Ghosts of Saltmarsh

(Jeff_L) #1

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CHAPTER 2: THE SINISTE R SECRET O F S ALTMARSH


OUR MILES EAST OF SALTMARSH.JUST INLAND
of the old coast road. stands a haunted house.
Until twenty years ago, it had been the resi-
dence of an aged alchemist of sinister repu-
tation. Even then, locals avoided the house
because of its owner's mysterious activities.
Now, two decades after the unexplained dis-
appearance of its occupant, the house has
taken on an even greater air of evil and mystery.
Dilapidated and long abandoned, the house presents
an unwholesome appearance. Those hardy souls who
have infrequently sought entry (pursuing rumors of a se-
cret hoard of alchemical gold) all returned with naught
save grim tales of decaying chambers presided over by
monstrous perils. Indeed, such is the reputation of the
house that the fields around it. though prime agricul-
tural land, remain untended and rank with weeds.
This adventure is designed for four to six 1st-level
characters. If the characters complete both portions,
"The Haunted House" and "The Sea Ghost," they are
likely to reach 3rd level.

Background


In recent times, there have been reports of fearsome
hauntings. horrible shrieks, and eerie lights emanating
from the dismal place. Now. not even the bravest of the
area's denizens dare to approach the house, let alone
enter it. If the characters seek anyone in Saltmarsh
who has been in the place, they initially find no one.
Persistent questioning of the town's inhabitants makes
them frightened and apprehensive but does not yield any
concrete information.
If the characters pursue thei r questioning, they might
(at your discretion) find an aged poacher who, after suit-
able inducement (money, ale, or both). confesses to hav-
ing wandered in the back door of the house a couple of
years before, hoping to acquire some food. Encouraged
by the prospect of free wine in the cellar, he started to
descend the stairs. heard ghastly shrieks and piercing
wails. and ran, frightened out of his wits. He knows
where the back door is and also noticed a nearby well.
He can vaguely describe the kitchen, the scullery, and
the passage that leads to them from the back door, but
he knows nothing else about the layout of the place.
Furthermore, his memory of what frightened him has
become exaggerated over the months, so he is likely to
tell the party that a horde of ghosts came up the stairs
to the scullery. or maybe it was a vampire witb a swarm
of rats. He discovered soon after his escapade that the
telling of his tale, in ever more lurid detail, was an easy
means of obtaining free ale foisted on him by apprecia-
tive listeners. Recently. however, none have asked him to
tell the tale, so once his tongue is loosened, he is eager
to restore some of his lost prestige. Apart from alerting
adventurers to sinister and grave dangers of his own
invention and telling them a little about the layout of the
house. he provides no accurate or useful information.

THE SECRET
The secret of the haunted house is that it is not, in fact,
haunted. It is the shore base for a band of smugglers led
by a wizard named Sanbalet. The eerie lights seen at
night by onlookers are the smugglers' signals to a ship
out at sea. The unearthly shrieks and other sounds are
caused by magic mouth spells strategically placed in the
building. The smugglers, during their three years of suc-
cessful operation, have through these tactics frightened
away all local attempts at investigating their hideout
It is paramount that the character s are given no obvi-
ous clues that would lead them to believe the house is
not haunted; they must deduce the truth for themselves
or simply stumble upon it.

THE SEA GHOST
A contingent of smugglers glides through the waters
near Saltmarsh on their ship. the Sea Ghost. The ship
is away from the house when the characters explore it,
though evidence of its moorings can be discovered in
the secret caverns below. The ship comes into play in
the second part of this adventure.

SANBALET'S GANG
The smugglers are familiar with the house. caverns, and
surrounding area, except for the secret lab at area 24.
If they become aware of the characters' intrusion, they
cooperate to locate and destroy the invaders.
The following members of the gang are currently in
the house, skulking about in the cellar and the adjoining
caverns: Sanbalet (see appendix C). two hobgoblins.
four bandits, and four scouts. All the bandits and scouts
are humans of neutral evil alignment. Before being
alerted to the characters' incursion the smugglers are
dispersed in the cellar and caverns beneath the house
(as indicated in the area descriptions).
Smugglers on Alert. In the likely event that the char-
acters betray their presence (likely by triggering one of
the magic mouth spells in areas 4 and 10). the smug-
glers become aware of the party before encountering
them. Sanbalet and three of his gang (a hobgoblin, a
bandit, and a scout) immediately retreat to areas^27 and
28 to protect the smuggled goods.
The others break into two groups. Two bandits and a
scout wait in area^21 to ambush intruders. The second
hobgoblin keeps watch at area 30, but runs to reinforce
Sanbalet in area^27 if a fight breaks out there. The re-
maining members of the gang. two scouts and a bandit.
try to ambush intruders. They make Dexterity (Stealth)
checks to close in on the party. If two of them are slain,
the survivor tries to flee back to area 21.

PORTENTS OF WAR
Sanbalet and his smugglers have little interest in the
larger goings-on of the region. They most highly value
gold. drink, and the freedom that comes with pursuing a

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