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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
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