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CHAPTER 2: THE SINISTER SECRET OF SALTMARSH
OUR MILES EAST OF SALTMARSH.JUST INLAND THE SECRET
of the old coast road. stands a haunted house.
Until twenty years ago, it had been the resi- The secret of the haunted house is that it is not, in fact,
dence of an aged alchemist of sinister repu- haunted. It is the shore base for a band of smugglers led
tation. Even then, locals avoided the house by a wizard named Sanbalet. The eerie lights seen at
because of its owner's mysterious activities. night by onlookers are the smugglers' signals to a ship
Now, two decades after the unexplained dis- out at sea. The unearthly shrieks and other sounds are
appearance of its occupant, the house has caused by magic mouth spells strategically placed in the
taken on an even greater air of evil and mystery. building. The smugglers, during their three years of suc-
Dilapidated and long abandoned, the house presents cessful operation, have through these tactics frightened
an unwholesome appearance. Those hardy souls who away all local attempts at investigating their hideout
It is paramount that the characters are given no obvi-
have infrequently sought entry (pursuing rumors of a se- ous clues that would lead them to believe the house is
cret hoard of alchemical gold) all returned with naught not haunted; they must deduce the truth for themselves
save grim tales of decaying chambers presided over by
monstrous perils. Indeed, such is the reputation of the or simply stumble upon it.
house that the fields around it. though prime agricul- THE SEA GHOST
tural land, remain untended and rank with weeds. A contingent of smugglers glides through the waters
This adventure is designed for four to six 1st-level near Saltmarsh on their ship. the Sea Ghost. The ship
characters. If the characters complete both portions, is away from the house when the characters explore it,
"The Haunted House" and "The Sea Ghost," they are though evidence of its moorings can be discovered in
likely to reach 3rd level. the secret caverns below. The ship comes into play in
the second part of this adventure.
BACKGROUND
In recent times, there have been reports of fearsome SAN BALET'S GANG
hauntings. horrible shrieks, and eerie lights emanating The smugglers are familiar with the house. caverns, and
from the dismal place. Now. not even the bravest of the surrounding area, except for the secret lab at area 24.
area's denizens dare to approach the house, let alone If they become aware of the characters' intrusion, they
enter it. If the characters seek anyone in Saltmarsh cooperate to locate and destroy the invaders.
who has been in the place, they initially find no one. The following members of the gang are currently in
Persistent questioning of the town's inhabitants makes the house, skulking about in the cellar and the adjoining
them frightened and apprehensive but does not yield any caverns: Sanbalet (see appendix C). two hobgoblins.
concrete information. four bandits, and four scouts. All the bandits and scouts
If the characters pursue their questioning, they might are humans of neutral evil alignment. Before being
(at your discretion) find an aged poacher who, after suit- alerted to the characters' incursion the smugglers are
able inducement (money, ale, or both). confesses to hav- dispersed in the cellar and caverns beneath the house
ing wandered in the back door of the house a couple of (as indicated in the area descriptions).
years before, hoping to acquire some food. Encouraged Smugglers on Alert. In the likely event that the char-
by the prospect of free wine in the cellar, he started to acters betray their presence (likely by triggering one of
descend the stairs. heard ghastly shrieks and piercing the magic mouth spells in areas 4 and 10). the smug-
wails. and ran, frightened out of his wits. He knows glers become aware of the party before encountering
where the back door is and also noticed a nearby well. them. Sanbalet and three of his gang (a hobgoblin, a
He can vaguely describe the kitchen, the scullery, and bandit, and a scout) immediately retreat to areas 27 and
the passage that leads to them from the back door, but 28 to protect the smuggled goods.
he knows nothing else about the layout of the place. The others break into two groups. Two bandits and a
Furthermore, his memory of what frightened him has scout wait in area 21 to ambush intruders. The second
become exaggerated over the months, so he is likely to hobgoblin keeps watch at area 30, but runs to reinforce
tell the party that a horde of ghosts came up the stairs Sanbalet in area 27 if a fight breaks out there. The re-
to the scullery. or maybe it was a vampire witb a swarm maining members of the gang. two scouts and a bandit.
of rats. He discovered soon after his escapade that the try to ambush intruders. They make Dexterity (Stealth)
telling of his tale, in ever more lurid detail, was an easy checks to close in on the party. If two of them are slain,
means of obtaining free ale foisted on him by apprecia- the survivor tries to flee back to area 21.
tive listeners. Recently. however, none have asked him to
tell the tale, so once his tongue is loosened, he is eager PORTENTS OF WAR
to restore some of his lost prestige. Apart from alerting Sanbalet and his smugglers have little interest in the
:r adventurers to sinister and grave dangers of his own larger goings-on of the region. They most highly value
invention and telling them a little about the layout of the gold. drink, and the freedom that comes with pursuing a
house. he provides no accurate or useful information.
C ~A I lll. < I ll l SI "' I '>TT R S l IH 1 0 f <\A l I MA fl' H

