Page 40 - ghosts-of-saltmarsh
P. 40

PLACING THE ADVENTURE                           H OUSE EXTERIOR
               The town of  Saltmarsh is a small, respectable fishing town
               located in the Greyhawk campaign setting, in the south-                                      T
               ernmost part of Keoland.  It is situated some twenty miles   The decrepit house sits on the highest ground in the
                from two larger towns: Burle, to the northwest, and Sea-  area. Around it, a stone wall has crumbled in  many   I
                ton, along the coast to the east.
                 Here are suggestions for where you can place this ad-  places, exposing the interior grounds. An ornate metal
                venture in other campaign settings.              gate lies open al the end of  the road, swaying slightly in
                 Eberron.  Even to the pioneering folk of  Q'barra, Salt-  the wind. Wild flora grows throughout the inner yard, but
                marsh is a frontier town. The lean-tos and shanties sprawl
                in the steaming eastern deltas of  the Basura Swamp, and   all the years cannot hide the evidence of  a well-tended
                their inhabitants do their best to keep out of  the affairs of   garden that once sat here. Near the house, the rotted
                the lizardfolk in the interior. An elf illusionist bearing the   wooden roof of a water well rises out of  the tall grass.   l
                Mark of  House Phiarlan leads the smugglers and seems
                bent on stirring up trouble.
                 Forgotten Realms. Midway between Waterdeep and   The house is 35 feet tall from ground level to roof peak;
                Neverwinter, the town of  Saltmarsh and its hardy inhab-  the roof is gabled and has several holes where the slate
                itants endure both winter storms and the Mere of  Dead   shingles are missing.
                Men to the south. Because of  the politics churning in
                Thorn hold on the far side of  the marsh, help is often slow   THE WALL
                to come, and so the townsfolk have become quite self-reli-  The stone wall is 6 feet tall and more or less encloses
                ant. The smugglers could be from  Luskan, and their selling
                weapons to lizardfolk could be connected to deeper goals   the garden. It has partially collapsed in several places,
                than simply lining their pockets.               so access to any part of  the garden is simple even if
                 Mystara. Saltmarsh stands on the border between the   characters decide not to enter through the main gate.
                Grand Duchy of Karameikos and the Five Shires, just in-
                side the edge of  the Blight Marsh. The smugglers who use   THE GARDEN
                the haunted house as their base might be hin pirates, or at   The alchemist kept a vegetable garden around the
                the very least count some halflings among the crew, keen   house, which was used as a retreat from the stress of
                to avoid the authorities at Rollstone Keep up the coast.   work and as a supply of fresh food. Now, a few broken
                                                                gardening tools and a tangle of  weeds are all that re-
              IT  MUST BE CLEANSED                              main. A single rosebush near the gate has overgrown
                                                                the wall and choked out most of  the other plants. A char-
              It  cannot stand! An unholy place so close to civilization.   acter who succeeds on a DC 10 Intelligence (Investiga-
              These accounts of wailing and flashing lights disturb   tion) or Wisdom (Survival) check discovers that some-
              the mind and heart. Let any abandoned edifice rot in   thing large has made a burrow under the rosebush.
              obscurity so long as the dead leave it alone. But how   A family of four giant  weasels resides in the thorny
              can one let stand a harbor for evil? The house must be   mass. having dug out a home under the wall. The wea-
              cleansed of its otherworldly occupants.           sels are highly aggressive and try to ambush the char-
                                                                acters as they investigate the garden. Given the oppor-
              THE H AUNTED HOUSE                                tunity, they·ll try to grapple the smallest character and
              After gleaning what Mfacts" they can from the townsfolk   drag them toward their den.
              and equipping themselves at the local shops, the charac-  THE WELL
              ters set out to explore the fabled haunted house.
                                                                A character who makes a successful DC 12 Wisdom
              T RAVELING TO THE HOUSE                           (Perception) check while viewing the well from a dis-
                                                                tance notices a cluster of  small mammal remains in the
                                                                tall grass around the well (primarily mice, squirrels. and
                                                                the like).
                The road to the house winds through the rocky coastal   The well shaft. which descends 20 feet. still contains
                terrain, often offering a view of  the sea below. low clouds   clean water. Fed by an aquifer; the well offers no access
                press upon you; occasional patches of  sunlight appear   to the house nor the caverns below it. If the characters
                out over the water. A stiff  wind blows in off  the waves,   illuminate the shaft while looking down. they see the
                carrying the briny stink of  churning salt water.   glint of  coins through the shallow water at the bottom.
                                                                A Medium or smaller creature can climb down the well,
                                                                using the rocky walls as natural handholds.
              The house is located four miles up the coast from Salt-  Two giant poisonous snakes make their homes in
               marsh and is accessible by an old road. Curious towns-  the crumbled and crevice-ridden walls of  the well shaft.
               folk might follow the party for part of their  journey.   They emerge and strike at anything that descends into
              These escorts engage the characters in conversation,   the well. They also emerge if  the characters linger near
               ask about their intentions, and repeat the same rumors   the well while investigating it.
               and stories heard in town. As soon as the house comes   Treasure. There are 14 sp to be had at the bottom
               into view, the townsfolk grow  grim-faced and retreat to-  of  the well.
               ward Saltmarsh.



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