TEXT:  
   Conversion Guide by Mark 
  Stout
  For Character Levels 1-2
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  The Sinister Secret 
  of Saltmarsh
  Classic Adventure
  Module Conversion
  U1
  
  U1 
  The 
  Sinister 
  Secret
  of 
  Saltmarsh
  Conversion Guide
  Introduction: In 1981, TSR published the module named “The Sinister Secret of Saltmarsh”
  with the module code “U1”. It was written by Dave J. Browne and Don Turnbull, and
  illustrated by Dave De Leuw, Harry Quinn, and Stephen D. Sullivan. It consisted of a 32 page
  booklet and tri-fold cover with maps. This conversion guide allows DMs to run the original
  module with 5
  th Edition rules and provides a reference sheet for encounters.
  An adventure for four to six  1st– 2nd level characters
  by MARK STOUT
  DUNGEONS & DRAGONS,
   D&D, Wizards of the Coast,
   Forgotten Realms,
   the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries.
   
  This work contains material that is copyright Wizards of the Coast and/or other authors.
   Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild.
   
  All other original material in this work is copyright 2016 by Mark Stout and published under the Community Content Agreement for Dungeon Masters Guild.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SALTMARSH CONVERSION GUIDE
  1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SALTMARSH CONVERSION GUIDE
  2
  
  U1: The Sinister Secret of Saltmarsh
  Introduction
  To use this conversion guide you will need a copy of “U1 The 
  Sinister Secret of Saltmarsh”, originally available in hard-
  copy and now for sale in Digital format at 
  www.dndclassics.com. 
  This document gives DMs advice to convert the module 
  to the latest 5th Edition rules and guidance on preparing the 
  adventure. A list of  encounters provide a quick in-game 
  reference. Most creatures refer to stat blocks in the D&D 5e 
  Monster Manual. A few creatures have full stat blocks in the 
  Special Creatures section at the end of this conversion guide.
  Page listings may refer to abbreviations: MM (Monster 
  Manual), CR (Challenge rating), and DMG (Dungeon Master 
  Guide).  All other page number refer to the locations in the 
  original '
  The Sinister Secret of Saltmarsh" module. Key text 
  is in bold for easy scanning. Magic items are noted in italics.
  Find more information about this and other early edition
  conversions at www.classicmodulestoday.
   
   com.
  Reference Sheet
  For convenience, there is a Reference Sheet at the end of this 
  document which summarizes the key information you'
  ll 
  need during the game onto one concise sheet. You can print 
  this onto a single, double-sided page (perhaps on colored 
  cardstock) as a handy tool that you can use alongside a hard 
  copy of the module. After reading this document, all you'
  ll 
  need to run the game is the original module, the Monster 
  Manual,  the Reference Sheet, and optionally any notes or 
  visuals you'
  ve prepared.
  Adventure Summary
  The adventurers have arrived in, or are from, the sea side
  town of Saltmarsh. While most of the talk of the town is 
  typical, the adventurers learn of the "famous" haunted 
  mansion several miles down the coastline.
  The mansion was built decades ago by a rich, reclusive 
  alchemist and has been abandoned for years. Townsfolk 
  claim the mansion is haunted, as people over the years have 
  gone to explore it and come back with tales of spectral 
  figures and ghastly voices shrieking. The townsfolk leave the
  place alone, but stories of the alchemist'
  s riches still lure 
  people to the place from time to time.
  The truth is the mansion is currently being used as the 
  land base for a quite profitable smuggling operation. One of 
  the prominent merchants in Saltmarsh is behind the 
  operation, and set up in caves below the old mansion, 
  knowing the haunted reputation of the place would keep 
  most townsfolk away.
  The smugglers at the mansion, lead by the illusionist 
  Sanbalet, unload smuggled goods from the ships that deliver 
  them, and pass them along to the merchant. Sanbalet uses 
  his spells to create the phantom figures and horrible sounds 
  that keep the locals away from the mansion.
  The adventurers will find more questions when they 
  discover the smuggling operation and confront the 
  smugglers. If they can decipher the notes of Sanbalet, they'
  ll 
  realize a ship is coming to the mansion with smuggled 
  goods. The town council will agree to provide two excise 
  men to accompany the adventurers on a raid to seize the 
  smuggler'
  s ship and put an end to the operation for good.
  However even this won'
  t answer all questions, as the 
  presence of lizardfolk on board the ship, and invoices 
  showing weapon sales to the lizardfolk raise even more 
  questions and concerns.
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “The Sinister Secret of Saltmarsh” into the
  Forgotten Realms world of Faerûn.
  Saltmarsh is patterned after a typical British fishing 
  town, and so can fit in anywhere along a temperate climate 
  coastline. On the Sword Coast, Saltmarsh can be placed 
  anywhere between Waterdeep and Candlekeep.
  If you'
  re going to run the entire three module arc, place 
  Saltmarsh far away from the big cities. This makes it so the 
  adventurers are the ones who need to take care of the 
  problems, since help is too far away to respond in time.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SALTMARSH CONVERSION GUIDE
  3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  Published 
  books referenced in this conversion include:
   
  Player'
  s Handbook (PH), Dungeon Master'
  s Guide 
  (DMG), Monster Manual (MM), and Volo'
  s Guide to 
  Monsters (VGM).
  •
  Leverage Conversation Reaction 
  table 
  (DMG 
  pg. 
  245) for
  NPC reactions.
  •
  Know how to use perception 
  rules for noticing 
  traps, 
  secret 
  doors, and stealthed creatures.
  •
  Determine spell 
  tactics for spellcasters.
  Visuals
  Suggested visuals to create:
  •
  Draw up a map of Saltmarsh, locating important places, 
  such as the town hall. Alternately, you can find a 
  complete writeup and map of Saltmarsh in the Dungeon
  Master'
  s Guide II (for D&D 3.5).
  •
  If you intend to use Saltmarsh as a long term location, 
  flesh out the town council and other important citizens 
  as NPCs for your reference.
  Random Encounters
  The Haunted House
  Roll 
  1d4
  1
  2
  Goblins (4)
  Giant Rats (2)
  3
  4
  Giant Weasel (2)
  Giant Ants (6)
  The Sea Ghost
  Roll 
  1d6
  1-2
  3-4
  5-6
  Bloody Bjorn (mate), smuggler
  Foul Frithoff (bosun), smuggler (2)
  Punketah (wizard), lizardfolk
  Planned Encounters
  The Haunted House
  Outside. Poisonous snake (1).
  1. The tracks on the floor may be noticed with a successful 
  DC 13 Wisdom (Perception) check. The specific paths the 
  tracks take can be discerned with a successful DC 13 Wisdom
  (Survival) check.
  3. The locked desk drawer may be unlocked with a successful
  DC 13 Dexterity (thieves tools) check. The secret 
  compartment can be found with a successful DC 15 
  Intelligence (Investigation) check.
  4. The trap door may be located with a DC 15 passive Wisdom
  (Perception) check or a DC 13 Wisdom (Perception) check if 
  actively searching. The magic mouth, while creepy, has no 
  effect on the characters.
  5. The hidden cavity in the fireplace may only be found if 
  actively searched for, with a successful DC 13 Wisdom 
  (Perception) check.
  8. Large Spider (1). The hidden cavity in the fireplace may 
  only be found if actively searched for, with a successful DC 
  13 Wisdom (Perception) check.
  9. Giant Centipedes (5).
  11. The cloak is coated in Yellow Mold (DMG 
  pg. 
  105).
  13. Large Spiders (2). The spiders are hidden in the webs; roll 
  Stealth checks for them before the characters enter the 
  room. If no one notices them, they attack with surprise.
  15. Ned Shakeshaft (1). The hidden cavity in the fireplace may
  only be found if actively searched for, with a successful DC 
  13 Wisdom (Perception) check. The cavity contains a dagger 
  coated with something (poison which inflicts 9 (2d8) poison 
  damage on the first successful hit).
  16. The loose floorboard may only be found if the chest is 
  moved and the floor underneath checked. A successful DC 13 
  Wisdom (Perception) check finds the hidden cavity.
  17. The bundle found here contains Ned'
  s clothes, a suit of 
  leather armor, a dagger, and a shortsword.
  19. Stirges (6). The attic can only be reached by rope and 
  hook, requiring a DC 12 Strength (Atheltics) check to 
  succeed.
  20. Swarm of Rot Grubs (2, one in refuse bin, one in corpse). 
  The secret door to room 21 may be noticed with a DC 15 
  passive Wisdom (Perception) check or with a DC 13 Wisdom 
  (Perception) check if actively searching, and a DC 12 
  Intelligence (Investigation) check reveals the trigger to open 
  the door. If the characters are not quiet in this room, the 
  smuggler in room 21 will hear them and go to alert the other 
  smugglers.
  21. Smuggler (1). The smuggler here notices if anyone just 
  walks in normally, but is distracted enough to not notice 
  someone who is stealthed. The secret door to the caves may 
  be noticed with a DC 15 passive Wisdom (Perception) check 
  or with a DC 13 Wisdom (Perception) check if actively 
  searching, and a DC 12 Intelligence (Investigation) check 
  reveals the trigger to open the door.
  22. The secret cavity under the table may be found if the 
  table is searched, with a successful DC 13 Wisdom 
  (Perception) check. The cavity under the bed may be found 
  with a similar search. The iron box may be unlocked with a 
  successful DC 15 Dexterity (thieves tools) check.
  23. Skeletons (6). The secret door to the laboratory may be 
  noticed with a DC 15 passive Wisdom (Perception) check or 
  with a DC 13 Wisdom (Perception) check if actively 
  searching, and a DC 12 Intelligence (Investigation) check 
  reveals the trigger to open the door.
  25. Green slime (DMG 
  pg. 
  105).
  27. Sanbalet (1), Smuggler (1), Gnoll (2).
  28. Smuggler (3).
  29. Smuggler (3).
  The Sea Ghost
  1. Bloody Bjorn, Smuggler (1).
  2. Smuggler (1).
  3. Sigurd Snake Eyes, Punketah, Smuggler (2).
  7. Lizardfolk (3), Pseudodragon (1). The locked chest may be 
  opened with a successful DC 14 Dexterity (thieves'
   tools) 
  check.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SALTMARSH CONVERSION GUIDE
  4
  
  8. The secret compartment in the lid of the chest may be 
  found with a successful DC 12 Intelligence (Investigation) 
  check. The hidden compartment in the boot heel may be 
  found with a successful DC 14 Wisdom (Perception) check.
  9. The locked desk drawers may be opened with a successful 
  DC 12 Dexterity (thieves'
   tools) check. The iron box may be 
  opened with a successful DC 14 Dexterity (thieves'
   tools) 
  check.
  11. Foul Frithoff, Smuggler (3).
  12. The secret door to the cell may be noticed with a DC 15 
  passive Wisdom (Perception) check or with a DC 13 Wisdom 
  (Perception) check if actively searching, and a DC 12 
  Intelligence (Investigation) check reveals the trigger to open 
  the door.
  13. The secret door to the secret cache may be noticed with a 
  DC 15 passive Wisdom (Perception) check or with a DC 13 
  Wisdom (Perception) check if actively searching, and a DC 12 
  Intelligence (Investigation) check reveals the trigger to open 
  the door.
  16. Swarm of rot grubs (1).
  17. Smuggler (1).
  Magic Items
  1. Longsword +1
  2. Potion of cure disease (replace with potion of vitality)
  3. Potion of delusion (replace with potion of poison)
  4. Potion of healing
  5. Potion of neutralize poison (replace with potion of healing)
  6. Potion of speed
  7. Ring of protection
  8. Ring of protection (change one to a ring of jumping)
  9. Scroll of gust of wind
  10.Scroll of hold person
  11.Spell book (Sanbalet) with dancing lights, message,
   minor 
  illusion, shocking grasp, thunderclap, charm person, color 
  spray,
   disguise self, mage armor, fog cloud, grease,
   silent 
  image,
   Tasha'
  s hideous laughter, invisibility, magic mouth, 
  mirror image, phantasmal force
  12.Spell book (Alchemist) with mending, message, find 
  familiar, knock, animate dead
  13.Spell book (Punketah) with blade ward, fire bolt, light, 
  shocking grasp, chromatic orb, mage armor, magic missile, 
  shield,
   blur, web
  14.Unlucky stone (cursed, see Special Items)
  15.Wand of magic detection
  Traps
  •
  Needle 
  Trap 
  (pg. 
  12): Triggered by opening the iron box 
  without disarming the trap first, or by a failed removal 
  attempt. The trap may be found with a successful DC 15 
  Wisdom (Perception) check, and then may be removed 
  by a successful DC 14 Dexterity (thieves tools) check. The 
  creature triggering the trap takes 1 piercing damage, and
  has the struck area discolored bright blue by the dye on 
  the needle. The dye patch fades away after 1d4 days.
  •
  Poisoned 
  Needle 
  Trap 
  (pg. 
  21): Triggered by opening the 
  chest without disarming the trap first, or by a failed 
  removal attempt. The trap may be found with a 
  successful DC 15 Wisdom (Perception) check, and then 
  may be removed by a successful DC 14 Dexterity (thieves 
  tools) check. The creature triggering the trap takes 1 
  piercing damage, and must make a DC 11 Constitution 
  saving throw, taking 9 (2d8) poison damage on a failure, 
  or half as much on a successful roll. 
  •
  Scything 
  Blade 
  Trap 
  (pg. 
  23):
   Triggered by opening the 
  iron box without disarming the trap first, or by a failed 
  removal attempt. The trap may be found with a 
  successful DC 13 Wisdom (Perception) check, and then 
  may be removed by a successful DC 14 Dexterity (thieves 
  tools) check. The creature triggering the trap takes 5 
  (1d10) slashing damage.
  •
  Sleep 
  Gas 
  Trap 
  (pg. 
  21):
   Triggered by opening the chest 
  without disarming the trap first, or by a failed removal 
  attempt. The trap may be found with a successful DC 15 
  Wisdom (Perception) check, and then may be removed 
  by a successful DC 14 Dexterity (thieves tools) check. The 
  creature triggering the trap must succeed at a DC 12 
  Constitution saving throw, or be poisoned for 1 hour. 
  While poisoned, the creature is unconscious.
  •
  Unsafe 
  Floor 
  (pg. 
  7,9): Triggered by stepping on one of 
  the unsafe floor sections (shaded areas on the map). Any 
  character looking at the floor can see that it is in poor 
  condition. A successful DC 12 Wisdom (Perception) check
  will tell the character that it is too weak to support a 
  person, even a small one like a gnome or halfling. The 
  floor can'
  t be disarmed, only avoided. A creature walking
  on the unsafe floor falls through to the floor below, 
  taking 3 (1d6) damage from the fall.
  Monsters
  1. Aquatic 
  Elf (as scout with elf traits, swim speed equal to 
  move speed, and water breathing; MM 349, CR 1/2, 100 
  XP)
  2. Bloody 
  Bjorn (See Special Creatures)
  3. Excise 
  Men (as guard, MM 347, CR 1/8, 25 XP)
  4. Foul 
  Frithoff (See Special Creatures)
  5. Giant 
  Ant (See Special Creatures)
  6. Giant 
  Rat (MM 327, CR 1/8,. 25 XP)
  7. Giant 
  Weasel (MM 329, CR 1/8, 25 XP)
  8. Goblin (MM 166, CR 1/4, 50 XP)
  9. Large 
  Spider (See Special Creatures)
  10.Lizardfolk (MM 204, CR 1/2, 100 XP)
  11.Ned 
  Shakeshaft (See Special Creatures)
  12.Pseudodragon (MM 254, CR 1/4, 50 XP)
  13.Punketah (See Special Creatures)
  14.Sanbalet (See Special Creatures)
  15.Sigurd 
  Snake 
  Eyes (See Special Creatures)
  16.Skeleton (MM 272, CR 1/4, 50 XP)
  17.Smuggler (as bandit, MM 343, CR 1/8, 25 XP)
  18.Swarm 
  of 
  Rot 
  Grubs (VGM 208, CR 1/2, 100 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SALTMARSH CONVERSION GUIDE
  5
  
  Special Creatures
  Bloody Bjorn
  Medium 
  humanoid 
  (human),
   
  neutral 
  evil
  Armor 
  Class 14 (chain shirt)
  Hit 
  Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  8 (-1)
  10 (+0)
  12 (+1)
  Saving 
  Throws Str +5, Con +4
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Longsword +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) slashing damage.
  Foul Frithoff
  Medium 
  humanoid 
  (human),
   
  neutral 
  evil
  Armor 
  Class 14 (chain shirt)
  Hit 
  Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  8 (-1)
  10 (+0)
  12 (+1)
  Saving 
  Throws Str +5, Con +4
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Multiattack. Frithoff makes one shortsword attack and one 
  hook attack.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage and target is grappled (escape
  DC 13).
  Giant Ant
  Small 
  beast,
   
  unaligned
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 14 (3d6 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  12 (+1)
  1 (-5)
  10 (+0)
  3 (-4)
  Senses blindsight 30 ft., passive Perception 10
  Languages -
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
  4 (1d6 +1) slashing damage.
  Large Spider
  Small 
  beast,
   
  unaligned
  Armor 
  Class 12 (natural armor)
  Hit 
  Points 7 (2d6)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  2 (-4)
  10 (+0)
  3 (-4)
  Skills Stealth +4
  Senses darkvision 30 ft., passive Perception 10
  Languages -
  Challenge 1/4 (50 XP)
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down, without needing to make a check.
  Web Sense. While in contact with a web, the spider knows 
  the exact location of any other creature in contact with it.
  Web Walker. The spider ignores movement restrictions 
  caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 +2) piercing damage plus 3 (1d6) poison damage. If 
  the poison damage reduces a creature to 0 hit points, the 
  creature is stable but poisoned for 1 hour, and paralyzed 
  while poisoned.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SALTMARSH CONVERSION GUIDE
  6
  
  Ned Shakeshaft
  Medium 
  humanoid 
  (human),
   
  neutral 
  evil
  Armor 
  Class 13 (leather armor)
  Hit 
  Points 26 (4d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  14 (+2)
  12 (+1)
  13 (+1)
  8 (-1)
  Saving 
  Throws Dex +4, Int +3
  Skills Perception +5, Stealth +6
  Senses passive Perception 15
  Languages Common
  Challenge 1/2 (100 XP)
  Sneak Attack. Once per turn, if Ned makes a weapon attack 
  with advantage or flanking, he inflicts an extra 3 (1d6) 
  damage on a hit.
  Actions
  Multiattack. Ned makes two shortsword attacks, or one 
  shortsword and one dagger attack.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Poisoned Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage plus 9 (2d8) 
  poison damage. Poison damage good for only 1 hit.
  Cunning Action. May Dash, Disengage, or Hide as a bonus 
  action.
  Punketah
  Medium 
  humanoid 
  (human),
   
  neutral 
  evil
  Armor 
  Class 11 (14 with mage armor)
  Hit 
  Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  14 (+2)
  16 (+3)
  14 (+2)
  10 (+0)
  Saving 
  Throws Int +5, Wis +4
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Sculpt Spells. When Punketah casts an area effect spell*, he 
  may designate 1 + spell level creatures he can see. Those 
  creatures automatically succeed at saving throws against the
  spell, and take no damage if a successful save would 
  normally result in half damage.
  Spellcasting. Punketah is a 3rd level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit 
  with spell attacks). He has the following spells prepared:
  Cantrips (at will):
   blade ward, fire bolt,
   light, shocking grasp
  1st level (4 slots): chromatic orb, mage armor, magic missile,
   
  shield
  2nd level (2 slots): blur, web*
  Actions
  Shocking Grasp. Melee Spell Attack:
   +5 to hit (advantage on 
  attack if target is metal armored), reach 5 ft., one target. Hit: 
  4 (1d8) lightning damage.
  Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one 
  target. Hit:
   5 (1d10) fire damage.
  Sanbalet
  Medium 
  humanoid 
  (human),
   
  chaotic 
  evil
  Armor 
  Class 11 (14 with mage armor)
  Hit 
  Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  14 (+2)
  16 (+3)
  14 (+2)
  10 (+0)
  Saving 
  Throws Int +5, Wis +4
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Spellcasting. Sanbalet is a 4th level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit 
  with spell attacks). Sanbalet has the following spells 
  prepared:
  Cantrips (at will):
   dancing lights, message,
   minor illusion,
   
  shocking grasp,
   thunderclap
  1st level (4 slots): color spray,
   fog cloud, mage armor, Tasha'
  s 
  hideous laughter
  2nd level (3 slots): invisibility,
   mirror image, phantasmal force
  Actions
  Shocking Grasp. Melee Spell Attack:
   +5 to hit (advantage on 
  attack if target is metal armored), reach 5 ft., one target. Hit: 
  4 (1d8) lightning damage.
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Dagger. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SALTMARSH CONVERSION GUIDE
  7
  
  Sigurd Snake Eyes
  Medium 
  humanoid 
  (human),
   
  neutral 
  evil
  Armor 
  Class 14 (chain shirt)
  Hit 
  Points 45 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  8 (-1)
  10 (+0)
  12 (+1)
  Saving 
  Throws Str +5, Con +4
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Action Surge (Recharges on a short rest). Sigurd can take one 
  additional action on his turn.
  Actions
  Longsword +1. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) slashing damage.
  Special Items
  Unlucky Stone
  Wondrous item, rare
  This small stone is smooth, shines with a lustrous gold color,
  and is surprisingly heavy for its size.
  Curse: Once you pick up this stone, it will never leave 
  your possession. If you throw it away or give it away, you will
  find it back in a pouch, pocket, or pack. You can only be rid 
  of it by having a remove curse spell cast on you.
  While you are cursed, the first time each day you are 
  forced to roll a saving throw, you do so with disadvantage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SALTMARSH CONVERSION GUIDE
  8
  
  U1 
  Sinister 
  Secret 
  of 
  Saltmarsh
  Reference 
  Sheet
  Random 
  Encounters
  The 
  Haunted 
  House
  Roll 
  1d4
  1
  2
  Goblins (4)
  Giant Rats (2)
  3
  4
  Giant Weasel (2)
  Giant Ants (6)
  The 
  Sea 
  Ghost
  Roll 
  1d6
  1-2
  3-4
  5-6
  Bloody Bjorn (mate), smuggler
  Foul Frithoff (bosun), smuggler (2)
  Punketah (wizard), lizardfolk
  Planned 
  Encounters
  The 
  Haunted 
  House
  Outside. Poisonous snake (1).
  1. The tracks on the floor may be noticed with 
  a successful DC 13 Wisdom (Perception) check. 
  The specific paths the tracks take can be 
  discerned with a successful DC 13 Wisdom 
  (Survival) check.
  3. The locked desk drawer may be unlocked 
  with a successful DC 13 Dexterity (thieves tools)
  check. The secret compartment can be found 
  with a successful DC 15 Intelligence 
  (Investigation) check.
  4. The trap door may be located with a DC 15 
  passive Wisdom (Perception) check or a DC 13 
  Wisdom (Perception) check if actively 
  searching. The magic mouth, while creepy, has 
  no effect on the characters.
  5. The hidden cavity in the fireplace may only 
  be found if actively searched for, with a 
  successful DC 13 Wisdom (Perception) check.
  8. Large Spider (1). The hidden cavity in the 
  fireplace may only be found if actively 
  searched for, with a successful DC 13 Wisdom 
  (Perception) check.
  9. Giant Centipedes (5).
  11. The cloak is coated in Yellow Mold (DMG pg.
  105).
  13. Large Spiders (2). The spiders are hidden in 
  the webs; roll Stealth checks for them before 
  the characters enter the room. If no one 
  notices them, they attack with surprise.
  15. Ned Shakeshaft (1). The hidden cavity in the 
  fireplace may only be found if actively 
  searched for, with a successful DC 13 Wisdom 
  (Perception) check. The cavity contains a 
  dagger coated with something (poison which 
  inflicts 9 (2d8) poison damage on the first 
  successful hit).
  16. The loose floorboard may only be found if 
  the chest is moved and the floor underneath 
  checked. A successful DC 13 Wisdom 
  (Perception) check finds the hidden cavity.
  17. The bundle found here contains Ned'
  s 
  clothes, a suit of leather armor, a dagger, and a 
  shortsword.
  19. Stirges (6). The attic can only be reached by 
  rope and hook, requiring a DC 12 Strength 
  (Atheltics) check to succeed.
  20. Swarm of Rot Grubs (2, one in refuse bin, 
  one in corpse). The secret door to room 21 may 
  be noticed with a DC 15 passive Wisdom 
  (Perception) check or with a DC 13 Wisdom 
  (Perception) check if actively searching, and a 
  DC 12 Intelligence (Investigation) check reveals
  the trigger to open the door. If the characters 
  are not quiet in this room, the smuggler in 
  room 21 will hear them and go to alert the 
  other smugglers.
  21. Smuggler (1). The smuggler here notices if 
  anyone just walks in normally, but is distracted
  enough to not notice someone who is 
  stealthed. The secret door to the caves may be 
  noticed with a DC 15 passive Wisdom 
  (Perception) check or with a DC 13 Wisdom 
  (Perception) check if actively searching, and a 
  DC 12 Intelligence (Investigation) check reveals
  the trigger to open the door.
  22. The secret cavity under the table may be 
  found if the table is searched, with a successful
  DC 13 Wisdom (Perception) check. The cavity 
  under the bed may be found with a similar 
  search. The iron box may be unlocked with a 
  successful DC 15 Dexterity (thieves tools) check.
  23. Skeletons (6). The secret door to the 
  laboratory may be noticed with a DC 15 passive
  Wisdom (Perception) check or with a DC 13 
  Wisdom (Perception) check if actively 
  searching, and a DC 12 Intelligence 
  (Investigation) check reveals the trigger to 
  open the door.
  25. Green slime (DMG pg. 105).
  27. Sanbalet (1), Smuggler (1), Gnoll (2).
  28. Smuggler (3).
  29. Smuggler (3).
  The 
  Sea 
  Ghost
  1. Bloody Bjorn, Smuggler (1).
  2. Smuggler (1).
  3. Sigurd Snake Eyes, Punketah, Smuggler (2).
  7. Lizardfolk (3), Pseudodragon (1). The locked 
  chest may be opened with a successful DC 14 
  Dexterity (thieves'
   tools) check.
  8. The secret compartment in the lid of the 
  chest may be found with a successful DC 12 
  Intelligence (Investigation) check. The hidden 
  compartment in the boot heel may be found 
  with a successful DC 14 Wisdom (Perception) 
  check.
  9. The locked desk drawers may be opened 
  with a successful DC 12 Dexterity (thieves'
   
  tools) check. The iron box may be opened with 
  a successful DC 14 Dexterity (thieves'
   tools) 
  check.
  11. Foul Frithoff, Smuggler (3).
  12. The secret door to the cell may be noticed 
  with a DC 15 passive Wisdom (Perception) 
  check or with a DC 13 Wisdom (Perception) 
  check if actively searching, and a DC 12 
  Intelligence (Investigation) check reveals the 
  trigger to open the door.
  13. The secret door to the secret cache may be 
  noticed with a DC 15 passive Wisdom 
  (Perception) check or with a DC 13 Wisdom 
  (Perception) check if actively searching, and a 
  DC 12 Intelligence (Investigation) check reveals
  the trigger to open the door.
  16. Swarm of rot grubs (1).
  17. Smuggler (1).
  Magic 
  Items
  1. Longsword +1
  2. Potion of cure disease (replace with potion of 
  vitality)
  3. Potion of delusion (replace with potion of 
  poison)
  4. Potion of healing
  5. Potion of neutralize poison (replace with 
  potion of healing)
  6. Potion of speed
  7. Ring of protection
  8. Ring of protection (change one to a ring of 
  jumping)
  9. Scroll of gust of wind
  10.Scroll of hold person
  11.Spell book (Sanbalet) with dancing lights,
   
  message,
   minor illusion,
   shocking grasp, 
  thunderclap,
   charm person, color spray, 
  disguise self,
   mage armor, fog cloud, grease,
   
  silent image, Tasha'
  s hideous laughter,
   
  invisibility, magic mouth,
   mirror image, 
  phantasmal force
  12.Spell book (Alchemist) with mending,
   
  message,
   find familiar, knock, animate dead
  13.Spell book (Punketah) with blade ward,
   fire 
  bolt,
   light,
   shocking grasp,
   chromatic orb,
   
  mage armor,
   magic missile,
   shield,
   blur,
   web
  14.Unlucky stone (cursed,
   see Special Items)
  15.Wand of magic detection
  Traps
  Needle 
  Trap 
  (pg. 
  12): Triggered by opening 
  the iron box without disarming the trap first, 
  or by a failed removal attempt. The trap may 
  be found with a successful DC 15 Wisdom 
  (Perception) check, and then may be removed 
  by a successful DC 14 Dexterity (thieves tools) 
  check. The creature triggering the trap takes 1 
  piercing damage, and has the struck area 
  discolored bright blue by the dye on the needle.
  The dye patch fades away after 1d4 days.
  Poisoned 
  Needle 
  Trap 
  (pg. 
  21): Triggered by
  opening the chest without disarming the trap 
  first, or by a failed removal attempt. The trap 
  may be found with a successful DC 15 Wisdom 
  (Perception) check, and then may be removed 
  by a successful DC 14 Dexterity (thieves tools) 
  check. The creature triggering the trap takes 1 
  piercing damage, and must make a DC 11 
  Constitution saving throw, taking 9 (2d8) 
  poison damage on a failure, or half as much on
  a successful roll. 
  Scything 
  Blade 
  Trap 
  (pg. 
  23): Triggered by 
  opening the iron box without disarming the 
  trap first, or by a failed removal attempt. The 
  trap may be found with a successful DC 13 
  Wisdom (Perception) check, and then may be 
  removed by a successful DC 14 Dexterity 
  (thieves tools) check. The creature triggering 
  the trap takes 5 (1d10) slashing damage.
  Sleep 
  Gas 
  Trap 
  (pg. 
  21): Triggered by 
  opening the chest without disarming the trap 
  first, or by a failed removal attempt. The trap 
  may be found with a successful DC 15 Wisdom 
  (Perception) check, and then may be removed 
  by a successful DC 14 Dexterity (thieves tools) 
  check. The creature triggering the trap must 
  succeed at a DC 12 Constitution saving throw, 
  or be poisoned for 1 hour. While poisoned, the 
  creature is unconscious.
  Unsafe 
  Floor 
  (pg. 
  7,9): Triggered by 
  stepping on one of the unsafe floor sections 
  (shaded areas on the map). Any character 
  looking at the floor can see that it is in poor 
  condition. A successful DC 12 Wisdom 
  (Perception) check will tell the character that it
  is too weak to support a person, even a small 
  one like a gnome or halfling. The floor can'
  t be 
  disarmed, only avoided. A creature walking on 
  the unsafe floor falls through to the floor 
  below, taking 3 (1d6) damage from the fall.
  Monsters
  1. Aquatic 
  Elf (as scout with elf traits, swim 
  speed equal to move speed, and water 
  breathing; MM 349, CR 1/2, 100 XP)
  2. Bloody 
  Bjorn (See Special Creatures)
  3. Excise 
  Men (as guard, MM 347, CR 1/8, 25 
  XP)
  4. Foul 
  Frithoff (See Special Creatures)
  5. Giant 
  Ant (See Special Creatures)
  6. Giant 
  Rat (MM 327, CR 1/8,. 25 XP)
  7. Giant 
  Weasel (MM 329, CR 1/8, 25 XP)
  8. Goblin (MM 166, CR 1/4, 50 XP)
  9. Large 
  Spider (See Special Creatures)
  10.Lizardfolk (MM 204, CR 1/2, 100 XP)
  11.Ned 
  Shakeshaft (See Special Creatures)
  12.Pseudodragon (MM 254, CR 1/4, 50 XP)
  13.Punketah (See Special Creatures)
  14.Sanbalet (See Special Creatures)
  15.Sigurd 
  Snake 
  Eyes (See Special Creatures)
  16.Skeleton (MM 272, CR 1/4, 50 XP)
  17.Smuggler (as bandit, MM 343, CR 1/8, 25 
  XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SINISTER SECRET OF SALTMARSH CONVERSION GUIDE
  9
  
  18.Swarm 
  of 
  Rot 
  Grubs (VGM 208, CR 1/2, 100 
  XP)
  Special 
  Creatures
  Bloody 
  Bjorn
  Medium humanoid (human), neutral evil
  Armor 
  Class 14 (chain shirt)
  Hit 
  Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)13 (+1)15 (+2) 8 (-1) 10 (+0)12 (+1)
  Saving 
  Throws Str +5, Con +4
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Longsword +1. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing 
  damage.
  Foul 
  Frithoff
  Medium humanoid (human), neutral evil
  Armor 
  Class 14 (chain shirt)
  Hit 
  Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)13 (+1)15 (+2) 8 (-1) 10 (+0)12 (+1)
  Saving 
  Throws Str +5, Con +4
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Multiattack. Frithoff makes one shortsword 
  attack and one hook attack.
  Shortsword. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage.
  Hook. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) piercing damage and 
  target is grappled (escape DC 13).
  Ned 
  Shakeshaft
  Medium humanoid (human), neutral evil
  Armor 
  Class 13 (leather armor)
  Hit 
  Points 26 (4d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)15 (+2)14 (+2)12 (+1)13 (+1) 8 (-1)
  Saving 
  Throws Dex +4, Int +3
  Skills Perception +5, Stealth +6
  Senses passive Perception 15
  Languages Common
  Challenge 1/2 (100 XP)
  Sneak Attack. Once per turn, if Ned makes a 
  weapon attack with advantage or flanking, he 
  inflicts an extra 3 (1d6) damage on a hit.
  Actions
  Multiattack. Ned makes two shortsword 
  attacks, or one shortsword and one dagger 
  attack.
  Shortsword. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  Poisoned Dagger. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage plus 9 (2d8) poison damage. Poison 
  damage good for only 1 hit.
  Cunning Action. May Dash, Disengage, or Hide 
  as a bonus action.
  Punketah
  Medium humanoid (human),
   neutral evil
  Armor 
  Class 11 (14 with mage armor)
  Hit 
  Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 12 (+1)14 (+2)16 (+3)14 (+2)10 (+0)
  Saving 
  Throws Int +5, Wis +4
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Sculpt Spells. When Punketah casts an area 
  effect spell*, he may designate 1 + spell level 
  creatures he can see. Those creatures 
  automatically succeed at saving throws against
  the spell, and take no damage if a successful 
  save would normally result in half damage.
  Spellcasting. Punketah is a 3rd level spellcaster.
  His spellcasting ability is Intelligence (spell 
  save DC 13, +5 to hit with spell attacks). He has 
  the following spells prepared:
  Cantrips (at will):
   blade ward, fire bolt,
   light, 
  shocking grasp
  1st level (4 slots): chromatic orb, mage armor, 
  magic missile, shield
  2nd level (2 slots): blur, web*
  Actions
  Shocking Grasp. Melee Spell Attack:
   +5 to hit 
  (advantage on attack if target is metal 
  armored), reach 5 ft., one target. Hit: 4 (1d8) 
  lightning damage.
  Fire Bolt. Ranged Spell Attack:
   +5 to hit, range 
  120 ft., one target. Hit: 5 (1d10) fire damage.
  Sanbalet
  Medium humanoid (human),
   chaotic evil
  Armor 
  Class 11 (14 with mage armor)
  Hit 
  Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 12 (+1)14 (+2)16 (+3)14 (+2)10 (+0)
  Saving 
  Throws Int +5, Wis +4
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Spellcasting. Sanbalet is a 4th level spellcaster. 
  His spellcasting ability is Intelligence (spell 
  save DC 13, +5 to hit with spell attacks). 
  Sanbalet has the following spells prepared:
  Cantrips (at will):
   dancing lights, message,
   minor
  illusion, shocking grasp, thunderclap
  1st level (4 slots): color spray,
   fog cloud, mage 
  armor, Tasha'
  s hideous laughter
  2nd level (3 slots): invisibility,
   mirror image, 
  phantasmal force
  Actions
  Shocking Grasp. Melee Spell Attack:
   +5 to hit 
  (advantage on attack if target is metal 
  armored), reach 5 ft., one target. Hit: 4 (1d8) 
  lightning damage.
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Dagger. Ranged Weapon Attack: +3 to hit, range 
  20/60 ft., one target. Hit: 3 (1d4 + 1) piercing 
  damage.
  Sigurd 
  Snake 
  Eyes
  Medium humanoid (human),
   neutral evil
  Armor 
  Class 14 (chain shirt)
  Hit 
  Points 45 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)13 (+1)15 (+2) 8 (-1) 10 (+0)12 (+1)
  Saving 
  Throws Str +5, Con +4
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Action Surge (Recharges on a short rest). Sigurd 
  can take one additional action on his turn.
  Actions
  Longsword +1. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing 
  damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  U1 SINISTER SECRET OF SALTMARSH CONVERSION GUIDE
  10
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - U1 The Sinister Secret of Saltmarsh.pdf