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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.

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