PLACING THE ADVENTURE
The town of Saltmarsh is a small, respectable fishing town
located in the Greyhawk campaign setting, in the south-
ernmost part of Keoland. It is situated some twenty miles
from two larger towns: Burle, to the northwest, and Sea-
ton, along the coast to the east.
Here are suggestions for where you can place this ad-
venture in other campaign settings.
Eberron. Even to the pioneering folk of Q'barra, Salt-
marsh is a frontier town. The lean-tos and shanties sprawl
in the steaming eastern deltas of the Basura Swamp, and
their inhabitants do their best to keep out of the affairs of
the lizardfolk in the interior. An elf illusionist bearing the
Mark of House Phiarlan leads the smugglers and seems
bent on stirring up trouble.
Forgotten Realms. Midway between Waterdeep and
Neverwinter, the town of Saltmarsh and its hardy inhab-
itants endure both winter storms and the Mere of Dead
Men to the south. Because of the politics churning in
Thorn hold on the far side of the marsh, help is often slow
to come, and so the townsfolk have become quite self-reli-
ant. The smugglers could be from Luskan, and their selling
weapons to lizardfolk could be connected to deeper goals
than simply lining their pockets.
Mystara. Saltmarsh stands on the border between the
Grand Duchy of Karameikos and the Five Shires, just in-
side the edge of the Blight Marsh. The smugglers who use
the haunted house as their base might be hin pirates, or at
the very least count some halflings among the crew, keen
to avoid the authorities at Rollstone Keep up the coast.
IT MUST BE CLEANSED
It cannot stand! An unholy place so close to civilization.
These accounts of wailing and flashing lights disturb
the mind and heart. Let any abandoned edifice rot in
obscurity so long as the dead leave it alone. But how
can one let stand a harbor for evil? The house must be
cleansed of its otherworldly occupants.
The Haunted House
After gleaning what Mfacts" they can from the townsfolk
and equipping themselves at the local shops, the charac-
ters set out to explore the fabled haunted house.
T RAVELING TO THE HOUSE
The road to the house winds through the rocky coastal
terrain, often offering a view of the sea below. low clouds
press upon you; occasional patches of sunlight appear
out over the water. A stiff wind blows in off the waves,
carrying the briny stink of churning salt water.
The house is located four miles up the coast from Salt-
marsh and is accessible by an old road. Curious towns-
folk might follow the party for part of their journey.
These escorts engage the characters in conversation,
ask about their intentions, and repeat the same rumors
and stories heard in town. As soon as the house comes
into view, the townsfolk grow grim-faced and retreat to-
ward Saltmarsh.
HOUSE EXTERIOR
The decrepit house sits on the highest ground in the
area. Around it, a stone wall has crumbled in many
places, exposing the interior grounds. An ornate metal
gate lies open al the end of the road, swaying slightly in
the wind. Wild flora grows throughout the inner yard, but
all the years cannot hide the evidence of a well-tended
garden that once sat here. Near the house, the rotted
wooden roof of a water well rises out of the tall grass.
The house is 35 feet tall from ground level to roof peak;
the roof is gabled and has several holes where the slate
shingles are missing.
THE WALL
The stone wall is 6 feet tall and more or less encloses
the garden. It has partially collapsed in several places,
so access to any part of the garden is simple even if
characters decide not to enter through the main gate.
THE GARDEN
T
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l
The alchemist kept a vegetable garden around the
house, which was used as a retreat from the stress of
work and as a supply of fresh food. Now, a few broken
gardening tools and a tangle of weeds are all that re-
main. A single rosebush near the gate has overgrown
the wall and choked out most of the other plants. A char-
acter who succeeds on a DC^10 Intelligence (Investiga-
tion) or Wisdom (Survival) check discovers that some-
thing large has made a burrow under the rosebush.
A family of four giant weasel s resides in the thorny
mass. having dug out a home under the wall. The wea-
sels are highly aggressive and try to ambush the char-
acters as they investigate the garden. Given the oppor-
tunity, they·ll try to grapple the smallest character and
drag them toward their den.
THE WELL
A character who makes a successful DC^12 Wisdom
(Perception) check while viewing the well from a dis-
tance notices a cluster of small mammal remains in the
tall grass around the well (primarily mice, squirrels. and
the like).
The well shaft. which descends 20 feet. still contains
clean water. Fed by an aquifer; the well offers no access
to the house nor the caverns below it. If the characters
illuminate the shaft while looking down. they see the
glint of coins through the shallow water at the bottom.
A Medium or smaller creature can climb down the well,
using the rocky walls as natural handholds.
Two giant poisonous snakes make their homes in
the crumbled and crevice-ridden walls of the well shaft.
They emerge and strike at anything that descends into
the well. They also emerge if the characters linger near
the well while investigating it.
Treasure. There are^14 sp to be had at the bottom
of the well.
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