The Sinister Secret of Saltmarsh

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The Sinister Secret of Saltmarsh (module code U1, TSR 9062) by Dave J. Browne with Don Turnbull is the party's second adventure. Set in the coastal town of Saltmarsh in Keoland, it is the first installment of a three-module series.

Adventure Overview

Setting Saltmarsh, southern coast of Keoland (Greyhawk)
Module U1 The Sinister Secret of Saltmarsh (TSR 9062)
Authors Dave J. Browne with Don Turnbull
Levels 1-3
Previous Adventure Treasure Hunt (N4)
Status In Progress

The Town of Saltmarsh

A small, respectable fishing town of about 2,000 people on the southern coast of Keoland. The inhabitants are sober, hard-working, and amiable. Fishing is the main industry, with a small weekly market attracting traders from Burle (20 miles inland) and Seaton (20 miles along the coast to the east).

The Legend

Four miles east of Saltmarsh, just inland of the old coast road and looking out to sea, stands the Haunted House. Until twenty years ago it was the residence of an aged alchemist of sinister reputation. Now, two decades after the sudden and unexplained disappearance of its occupant, the house has acquired an even greater air of evil and mystery.

Those hardy souls who have sought entry have returned with nothing but grim tales of decay presided over by monstrous perils. In more recent years there have been reports of fearsome hauntings � ghastly shrieks and eerie lights emanating from within the dismal place. Now not even the bravest dare approach.

The fields around the house, though prime agricultural land, remain untended and rank with weeds.

How the Party Arrived

After completing Treasure Hunt, the party sailed Prince Horedel's burial galley to Ventris Island, where Melisana reunited with her father Melkeras. During weeks of recovery, the party healed their wounds, and Melisana trained as a Ranger � vowing never to be helpless again.

The party sold their trade goods, purchased proper equipment, and took passage south along the coast of Keoland. Rumours of the haunted house drew them to Saltmarsh.

Sessions

Investigation in Saltmarsh

The party arrived in Saltmarsh on a grey morning and spent the day gathering rumours at the harbour, the market, and the sea-temple - all pointing to the haunted house four miles east. An old poacher at the tavern, loosened by ale, described the house's rear: a back door, kitchen, scullery, a well, and cellar stairs from which he had fled "ghastly shrieks." The town council, chaired by Eliander, offered 500 gp per party member to cleanse the house, with no aid and no safe passage; any treasure found would be the party's to keep. The party took lodgings and marched east at dawn.

The Haunted House (Day 2)

The party reached the cliff-top house at sunrise and entered by the kitchen door. Progress so far:

  • The Well: Finn climbed down the rear-garden well and found only a venomous snake - no treasure - and climbed out unharmed.
  • Ground floor: The kitchen and scullery proved long-abandoned and empty of value. Cellar stairs descend into darkness, as yet untaken.
  • Upper floor: In the bedrooms the party found a dust-free bundle of clothing with 11 gp, a clerical scroll of hold person, and a floorboard cache of 4 diamonds - clear signs a living man has used the "abandoned" house recently.
  • The Attic: Four stirges ambushed Finn and nearly killed him (0 HP). Mira's Sleep and Melisana's blades destroyed them, and Marcus healed him. An unidentified ring (suspected magical) was recovered from the stirges' nest.
  • The Gallery: Zeale sprang a floor-collapse trap but leapt clear; Finn bridged the gap with rope. The west-wing bedrooms held only a yellow-mould hazard (avoided) and nothing of value.
  • The Locked Room: Behind a recently-oiled lock the party found a man bound and gagged on an unsafe floor - a stranger calling himself Ned of Seaton, who claimed to be a robbed thief and begged to be freed and to join them. They cut him loose.
  • Giant Ants: As Ned was freed, six giant ants attacked from the corridor. The party held a doorway chokepoint and destroyed all six once Marcus's Bless steadied their aim, though Marcus was left critically wounded before he could heal himself.

The party now holds the upper-floor east corridor - battered, out of spells and healing - and is weighing where to rest. The "haunting" increasingly appears to be a sham concealing the living, not the dead.

Current Party Status (Day 2, late morning)

Character HP Notes
Zeale 9/20 Wounded (ant bite)
Brother Marcus 10/14 Wounded; all healing prayers spent
Mira Ashwood 7/7 Unhurt; out of spells
Finnegan Cole 11/12 Healed after nearly dying in the attic
Melisana of Ventris 10/10 Unhurt

Party Status at Start

Character Class Level HP AC XP
Zeale Fighter 2 20 4 3,020
Brother Marcus Cleric 3 14 3 3,020
Mira Ashwood Mage 2 7 10 3,020
Finnegan Cole Thief 3 12 4 3,020
Melisana of Ventris Ranger 2 10 6 3,020