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If invited to do so, he joins the characters with enthu- Two swarms ofrot grubs (see appendix C) live in the
siasm and stays with them throughout the conclusion garbage island around the mast. A gold coin among the
of this adventure. He will, if requested to do so, remain trash is the source of the reflection. The rot grubs attack
with the characters for further adventures (assuming anyone who comes near.
that they continue with Danger at Dunwater and pos- Treasure. A paltry 2 gp can be found inside the gar-
sibly also The Final Enemy), in which circumstances bage island with the rot grubs.
you could ask one of the players to play Oceanus. At all
times he will be as cooperative as possible, playing a full C ONCLUSION
role as an NPC in the party's undertakings (he will, of If the characters have successfully completed their mis-
course, expect a normal portion of treasure). Afterward, sion, the seagoing side of the smuggling operation has
he reluctantly leaves them to return home.
been rendered inoperative. The ramifications of that are
discussed in the following section, "Smuggled Goods."
15. TuE SECRET CACHE
In addition. the characters have gained some or all the
• following information:
J This cramped area, only four feet wide at the widest, is
In addition to contraband, the smugglers are providing
sandwiched between the adjacent cabin and the ship's weapons to a colony of lizard folk.
stern. It contains eight large, irregularly shaped bundles • The lizardfolk colony is located within ten miles of
wrapped in oilskin and bound with light rope. These are Saltmarsh.
• This weapon smuggling appears to have been going
piled at random on the deck, as though thrown in casu·
on for some months.
ally from the doorway.
• If they have enough information. the characters
should be able to deduce that the lizardfolk are plan-
This is the place in which the weapons are housed ning an attack, either on Saltmarsh or on some other
during their journey to the customers (the lizardfolk). unknown location. Presented with this information, the
The eight bundles here contain the following equipment: town council is sure to have further need of the party.
Of course, the characters do not know the truth be-
10 morningstars
hind the lizardfolk's need to purchase weapons. To learn
10 longswords
the truth. more of the story must unfold. See chapter 3,
10 shields
Danger at Dunwater.
20 javelins
1 shield emblazoned on the front with the design of a SMUGGLED Goons
lizard with forked tongue extended
The smugglers are very successful. Their main source
There is no identification of any sort on any of the mis- of income is the sale of stolen goods, especially those
matched bundles, nor is there anything else stored in marked with a royal seal or similar identifier that would
this area. make dealing with legitimate merchants impossible.
They also take in goods from ships they have waylaid,
16. BlLGE
usually spices, weapons, poisons, and other contraband
• that is either illegal or heaviJy taxed in this region. Cur-
From the hatchway, you can see a little of what lies in rently, the ship's hold is crowded with mining equipment
and kegs of brandy stolen from a royal shipment meant
the gloom below. This area stretches the full width of
for a crown-sponsored mining operation in this region,
the ship and, for all you can see, the full length, for no
along with silks that were originally destined for a royal
bulkheads are in view. What must be the bottom of the trade mission.
ship is covered with a thick layer of wet sand (presum· If the characters break the smuggling ring, they are
free to keep whatever other treasure they find without
ably ballast) on top of which is an inch or so of green,
consequence, but the current contents of the hold must
greasy water.
be handled carefully.
A scuttling noise toward the stern indicates there is
Representatives of the crown in Saltmarsh will pay
some life down here-perhaps living off the garbage 200 gp for the return of the silk and brandy stored under
thrown in occasionally by the lazy crew, for there are the house (in area 27) and 500 gp for the merchandise
heaps of trash immediately below the hatch that have aboard the Sea Ghost (the goods in area 11 and the
weapons in area 15).
formed small islands in the fetid water. A particularly
Royal agents might also claim the smugglers' ship, but
large one has accumulated at the base of the mast.
at your option, if the characters have proven eager to aid
As you move your light back and forth, you catch a yel- the crown, they are given the ship and pledged the ser-
l low reflection in one of the garbage piles. vice of a contingent of sailors to man it for one year.
If the characters keep the merchandise and try to sell
it openly in the region. they find no buyers. Such an at-
A number of rats eke out a precarious existence here,
tempt earns them a poor reputation. the effect of which
but they are of the normal variety and harmless. The
is up to you.
bilge offers only 4 feet of headroom.
lH \PTE:R 2 Tllf Sl~l~Tl k <:F.CRf I OF S\!TM:\R~ll

