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The town of Saltmarsh is described in Dungeon Master's Guide II (2005) for 3.5e - though that Saltmarsh is presumably much higher-powered than the Saltmarsh of this adventure would have been. Maybe because the arena master was already dead? - henchmen death is permanent.. even though clerics sell raise dead scrolls. - OOC lines in Constable and Granger conversations after Dunwater During the session ask the players to describe what they want to do within the week-long period while the council figures out what they want to do about the smuggling ship. I have attached a few screenshots from my solo and party playthroughs. Only VIPs who logged in between Saltmarsh launch . the sinister secret of saltmarsh. Game mechanics Newbie guide In development DDO Store Social Media, Challenges Classes Collectables Crafting Enhancements Epic Destinies Favor Feats, Glossary Items Maps Monsters Places Quests Races Reincarnation Skills Spells. Marketing Manager: Mars Garrett Appelcline, Shannon. Also claw "natural" weapon appeared. Product Information. 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. If things go straight into combat on the Sea Ghost, spread things out so the characters aren't facing all of the crew at once. - lots of openable doors with no transition Though "Secret of Saltmarsh" synthesizes a lot of tropes from earlier RPG releases, it still manages to be very much its own adventure. Have a question or want to contact me? - Sahuagins in throne room are dead (baron and his wife and guardians) Could the shark have killed them? The Sinister Secret of Saltmarsh received positive reviews from critics. VIPs receive some when they purchase the Sinister Secret of Saltmarsh. What is the expected playtime for this module? It's hard to run some of these situations. The Sinister Secret of Saltmarsh is expected to contain, when released on live, 10 dungeons and a wilderness adventure area. And comments suggest it's somewhat outdated compared to a "live" version on the WoG server? The only deviations from the instructions were with versions - I used CEP 2.66 and the April 2020 version of Mountains and More (I didn't have a choice). The module details a mysterious abandoned mansion at the edge of a town called Saltmarsh, and the secrets contained therein. Same with other henchmen probably. Thus, we can help this adventure out by offering a stronger hook. Download the tlk file (Saltmarsh_265) and extract into your tlk folder. 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. The adventure is set in the World of Greyhawk campaign setting. #DDO . This adventure is designed for solo or party play (though a party is highly recommended). I run through Saltmarsh city, talking to every NPC but can't find ANY plot hook or quest. - There is nothing in Submerged cave, right? Four 16th level characters facing an ancient blue dragon archmage and her simulacrum isn't nearly as deadly as four 1st level characters facing four giant centipedes. The adventure can be played by 5-10 characters of level 1-3. [6], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. 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. Both download and print editions of such books should be high quality. I actually purchased this module shortly after completing it as a player. Had to check in toolset. What if they lose? Sinister Secret of Saltmarsh mini-expansion was introduced in Update 50 on August 4, 2021. Behind a barred door marked DANGER players will find a bunch of skeletons guarding a room with an alchemist, long dead, who has apparently figured out the Philosophers stone. Where's the POD??? 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. @DM Wise it might help to put the hak in an archive (zip 7z or RAR). Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. I've added scalable familiars/companions, custom summons for rangers/druids, cep weapon feats and so on, all the bug fixes, et al. U1 uses a number of tropes that had appeared in other adventures from the late 70s. The module is intended for starting 2nd level characters and may take you to around level 9, give or take. discovering the real secret of life. Inside Ghosts of Saltmarsh D&D Best Aquatic Adventures, All In One Place. Town hall, tavern, temple, militia what's even point of those locations if there are no useful NPCs. - Vixlok somehow lost his dire mace. The loyalist council member and smuggler Gellan Primewater himself has such an affectation and Skerrin knows it so he uses it to steer attention away from him and towards the corrupt council member who he plans to either turn to the Brotherhood or remove from the council. Recreating this adventure is my attempt at giving back to the NWN Community who have given so much. In Single Player it would be nice to have some way to fast forward time or turn off the cycle. I did find one way around this - get myself killed and respawn back in Saltmarsh. If you have a party of players that have more beer and pretzel . - Corporal Radric on the trip back has wrong conversation I have to say that Sinister Secret Of Saltmarsh is very a much a product, For an AD&D 1e module it's pretty well organized with inline monster stats (though you'd still need to look up THAC0s if you use 2e of course). The Sinister Secret of Saltmarsh was written as a lead-in to a three module series that includes Danger at Dunwater and The Final Enemy. With two exceptions, there arent specific guidelines for the town, theres not a list of NPCs you can flip to. Damn those peaceful towns! You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. Apparently I need to rename one of the haks (cep2_custom). 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. Instructions for play: Download the "Haks of Saltmarsh" and "Saltmarsh Music Pack" into your Hak folder Download the module and extract into your Module folder. The problem disappeared in the later parts of the game.. somehow.. Luckily, as hard as the situations can be in the caves and on the Sea Ghost, capture is a realistic option and escape is a fun approach to get out of it. D&D Dungeon Module U1 The Sinister Secret of Saltmarsh TSR #9062. In the second half of the adventure, when the players are forced to board a smugglers shipthe same rules applyand one ill-timed fight can trigger the entire ship to start joining in the fray. Each adventure in Ghosts of Saltmarsh is an addon.These content packages are available via a dropdown menu in the Game Addons section of the Game Details Page. It wants the place to feel like a place you can just wander around in, which is what makes the whole adventure work in the first place. 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). On top of that this has been uploaded to be shared freely for the NWN community. "Unravel the mystery and rumors of strange . Maybe those who have played it so far know the AD&D modules this is based on and have an idea where to start. I can see the foyer floor being marble tile but for the rest of it something less expensive should be used (vertical hardwood for most . But good news! Frogo, bullywug rogue: level 3 and level 30. alignment but no god wanted me. Could use a readme with cleric system and explanations of systems. Only Anders Solmor acts as the balance between the two, bringing together the characters to investigate the situation as outside advisors to the council. That is the Seasonal Forest tileset by Lord of Worms. This large room used to be the barracks for this dungeon level. Bandits may flee if they take a hit. That's why both Zwerkules and me had this bad expierence with lack of direction. When you buy the product(s), select: The POD copy I just received is excellent. Overview. It doesnt hold your hand, it wants you to work for it. Wikipedia has an article on the same subject: https://ddowiki.com/index.php?title=Sinister_Secret_of_Saltmarsh&oldid=531093, Pages using DynamicPageList parser function, 5-quest story arc (level 3/32) set in the, Unlike previous expansions, the free items are not autogranted to all your characters. Check out Sly Flourish's Frequently Asked Questions. [2] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. - Oceanus - the AQUATIC elf - drowns.. - after getting out of submerged cave.. and is on the surface! - No way to remove Oceanus and rehire him, as he says he is already in employ of another if you dump him manually. [2] 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. If you're looking for a classic module that combines traditional dungeon crawling with an interesting twist I recommend tracking down a copy. Looks like you forgot to compile module after making changes so fixed were not applied correctly. I think it was during fighting with locked chests..? Are there any estimations as to how many hours of gameplay will the module take? 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! 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. New Module version uploaded to correct some missing Module events (such as deities among others), and renamed a hak to avoid cep confusion. Subscribe to get the free product of the week! You genuinely have a sense of the town, of the activities around it, of the goings on. "U1 The Sinister Secret of Saltmarsh (1e)." Quite good, very beautiful visually, though the resting system is pretty annoying. Alright, still with me? I don't have the faintest idea and all the places you'd usually ask for hints don't even have the people you'd expect there. List is empty so it's not possible to select deity and advance as paladin or cleric. secrets of heavenly by teresa robison goodreads. The module was positively reviewed in Issue No. - No rations to loot from smugglers, despite full tables :p Looking for U1-U3 Sinister Secret of Saltmarsh Series Maps Does anyone have updated versions of the U1-U3 Series maps or know where one could acquire them? I hope you enjoy it. Ended 9th level. Could someone please tell me which pages are cropped off? Most of the upper two floors of the mansion in chapter 2 of Ghosts of Saltmarsh runs smoothly and requires little modification from the book. It's frustrating when an update breaks things that used to work. [1] The next two modules, Danger at Dunwater and The Final Enemy, continue on from this adventure. This package includes her version of the mod, a 25-page PDF DM guide, maps, DMFI Wands & Widgets and a sample DM character. The Haunting of Saltmarsh 3/32 Questgiver: Krag; Under the Cover of Darkness 3/32 Questgiver: Anders Solmor NOTE: This is the dungeon that is not available in this preview. Make sure you either have the Required Projects (hyperlinks near bottom) and extract into your hak folder (CEP 2.65). - no starting gear given, only token that signify it? And everything about the adventure sites promote this idea. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining. Released in 1982, Danger at Dunwater is the sequel to The Sinister Secret of Saltmarsh and the middle adventure in the trilogy of U-series modules. Thanks you! It is also ACP 4.0 supported within the framework of the module if you enjoy the ACP (but not required). 1 (beta run) Silverymoon; Price of Freedom This module has a huge problem which is lack of direction. It faithfully captures all of the important points of the ori. Quest givers and entrance to the wilderness area is located within the inn. "[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. All rights reserved. It features undead horrors, smugglers, pirates (parrots and hooks included!) - socketed weapons: found only 2 gems(1st in the lair of smugglers) and one armor with socket(3rd level of Final Enemy..). If you purchased Sinister Secret of Saltmarsh, yet you did not log into the game with an active VIP subscription between the launch of Saltmarsh on August 4th and 11:59 PM Eastern September 5th 2021, your account is not eligible and you will not have any claim tickets to give to Garthalmor. The cover reproduction is superb. No, you're not missing anything or have corrupt files. 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. 75% off Expansion Trove. 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. Offer clear goals and leave the approaches open. 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. Among them are three scouts, five bandits, two hobgoblins, and Sanbalet the wizard. The characters have very much been brought to life and have great personality. August 24th, 2016, 03:42 #2. damned. Including a throwaway secret that the players might never realizebut the fact that this mansion was once home to an alchemist is right there for players to discover. 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. And stay tuned for the next post, where we'll talk more about making a proper campaign out of Ghosts of . [2] The publication contains large-scale maps, a full background story, and detailed encounter descriptions for the players and Dungeon Master (DM). 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 module is divided into two parts, The Haunted House and Sea Ghost, which are intended to be played consecutively. Hopefully it's a fun epic battle in which the characters struggle but prevail. The Sinister Secret of Saltmarsh comes in three editions, Standard, Collector's, and Ultimate, which sell for $19.99/$59.99/$99.99, respectively. What is its sinister secret? - at 22 o'clock town hall NPCs spawned only on the 3rd try? Underwater Series. There are plenty of weapons here and a few are still usable. They know to run when the jig is upthey know to gang up on foes, and to set up ambushes if theyre alerted to the problems. Third, U1 presents a relatively self-contained adventure - with a haunted house and smugglers - but then throws in a few lizard men at the end, which can lead characters on to the next adventure in the series, much as players went down the adventure path from the classic G-series ("Giant") adventures (1978) to the D-series ("Descent") adventures (1978) by following the drow. Your own hooks may work better than any others, of course. Grab your trusty d20 and lets dive in. Can't wait for weekend to run it with friends. First, it features the increasingly familiar trope of a town homebase with a nearby adventure. The smugglers enjoying dinner in area 21 are likely to grab Sanbalet in area 22 and they all go back down into the tunnels in areas 25 through 29. 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. I recommend leveling characters to 2nd level when they have cleared the first and second floors of the mansion and 3rd level by the time they have cleared out the smugglers in the caves below the mansion. The module includes optional pre-generated first level characters for use by the players. 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). 3.3 The Legend 3.4 General Notes. The server version which I have played through has advantages over the standalone module but I believe overall the quality is fairly similar. Learn where the smugglers are bringing the weapons. If that's of any help. At the Kraken, there's an individual who divulges some quest info. I have already left Oceanus at alliance meeting. - getting lost (what to do next). On this Wikipedia the language links are at the top of the page across from the article title. I'd love to try this but it seems it wasn't updated since 2019 so I guess any constructive feedback from the last two years was not acted upon yet? Often times its GPU-related and just a simple updating of video drivers fot your graphics card will fix it. Happy 17th Anniversary DDO! We really have to be comfortable thinking on our feet. I made the maps for the house and Sea Ghost all in Photoshop, and I have uploaded them to my DeviantArt gallery. One day everything is working fine, and the next it became completely broken. The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom, for beginning adventurers with the AD&D (TM) rules. For whatever reason I was using doors from it somehow. No clues how to do that, boat just takes me back to the cave. Just like the cellar encounter, the Sea Ghost is another big and dynamic situation. There is a sinister secret in Saltmarsh that we can begin to put into play with this hook. The current version listed is compiled and fixed. [2] 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. They're a dynamic bunch. This was my first attempt at a stand-alone module, and I am forced to think of things in a slightly different light (as opposed to the greater whole where everything is connected and there are multiple parties who are able to figure things out rather quickly). He is being fed information and advice from his family's longtime advisor, Skerrin Wavechaser, a secret agent of the Scarlet Brotherhood. Ir directamente al contenido principal . Dave J. Browne wrote the first four adventures for TSR UK: U1-U3 and UK1. 75% off Masterminds of Sharn. This is my all time favorite module. Click for details. Thieving skills, stealth (or preferably Invisability) are essential. Maybe have some tracks left by smugglers next to secret door? - Arena cutscene does not make sense. Do you know of a trick to get around this? Update: 1/19/22: Fixed missing door textures in Saltmarsh. It's hard to define what the essence of the TSR UK adventures is, though they all tended to be pretty high in quality. The module was positively reviewed in Issue No. The Sinister Secret of Saltmarsh is one of the adventures featured in the upcoming D&D Book Ghosts of Saltmarsh. Yes, Tarot Redhand is correct. Henchmen are also available if you play your cards right. I just bought the PDF and there's NO MAPS??? It is very challenging to solo, you should probably start at level 4. The Sinister Secret of Saltmarsh is an AD&D module written by Dave J. Browne with Don Turnbull. Chapter 2 of Ghosts of Saltmarsh doesn't describe when to level characters. But during the night there will be a Town Council at the Town Hall, or more drunks at the tavern, etc. After that had no effect, I learned that much of the module information is stored in the save file. Quest givers and entrance to the wilderness area is located within the inn. 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! on the Internet. This site uses affiliate links to Amazon and DriveThruRPG. According to TSR's official codes, the "U" coding on "Secret of Saltmarsh" stands for "underwater." U1 The Sinister Secret of Saltmarsh Adventure Adventure - Located in: Keoland, U3 The Final Enemy 1-4, 6, 7, 37, 38 Vera Orrenti (Commander Saltmarsh Westgate) Non-player character Female, Human, Ftr5, Dungeon Master's Guide II, D&D 3.5e 120, 124, 125 Walthas Kang (Commander Saltmarsh City Watch) Ghosts of Saltmarsh Haunted House Maps. You can get it by ordering it above. But I'd be curious if there is a better way around this. (and pay the weregild if they ask you, instead of hunting the beast, because he is in that area where you will crash). 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! I cannot recommend it highly enough. He listed the positive elements of the module as "the very matter-of-fact way it portrays a fantasy world" and the new spin it gives to "the standard low-level D&D tropes". I should also mention, since I am running linux, I had to use wine to run the nwn tools. $15.00 The smugglers in the basement don't break down into perfectly balanced little combat encounter groups. He listed the positive elements of the module as "the very matter-of-fact way it portrays a fantasy world" and the new spin it gives to "the standard low-level D&D tropes". :D When they run well, however, such adventures can feel like magic. You might be able to avoid that area altogther if you use the cave in the first Hool map. Those lines in your client log are just referencing other parts of the World of Greyhawk (the entire server from which the module is from) for map purposes. Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! An agent of the Scarlet Brotherhood of course! I just bought it and I'm already pissed off that it doesn't have bookmarks. I added the link in the Required Projects section. Are there still plans for updating this version or was it abandoned? Some crew might be sleeping. To access the new area, go to The Gatekeepers' Grove in the Harbor, talk to NPC Val Arkalamnash and get transported to The Snapping Line Inn. You see, Anders Solmor isn't acting on his own in this. "[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. This required the adding of Zwerkules' Medieval City Hak even though no areas are made with it. The adventure can be played by 5-10 characters of level 1-3. - no black market to sell my stolen traps to. The Dimensional Hireling Contracts Folder and the Sentient Jewel of the Lizardfolk can only be claimed once (per account). XP per encounter: https://ddowiki.com/index.php?title=Saltmarsh&oldid=531884, Pages using DynamicPageList parser function, Slay 10 creatures in Saltmarsh: 165 XP = 16.5 xp/kill, Slay 25 creatures in Saltmarsh: 234 XP = 15.6 xp/kill, Slay 50 creatures in Saltmarsh: 345 XP = 13.8 xp/kill, Slay 100 creatures in Saltmarsh: 585 XP = 11.7 xp/kill, Slay 200 creatures in Saltmarsh: 1,065 XP = 10.65 xp/kill, Slay 400 creatures in Saltmarsh: 2,055 XP = 10.28 xp/kill, Slay 750 creatures in Saltmarsh: 3,645 XP = 10.41 xp/kill, Slay 1,500 creatures in Saltmarsh: 7,965 XP = 10.62 xp/kill, Tactics DCs (Stunning, Sunder, Trip): +2 to +16, This page was last modified 10:10, December 24, 2022 (Update 57.1) by DDO wiki user. Somehow I must have misplaced it in the Required Projects list or removed it from the Haks of Saltmarsh by accident. The Sinister Secret of Saltmarsh is the first adventure of seven in the Ghosts of Saltmarsh campaign book. [7], Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend". Unravel the mystery and rumors of strange happenings to save a remote seacoast town in Dungeons & Dragons Online: Sinister Secret of Saltmarsh. Graeme Morris, who did cartography, editing, and production for the entire U-series, would go on to greater fame as the author of the majority of TSR UK's adventures. The traditionalists believe it has something to do with the recent rise of the king's forces in the area while the loyalists believe it is a clear sign of the return of the Sea Princes. Haunted House Floor 2. - some missing portraits (Tavern Patrons at Mermaid and Kraken, some militia) I'll upload the renamed hak separately (wog_custom.hak) along with a new version of the module shortly. 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. The abandoned, dilapidated mansion of an evil alchemist has been the subject of rumors about hauntings and treasure. Names, trademarks, and images copyright theirrespective owner. 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; 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 At the end I just wished it was longer. 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. Uploaded by Bell of Lost Souls℗ is a registered trademark of Looking back at the actual Sinister Secret of Saltmarsh adventure itself, we need to pay special attention to the characters' first level. 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. THESE MAPS ARE FREE FOR DOWNLOAD! 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. Recurring Tropes. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous forgotten treasure. Get discounts on expansions in the DDO Market: 25% off Isle of Dread. My notes on The Sinister Secret of Saltmarsh. Last night I experienced a crash in the Hool Marshes when trying to go "Further into the Hool". Ghosts of Saltmarsh compiles seven of the best nautical adventure from D&D's history. https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/custom- One-liners provided by: Grymlorde, Tarot Redhand, T0r0, Frith5, rjshae, CaveGnome, SHOVA, Shadowing2029, and Proleric. unravelling the myth of quilts and the The adventure can be played by 5-10 characters of levels 1-3. And there are nasty surprises in terms of traps and secrets waiting for characters at times usually without it being overtly frustrating, although I would encourage at least one character in the party with investment in the search skill otherwise you may be 'searching' for solutions to puzzles for some time.