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. ' ters to apprehend this vessel and put an end. once and
29. STOCK CAVERN
for all, lo the smuggling.
The passage widens to the south at this point to form a A reward of 400 gp is offered to the characters for the
successful conclusion of the mission.
small cavern. There are three bolts of cloth and five small
casks in the middle of the floor, resting on a piece of THE PLAN
coarse matting. The council reasons that the smugglers on the vessel
• are, as yet, unaware of the capture or death of their land-
based colleagues, and a return visit by them might well
A lone bandit is here if the smugglers aren't on alert.
be expected. Since the last consignment was offloaded
If either of the magic mouth spells has been triggered.
only a short while ago. another one is not expected for
a lone hobgoblin keeps watch here (guarding against an
some time-perhaps during the next new moon. which
approach by sea) and joins the fray in area 27 if it hears
begins in about two weeks' time.
sounds of combat.
The council arranges for members of the town guard
The bolts and casks have the same value and condi-
to patrol the potential rendezvous points each night for
tions as those found in area 27.
the next two weeks in case the smugglers return earlier
than expected. lf the ship is sighted. the council is un-
30. SEA CAVE
willing to risk the lives of volunteers by ordering them
to take the ship and its crew by force. As soon as an
The passage leads into a cave that opens directly to the approaching vessel is spotted, the council expects the
characters to perform the actual task of boarding.
sea. The tide is out at present, and there is little water in
Once the characters accept the undertaking, the coun-
the cave. but there is an obvious high-water mark three
cil puts a small fishing boat at their disposal and pro-
feet above the floor. Pulled up onto the sloping cave floor
vides them with any reasonable amount of nonmagical
is a small boat, perhaps large enough for eight people, equipment that they feel they require. The boat is large
with oars, a step-down mast, and a neatly furled sail. A enough lo accommodate the entire party plus two. The
rope tied to the bow is being held down by a large boul- council also provides the services of two members of
the guard to sail the boat for them when needed. They
der that serves as an anchor.
are not willing to board the Sea Ghost with the charac-
ters. though they defend themselves and the fishing boat
If the characters have avoided triggering either of the if it is attacked.
magic mouth spells, the two hobgoblin smugglers are
standing guard here. THE SIGNALING SYSTEM
There are no items of value in this area except the
If the characters discovered the bullseye lantern and the
jolly boat. which might fetch as much as 100 gp. Since
parchment in area 22 of the haunted house. they have a
bolts of silk and casks of brandy are cumbersome, the
big clue to how the smugglers communicate. You might
characters can use this boat to transport the contraband
require the characters to make a successful DC 12 In-
to Saltmarsh.
telligence (Investigation) check to determine how the
system works- although certain facts are not written on
CONCLUSION
the parchment. Alternatively, you can allow the charac-
T he town council of Saltmarsh gratefully rewards the ters to experiment with sending signals when the ship
characters 200 gp for uncovering and shutting down the comes back.
smuggling operation. The signaling system utilizes the bullseye lantern to
Several days after the characters' return. or shortly communicate the following messages by combining long
before they depart town. they are invited to a meeting and short flashes:
with the town council. This meeting begins the second
Long- short- short- short: "Is it safe?" (The ship initi-
part of the adventure.
ates the exchange with this signal.)
Short- long- short- long: "Everything safe." (The smug-
THE SEA GHOST glers respond with this signal.)
In the next part of the adventure. the council asks the Long- long- long: "Ready to unload: come to the ship.''
(The ship confirms a reply with this signal.)
characters to take the fight to the remaining smugglers.
A few days after their triumphant return from the de- The arrangement calls for someone aboard the ship to
struction of the smugglers' ring at the haunted house. flash the first signal. The shore party replies by Hashing
the characters are hastily summoned to an emergency the second signal. after which the third signal flashes
meeting of the Saltmarsh Town Council. Here it is ex- from the ship. It drops anchor and waits for the arrival
plained to them that. though the land-based operation of of a boat from shore. A small group of smugglers ap-
the smuggling ring has been quashed, there must be a proaches the ship in a rowboat. When it arrives. the ship
seagoing vessel by which the contraband was originally sends a boat in the other direction. These two vessels
conveyed. and this is still al large. The council, fearful alternate in transferring contraband between the ship
that any surviving smugglers could seek to reestablish and the shore, with one of them remaining in the shore
their operation from some other base. asks the charac- cave at the end of the operation.
CllAPTF.R 2 Tll~ ~l'dSJ!o.R [(.IH1 lH ~Al IMAR~H

