the sinister secret of saltmarsh

the sinister secret of saltmarsh

- No rations to loot from smugglers, despite full tables :p Quaron and The Wailer are not actually rare, although you'll need to solve a floating stones puzzle to summon Quaron. On top of that this has been uploaded to be shared freely for the NWN community. The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. #DDO . Also, make sure to download the required projects as well which are near the bottom. "[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. So where does this quest even start? For maps showing the insides of the adventure locations - the Haunted House and the Sea Ghost, as well as the Lizardfolk Lair - check out our DM's Resources for The Sinister Secret of Saltmarsh and Danger at Dunwater respectively. Ned, however, doesn't know who Skerrin is. alignment but no god wanted me. - OOC lines in Constable and Granger conversations after Dunwater "Unravel the mystery and rumors of strange . The adventure itself, however, doesn't offer very strong hooks to get there. These were some older tilesets created by Lord of Worms (true genius). As written, it's a tough situation. Offer clear goals and leave the approaches open. I just bought the PDF and there's NO MAPS??? It's been four years since I submitted that and I still get a kick out some of those one-liners! Expansion features will also be available separately on DDO store, usually 6 months after the release, This page was last modified 15:01, December 4, 2022 (Update 57) by DDO wiki anonymous user. There are three adventure hooks provided to get the characters to go to the old alchemist's house. Not sure if it matters, but I am running the linux version of NWN EE through Steam. The tools worked as advertised. Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic 'U' series and some of the best nautical adventures from Dungeon magazine: The Sinister Secret of Saltmarsh. I hope you enjoy it. Who actually is selling the king's weapons to the smugglers? To access the area, go to The Gatekeepers' Grove in the Harbor, talk to NPC Val Arkalamnash and get transported to The Snapping Line Inn. Instead, talk to. I should also mention, since I am running linux, I had to use wine to run the nwn tools. I'll upload the renamed hak separately (wog_custom.hak) along with a new version of the module shortly. Fire up the game and the Sinister Secret of Saltmarsh will appear in your list of Modules to play. August 24th, 2016, 03:42 #2. damned. Accessed August 16, 2021. The Sinister Secret of Saltmarsh is an AD&D module written by Dave J. Browne with Don Turnbull. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com. 3.3 The Legend 3.4 General Notes. The "POD" means the "Print On Demand" copy. Let's deal with the module first, then deal with setting it up next post, because I'd say Saltmarsh, as a campaign, does need a strong focus on the town to hold it . It was also where all the weapons were kept. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous forgotten treasure. The masked man had a strange affectation, however. The Sinister Secret of Saltmarsh is expected to contain, when released on live, 10 dungeons and a wilderness adventure area. Ghosts of Saltmarsh is a collection of seven nautically themed adventures that can serve as the backbone of a campaign. These look like large undead spiders but they . The Sinister Secret of Saltmarsh received positive reviews from critics. Some might be afraid to run up on deck. The adventure is set in. [7], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". Might be false positive - maybe 22 o'clock is still "day"? Also, made NPC Oceanus truly aquatic/amphibious so he may survive above or below water. The adventure can be played by 5-10 characters of levels 1-3. Sitting on the table next to him are several objects that have been turned to solid golda secret that nobody has discovered, and nobody ever will unless the players stumble into it. Yes, Tarot Redhand is correct. 75% off Expansion Trove. took me three sessions to run the first half of the module (of course first session was also making all of the AD&D characters, so probably closer to 4 or 5 hours total). - socketed weapons: found only 2 gems(1st in the lair of smugglers) and one armor with socket(3rd level of Final Enemy..). Recurring Tropes. This required the adding of Zwerkules' Medieval City Hak even though no areas are made with it. In Single Player it would be nice to have some way to fast forward time or turn off the cycle. To make things a little easier on the characters, consider leveling them to 3rd once they have cleared out the smugglers under the house so they have more resources to take on the crew of the Sea Ghost. If that's of any help. We use our own custom deity system here, so make sure to read those changes and requirements before proceeding as a Cleric. Uploaded by The adventure is set in the World of Greyhawk. The adventure can be played by 5-10 characters of levels 1-3. Probably one of the best storylines of any module series. 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. Often times its GPU-related and just a simple updating of video drivers fot your graphics card will fix it. The module is intended for starting 2nd level characters and may take you to around level 9, give or take. Quest givers and entrance to the wilderness area is located within the inn. Please discard old module, download the new module and the new versions of the haks and tlk (many have been changed and/or updated). Just be prepared to NOT exit from the other end when you are inside the Lair of the Lizard People. Maybe those who have played it so far know the AD&D modules this is based on and have an idea where to start. Dicing with Dragons, An Introduction to Role-Playing Games, "Review of the Sinister Secret of Saltmarsh", "Retrospective: The Sinister Secret of Saltmarsh", "Top 10 D&D Modules I Found in Storage This Weekend", "Explore A Spooky Town And Face New Foes In DDO's Sinister Secret Of Saltmarsh Expansion", Dungeon Master Option: High-Level Campaigns, https://en.wikipedia.org/w/index.php?title=The_Sinister_Secret_of_Saltmarsh&oldid=1128622723, Role-playing game supplements introduced in 1981, Short description is different from Wikidata, Creative Commons Attribution-ShareAlike License 3.0, This page was last edited on 21 December 2022, at 02:56. The mad wizard [3] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and DM. If the characters already learned that the weapons are going to the lizardfolk, the council wants them to learn where exactly these lizardfolk are. They hide their activities under the guise of a haunted house that once belonged to a powerful alchemist. Main quests (quest givers in the tavern, entrances in the wild) The Haunting of Saltmarsh 3/32 Questgiver: Krag; Under the Cover of Darkness 3/32 Questgiver: Anders Solmor; After then they spawned every time. This is my all time favorite module. This title was added to our catalog on January 22, 2013. Update: 7/18/19: Added more polish, provided a few more context clues, added a missing hakv(wrm_mirkwood.hak) that helps clear up some mini-map issues with the Mirkwood tileset, and added Zwerkules cleaned up and slimmed down tilesets for faster load times and improved performance. Sinister Secret of Saltmarsh mini-expansion was introduced in Update 50 on August 4, 2021. on August 14, 2019, There are no reviews yet. Guess I should not use console to teleport around, but if he died (and Oceanus is so easy to kill.. :D) then it would also happen. [5]. Warning: If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. - Arena cutscene does not make sense. Among them are three scouts, five bandits, two hobgoblins, and Sanbalet the wizard. Dm Wise did his usual great job making great use of CEP placeables and NPCs. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining. Bear in mind that you aren't likely to complete it in one session and you may need 2 or 3 sessions to complete it. I believe this makes this module (the only other modules I have played significantly being the Aielund Saga I-VI and three NWN Bioware Campaigns) much richer and enjoyable than one expects, more enjoyable than Aielund and Bioware for me. Duh. I just bought it and I'm already pissed off that it doesn't have bookmarks. Update: 7/12/19: Corrected a few minor issues and added a bit more "direction". There's no constable at the constabulary, no mayor at the townhall and so on. Thanks for the direction! Head out to the Haunted House and make it a big to-do in town. U1: "The Sinister Secret of Saltmarsh" (1981), by Dave J. Browne with development by Don Turnbull, was the first adventure in the "U" series. I have been working on an update which fixes just about anything there was. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. The low hit points of 1st level characters is the main reason things are so hard. I plan to return to this and import all of my fixes and improvements in the next couple of months. The issue with the dialogue with the boat was the result of one of the BD updates that changed the walkmesh for certain placeables (mostly rowboats), but I suspect pathfinding also was a culprit. Saltmarsh is a wilderness adventure area available on heroic (level 3) and legendary (level 32) difficulty. I have completed the three part module solo twice on the PW server and am in the process of trying to complete all three parts in a party, have had two attempts so far, but the amount of content is long enough that real life does get in the way! 75% off Masterminds of Sharn. One day I hope to put the new and revised version that has all of these little kinks, among others, ironed out. This tends to come up as advice in every article I write for 1st level adventures and it's still just as important when running Sinister Secret of Saltmarsh. I've uploaded a revised version that has a bit more NPC and NPC interaction to help guide folks along. This history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Between clearing out the haunted mansion and taking on the Sea Ghost, we might have a downtime scene or session. It features undead horrors, smugglers, pirates (parrots and hooks included!) They come in the following values: Lesser Elixir of Discovery: +5% chance of finding named loot; Greater Elixir of Discovery: +10% chance of finding named loot; Sovereign Elixir of Discovery: +15% chance of finding named loot; Saltmarsh VIP Elixir of Discovery: +15% for 3 hours The work itself is a collaborative effort between myself, The Krit, Mr. Zork, Nocturne, Ratik and DM Raine. - no starting gear given, only token that signify it? 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. Ned was sent from a nearby city and met his contact in Saltmarsh who appeared cloaked and masked. Based and grounded in the World of Greyhawk, this adventure is an example of the live action server we run, The World of Greyhawk Action Server. Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help! The Sinister Secret of Saltmarsh is one of the adventures featured in the upcoming D&D Book Ghosts of Saltmarsh. and looking out to sea, stands the Haunted House. Accessing your content. The visual effects are stunning. The Ghosts of Saltmarsh: Sinister Secret SoundPack gives you the complete audio solution when playing this first adventure of this colorful and rich DUNGEONS & DRAGONS collection. - goblin shark voice is wrong Frogo, bullywug rogue: level 3 and level 30. I find it enjoyable to replay. Quest givers and entrance to the wilderness area is located within the inn. My character says one line only. Like Sinister Secret of Saltmarsh-a revelation when it was originally published in 1981, it's been faithfully updated for 5th edition D&D, and it's just as chilling as it was then. Standing Stone Games has just rolled out Dungeons and Dragons Online mini-expansion called Sinister Secrets of Saltmarsh. I am back at the Dunwater delta ready to go back to Saltmarsh, but it wont let me get back on the boat. I had a very enjoyable time playing it. No other level in D&D is nearly as dangerous as 1st. Please make a Print On Demand option for this book. It feature. In this preview, however, only the following 5 dungeons are available to preview: Danger at Dunwater 3/32 The Final Enemy 3/32 What Sleeps Below 3/32 The Hijacked Haul 3/32 Back to Basics 3/32 We have detected that . The abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. When we're setting up a big scene like the infiltration of the Sea Ghost, we want to keep potential approaches open but also focus the required quests so the players know what they're supposed to do and can choose how they want to do it. They may provoke opportunity attacks. "[2] 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. C $74.61 + C $17.64 shipping. Master Ian by day can be found at the Kraken. It's hard to define what the essence of the TSR UK adventures is, though they all tended to be pretty high in quality. 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, Subscribe to the Sly Flourish weekly newsletter, Fantastic Adventures: Ruins of the Grendleroot, Sly Flourish's Frequently Asked Questions. Error: No match for email address or password. I thought I downloaded all the necessary files as well as required projects, yet the log file states the wrm_seasonalv10.hak is missing. In this preview, however, only the following 9 of the following dungeons are available to preview:. System: D&D 5E Starting Level: 1 Length: Short Campaign Installation: 1 addon Quick Guide. I didn't find it hard to get started with the quest, as it is like many of the quests on World of Greyhawk server and stand-alone module. Last night I experienced a crash in the Hool Marshes when trying to go "Further into the Hool". The Sinister Secret of Saltmarsh received positive reviews from critics. Sorry for the confusion. 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 characters might escape or might be transported to the Sea Ghost when it comes back in. I figured this out only after tinkering in toolset and noticing that you have separate day/night NPC spawns so you have to wait till morning until you can find that NPC in correct place with correct dialogue. U2 Danger at Dunwater by Dave Browne with Don Turnbull. Now through March 5th! This DM Version is based on Oraweb's NWN mod of the original U1 The Sinister Secret of Saltmarsh. I don't get a journal entry at the start of the module which would be okay, if I'd be drawn into the story right away and didn't have to find out what it is all about, but after I went to Saltmarsh and explored the place I have yet to find anybody who gives me more than a one-liner conversation except for those who tell me about the extra features the PW has (which sort of kills immersion for a single player module). || Tabletop Spotlight, Building Narrative Armies In Horus Heresy: Age of Darkness, My Lil' Everdell Is A Very Good Place To Start || How To Play, D&D: Monster Spotlight - There Is No Dana, Only Chuul. Wait.. Could he equip the dire mace in natural weapon slot? The very first villager that you run into suggests the PC should go to the Kraken. Thanks for the constructive feedback everyone. Combined with the low-key nature of the module's central mystery -- criminals using a local legend as a cover for their activities -- I find it . date=February 11, 2009. https://www.wired.com/geekdad/2007/12/top-10-dd-mod-3-3/, https://greyhawkonline.com/greyhawkwiki/index.php?title=The_Sinister_Secret_of_Saltmarsh&oldid=55838, Creative Commons Attribution-NonCommercial-ShareAlike, 3, 4, 21, 28, 37-59, 61, 65, 79, 80, 111, 229, 246, 247, 248, 252, 253, SEE ALSO U1 The Sinister Secret of Saltmarsh, This page was last edited 07:24, 16 August 2021 by Greyhawk Wiki user. Las mejores ofertas para Mdulo AD&D U1 - EL SINIESTRO SECRETO DE SALTMARSH - Dungeons & Dragons TSR 9062 estn en eBay Compara precios y caractersticas de productos nuevos y usados Muchos artculos con envo gratis! This is a great scan of a great module.The interior illustrations are a bit too dark but that is a small gripe.Highly recommended. I never met Master Ian before i just went out of town.By night or by day, constabulary, Kraken, Mermaid, nothing.Now i'm back and the council meets and seems preoccupied.Looks are great, though.I'll not vote for now. You can get it by ordering it above. He is being fed information and advice from his family's longtime advisor, Skerrin Wavechaser, a secret agent of the Scarlet Brotherhood. 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. [8] The adventures are based on the lore of the original module but also its 5th edition variant, Ghosts of Saltmarsh. 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. Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. The characters have very much been brought to life and have great personality. Unravel the mystery and rumors of strange happenings to save a remote seacoast town in Dungeons & Dragons Online: Sinister Secret of Saltmarsh. That doesn't mean they'll act perfectly, however. He was not at temple altar. Las mejores ofertas para El Siniestro Secreto de Saltmarsh U1 Dungeons and Dragons estn en eBay Compara precios y caractersticas de productos nuevos y usados Muchos artculos con envo gratis! Henchmen are also available if you play your cards right. - getting lost (what to do next). My favorites are Ian Dyverlaw, Hailguard and the Lizard Chieftain (with his Lizard Math). Printing Information. Maybe intentional. The music choices are excellent. Indeed, action picks up almost immediately after the events of its predecessor, which makes it quite easy to use at the table. will definitely buy again! The module includes optional pre-generated first level PCs for use by the players. $15.00 THESE MAPS ARE FREE FOR DOWNLOAD! In this video we finally h. Magic items should be found by players as treasure and not come as handouts from the DM. No clues how to do that, boat just takes me back to the cave. U1 The Sinister Secret of Saltmarsh (1e) Hedge's Adventures in the Realms (5e) Dwimmermount (ACKS) A Village With No Name [Sandbox] (2e AD&D) North Spine campaign (Labyrinth Lord) Under Streets of Splendor (2ed) Anything Goes: Vol. U1 Sinister Secret of Saltmarsh by Dave Browne with Don Turnbull. 1st level D&D adventures are their own special game and these games should be treated differently than every other D&D game we run. We really have to be comfortable thinking on our feet. Your own hooks may work better than any others, of course. Thanks for your support! Saltmarsh is very twisty and keeps ya on your toes. All other items can be claimed multiple times. Yes, it was designed for party play and has been tested in a live PW environment. Until twenty fact haunted but is the shore base for a band of smugglers whose. About TSR UK. The Sinister Secret of Saltmarsh can be played by five to ten characters of 1st-3rd levels. They're a dynamic bunch. This works right into the hands of the Scarlet Brotherhood and adds pressure in the opposite direction from the rumor that the dead woman shows that the Sea Princes are returning. Dave J. Browne wrote the first four adventures for TSR UK: U1-U3 and UK1. Bandits may flee if they take a hit. 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."[8]. I cannot recommend it highly enough. When the characters are done dealing with the skeletons and the alchemist (a really fun encounter so hopefully the characters don't skip it), they will face split groups of scouts and bandits throughout the caves. It actively promotes DMs taking ownership of the adventure. I actually purchased this module shortly after completing it as a player. Only Anders Solmor acts as the balance between the two, bringing together the characters to investigate the situation as outside advisors to the council. A Great Week For Card Games! View Profile [6] 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". 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. Also added more instructions for module installation (to include where to put CMP music files since I forgot to add that in the original instructions). The Sinister Secret of Saltmarsh is a wonderful adventure that helps us stretch a lot of DM muscles that we often talk about on this website and in Return of the Lazy Dungeon Master. I DMed a few parties of 3-5 players. When they run well, however, such adventures can feel like magic. (Pre-Owned) Sponsored. This is considered a low to mid magic setting. A party of 4 level 3 or 4 characters should find a very good experience in this mod. Haunted House Ground Floor. For whatever reason, about 5% of Linux users crash at this spot. At a guess, the "U" most likely stood for UK, but that was abandoned when the later "UK" adventure series appeared. Its a lot of fun. It's a little easier to identify the essential essence of Dave J. Browne's adventures: they all tended to be thinking adventures. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. No less than three times the module addresses the DM directly, saying consider how the enemies will react theyre smart foes, theyre successful criminals. - no black market to sell my stolen traps to. An agent of the Scarlet Brotherhood of course! This reddit is for posting battle maps for tabletop RPG's and . Marketing Manager: Mars Garrett The adventure can be played by 5-10 characters of levels 1-3. It faithfully captures all of the important points of the ori. on the Internet. These are simple bandits. Skerrin has sent another agent to the haunted mansion, Ned Shakeshaft. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. 1981 AD&D 1st edition module U1, levels 1-3, 2019 5E adventure hardcover, levels 1-12 campaign, includes updated version of previous modules and more. Please discard old module, download the new module and the new versions of the haks and tlk (many have been changed and/or updated). Sea Ghost Hold. Taking a page straight out of the Hana-Barbera handbook, it turns out that the haunted house is all just a few criminals in an elaborate mask, who would have gotten away with it if it werent for those meddling kids and their blink dog. 35 of White Dwarf magazine by wikipedia:Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. Or too used to my old ways of PW building. my apologies. No, it is compiled. It includes areas and adventures inspired by the original AD&D module as well as later stories from the 5E Ghosts of Saltmarsh book. That said, the adventure is well-written and well-paced. Actually all key NPCs are in town hall so city is totally useless and empty. Hopefully it's a fun epic battle in which the characters struggle but prevail. Get discounts on expansions in the DDO Market: 25% off Isle of Dread 25% off Sinister Secret of Saltmarsh 50% off Fables of the Feywild 75% off Masterminds of Sharn 75% off Expansion Trove Now through March 5th! Bell of Lost Souls℗ is a registered trademark of _kmb_wog_inc: Unable to find area corresponding to tag GHOldCity, Arpelagos Chronicles: The Strain is Strong (DEMO), https://www.tapatalk.com/groups/worldofgreyhawkfr/, The Sinister Secret of Saltmarsh Supermodule, U1 - U3 (1/19/22), World of Greyhawk PW, Mithral Enhanced Edition, World of Greyhawk Forums and Adventuring Guild Hall, Open - Free & open only if project also open, https://forums.beamdog.com/discussion/76719/latest-saltmarsh, Lords of Darkness 3 - Alanya's Secret (V2.0), The Aielund Saga Act III - Return of the Ironlord, HeavensGate 2: Islands of the Undead Legion, Lords of Darkness 4 - For Crown and Country (V1.2), The Crystalmist Campaign Chapter 3: The Sahuagin Heel, The Crystalmist Campaign Chapter 2: The Lichway. This woman was last seen with her brother, both of whom were adventurers that planned to go to the haunted mansion and recover the alchemist's gold. The combat sequences are also generally excellent, particularly in Part III. Our adventure begins with the characters traveling to a supposedly haunted mansion. It's unlikely that was the original intent, though, as the adventure doesn't actually feature any underwater elements. Just like the cellar encounter, the Sea Ghost is another big and dynamic situation. Like Tales from the Yawning Portal before it, Ghosts of Saltmarsh takes several classic D&D modules (this time around an aquatic theme) and updates and revitalizes them for 5th Edition. No directions. 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. Download the tlk file (Saltmarsh_265) and extract into your tlk folder. Whether its the fact that a merchant that works with the smugglers has cooked up a harebrained scheme to try and keep the players from learning the truth by planting an assassin prisoner in the upper floor of the mansion: Hell join the party and cause problems, possibly even attacking once the jig is upbut the DM is always instructed to not be obvious about it. The Index is based on previous work of Jason Zavoda through '08, and his work as continued and updated by Eric Johnson, Richard DiIoia, Jason "PupickDad" Jacobson, a French fan group, and numerous other fans over the years.

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the sinister secret of saltmarsh