Page 50 - ghosts-of-saltmarsh
P. 50

27.  STORAGE  CAVERN                             28. SLOPING PASSAGE
             •
               This cavern, like the passage leading to it, is well  lit by   The incline of  the passage is  perceptibly greater in this
               torches held in simple iron brackets around the walls.   area. Coarse matting has been laid in places on the Aoor,
               You can see five small bolts of  cloth stacked against the   negating some of  the slope's slipperiness.
               wall to your left, and to your right are eight small casks in   •                            •
               a neat row.                                      Smugglers who fled from earlier encounters with the
                                                          •     characters wait at the end of  this passage. firing ranged
                                                                weapons at the intruders as they attempt to navigate the
              This is the primary storage chamber for Sanbalet's
              smuggling operation, and the likely place from which he   narrow spots.
              and his  gang mount a defense.
               If  an alarm has nor been raised, two bandits and a   SAN  BA LET
              scout are here, stealing drinks from the store of  brandy.   A tall man with a shaved head and piercing green eyes, the
               If  the smugglers have been alerted, Sanbalet (see ap-  leader of  the smugglers is as charismatic as he is cunning.
              pendix C and the following sidebar), one hobgoblin. one   Sanbalet is a plotting nemesis who prefers manipulation
              scout. and one bandit defend this room. Sanbalet stays   to direct action. It is no accident that his gang occupies
                                                                  the old house, since the promise of  hidden knowledge ini·
              clear of  the me  lee, raking cover behind the casks in the   tially drew him here.
              southeast corner. The hobgoblin and the bandit try to   Despite the disappointment of  never finding the alche-
              prevent the characters from entering the room. while   mist's secret chamber or other legendary arcane discov-
              the scout hangs back to fire its ranged weapon.     eries, the clever wizard saw opportunity in the house's
                Treasure. The five bolts of  silk are worth 50 gp each,   ruined walls and shattered windows.
              and the eight casks of  brandy are worth 10 gp apiece   What He Wants. The smuggler wants to expand his op·
              at market. though the merchants of  Saltmarsh rec-  eration and eventually inhabit a more secure location to
                                                                  better pursue his magical studies. He'd sacrifice every one
              ognize the goods as stolen if  the characters try to sell   of  his companions to achive these ends.
              them there.                                          Confidence Aplenty. Sanbalet's success stems from con-
               Sanbalet carries a  pipe of  remembrance (see appendix   fidence in his abilities. He delights in criminal behavior
              B) and a set of masterfully crafted loaded gaming dice   and considers himself a great villain. He speaks of  himself
              (20 gp). The hobgoblin wears a suit of  mariner's armor   in the third person and exhibits narcissistic tendencies.
              (scale mail).

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