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BURNING OR HO LINC TH E SEA GHOST
THE CREW OF THE SEA GHOST
Though it is possible for the characters to capture the Sea
Aside from Captain Sigurd <;Snake Eyes" (pirate cap-
Ghost, they also might choose to destroy it.
Burning. The Sea Ghost is mainly of wooden construe· tain; see appendix C), the crew of the Sea Ghost con-
tion, so fire always presents a hazard. The ship could, sists of the following members:
with some difficulty, be set ablaze and burned down to the
• Bloody Bjorn, a pirate first mate (see appendix C)
waterline. The vessel will not ignite readily, for its hull, rig·
• Foul Frithoff, a pirate bosun (see appendix C)
ging, spars, and sails are all damp with sea water.
• Punketah. a pirate deck wizard (see appendix C)
Deliberate attempts to set the ship ablaze can be under·
• 7 crew members (bandits)
taken only while aboard it. This involves the use of at least
• 3 lizardfolk
two flasks of oil applied to 2 cubic feet of dry, combustible
material such as sacking, cloth, wool, or wood kindling,
The position of the crew aboard ship depends on two
which is then set aflame. Bolts of silk soaked in brandy
possible scenarios.
make excellent combustibles and do not require oil to be
Correct Signal. If the characters sent a correct signal,
ignited. Use your discretion if the ship catches fire, but
the crew is relaxed. Two bandits await the characters
assume it burns to the waterline within 20 minutes.
in area 1. The rest of the crew can be found in their
Holing. Attempts to hole the ship and sink it require
the use of axes or similar implements applied with vigor. respective quarters (area 8 for the deck wizard. area 9
This undertaking takes S minutes, but the noise alerts the for the captain, area 13 for the first mate, area 14 for the
smugglers. Two of them are sent to investigate and raise bosun). The remaining five bandits occupy area 10.
the alarm. The rest of the crew rapidly converge on the Incorrect Signal. If the characters did not send the
area and attack any intruders. If the hole is completed, the proper signal, the crew members are in the positions
ship takes on water and sinks after an hour if the hole re-
described in the text that follows.
mains unrepaired.
The lizardfolk in area 7 do not help defend the ship
unless they are directly threatened by the actions of the
If those on the deck below detect the characters' intru- characters.
sion. the crew member's attention is attracted (even if
his colleagues forget to alert him), and he descends with IN CASE OF SUR RENDER
all speed to the deck to assist his mates. Otherwise, he If the ship's captain, the first mate, the bosun, and the
is oblivious to the characters' intrusion unless someone deck wizard are all killed or have fted, and if the charac-
climbs the rope ladder or the rigging to approach his ters then outnumber the surviving crew and lizardfolk
position: he always detects such an approach when the combined. the smugglers offer to surrender the ship to
climber is 15 feel below him. investigating and attacking the characters. They seek the most advantageous terms
if circumstances warrant it. they can get. but their minimum requirements will be
their lives and liberty, and the ship's jolly boat in which
B LUFFING THEI R WAY O N to Hee. If the characters refuse these terms, the smug-
lf the characters make a direct approach, they can try glers offer to trade information in exchange for treasure.
to bluff their way aboard once they have been detected. Their minimum requirement, in this case. is 100 gp to
Por instance, they might say they are new recruits to the disclose the whereabouts of the secret cache of weapons
smuggling gang. unaccustomed to the codes and thus and the fact they were to deliver these arms to the liz-
made a mistake with the signaling, or something of a ardfolk. They do not know the exact location of the ren-
similar nature. dezvous point, only that it is about ten miles or so along
If the story is reasonably convincing, allow the char- the coast west of the haunted house. near the mouth of
acters to make a DC 14 Charisma (Deception) check. If a small river. For a further amount of 50 gp, they reveal
the check is successful, they are believed up to the point the presence of the sea elf prisoner in area 14.
when the first three characters get aboard by means of
a rope ladder lowered for them. Once the characters' THE SMUGGLERS' SHIP
approach is detected, the entire crew attempts to repel
The name of the vessel. Sea Ghost. is painted on both
the characters with the utmost vigor while getting their
sides of the prow. It has a length of nearly 90 feet, a
vessel under way.
beam of 26 feet. a draft of 8 feet, and stands 9 feet above
the waterline to the top of its main deck rails and 17 feet
CLIM BING A BOARD
above the waterline to the top of both its forecastle and
Climbing aboard the Sea Ghost undetected is no small
poop deck. A jolly boat is lashed upside down on the
feat. Keep in mind the following as the characters at-
main deck.
tempt to board:
Normal doors are 6 feet high, 4 feet wide, and of stout
• Perception checks that rely on hearing are made with wood construction. All are typically shut but unlocked.
disadvantage on the ship because of the sound of the and all can be readily opened without special effort.
waves and sea. The stairways leading down from area l to areas 12
The hull of the ship provides many handholds for and 13 are separated from each other by a stout wood
climbing but is also very slippery. Climbing the hull partition and form wood-enclosed companionways seal-
without a rope or other device requires a successful ing them off from areas 8 and 9. The stairway from area
DC 14 Strength (Athletics) check. On a failed check. 1 to area 10 is likewise enclosed in wood partitions and
the climber falls into the water. sealed off from area 6. All enclosed areas have a ceiling
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