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#4003 The Sinister Secret of Saltmarsh

This document provides an overview and instructions for running an adventure module called 'The Sinister Secret of Saltmarsh'. It includes background information on the town of Saltmarsh, a haunted house adventure, and a sea vessel adventure. Gamemasters are given guidance on adapting the module to different role-playing systems and starting the adventures.

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Daniel Piga
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100% found this document useful (9 votes)
2K views41 pages

#4003 The Sinister Secret of Saltmarsh

This document provides an overview and instructions for running an adventure module called 'The Sinister Secret of Saltmarsh'. It includes background information on the town of Saltmarsh, a haunted house adventure, and a sea vessel adventure. Gamemasters are given guidance on adapting the module to different role-playing systems and starting the adventures.

Uploaded by

Daniel Piga
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

The Sinister Secret of

Saltmarsh
Creation: Adapted for MERP from AD&D Dungeon Module U1 (TSR), by Anthony Maletta (2003)
Design cover/interior: C. de Felrive (February 2021)
Drawing, painting & Concept Art : PCasolari, B. Martin

Table of Contents
1.0 INTRODUCTION ....................................... 2 4.7 The passages & Caverns ................................. 17
1.1 Handling Play .................................................. 2 4.8 Concluding Notes........................................... 18
1.2 Adapting the Module ...................................... 2 5.0 THE SEA GHOST ...................................... 19
1.2.1 Converting Hits & Bonuses ............................... 2
1.2.2 Conversion Chart .......................................... 2 5.1 Preamble ........................................................ 19
5.2 Preparations ................................................... 19
2.0 PLAYER CHARACTERS ............................. 2
5.3 Special Notes about Running this Adventure 20
3.0 THE SINISTER SECRET OF SALTMARSH .. 4
5.4 The signalling System ..................................... 20
3.1 Introduction .................................................... 4
5.5 Boarding the Sea Ghost .................................. 21
3.2 The Town of Saltmarsh .................................... 4
5.6 Features of the smuggler’s Ship...................... 21
3.3 The Legend ...................................................... 5
5.7 Surrender by the Smugglers........................... 22
3.4 General Notes .................................................. 5
5.8 Random Encounters aboard the Sea Ghost .... 23
4.0 THE HAUNTED HOUSE ............................ 6
5.9 Key to the Sea Ghost ...................................... 23
4.1 Starting the Players .......................................... 7
5.10 Treasure from the Sea Ghost ...................... 31
4.2 The House ........................................................ 7
5.11 Conclusion ................................................. 31
4.3 Encounters....................................................... 8
5.12 Appendix ................................................... 31
4.4 Key to the Ground Door of the House............. 9
6.0 NPC TABLE ............................................... 34
4.5 Key to the upper part of the House ................11
7.0 MAPS........................................................ 35
4.6 Key to the Cellar & Cavern areas ....................14
2

1.0 INTRODUCTION 1.2.1 Converting Hits & Bonuses


The Middle-earth Ready-to-Run Series is designed for Bonuses: When converting percentile values to a 1-20
Game-masters who want adventures which can be set up in a system a simple rule is: for every +5 on a D100 scale you get a
few minutes and played in a few hours. The adventures require +1 on a D20.
little or no preparation. Hits: This concussion hit numbers found in this module only
Southern Tides of War has five parts. Sections 1.1 and 1.2 represent general pain and system shock. They cover bruises and
deal with guidelines regarding the use of the module. Section small cuts rather than wounds. Critical strike damage is used to
2.0 provides pregenerated characters for the players (which can describe serious wounds. The hit figures shown here are less
be used as non player characters if so desired). Section 3.0 important than those used in game systems where death occurs
provides an overview of the politics involved. as a result of exceeding one’s available hits. Should you use a
The fourth part consists of Sections 4.0, 5.0 and 6.0, the game system that employs no specific critical strike results (e.g.,
adventures. Each adventure stands on its own, although a com- TSR Inc.’s Dungeons and Dragons), simply double the number of
mon theme unites the stories. They can be set anywhere in hits your character take or halve the hit values found in this
Middle-earth where the story seems appropriate. The fifth part module.
consists of the Encounter and Beast tables.
1.2.2 Conversion Chart
If you play something other than MERP or Rolemaster and you
1.1 Handling Play do not use a percentile system, use the following chart to convert 1-
100 numbers to figures suited for your game.
The adventures are divided into five standard parts: (1)
the tale, which describes how to start in terms of the setting, the
background, and the plot; (2) the Non-player Characters, 1-100 D100 D20 3-18 2-12
NPCs, a person-by-person description of the prominent non Stat Bonus Bonus Stat Stat
player characters, including their stats; (3) the primary layouts:
102+ +35 +7 20+ 17+
a level-by-level, room-by-room description of the adventure
101 +30 +6 19 15-16
site, complete with numbered diagrams, floorplans, and
illustrations; (4) the task, a discussion of how to start the 100 +25 +5 18 13-14
adventure, along with the aids, clues, obstacles, and rewards 98-99 +20 +4 17 12
awaiting the adventurers; and (5) encounters, which cover 95-97 +15 +3 16 ---
typical or probable meetings between the adventures and the
90-94 +10 +2 15 11
NPCs.
85-89 +5 +1 14 10
The GM should skim each section of an adventure before 75-84 +5 +1 13 9
beginning play. Then he can have the players pick pre-designed
60-74 0 0 12 8
characters from those provided in Section 2.0, or he can permit
the players to design their own PCs. (Of course, the GM can 40-59 0 0 10-11 7
assign PCs.) 25-39 0 0 9 6

Once play ensues, the GM should refer to the NPC charts 15-24 -5 -1 8 5
found in the adventure sections and to the Beast Table (Section 10-14 -5 -1 7 4
8.0) at the back of the module. They cover the Beasts and NPCs 5-9 -10 -2 6 3
found in each adventure. 3-4 -15 -3 5 ---
2 -20 -4 4 2

1.2 Adapting the Module 1 -25 -4 4 2

Like the rest of the series, this module is designed for use
with the Middle-earth Role Playing game (MERP) or the 2.0 PLAYER CHARACTERS
more advanced Rolemaster (RM) system, but is adaptable to
most other major FRP games. Statistics are expressed on a The following chart provides the statistics for Player
closed or open-ended scale, using a 1-100 base and percentile Characters that can be used in each of the three adventures.
dice (D100). No other dice are required. Statistics are given for both MERP and Rolemaster. The GM may
wish to assign his players a character or allow them to select
from the list. Of course, the GM can utilize the unused PCs as
3
4
non-player characters. After all, the players may design their levels 1-3. The Gamemaster should feel free to waive or modify
own characters or employ characters already in use. some of the training requirements to avoid unrealistically long
inter-adventure training periods.
The GM should remember, however, that regardless of
how the players acquire their characters, each adventure is The adventure is therefore ideal for the experienced MERP
geared for a different difficulty level (see Section 1.1). We player who wishes to develop a low-level character as well as for
suggest PCs tough enough to meet the challenge. the novice player who is experiencing MERP adventure gaming
for the first time. It is perfectly feasible for this module, and
Codes: See the NPC stats (page) for an explanation of the
indeed for only THE HAUNTED HOUSE scenario, to be played
basic codes. The following is a list of other codes and
as a single adventure. Though progression to the SEA GHOST
abbreviations which might be ambiguous.
would be logical, it is not vital -- this adventure can satisfactorily
Power Points: The number (if any) given in parenthesis finish at the end of THE HAUNTED HOUSE [if players then
indicates the possession of a “bonus spell item” and its bonuses prefer their characters to explore elsewhere). However, to play
(see MERP, Section 4.56). SEA GHOST requires either previous experience in THE
Skill Bonuses: NA, SL, RL, Ch=Maneuver and Movement HAUNTED HOUSE or an explanatory preface by the
in No Armor, Soft Leather, Rigid Leather, and Chain: 1HE OB, Gamemaster to acquaint players with necessary elements of
1HC OB, 2H OB, Thrown OB, Missile OB, Polearm OB = what they would have experienced.
Offensive Bonuses for 1-H Edged, 1-H Concussion, 2-Handed, Note : at this point those readers who wish to play in this adventure
Thrown, Missile, and Pole-arms; Dir. Spell=Directed Spells; should stop reading. The subsequent paragraphs are for the information
Secon. Skill= Secondary Skills. of the Gamemaster ONLY!
Languages: Languages are abbreviated by using their first A summary of the plot of this module is given in the Appendix.
three letters (see MERP, ST-1); exceptions: BS=Black Speech
and Bet=Silvan (Bethteur). The rank for each language is given
following the abbreviation.
3.2 The Town of Saltmarsh
Spell Lists: Spell lists are abbreviated by using the first few
letters in each word of the spell list name; for example, “S/L The little town of Saltmarsh plays a pivotal role in all of the
Ways” refers to the “Sound/Light Ways” spell list. adventures. -- The 'secret' of Saltmarsh derives from the nature
of the town and its surroundings. The Town Council of
Saltmarsh will encourage the party to undertake the various
adventures (and, to a limited extent, support it financially). It is
3.0 THE SINISTER SECRET OF to Saltmarsh that the party will repair between adventures; it is
SALTMARSH within the town, and with its people, that the characters will
Adapted for MERP from AD&D by Anthony Maletta
spend several weeks or even months of their adventuring
careers. Furthermore, there is a web of intrigue in the town,
woven long before the adventures begin, which will only
3.1 Introduction become apparent to the players as the series develops. Indeed, if
Desolate and abandoned, the evil alchemist's mansion stands the players are particularly obtuse, they may not be aware of this
alone on the cliff, looking out towards the sea. Mysterious lights at all, until too late...
and ghostly hauntings have kept away the people of Saltmarsh,
Therefore, if there is to be an adequate background to the
despite rumours of a fabulous forgotten treasure. What is its
series, the GM is recommended to 'prepare' the town quite
sinister secret?
thoroughly, using the guidelines presented in this module as the
This module contains large-scale maps, full background basis for that preparation. The GM's own style and preferences
information and detailed encounter descriptions for the players will govern just how much preparation is done and in how much
and GM. detail, but it is suggested that attention be given to at least some
THE SINISTER SECRET OF SALTMARSH is a Ready-to- of the following:
Run. It is itself divided into two separate adventures, THE 1. The Town Council. Name the members; determine their
HAUNTED HOUSE and SEA GHOST, each of which is, in trades/occupations and something of their backgrounds; decide how
likely playing time, relatively short. powerful and wealthy each member is, relative to the local
The two adventures are primarily designed to be played as a community.
series - characters start with little or no experience and work 2. Treat other prominent local citizens who are not members
successively through the two parts, accumulating experience as of the Council in a way similar to Council members (in
they succeed in each endeavour. particular the merchant-receiver whose part in the plot is
This module is designed for 5-10 characters of experience explained in the description of room 15).
5

3. Draw a map of the town, locating prominent buildings and anyone in the town who has been in the place, they will initially
the places where Council members and other important find no one. Persistent questioning of the town's inhabitants will
people carry on their business. tend to make them frightened and apprehensive, but will not
yield any concrete information. If the party pursue their
4. Decide where the characters could stay when resting in the
questioning, characters may (GM's discretion) find an aged
town between adventures (the best inn? the only inn?);
poacher who will, after suitable inducement (money and/or
draw up a tariff (list of expenditures) for their
ale), confess to having wandered into the back door of the house
accommodation and food.
a couple of years before, hoping to 'acquire' some food. Diverted
5. Decide where to locate the town's place(s) of gathering. by the prospect of free wine in the cellar, he started to descend
Don't skimp them, for in this series of modules the events the stairs, heard ghastly shrieks and piercing wails - and ran,
that take place between adventures are nearly as important frightened out of his wits. He knows where the back door is and
as the adventures themselves. Your players' characters will will have noticed the well. He will be able to describe, roughly,
spend a lot of time in Saltmarsh, so do it - and them - justice! the kitchen and scullery and the passage that leads to them from
the back door, but he knows nothing else of the layout of the
place. Furthermore, his memory of what frightened him has
The Town is a small, respectable fishing town. The become elaborated over the years, so he is as likely as not to tell
inhabitants are relatively sober, hard working and amiable. the party of a horde of ghosts coming up the stairs to the scullery
There are adequate facilities for justice and law-enforcement -- or a vampire with many rats. He discovered soon after his
debtors and bankrupts are dealt with particularly harshly. escapade that the telling of his tale, in lurid and exaggerated
Fishing is the main industry but there are some tiny farms in the detail, was a simple means of obtaining free ale, plied upon him
neighbouring countryside. The town boasts a small weekly by eager listeners, but there have been none recently who have
market to which traders are attracted from two larger towns, asked him to tell and, once his tongue is loosened, he will be
each some twenty miles away and Pelargir (which is about 50 eager to restore some lost prestige. Apart from alerting
miles away). In general, be guided by any small south-coast adventurers to sinister and grave dangers (which don't in fact
English fishing town of the 14th Century and with population of exist) and telling them a little about the layout of the house, he
a little less than 2,000. will provide no useful information.

3.3 The Legend 3.4 General Notes


Four miles east of Saltmarsh, just inland of the old coast road The secret of the Haunted House is that the house is not in
and looking out to sea, stands the Haunted House. Until twenty fact haunted but is the shore base for a band of smugglers whose
years ago it had been the residence of an aged leader is an Illusionist of 4th level.
alchemist/magician of sinister reputation, and even then, had
been shunned by reason of its owner's mysterious occupations. The eerie lights seen at night by residents of Saltmarsh are
the smugglers' signals to a ship out at sea. The unearthly shrieks
Now, two decades after the sudden and unexplained
disappearance of its occupant, the house has acquired an even and other sounds are caused by magic mouth spells appropriately
placed within the building. This is why, in recent times, the
greater air of evil and mystery with the passing years.
House's reputation for evil has increased; the smugglers, in
Dilapidated and now long-abandoned, the house presents an about three years of successful operations, have by these means
unwholesome appearance to the eye. Those hardy souls who completely frightened away all local investigation, official and
have on infrequent occasion sought entry to it (for rumours of a unofficial.
secret hoard of alchemical gold have persisted since the old
man's disappearance) have all returned with naught save grim It is paramount that the players are given no obvious clues
tales of decay presided over by monstrous perils. In more recent that would lead them to believe the house is not haunted; they
must deduce the truth for themselves or simply stumble upon it.
years there have been reports of fearsome hauntings - ghastly
shrieks and eerie lights emanating from within the dismal place. They might even wander around the house, finding a little
Now not even the bravest dare so much as to approach the treasure but never discovering what actually takes place there.
house, leave alone enter it. Indeed, such is the reputation of the
house that the fields around it, though prime agricultural land,
This module is designed for thinking players. Those who
remain untended and rank with weeds.
tackle the adventures imaginatively and thoughtfully will not
only obtain good rewards for their characters but will derive the
Should the adventurers, after learning about the house, seek satisfaction of seeing the various layers of the plot peel away as
the real meaning of each clue is discovered. On the other hand,
6
those who regard the House as nothing but monster-slaying fixtures in their separate areas. The GM should also note that the
territory will not only fail to unravel the secrets but will find smugglers are quite intelligent, well organised and conversant
their adventure dull and unsatisfactory; they may even lose their with the House, caverns and surroundings, except for secret
characters, for the smugglers, in the hands of a competent GM, area 24 of which they know nothing. Consequently, if they
should be more than a match for an unwary, careless party. should become aware of the party's intrusion they will react in a
co-operative and efficient manner to locate and destroy the
The Gamemaster should also be careful, for similar reasons.
intruders.
If the adventures are prepared casually and laconically, the party
could easily become impatient or bored. The GM should In a similar vein, even after the adventurers have discovered
prepare the ground thoroughly and 'supervise' the play the smugglers, they should be given no clues other than those
inventively, sustaining some tension in the atmosphere without they find for themselves, either about the nature of the seagoing
giving away any secrets. In particular, the assassin (see part 1, side of the smugglers’ organisation or about the weapon-running
room 15) should be handled very carefully; premature discovery aspect of the Sea Ghost's operation. Thus, have the smugglers
of his real nature as a result of lack of caution on the GM's part and crew go about their normal business until such time as they
might make the entire smuggling operation transparent to the realise their activities have been discovered; then have them
party, and hence vulnerable. react in co-ordinated fashion to deal with the menace and to
preserve their illicit secret. Sanbalet, the smuggler chief, is
It is recommended that the GM read both parts of the
intelligent and shrewd enough to have prepared an emergency
module thoroughly before play starts, making notes in the
plan in the event of discovery and to train his men in carrying it
margin where an aide memoir would be useful. Even if only
out; the GM would be well advised to follow his example.
THE HAUNTED HOUSE is to be played immediately, read
Should the party elect to leave the House before completing the
SEA GHOST too, for this will give an important perspective.
adventure and then seek to return at a later time, there are two
It will be noticed that encounter descriptions are divided into possibilities and it is for the GM to decide which should apply.
'boxed' and 'open' sections. The information in the 'boxed' Obviously, the smugglers will realise fairly soon that there have
sections should be read to the players together with approximate been intruders in the House. If they have no reason to suspect
dimensions of the area (these can be given more accurately if the their activities have been discovered, they will continue about
party is willing to take time in measurement). Even if not their business, perhaps posting extra guards for a short time.
specifically mentioned in the 'boxed' text, describe other Alternatively, if they have good reason to believe their activities
features of the area (steps, pillars, etc.) that would be seen have been discovered, they will flee the locale, taking all their
without difficulty. Initially the party can act only on this contraband and possessions with them, so that on return the
information -- hints are sometimes provided in this text, and the party will find no trace of them. It is unlikely that the same will
GM should only provide vague supporting information if apply to the Sea Ghost. Once a party has bearded the ship, it is
requested. The remaining 'open' sections and all the almost inconceivable that they will leave without discovering
introductory paragraphs are for the GM alone and should not be something. In this extremely unlikely event, the GM will have
conveyed to the players until they discover the facts for to decide how to deal with such an obviously dense,
themselves. Where monsters are mentioned in the text, unadventurous party of characters!
abbreviated statistics are included for quick reference. For full
details, consult the MERP rulebook or Creatures of Middle-
earth as appropriate. Don't forget the house has the reputation 4.0 THE HAUNTED HOUSE
of being haunted, and the people of Saltmarsh have good reason
for this belief. Until the adventurers find the smugglers, try to ... Wherein the party discovers the first part of THE
make their experience an eerie one, using the room descriptions SINISTER SECRET OF SALTMARSH.
as the bare bones on which to work. Try to scare them! The Chyan Lands and the Divârayan Mountains incorporate
In both adventures, there will be activity at the location of five distinct ecosystems: savannah (the Chyan Lhûd), coniferous
the adventure when the party arrives. Neither the smugglers nor forests (in the Divârayan Mountains foothills, especially in the
the crew should simply be left at their original starting locations eastern part of the Chyan lands), tropical forest (Ammu Bâj),
until discovered by party members, unless of course the party is hills (along the coast and in the Bulchyades) and mountains (the
fortunate enough to take unawares and in turn each small group Divârayan Mountains).
before significant activity has taken place. Even then it should be The Lhûd is the most original ecosystem of the Chyan Lands.
remembered that the smugglers and crew are in 'motion'; for It is a flat dry savannah cut by deep and steep ravines, where
instance, surprising the group of smugglers in cavern area 27 will frequently dry streams run, and covered by thick grasslands that
soon be common knowledge to the other smugglers as they often burn. It is generally windy and the temperatures range
bring contraband up from the lower caves. The GM must use from the scorched Low Lhûd around Tenolkachyn to the bleak
imagination and discretion to have them react in a manner fitting and cold Clyan Highlands. The High Lhûd that makes most of
the prevailing circumstances and not regard them simply as the Chyan Lands lies in the middle, with temperatures mellowed
7

by the altitude but not reaching the coldness of the Clyan


Highlands. All the Lhûds are characterised by dryness and quasi
absence of rains, except in sudden and violent thunderstorms. 4.2 The House
The valleys, when they enjoy regular water or have been
irrigated by the work of men can be very fertile and the Chyan The Haunted House stands on the cliff top 70 feet above sea
Lands are sometimes nicknamed the “fruits country”, for its level and about 80 feet from the cliff edge. The 6' high stone wall
impressive fruit productions and exportations in all the Bay of surrounding the garden has partially collapsed in a number of
Ormal. places, so access to any part of the garden is simple even if the
main gate on the cliff road is ignored. This gate, of a heavy and
The following are the most notable plants and animals found ornate metal construction, is still functional and stands open.
in these lands. The garden itself is overgrown and shows no sign of any care for
years. However, any part of the garden and the main earth
4.1 Starting the Players driveway can be easily traversed. The well to the east of the rear
of the House is 5' in diameter and 15' deep with 3' of water at
It is suggested that the Gamemaster should introduce the
the bottom and a rocky floor. A poisonous snake lives in a hole
players to the adventure in the following way:
in the well side about 2' above the floor and will attack anyone
1. Have the party meet at Saltmarsh as a result of vague who reaches the water level.
rumours that there is worthy work for adventurers in the
neighbourhood.
SNAKE, Small Viper
2. Describe the town - provide the players with maps and other Level 1
information you have prepared, such as they could
Speed VF
reasonably be expected to observe for themselves on
arriving. Hits 20
AT NO
3. Have them lodge at an inn, but do not let them hear of the
DB 30
Haunted House yet.
Special Attacks Poison
4. Let them stay in town, vainly pursuing information and Special Qualities Scent
spending their money (according to the list of expenses you
Attack 35 S Bite
have prepared) for a day or two before you arrange for them
to hear of the legend of the House - perhaps in casual Size Med
conversation with the landlord of the inn, with whom they Crits Reg
should by then have struck up an affable relationship. Notes Poison: Requires RR (Lvl: 3).
Scent: Snakes can scent their prey.
They detect creatures within 30 feet
5. Tell them the Legend and perhaps let the poacher talk to and can discern their direction as a
them if you feel this to be appropriate. partial action.

Once they have decided to visit the House, have the The house is 35' high from ground level to roof ridge; the
innkeeper introduce them to a prominent member of the Town roof is peak-pointed and gabled, with several holes from missing
Council so that this august body will be aware of the imminent slates. The interior is very dilapidated, damp and with patches
attempt to stamp out the local menace. The Council will not in of harmless mould everywhere. Cobwebs festoon the place; the
any way sponsor the quest at this stage, though there will be woodwork is generally rotten, while dust and dirt are thick and
hints of rewards if the party accomplishes the task. rubbish is scattered about in profusion. Plaster, fallen from
ceilings and walls, lies on the floor in several places; many
Note: at this time one of the leading personalities of Saltmarsh floorboards are loose and some are missing entirely, while there
(who is secretly a 'receiver' for the smugglers) will learn of the party's is liberal evidence of rodent and insect infestation. Many rooms
intent from a casual remark in conversation with a Council member and have fireplaces and chimneys that show no signs of recent use.
the assassin will be hurriedly planted (see particularly the notes to part The chimneys are too narrow and twisting for anyone to climb.
1, room 15). Have the party equip themselves by dealing with local
traders, then let them set out along the old coast road. For part of the All house corridors are 5' wide and 10' high; all rooms are
way they will be accompanied by encouraging and admiring townsfolk 10' high except for the attic level where -because of the sloping
and hero-worshipping children, though the followers will retire to the roof- the height ranges from 1' at the sides to 15' in the centre.
town as the house looms in view… All doors are 5' wide and 7' high, of normal wood construction;
all are closed but unlocked (exception -- see room 15) and easy
8
to open. Most of the windows have panes broken and all are easy Speed VF
to open. Hits 20
The passages in the cavern complex are generally about 7-8' AT NO
wide and 8' high and have a marked, but not precipitous, DB 30
downward incline. All caverns are roughly 12' high. All walls, Special Attacks Poison
ceilings and floors in the caverns and their connecting passages Special Qualities Scent
are slimy, wet and discoloured. Light is excellent on the ground
Attack 35 S Bite
and first floors of the House. In the attic, due to sundry holes in
the roof, the illumination is dim but adequate though leaving Size Med
plenty of dark shadows in corners. In areas 20, 23, 24, 25 and Crits Reg
26 there is no light at all. In areas 21, 22, 27, 28 and 29 the light Notes Poison: Requires RR (Lvl: 3).
is good since there are torches set in crude brackets on the walls. Scent: Snakes can scent their prey. They
detect creatures within 30 feet and can
discern their direction as a partial action.
4.3 Encounters
DOG, Medium Mammal
No wandering monsters will be encountered in the garden Level 2
though there will be numerous small and harmless animals -
mice, voles, rabbits and the like. Nor are there any wandering Speed FA
monsters in the cellar, caverns and passages below the House. In Hits 70
the House proper an encounter takes place (10%), checking AT NO
every 10 minutes. For each encounter roll % and use the listing DB 25
below: Special Attacks None
Special Qualities Scent
Roll Encounter Attack 50 M Bite
Size Med
01 – 25% 4 Crebain Crits Reg
Notes Very Hungry
26 – 50% 2 Snakes
Scent: Dogs can scent their prey.
51 – 75% 2 Dogs Their senses are between 10 to 100
76 – 00% 1 Wolf times more perceptive than average
humans.

WOLF, Large Mammal


CREBAIN, Small Bird Level 3
Level 2 Speed FA
Speed VF Hits 110
Hits 10 AT SL
AT NO DB 25
DB 50 Special Qualities Scent
Special Attacks None Attack 70 L Bite
Special Qualities + 50 Perception from air Size Large
Attack 25 S Bite Crits Reg
Size Small Notes Scent: Wolves can scent their prey.
They detect creatures within 30 feet
Crits Reg
and can discern their direction as a
Notes Scouts: Spy birds, these are not on partial action. (25 % of any critical
any “mission” though delivered indicates that the victim
must make a Lvl 5 RR vs. Poison or
SNAKE, Small Viper contract Rabies)
Level 1
9

4.4 Key to the Ground Door of the harmless mould. All have been partially spoiled by damp, mould
and mice but are still legible. Only three are of any interest, the
House other eleven being of a routine nature (histories, collections of
1. ENTRANCE HALL romantic poems and so forth). These three are clearly titled on
the spine:
The front door opens onto a musty, dirty entrance hall.
To your left a corridor leads into the west wing of the house. • The Magical Properties of Gemstones (+10 Bonus to Gem
On either side of the corridor opening the walls are bare but lore)
some pieces of wood in the corner near the window indicate • The Magical Properties of Herbs and Flowers (+ 10 to Herb
that a small wooden table or chair once stood there. Ahead Lore Skills if studied for 3 months)
of you, another corridor leads towards the rear of the house.
• The Metaphysics of Mathematics, (+10 to Mathematic
To your right a staircase climbs to the next storey, reaching
Skills)
it at a balcony which overlooks the hall along its north and
These three books can be sold for 50 gp each (though not in
west sides; the stairs appear safe to climb though the
Saltmarsh - the vendor will have to seek a larger community if a
balcony rail is broken in several places. Under the stairs at
purchaser is to be found). Inside the third volume can be found
the rear of the hall a third corridor leads east.
a sheet of parchment obviously torn from a larger sheet, on
So long as it is done before the party move into the hall which are a few lines of handwritten text in the common tongue.
proper, a careful examination of the floor by a light (+10) It has been spoiled by damp so that only two words are still
Tracking Manuver will reveal two 'paths' along which there has legible: "...beyond skeletons..."
been occasional and recent human movement - one from the
foot of the stairs to the corridor towards the kitchen, the other
from the foot of the stairs to the western corridor. These have 3. STUDY
been made by the smugglers when moving between the cellar This room was once a writing room or study. Against the
and their signalling point in room 14. Should the tracks be wall under the windows is a large wooden writing desk partially
discovered here and followed in any of the three directions broken and riddled with damp rot. There are three drawers in
(upstairs to room 14 or to the cellar via either route), a character each pedestal and a large central drawer; the latter is closed but
with any tracking skill will have a 50% chance per turn of losing
the others are all open -- two obviously broken open forcibly.
the track, while other characters will be unable to follow it more
than a few yards. Should the party, now or later, ascend the The central drawer (which is locked -- the key has been lost
stairs… for years) contains nothing but valueless documents, all written
in the common tongue -- receipts for payments on the purchase
The stairs creak ominously as you ascend but they seem safe of various chemicals and laboratory equipment. A careful search
enough. At the top you reach the gallery which is on the north of the cavity in which the central drawer fits will reveal a small
and west walls of the hall. To east and west the corridor appears secret compartment. Inside, wrapped in cloth, is a glass phial
to stretch the full width of the house, doors leading off it to the containing a watery, rose-coloured liquid with a spicy aroma (A
south. Opposite the western portion of the gallery is another potion of Neutralise Poison with two doses. (imbibing this
corridor leading north. potion gives the user a second RR vs. any poison ingested at
The stairs will not collapse under the party's weight but at a +40) The other drawers are all empty.
point on the gallery 10' to the west of the head of the stairs the
4. LIVING AREA I
floorboards are so rotten that they will collapse if any party
member steps on them (the fall causing a +10 Fall/Crush A door in the north wall leads onto a small paved patio, the
Attack) leaving a gap stretching from the wall clear to the gallery paving now cracked and over-run with weeds. There is a pile of
edge and 7' across. refuse in the southeast corner. Otherwise, the room is bare.
The secret trapdoor in the floor at S (Hard (-10 Hard
Perception roll is required) leads via a staircase down into cellar
2. LIBRARY area 21. A Magical guardian is placed so as to trigger when
You can tell that this room was once a library, with anyone moves within 5' of the trapdoors. If triggered a voice,
bookshelves around the walls. Most of the bookshelves are coming from the ceiling above, will say "Welcome, fools --
broken now and, in many places, have come away from the wall welcome to your deaths!" followed by a prolonged burst of
altogether. Those few shelves still intact are empty but there is insane and fiendish laughter.
a pile of books in the southwest corner. GM's option: have each party member make an RR vs. a level
There are 14 books in the pile untidily thrown into the 3 magic attack. Failure results in the character suffering the
corner and now covered with cobwebs, vermin droppings and effects of a Fear spell (see MERP Rule Book). Subsequently each
10
character failing the original save has a 40% chance of being too
frightened to re-enter the room. SMALL MONSTROUS SPIDER, Small vermin
The pile of refuse contains nothing of value except a single Level 1
large gold earring (value 2 gp). Should the party manage to Speed MD
follow the tracks from the entrance hall, they will lead to the Hits 15
trapdoor. AT NO
DB 5
5. LIVING AREA II Special Attacks Poison
Special Qualities Camouflage (-15 to perception rolls
The only thing of any note in the room is a clump of tiny red vs. Detection)
mushrooms apparently g rowing out of the floor all around the
Attack 25 Tiny Sting
fireplace in a roughly semicircular formation. Otherwise, the
room is bare. Size Small
Crits Tiny
The mushrooms are perfectly harmless though their
Notes Poison: Requires RR (Lvl: 5) or the
presence may cause any adventurer wishing to step into the
victim dies in 3 – 30 rounds.
fireplace to do so carefully to avoid touching them. Up the
chimney, about 3' above the top of the fireplace, is a loose stone
concealing a small cavity. Inside the cavity is a small leather 9. KITCHEN
pouch containing an amethyst, value 12 gp. This was obviously the kitchen. It is dirty and damp, with patches
of grey mould and a few cobwebs on the floor, walls and ceiling. In the
corner to your left is some iron cooking equipment with a chimney above.
6. LIVING AREA III Next to it, under the window, is a cracked and discoloured stone sink.
This room is empty. The only matter of interest is that To the right of the sink a small, closed wooden cupboard is fixed to the
the quantity of fallen plaster on the floor is significantly wall about 5' above floor level. Against the far wall a flight of wooden
greater than elsewhere. stairs leads upwards from left to right; even from the door it is obvious
that the woodwork is decayed and a few of the treads are missing.
The floors in the two rooms above (see rooms 14 and 15) are
considerably weaker than elsewhere. There is nothing else of A family of 5 small monstrous centipedes lives in a nest under
interest and nothing of value here. the floor below the sink, with access to the room via a hole at
floor level. They will attack any character coming close to the
sink or investigating the cupboard. The cupboard is empty.
7. DINING ROOM
At one time a long table stood in the centre of this room;
now it lies broken - though still recognisable - on the floor. A
broken chair stands against the wall between the windows and SMALL MONSTROUS CENTIPEDE, Small vermin
there is a heap of broken china in the northwest corner. Level 0
There is nothing of interest or value here. Speed MD
Hits 5
AT NO
8. WITHDRAWING ROOM
DB 5
Two stuffed armchairs stand near the fireplace of this room. Special Attacks Poison
The covers of both have been torn or cut and the stuffing has Attack 15 T Sting
been pulled out; however, the wooden frames are still intact.
Size Tiny
The pieces of a broken table lie on the floor near the north wall.
Crits Reg
In the chimney, about 3' above the top of the fireplace, is a Notes Poison: Requires RR (Lvl: 3) or
loose stone, easily discernable. The cavity behind the stone victim is at –20 for 1 to 4 hours
contains a small metal box; this is locked but the key is nowhere (cumulative)
to be found. The box contains a Ring of Protection +10. (The 10. SCULLERY
ring offers continual magical protection in the form of a +10
defensive bonus to wearer). This room has suffered the effects of damp and decay more
than most in the house. Mould grows in patches on the floor,
A small monstrous spider lives inside the chimney and will
walls and ceiling; there are many cobwebs, though even these
attack anyone investigating the loose stone.
11

appear to be decaying. A large copper boiler, dented, split, furniture in here.


discoloured and empty, stands under the window; a small heap
The object in the fireplace is simply a fist-sized chunk of
of crockery shards is on the floor beside it. Stairs lead down into
crystal. It has no value though it is superficially attractive.
the darkness of what is presumably a cellar.
14. BEDROOM
A Magical Guardian lies on the stairs and will be triggered
when anyone treads on the top step. If the spell is set off, hideous Another dirty, decaying bedroom without furniture. From the
screams - as if of a soul in torment - will rise from the cellar area doorway the floor in here does not look particularly safe; some
below. floorboards are missing while others appear to have suffered partial
collapse.
GM's option: treat as a fear spell as in Living Area 1, room 4.
The 'safe area' is a 3-5' wide strip from the door down the
4.5 Key to the upper part of the House west wall and across to the window. Adventurers may stand in
this area without danger but anyone moving into another part of
When and if the characters climb the main stairs, refer to the the room may (60% base chance for a light character, increase
second part of the description of the Entrance Hall, ground incrementally to 100% chance for a very heavy character)
floor, Room 1. precipitate a collapse of the floor, the character falling into room
6 below and taking normal falling damage (+10 Fall/Crush
attack). Refer to MERP rulebook for determination of character
11. BEDROOM
weight.
What was once a fine master bedroom now stands dirty and decayed.
If the party has been able to follow the tracks leading upstairs
Some of the floorboards are missing and there is rubbish scattered
from the entrance hall (room 1) they will be found to lead into
around. A tall wooden cupboard stands against the wall opposite the
this room, around the safe area and to the window. A
fireplace, its door closed.
combination of the position of the house and the topography of
The cupboard contains two items: a pair of old, cracked the cliff results in this room providing the best view of the sea
leather boots with no value or special properties, and a dirty, from any part of the house, and it is from here that the smugglers
ragged, stained cloak hanging on a peg. The cloak appears signal to their colleagues out at sea.
harmless but the inner folds are covered with Yellow Mould,
Careful examination of the window area will give small clues
which examination of the cloak will disturb.
to this fact - fresh scratches on the sill where the lantern has been
If the mould is disturbed, all within 10 feet must make a RR placed, scuffing of the floor dust immediately by the window
vs. poison at (level 5) or take 2-20 points of Concussion damage. and so forth. However, these signs cannot be seen from the
One minute later, everyone exposed to the initial burst must door; they require close observation for discovery.
save again or take 3-30 points of temporary Constitution
damage.
15. BEDROOM
There is nothing of value in the room.
The door to this room appears to be locked or held by some means.
The lock is a normal one and the key can be found quite easily
12. BEDROOM
on the sill of the window at the eastern end of the corridor. The
Once perhaps a fine guest bedroom, this is now decayed like the rest key turns very smoothly and an alert party may deduce that the
of the house. Rubbish is scattered around; there is some evidence of rodent lock has been oiled recently.
infestation and some webs hang torpid in the corners. A four-poster bed,
This is a dirty, decayed bedroom and the floor looks rather unsafe.
once a grand piece of furniture, is against the wall opposite the fireplace.
Its woodwork is worm-ridden and the curtains that once screened the bed The 'safe area' in here is a 4' strip from the door to the east
are torn and stained. There is no bed linen, but the carcase of the bed is wall and along that wall to the front of the house.
relatively intact. In the far corner lies a man; he is obviously alive, though bound and
There is nothing of interest or value here. gagged. He is clad only in undergarments and appears to have no
weapons or equipment.

13. BEDROOM The 'prisoner' is Ned Shakeshaft, a 3rd level scout. Ned
has been 'planted' here, at short notice, by a prominent
This bedroom is dirty and decayed; the floorboards appear intact but merchant in Saltmarsh who is secretly a receiver of the
rubbish is scattered everywhere and webs are profuse on the walls and smugglers' contraband (see PREAMBLE note). Ned's task is
ceiling. From the doorway, you can see a glint of light in the fireplace simply to do his utmost to prevent the party from learning about
from what appears to be a small, highly reflective object. There is no
12
the smuggling operation and generally so to weaken the party - Ned's 'imprisonment' will actually draw the party's attention to
by promoting dissent, causing 'accidents' while not appearing to the probable presence of other people in the house, whereas
do so, and so forth - as to lead them to abandon their mission. they might otherwise have found no clue to the smugglers at all.
However, his fear for h is own skin is such that he will not
The GM must play Ned carefully. Obvious attempts to sow
attempt a ambush except in the last resort and in circumstances
discord or to lead the party into unnecessary danger will 'give
which give him an excellent chance of escaping and/or avoiding
the game away' quickly. On the other hand, Ned's instructions
detection.
are clear, and the more the party make deductions about the
Unfortunately for the merchant, he does not know how to presence of the smugglers, the greater will be Ned's efforts to
contact the smugglers at short notice - Sanbalet (the smugglers' prevent them. If in the final analysis discovery of the smugglers
leader) always initiates their infrequent meetings and never is inevitable, have Ned attempt to Ambush a party member and
arranges for them to take place in the House. Thus, the make good his escape.
merchant knows the smugglers' base is somewhere in the House
Before leaving the room, Ned will ask for the loan of clothing
but has never been able to find it. Planting the scout in one of
and a dagger from the party. As soon as he has the dagger, he
the upstairs rooms was the best plan he could conceive at short
will exchange it for an envenomed dagger he has hidden in the
notice.
fireplace (Coated with spider venom. RR (Level 4); +30 attack,
if he cannot borrow a dagger, he will retrieve the envenomed
blade in any case and do his best to conceal it about his person.
NED SHAKESHAFT, 3rd level Human Scout (RM
Rouge)
Level 3
Hits 40
AT NO
DB +20
Shield N
OB +30 Dagger (+ Poison)
Missile OB +50 Dagger (+ Poison)
MM +20
Skills Duping +20, Climb +30, Contortions
+25, Hide +20, Jump +30,
Stalk/Hide +40, Pick Pocket +30
Special Skills: +30 Perception, +20 Dodge, Ambush
(4 Ranks)
Ned's 'story' is simply that he is a thief from Dol Amroth who
entered the House under cover of darkness the previous night to
find a place to sleep during his journey to Saltmarsh where, he
had heard, there was possible work for adventurers. He entered
through the back door and had only reached the kitchen when
he was attacked from behind, overcome and knocked
unconscious. He awoke some hours ago - bound, gagged and
stripped of his possessions - in this room.
He did not see his attackers nor, until the party came along,
had he heard any sounds in the House. Now he would like to be
released and to join the party in their adventure. Neither Ned
nor his merchant-mentor are fools and they will have given some
rapid thought to preparing this story - it will not be possible for
the party to unmask Ned simply.
Indeed, to add verisimilitude to the story, Ned will have a
lump on the back of his head, inflicted (with some sadistic
delight) by the merchant. An alert party may, however, realise
fairly soon that Ned is not what he appears to be. Hasty
preparations have led the merchant to overlook the fact that
13

16. BEDROOM ceiling and the floor is liberally strewn with dust and rubbish.
A large bedroom, now decaying and dirty. Damp mould covers Several holes in the roof allow dim light to enter this large, dirty
portions of the walls and ceiling and rubbish is strewn liberally round room that appears to extend from the back to the front of the House.
the floor. In the centre is a single mattress which has been badly torn and There are pieces of broken furniture here and there, and rubbish is heaped
from which the stuffing protrudes. Under the window is a large wooden about the floor. There are two large sacks in the northwest corner.
chest, the timbers split, its lid closed. Otherwise there appears to be nothing of interest here.
The mattress contains nothing but stuffing. The chest is not The sacks contain old clothing and rags. There is nothing of
locked and will open easily. Inside is a pile of mouldy ragged interest or value in this area. The entry of the party into the attic
clothing -- nothing of value -- and a bundle of documents, mostly will alert the Stirge in the southern area, but they will not attack
mouldy and stained. in the northern section; instead, they will wait for potential
victims to reach the southern area, where they will have more
Most of these documents are old letters that appear to relate
freedom for attack.
to the original purchase of the house; details are unclear, though
their general tenor can be deduced. One sheet, towards the As you approach the southern part of the attic you can see that it
bottom of the bundle, is a scroll of Hold Kind scribed at 7th level appears to extend over the whole of the front portion of the house. It is a
(See MERP Rulebook for details of the spell). Under the chest storage room where the bric-a-brac of many years has been left. There
is a loose floorboard that conceals a small cavity in the floor. are more broken pieces of furniture, a few sacks and piles of old clothes,
Within the cavity is a small leather bag containing 4 small but in general the room appears to contain nothing of interest.
diamonds, value 25 gp each.
In the southeast corner, up in the rafters, is a nest of (6)
Stirge. The creatures will wait until their victims reach the
open area before attacking, though their need for blood is such
17. BOX ROOM
that they will pursue fleeing victims into the northern area if
This room appears to have been used for storage. A large oak chest necessary, later. In the Stirges’ Nest can be found an old,
stands under the window, its lid closed. Elsewhere in the room are three cracked leather purse containing a Scroll which when read,
wooden chairs, all broken, two splintered wooden buckets and a mildewed creates a (Whip).
sack. Just inside the door is a bundle of what looks like clothing; this
When used, it forms into a large leather whip and wields
bundle carries no dust and appears to have been put here recently.
itself against any target desired. The whip has a base +10 attack
The chest is empty, while the sack contains old, rotted bonus. It has a +5 enhancement bonus to attack and damage,
clothing. The bundle of clothes (which also contains some non- and may make a free grapple attack (at +15 bonus) if it hits. The
incriminating personal effects, including 11 gp) is the property whip lasts no longer than 1 hour, and may only be used once.
of Ned Shakeshaft, supposedly imprisoned in room 15.
STIRGE, SMALL BEAST
18. LANDING Level 2
Along the north wall of this area a staircase descends to Speed VF
ground floor of the rear of the house. The treads appear to Hits 33
be insecure. AT SL
Another staircase along the east wall climbs to the upper DB 20
level. This has mostly collapsed - only the lowest six steps are Special Qualities Stirges can sense heat sources within 200
still intact and there is no easy access to the hole in the ceiling to feet/ & can smell blood from over a mile
where the staircase used to lead. A heap of rotten timber lies in away.
the northeast corner. Attack 40 S Pi
Closer examination of the staircase down to the kitchen Size Small
reveals that a few of the treads are missing. These stairs are, Crits Reg
however, passable with difficulty, whereas the party will have to Notes Blood Drain: any critical causes
find other ways of ascending to the attic if they wish to do so. bleeding damage, the Stirge will attach to
that wound and cause triple damage from
bleeding every round thereafter. When a
19. ATTIC Stirge drains a total number of points of
blood from a victim equal to its own hits,
A gaping hole in the floor shows where the top of the staircase used it becomes bloated and flies off to digest its
to lead before its collapse. There are grimy cobwebs on the walls and protein-rich meal
14

4.6 Key to the Cellar & Cavern areas 21. CELLAR

Note the lighting in these areas - see THE HOUSE. If the party penetrates to this area it will be of crucial
importance for the GM to determine whether the smuggler in
this room (no. 1 on the roster) is aware of the intrusion. Since
20. WINECELLAR his position (see below) is such that he is partially turned away
both from the stairs to room 4 and from the secret door to room
This was obviously a wine cellar. Wooden bottle racks -mostly broken
-- line the north and west walls to a height of 6. There appear to be no 20, and since a long period of easy crime has made him careless,
the smuggler will not notice a quiet, cautious intrusion from
intact bottles left in the racks though there are several with broken necks.
either quarter.
Broken bottles cover the floor beneath and near the racks.
He cannot, however, fail to notice a noisy entrance and
Against the east wall, at the foot of the stairs, are two large metal
storage bins that appear to be empty. In the centre of the room lies a indeed is certain to hear noisy activity either in the lounge or in
the wine cellar (including burning away rot grubs, if they
human corpse clad in chain mail; a long sword lies by the corpse's right
attack). Between these extremes, the GM should make a rational
hand and a large shield lies across the legs.
judgement.
The corpse is that of a fighting man, dead about 3 weeks. His
sword and shield are non-magical but his armour is Chain Mail If the smuggler is alerted, and if he has time to do so, he will
immediately go through the secret door to the cavern area to
+10 (DB & MM) His belt pouch has been cut open and is empty,
but there is an emerald worth 25 gp in the hollow heel of his warn his colleagues. This means that adventurers entering this
room might find it empty - whatever Sanbalet's plans to deal
right boot. His body also carries other normal, non-magical
items such as a dagger, a backpack containing provisions and so with intruders, they will take a little time to initiate. It is at this
stage that Ned will, in desperation, attempt an Ambush in the
forth. The corpse is infested with 7 rot grubs.
conviction that the smugglers are about to be discovered.
Obviously, the smugglers have found this body - witness the
cut purse. Equally obviously they have decided not to move it You have entered a room that is so unlike anything else you have
seen in the House that for a moment you pause, somewhat taken aback.
but to leave it here in the hope that its presence will deter further
exploration by any inquisitive visitor. Should the party have been The illumination here is good since several lighted torches are held in
shoulder-high brackets around the walls. This was obviously a cellar,
successful in following the tracks from the entrance hall, they
will lead to the secret door on the south wall. but equally obviously it is now used for an entirely different purpose;
your first impression is that it is the living quarters for about ten people.
If the smuggler is present, indicate his presence and position
ROT GRUB, Tiny vermin (seated at the north side of the central table, engaged in carving
Level 0 a model boat from a hunk of wood) to the party, together with
Speed MD any immediate actions he takes. If the smuggler is absent, or
Hits 1 after he has been dealt with, read the full description of this area.
AT NO Ten single beds (crude affairs - little more than thin mattresses on
DB 15 boards) stand with heads to the south wall, each with a small wooden
Special Attacks Burrowing locker at its foot. In the centre of the flagged floor is a long wooden
Attack 15 T Sting trestle table on which there is a variety of cheap metal cutlery and
earthenware crockery together with a large jug about half full of a light
Size Tiny
brown liquid.
Crits Tiny
Notes Burrow: A rot grub leaps onto its There are a dozen wooden stools round the table. Against the north
intended prey and quickly burrows wall are two casks, one larger than the other and both broached. The
beneath the skin. It then travels through larger one is nearly full of a clear liquid, the smaller one about half full
the flesh towards the prey’s vital organs of a light brown liquid. A metal dipper hangs on the outside of the rim
(brain, heart, etc.), killing the target in 3 - of the larger cask.
30 rounds. Each additional grub on the
target reduces this time by 1 round Next to the casks is a large wooden bin. Above it, hanging on hooks
(minimum of 2 rounds). A rot grub can be on the wall, are a large ham, a long string of sausages and a small side
plucked from the target immediately after of meat. Next to the bin is what appears to be a crude, metal wood-fired
its initial attack (attack roll doing at least 1 stove standing in a fireplace. Above the stove, on a shelf, are some iron
concussion hit of damage), or it can be and earthenware cooking utensils, while next to it is a small pile of logs.
burnt from the target’s flesh, causing
standard fire damage to the target. A Cure Near the foot of the stairs are two small, unbroached casks; next to
Disease spell instantly kills all rot grubs them is a bolt of cloth.
infesting a target.
15

The contents of the room are mostly innocuous. The jug and characters speaks Orkish not be identified as such, but will
small broached cask contain cheap ale, the large cask water. The be "some foreign language."
side of meat is salted mutton. The unbroached casks both contain
brandy (value 5 gp each) and the bolt is of fine silk (value 10 gp).
The lockers, all unlocked, contain only clothing and small The first two items can be sold locally for 10 gp each. The
personal effects of no value, beyond indicating that all the third item is more specialised; it will sell for up to 20 gp but
residents of this room are male and probably human. customers are most unlikely to be found in Saltmarsh or any
other small town. The sheet of parchment has no monetary
The stove is cool and unlit. The wooden bin contains a
value, though it is a curiosity. Examples of the words it carries
considerable food supply -- black bread, dried beans, flour,
'in translation' are "Stop!" "Fight," "Lift" and so forth - clearly
dried fruit, animal fats, salt and a small amount of honey. See
key words used by Sanbalet in instructing his Orc slaves.
the Appendix for details of the smuggler guard (no. 1 on the
roster). If and when the party looks towards the door to room The cupboard contains only an oilskin coat hanging on a
23, read the following: hook. There is a secret cavity in the underside of the tabletop in
which is hidden Sanbalet's spell book. This contains the
The door to your left appears normal but the one ahead of you has
following spells:
a strong wooden bar across it, carried in brackets on the frame and the
door itself. On the door has been written the single word 'DANGER' in Illusions (Level 1 through 10), Essence Hand (Levels 1
the common tongue; this has been inscribed in large letters using chalk. through 5),
Light Law (Level 1 to 5) and Spell Ways (Level 1 through
22. SANBALET'S PRIVATE QUARTERS 10)
This small room is clearly the quarters of a person senior to those
who live in the 'barracks' main room, since the furnishing is less crude Under the bed there is a loose flagstone (detect as concealed
and the place is clean and tidy, as if cared for by a servant. There is a portal) above a small cavity. In the cavity there is a small iron
comfortable-looking bed in the northwest corner with a wooden locker at box, locked and needle-trapped (the key is in Sanbalet's belt
its foot. A small wooden table stands against the east wall, and beside it pouch). In the box are five glass phials bedded in wood shavings
is a padded leather chair. On the table is a brass 9-branch candlestick and a small leather purse containing 11 pp. The phials each
and in it burn 3 candles, giving the room good illumination. The contain one draught of a potion:
candles, though not fresh, are far from spent.
• Three Potions of Heal 10 (pale yellow).
Under the table is a small wooden box and a bullseye lantern with a
• Potion of Spider Climb (light blue) +30 Climbing
moveable shutter over the lens; the lantern is unlit. On a shelf above the
Manoeuvres for 1 to 6 hours)
table are stacked three books. In the northeast corner is a wooden
cupboard with the door closed. • Potion of Haste (deep green). Lasts for 6 to 15 rounds
(1d10 +5)
The wooden locker contains clothing and personal effects -
nothing of value or of particular interest. The wooden box under
the table contains 3 flasks of oil, a tinderbox with flint and steel, The needle of the trap is discoloured, having been tipped
8 new candles and a piece of parchment; this has some curious with a blue dye. It is not poisonous and has no other harmful
marks on it which represent the code used by the smugglers to effects, but the dye will spread under the skin, forming an
signal to their colleagues out at sea. (For a facsimile and an obvious blue patch (Sanbalet does not entirely trust his
explanation see the Appendix). henchmen where such valuables are concerned).

The books are: 23. SKELETONS' ROOM

1. A volume of erotic poetry, fully illustrated; The door to this room is barred (see the last paragraph of the
description of room 21). If players ask about the barring, tell
2. A naval almanac listing tide times for the area of coast them the wooden bar appears to have been in place a long time.
containing Saltmarsh (a total of 100 miles of coastline is The smugglers explored here when they first took over the
covered); and house as a base, but were frightened by the skeletons and have
3. A learned volume concerning mesmerism and its effects. not ventured to release the bar since.
Inside this book is a sheet of parchment carrying some This room is dark. Light from the large room behind you spills
simple words and phrases in the common tongue and their faintly to show that the room is only about 12' across, but to your left
equivalents in the Orkish. Note that unless one of the there is only darkness. What little you can see is dingy and dirty.
16
Six human skeletons occupy this room, placed here by the The figure is the skeleton of the alchemist and original owner
alchemist to guard his private laboratory. It is some time since of the House struck dead during his work by a heart attack.
they were aroused so they will be a little sluggish to make their Before the alchemist died, he was reading the book that lies open
initial reaction to intrusion, but they will attack after a short on the table. Its title is Ye Secret of Ye Philosopher's Stone, no
pause. author acknowledged.
SKELETONS, Medium-sized undead The book is very valuable and any alchemist will gladly pay
Level 3 50 gp for it (though the party will have to travel to a larger centre
Speed SL of population than Saltmarsh (such as Pelargir or Dol
Amroth to find a customer). In the main, the book is too
Hits 30
profound and recondite a work to be understood by anyone
AT NO other than the appropriate specialist (and even that specialist
DB 15 would have to be very learned), but the party will be able to
Special Attacks Fear: Make an RR vs. 1st lvl Attack or deduce the general subject matter. Broadly, the book instructs
flee (1 to 10 rounds) on the making of a 'Philosopher's Stone', then describes how that
Attack 40 1HC stone can be used to convert base metal into gold.
Size Medium Words like 'stone’, 'gold’, 'transmuting' and so forth will be
Crits Reg recognisable and will recur frequently - the GM must decide
Notes Undead: Skeletons are immune to how quickly and how accurately the party can deduce the tenor
mind-influencing effects as well as of the book's contents.
poison, paralysis, stunning and disease. The golden objects are in fact of pure gold. So far as the party
They are not subject to critical hits, is aware, these objects are the results of several successful
subdual damage, ability damage, experiments. They are:
energy drain or death from massive
damage. • A human skull, value 75 gp
Immunities: Skeletons have cold immunity. • An apple, value 25 gp
Because they lack flesh or internal • A rose, value 25 gp
organs, they take half damage from • A set of five small discs (actually balance weights), value
slashing and piercing weapons. 50 gp in total.
A secret drawer in the table contains the alchemist's spell book
24. LABORATORY (he was a genuine magic-user), but the book has been badly
damaged at some time and the only spells still legible are:
Assuming the party provides some illumination when they
open the secret door: Elemental Shields (Lvl 1 through 10), Realm Imbedding
(Level 1 – 10), Organic Skills (Level 1 – 10)
The secret door opens towards you to reveal, piled on the floor of this
room, a clutter of old and broken glass and earthenware. There are three Liquid/ Gas Skills (Levels 1 – 10), Water Law (Levels 1
small copper pots amidst the debris and these appear to be intact. to 10). The rest of the book is too deteriorated to be of any use.

There is nothing of value in this debris piled by the north wall The skeleton wears a leather belt pouch in which there are
of the laboratory. As the party gets a view of the rest of the 47 gp. In the clenched left fist of the skeleton can be found a
room... smooth, ovoid pebble about 4 ounces in weight and having a
lustrous pale gold colour. It emits a faint glow (as well as
A bench runs down the west wall of what was obviously a laboratory. dweomer) if detect magic is cast on it. Though the party might
On the bench are various jars of powders and liquids and several pieces assume it is the Philosopher's Stone, it is in fact a cursed
of chemical apparatus, some stained in different colours as the liquids luckstone that will elect as its 'owner' the first character to
they contained dried up long ago. handle it. It cannot be thrown or given away as it will always,
There is a table against the south wall, forming an I-shape with the within the hour, return magically to the owner without his or
bench. In the chair before the table sits a human figure with its back to her knowledge, turning up in a pocket, belt pouch or whatever.
you, apparently studying a book that is open on the table. The figure No type of physical blow will harm it; nor will cold, heat,
wears a robe, embroidered with a variety of mystic symbols, and a pointed electricity or acid.
hat. On the table is a candlestick, a tiny stump of unlit candle remaining The owner will suffer a penalty of -10 from all attack rolls,
in it, and a variety of other items which, even in the dim light, shine Manuvers and Resistance Rolls while the stone is possessed
with the warmth of pure gold. One of these objects looks like a human (even if it is temporarily absent). A Remove Curse spell cast on
skull. the stone will cause it to vanish absolutely and forever. An
alchemist will recognise that this is not the Philosopher's Stone
17

but will know nothing else of it, nor will the luckless owner be 27. NATURAL CAVERN
able to persuade anyone to buy it. The chemical apparatus and
This cavern, like the passage leading to it, is well lit by torches held
materials on the bench are of no particular interest or value.
in brackets round the walls. Stacked against the wall to your left, as you
enter, you can see five small bolts of cloth, while to your right are eight
4.7 The passages & Caverns small casks in a neat row.
The passages and caverns beyond the secret door in the south Unless they have previously been alerted, there will be two
wall of room 21 all decline perceptibly towards the sea. The humans and two orcs in this cavern. The first human is Sanbalet,
main passage plus areas 27, 28 and 29 are all well lit by torches the smuggler chief and a 4th level mage (specialist Illusionist).
set into crude brackets on the walls. Areas 25 and 26 are dark. He is checking a manifest of contraband received the previous
Area 30 is open to daylight (when working there at night, the night as his assistants carry it up from the sea. A human smuggler
smugglers take care to conceal their lights). The passage and (no. 2 on the roster) is assisting his chief in checking inventory.
cavern walls are wet and slimy and the floors are moist, though
the smugglers have laid coarse matting in various places along The orcs are under Sanbalet's hypnotic influence; they will
the main passage to the sea in an effort to make it more easily unquestioningly obey him as their master, and they cannot be
passable. coerced or charmed into betraying him. (Note that the
hypnotism is not the result of the spell of the same name.
All these passages and caverns are natural, though there are Sanbalet has some mastery of non-magical mesmerism as a result
signs of human working here and there - the stairs immediately of reading his book in room 22.)
by the secret door, for instance, and in places where an
inconveniently narrow passage has been widened. The GM
should remember that Sanbalet is acutely conscious of the need
to keep the secret door in the south wall of area 21 secret. The
smugglers therefore take great care to clean up all tracks inside
the room. However, when the party reaches the foot of the stairs
it will be obvious that the passages to areas 25 and 26 are not
much used.
Note that if smugglers are unaware of intrusion, they will be
found in the approximate positions stated in the text that
follows. However, if they have been alerted, their positions will
change as they execute Sanbalet's orders.

25. NATURAL CAVERN


Your lights show a natural cavern, roughly circular and about 20-
25' in diameter. There appears to be nothing of interest here.
At a point on the ceiling roughly halfway between the two
passage mouths is a large green slime that will almost certainly
(95% chance) drop on the party if they pass below. Green slime
attaches itself to living flesh and in 1-4 rounds turns the victim SANBALET - 4th level human mage (Illusionist)
into green slime (RR vs. 20th Level Attack allowed). It can be Level 4
scraped off quickly, excised, frozen or burned. A cure disease Hits 30
spell kills green slime. Other spells and physical attacks do it no
AT NO
harm.
DB +35
Shield N
26. NATURAL CAVERN OB +30 dagger
Your lights show a natural cavern, roughly circular and 25-30' in Missile OB +20 dagger
diameter. There appears to be nothing of interest here. MM +25
Skills Directed Spells +55, Base
The appearance is accurate - there is nothing of interest in
Spells+10. Perception +20, Use Items
the cavern.
+20
Special Items: +15Dagger, Ring +10 DB, Chain 2X
18
PP Multiplier, Scroll of shock bolt 28. SLOPING PASSAGE
(+20)
The incline of the passage is perceptibly greater in this and coarse
Spell Lists: Illusions, Light Law, Essence Hand, matting has been laid in various places on the floor. The passage narrows
Spell Ways (to 5th Level) to 5-6' in places.
Power Points: 16 (4 x 2 x 2)
If the smugglers are unaware of the party's intrusion, three
of them will be found in this area, each carrying contraband up
the slope to area 27. The first (no. 3 on the roster) just north of
ORC, Medium-sized Humanoid the right-angle bend, carries a small cask of brandy (value 5 gp).
The third (no. 5 on the roster) is some 20' behind the second
Level 3
and carries a small cask of brandy (value 5 gp). See the Appendix
Hits 60 for details of the smugglers.
AT RL
DB 30
29. NATURAL CAVERN
Shield Y
OB +60 1HE The passage widens to the south at this point to form a small cavern.
Missile OB +50 Dagger There are three bolts of cloth and five small casks in the middle of the
floor, resting on a piece of coarse matting
MM +10
The bolts and casks are, as before, worth 10 gp and 5 gp each
If the smugglers, alerted to the party's intrusion earlier, stage respectively. The other three human smugglers are here taking
an attack, the orcs will be at the front. One orc has a gold a rest before continuing the transportation of the contraband.
bracelet on its arm (value 7 gp). Each bolt is of silk and valued One (no. 6 on the roster) is about to lift one of the bolts of silk.
at 10 gp. Each cask contains brandy and is valued at 5 gp. The others (nos. 7 and 8 on the roster) are obviously reluctant
to continue their work for a few moments and are squatting with
their backs to the east wall.

30. SEA CAVE


The passage leads into a cave that opens directly to the sea. The tide
is out at present and there is little water in the cave, but there is an
obvious high-water mark that in places is 3' above the floor. Pulled up
onto the sloping cave floor is a small boat - perhaps large enough for
eight men - with oars, a step-down mast and a neatly furled sail.
A rope tied to the bow has been weighed down by a large boulder
that serves as an anchor.
There is nothing of value here apart from the jolly boat that
might fetch as much as 10 gp in Saltmarsh. There is nothing
aboard apart from the normal tackle. Since bolts of silk and casks
of brandy are cumbersome as well as heavy, the party may well
use this boat to transport the contraband to Saltmarsh.

4.8 Concluding Notes


Should the party succeed in wiping out the smuggling ring, a
grateful Saltmarsh Town Council will vote them a reward of 5
gp per surviving party member.
Should they also succeed in killing or capturing Sanbalet, the
reward will be doubled. They will be allowed to keep any
treasure they find but will not get full value for silk and brandy
in Saltmarsh - they will be asked, politely but firmly, to pay 25%
excise duty on the value of any contraband, thus retaining only
75% for themselves.
19

The GM should note behaviour of the characters at this point - Note: if you wish to play in this adventure, read no further!
lawful characters should pay without hesitation! What follows is for the eyes of the Gamemaster only! For the
information of the Gamemaster (only) a summary of the plot of
The party will need to rest and recuperate for a while before
this module is given in the Appendix.
they can pursue the second part of this module. Again, ensure
they pay for their food, accommodation and other living
expenses before they are invited by the Town Council to the
meeting that starts the next adventure. 5.2 Preparations
The Gamemaster should allow intelligent participation by
party members in the Council meeting and reward it
5.0 THE SEA GHOST appropriately. For example, if they have deduced or inferred
Wherein the plot is unravelled...and thickens. that there is normally a signalling arrangement between the two
groups of smugglers, they may wish to arrange for a prompt
response from the House to any light signal from the ship; if so,
5.1 Preamble experience points should be awarded to the player making the
A few days after their triumphant return from the suggestion, and the reward should be proportionately greater if
destruction of the smugglers' ring at the Haunted House, the correct deductions are made about the code on the parchment
party is hastily summoned to an emergency meeting of the in Sanbalet's room.
Saltmarsh Town Council. Here it is explained to them that, The Gamemaster must exercise considerable discretion in
though the land-based operation of the smuggling ring has been this. Too small a reward, or none at all, could inhibit creative
quashed, there must be a seagoing vessel by which the thinking by the party, while overgenerous rewards quickly
contraband was originally conveyed and this is still at large. The become self-defeating. Once the party accepts the undertaking,
City Elders, fearful that any surviving smugglers may seek to re- the Council will put a small fishing boat at their disposal and
establish their operation from some other base, wish to provide them with any reasonable amount of non-magical
apprehend this vessel and so put an end, once and for all, to the equipment that they feel they may require. The boat is large
smuggling. (If, for whatever reason, the party actually failed to enough to accommodate the entire party plus the two local
return from the Haunted House, this second adventure is volunteers.
suitable for a medium-sized party (5-10 characters) of 1-3
experience levels each. The Council will also provide the services of two of their
Militia men, a Mid experienced and a low-experienced member,
The party is asked to undertake this task and, as an to accompany the party and sail the boat for them. The
inducement, a reward of 50 gp is offered to each member of the characteristics of these men and of the cutter are fully detailed
party for the successful conclusion of the mission (they may of in the Appendix. The local men will fight hard and courageously
course keep whatever other loot they find). It is reasoned by the and, though they will not undertake actions of a suicidal nature
Council that the surviving smugglers on the vessel will, as yet, at the behest of party members, they will carry out their nightly
be unaware of the capture and/or death of their land-based patrols efficiently and regularly and will advise members of the
colleagues, and a return visit by them with a further cargo of party of the approach of the ship.
contraband may well be expected. As the last consignment was
off-loaded only a short while ago, the next is not reasonably to Presumably the party members will make prior
be expected for some time, probably during the next 'dark of arrangements for a suitable course of action at this time - how
the moon' which begins in about two weeks time. the men are to signal the ship's arrival, where they are to pick up
The Council will arrange for two local men from a part-time
“militia” to patrol the potential rendezvous points each night for
the next two weeks in case the smugglers return earlier than
expected. However, their resources are slight and the Council
is unwilling to risk the lives of volunteers by ordering them to
take the ship and its crew by force - they anticipate the smugglers
would put up a fight to protect themselves and their cargo, and
could easily overpower a couple of local men.
The proposal is therefore that the excise men will undertake
a patrol each night but that as soon as an approaching vessel is
spotted, the party should perform the actual task of boarding,
the excise men going with them for added support.
20
the party in the boat and so forth; if they fail to make such
advance plans, the corporal will (respectfully) suggest they do
so!
Again, the party may determine the general area within
which the nightly patrols are to be carried out, but if not, the
corporal will offer his opinion on the matter (which will be
correct) - that the general area to be patrolled should be about
half a mile or so out to sea and in line of sight of the old Haunted
House. Clever party members will seek beforehand to see plans
and designs of typical sea-going vessels of this time and place in
order to obtain some prior understanding of the type of
'dungeon' they will be entering. Though the Gamemaster must
by finding the Elf prisoner and learning what he knows, by
never volunteer this information a rough description should be
deciphering the special chart and letter in the captain's cabin, by
provided at the party's request. However, the GM should
finding the secret cache of weapons and by putting all these clues
include a number of differences from the Sea Ghost's actual
together to come up with the correct conclusions. Additionally,
layout - different cabin arrangements, variations in dimensions,
captured smugglers can be bribed or threatened for information
doors and hatches in different places etc. After all, ships of this
(watch alignment behaviour if coercion is suggested or actually
kind are not made to a rigidly prescribed design! On no account
used!). Should all this fail to trigger the correct conclusions then
should the presence of the secret doors/cabins be revealed or
the Gamemaster may, at the end of the adventure, be forced to
even hinted at.
'give away' the arms-running information. The method of
revealing this information must be left at the discretion of the
GM who is luckless enough to be dealing with an obtuse bunch
5.3 Special Notes about Running this of players!
Adventure
Much of what has already been said in relation to the first
part of this module should apply equally to the adventure aboard 5.4 The signalling System
the Sea Ghost. In particular, remember that the crew on the ship The signalling system is simple but effective (see Appendix
- with the exception of those who are on deck signalling and for the signals). The arrangement is for someone aboard the ship
watching for the return signal - do not have fixed posts but are to flash the first signal (which takes about four seconds) up to
mobile, going about their routine preparations for off-loading three times within a period of one minute. The shore party
cargo. If the party's presence aboard the vessel goes undetected would reply with the second signal and would flash this twice,
by those below-decks, the adventurers should find it quite a whereupon the third signal would be flashed once only from the
simple task to take the smugglers unaware, either singly or in ship, and the unloading operation would begin. A pair of
small groups as they go about their business. On the other hand, smugglers would row the jolly boat out from shore to the ship
if the alarm is raised don't forget that the smugglers know the at the same time as a ship's boat is dropped, and these two vessels
ship's layout intimately and will be able to organise a swift and would alternate in carrying the contraband ashore, one of them
perhaps unexpected reprisal. remaining in the shore cave at the end of the operation.
During the time spent on patrol the weather will be fine and It has been arranged (though this does not appear on the
clear although when there is no moon, light will be poor and parchment) that the first signal should be repeated at intervals of
normal vision obscured beyond twenty feet. The ship will 10 minutes (three times in each case) for an hour. If there is no
arrive, as predicted, during the dark moon period. The party is response from the shore, it will be assumed that there is some
to receive the benefit of favourable winds, tides and currents as problem ashore and the Sea Ghost will sail away, returning the
the objective is to get them aboard the smugglers' ship and not next night to repeat the procedure. If the response from the
involve them in a complicated exercise involving the finer points shore is not the agreed one, the first signal will be repeated after
of seamanship and navigation. Besides, the local men are in fact the requisite 10 minutes, and if the response is again incorrect
a fisherman and his brother (both experienced sailors) and quite the Sea Ghost will depart, again returning the next night to
capable of dealing with these matters expeditiously. repeat the procedure.
On no account is the Gamemaster to inform the players that The local men in the fishing boat will each have an automatic
the smugglers are running arms to the Land Based Pirates (see 20% chance per signal burst to see the first signal; party
THE PLOT in the Appendix) as well as dealing in contraband. members, whether in the house, on the cliff or in the cave, must
They must discover this for themselves as they play through the first indicate to the Gamemaster, by their words and/or
module, by the presence of the Other Pirates aboard the ship, behaviour, that they are indeed actively looking for the vessel. If
21

any players are being inattentive during play, then these players' Even if the party's approach is not detected, they must still
characters will have no chance at all to see the signal light; others get aboard. The most obvious method is to climb the anchor
will have a 15% chance each per signal burst of making a chain that will be easy for relatively unencumbered characters
sighting. (+20 Climb) while for characters with heavy gear there will be
a 10%-25% chance (depending on the encumbrance) of slipping
and falling into the sea (in which case the character must be
pulled to safety within one melee round or sink and drown in
5.5 Boarding the Sea Ghost four rounds).
How long it takes the party to reach the ship depends on The watchers on deck will hear the noise of a character
what arrangements they have made beforehand with the excise falling into the sea unless it is covered by (for instance) a silence
men. If, for example, it is arranged that the excise men, once spell. Other means of boarding may be attempted. The GM
they have seen the ship, will row ashore and pick the party up must determine the outcome according to the circumstances.
(say in the cave below the Haunted House), that will take about Characters may, if they so elect, try to climb onto any of the
15-20 minutes. The party would then board the fishing boat that three deck areas, through either or both of the open portholes
would be rowed out towards the ship. The journey direct to the in the stern, or even onto the bowsprit, but note that anyone
ship would take about 30-40 minutes (20-30 minutes with more climbing up the rigging will probably (70% chance) be noticed
than two rowing), but if the boat is to approach the Sea Ghost (and fired on!) by the smuggler in the crow's nest (see below).
from the seaward side another five minutes should be added.
The ship will be lying broadside to the coastline, the starboard Of course, if the party gains undetected access to the ship
side facing landwards and if the characters approach her from and the requisite signalling period passes, then the anchor will
this side they will automatically be seen when within 20', even be raised and the Sea Ghost will sail away. The fishing boat is not
if they approach silently and without light. as fast as the Sea Ghost so attempts to pursue by anyone left in
the boat will be fruitless.
If the party approaches darkly and silently from the port side,
they will be totally unobserved - the smugglers on deck are
watching the coast from the starboard side, and will not see or
hear intruders unless there is a light in the boat or noise from it. 5.6 Features of the smuggler’s Ship
Thus, whether the alarm is raised or not will depend on a
The name of the vessel, 'Sea Ghost', is painted on both sides
number of factors: from which direction the boat approaches the
of the prow. She has a length of nearly 90', a beam of 26', a
ship, whether the watchers on the ship are alerted to possible
draught of 8' and stands 9' above the waterline to the top of her
danger (an incorrect response to the signal or no response at all)
main deck rails and 17' above the waterline to the top of both
and whether the party has taken precautions to conceal its
her forecastle and poop rails. All doors are 6' high, 4' wide and
approach (no lights, muffled rowlocks, a silence spell, etc.).
of stout wood construction; all are normally shut but none are
Between the extremes outlined above (automatic detection of a
locked and all can be readily opened without die rolling. All
direct approach, no detection of a silent and dark approach from
secret doors may be detected in the same way as normal secret
the seaward side) the GM must judge the circumstances, decide
doors. All portholes are 2' square and have no glass, being simply
on the probability of detection and determine the outcome by
square openings cut into the ship's timbers which can be closed
rolling dice against that probability.
and fastened from the inside by hinged and bolted wooden
If the party makes a direct approach, they may try to bluff hatches; all are closed and bolted except for the two in the ship's
their way aboard once they have been detected. For instance, stern which give onto areas 8 and 9. Crawling through the stern
they may say they are a party from the Haunted House base, that portholes can be managed by all creatures of sizes S and M, but
the lamp has been accidentally smashed, that a new recruit to only dwarves and hobbits may do so freely; all other races must
the gang, unused to the codes, has made a mistake with the rid themselves of their shields and extraneous gear and contrive
signalling, or something of a similar nature. to either push or pull these items ahead or after them.
If the story is reasonably convincing, allow them a 65% or The stairways leading down from area 1 to areas 12 and 13
greater chance of being believed up to the point when the first are separated from each other by a stout wood partition and take
three members of the party actually get aboard via a rope ladder the form of wood-enclosed companionways so that they are
which will be lowered for them. Once these three are aboard, completely sealed off from areas 8 and 9, while the stairway
the deception will automatically be discovered - the smugglers from area 1 to area 10 is likewise enclosed in wood partitions
will take alarm and will attempt to repel the boarders while at and sealed off from area 6. All enclosed areas have a height of 8'
the same time getting their vessel under way. A detected except for the bilge (area 16) that is 4' high. The cargos hold
approach will mean that the entire crew will attempt to repel hatch in area 1 is closed but not fastened. The bilge hatch in area
boarders with the utmost vigour. 11 is closed and bolted from the hold side only. Above decks
22
(when the party arrives) the light is poor and normal vision is
obscured to within a 20' range; below decks there is no light at
all except for area 1 where a single lit lantern, hanging from the
centre ceiling, provides normal illumination. Smugglers moving
around below decks will carry a lantern each.
The Sea Ghost is mainly of wood construction so that fire is
always something of a hazard. She could, with some difficulty,
be set ablaze and burnt down to the waterline. However, it is
members with a Climb skill. Others, including the Mage
not to be imagined that the vessel will burn readily for her hull,
Punketah, will have -10 on their attack rolls and their armour
rigging, spars and sails are all in varying degrees of dampness.
will deteriorate by one factor, though not lower than AT 1. All
Deliberate attempts to set her ablaze may only be undertaken
missile attacks aloft will, due to the poor light, be at a basic -5
while aboard her. This will involve the use of at least two flasks
OB for characters with normal vision (-10 OB if the character
of oil to two cubic feet of dry combustible materials such as
lacks a Climb or seamanship skill). It will not be possible for any
sacking, cloth, wool or wood kindling and still has only a 60%
character to employ both shield and weapon (or any two-handed
chance of successfully creating a blaze.
weapon) at the same time while aloft; nor will it be possible to
Additional flasks of oil and combustibles will increase the cast spells other than those with a verbal component only. Note
chances by 10% for each extra flask of oil plus a further cubic the presence of the crow's nest (area 17) and its occupant. The
foot of combustibles. Brandy-soaked silk bolts make excellent main rigging is shown in the rigging diagram.
combustibles and do not require the addition of oil to ignite. It
will take a full turn before the fire takes hold, during which
period it may be extinguished with a 15% chance for every
person helping in the attempt. On the second turn after ignition 5.7 Surrender by the Smugglers
the chance of successfully extinguishing the fire goes down to If and when the ship's Captain, the Mate, the Bosun and the
10% per person involved; on the third turn the fire will be out Mage are all dead or have fled, and if the party then outnumbers
of control and will burn the ship down to the waterline in a the surviving crewmen and Land Based Pirates combined, then the
further turn. In the event of successful extinguishment, the human smugglers will offer to surrender the ship to the party.
Gamemaster has discretion to decide the extent of damage to They will seek the most advantageous terms they can get, but their
the ship, cargo and, possibly, other treasures, and reduce their minimum requirements will be their lives and liberty and the ship's
values accordingly. jolly boat in which to flee. If the party refuses these minimum
Spells of Third level and above which involve the creation of conditions then the smugglers will offer to trade information in
fire have a 25% chance per use of creating a blaze; the chances exchange for treasure. Again, they will seek the most advantageous
of extinguishing it remain the same as those for a normal fire. terms they can obtain and their minimum requirements, in this
Fire spells below third level will not create a fire hazard to the case, will be 100 gp to disclose the whereabouts of the secret cache
ship, nor will attempts with normal fire if undertaken by of weapons and the fact they were to deliver these arms to the Land
characters not aboard her. Throwing torches and lanterns onto based Pirates.
the ship from the fishing boat will serve no useful purpose and They do not know the exact location of the rendezvous point
will certainly alert the smugglers. Attempts to hole the ship and for their arms running (MOONSTONE FORTRESS – See
so sink her will require the use of axes and/or similar Pirates of Pelargir), only that it is about ten miles or so along
implements applied with force and vigour. The time necessary the coast and west of the Haunted House, near the mouth of a small
to complete this undertaking will be four rounds and the noise river. For a further minimum amount of 50 gp they will reveal the
will be sufficient to alert the smugglers. Two of them will be presence of the Elf prisoner in area 14.
sent to investigate and will raise the alarm at the end of the
second melee round; the rest of the crew will then rapidly If the party refuses to meet any of these minimum demands,
converge to that area and attack any intruders there by the end the smugglers will refuse the related information. They know
of the fourth melee round. nothing of importance other than stated above. The smugglers'
leaders and the Pirates will not surrender or sell information;
The fishermen and smugglers, but not the Mage Punketah, they will either fight to the death or, if things are going very
can climb the rigging and move along the spars and yards with badly for them, seek to escape either in the jolly boat or by
complete success and mobility; all others must (Light +10 diving overboard and swimming to the shore (shedding armour
Climb MM) to succeed. Failure means a fall with a 50% chance and equipment as necessary).
of going either into the sea (those wearing armour or otherwise
encumbered sink within one melee round and drown in four) or
onto the deck (roll +1 Fall/Crush per 1' fallen). Fighting, when
aloft, will be as normal for all excise men, smugglers and party
23

5.8 Random Encounters aboard the Sea 5.9 Key to the Sea Ghost
Ghost 1. MAIN DECK
There will be no random encounters other than aboard the Though the light is not good, you can see that this is the ship's main
ship. No sea monsters, etc., will plague the excise officers on deck. In the centre, forward of the mast, is a jolly boat apparently lashed
patrol or the party on its way to the boarding attempt. to the deck with ropes.
The Gamemaster must keep in mind that the smugglers are Aft of the mast is a raised area -- perhaps something lying on the
a successful band of organised and intelligent criminals, and their deck or a hatchway to the below-decks area. In the corners formed by the
behaviour must reflect this at all times. forward upper deck and the port rail, and by the aft upper deck and the
Once they become aware of the presence of intruders aboard starboard rail there appear to be smallish objects lying on the deck. Aft
their ship, they will react in an aggressive, efficient and of the area provisionally identified as a hatchway you can see a diagonal
organised manner to seek out and subdue or slay the intruders. line going upwards - presumably a rope ladder to a crow's nest above.
They will not be content to simply remain in their respective Leaning against the rail, about midway along this deck, are two
starting areas, but will rouse their comrades, band together and human figures. They appear to be staring towards the coast. Between
actively seek out party members. In this event the Random them and at deck level is what appears to be perhaps a roll of cloth,
Encounters table should no longer be used. canvas or rope.
Random encounters aboard the ship will be with persons and To fore and aft, below the upper decks, are vague outlines of doors.
/or creatures also based in specific encounter areas. Thus, if a You can also see ladders that lead to the upper decks, the aft one on the
smuggler is killed or captured as a 'wanderer' he will not be port side, and the forward one on the starboard.
found in his normal encounter area, nor may he occur again as a
'random encounter'. The raised area to stern of the mast is indeed the hatch that
leads to the hold (area 11) below. The smallish objects on the
Conversely if a smuggler is killed or captured in his deck are 25' lengths of rope, neatly coiled. The object between
encounter area he cannot later be involved in a random the two men is a rope ladder, 25' long, at present neatly coiled
encounter. Because of the small size and restricted nature of the but ready to be thrown over the side.
ship, there is one chance in eight each turn of a random
encounter. The two men (who, unless they are aware of the party's
intrusion, will be looking towards the House, waiting for a
If a random encounter is indicated, roll d6 and check the signal) are the ship's Mate 'Bloody' Bjorn and smuggler no. 1 (see
following table to show who has been encountered. the Appendix for full details of these two men). See also the note
below the description of area 3.

Roll Encounter
01-33 Mate, Smuggler 1 Both in area 1 2. FORECASTLE

34-66 Bosun, Smuggler 2, Smuggler 3 All in area 11 The deck area is dominated by a massive shape in the centre that you
can identify as the ship's capstan. From it, the anchor chain runs down
67-00 Mage, Pirate 2 Area 3, area 7 the chain vent to port of the prow.
Standing just to starboard of the prow and leaning against the
See the Appendix for complete details of these characters bowsprit is a human figure. He appears to be scanning to starboard.
and creatures. If an encounter rolled at random makes obvious The man in view is smuggler no. 4 (see the Appendix for full
nonsense in the prevailing circumstances ignore it and treat it as details). Depending on the exact position of the observer it may
no encounter. be possible to discern details of area 1 (q.v.). See also the note
If, for instance, the GM has judged that the party has below the description of area 3. Note that the capstan arms can
managed to board the forecastle (area 2) without being detected, be removed and might be used as clubs. They have been left in
then a random encounter is indicated with the mate and the capstan by express orders of the Captain who wants to be
smuggler on the main deck, who are still in fact looking able to make a quick get-away if this should prove necessary.
landward to await a signal, then ignore it and treat it as 'no
encounter’.
3. POOP DECK
The tiller is the most obvious feature of this area, rising from the
deck about 6' from the stern and having a horizontal arm some 6' long.
Against this arm, on the starboard side and apparently looking
24
to sailing.
Smugglers 2, 3 and 7, with the bosun, will be on their way to the
main deck from area 11 via area 10. In extreme circumstances the party
may not arrive and be in a position to observe until the ship is on the
point of getting under way, in which case all the smugglers plus the mate
and bosun will be on deck and going about their various tasks.

4. GALLEY STORES
From iron hooks set into the ceiling hang three long strings of
sausages, a large ham and a hunk of meat. Against the hull are three
sacks. Set against the bulkhead beside the door are a cask and a ceramic
jar. Against the other bulkhead are set a large and a small cask and
another ceramic jar. There is an opening in the latter bulkhead about 3'
square and with its lower edge about 3' above the deck. There seems to
be nothing of value here and the area is apparently unoccupied.
The meat is salt beef, the sacks contain dried beans, the casks
contain flour, salt and ale respectively. The jars contain honey
and olive oil respectively.

5. SHIPS STORES
Two coiled lengths of rope and three rolls of sailcloth lie on the deck
alongside a large box. A large wooden cask stands next to six lengths of
wood planking. Set into a wooden rack, fastened to the bulkhead by the
door are two metal-headed hammers, two wooden mallets, two saws and
an adze. There is an opening, about 3' square and with its lower edge
about 3' above the deck, in the other bulkhead. There seems to be nothing
of value here and the area is apparently unoccupied.
Each rope is 100' long. The box contains copper nails and the
cask is three quarters full of hard, dry tar.

6. SHIP'S GALLEY
You have obviously entered the galley. There is a crude metal stove
(unlit) against the hull beneath the porthole. It has an adjustable metal
coastwards, leans a human figure.
chimney that can be placed through the porthole when this is opened.
Leaning on the starboard rail and looking towards the coast are three Beside the stove is an open metal bin containing sticks of wood kindling,
human figures. The one nearest the stern seems to be holding something and beside this is a large wood table, bolted firmly to the deck with a
in his hand at shoulder level; occasionally he seems to adjust it in some thick top criss-crossed with score marks. The table has a large drawer.
way.
Hanging from hooks set into the hull above the table are two iron
The man leaning against the tiller bar is smuggler no. 6. The frying pans, two saucepans and a skillet. Set against the bulkhead
others, from fore to aft, are the magic-user Punketah, the ship's opposite is a large cask that seems to be full of a clear liquid. Beside this
captain Sigurd 'Snake Eyes' and smuggler no. 5. The latter holds stands a wooden cupboard. Against the bulkhead beside the forward door
a bullseye lantern that has a signalling shutter over its lens; from is a wooden upright chair, while hanging from the centre of the deck
time to time he moves the shutter as he gives the prearranged above is an unlit, hooded lantern.
signal.
Again, there is nothing of significant value and the area is
NOTE: if the agreed period of signalling is over by the time an unoccupied. The drawer, which is unlocked, holds an
invading party observes areas 1, 2 or 3, the positions of the smugglers assortment of butcher's knives, saws and choppers. The cask
will have changed. The captain (having given orders to set sail) and the contains water while the cupboard contains a miscellany of tin
magic-user will have returned to their respective cabins, while the mate mugs, small and large tin plates, wooden platters and a metal
will be organising smugglers nos. 1, 4, 5 and 6 in their tasks preparatory dipper.
25

7. PIRATES'S QUARTERS
There is a distinct odour about this room that reminds you of a marsh
or swamp - not fetid, not oppressive, but certainly noticeable.
In the centre of the area is a wood table, bolted to the deck. On the
table is a silver jug half full of a red liquid; with it are three pewter
mugs. Round the table are set three wooden, upright chairs while an
unlit, hooded lantern hangs from the deck above.
In the gloom you can see that there are three hammocks - one at each
end of the cabin (slung between the bulkhead and one of the ship's ribs),
the third across the corner of the cabin from next to the aft door to the
central bulkhead. Each hammock appears to be 'occupied'.
A small chest or box of some sort is lying under the most forward
hammock. There appear to be weapons under each of the hammocks. companion. This member must be one who has not actually
The silver jug on the table contains wine and is worth 10 gp attacked Pirate no. 1 or the ferret itself, and the little creature's
but the pewter mugs are of no value. A Pirate is asleep in each order of preference from among the party members will be (1)
hammock. If there has been little or no noise on the main deck an animist (2) a ranger (3) a scout (4) a fighter (5) a mage.
and adjacent rooms, and if the party enters quietly, the Pirate Where there is parity among party members as regards the
will not be aroused (but the ferret familiar will alert one of listed preferences, then these will be cumulative in effect. For
them - see below). example, the ferret will give preference to a scout-user over a
Under the hammocks are arms and armour: fighter. Where two or more party members have equally valid
claims to preference then the Gamemaster must decide the
• Large shield and broadsword - under hammock by aft issue.
door)
There will only be one chance for the entire party and not
• Three javelins - under hammock in corner one for each eligible party member. Should there be no eligible
• Large shield and broadsword - under forward hammock party member present, or should the percentage die roll be a
failure, then the ferret will seek to escape by running away at
There is also a chest - wooden with iron bands - under the the earliest opportunity. If the presence score of the individual
third hammock. The chest is locked and the lock is trapped with concerned is 70 or above it enhances the basic 50% chance by a
a poisoned needle (Scorpion Venom; (RR vs. Lvl 6 Poison); further 1% for each point of Presence over 70. Non-player
failure indicates a –50 to all activities). The chest contains 1,000 characters are not eligible for selection by the ferret.
sp (this is the second part-payment for the consignment of Note: the GM may query how long it takes the ferret to awaken and
weapons, to be handed over on completion of delivery). The key alert its Pirate companion, assuming the latter is not alerted by the
to the chest is fastened to the inside of the shield under the same party's entry. It will communicate the warning rapidly - in one half of
hammock. a round - and the warning will appear as a dream to the Pirate.
However, it will take him the rest of that round to waken and become
Lying in a small, special nest in the corner behind the chest aware of the actuality. At the end of one round, he will be fully awake
is a ferret (familiar). This is the companion and pet of Pirate no. and alert (though not, of course, carrying his sword and shield).
1. Due to the presence of this little creature, it will be Note on Melee: this room has dimensions of 10' x 10' and
impossible for anyone to enter this area unnoticed, and as long contains three Pirates, three hammocks, a chest, a table and chairs. It
as its companion Pirate is alive it will fight to defend him and his will also, in the event of melee, contain some party members. Melee with
treasure from all his enemies. Once the Pirate is dead the Ferret weapons longer than 3' will normally be impossible and the GM should
will only fight if attacked first and only for as long as an attack is enforce this strictly. If a character insists on using a weapon that would,
sustained on it. in the circumstances, be virtually impossible to wield properly, penalise
that character's 'to hit' roll severely. The Pirates will not even attempt
to use their javelins, broadswords or shields, instead relying on daggers
Note that the ferret will normally fight independently - it
and short swords.
will not be in contact with its Pirate companion and will
therefore not confer its enhanced sense abilities to him. Once Pirate no. 1 (sleeping in the hammock furthest from the main
Pirate no. 1 is dead, there is a basic 50% chance that the ferret deck) is obviously the leader of this group. He wears a silver
will select one human/humanoid party member as its new collar around his neck, value 5 gp; on it is a crudely engraved
26
emblem of a lizard with forked tongue extended (cf. the This is the private cabin of Punketah, the Mage (See
pictoglyph on the document in the captain's cabin and the large Appendix).
shield in area 15).
The values of the 'obvious' items are:

PIRATE, Medium-sized Human • Silver bowl 150 gp


Level 3 • Silver carafe 150 gp
Hits 50 • Silver goblet 100 gp
AT SL
DB +20 The carafe contains a pleasant wine, very mild in its effects.
Shield N On a peg behind the door hangs a robe, maroon in colour but of
no particular value. The chest is locked and trapped (Acidic Gas.
OB +60 1HE
RR vs. 5th Lvl. Poison or loose 11 to 21 points from appearance
Missile OB +50 Dagger permanently) It contains various items of clothing, none of any
MM +20 value, and leather purse holding 50 gp. In a secret compartment
Skills + 30 Swimming, +20 Gambling in the lid of the chest (detect as secret door) is Punketah's spell
Special Skills +10 Perception, +20 Climb, +25 book, contents:
Seamanship Fire, Light, Water and Ice Law (levels 1 through 10)
Ferret (familiar), Tiny mammal
Level 2 On the last page of the book there is written, in the common
Speed VF tongue, the word 'ABRACAPHAGIC' which is the command
Hits 15 word for his Wand of Essence Detection. With the spell book
AT NO there is also a hollow metal tube, sealed with a cap at one end,
which contains a Mages scroll of Air Wall (double strength). The
DB 35
left boot has a hollow swivel heel inside which is the key to the
Attack 30 S Bite chest. Using the key to open the chest will set off the trap unless
Size small the latter is detected and disarmed.
Crits Reg
In normal circumstances Punketah will not be in his cabin,
Notes “Familiar” bond with Pirate # 1. Can but if events are such that the GM decides he has returned from
communicate telepathically. Pirate the poop deck, he will be sitting at the table, apparently deep in
#1 once found an item that caused thought (probably considering research of new spells). Note the
this ferret to become a magical secret door connecting this cabin to the captain's.
familiar

8. PUNKETAH'S QUARTERS 9. CAPTAIN'S CABIN

This seems to be one of the 'master' cabins. The furnishings and


fittings are of good quality and the place is clean and tidy.
A single bunk, made-up with bed linen, has its head against the
bulkhead running along the centre-line of the ship next to what appears
to be a wooden partition squaring off the corner near the main deck.
In the centre of the room is a polished wood table, apparently bolted
to the deck. On the table is a silver bowl containing an assortment of This seems to be one of the 'master' cabins. The furnishing and
fruit, a silver carafe half full of a light red liquid and a silver goblet. fittings are of good quality and the place is clean, though somewhat
Against the table are set two upright, wooden chairs and a padded, untidy.
leather chair. A single bunk, made-up with bed linen, has its head against the
On the deck under the porthole in the stern is a wooden, brass bound bulkhead running along the centre-line of the ship next to what appears
chest. Beside it is a pair of highly polished black leather boots. to be a wooden partition squaring off the corner near the main deck.
From the centre of the deck above, over the table, hangs a hooded A writing desk is set against the hull below the stern porthole; it has
lantern (unlit). a drawer on each side and three trays on the top. Also, on the desk top,
just in front of the trays, there is an inkpot; two quill pens, a small knife
The cabin appears to be unoccupied. and a pewter, pepper-pot-like container. Against the desk is set a
27

wooden, upright chair, while beside the desk is set a wooden, brassbound Note the possibilities afforded by the secret door to cabin 8.
chest.
Against the hull, on the starboard side, is a padded leather couch.
10. CREW'S QUARTERS
In front of it a bearskin rug lies on the deck while beneath the couch can
be seen a fairly large metal box. An unlit hooded lantern hangs from the Various unpleasant odours of human occupation compete for
centre of the deck above. recognition here, stale perspiration emerging as (just) dominant. This is
obviously the crew's quarters and appears to fill the entire forward part
The cabin appears to be unoccupied.
of this deck.
Of the trays on the desktop next to the pepper-pot container
There is a companionway staircase leading upwards from a point
(which is nearly full of fine sand), one is empty, another pertains
about 6' from the bulkhead. Near it, more to starboard, is a door.
bills and receipts for various items of marine supply. The last
contains several letters of a personal and alarmingly intimate
nature from three different ladies in three different ports (each Around the perimeter of the cabin, slung between hooks on the
of whom is under the common misapprehension that she is Mrs.
bulkhead and on supporting poles, are eight hammocks. To judge from
Sigurd 'Snake Eyes') and a curious, semi-literate document the slack way in which they hang, the hammocks appear to be unoccupied
requesting a further supply of ironware "as per previous at present. Beneath each hammock is a brassbound wooden sea chest -
consignments and at the agreed terms." The signature here is in
most are closed but two have open lids, and appear to contain clothes.
the form of a pictoglyph and shows a lizard with forked tongue
extended. The last item is of course a request from the Land In the centre of the cabin is a long plain wooden table with a bench
Based Pirates for further weapons to be supplied. The GM must along each of its long sides. These items appear to be bolted to the deck.
exercise caution here in not making the document too explicit - The table is stained and dirty and has an untidy pile of dirty tin plates
the Land Based Pirates would not want the document to fall into and cups roughly stacked in a large tin bucket below it. Over the table,
the wrong hands and will have concealed as much of the real hanging from the deck above, is an unlit hooded lantern.
meaning of the request as possible consistent with making the Against the starboard side, adjoining the porthole is an area that
request clear to the Captain. Use words like 'goods' - on no appears to have been closed off by cheap, dirty cloth hangings extending
account 'weapons'. from ceiling to floor.
The two desk drawers are locked and the key for them is in The cabin appears to be unoccupied at present. It is smelly, dirty and
Sigurd's belt pouch. The first drawer contains four small, crystal untidy and most unpleasant to be in.
phials containing potions: two of Heal 10 one of Cure Disease
and one of Neutralise Poison. These are labelled in the common There is nothing of value and little of interest here. The
tongue. The drawer also contains four dirty glass tumblers, a half curtained area contains two large tin buckets standing side by
empty bottle of brandy and the key that unlocks the chains side on the floor. Both are empty but they are stained and dirty
holding the Elf prisoner (see room 14). and emit a foul smell. Perhaps this section should be given no
further explanation....
The second drawer contains a number of charts of various
sea and coastal localities, all obviously prepared by professional The sea chests all contain clothes and other personal effects.
cartographers, but behind these there is a last and crudely drawn The garments are all stained, grubby and in poor condition. Of
chart (see the Appendix). This chart indicates that the minor interest among the remaining items to be found are the
rendezvous point with the Pirates is at a small promontory following (the chests are not numbered in any particular order):
beside a river in the tidal marshes, 10 miles south south west of In chest 1: a pack of well-used, greasy playing cards
the town of Saltmarsh. The bearskin rug covers the hatch in the (examination will reveal two identical aces of
floor that provides access to area 13. spades).
A grey cloak (no special properties) hangs on a peg on the In chest 5: two sets of dice, one set being 'loaded’.
back of the door. The wooden chest beside the desk is unlocked
and untrapped. It contains items of clothing including a well- In chest 7: a book of addresses and names of ladies in
worn but comfortable pair of carpet slippers. various parts of the local area. A number of
these have brief comments by them concerning
The iron box under the couch is trapped - scything blade for the 'merits' of the ladies in question.
+40 Dagger Attack with slash criticals. The key is in Sigurd's
belt pouch, but opening the box with the key will set off the trap
unless the latter is detected and disarmed. The box contains 11. CARGO HOLD
1,000 sp - the first half of the payment from the Land Based
Pirates for the weapons. There is some source of light in here that shows that this is a cargo
hold. Through the centre runs a section of the main mast; beside it,
28
narrow wooden stairs lead up to the hatch above. Against the aft garments is a locked (but not trapped) iron box that contains 200
bulkhead are stacked bolts of cloth, lashed by ropes to brackets bolted to sp, a spear, a dagger and a crossbow (the Elf's weapons). The
the deck so they are secure. On each side there are stacked a large number crossbow is damaged beyond repair. The key is in the bosun's
of small casks, again secured by ropes to the deck. In places the walking- belt pouch. The flagon is almost full of rough cider - a strong
space between stacks of merchandise is restricted, but the place is brew that is classified as a strong intoxicant.
obviously well organised.
When anyone enters the cabin, the parrot will immediately
The light source is a lantern hanging from the deck above just wake, squawk, say "Pieces of Eight - Pieces of Eight", squawk
forward of the main mast. The bolts are of silk; there are 90 of again and then go back to sleep. Its cries will in no way alert or
them, each 3' long by 1' diameter and each worth 10 gp. The alarm the smugglers - they are accustomed to it and most regard
casks are each 1' 6" high by 1 ' diameter; there are 304 casks in it as a nuisance.
total, of which 81 contain brandy, 219 fine wine, three scented
Note the secret door to area 14. It is possible that the
soaps and one salt. These casks are worth 5 gp, 10 gp, 7 gp and
prisoner in that area (see below) will hear the party in the
1 gp each respectively. All this contraband is securely stowed.
Bosun's cabin. Whether he shouts to try to attract their attention
(Note that, though the total value of the contraband is great, a 25% in these circumstances depends a great deal on what he hears,
excise duty will be levied on this merchandise by the people of Saltmarsh, and the GM must judge according to the circumstances. As
making the haul worth many gp to the party.) guidelines, amongst the things he might overhear which would
encourage him to shout are:
The map of the hold shows barrel shapes that are intended to
illustrate the area of deck taken up by these casks. They do not • An Elven voice;
represent the actual sizes of the casks. Unless the alarm has been • The Elven tongue;
raised on deck, there will be four smugglers in the hold when
• A clear indication that the party is anxious to put a stop to
the party arrives (See the Appendix for full statistics). Leaning
the smuggler's activities.
on the stack of casks immediately to port of the main mast,
clutching some documents is the ship's Bosun -'Foul' Frithoff.
Near him, aft of the main mast and talking raucously to each Some of the things that would discourage him are:
other about their female 'conquests' are smugglers nos. 2 and 3.
Just inside the forward door, apparently counting the casks on • Anything apparently hostile to the Elven race or to non-
the starboard side is smuggler no. 7. humans in general;
• Talk of murder or other violent brutality;
Note what has been said in the section FEATURES OF THE
• Anything apparently hostile to good creatures.
SMUGGLERS' SHIP about the combustibility of some of the
contraband. The party must be careful in this area if naked
flames are employed for any reason. Note also that the party will However, it should be noted that the prisoner speaks and
probably see the hatch covering the access to the bilge. Forward understands the elvish tongue Rank 5, and Westron rank 2 only
of the mast is a plain wooden hatch cover.

13. MATE'S CABIN


12. BOSUN'S CABIN This cabin appears to occupy half the stern section of this deck, with
This cabin appears to fill half the stern section of this deck, with one one bulkhead running along the centre line of the ship. Along this
bulkhead running along the centre line of the ship. Along this bulkhead, bulkhead, leading upwards in the direction of the bow, is an enclosed
leading upwards and forward, is an enclosed companion way. At its foot, companion way. At its foot a door in the central bulkhead seems to lead
a door in the central bulkhead seems to lead to the other half of the stern to the other part of the stern section. On a peg on this door hangs a dark
section. blue cloak.
In the centre of the cabin there is a plain wood table on which stand A single bunk, the bed linen heaped in an untidy pile, is set against
a pewter flagon and a pewter mug. Beside the table is a wooden chair the hull under the porthole. At its foot is a brassbound wooden sea chest,
and over the table, hanging from the deck above, is an unlit hooded its lid closed. Under the bunk is a brass box, also closed.
lantern. Also hanging from the deck above, at the aft end of the cabin, In the centre of the cabin is a plain wooden table apparently bolted
is a large cage in which there is a parrot, apparently asleep. Next to the to the deck. On it are two books, one open and propped up against the
porthole hangs a hammock, apparently unoccupied. Beneath it is a other. Beside the table is a wooden chair. Hanging from the centre of the
brassbound, wooden sea chest. deck above, over the table, is an unlit, hooded lantern.
The cabin appears to be unoccupied (except for the parrot). Just aft of the hook that carries the lantern is an obvious hatch, 3'
The sea chest is neither locked nor trapped. It contains only square.
some garments -- grubby and of no value. Concealed by the The cabin appears to be unoccupied.
29

The sea chest is neither locked nor trapped and contains though bruised and hungry, he has suffered no great injury and
some garments and a pair of boots - mostly quite old but his spirit is undaunted. He had noted, from a distance, the
reasonably clean. The brass box under the bed is locked but not periodic arrival of the Sea Ghost at night at a supposedly
trapped. The key is in the Mate's belt pouch. The box contains deserted, coastal area.
500 sp. The books on the table are:
Suspicious of this mysterious behaviour, Oceanus decided to
• Principles of Navigation by Da Korma (open) and follow the ship back to her port of origin and to discover what
• Legal Distinctions in Letters of Marque by Tazaar he could of these strange proceedings. This Oceanus did, and at
(closed). the vessel's home port witnessed the purchase and stowing
aboard of a large amount of weaponry. The same night, Oceanus
slipped aboard the ship to investigate things further, but he was
Each book can be sold for 10 gp in any port or fishing no sooner on deck than he was surprised and stunned, to awaken
town/village - it will be simple to find a purchaser in Saltmarsh. some time later chained to this very spot.
The cloak has no special properties and no significant value.
He is uncertain as to how long he has been a prisoner or what
14. SECRET PRISON CELL his ultimate fate would have been, but if asked he will surmise
A small, dark, oppressively cramped area only 4' wide at the most, about 48 hours for the former and unpleasant for the latter. He
squeezed in between the ship's stern and the adjacent cabin, this appears has no knowledge of the other Pirates aboard (he has not seen
to be used as a cell, for there is a slim, human-like figure cowering in them) nor does he know of the Land Based Pirates for whom the
the far corner. The prisoner appears to be chained to the hull. arms are intended, as this group is a new one only recently
operating in the area, and the Pirates there have taken pains to
The figure is that of an Elf who is chained to the hull; the key ensure that their presence is unnoticed by any of the local
to unlock his chains is the one in the Captain's writing desk inhabitants.
drawer. If the characters demonstrate friendship and release
him, this Elf will have an interesting story to relate and will, During his imprisonment he has been brought rather
furthermore, assist the party to the best of his ability in their unpleasant food three times and a cup of brackish, stale water
undertaking. However, he speaks and understands only the about six times. On each occasion the bearer has been a large
elvish tongue, and the following must be kept from the party bully of a person with a hook instead of a left hand (the Bosun,
unless/until communication is possible. though Oceanus does not know this) accompanied by another
member of the ship's crew (actually smuggler no. 7) who has
His name is Oceanus and he is a member of Rivendell. He done nothing but hover uncertainly in the background. These
was stripped of his weapons and armour when imprisoned, but visitations apart, he has been left to his own devices.
If invited to do so, he will join the party with enthusiasm and
will stay with them throughout their remaining adventures, only
then - and reluctantly - leaving them to return home, for he has
been fired with the spirit of adventure. Indeed, he will, if
requested to do so, remain with the party for the adventure. At
all times he will be as co-operative and as helpful as possible,
playing a full role in the party's undertakings (he will, of course,
expect a normal proportion of treasure).

OCEANUS - Elf, 5th Level Ranger


Level 5
Hits 80
AT NO
DB +40
Shield N
OB +80 1HE (Currently unarmed)
Missile OB +75 dagger
MM +25 (Long Bow)
Skills Perception +40, S/H +40
Spells Moving Ways, Path Mastery and
Surface Ways
30
Power Points: 15 (5 x 3) There is nothing else of interest or value in this area.

15. THE SECRET CACHE ROT GRUB, Tiny vermin


Level 0
This cramped area, only 4' wide at the widest, is sandwiched
Speed MD
between the adjacent cabin and the ship's stern. It contains a
number of large, irregularly shaped bundles, wrapped in oilskins Hits 1
and bound with light rope. These are piled apparently at random AT NO
on the deck, as though thrown in casually from the door. DB 15
This is the place in which the weapons are housed during Special Attacks Burrowing
their journey to the customers (the Land Based Pirates). There Attack 15 T Sting
are eight bundles here at the moment: Size Tiny
1: Contains ten morning stars +5 Mon Magical Crits Tiny
Notes Burrow: A rot grub leaps onto its
2: Contains ten broad swords +5 Mon Magical intended prey and quickly burrows
3: Contains eight small shields +5 Mon Magical beneath the skin. It then travels
through the flesh towards the prey’s
4: Contains 20 javelins +5 Mon Magical vital organs (brain, heart, etc.),
5: Contains 20 javelins +5 Magical killing the target in 3 - 30 rounds.
Each additional grub on the target
6: Contains ten broad swords +5 Mon Magical reduces this time by 1 round
7: Contains ten morning stars +10 Magical (minimum of 2 rounds). A rot grub
can be plucked from the target
8: Contains four small shields and a large shield; this latter is
immediately after its initial attack
emblazoned on the front with the design of a lizard, with
(attack roll doing at least 1
forked tongue extended.
concussion hit of damage), or it can
be burnt from the target’s flesh,
There is no identification of any sort on any of the bundles, causing standard fire damage to the
nor is there anything else in this area. target. A Cure Disease spell instantly
kills all rot grubs infesting a target.

16. THE BILGE 17. CROW'S NEST


From the hatchway you can see a little in the gloom below. The area This is not shown on the main plans, but is - predictably
seems to stretch the full width of the ship and, for all you can see, the enough - high up the mast, 40' above the main deck. Access to it
full length, for no bulkheads are in view. What must be the bottom of is achieved by the rope ladder whose foot is by the hatch on the
the ship is covered with a thick layer of wet sand (presumably the ballast) main deck. It is an all-wood open platform, 10' square with
on top of which is an inch or so of greenish, greasy water. wooden 'walls' 3' high and having a 2' square hatch which lets
A scuttling noise towards the stern indicates there is some life here - onto the rope ladder that in turn descends to the main deck.
perhaps living off the garbage thrown in occasionally by lazy crew, for The single occupant of this dangerous area at the start of the
there are heaps of garbage near the area immediately below the hatch, adventure (when the 'invading party' first approaches the ship) is
which have formed small 'islands' in the 'sea,' a particularly large one smuggler no. 8. He, like his colleagues on the deck below, is
having formed at the base of the main mast. As you move your light looking towards the Haunted House and awaiting a signal.
source back and forward, you catch a yellowish reflection some 15'
forward and to port of your position, in one of the garbage piles. There is no chance that he will detect the party's approach
to, or boarding of the ship if his colleagues below fail to do so -
A number of rats eke out a precarious existence here, but his gaze is fixed at a higher level. If those on the deck below
they are of the normal variety and harmless. detect the party's intrusion, h is attention will be attracted (even
The yellowish glint comes from two gold pieces partially if his colleagues forget to alert him) and he will descend with all
embedded in a garbage 'island'. However, this particular islet speed to the deck to assist his mates.
also contains six rot grubs that will attack any character Otherwise, he will be oblivious to the party's intrusion
incautious enough to rummage through the garbage. Simply unless and until someone climbs the rope ladder or the rigging
picking out the two exposed coins will not render the character towards his position; he will always detect such an approach
vulnerable. Note that there is only 2' headroom in the bilge. when the climber is 11'16' below him, and will investigate -
31

attacking if circumstances demand it with his short bow. The possibility, at least, of the former should provoke the
party into warning the Saltmarsh Council (if they do not, the
Attacks made from outside the crow's nest on characters
excise men will certainly do so if they are still alive) and this
inside it are made at -3 'to hit' in addition to any other penalties
should lead directly to further adventure. If the party fails to gain
that may also be in effect. This reflects the defensive bonus the
enough information, or makes the wrong deductions (or no
3' high walls of the crow's nest impart to any occupants.
deductions at all) then the GM must decide whether the party
should be coaxed towards Remaining in the area.
If not, then adventuring in the Saltmarsh area would appear
5.10 Treasure from the Sea Ghost to be at an end! If the GM wishes to coax the party towards
Note what has been said in the GM's descriptive section further adventuring, this must be done craftily without 'giving
relating to area 11 about the value of the contraband and how the game away' too much, for a party with too much information
much the party can expect to realise for it. With that exception, will probably have an unsatisfactory adventure.
all treasure may be collected in full by the party members - the Rather, the GM must slyly bend the conversation this way
Saltmarsh authorities will gladly give the reward in addition. The and that amongst the players until at least a vestige of the right
prize money value of the Sea Ghost herself (assuming she is not train of thought appears.
damaged) is 5,00 gp. There will be no excise duty levied on this
amount. Remember that U1 is a 'thinking players module' - neither
the smugglers in the Haunted House nor their colleagues aboard
The two fishermen (should they survive) should be given the Sea Ghost should present a serious challenge to a well
equal shares of all treasure collected, the calculation for them organised, intelligent party, though deductions of the truth (or
being the same as for any other member of the party (they cannot at least as much of it as is exposed here) from the scraps of
make any claim for magical items of any kind, however). Should evidence will pose a greater challenge, as will the formulation of
one be slain in the course of the adventure, his surviving the correct policy to pursue for the next stage of this series of
colleague will claim the deceased man's share on behalf of the adventures.
bereaved dependents, and it may be a test of alignment within
the party as to whether this claim is allowed.
If both are killed, it will be for the party (failing them, the
Town Council) to make the claim on behalf of both sets of
5.12 Appendix
dependents; the Council members will fight (orally only, of
course) for this and again this could prove a test of the alignment THE PLOT (précis for the Dungeon Master)
of party members. A gang of smugglers are running contraband (brandy, silk
and such) on the ship Sea Ghost to a sleepy coastal area from
where it can be distributed to a wider market. They have chosen
5.11 Conclusion an old house, locally reputed to be haunted, on the cliff near the
small fishing town of Saltmarsh as their landing-point for they
That completes the description of the SEA GHOST can obtain easy and secret access to the cellars without attracting
adventure. If the party has successfully completed its mission, local attention via a sea cave.
the seagoing side of the smuggling operation will have been
rendered inoperative, and in addition the party will have gained To further cover their activities, they have taken steps to
some or all of the following information: encourage the sinister reputation of the house and the leader of
the shore-based part of the gang, being an illusionist, has used
1. In addition to smuggling contraband of the more his spell powers to make the house a frightening place to visit,
conventional sort, the smugglers are running weapons to a so the locals shun it completely.
Group of Land Based Pirates, for reasons which are at
present obscure; One of the 'receivers' of the contraband is a prominent
merchant in Saltmarsh. The smugglers are, additionally, running
2. The possible location of the Land Based Pirates; and the fact arms to a group of Land Based Prates. The frequent visits of the
that this weapon smuggling appears to have been going on ship have gone unnoticed by the people of Saltmarsh but they
for some months; have aroused the curiosity of a visiting of Elf nearby who has
3. If they have enough information, the party should be able to chosen to investigate.
deduce that the Pirates are planning either a Raid on Though they are too frightened to do anything themselves
Saltmarsh (the only human habitation within miles of the about the Haunted House, the people of Saltmarsh would be
Pirates's lair) or on some other place, location at present very grateful if its menace were removed!
unknown.
32

THE HAUNTED HOUSE - - - (line 3) Confirmatory signal from ship


meaning "We are beginning the
unloading, come out to the ship".
Human Smugglers
There are eight human smugglers in total. Each smuggler THE SEA GHOST
carries a small amount of personal wealth about his person:
No. 1: Large gold earring in right ear-lobe (15 gp); belt
pouch with 3 gp, 13 sp, 7 cp, gem worth 20 gp. Excise Men and fishing boat
No. 2: Gold chain with 'lucky charm' round neck (6 gp); “CORPORAL” WILL STOUTLY - 2nd level human
large gold earring (1.5 gp) Warrior
Level 2
No. 3: Pair of large gold earrings (50 gp the pair); belt pouch
containing 15 sp. Hits 50
AT SL
No. 4: Gold ring on finger (75 gp); belt pouch containing 6 DB +30
sp.
Shield Y
No. 5: Gold bracelet (75 gp) on right forearm; belt pouch OB +60 1HE
containing 3 gp. Missile OB +50 Dagger
No. 6: Large gold ear-ring (25 gp) in right ear lobe; belt MM +20
pouch containing 9 sp. Skills +30 Climb
No. 7: 'Lucky charm' on chain around neck (6 gp); belt
pouch containing 2 sp. PRIVATE TOM STOUTLY - 1st level human Warrior
No. 8: 'Lucky charm' on chain round neck (6 gp); no other Level 1
treasure. Hits 40
AT SL
DB +20
SMUGGLERS - 1st level warriors
Shield Y
Level 1
OB +50 1HE
Hits 40
Missile OB +40 Dagger
AT SL
MM +20
DB +20
Skills + 20 Swimming, +20 Climb
Shield N
OB +50 1HE
Missile OB +40 Dagger The fishing boat is a small craft but still large enough to
MM +20 transport the entire party with both the fishermen. It has four
sets of oars and a single, step-down mast; the oars and rowlocks
Skills + 20 Swimming, +10 Gambling
are muffled with sacking and the sail is of a dark coloured
Special Skills +20 Climb material. There are on board several lengths of rope (about 25'
long) with a grappling hook, also muffled with sacking, at one
end of each.
Sanbalet's Parchment and Signalling System
- Long flash (1-2 seconds)
x Short flash (1/4 second approx)
- x x x (line 1) Initial signal from ship to shore, this
means roughly "We are here with
another load, is it safe?" It is flashed
three times per hour.
x - x - (line 2) Reply from shore to ship, meaning
"Everything is safe". To be flashed
twice.
33

Pirates Skills + 50 Swimming, +30 2 Weapon


Combo +20 Frenzy +40 Climb
CAPTAIN SIGURD ‘SNAKE EYES’ - 5th level human
Special Skills +20 Trickery
Warrior
Level 5 Notes Sigurd is armed with long sword +15
Hits 90 and normal dagger. He wears a gold
ring set with small gem (50 gp). His
AT RL +15
belt pouch contains 5 gp, 3 sp, 2 cp,
DB +50 a gem worth 100 gp and two keys
Shield Y (one for his desk drawers, the other
OB +90 1HE for his iron treasure chest).
Missile OB +70 Dagger
MM +30
MATE “BLOODY’ BJORN” - 3rd level human has been replaced with an iron hook.
Warrior He wears a gold earring in his left
Level 3 earlobe (10 gp); his belt pouch
Hits 70 contains 3 gp, 5 sp, 7 cp and the key
to his small iron treasure chest.
AT SL
DB +30
PUNKETAH - 3rd level human Mage
Shield N
Level 3
OB +70 1HE
Hits 35
Missile OB +50 Dagger
AT NO*
MM +20
DB +40
Skills + 30 Swimming, +20 Disarm Foe
Shield N
Notes Bjorn wears a gold finger ring (15
gp). His belt pouch contains 5 sp, 7 OB +25 Dagger
cp and the key to his brass treasure Missile OB +20 Dagger
chest. MM +30
Skills +50 Directed Spells, + 12 Base
BOSUN ‘FOUL’ FRITHOFF, 3rd level human Warrior Spells, +20 Use Item
Level 3 Spells Ice Law, Fire Law, Water Law,
Wind Law and Earth Law (levels 1 to
Hits 45
5)
AT SL +5
DB +30 Power Points 18 (3x3x3)
Shield N Notes : Punketah wears a Cloak of
OB +60 1HE Protection +10 and is armed with a
dagger and six darts. He carries a Wand
Missile OB +40 Dagger
of Detect Magic (37 charges, 3rd level
MM +20 equivalent) and an amulet (x3 PP
Skills , +20 Targeting Multiplier), the command word (which
Special Skills Ambidextrous, can make a +40 he has memorised) is written in the
Dagger attack with “hook) back of his spell book. His belt pouch
Notes Frithoff is armed with a normal contains 2 gp, 5 sp and two gems (200
scimitar. His left hand is missing and gp and 75 gp)
34

6.0 NPC TABLE

NAME L HIT AT (DB) MELEE MISSILE M NOTES


VL S M
OB OB
Sanbalet 4 30 NO* (35) 30 1HE 20 25 Mage (RM: Illusionist)
Punketah 3 35 NO* (40) 25 1HE 20 30 Mage, spells
Sigurd 5 90 RL* (50) 90 1HE 70 30 Warrior, Captian
Bjorn 3 50 SL (30) 70 1HE 50 20 Warrior, Mate
Frithoff 1 40 SL* (30) 60 1HE 40 20 Warrior, Bosun
Ned 3 40 20 30 1HE 50 20 Scout (RM:Rouge)
Shakeshaft

Pirates 3 50 SL (20) 60 1HE 50 20 Warriors


Smugglers 1 40 SL (20) 50 1HE 40 20 Warriors
Orc 3 60 RL (30) 60 1HE 30 10 (Weak Morale)

Oceanus 5 80 NO (40) 80 - 75 25 (Weakened prisoner)

Will Stoutly 2 50 SL (20) 60 50 20 “Corporal”

Tom Stoutly 1 40 SL (20) 500 40 20 “Private”


35

7.0 MAPS
36
37
38
39

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