Page 39 - ghosts-of-saltmarsh
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life of crime. They have no concern for the implications   captured sea elf named Oceanus and a trio of  lizardfolk
          of their actions. which could be a precursor to war.   warriors. The adventure concludes with signs that the
            The smugglers currently run weapons for a clan of liz-  lizardfolk are preparing for a raid, presumably on the
          ard folk living near Saltmarsh whose queen, Othokent,   town of  Saltmarsh- though the truth, as outlined in the
          is preparing her clan for battle against a terrible enemy:   "Portents of War" section, is far more ominous.
          the sahuagin.
            The peaceful town of Saltmarsh knows nothing of the   A MAN ON THE  INSIDE
          coming war. or the fact that a sahuagin invasion threat-
                                                            A merchant in Saltmarsh who profits from the illegal ac-
          ens them as much as the lizardfolk do.
                                                            tivities of  Sanbalet has taken desperate action to ensure
                                                            that the smuggling operation continues. The merchant
          ADVENTURE SUMMARY                                 sent a local thug, Ned Shakeshaft, to the house to await
          The adventure is divided into two parts, "The Haunted   the characters in a remote bedroom on the first ftoor.
          House" and "The Sea Ghost."                         Ned pretends to have been knocked out. gagged.
            "The Haunted House" likely plays out in the follow-  bound, and left to die by unseen attackers. After being
          ing sequence.                                     "rescued" by the characters, he aims to sow dissent.
            The characters arrive in the town of Saltmarsh and   cause accidents, and otherwise make trouble as they
          begin to hear tales of the haunted house. after which   explore the house.
          they might seek more information about the house and   More information on Ned and how to incorporate him
          its current state. If you decide so. they can speak to the   into the adventure can be found in area 15.
          poacher mentioned in the "Background" section.
           The characters set out to explore the house. where   ADVENTURE HOOKS
          they meet its crawling and hissing residents. Awaiting
                                                            For two decades, the haunted house near Saltmarsh
          them is Ned, a deceptive NPC who tries to prevent the
                                                            has sat. its ill reputation festering. Characters who have
          characters from uncovering the smuggling operation.
                                                            backgrounds related to Saltmarsh have heard of the
          Whether the characters discover the smugglers or the
                                                            house. Use any of the following hooks to capture the at-
          smugglers initiate an attack on the party. a confronta-
                                                            tention of the players.
          tion with the gang is inevitable, especially if the charac-
          ters are thorough in their exploration. Ned reveals his
                                                            HIDDEN HOARD
          true colors at an opportune moment.
                                                            For years, the tales of the haunted house near Salt-
           The caverns and contraband below the house wait
                                                            marsh have circulated through the region. Though most
          to be discovered. Access to the sea suggests the use
                                                            of  the stories are rightfully taken as warnings to avoid
          of a large ship, though such a vessel is not to be found.
          The first part of the adventure concludes when the   the place. rumors persist of  a great treasure hidden in
          characters return to Saltmarsh with the truth and are   its walls. What relics and other valuables did that old
          rewarded for their work.                          alchemist keep in the creaking floorboards and cracked
                                                            plaster walls of his home?
           The town elders offer to hire the party to board and
          commandeer the smugglers' ship when it returns to its
                                                            KNOWLEDGE UNLIMITED
          secret port. That event sets in motion "The Sea Ghost."
          which likely unfolds in the following sequence.   The alchemist lived a hermit"s life, with few visitors and
           The characters discover a docwnent that explains the   fewer friends. But a young messenger once emerged
          signaling system used by the smugglers to indicate the   from the house with a story of  a grand library containing
          ship has arrived; by deciphering and sending the proper   countless tomes. Retellings of  the messenger's tale have
          return signal. they can put the crew at ease. By force or   varied over the years, with the most popular versions
          deception. the party boards the Sea Ghost and attempts   suggesting that the alchemist had discovered a method
          to seize control. During this raid, the party encounters a   of transforming base metals into gold.





          ABOUT THE ORI GINAL
          Produced by the UK branch ofTSR   for TSR UK's subsequent output,
          in 1981, Sinister Secret of  Saltmarsh   which often featured strong, central
          was designed by Dave J.  Brown   narratives that challenged players to
          and Don Turnbull. It was a revela-  take a creative approach to problem
          tion at the time, marking the first   solving. They usually included mul-
          appearance in a D&D adventure   tiple, smaller locations to explore,
          of  a haunted house and a raid on   lending a sense of  variety to a sin-
          a sailing ship. It also set the tone   gle adventure.






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