The Haunted House
A few new faces appear seeking adventures in Saltmarsh! Recent conversations at the Wicker Goat revolve around a “haunted house” about 3 miles south of Saltmarsh. Tales and rumors vary widely – from hidden treasures to ghostly hauntings. Everyone knows that the former owner secretly practiced magic. An old beggar with the nickname Handsome Beast tells a fanciful story of a day long ago when he entered the building, found some wine and ran for his life when he encountered a vampire who transformed into a swarm of rats or was it a bat? – anyways, he tells the group to keep an eye out for wine!
Eliander Fireborn, Saltmarsh captain of the guard has put 3 marines (Valamoir, Snaps and Quixsy) in charge of investigating the abandoned home south of town. Furthermore, the priest of Procan, Wellgar Brinehand, asks Droth to accompany this group and provide medical support and cleanse it of any evil. Kelda joins the group and picks up where her twin sister left off, looking for leads and stomping out slavery around Saltmarsh.
Adventurers make their way to a deteriorating house that sits on a cliff above the ocean. After scouting the area, they find evidence that a door near the well is used somewhat frequently. They announce their presence and enter through the door. The group searches a few rooms, and finds nothing out of the ordinary. The dilapidated building does appear to be infested with a variety of insects. They avoid a spider swarm and squash some giant centipedes – Snaps takes a nasty bite. Droth casts detect magic and begins a walkthrough and rather quickly finds a staircase glowing with illusory magic.
The group proceeds down to the cellar with caution, but something becomes alerted of their presence -a terrifying scream is heard which scares off Valamoir and Quixsy. While the scaredy cats retreat up from the cellar, Droth, Snaps and Kelda proceed down. They find a large wine cellar and an armored body lying in the center of the room. Snaps goes to investigate and stirs up a swarm of rot grubs. One burrows into Kelda. With only moments to save her, Droth burns it out with his torch and saves Kelda from certain death. The group retreats while Droth exterminates the grubs from a safe distance.
Kelda and Droth find a sealed bottle of “jaunty unicorn” wine and a secret door behind a fireplace. Eventually, the fear goes away and the entire party continues together. A secret door leads to a basic living quarters for 10 humanoids. Behind a closed door another more nicely furnished room with some clues and evidence. Another door is barred and marked danger (they leave that alone). Quixsy eats some ham. The group finds another secret door and continues…
After descending a series of stairs, the group enters a natural cavern and is ambushed! Snaps takes a few arrows and falls. Droth heals her back to her feet. Valamoir falls too, and is stabilized. Eventually our level 1 heroes manage to defeat a variety of mercenaries (3 humans, a viking woman, a halfling and a ninja). The group knows know more of them lurk ahead (specifically someone named Sanbalet and Bloody Bjorn). The heroes need a little time to recover and are not sure how to handle Valamoir who is now berserk, so they go back to the upper living quarters for a short rest and regroup.
This session ends with the group in the bad guy hideout. Valamoir is locked unconscious in a room – he goes berserk and acts violently. Luckily, Quixsy is there to punch him out before he hurts anyone. The others recover valuables and clues from the footlockers, and surrounding area.
- Valamoir A blue-skinned, green haired marine with the blessing of Corellon who is hunting sahaughin, sea elf storm sorcerer, level 1;
- Kelda Hellsdóttir a red-headed hermit (follows the steps of her twin sister) on a mission to end slavery in the area. human druid, level 1;
- Snaps (Chelydra serpentina) she enjoys the sea, and hopes to buy some oceanfront property. marine veteran. tortle barbarian, level 1;
- Quixsy an elite soldier who broke barriers and became a role model for women. marine veteran, half-orc barbarian, level 1;
- Droth assigned to serve as a supporting medic for this adventuring band. water genasi cleric, level 1;
- 1 bottle of “Jaunty Unicorn” wine; (to be appraised later)
- grub infested body wearing damaged plate mail (to be cleansed and claimed later)
- gold and silver coins from the footlockers (to be divided later)
- Various clues and evidence