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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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