret is not really very sinister, or even that well concealed. The "dungeon" portion of the adventure, including encounter descriptions, maps, and NPCs are uninspired and the designers really left far too much up to the DM. What you get are reminders that the DM will have to develop so-and-so NPCs and encounters or come up with this-or-that villain strategy just when you're hoping that they'll give you something meaty to dig your creativity into. It seems to be a lot to lay on a person who spent $6.50 of their hard-earned paper route money to play this adventure back in 1982; especially considering that at least 4 pages of this module were wasted on full page illustrations and useless visual aids. Still, if the DM is willing and able to flesh this thing out, it should lead to one of the better D&D experiences from that era.

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