Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
The Sinister Secret of Saltmarsh questions (and spoilers)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Prakriti" data-source="post: 7893390" data-attributes="member: 6855149"><p>I just finished reading the first part of The Sinister Secret of Saltmarsh and am considering running it. However, I have a few issues with the adventure and am still trying to decide how to fix them.</p><p></p><p>First, the lack of clues in the upper stories of the house. I feel like more can be done here to alert the party that there's more going on than meets the eye. In room 14, for example, a dust trail leads to a window, and there are scuff marks on the sill suggesting that "something" has been placed there recently. Why not go all-out and put the bull's-eye lantern there, so the party at least has a reasonable chance of realizing that some sort of signalling is taking place?</p><p></p><p>Second, and more importantly, the character of Ned Shakeshaft -- he and his merchant benefactor want to scare off the party and prevent them from discovering the "secret" of the haunted house. So what do they do? They bind and gag Ned and leave him upstairs for the party to find; once rescued, Ned sows dissent, causes accidents, and otherwise makes trouble for the party.</p><p></p><p>Unfortunately, this doesn't make much sense to me. If Ned wants to preserve the house's secret, then he would be better off warning the smugglers that the adventurers are coming. Then they could set up an ambush or prepare some "ghostly effects" to better scare off the party.</p><p></p><p>Then there's Ned's story about being knocked unconscious by "unseen attackers..." It doesn't make sense. Ghosts don't bind and gag people. They don't carry them upstairs and leave them for dead. Anyone who hears this story is going to think "Something fishy's going on here. We'd better investigate," which is exactly what Ned and his merchant benefactor <em>don't</em> want.</p><p></p><p>As I said, none of this makes sense. So what's the best solution? I see a few possibilities:</p><p></p><p>(1) <strong>Remove Ned from the adventure. His plan makes no sense. </strong>In which case, I need a new encounter for his location.</p><p></p><p>(2) <strong>Keep Ned, but have him approach the party in town and ask to join them there (either as an adventurer or as a guide). Now he can fill his role as a mole and "cause trouble" for the party without feeding them an obvious lie. </strong>My only issue with this solution is that I don't like putting moles in a party, as it's a classic antagonistic-DM move, which only discourages players from trusting NPCs in the future.</p><p></p><p>(3) <strong>Keep Ned, but make him a good guy. He is exactly what he claims to be: an innocent traveler who was attacked and left for dead.</strong> But what reason would the smugglers have for capturing (and not killing) him?</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7893390, member: 6855149"] I just finished reading the first part of The Sinister Secret of Saltmarsh and am considering running it. However, I have a few issues with the adventure and am still trying to decide how to fix them. First, the lack of clues in the upper stories of the house. I feel like more can be done here to alert the party that there's more going on than meets the eye. In room 14, for example, a dust trail leads to a window, and there are scuff marks on the sill suggesting that "something" has been placed there recently. Why not go all-out and put the bull's-eye lantern there, so the party at least has a reasonable chance of realizing that some sort of signalling is taking place? Second, and more importantly, the character of Ned Shakeshaft -- he and his merchant benefactor want to scare off the party and prevent them from discovering the "secret" of the haunted house. So what do they do? They bind and gag Ned and leave him upstairs for the party to find; once rescued, Ned sows dissent, causes accidents, and otherwise makes trouble for the party. Unfortunately, this doesn't make much sense to me. If Ned wants to preserve the house's secret, then he would be better off warning the smugglers that the adventurers are coming. Then they could set up an ambush or prepare some "ghostly effects" to better scare off the party. Then there's Ned's story about being knocked unconscious by "unseen attackers..." It doesn't make sense. Ghosts don't bind and gag people. They don't carry them upstairs and leave them for dead. Anyone who hears this story is going to think "Something fishy's going on here. We'd better investigate," which is exactly what Ned and his merchant benefactor [I]don't[/I] want. As I said, none of this makes sense. So what's the best solution? I see a few possibilities: (1) [B]Remove Ned from the adventure. His plan makes no sense. [/B]In which case, I need a new encounter for his location. (2) [B]Keep Ned, but have him approach the party in town and ask to join them there (either as an adventurer or as a guide). Now he can fill his role as a mole and "cause trouble" for the party without feeding them an obvious lie. [/B]My only issue with this solution is that I don't like putting moles in a party, as it's a classic antagonistic-DM move, which only discourages players from trusting NPCs in the future. (3) [B]Keep Ned, but make him a good guy. He is exactly what he claims to be: an innocent traveler who was attacked and left for dead.[/B] But what reason would the smugglers have for capturing (and not killing) him? Thanks! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Sinister Secret of Saltmarsh questions (and spoilers)
Top