The Haunted Makaster Mansion, four miles east of Saltmarsh, resides on a hill close to craggy and steep cliffs diving into black ocean depths.
Its gruesome reputation and its sinister past does not help its appearance.
The history of its long gone resident, an aged alchemist who mysteriously vanished, send promises of treasures and secrets for the brave and the foolhardy.
Behind the once beautiful metal gate a wild garden impose on the scenery. Once a well-tended paradise, now overgrown by wild fauna.
Close to the path, almost hidden in the tall grass, a well with rotting roof still stand the test of time and neglect.
Beyond, the dilapidated mansion greets with utter silence, besides the howling wind bursting through the broken roof.
Creeking floorboards, ominous howling and silent shadow engulfs the heroes as they tread on unsacred ground.
The first floor of the mansion seems uninhabited and long abandoned. Flaking plaster, moldy walls and shattered furniture, hides the once luxurious features and lavish interior.
But are they alone?
The empty room suddenly explodes from the noise of thousands of tiny legs clattering all around.
From the web covered dark corners of the room, an armada of lethal eight legged nightmares starts to engulf our heroes.
It is so quiet. Only the sound of shards from bottles of questionable vintage against boots sneaking through the wine cellar. A lone corpse splayed at the center of the room, armour and weapons dilapidated but still present. The room seems otherwise empty. Is it a dead end?
What lies beyond the alchemists secrets? Who is using Makaster mansion as a secret foothold? And where is Jasker?
Will they reach a conclusion or is it yet another can of rot grub ready to explode?
During the fight a tall bald man risees up from the dark. His squeeky voice demands them to hold their blades and listen. Is this a scheme or an honest try to negotiate with the intruding party?
The gathering of old acquaintances in an unexpected situation creates an awkward moment of silence. Captain Sigurd produces a wide grin and offers his hand to Andya.
A rumble from the lower decks breaks the silence and the captain shouts to Frithoff the Bosun: "Lock the cargo down or throw it overboard". He turns to Andya: "Care for a meal?"
The bright eyes seemed to grow and burned a hole in Andyas soul, he gasped and fell for centuries until he swam back to the surface. The cabin was the same. But the corpulent mage was more than met the eye.
Gwolla heard a faint tinkle and brought forward the bauble, within it she could see wisps of Andya swimming as the power of the bauble enveloped her and the world exploded in darkness.
Davhorn woke from the knock on his door; a young messenger from Commander Fireborn told him he was expected at the Hoolwatch Tower. It was urgent.
Davhorn picked up his friends along the way, and shuddered as usual when he passed the Sharkfin bridge. He had never got used to the nauseated feeling he got. Must be the fish stands.
At the tower, Millicent stole a precious pen from the book keeper and Gwolla admired the Owlbear fur on Elianders wall. She decided to start checking her list of prey, and the Owlbear she was told could be found in Dreadwood.
Eliander complained about the blacksmith Mafera being a pain, she nagged on him about the disappearance of her son Jasker a couple of weeks earlier. She argued that he might be at Mankaster Mansion searching for treasure to help her to need to work less. He might have been injured or even dead by now, and she just want to get closure.
There had been soldiers looking for him, but Eliander suspected that they were superstitious as the place was said to be haunted, and had done a poor job. He would be very grateful if Davhorn could do a search and report to Mafera. She would pay 20 gold lions for any news, good or bad.
They prepared for the trip, and meanwhile Galina and Millicent paid a visit to the place where Jasker had been seen last; The Empty Net. While Galina distracted Mr Shenker, Millicent were able to sneak into Shenkers private quarters. He found a cap, it was a common type of garment. But it was suspiciously similar to one that Jasker had been wearing. He pocketed it and snuck out through the floor hatch to the lower bridge beneath the Empty Net, swimming to meet up with the others.
Finally they went off towards Makaster Mansion. Arriving at the desolate and harsh environment, close to the craggy and steep cliffs, the wind seem to pick up and a creepy howling could be heard from the dark and dilapidated mansion.
The gate welcomed them with a whining from rusty hinges, presenting an unkept and wild garden.
Arriving to the mansion, Davhorn could not resist smelling the flowers and discovered that the overflowing rose bush was a home to four aggressive giant weasels. A battle commenced, and our heroes was doing plenty of damage, both to themselves and to the weasels. There were both shots fired on friendlies and dropping of weapons going on. Finally the weasels were killed by poison, fire, blunt and piercing damage. Gwolla kept one weasel for future use.
As the old well seemed to hide some secrets, there were small bones strewn at its base, Davhorn investigated the well deeply. As he plummet the 20 feet into shallow water. He found some silver hawks and two giant posionous snakes. With some heavy bombardment from above, alongside some effort from Davhorn and bad rolls from the DM, the snakes were expediated shortly.
Finally they got inside the mansion and the rain and thunder were changed to ominous sounds from the house. They are ready to explore!
In a speedy manner the party slowly and silently scourged the mansion, a quick encounter in the kitchen, some giant centipedes with a death wish they redirected their path when the cellar screamed in terror. They could save that anguish for later, the house had still plenty of quiet rooms to search.
With some creative acrobatics, part of the party entered the moldy attic, a creepy doll was found, and some stirges attacked. Davhorn tried to set the world on fire, but the soaked beams did little to help him. A thunderwave from Galina sent the Stirges to their death. Also, now stealth seem like a waste of time.
The second floor was quickly searched, some left over clothes and more empty rooms did encourage them forward. Finally, after som acrobatics over a wet spot in the balcony, Millicent found a room and a glass bauble. As Davhorn entered the room, clattering of thousands of lovely tiny hairy legs deafened the silence. They were sourrounded.
The almost fatal fight, at least for Andya and Davhorn the two most actively engaged with the spiders, ended with the party spread over the right wing of the mansion. Cowardice or just plain tactics is hard to say, let the future fights be the judge of that.
Millicent found a bound and gagged man who called himself Ned. He was brutally attacked from the behind when he was seeking shelter for the storm the other day, and tried to urge the party to leave this haunted place. It is a haunted and malevolent house, which no good will ever come out from.
They continued their search and found som health potions, books and a screaming room. They figured out that there might be something fishy going on, and valiantly they entered the cellar to find a corpse splayed on the celler floor. And worse yet, all wine bottles seemed to be either broken or empty.
In the wine cellar Davhorn found that the corpse contain unwanted loot in form of swarms of rot grub; with some luck and some violence the party managed to eliminate the threat. Andya found a bottle of disputable vintage and one Champagne du le Stomp.
Ned became more and more loud about not pushing further into the underground and when they found the secret entrance to the rest of the cellar, he pulled the knife be borrowed from Galina, now with poison on its blade. Was he protecting something or just scared? Anyway he was quickly departed and the party pressed on.
In the main cellar they make multiple findings; most important that it functions as barracks and a secret stash of literature of diverse content. Most intresting is a parchment with a code for signaling and a lantern, possibly used at the window on the top floor of the mansion. Andya found a passage leading deeper into caves, but some of the party decided to venture past the door with the word "DANGER" written on it with chalk. Secured with a wooden bar. They venture through and find six skeletons who are quick to attack, in the middle of the fight a glow appears and a skeletal alchemist enters the combat from a hidden room.
The party quickly kills of the skeletons and strucks gold in the old alchemy lab. A bag of holding, a book about the Philosophers Stone, a plain looking stone and items made of pure gold. They pillage the room and the skeletons and move on to the cave entrance.
They start to explore the cave and can hear and smell the ocean; they stumble upon some shady looking elfs and attacks. Millicent finds a tunnel and tries flanking only to step into some green slime consuing his armour. He presses on and manage to evade another slime attack before he starts to sneak attack the elfs. As the half team picks off the elfs, the other halfs with Gwolla as point run into another encouter.
From nowhere a hobgoblin attacks and a bandit starts to shot arrows, a second battle starts. As the hobgoblin gets killed a bald, gaunty looking man pops up from behind a barrel and starts shouting in a high pitched voice: "Stop! Stop! Lets talk!" Davhorn aims his crossbow at him and we have a stand off.
Clearly the claims of the bald man, presenting himself as Sanbalet, are true. He is annoyed by the party's intrusion into his hideout but strikes a deal that if the help him with the next shipment they could get a cut and some exotic loot. Sanbalet are oblivious to the whereabouts of Jasker but can tell about some kind of disturbances in the waters of Saltmarsh. Something dark is looming in the depths and there is rumour of an old threat from the west. With the disappearance of Jasker, there might be slavers at play, and Shenker at the Empty Net are not unknown to have dealings with the Sea Princes now and then.
They leave Sanbalet with the promise to be back in five days to help him with the operation. In the downtime the party prepare themselves for the mission, gearing up and resting. They tell the news to Jasker's mother who thanks them for their effort paying them for the trouble. When Millicent later swims out close to the depths of the Port to make his offerings, there is a rumble and lights far below him. He dives deep but fails to track the phenomena. There is something fishy in the bottom of the bay,
The five days pass and the party finds themselves at the dinner table in the cellar at Makaster Mansion. Sanbalet is in a good mood and after the dinner, the party is provided the following gifts:
Andya gets the Pauldron of ancient lethargy its black and green metal seems to writhe and move when you glance at it from the corner of your eye. Andya feels encouraged by the piece of armour convinced that it will help him fulfil his destiny. When the pauldron is struck a quiet but powerful ancient fragmented hymn resonates from it. Although a precious piece of equipment, Andya seems more slow and tired wearing it and sleeps in more often than not.
Millicent are presented the Pendant of ******** speech a red-orange stone attached to a leather strap, warm to the touch. Millicent has the feeling he needs to protect it, and some gibberish is floating trough his head when he holds it. A language he have never heard, cannot describe, but understand. But there is a assurance and strength in the language he cannot place.
Gwolla recognizes her gift as the The Bauble of Phishing, a long lost artefact of her tribe. Its known property is that it attracts fish, but there are old and powerful magic yet to unveil.
Davhorns gift is the Dwarwen Skeleton Key, a key like sculpture engraved with secret dwarwen runes, a clan is certainly missing this precious badge of honour with the possibility to unlock some unknown entity. Although the item is durable and heavy it frays and chips away a black powder that seems to itch as it mysteriously disappear.
Galina receives the Deck of Many Hands, a complete set of cards for the ancient game Thw´xchut. Thirty three cards with three suites of "colours" (beast, demon, devil) and eleven cards with runes from E´gth to Ych´tlo. The game is popular in secret gambling groups as it has been said to summon creatures from Avernus, and thus is forbidden. The cards is made from human flesh and feels warm and skin like to the touch, but still can be handled as ordinary playing cards. The players of a game tend to feel nauseous and uncomfortable after a while.
After some signalling attempts they get an invitation to the ship and they set out to deliver the two heavy wooden boxes to the ship. They arrive as the moon lightens up the sea, and Andya makes some perceptive discovery; the name of the ship, Sea Ghost, seems hastily painted over another name and the bow have recently been mended. When they start to unload, Millicent ask for the payment in advance and are directed to the captain. They join the captain and his closest men at poop deck.
"Well well, is it not my friend Andya?" proclaims Captain Sigurd and snickers towards his companions First mate Bjorn and Bosun Frithoff. "What a surprise!" he continues putting a hand on the hilt of his sword.
The meeting is interrupted by loud bangs and muffled screams from the deck below and Sigurd flashes an angry face telling Bosun Frithoff to "secure the cargo or toss it over board", who disappears below deck. A few moments later, sounds of fist fighting are heard and it gets all quiet.
"Fancy a late evening snack?" Sigurd exclaims joyfully, and directs the party to his cabin.
In the mean time, Davhorn play some cards with the sailors guarding the chest, winning a few silver.
In the captain´s cabin a feast erupts with half of the party being intoxicating beyond their wits, Galina manages to entertain the party and discover a disturbing letter signed with pictograph of a lizard with a forked tongue sticking out. She deduce that the smugglers seem to do business with lizard folk, the letter only mentions "delivery of ironware as of earlier agreement".
As Andya and Galina set out to drink Sigurd beyond his senses, Millicent and Galina excuses themselves and joins up with Davhorn to investigate the ship.
They venture through some cabins, stealing and looting, killing a parrot and discovers two hidden compartments, one with eight heavy bundles wrapped in oilskin and one with two prisoners. Davhorn start to un-manacle the prisoners and learn that Oceanus is a sea-elf set out from his tribe to investigate this ship for suspicious activities. He was found and manacled in this hidden space. The other guy presents himself as Hans Vagel, a humble man on a mission to find the good in life. He is quite the character and, when they are taken by surprise by Bosun Frithoff, a very capable fighter.
Millicent takes cover out through the porthole and in the ocean, happily making a offering to his gods, dropping the brass box with coins stolen from a cabin. He quickly climbs up to the porthole ready to snoop on the proceedings in the room.
Gwolla and Vagel joins forces and injure Frithoff badly with Millicent finishing him off with a sling shot to the crotch.
In the mean time the party escalates in the captains quarters with Andya proposing Sigurd with fantastical machines run by steam. The mood sinks as the door slams open and an impressive character with flowing robes enter the rum laden room.
"What is this ruckus?" proclaims Punketah as she enters the captains cabin with a presence and clarity of a spell wielder. "Your 'guests' seem to roam the ship at their own devices. There might be a problem at the 'chambers'."
When Punketah eyes burns through Andyas soul he loose the grip of his body and time stops to be relevant. The world vanish with a popping sound. For what seems ages later he emerges submerged in an ocean of milky grey fluid. It is half opaque but he can make out movements close by. Something big is moving. He slowly swims to the light and finds himself in front of thick glass wall. And on the other side huge creatures moving around.
Gwolla hear a faint tinkle from her pocket and bring forth the bauble, inside it she recognise a small wisp of dark smoke resembling Andya, she shakes the bauble and it disappears.
Andya are sucked up through the bauble and in a painful snap he ends up in his body, still paralysed with Punketahs burning gaze directed on a point behind his eyes. "Weird" she exclaims. "that is weird, he should be banished. Indefinite." She closes her eyes. "It is here!" she exclaims and leaves the room.
The fight goes on on and below deck; Millicent schemes how to loosen the barrels and sink the ship. He sneaks and cut loose the ropes holding the barrels filled with strong brandy, Dwarf grade by the scent. He goes undetected and make his way to the poop deck and screams "Leave the ship" and start to struggle with the helms man to wiggle the ship Wasa style.
In the mean time the party fights Punketah, Sigurd and his pirates on deck. It is a hard fight and Millicents action to try to make the ship tilt is interrupted when Davhorn fends of the pirates guarding the hold with an Enhanced Fire bolt. The barrels start to burn and the in the final moment everybody jumps the ship which explodes with a raging fire.
The party arrives to Saltmarsh and can report to the council about shutting down the smuggler operation; although the lizardfolk presence to the southeast are worrying and they get drafted to investigate the possible danger at Dunwater.