life of crime. They have no concern for the implications
of their actions. which could be a precursor to war.
The smugglers currently run weapons for a clan of liz-
ard folk living near Saltmarsh whose queen, Othokent,
is preparing he r clan for battle against a terrible enemy:
the sahuagin.
The peaceful town of Saltmarsh knows nothing of the
coming war. or the fact that a sahuagin invasion threat-
ens them as much as the lizardfolk do.
Adventure Summary
The adventure is divided into two parts, "The Haunted
House" and "The Sea Ghost."
"The Haunted House" likely plays out in the follow-
ing sequence.
The characters arrive in the town of Saltmarsh and
begin to hear tales of the haunted house. after which
they might seek more information about the house and
its current state. If you decide so. they can speak to the
poacher mentioned in the "Background" section.
The characters set out to explore the house. where
they meet its crawling and hissing residents. Awaiting
them is Ned, a deceptive NPC who tries to prevent the
characters from uncovering the smuggling operation.
Whether the characters discover the smugglers or the
smugglers initiate an attack on the party. a confronta-
tion with the gang is inevitable, especially if the charac-
ters are thorough in their exploration. Ned reveals his
true colors at an opportune moment.
The caverns and contraband below the house wait
to be discovered. Access to the sea suggests the use
of a large ship, though such a vessel is not to be found.
The first part of the adventure concludes when the
c haracters return to Saltmarsh with the truth and are
rewarded for their work.
The town elders offer to hire the party to board and
commandeer the smugglers' ship when it returns to its
secret port. That event sets in motion "The Sea Ghost."
which likely unfolds in the following sequence.
The characters discover a docwnent that explains the
signaling system used by the smugglers to indicate the
s hip has arrived; by deciphering and sending the proper
return signal. they can put the crew at ease. By force or
deception. the party boards the Sea Ghost and attempts
to seize control. During this raid, the party encounters a
captured sea elf named Oceanus and a trio of lizardfolk
warriors. The adventure concludes with signs that the
lizardfolk a re preparing for a raid, presumably on the
town of Saltmarsh- though the truth, as outlined in the
"Portents of War" section, is far more ominous.
A MAN ON THE INSIDE
A merchant in Saltmarsh who profits from the illegal ac-
tivities of Sanbalet has taken desperate action to ensure
that the smuggling operation continues. The merchant
sent a local thug, Ned Shakeshaft, to the house to await
the characte rs in a remote bedroom on the first ftoor.
Ned pretends to have been knocked out. gagged.
bound, and left to die by unseen attackers. After being
"rescued" by the characters, he aims to sow dissent.
cause accidents, and otherwise make trouble as they
explore the house.
More information on Ned and how to incorporate him
into the adventure can be found in area 15.
ADVENTURE HOOKS
For two decades, the haunted house near Saltmarsh
has sat. its ill reputation festering. Characters who have
backgrounds related to Saltmarsh have heard of the
house. Use any of the following hooks to capture the at-
tention of the players.
HIDDEN HOARD
For years, the tales of the haunted house near Salt-
marsh have circulated through the region. Though most
of the stories are rightfully taken as warnings to avoid
the place. rumors persist of a great treasure hidden in
its walls. What relics and other valuables did that old
alchemist keep in the creaking floorboards and cracked
plaster walls of his home?
KNOWLEDGE UNLIMITED
The alchemist lived a hermit"s life, with few visitors and
fewer friends. But a young messenger once emerged
from the house with a story of a grand library containing
countless tomes. Retellings of the messenger's tale have
varied over the years, with the most popular versions
suggesting that the alchemist had discovered a method
of transforming base metals into gold.
ABOUT THE ORIGINAL
Produced by the UK branch ofTSR
in 1981, Sinister Secret of Saltmarsh
was designed by Dave J. Brown
and Don Turnbull. It was a revela-
tion at the time, marking the first
appearance in a D&D adventure
of a haunted house and a raid on
a sailing ship. It also set the tone
for TSR UK's subsequent output,
which often featured strong, central
narratives that challenged players to
take a creative approach to problem
solving. They usually included mul-
tiple, smaller locations to explore,
lending a sense of variety to a sin-
gle adventure.
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