Page 45 - ghosts-of-saltmarsh
P. 45
•
SNAKE IN T HE GRASS
In the southeast corner of this decayed bedroom lies a
Ned tells the characters he is a traveler from Seaton who
man; he is alive, though bound and gagged. He is clad entered the house the previous night to find a place to
only in undergarments and appears to have no weapons sleep during his journey to Saltmarsh where he hoped to
find work as an adventurer. He entered through the back
1 or equipment.
door and had only reached the kitchen when he was at·
tacked from behind and knocked unconscious. He awoke
As with area 14, anyone who enters the room with some hours ago-bound, gagged, and stripped of his pos-
reasonable care can avoid moving into the part of the sessions-in this room. He did not see his attackers nor
has he heard any sounds in the house. Now he would like
floor that is sagging and damaged, looking perhaps not
to be released and to join the characters in their mission.
strong enough to support significant weight. Neither Ned nor his merchant mentor are fools, and
Falling Through the Floor. Each time a Medium or they have given some thought to preparing this story-it
larger creature moves into the shaded area on the map, is not possible for the characters to discern Ned's true
it must succeed on a DC 12 Dexterity saving throw or motives. Indeed, to add verisimilitude to the story, Ned
fall IO feet through the floor, landing in area 6. has a lump on the back of his head (inflicted, with sadistic
Ned, Bound and Gagged. The man on the Hoor is delight, by the merchant before Ned left his company).
Ned Shakeshaft (spy) (see "A Man on the Inside" in What Ned Wants. Ned wants to manipulate the char·
acters into abandoning their mission. He tries to achieve
the Adventure Summary and the "Snake in the Grass"
this by playing up the dangers of the place and causing
sidebar), who does a convincing job of wanting to be res-
accidents as they explore. The closer the characters get
cued. He has a pretty good idea where his clothes are,
to discovering the truth about the smugglers, the more
and will ask to be escorted to area 17 to retrieve them. desperate he becomes. When it become clear he can't
Ned has no other possessions, except for a single dose warn the characters off, he'll try to ambush them with a
of basic poison (see chapter 5 of the Player's Handbook) poisoned weapon during a fight against other creatures.
that he has concealed in the waistband of his under-
garments. He can apply it to any slashing or piercing
18. LANDING
weapon as a bonus action.
•
16. ALCHEMIST'S BEDROOM
Along the north wall of this area, a staircase descends
to the ground floor of the rear of the house. The treads
Damp mold covers portions of the walls and ceiling appear to be loose and perilous.
in this large bedroom, and rubbish is strewn liberally Another staircase along the east wall climbs to the up-
around the floor. In the center is a single mattress that per level. This stair has mostly collapsed-only the low-
has been badly torn, from which stuffing protrudes. Un- est six steps are still intact, and there is no easy access to
der the window sits a large wooden chest, the timbers the hole in the ceiling to where the staircase used to lead.
split and its lid closed . A heap of rotten timber lies in the northeast corner.
• •
The chest is not locked and opens easily. Inside is a pile The stairs into the attic are not usable, and the charac-
of moldy, ragged clothing in styles that were never in ters must find another way to ascend into the topmost
fashion-nothing of value- and a bundle of documents. level of the house.
These pages are rotted and stained, their meaning
lost long ago. 19. ATTIC
17. Box R OOM
A gaping hole in the floor shows where the top of the
• staircase used to lead before it collapsed. There are grimy
This room appears to have been used for storage. A
cobwebs on the walls and ceiling, and the floor is covered
large, ill·made oak chest stands under the window, its lid
with broken furniture and other rubbish.
closed. Elsewhere in the room lie three broken wooden
Several holes in the roof allow dim light to enter this
chairs, two splintered wooden buckets, and a mildewed
large room that extends the length of the house. Two
sack. Just inside the door is a heap of clothing; these gar-
large sacks lie heaped in the northwest corner.
ments have collected little dust, appearing to have been
placed here only recently.
• The sacks contain old clothing and rags .
A group of six stirges nests in the rafters of the attic.
The chest is empty and the sack contains drab, rotted They descend on the party at an opportune moment, re-
clothing- laundry soiled long ago by the house's former vealing themselves after the characters enter the attic.
owner. Those who untangle the balled contents find an Treasure. A character who sifts through the rubbish
inordinate number of wool socks. discovers a porcelain doll costumed to look like a sailor.
The clothes on the floor belong to Ned Shakeshaft, the The doll's eyes are made from two pieces of jade worth
occupant of area 15. lOgp each.
<.II \PTER 2 Tllf Sl'l;J~ I FR ><; 1 (Rf l <H ><;,\I T\I \R~ ll

