*** Quest Complete ***
U1 Sinister Secret of Saltmarsh
Secrets of Saltmarsh Primer: Starting Summary for PCs
U1 Sinister Secret of Saltmarsh
Secrets of Saltmarsh Primer: Starting Summary for PCs
Finding yet another secret door, the party exited the wine cellar and entered the main cellar area of the mansion. There, they found what appeared to be a temporary barracks for up to ten individuals. An examination of the space revealed a curiously chained door with a sign that contained the sloppily scrawled word "danger" on it, and another secret door which gave way to a cavern system.
Choosing the cavern system, the party was soon ambushed by a mage leading a group of gnolls and smugglers. After a hard-fought battle, the party continued deeper into the cavern system, soon finding a hidden smuggler's cove with a group of smugglers attempting to flee the scene.
The party was able to parley, convincing two of the smugglers to surrender, but the other two refused to be cowed by words and were quickly put down. A deal was struck: the remaining smugglers' liberty in exchange for information and to act as porters while the party determined to investigate more of the mansion before returning to Saltmarsh and claiming their reward...
The sailors of Saltmarsh have a saying, “May the tides offer more to you than they take.” The party, with dwindling coin and little prospect of enriching themselves through conventional work, was certainly hoping for a changing of the tide. Resolving to change their fortunes, they hatched a plan to explore and loot a nearby abandoned mansion. Rumor had it that the mansion was haunted, and the leaders of Saltmarsh wanted this rumor dispelled to remove the stain on the village. There was both coin and notoriety for anyone brave enough to face the ordeal.
After taking the time to provision themselves and acquire whatever knowledge and rumors they could from the local dockside taverns, the party embarked on their mission. Tension and heart rates increased as they entered the abandoned mansion. While searching, the party, with the exception of the stalwart ranger, was set upon by terror from what they believed to be a spectral sentry. An investigation revealed it was the work of magic, not spirits, as a magic mouth trap was found guarding a secret entrance to the wine cellar. Descending into the cellar, the party found the remains of an unfortunate adventurer, whose previous attempts to learn the secrets of the manor had ended in his untimely death. His corpse, infested with rot grubs, proved too tempting for the cleric, who narrowly escaped death after being attacked by the grubs. The threat was skillfully dispatched by the ranger and thief, and the party, perhaps in their greed, unceremoniously took possession of the fallen warrior's equipment, offering neither eulogy or prayer for the poor mans soul.
Steeling themselves against the further secrets and dangers the manor had in store, the party prepared to continue their quest.