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Castles & Crusades The Secret of Smuggler's Cove

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519 views42 pages

Castles & Crusades The Secret of Smuggler's Cove

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Elvis Prado
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© © All Rights Reserved
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The Secret of Smuggler’s Cove

An Adventure for Character Levels 5-7

This adventure was originally published as Dungeon Crawl Classics #7: The Secret of Smuggler’s Cove, using the d20 rules system.

Writer: Chris Doyle The role playing game Castles & Crusades
C&C Rules Conversion: Chris Rutkowsky is published by Troll Lord Games.
Cover Artist: Chuck Whelon Goodman Games thinks it’s a cool game,
Interior Artists: Jason Edwards, so we’re publishing this adventure for use with it.
William McAusland, Brad McDevitt For more information, visit one of these sites:
Cartographer: Jeremy Simmons
Castles & Crusades: www.castlesandcrusades.com
Graphic Layout: Alvin Helms
Editor: Joseph Goodman Goodman Games: www.goodman-games.com
Playtesters (Original Edition): Troll Lord Games: www.trolllord.com
Lisa Doyle, Mark Fortin, Steve Labun,
Devin McCullen, Adrian Pommier

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The Secret of Smuggler’s Cove - 1


Table of Contents Introduction
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Remember the good old days, when adventures were
Castle Keeper's Section . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 underground, NPCs were there to be killed, and the
Scaling Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 finale of every dungeon was the dragon on the 20th
Encounter Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 level? Those days are back. Dungeon Crawl Classics
Getting the PCs involved . . . . . . . . . . . . . . . . . . . . . . . . 3 don't waste your time with long-winded speeches,
Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 weird campaign settings, or NPCs who aren't meant to
Background Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
be killed. Each adventure is 100% good, solid dungeon
crawl, with the monsters you know, the traps you fear,
The History of the Fair Haven Lighthouse . . . . . . . . . 4
and the secret doors you know are there somewhere.
The Demise of the Nymph's Kiss . . . . . . . . . . . . . . . . . . 4
Enter the Locathah . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Secret of Smuggler's Cove is designed for four to six
characters of 5th through 7th level. While the PCs can be
The Secret of Smuggler's Cove - CK's Eyes Only! - . . 4
of any class, a good mixture including at least one
Player Beginning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
cleric and wizard is recommended. Magic items for
Part 1 - The Lighthouse . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 underwater exploration are useful, but not necessary.
Wandering Monster Encounter Table . . . . . . . . . . . . . 5 See the "Scaling Information" section for ways to tailor
Map 1: The Lighthouse . . . . . . . . . . . . . . . . . . . . . . . . . 5 this adventure to your group's size, level, and unique
Events keyed to map locations . . . . . . . . . . . . . . . . . 5-7 style of play.
Part 2 - The Ruined Manor House . . . . . . . . . . . . . . . . . 7
Wandering Monster Encounter Table . . . . . . . . . . . . . 7 Adventure Summary
Map 2: The Ruined Manor House . . . . . . . . . . . . . . . . 8 The PCs arrive in the small seaside town of Fair Haven
Events keyed to map locations . . . . . . . . . . . . . . . . 9-12 and set out to investigate a haunted lighthouse outside
Part 3 - The Dungeon Under the Manor . . . . . . . . . . . . 12 of town. The PCs discover the lighthouse is not actually
Wandering Monster Encounter Table . . . . . . . . . . . . 12 haunted and in fact has dungeons below it. Further
Map 3: The Dungeon Under the Manor . . . . . . . . . . 13 underground, below even the dungeons, are sea caves
used by a local band of smugglers. The sea caves are
Events keyed to map locations . . . . . . . . . . . . . . . 12-18
also the lair of a tribe of locathah. The smugglers are
Part 4 - The Smugglers’ Caves . . . . . . . . . . . . . . . . . . . . 19
trading high quality metal weapons to the locathah in
Wandering Monster Encounter Table . . . . . . . . . . . . 19 exchange for gold plundered from a wrecked merchant
Map 4: The Smugglers’ Caves . . . . . . . . . . . . . . . . . . . 20 vessel. The players discover a nefarious plot by the
Events keyed to map locations . . . . . . . . . . . . . . . 19-29 locathah to use the metal weapons against the village of
Part 5 - The Locathah Caves . . . . . . . . . . . . . . . . . . . . . . 29 Fair Haven. They must be stopped!
Wandering Monster Encounter Table . . . . . . . . . . . . 29
Map 5: The Locathah Caves . . . . . . . . . . . . . . . . . . . . 31
Events keyed to map locations . . . . . . . . . . . . . . . 29-36
Castle Keeper's Section
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Scaling Information
End Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
The Secret of Smuggler's Cove is designed for 4-5
Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 characters of 5th to 7th levels, but can be modified for
Appendix 1 - The Fair Haven Area . . . . . . . . . . . . . . . 38 parties of different sizes or levels. Consider adapting
The Docks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 the adventure as follows:
The Warehouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 • Weaker parties (3 or fewer characters, or below 5th
The Siren's Swoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 level): Remove 2 Hit Dice from all main NPCs.
Town Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Throughout levels 4 and 5, reduce the number of
Temple of Pelagia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 smugglers and locathah encountered by up to half.
Bronwyn's Elixirs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Replace advanced versions of monsters with
The Lighthouse (see Part 1) . . . . . . . . . . . . . . . . . . . . . 39 normal versions found in the Monsters & Treasure.
The Ruined Manor House (see Part 2) . . . . . . . . . . . . 39 Convert Sslithia to a normal water naga and remove
The Wreck of the Nymph's Kiss . . . . . . . . . . . . . . . . . . 39
her magic item.
Map 6: Fair Haven . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 • Stronger parties (more than 6 characters and/or
Appendix 2 - Players’ Handouts . . . . . . . . . . . . . . . . . . 40 higher than 7th level): Add 2 Hit Dice to all main
NPCs. For the smugglers and locathah, either
The Last Entry of the High Priest’s Diary . . . . . . . . . 40
increase the number encountered (by up to
A String of Shells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
double) or add 1-2 Hit Dice to each enemy.
A Contract Written in Common . . . . . . . . . . . . . . . . . 40 Increase Sslithia's Hit Dice by 4. Consider adding

2 - The Secret of Smuggler’s Cove


HD to some of the other monsters encountered,
such as the monstrous crab, aquatic assassin vine, Encounter Table
and tiger sharks.
Loc Pg Type Encounter
Encounter Table 1-2
1-3
6
6
T
C
Falling Crate Trap
Llewellyn, Allip
To aid the Castle Keeper, we have included a quick 2-3 7 C Tusk, Gnoll Rgr4 and 4 Gnolls
reference table so you can see all of the encounters at a 2-5 9 C Takaritha, Harpy Sor2
glance to help you prepare. Loc - the location number 2-6 10 C 2 Large Monstrous Scorpions
keyed to the map for the encounter, listed as level and
4 Small Monstrous Scorpions
room number. Pg - the module page number that the
2-10 11 T Collapsing Floor Trap
encounter can be found on. Type - this indicates if it is a
2-11 12 C 6 Dire Weasels
trap (T), puzzle (P), or combat (C) encounter. Encounter
3-3 14 C 2 Gray Ooze
- the key monsters, traps, or NPCs that can be found in
the encounter. Names in italics are classed NPCs. 3-5 14 T Yellow Mold
3-6 15 C 12 Advanced Dire Rats
Getting the Players Involved 3-6a 15 C 8 Advanced Dire Rats
Advanced Fiendish Dire Rat
The following hooks can be used to get the players
3-8 15 C 6 Advanced Darkmantles
involved in the adventure:
3-9c 16 C Cyrilla, Succubus Asn3
• A merchant guild from a distant city sends the PCs 3-10 17 C Grog, Male Ogre Bbn4
to investigate the tragedy of the Nymph's Kiss and 3-11 17 T/C 2 Barbazu
the operation of the Fair Haven lighthouse. The 3-12 18 C Spectre
merchant guild wants to send several shipments of 4-1 19 C Erol Shortshanks, Gnome Wiz6/Rog2
cargo to Fair Haven, but only if the treacherous
Dire Weasel
waters near there can be safely navigated. The guild
T Poison Needle Trap
offers 500 gp per PC to investigate the matter and
4-3 22 C 6 Half-orc Smugglers Ftr2
re-establish the lighthouse operation.
4-4 22 C Barak, Half-orc War5
• While passing through Fair Haven and spending an 4-5 23 C 6 Human Smugglers War1/Rog1
enjoyable evening at the Siren's Swoon, the PCs are
4-7 24 C 4 Human Smugglers War1/Rog1
approached by the town mayor, Alexander
4 Locathah War2
Montcrief. The mayor, under pressure from the
4-8 24 C Skr'thor, Scrag Ftr2
local fishermen, hires the PCs to investigate the
4-9 25 C Mortimer Mortenson, Human Ftr4/Rog3
haunted lighthouse outside of town. With
T Net Trap
storm season approaching, the fishermen need a
functioning lighthouse to guide their ships back to 4-10 26 C Captain Jared Goldtooth, Human Ftr5/Exp3
port. The mayor offers 250 gp per PC to clear out 4-11 27 C 3 Human Smugglers Rgr2/Rog1
any threats from the lighthouse. 2 Tiger Sharks
4-13 28 C 3 Human Smugglers Rgr2/Rog1
• While in Fair Haven, the PCs are approached by a
4-14 28 T Poison Dart Trap
local farmer named Olaf. He would like to hire the
PCs to investigate the local lighthouse, run by his Poison Needle Trap
brother, a druid named Llewellyn. He has not heard Glyph of Warding Trap
from his brother in weeks and when he approached 5-1 29 C 4 Locathah Bbn2
the lighthouse to check in on him, he was scared 5-2 30 P Green Slime
away by an unearthly shriek. He fears the worst. He 5-3 30 C Huge Monstrous Crab
can't afford to pay the PCs in gold, but he can offer 5-5 32 C 8 Locathah War2
a magic item (worth about 4000 gp) as payment, 5-6 32 C Aquatic Assassin Vine
worthless to a non-adventuring farmer. 5-7 32 C Shae'mae Locathah Drd5
Loglio, Squid Companion
Treasure Large Water Elemental
Smugglers carry 1d8 sp and 1d4 gp per class level. Tiger Shark
Each smuggler also carries a personal item (a gold 5-8 33 C 6 Locathah Bbn2
earring, for example) worth 2d6 gp times the smuggler's Sslithia, Fiendish Water Naga
class level. For example, a War1/Rog1 smuggler would 5-9 34 C 8 Locathah War2
carry 2d8 sp, 2d4 gp, and a personal effect worth 5-11 35 C Pomatomus, Locathah Bbn6
4d6 gp. Normal locathah carry 1d6 pearls each worth Sea Cat
10 gp. Locathah with additional class levels have 1d3 5-12 36 P 39 Non-combatant Locathah
additional pearls per class level. 5-12 36 P 43 Non-combatant Locathah

The Secret of Smuggler’s Cove - 3


the tribe that the gold might be valuable if traded to
Background Story for more useful objects.
When the smugglers arrived at the wreck, they en-
The History of the countered the locathah. Since the fishmen outnumbered
Fair Haven Lighthouse the smugglers, Mortimer wisely opened negotiations for
the wreck's gold. After a lengthy exchange between
Decades ago, a pompous noble named Lord Gregor Mortimer and the locathah druid Shae'mae, a deal was
purchased the land north of Fair Haven. He constructed eventually struck which benefited both sides. In exchange
an opulent manor house and a tower to entertain guests for hundreds of metal weapons, the locathah agreed to
and house his big game trophies. But a disastrous give the gold to the smugglers. Since the locathah can't
accident claimed Lord Gregor's life and soon his forge metal weapons underwater, they benefited from this
servants departed the manor to seek other employment. deal. Since the market value of the gold is much greater
In fact, Lord Gregor worshipped a dark devil in the than the weapons being smuggled to the locathah, the
secret dungeon below his manor. There, he dabbled smugglers turn a nice profit. It never occurred to Mortimer
with dark summoning until he and his high priest went to wonder why the locathah needed that many weapons.
too far, summoning an osyluth to do their bidding. The
devil escaped and destroyed both fools effortlessly. The Secret of Smuggler's Cove
The manor fell into disrepair. However, Fair Haven found – CK's Eyes Only! –
a use for the tower. They converted it to a lighthouse to
Once every 10 to 17 days, to coincide with the absolute
aid the local fishermen and passing merchant ships. A
lowest tide, the smugglers' ship arrives in the dead of
local resident named Llewellyn operated the lighthouse.
night with another load of weapons. A few smugglers
The Demise of the Nymph's Kiss make their way to the lighthouse to light the beacon,
guiding their ship in close to perform the exchange via
A few months ago, a band of smugglers discovered the skiffs. The smugglers' cleric keeps the undead keeper at
sea caves below the Fair Haven lighthouse. They set up bay. This "random" lighting of the beacon started the
a lair in the caves and the smuggler leader, a grizzled rumor in town that the lighthouse was haunted. The
sea dog named Mortimer Mortenson, hatched a bold smugglers have fostered this rumor by having their
plan to waylay the Nymph's Kiss, a merchant ship wizard place minor spells on the lighthouse to scare
loaded with gold. Since his band of smugglers was not townsfolk away.
experienced with ship-to-ship combat, Mortimer
Unknown to the smugglers or the townsfolk is the
needed an alternative plan to capture the gold.
reason why the locathah need so many arms. The
On a foggy night, the smugglers stormed the lighthouse locathah, urged on by the twisted lies of their fiendish
from the dungeon below. They detained Llewellyn in the water naga leader, plan to assault Fair Haven and wipe it
stairwell and prevented him from lighting the beacon as out. The water naga has convinced them that Fair Haven
the Nymph's Kiss approached. The merchant ship was is getting far too big. The humans are over-fishing the
dashed on the rocks and sunk. The smugglers didn't area and killing locathah in their fishing nets, it says. If
intend to harm the lighthouse keeper, but in an insane the fishing stocks are depleted, the locathah will need to
rage he broke free of his captors and tried to run to the move on, leaving their comfortable caves. The water
top of the lighthouse. While running up the narrow naga has persuaded the locathah that the humans would
staircase, he slipped he fell to his death. He eventually slaughter them if they were discovered so close to the
returned as an undead creature in an attempt to exact town. Thus, the locathah feel that they must attack first.
revenge on the smugglers.
All the smugglers needed to do was retrieve the gold from
the wreck of the Nymph's Kiss. Using several magic items
Player Beginning
to aid their underwater search, the smugglers began the A short trek along the rocky cliffs next to the ocean
tedious task of locating the wreck on the ocean floor. brings you north to Fair Haven's lighthouse.
Several days of stormy weather didn't make the search any
easier. It took over a week for them to locate the wreck, but The stone tower is perhaps two hundred feet high
by that time another group had already found it. with a white and black painted surface. Near the
lighthouse are the crumbling remains of a once-
Enter the Locathah opulent manor house. The roof has collapsed, as has
most of the second floor, but the remaining walls
The band of locathah that laired in the sea caves dis- are mostly intact.
covered the ship soon after the disaster. A thorough
search revealed the gold, but this commodity was A stone wall with a single metal gate blocks
almost overlooked by the locathah, who had no use for entrance to the compound that contains the light-
it. However, the locathah druid, Shae'mae, convinced house and manor house…

4 - The Secret of Smuggler’s Cove


Part 1 – Area 1-1 - Living Quarters
Beyond the wrought iron gate, a gravel path
The Lighthouse meanders to the lighthouse. Dried brown weeds
choke the path and courtyard as the wind howls
The lighthouse walls were built of reinforced masonry, from an angry sea.
to better resist the storms that batter the coast. All
ceiling heights are 10 feet, except area 1-3 which is 220 As you approach the stout iron-bound door, a high
feet. Interior doors are considered simple wooden pitched shriek cuts through the howling wind.
doors, but the exterior door is a strong wooden door A sense of dread sweeps over your band.
with an arcane lock. The exterior door to the lighthouse is wizard locked and
Lighthouse Walls, reinforced masonry: 1 ft. thick; hp has a magic mouth set to make a high pitched shriek trig-
180; Takes minimum damage each hit. Climb CL 0. gered by approaching within 40 feet. These spells were
placed by Erol, the smuggler's wizard. The smuggler's
Interior doors, simple wooden door: 1" thick; hp
cleric placed an unhallow spell on the door, with a cause
10; takes minimum damage each hit, CL -2 STR
fear effect attached to it (CL -1 CHA save to resist this
check to force, CL 0 DEX check to pick locks
effect; creatures with 6HD or more are immune). These
Exterior Door, strong wooden door: 2" thick; hp 20; precautions are all designed to keep townsfolk away,
Takes minimum damage each hit, CL 8 STR to force but stalwart PCs should not be discouraged so easily.
open, CL 10 to pick (locked) with Lock spell.
The magic mouth continues to shriek for 10 minutes
Wandering Monsters unless dispelled.

There is only a 5% chance (1 on d20) per half hour that Once the door is opened, read or paraphrase the
the PCs encounter a wandering monster while exploring following:
areas 1-1 and 1-2 of the lighthouse. This chance in- The thick door groans in protest as you push it
creases by +10% (1-3 on d20) if the PCs make excessive open. Beyond is a comfortable interior complete
noise. If an encounter is called for, roll 1d6 and consult with a pair of plush sofas and wooden end tables.
the following table. The allip is normally in area 1-3 and As you scan the room, a sea chest positioned
the smuggler is a lone individual who crept up through between the sofas slowly opens with a sinister
the dungeons hoping to loot the lighthouse. creaking noise. Rising out of the chest is a
1d6 Roll Encounter humanoid skeleton with glowing eye sockets and
1-5 Allip an evil leer.
6 Smuggler, human "Prepare to meet your makers, intruders," cackles
The following statistics blocks are provided for easy the skeleton as a hellish glow emits from its mouth!
reference for the CK. Don't give the players a chance to think; order them to
roll for initiative and pretend to roll for the skeleton.
Allip: See encounter area 1-3.
Try to get the PCs to waste some resources on this crude
Smuggler, Male Human: HD 2d8+2 (12 hp); Spd 30 hoax. The skeleton is not animated. Erol placed a
ft.; AC 14, +2 strike with Expert longsword for 1d8 continual flame spell on its skull and another magic mouth
dmg or +2 strike with light crossbow for 1d6 dmg. to grant it speech. A thin wire is attached to the skeleton
Smugglers have the abilities of a 1st level rogue. and the sea chest that runs to a pulley on the ceiling,
Back attack (x2); AL NE; Significant Attributes: Dex over to the exterior door. When the door is opened, the
13, Con 14, Primes: S, D, W chest opens and the skeleton rises out. A successful CL
Equipment: Expert longsword, light crossbow, 20 5 WIS check reveals the hoax.
bolts, studded leather armor. XP: 39 each This ground floor served as Llewellyn's living quarters
and is divided into a living room, a small galley, and a

The Secret of Smuggler’s Cove - 5


bedroom. The galley contains a wood burning stove, a stack of crates is triggered to fall on the trapdoor.
a pile of wood, cooking utensils, and a countertop Although the crates cause little damage, victims need to
separating the area from the kitchen. A small table with make a CL -3 DEX save or be knocked off the ladder and
two chairs holds the moldy remains of a half-eaten suffer 1d6 falling damage.
meal. A wooden ladder leads to a trap door in the The chamber is used as a storage area. Several crates
ceiling, providing access to area 1-2. contain lamp oil (for the beacon), wicks, dried food-
The bedchamber is a separate room. It contains a large stuffs, and mundane items (candles, rope, etc). Three
bed with a fluffy mattress and a pair of matching night- large casks contain fresh water and two small ones
stands. At the foot of the bed is a pile of clothes on a contain salt and cooking oil, respectively. The staircase
rug, concealing the trap door in the floor. This trap door leads to area 1-3.
leads to a musty passage that slopes down to area 3-1 Falling Crate Trap: +5 melee (1d3 damage), Search
of the dungeon after several hundred feet. The clothes (CL 7); Remove Trap (CL 3); Note: If struck by the
are all normal and were stored in the sea chest now trap, victim needs to make a DEX save (CL -3) or fall
holding the skeleton in the other room. Inside the left off the ladder, taking 1d6 additional damage.
nightstand are papers detailing the voyage schedule of
the Nymph's Kiss. Area 1-3 - The Stairwell
A thin, steep stone staircase wraps around the
interior of the lighthouse. The stairwell is open to
the top, but lacks any light source.
As you trek up the numerous steps, a wispy form
materializes in the stairwell. It's vaguely humanoid
in shape, but lacks features and trails into nothing-
ness. As the apparition floats toward your band,
you can hear an echoing, incessant babble, but you
can't make out what's being spoken.
The creature is an allip, the undead remains of
Llewellyn, the lighthouse keeper. In a vain attempt
to escape the smugglers, Llewellyn tried to climb
the steps to reach the beacon room. Instead, he
slipped and fell to his death. The smugglers tossed his
body over the cliff, but his soul can not rest and he has
returned as an allip. He wants to exact revenge on the
smugglers, and in his insane rage he believes the PCs
are also smugglers.
Tactics: While babbling, the allip flails away at fighter-
type PCs with its incorporeal touch. All creatures
within 60 feet of the allip need to make a WIS save or
suffer the affects of a hypnotism spell. Remember that the
staircase is a single-file situation; characters attempting
to pass other characters on the stairs force everyone
involved to make CL -5 DEX checks, with a failure
resulting in a fall of 60 to 100 feet or more. The
Area 1-2 - Storeroom Experience award for this encounter has been increased
If the trapdoor is opened before it is searched for traps, to reflect the difficult situation.
a minor trap is sprung: Llewellyn, Allip: HD 4d12 (28 hp); Spd 30' fly; AC
As you push open the trapdoor, you see a lit lantern 15, Touch attack drains 1d4 Wisdom unless target
hovering near a spiral staircase. Above your head, makes a WIS save, 0 WIS indicates permanent
you hear a creaking sound as several crates come in-sanity only curable by a heal spell; Healing -
crashing down! whenever the Allip drain's wisdom, it regains
double that in hp; Babble - all who hear within 30'
This is another minor trap set by Erol to frighten any
must make a WIS save or be affected by a hypnotize
who penetrate this far into the lighthouse. The lantern
spell for 2d4 rounds. Madness - any mind-affecting
has a continual flame cast on it and it's suspended by a
effect used on an Allip causes the originator of that
wire from the steps above. When the trap is sprung, it
effect to lose 1d4 wisdom, no save. Incorporeal - only
begins to slide up the staircase, out of view. Meanwhile,
hurt by magical weapons. AL NE; Prime: M; XP: 332.

6 - The Secret of Smuggler’s Cove


Refer to the indicated encounter area for the wandering
Area 1-4 - The Beacon Room monster's statistics. If the PCs defeat any of these foes, be
Pushing open the trapdoor, you realize you have sure to subtract them from their normal encounter area.
reached the summit of the lighthouse. This chamber
is dominated by a huge metal brazier holding oil Area 2-1 - Entrance Hall
and an immense wick. Several free standing mirrors Stepping through the crumbling remains of a pair of
surround the brazier and to the right a trio of small massive oak doors, you are greeted by what was
crates rests on the floor. once an elaborate entrance hall. The center of the
The walls of this room are set with glass windows, hall contains a large white marble fountain with a
providing a stunning view of the ocean. The brazier is statue of a mermaid frolicking with numerous fish.
unlit, but appears to have been used recently. The marble is pitted, the mermaid's arm broken off,
One crate contains extra wicks. Another holds flasks of and stagnant green water covers the basin. To the
lamp oil. The last crate is empty, but several sheets of left is a large pile of wooden debris. Behind the
parchment are on top. These are tide charts, star charts, fountain are a few steps of a wide staircase that
and shipping schedules for the Nymph's Kiss, the end in a pile of rubble.
merchant ship that was lost at sea a few weeks ago. This area is uninhabited. If a ranger can make a CL 1
These items are used by the smugglers to determine WIS check to track here, random gnoll tracks are
when to light the beacon to guide their ship in close to located, heading to area 2-3. If the PCs make significant
the sea caves. All the absolute low tides are underlined. noise here, allow the gnolls in area 2-3 a chance to hear
When the smugglers need to use the beacon, they have them. If they succeed, they can't be surprised. Roll a
their cleric turn the allip and hold him at bay. Meanwhile, d20. If the party is being quiet, the gnolls hear them on
they stuff cotton in their ears to nullify the allip's babble. an 18 or better, if the PCs are being moderately noisy,
the gnolls hear them on a 15, if the PCs are being noisy,
Part 2 – The Ruined the gnolls hear them on a 10. If the PCs in the room are
all successfully moving silently, there is no chance that
Manor House the gnolls hear them.

The manor house was once a royal estate, but now it's a Area 2-2 - Study
crumbling ruin. Except as noted, there is no second floor This room appears to have been a study. The broken
although bits and pieces remain in some places. remains of several plush chairs and sofas, inter-
As depicted on the map, there are numerous piles of mingled with wood fragments, are strewn about. A
debris. PCs crossing these need to make a successful door set on a stone wall to the left is partially
DEX check (CL -5) or fall prone. Moving over these buried in rubble.
areas is considered difficult terrain.
There is little of interest here. If the PCs make any noise,
All doors in the manor are considered good wooden have Takaritha (see area 2-5) try to hear them. If she
doors and most are stuck or otherwise not functional. succeeds, she casts ventriloquism, causing her voice to
The walls are standard wooden walls. emit from area 2-6. She uses a feminine voice that
Wooden Wall: 6" thick; hp 60; Takes half damage whimpers and sobs, attempting to lure the PCs into the
each hit; Climb CL 6. monstrous scorpion nest.
Good Wooden Door: 1 1/2" thick; takes half dam-
age each hit; hp 15; Force open CL 1 STR check, CL Area 2-3 - Library
3 DEX to pick lock. Note: If the gnolls overheard the PCs in area 2-1, they
are expecting them. The tables are already flipped over
Wandering Monsters and they have arrows aimed at the doors. Adjust the
There is a 10% chance (1-2 on d20) per half hour that the read-aloud text accordingly.
PCs will encounter a wandering monster. These As you push open the battered doors, you are
encounters likely occur in an otherwise empty room. greeted by an immense chamber in disarray, choked
The chance for an encounter increases by +10% (1-4 on with vines and weeds. Several wooden book cases
d20) if the PCs are making any loud noise, such as are toppled over and smashed. The few remaining
breaking down a door. If an encounter is called for, roll books are strewn about like discarded toys. On the
1d6 and consult the following table. opposite side are the charred remains of a fire.
1d6 Roll Encounter
A quartet of mangy humanoids is assembled at a
1-4 1 dire weasel (normally in area 2-11) pair of shabby tables, engrossed in games of dice.
5 1 large monstrous scorpion They sport hyena-like heads, reddish furry manes,
(normally in area 2-6)
and chain mail armor. Another humanoid sits on a
6 2 gnolls (normally in area 2-3)

The Secret of Smuggler’s Cove - 7


8 - The Secret of Smuggler’s Cove
pile of timbers, honing the blade of a battleaxe with
a whetstone. At your appearance, he leaps up and Area 2-4 - The West Tower
shouts a command. The remaining gnolls snap into This door leads to a circular chamber perhaps 30
action and begin tipping the tables over for cover. feet in diameter. Although the tower appears to
have been several levels high, the upper floors have
The humanoids are gnolls and their leader is a ranger
since collapsed. The dusty floor is covered with
named Tusk. These brutes are a diplomatic contingent
rotting timbers and various weeds. Long vines creep
from a nearby tribe. The smugglers contacted them and
along the interior stone walls.
have offered to hire them on behalf of the locathah.
Unknown to the smugglers, the locathah would like the This tower was once a guard room, but there is nothing
gnolls to storm Fair Haven by land while they attack of interest here now.
from the harbor.
Hidden beneath a pile of rubble, requiring a successful Area 2-5 - The East Tower
CL 0 WIS check to locate, is a locked iron box. The lock Note: The door to the east tower is partially buried in
is good quality (CL 15 to pick it open). The box contains rubble. Ten minutes of hard labor are required to clear
500 gp and several contracts between the gnolls of The the rubble away to access the door. During this noisy
Broken Blade tribe and an unspecified second party. procedure, make a wandering monster check and allow
For the amount of 7500 gp, The Broken Blade tribe Takaritha a chance to hear them (50%) If she succeeds,
pledges its full military support, but the contracts are see the tactics section below. She uses flight to enter and
not signed yet. exit her lair.
Tactics: The four normal gnolls take their first action to The stench of rotting flesh assaults your nostrils as
flip the tables and draw their bows. Using the table as you open the door. This chamber appears to be a
cover (+4 to AC, +2 to DEX saves), they pepper the PCs round tower, 30 feet in diameter. Arrow slits
with arrows before entering melee. Meanwhile, Tusk encircle the stone walls and the floor is littered with
drinks his potion of bear's endurance and then casts bones. Most appear to have been large animals, but
entangle on the vines in the room, attempting a few humanoid bones are also present.
to ensnare as many PCs as possible. After that, he
About 20 feet overhead, the partial remains of a
draws both axes and wades into melee, focusing on
wooden floor can be seen. The floor extends over the
immobilized targets.
southeast portion of the tower and appears quite
flimsy.

NEW ITEM A wicked harpy named Takaritha lairs in this tower


and she considers the manor ruins her domain. The
Potion of Bear's Endurance smugglers have made contact with her and maintain an
This potion temporarily grants the target uneasy truce. She has no desire to join the smugglers
an additional 2HP per hit die to their and cares little for their material goals. She has agreed
maximum hit points. Duration: 10 minutes. to let the gnolls stay in the manor for a few days, but
only because she has already killed and eaten one, and
looks forward to more!
TUSK, Gnoll leader: HD 6d8 (30 hp, 42 with Takaritha maintains a dirty nest of twigs, leaves, rotting
potion), Spd 30', AC 15, Paired axes (+1 battle axe upholstery, and smelly furs on the floor above this
and a hand axe) do 1d8+1 or 1d6 damage each or chamber. Although it appears flimsy, the floor is quite
longbow for 1d8 dmg. Tusk has the spellcasting stable. There are no steps or ladders, so a successful CL
abilities of a 1st level druid, 60' Darkvision, AL CE; 0 Climb check is necessary to scale the wall to reach the
Prime P; XP: 360/482 if he drank the potion. Druid floor. Of course, Takaritha won't sit idle while the PCs
spells prepared: Entangle. assault her nest.
Equipment: Chain shirt, Strong longbow (+1 STR Her treasure is scattered about her lair. Hidden under
bonus max), 20 expert arrows, +1 battle axe, hand several furs is an iron pot (CL 0 WIS check to find)
axe, potion of bear's endurance. containing 76 gp and 21 pp. Most of the furs are useless,
Gnolls (4): HD 2d8 (10 hp each), Spd 30', AC 15, but one silver fox pelt is worth 150 gp, if thoroughly
Attack with 2-handed Axe for 1d12 dmg or short- cleaned. Wrapped in a musty cloak are a pair of
bow for 1d6 dmg, 60' Darkvision, AL CE, Prime P, electrum candlesticks (each worth 75 gp) and 13
XP: 120 total. assorted pieces of silverware (worth 1 gp each). She also
Equipment: Expert 2-Handed Axe, Chain mail, has a number of other valuables and magic items which
Strong shortbow (+1 STR bonus max), 20 arrows, she carries on her person (see stats below).
4d4gp. Damaged Wooden Floor: 3 inches thick; hp 150
(due to damage), takes half damage each hit, Note:

The Secret of Smuggler’s Cove - 9


If the floor supports are targeted during an attack,
only 40 hp of damage needs to be inflicted to
collapse the floor.
Tactics: If Takaritha hears the PCs in area 2-2, she
stealthily flies overhead and casts ventriloquism in area
2-6. She attempts to lure the PCs into the monstrous
scorpion nest there. While the PCs deal with the vermin,
she attacks using her captivating song and ray of
enfeeblement to hinder the PCs.
If confronted in her lair, she remains on the floor above
for cover, and uses her captivating song. She quaffs her
potion of protection from arrows (10/magic) before the
PCs enter the room. She saves her ray of enfeeblement
spells for PCs climbing the walls and might try to use
ventriloquism to distract PCs. She tries to avoid melee,
taking to the air if needed. However, she's not opposed
to swoop in and smite foes with her rod of withering. If
reduced to 10 or fewer hit points, she drinks her potion
of cure moderate wounds and flees via flight.
Takaritha, Harpy: HD 5d8 (25 hp); Spd 20' or 50' fly;
AC 15; 2 claw attacks do 1d3 dmg or rod of withering,
Takaritha has the spell casting abilities of a 2nd
level Illusionist. Darkvision 60'; Captivating Song -
CHA save negates, 1 try per target/24 hours, affects
all who hear within 300', captivated characters
approach the harpy and do not resist her attacks. A
Bard can make a CHA check to give a PC a retry on Tactics: The two large monstrous scorpions mindlessly
the save; AL CE; Prime P; XP: 325; Illusionist spells attack to defend their nest. Note that if the PCs did not
prepared: ventriloquism, color spray (instead of ray of deal with Takaritha, she attacks from above while the
enfeeblement) PCs deal with the scorpions (see area 2-5 for her tactics).
Equipment: Ring of protection +2, potion of protection Four small monstrous scorpions lair in the east fireplace.
from arrows, potion of cure moderate wounds (5th), These two-foot long vermin attack only if disturbed and
rod of withering, three silver rings (100 gp each), can be detected with a successful Spot check (CL 0).
platinum ring (225 gp). Otherwise they receive surprise if a PC casually grabs
the candlestick or searches the interior of the fireplace.
Area 2-6 - Dining Hall Large Monstrous Scorpion (2): HD 5d10 (30 hp
This chamber appears to be an immense hall, about each); Spd 30'; AC 16; 2 Claws pinch for 1d6 dmg,
40 feet wide and 60 feet long. To the west is a trio of Constrict-If both claw attacks hit a single target, the
doors. On the east and north walls are huge stone scorpion constricts for 1d8 dmg per round (STR
fireplaces, the former quite damaged. A massive oak save negates); Sting: CON save or lose 1d6
table top lies smashed on the dusty floor. constitution; Darkvision 60'; Tremorsense 60';
Mindless: it is immune to mind-affecting abilities;
Suddenly, the table top shifts and a pair of 10-foot AL: N; Prime: P; XP: 290 each (580 total).
long insects appear. They scuttle forward, their
Small Monstrous Scorpions (4): HD 1d10 (6 hp
huge menacing claws snapping in anticipation. As
each); Spd 30 ft.; AC 14, 2 claws do 1d2 dmg each;
they close, each arches its stinger over its back.
Constrict-if both claws hit, it constricts for 1d3 dmg
This room was once a dining hall, used by Lord Gregor per round (STR save negates); Sting: CON save or
to wine and dine important guests. Now this area is the lose 1d2 constitution; Darkvision 60 ft., Tremorsense
nest of a family of monstrous scorpions. 60 ft., Mindless: immune to all mind-affecting
Discarded in the east fireplace is an electrum candlestick abilities; AL N; Prime P; XP: 15 each (60 total)
(worth 75 gp), but retrieving it disturbs the scorpion
nest. Hidden in the east fireplace, about three feet up the Area 2-7 - Kitchen
shaft, is a secret compartment (Search CL 7). Inside is a This long hall appears to have served as a kitchen.
scrap of parchment with the word "Sareth'tuel" inscribed Along the north wall is a fireplace. A pair of broken
on it, stuffed inside a ring of freedom of movement. The tables litter the floor. Rusted pots, pans, and
word is the command word for the iron flask in area 3-9C. cooking utensils are scattered about the debris.

10 - The Secret of Smuggler’s Cove


Near a small door to the south, the wall has maw agape. The walls are covered with the rotting
collapsed, revealing a storeroom. A single intact remains of stuffed creatures. Numerous short stone
door is on the west wall. pedestals are arranged on the floor.
This deserted chamber was indeed the kitchen. Lord Gregor was quite a hunter. This hall was used to
The door on the west wall is swollen shut. There is a display his finest trophies. Most of the valuable creature
secret door in the back of the fireplace that requires parts have long since been destroyed or removed by
a successful CL 7 WIS check to locate. It leads to the bandits.
fireplace in the trophy room (area 2-9). The reptilian head is from a young adult black dragon.
Lord Gregor boasted it was his most difficult trophy to
Area 2-8 - Storeroom obtain, but only because the merchant insisted he pay
This area appears to have served as a storeroom. double its value in gold! One of the horns is fake and
The room is perhaps 50 feet wide but only 15 feet can be removed with a counter clockwise twist.
long. The ceiling appears to have been only 8 feet This requires a successful CL 10 WIS check to locate.
high here, based on the few remaining upper floor The horn is actually a scroll tube that contains a divine
joists. The slanting bottom of the steps from the scroll of deathward.
entrance hall juts over this area like a cliff. There is a secret door in the rear of the fireplace that
To either side are the smashed remains of crates. To requires a successful CL7 WIS check to locate. It leads to
the far east, five dusty casks line the wall. In the the fireplace in the kitchen (area 2-7).
southeast corner of the room is an intact door that
appears to be in good condition. Area 2-10 - Entertainment Room
The crates once contained non-perishable food, but are This is another large chamber, 30 feet wide and 60
now empty. Three of the casks are empty, but one holds feet long. A wall, mostly collapsed, divides the
salt and the other is half full of rancid cooking oil. room in two, the smaller section being 30 feet by 15
The door is in fine condition, recently repaired by the feet. This area appears to function as a parlor or
smugglers. A successful CL 0 WIS check reveals that it lounge. The larger room boasts a fireplace along the
has well-oiled hinges, recently replaced. The smuggler's north wall and a pair of doors on the east wall. The
wizard, Erol, has placed a wizard lock on the door. The floor is warped hardwood and the broken remains
door leads to the wine cellar (area 3-1) and is used by of plush sitting furniture adorn the room.
the smugglers. This chamber was once an elegant sitting room. The
Strong Wooden Door: 2 inches thick, hp 20, Half hardwood floor served as a dance floor and numerous
damage per hit, CL 8 STR check to break; CL 10 to sofas lined the walls.
pick lock. This door has wizard lock cast on it. The indicated area of the floor on the map is unsafe.
If more than 100 lbs of weight enters this area the floor
Area 2-9 - Trophy Hall collapses swiftly and suddenly. Victims must make a
This hall appears to be about 20 feet wide and 60 CL3 DEX save to jump aside, or be deposited into area
feet long. There is a door in the center of the east 3-5 of the dungeon below (and then deal with the
and west walls. The north wall has partially hazard located there). A successful CL 0 WIS check
collapsed in two places, providing access to the reveals this unsafe area.
courtyard. Along the south wall is an elaborate Collapsing Floor: CL3 DEX save to avoid falling in;
stone fireplace surrounded by warped, pitted 2d6 falling damage plus 2d6 damage from floor; CL0
mahogany mantle. Over the mantle is the mounted WIS to locate; Note: Victims are deposited into area
head of a black reptilian creature, its tooth-filled 3-5 and must deal with the hazard located there.

The Secret of Smuggler’s Cove - 11


Area 2-11 - Guest Rooms Part 3 – The Dungeon
This area appears to have once been a pair of
rooms, but most of the dividing wall has collapsed.
Rubble and debris are strewn about, most of it
Under the Manor
intermixed with the tattered remains of several Unless otherwise noted, most ceilings in the dungeon
tapestries. To the west, the wall has a 5-foot are 10 feet high, and there is no natural light. Areas 3-8
diameter hole in it, providing an exit from the and 3-9 are only 5 feet high and are considered hewn
manor. The north wall has also partially collapsed, stone. The rest of the dungeon is considered masonry
revealing another room beyond. A large pile of walls. Unless otherwise noted, all doors are good
debris rests in the northwest corner of the room. wooden doors. Statistics for these walls and doors are
as follows:
These two rooms once served as guest bedrooms. Now
they serve as the lair for a family of dire weasels. The Masonry Wall: 1 foot thick; hp 90; takes minimum
dire weasels use the hole in the west wall to leave the damage per hit; Climb CL 0.
lair to hunt. Secluded in the pile of debris in the north- Hewn Stone Wall: 3 feet thick; hp 540; minimum
west is a 5-foot wide hole that leads to a shallow den. damage per hit; Climb CL 7.
The dire weasels lack treasure, but their hides are Good Wooden Door: 1 ½ inches thick; hp 15; takes
valuable if properly removed and cured. This process half damage per hit; Force open CL 1 STR, Pick
requires a successful CL-5 WIS check for each hide. lock CL 3.
Each hide is worth 10 gp per hp of the dire weasel
(for example, a dire weasel with 15 hp has a pelt worth Wandering Monsters
150 gp). For every point of damage inflicted with a There is a 10% chance (1-2 on d20) per half hour that the
slashing weapon (or a fire-based spell), the value is PCs will encounter a wandering monster. This chance
reduced by 10 gp. increases to 15% (1-3 on d20) if the PCs make excessive
Tactics: The dire weasels have the scent special ability noise while exploring. If an encounter is called for, roll
and can smell opponents approaching within 30 feet. 1d6 and consult the table below to determine what
The two adult dire weasels usher the four young adults creature is encountered. If the gray ooze is encountered,
into the den. Then the adults hide in area 2-12 and be sure to remove one from area 3-3. All the other
ambush any PCs that approach the den. The following encounters are extra creatures, not keyed to any
round, the four young adults swarm out of the den and particular location.
attack. Treat all the weasels as having the same stats, as 1d6 Roll Encounter
indicated below. 1-3 4 dire rats
Dire Weasel (6): HD 3d8 (15 hp each); Spd 40 ft.; AC 4-5 1 dire weasel
16; Bite attack does 1d10; Attach: If it hits with a 6 1 gray ooze (normally in area 3-3)
bite, target must make a STR save, or the weasel
holds on, doing 1d4 damage per round; Low-light The following statistic blocks are provided for easy
vision, scent; AL N; Prime: P; XP: 80 each (480 total) reference:
Advanced Dire Rats (4): HD 3d4 (6 hp each); Spd
Area 2-12 - 30' 15' Climb; 13; AC 13; Bite does 1d4 dmg; Disease:
10% chance each rat has disease; Twilight Vision;
Guard Captain's Room AL N; Prime: P; XP: 38 each; (152 total).
This small chamber is only 20 feet by 20 feet and Dire Weasel: See area 2-11
appears to have been a private bedchamber. The
south wall has partially collapsed, revealing Gray Ooze: HD 3d10 (18 hp); Spd 10'; AC 5; Acid
another room. Several piles of debris are present does 1d8 dmg; Constrict: if it strikes, target must
and the rotten, gnawed remains of a trapdoor in the make a STR save or continue to take 1d4 dmg per
floor lead to a dark staircase. round; Transparent: CL 6 WIS save to notice Gray
Ooze before it strikes; AL N; Prime: P; XP: 94.
The captain of the guard once dwelled in this bed-
chamber. There is little of interest here. The trapdoor
leads to the dungeon.
Area 3-1 - Wine Cellar
As you enter this subterranean chamber, you notice
a chill in the air and the faint smell of fermentation.
This dark dusty chamber is lined with wooden
racks in even rows. However, the bottle-sized racks
are all empty. Along the walls are many five-foot-
high wooden casks.

12 - The Secret of Smuggler’s Cove


The Secret of Smuggler’s Cove - 13
Lord Gregor maintained an extensive wine cellar. There same target the following round. These mindless oozes
are a total of 26 casks, but 17 of them are empty and the fight until dead.
remaining 9 contain foul vinegar. Gray Ooze (2): HD 3d10 (18 hp each); Spd 10'; AC 5;
If a PC searches for tracks, a successful tracking check Acid does 1d8 dmg; Constrict: if it strikes, target
(CL3) reveals numerous humanoid (both human and must make a STR save or continue to take 1d4 dmg
gnoll) tracks. Most of these tracks originate from the per round; Transparent: CL 6 WIS save to notice
steps and head to the secret door in the north wall. Gray Ooze before it strikes; AL N; Prime: P; XP: 94
PCs searching for the secret door in the north wall each (188 total).
receive a +2 circumstance bonus to locate it, after
finding the tracks. Area 3-4 - Barracks
There are three secret doors located in the wine cellar, Note: The entrance to this location has no door. It was
but each has a different difficulty to locate. Consult the destroyed years ago.
table below: This 15 foot by 20 foot chamber appears to have
Secret Door Search CL served as a barracks. The remains of several
North wall 5 wooden bunk beds are smashed and scattered
about. The walls hold weapons racks, but only one
West wall 7
is filled with the remains of rotting leather armor.
East wall 10 There seems to be a faint animal smell coming from
a three-foot-wide hole in the south wall.
Area 3-2 -
This area is one of three barracks in the dungeon. It is
Secret Meeting Chamber unoccupied save for the decrepit bunks and the ruined
This dark chamber is perhaps 25 feet wide by 20 feet armor.
long. An oak table with eight matching chairs In the south wall, there is a rough hewn three foot
occupies the center of the room. The east and west diameter tunnel that leads to the dire rat warrens (see
walls hold three torch sconces each, and the north area 3-6).
wall is covered with a carved mural of a forest
scene. The scene depicts trees, frolicking animals, Area 3-5 - Barracks
and skulking elves.
This area appears to have once been a barracks.
Lord Gregor maintained this secret room to conduct Most of the contents appear undisturbed. There are
clandestine meetings with shady individuals. When the six rotting bunk beds situated in neat rows. At the
smugglers discovered the room, they continued its use, foot of each is a small wooden chest. The room is
hence the room is not as dusty and unused as most in covered in a thick layer of yellow dust.
the dungeon.
The bunks are falling apart and the small chests are
The mural serves a purpose. Hidden amongst its empty. The yellow dust that covers the contents of the
surface are several peepholes allowing someone in area room is actually yellow mold. If disturbed, it explodes
3-3 to observe and hear all proceedings in the meeting in a 5-foot square cloud of poisonous spores. Victims in
room. A successful WIS check (CL 15) locates these this area of effect need to make a CON save or choke to
peepholes. death in 6 rounds. Fire can destroy the mold, although
the damp wooden bunks are difficult to ignite.
Area 3-3 - Observation Corridor
Yellow Mold: HD 2d8 (10 hp), Spd 0'; AC: can
This area appears to be a 30-foot long corridor. A
always be hit; If the mold is touched, there is a 50%
successful WIS check (CL 0) allows the viewer to
chance it will release its spores in a 10'x10'x10' cloud.
notice a puddle of water about two thirds down the
Spores do 1d6 damage and victims must make a
length of the corridor. This puddle is actually a gray
CON save or choke to death within 6 rounds.
ooze and if the PCs have not encountered one as a
Invulnerable: the only thing that does damage to a
wandering monster, another lurks on the north wall
Yellow Mold is fire; AL N; Prime P; XP: 40.
(WIS CL 5 to notice).
Along the south wall are four peepholes of various If any PCs fall through the floor in area 2-10, they are
heights that can be used to spy on area 3-2. These can be deposited here and automatically disturb the entire
discovered with a successful WIS check (CL -3) as they patch of mold. In this case, the victims receive a -2
are not well concealed. circumstance penalty to their CON save.
Tactics: If a PC fails to notice the gray ooze on the floor, Discarded under one of the bunks, located with a
the victim plunges into it and suffers slam and acid successful WIS check (CL 5), is a expert dagger set with
damage. If the second ooze is present, it lunges at the five tiny opals, worth 575 gp.

14 - The Secret of Smuggler’s Cove


side passages or the rear. The fiendish advanced dire rat
Area 3-6 - Barracks/Dire Rat Lair uses his smite good ability the first chance he gets.
Note: The smugglers have barred this door from the Victims bitten by a dire rat suffer the effects of filth
outside. It takes one minute to lift the heavy bar and fever.
open the door, alerting the occupants. Advanced Dire Rats (8): HD 3d4 (6 hp each); Spd
The door finally opens and you are nearly over- 30' 15' Climb; 13; AC 13; Bite does 1d4 dmg; Disease:
whelmed by the stench of musty decay and offal. 10% chance each rat has disease; Twilight Vision;
The chamber is perhaps 15 feet wide by 20 feet long. AL N; Prime: P; XP: 38 each; (304 total).
The center of the room contains a pile of smelly Advanced Fiendish Dire Rat (1): HD 5d4 (11 hp);
refuse at least 10 feet in diameter and almost half Spd 30' 15' Climb; 13; AC 13; Bite does 1d4 dmg;
that high. Several four-foot-long brown rodents Disease: 10% chance each rat has disease; Smite
rummage around the pile. Several more pop their Good 1/day: an attack that does +5 dmg to any
heads up through the trash, drool spewing from good-aligned target; Darkvision 60'; Twilight
their feral mouths. Vision; SR 5; Can only be hit by +1 or better
The PCs have disturbed a dire rat lair. If they weapons; AL N; Prime: P; XP: 235.
immediately close the door, they can avoid the
encounter. Otherwise consult the tactics below. Area 3-7 - Torture Chamber
This room was a barracks, but there is no remaining This chamber is 25 feet wide and 20 feet long.
furniture. It has been destroyed over time and by the However, part of the east wall has collapsed. A 5-
dire rats. The pile of filth contains bits of furniture, foot high rough-hewn passage is located on the east
tapestries, rotting foodstuffs and dire rat waste. PCs wall. An iron maiden and a rack are positioned on
poking around the pile for 10 minutes have a 10% the west wall. The north wall holds numerous iron
chance of contracting filth fever. pokers, tongs, and other unspeakable devices. In the
southwest corner rests an iron brazier and several
In the southeast corner of the room is a three foot overturned iron pots.
diameter tunnel that leads to area A, the dire rat
warrens. Creatures larger than Small suffer 1/2 move- This chamber was indeed a torture room used by Lord
ment penalty and a -4 to hit with non-piercing weapons. Gregor to interrogate special "guests." Although the
Large two-handed weapons and most ranged weapons smugglers have considered putting this room back into
can't be effectively employed in these tunnels. use, they haven't gotten around to it yet.
Tactics: There are twelve dire rats here. Intruders are The rough hewn passage was created by various
swarmed, probably granting the rats flanking bonuses burrowers over course of many years. PCs with
to hit. If half these dire rats are destroyed, the Stonecunning or a successful WIS check (CL 0) made by
remainder flee to area A. Victims bitten by dire rats a dwarf can determine that a burrowing creature carved
suffer the effects of filth fever. The fever causes a the tunnel, but so many have used it over the years that
character to make a CON save or lose 1d3 Strength, it's not clear what carved it originally.
Dexterity, and Constitution for the next 1d3 days. The torture implements on the wall are still functional.
Advanced Dire Rats (12): HD 3d4 (6 hp each); Spd Most cause 1d2 points of damage, plus an additional
30' 15' Climb; 13; AC 13; Bite does 1d4 dmg; Disease: point of Dexterity, Constitution, or Charisma damage,
10% chance each rat has disease; Twilight Vision; depending on its function. If a target is thrown into the
AL N; Prime: P; XP: 38 each; (456 total). iron maiden, and the door shut, the victim suffers 3d6
points of damage per round.
Area 3-5A - Dire Rat Warrens
These three foot high passages serve as the lair to a pack
Area 3-8 - Natural Cavern
of dire rats, led by a fiendish advanced brute that and Darkmantle Lair
resides in a small chamber. The passages squirrel about The rough-hewn corridor spills into a natural
with exits in room 3-4 (the route the dire rats use to cavern perhaps 20 feet wide but only 10 feet long.
explore the dungeons) and the temple at area 3-12. The chamber is damp, and several stalactites dot
Eight more dire rats inhabit these warrens, plus any that the ceiling. Before you can investigate further, the
flee area 3-6. Secluded in the small chamber amidst the entire chamber is plunged into inky darkness.
rotting hay are the following shiny objects collected by
The damp floor is covered with light rubble, forcing PCs
the dire rats: 111 sp, 46 gp, 3 pp, 6 gems (worth 2 x 125
to make a successful CL -5 DEX check each round of
gp, 2 x 400 gp, 500 gp, and 675 gp), three silver buttons
combat. Failure means they fall prone. This chamber
(each worth 1 sp) and a gold earring (worth 55 gp).
and the corridor to the east were created by a large
Tactics: These dire rats defend their warrens to the burrowing creature. The smugglers have since
death. If possible, they attempt to engage the PCs from

The Secret of Smuggler’s Cove - 15


collapsed the passage to the north to prevent more contain prisoners or something interesting, as detailed
predators from entering the dungeon. If desired, the CK below. The letters correspond to the key on the map.
can expand the dungeon here with more encounters. Iron Doors (locked): 2 inches thick; hardness 10; hp
Tactics: The darkmantles are hiding. PCs need to make 60; Break CL 13 STR, Open Locks CL 10
a CL 3 WIS check to discover the stalactites are actually
the darkmantles. The ambush begins with one dark- Area 3-9A - Half-Elf Bard
mantle casting darkness. If this is dispelled, another casts This cell contains a male half-elf bard named Corwin.
darkness when it has the chance. Meanwhile, the dark- His hands are bound behind his back and he is blind-
mantles drop and attempt to establish a successful folded and gagged tightly. The smugglers captured
grapple. If successful, they attach to the victim's head Corwin poking around the lighthouse a few weeks ago.
and begins to constrict. Realizing his skills would be useful, they force him to
Advanced Darkmantles (6): HD 3d10 (18 hp each); sing to drown out the allip's babble and Takaritha's
Spd 20' (30' Fly); AC 18; Bite does 2d6 dmg; captivating song. As long as he serves their purposes,
Constriction: if hit by a bite, target must make a STR the smugglers won't harm or mistreat him. Still, he
save or take 1d6 dmg per round. Blindsight 90' (it would much rather be free and rewards his rescuers
requires no light to see, but a silence spell will with a 250 gp ruby hidden at his residence in a nearby
"blind" it); Darkness: as per spell 1/day; AL: N; town. If freed, he asks to be escorted to Fair Haven so he
Prime: P; XP: 89 Each (267 total). can recover from his ordeal.
Corwin; Half-Elf Bard 3: 3d10HD (18 hp); Spd 30';
Area 3-9 - Cellblock AC 11; BtH +3; Unarmed 1d2 dmg; Bardic Abilities;
Note: The door to this chamber is locked and requires a Half-Elf Abilities (Favored Lineage: Elf); Attributes
successful Open Locks roll (CL 5) to open. of Note: Dex 14, Int 13, Cha 16. Primes: Dex, Cha.
The room is 15 feet wide and 30 feet long. The floor Equipment: Expertly crafted mandolin.
is smooth stone and the north and south walls are
lined with five prison cells each. Each cell measures Area 3-9B - Male Human Com1
5 feet by 5 feet and is sealed with metal bars. Well-
This cell contains a male human farmer named Cedric,
maintained locks adorn the doors and some of the
also blindfolded and bound. Cedric also explored the
cells appear to be occupied.
lighthouse a few days ago on a bet. He succumbed to
Lord Gregor maintained a small cellblock and the the fear effect of the unhallow spell in area 1-1 and fled
smugglers continue its use today. Four of the cells to the manor. There, the gnolls apprehended the hapless
human and turned him over to the smugglers as a gift,
thinking he was one of their band. He's been locked up
here for three days. If released, he begs to be returned to
Fair Haven.
Cedric, Human Commoner: 1d4HD (2hp); Spd 30';
AC 10; BtH +0; Unarmed 1d2 dmg; Primes: Str, Dex,
Con.

Area 3-9C - Metal Flask


Sitting on the floor of this locked cell is a small 8" high
black metal flask with a round base and a flute-like top.
A solid brass stopper inscribed with runes seals the
flask. This item is a magical iron flask that contains a
succubus named Cyrilla. Lord Gregor was obsessed
with devils and demons, and this captured succubus
was his prized possession. The smugglers found this
item in the temple (area 3-12) and Erol guessed at its
function. Thus he had it stored here while he researches
the command word.
If the stopper is removed, Cyrilla appears and serves
the user for one hour if the command word "Sareth'tuel"
is spoken. Otherwise, she appears on the floor sitting
with legs folded, arms crossed and eyes closed,
humming. She appears to be meditating and wears a
full cloak, hood down over her head. She appears as a

16 - The Secret of Smuggler’s Cove


comely female with long brown hair and delicate stone on stone as the door slides open alerts Grog to the
features. Due to the cloak, a successful CL 5 WIS check arrival of company. Since he is not expecting his
is required to notice her horns or wings. employers, he prepares to attack on sight.
Tactics: Her meditation is just a ruse. She is actually With a loud grinding sound, the secret door slowly
using her spell-like ability to shape change into a human. slides to the left to reveal a natural chamber. Dim
If allowed, she follows it up with casting charm person, torch light illuminates the cavern with a flickering
and attempts to pass herself off as a simple human glow. To the left, the dying embers of a fire issue
rogue. She uses her suggestion spell-like ability to forth from a small firepit and the smell of over-
convince the PCs of her intentions and tries to win their cooked meat tantalizes your nose. To the right is a
trust. Her goal is to join the party before attacking from large pile of furs. The southern wall contains a dark
the rear at an opportune time. She first uses her death passage that slopes down.
attack and follows it up by attempting to use gate to
This area is a guard room occupied by an ogre
summon a vrock (with a 30% chance of success). If
mercenary named Grog. Grog has been hired by the
forced into melee, she casts before using her dagger.
smugglers to provide extra muscle, but he is incapable
If reduced to half her hit points, she runs into the gate to of little else. Therefore, he is stationed here, to guard the
the abyss. She could return to harass the PCs with sneak entrance to the sea caves below and keep an eye on the
attacks, potentially become a recurring villain. prisoners in area 3-10. When he remembers, he brings
Cyrilla, Succubus/Assassin: HD 9d8 (45 hp); Spd them food and water.
30' (50' fly); AC 22; Kiss: touch attack drains one Hidden under a rock in the northeast corner of the
energy level; two claws do 1d4, or +1 Dagger of room, requiring a successful WIS check (CL 5) to locate,
Venom 1d4+1 dmg + victim must make a CON save is a small cavity. Inside are ten sacks crammed with 850
or lose 1d4 constitution; Spell-like abilities, usable gp… or so it appears. Actually, these are only copper
at will: Darkness, Charm Person, ESP, Clairaudience, pieces painted gold. This fact can be noted with a
Suggestion, Gate 30% chance, and Alter Self. She can successful INT check. The smugglers are duping the
shape change into any humanoid form. She can brute into thinking he is being paid in gold!
also become ethereal. She can only be harmed by
Tactics: Grog crouches in the shadowy corridor, spying
magical weapons, +1 or better; Darkvision; SR 15;
on those entering his chamber. If he doesn't recognize
Assassin: Cyrilla has all the abilities of a 3rd level
them, he downs his potion and rages into combat with
Assassin, including Case Target, Disguise, Sneak
his great club. If the players aren't smart about this
Attack, and Death Attack; Saves P, M +3 due to cloak
encounter, someone is likely to end up dead.
of resistance; AL: CE; XP: 2,005.
Grog, Male Ogre/Barbarian: HD 8d8 (40 hp,
Equipment: +1 dagger of venom, cloak of resistance +3,
increases to 56 when enraged); Spd 30'; AC 17; +1
+2 ring of protection (figured into her AC).
Greatclub does 2d8+1 dmg; Javelins do 1d8 (they are
Vrock: HD 8d8 (40 hp); Spd 30' (50' fly); AC 20; Two the size of spears); Barbarian Abilities: Grog has the
claws do 1d4dmg, Two talons do 1d8 dmg, and bite abilities of a 4th level barbarian, including Combat
does 1d6 dmg; Darkness 5' radius at will; At will Sense, Primal Force, and Primal Fury; Darkvision
1/round: Detect Invisibility; Telekinesis (as 8th level 60'; Twilight Vision; Saves: P; AL: CE; XP: 695
caster); Gate 10% chance (cannot use this ability
Equipment: +1 greatclub, +1 hide armor, Key Ring;
until 24 hours after being summoned); SR 11;
potion of shield of faith (grants +2 AC)
Darkvision 60'; Saves: P; AL: CE; XP: 970.

Area 3-9D - Secret Door Area 3-11 - The Hidden Temple


Note: The smugglers have explored here and after the
This cell is empty. However, concealed on the south
brush with the undead in area 3-12, have decided to
wall is a secret door that requires a successful WIS check
shun this area. Erol has placed a wizard lock on the door
(CL 10) to locate. Note that Corwin and Cedric are
leading to the double doors into the temple.
unaware of this secret door, since they are blindfolded.
However, Corwin suspects a secret door is nearby based Strong Wooden Door: Wizard Locked, CL 10 to pick
on what he's overheard, and if he assists the PCs with lock, CL 8 STR to force open. 20 hp, half damage
this information, it provides a +2 circumstance bonus to from attacks.
their search. The smugglers use this secret door to enter The double doors open to reveal a large chamber
and leave their caves. with smooth walls. The room is a full 30 feet wide
and stretches to 40 feet long. The room glows an
Area 3-10 - Guard Room eerie shade of orange from flameless torches set on
Note: The triggering of the secret door in area 3-10 takes the east and west walls. These walls are covered
one full round to completely open. The grinding of with murals depicting hideous demonic creatures
laying waste to a city.

The Secret of Smuggler’s Cove - 17


At the end of the chamber is a jet black stone altar (100 ft.), At will 1/round: Teleport without Error,
with a smooth surface. It is flanked by a pair of Command, Fear (by touch), Produce Flame; AL LE;
nude female statues straddling great swords. Each Saves: P; XP: 420 each (840 total).
feminine form sports dark wings and an evil leer. Equipment: Serrated Glaive (infernal wound is not a
Behind the altar is a short dais occupied by a huge property of the weapon, merely of the wielder),
stone statue standing about 12 feet tall. This however, it does do 2d6 dmg.
humanoid statue has outstretched wings, a whip-
like tail, and a barrel chest covered with layers of Area 3-12 - High Priest's Room
scales. Its horned visage snarls and deep eye sock- This small room is 15 feet square and covered with
ets flicker from the presence of gem stones. A pair of a thick, undisturbed layer of dust. A simple bed
ornate tapestries cover the last 10 feet of the east rests along the north wall with a wooden chest is at
and west walls. the foot of the bed. Along the west wall, the
Lord Gregor worshipped demons and devils. This was tattered remains of numerous cloaks occupy pegs.
his hidden temple dedicated to the pit fiend depicted In the southwest corner of the room is a suit of
as the large statue. The two female statues represent the black full plate armor on a stand. Situated in the
pit fiend's erinyes consorts. The six torches are lit via southeast corner is a small stone altar with the
continual flame spells. rotting remains of a silk pillow resting in front of it.
The tapestries conceal small antechambers. The A shimmering apparition steps out of the southern
antechamber to the west leads to area 3-12. The wall and a feeling of dread sends a chill through
antechamber to the east conceals a secret door that leads your body. The apparition silently floats over the
to the sea caves. Discovering the secret door requires a floor, arms outstretched, its mouth open in a silent
successful WIS check (CL 5). scream. The ghostly figure appears adorned in
The altar contains a secret compartment that can be priestly garb.
located with a successful WIS check (CL 0). Inside is a This room was the living quarters of a high priest
platinum bowl (worth 475 gp), a pair of platinum incense dedicated to Lord Gregor's foul devil. The high priest
burners (each worth 125 gp), and a bone-handled silver met his end while trying to summon a devil. Lord
dagger with a wavy blade. This expert dagger is Gregor refused to pay the required fees for the out-
inscribed with runes and set with black onyx; it is worth sider's assistance, so it attacked. It ripped out Lord
350 gp. The tapestries are worth 75 gp each. The gems in Gregor's throat in one swipe and mortally wounded
the statue's eyes are rubies, each worth 1500 gp. the high priest, who fled here. Due to the evil acts it
However, stepping on the top step of the dais to reach performed in life, its soul cannot rest, and it has
the statue triggers a greater glyph of warding spell. become a spectre.
Greater Glyph of Warding Trap: if triggered, it On the bed is the unfinished diary of the high priest,
summons 2 barbazus (bearded devils). Traps CL 16 along with blood and ink stains. If the PCs read the last
entry, provide them with players' handout A. The
Tactics: The summoned devils waste no time attacking.
armor is a complete suit of +2 full plate armor. The chest
One enters battle frenzy while the other attempts to
is unlocked and contains three prayer books, priestly
move into flanking position. They attempt to use Power
vestments, four potion bottles (the contents have since
Attack with their glaives and fight until defeated or
evaporated), and a +1 mace of spell storing with a hold
until they disappear in twelve rounds.
person spell stored in it.
Barbazu (Bearded Devil) (2): HD 6d8 (30 hp each), Tactics: The spectre attacks without hesitation. If
Spd 40'; AC 17, Serrated Glaive does 2d6 dmg plus turned, it steps into a wall (or the floor) and waits to
infernal wound, or 2 claws do 1d2 dmg each and attack again. It attempts to prevent the PCs from taking
Beard does 1d8 damage; if both claws hit, beard its equipment and targets PCs that grab the diary.
hits automatically for maximum damage; Infernal
Wound- a creature damaged by the Barbazu's Spectre: HD 7d12 (49 hp); Spd 30'; AC 15; Touch
glaive continues to take 2 dmg per round from does 1d8 dmg+ Energy Drain; Energy Drain: target
blood loss until cured (magical curing will only must make a CON save or lose 2 levels while the
work if the caster can make a CL 6 WIS check), Spectre regains 10 hp; Unnatural Aura: animals are
Battle Frenzy: There is a 10% cumulative chance too frightened of the spectre to approach within 30';
per round of combat that a Barbazu goes berserk. Incorporeal: only harmed by magical weapons;
While berserk it gains +2 to hit and damage, but -3 Spectres are powerless in sunlight, unable to attack;
to its AC; Only harmed by +1 or better weapons, AL: LE; Saves: M; XP: 1,003.
Darkvision 60 ft., immune to fire and poison,
half damage from acid or cold, 60' SR 6, telepathy

18 - The Secret of Smuggler’s Cove


Unworked Stone: 5 feet thick; minimum damage
Part 4 - per hit, hp 900; Climb CL 10 (due to algae/
dampness)
The Smugglers' Caves Wandering Monsters
There are numerous sea caves under the lighthouse For every half hour that the PCs explore this level, there
and the dungeon. These are natural unworked stone is a 15% chance (1-3 on d20) of a random encounter. This
corridors and irregular chambers, created by water chance increases by +5% (1-4 on d20) if the PCs are
erosion over the centuries. Ceiling heights vary from 8 making any loud noises. If an encounter is called for,
to 12 feet and most chambers are extremely damp. The roll 1d6 and consult the following table. If any of the
map depicts several sloping corridors. Combat or smugglers are encountered, do not subtract them from
fast movement along one of these slopes requires a their encounter area. Assume they are from their ship
successful CL -5 DEX check or the character falls prone. running an errand for Mortimer (in the case of the
There are no doors on this level. human smugglers) or Barak (in the case of the half-orc
It is assumed the PCs assault this level during the bi- smugglers).
weekly low tide cycle. The map reflects this state. During 1d6 Roll Encounter
the high tide cycle, the water level rises to the point 1-3 4 human smugglers
indicated on the map, flooding the southern chambers. If 4-5 2 half-orc smugglers
the PCs explore these caverns at this time, the CK needs 6 2 smuggler rangers
to adjust the location descriptions appropriately.
The following statistics blocks are provided for easy
Many locations on this level are completely submerged.
reference for the CK.
There is a good chance of combat occurring in a
submerged area, so the CK should be familiar with the Smuggler, Male Human: HD 2d8+2 (12 hp); Spd 30
underwater combat. ft.; AC 14, +2 strike with Expert longsword for 1d8
dmg or +2 strike with light crossbow for 1d6 dmg.
Smugglers have the abilities of a 1st level rogue.
UNDERWATER COMBAT Back attack (x2); AL NE; Significant Attributes: Dex
In summary, be aware of the following: 13, Con 14, Primes: STR, DEX, WIS
Be sure to keep track of what light source the Equipment: Expert longsword, light crossbow, 20
PCs are using to see (their torches won't work). bolts, studded leather armor. XP: 39 each
Additionally, only thrusting weapons will do
normal damage underwater, unless the character Half-Orc Smugglers (2): 2d10+2 HD (14 hp each);
has some sort of freedom of movement ability. Spd 30'; AC 14; BtH +6 expert longsword 1d8+3
Ranged and thrown weapons are useless under- dmg, +3 light crossbow 1d6 dmg; Notable
water, except specially made crossbows, and Attributes: STR 16, DEX 14, CON 14; Primes STR,
those have half the range, and nets-which have a CON; AL: NE; XP: 43 each (86 total).
range of 1' per point of the thrower's strength Equipment: Studded leather armor, expert
(assume 10' range for monsters, +1' per HD). longsword, light crossbow and 20 bolts.
Spells also work differently underwater. Magical
Smuggler Rangers (2): 3d10 HD (18 hp each); Spd
fire spells will not function at all (there is no
oxygen to fuel the fire), and electrical spells will 30'; AC 14; BtH +4 Expert Longsword 1d8+1 dmg;
function differently. A lightning bolt will burst the +4 Strength Bow 1d8+1 dmg; Smuggler Rangers
same as a fireball at its point of origin, instead of have the abilities of a 1st level rogue. Back attack
striking in a line. Similarly, shocking grasp will (x2); AL NE; Notable Attributes: Str 14, Dex 17 ;
affect an area as a burning hands spell. Note that Primes: STR, DEX, WIS. XP : 84 each (168 total).
heat metal will function normally – it does not Equipment: Expert longsword, mighty longbow (+1
use fire, but actually just heats the metal, which STR bonus), 20 expert arrows, leather armor.
also begins turning the water in the target's area
into steam, obscuring the target's vision (giving
a -1 penalty to hit and AC), in addition to the
Area 4-1 - Erol's Chamber
damage. Chill Metal does no damage under- Note: Each day Erol casts alarm in the corridor leading
water, however, it does make the target more from area 3-10, centered on the asterisk indicated on the
buoyant as ice forms on the metal. On armor, map. If it is triggered, Erol is mentally alerted and he
this would give a penalty of -3 to swim in any begins to prepare for the PCs as detailed below.
direction other than straight up. On an item held Otherwise, they can surprise him.
in the hand the target must make a STR check or This small chamber is perhaps 15 feet in diameter. A
the item floats to the surface, and a weapon will
metal brazier full of hot embers rests in the center of
become useless in this sheath of buoyant ice.
the room, providing dim illumination and warmth.

The Secret of Smuggler’s Cove - 19


20 - The Secret of Smuggler’s Cove
A three-foot long bed is pushed against the west
wall and a stone bench rests along the north wall.
Next to the bench is a small iron chest. NEW SPELLS
These quarters belong to a gnome wizard/rogue named Touch of Idiocy
Erol Shortshanks. He works with the smugglers. Erol is Level 2 Illusionist Spell
responsible for the spells placed in the lighthouse and With a touch, you reduce the target’s mental
the dungeon, and is the chief trap-maker for the band. faculties. Your successful melee touch attack applies
Evil to the core, he is the perfect lackey for Mortimer a 1d6 penalty to the target’s Intelligence, Wisdom,
and was the driving force behind the coupe against and Charisma scores. This penalty can’t reduce any
their former captain (see area 4-10). of these scores below 1. Save: INT negates.
Erol stands under three feet tall and has gray unkempt CT 1, R Touch, D 10 min/level, Comp V, S.
hair and a short gray beard. He wears tight-fitting gray
clothes as he eschews typical wizard robes. Using his Hideous Laughter
animal empathy ability, he has befriended a dire weasel Level 2 Illusionist Spell
from the manor house that lairs with him. He has This spell afflicts the subject with uncontrollable
fashioned a crude saddle for the animal and can ride laughter. It collapses into gales of manic laughter,
him like a horse, but casting spells on its back requires a falling prone. The subject can take no actions
successful CL 3 DEX check or he loses the spell. while laughing, but is not considered helpless.
On the stone bench are instructions on constructing magic After the spell ends, it can act normally.
wands. The supplies to create a wand of grease are also A creature with an Intelligence score of 2 or lower
scattered about, but a wizard or illusionist must make a is not affected. A creature whose type is different
successful CL 5 INT check to deduce this fact. The bed is from the caster's receives a +4 bonus on its saving
normal, complete with three blankets and two pillows. throw, because humor doesn't "translate" well.
The iron chest is locked and requires a successful CL 5 CT 1, R 10' per level, D 1 round/level, Comp V, S, M
Open Locks check to open. The lock contains a poison Tiny tarts that are thrown at the target and a
needle trap. Inside the chest is a sack with 75 pp, three feather that is waved in the air.
potions of water breathing, and a shark leather cord
holding several shells. These shells are: 5 scallop shells, Arcane Alarm
5 mussel shells, 4 clam shells, and 7 snail shells. This is a Level 1 Illusionist / Wizard Spell
locathah counting device and signifies the number 5,547, Arcane Alarm is similar to the druid spell, Alarm.
the amount of gold pieces the locathah owe the It sounds a mental or audible alarm each time a
smugglers. Along with this device is player's handout B, creature of Tiny or larger size enters the warded
a key to the numbering system that Erol jotted down on area or touches it. A creature that speaks the
a piece of paper. password (determined by the caster at the time of
Poison Needle Trap: (1 dmg plus poison); Find casting) does not set off the alarm. The caster
Trap (CL 7); Remove Trap (CL 5). Notes: Poison: decides at the time of casting whether the alarm
CON save or lose 1d6 constitution. will be mental or audible.
Tactics: If alerted by his Arcane alarm spell, Erol casts Mental Alarm: A mental alarm alerts the caster (and
silent image on the entrance to his chamber, making it only the caster) so long as the caster remains within 1
appear as a stone wall. Note that the spell lacks texture, mile of the warded area. The caster will note a single
so prodding the wall reveals the illusion. Next he casts mental "ping" that awakens him/her from normal
ghost sound or dancing lights to lure the PCs to area 4-3. sleep but does not otherwise disturb concentration.
A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound
of a hand bell, and anyone within 60 feet of the
NEW ITEM warded area can hear it clearly. Reduce the distance
Elixir of Fire Breath by 10 feet for each interposing closed door and by 20
feet for each substantial interposing wall.
This strange elixir bestows upon the drinker the
ability to spit gouts of flame. He can breathe fire In quiet conditions, the ringing can be heard faintly as
up to three times, each time dealing 4d6 points far as 180 feet away. The sound lasts for 1 round.
of fire damage to a single target up to 25 feet Creatures within a silence spell cannot hear the ringing.
away. The victim can attempt a CL -2 DEX save Ethereal or astral creatures do not trigger the alarm.
for half damage. Unused blasts dissipate 1 hour CT 1, R 30', D 2 hours/level, Comp V, S, M a tiny
after the liquid is consumed. bell and a silver wire.

The Secret of Smuggler’s Cove - 21


Before his silent image wears off, he quaffs his potion of
bear's endurance, mounts his dire weasel and attempts to Area 4-3 - Half-Orc Barracks
attack the PCs from the rear while they engage the Note: As the PCs approach this cavern, they can hear
smugglers in area 4-3. He will then place an invisibility the boisterous ruckus caused by the occupants.
spell on himself. He will wait for the party and back This brightly lit area is about 30 feet by 20 feet. Six
attack the weakest member. Next, he will cast touch of burly orcish creatures wearing leather armor and
idiocy on a spellcaster. brandishing longswords spar in this room. A
In melee, he casts blink on himself. Next he uses his elixir wooden table and six chairs are placed out of the
of fire breath on charging targets. Next he dismounts his way along the north wall, and six hammocks are
weasel before casting major image of a stinking cloud on strung up in the northeastern portion of the room.
as many people as possible, followed by Hideous
If the PCs don't make significant noise, they can surprise
Laughter. When out of useful spells, he attacks with his
these half-orc smugglers. If a PC attempts to sneak past
wand of acid arrow.
to area 4-4, the half-orcs receive a -4 circumstance
Dire Weasel: HD 3d8 (15 hp each); Spd 40 ft.; AC 16; penalty to their Listen roll.
Bite attack does 1d10; Attach: If it hits with a bite, All these smugglers carry their wealth on them. The
target must make a STR save, or the weasel holds hammocks are smelly and under the table is a piece of
on, doing 1d4 damage per round; Low-light vision, smoked meat on a wooden platter.
scent; AL N; Prime: P; XP: 80. Tactics: These brutes don't hesitate to attack. One of
Erol Shortshanks Gnomish Level 6 Illusionist / them attempts to slide the table at a random PC (CL -5
Level 2 Rogue: HD 6d4+2d6+8 (30 hp 48 after DEX save or take 1d4 dmg). He then hurls chairs at
drinking bear's endurance potion); Spd: 20'; AC 17; random targets (damage 1d3, -4 to attack roll due to
BtH +5 with Shortsword +2 does 1d6+2 dmg; Has improvised weapon) before engaging in melee. One
the abilities of a 2nd level rogue; Back Attack x2; attempts to flee to area 4-4 and alert Barak of the attack.
Notable Attributes : Dex 18, Con 13, Int 17; Primes:
Half-Orc Smugglers (6): 2d10+2 HD (14 hp each);
INT, DEX; AL: LE; XP: 740.
Spd 30'; AC 14; BtH +6 expert longsword 1d8+3
Equipment: +2 shortsword, potion of bear's endurance, dmg, +3 light crossbow 1d6 dmg; Notable
bracers of armor +4, wand of detect magic (41 charges), Attributes: STR 16, DEX 14, CON 14; Primes STR,
wand of Acid Arrow (15 charges), elixir of fire breath, CON; AL: NE; XP: 43 each (258 total).
robes, pouch with 4 gems (50 gp each) and 11 gp,
Equipment: Studded leather armor, expert
spellbook (contains 1d6 more 1st, 2nd, and 3rd level
longsword, light crossbow and 20 bolts.
illusionist spells).
Spells Prepared :
0th: Dancing Lights x2, Ghost Sound x2, Read Magic
Area 4-4 - Mess Hall
This chamber is well lit and appears about 25 feet in
1st: Arcane Alarm (already cast), Hideous Laughter,
diameter. A long wooden table and two benches take up
Silent Image, Daze, Hypnotism
the center of the room. To the north is a fire pit ablaze
2nd: Touch of Idiocy, Minor Image, Mirror Image, with flickering flames. A metal pot suspended over the
Invisibility fire glows red-hot. Along the north wall, a collection of
3rd: Blink, Major Image cookware hangs on pegs.
A single pudgy humanoid with a piggish snout and rotting
Area 4-2 - Unoccupied Cave teeth busily tends the fire and appears to be preparing a
meal. He wears a greasy apron but appears unarmed. He
Note: A thick brown canvas covers the entrance to this
looks up with an irritated glower that quickly changes to
location, although it does not conceal it in any way.
shock and lunges to the pot over the fire pit.
This small cavern is perhaps 10 feet in diameter.
This area serves as the mess hall. It's tended by
A simple wooden pallet sits along the east wall. A
the smuggler's cook, Barak, an old half-orc with a
small unlit fire pit is in the middle of the chamber
nasty temper. Although unarmed, he attacks at once,
with a stack of wood nearby. An opened chest is
improvising with anything on hand.
pushed against the west wall.
The table and bench are normal. The cooking utensils
This area is unoccupied and is normally used by the consist of cleavers, knives, iron pots, and skillets.
smuggler's cleric. He is currently on the ship and does A stack of wood lines the east wall and four torches
not appear in this adventure unless the CK decides provide illumination.
otherwise. The chest is empty.
Tactics: Barak begins by hurling the pot of boiling water
at the PCs to scatter them (a ranged touch attack). This

22 - The Secret of Smuggler’s Cove


is a splash weapon that causes 1d3 points of damage for
the pot and 1d3 points of heat damage for the boiling Area 4-5 - Human Barracks
water. All targets within 5 feet of the hit take 1 point of This well-lit chamber is about 25 feet in diameter.
splash heat damage as well. Next he throws a knife Six humans sit around a pair of tables wagering on
(damage 1d4). Finally he grabs a red-hot poker (damage card games. Behind the tables, numerous hammocks
1d4 plus 2 more heat damage) and a heavy skillet (1d4 line the north wall.
damage), and wades into melee. On seeing intruders, the humans leap out of their
Barak The Cook, Half-Orc: HD 5d8+15 (45 hp); Spd chairs and begin flipping over the tables. Several
30'; AC 13; Two weapons: BtH +8 (+6 if using a reach for loaded crossbows nearby.
weapon in the off-hand) with Red-Hot Poker 1d4+3 This cave serves as the living quarters for some of
dmg +2 heat dmg, BtH +3 Iron Skillet in off-hand does the human smugglers. A trio of torches provides
1d4+3 dmg. Notable Attributes : Str 19, Dex 15, Con illumination. The tables are normal, as are the chairs.
18, Wis 8, Cha 8; Primes: STR, CON; AL: N; XP: 345. Under the hammocks are six wooden sea chests, but
Equipment: Leather apron, greasy shirt and pants. these only contain extra clothes and mundane items.
16 gp and 31 sp in wagers were on the tables.

The Secret of Smuggler’s Cove - 23


Tactics: Two of the smugglers attempt to push the A busy sight unfolds before your eyes. Four humans
nearest overturned table to the chamber entrance. strain to off-load a heavy chest from one of the
Consider this a bull rush attack. After this move, they skiffs. Meanwhile, four fish-like humanoids are
draw longswords and attack. Meanwhile, the remaining loading bundles of weapon shafts into another
four draw crossbows and pepper the PCs. Two skiff. These fishmen have large bulbous eyes,
smugglers use the second table to provide cover. yellow-green scales, and fins along their arms
and head.
Smuggler, Male Human (6): HD 2d8+2 (12 hp); Spd
30 ft.; AC 14, +2 strike with Expert longsword for The PCs have interrupted the transfer of gold and
1d8 dmg or +2 strike with light crossbow for 1d6 weapons between the locathah and the smugglers. The
dmg. Smugglers have the abilities of a 1st level chest contains 300 gp and must be dropped for the
rogue. Back attack (x2); AL NE; Significant smugglers to move into action.
Attributes: Dex 13, Con 14, Primes: S, D, W The skiffs each have four oars each and they can
Equipment: Expert longsword, light crossbow, 20 comfortably seat four Medium sized passengers.
bolts, studded leather armor. XP: 39 each (234 total). The ceiling here is about 25 feet high. The water begins
at a few inches deep and reaches about 10 feet deep near
Area 4-6 - Storeroom the entrance to area 4-8. It then continues on to the open
The dimensions of this cavern are difficult to ocean, after traversing another 150 feet of sea caves.
discern. Almost the entire floor space is occupied by Note that only during the lowest tide cycle is this cave
shipping crates, some piled three or four high. Each exposed enough to allow entrance to the sea tunnels.
crate measures about three by four feet and is Tactics: The humans smugglers spend one round
composed of solid wood with metal reinforcements. seeking cover behind the skiffs and drawing the cross-
Three of the crates are open, their contents spread bows stowed there. One smuggler grabs an oar and
out on the floor. These consist of bundles of wool, begins smashing it into the water in an attempt to
bolts of cloth, and packets of dried herbs. summon the scrag from area 4-8. He has a cumulative
The smugglers use this cave to store their goods before 15% chance per round of gaining the scrag's attention. If
transferring the smuggled items to the locathah. There successful, the scrag arrives in 1d4 rounds and attacks
are 46 crates here, in addition to the three opened crates. the PCs with its spear while underwater.
Consult the table below to determine what is stored in The locathah likewise grab heavy crossbows discarded on
each crate. the beach. If the odds appear to favor the PCs, one or two
Inspecting the opened crates reveals each has a one foot locathah jump into the water and use full swim actions to
deep secret compartment at the bottom. Indeed, all of the flee back to their lair. A successful CL 0 WIS check allows
unopened crates also possess this compartment, used to a PC to note the direction the locathah swim to (the south)
smuggle goods. The wool, cloth, and herbs are a decoy. if pursued via swimming, flying, or in a skiff.
The real goods are weapons hidden in the compartments. Smuggler, Male Human (4): HD 2d8+2 (12 hp); Spd
Normally a successful CL 15 WIS check is required to 30 ft.; AC 14, +2 strike with Expert longsword for
locate these compartments, but knowledge of them 1d8 dmg or +2 strike with light crossbow for 1d6
grants a +10 circumstance bonus to the roll. dmg. Smugglers have the abilities of a 1st level
The weapons are being traded to the locathah for the rogue. Back attack (x2); AL NE; Significant
gold recovered from the Nymph's Kiss. Behind the crates Attributes: Dex 13, Con 14, Primes: S, D, W
are 17 bundles of 10 spear shafts each. Equipment: Expert longsword, light crossbow, 20
Crate # Contents Hidden Contents (per crate) bolts, studded leather armor. XP: 39 each (156 total).
1-22 wool crossbow bolts (100) Locathah Warriors (4): HD: 4d8 (20 hp each); Spd: 10'
23-37 cloth spear heads (20), (60' swim); AC 17; 1d8 dmg by longspear or 1d10 dmg
trident heads (10) by heavy crossbow; Physical Prime; AL: N; XP: 480.
38-46 dried herbs daggers (20) Equipment: Longspear, sharkskin armor, heavy
crossbow with 20 bolts.
Area 4-7 - The Beach
The corridor slopes down and opens into a large
Area 4-8 - Scrag Lair
chamber at least 40 feet wide. The scent of low tide Note: This chamber is entirely submerged, requiring a
is overpowering and the gentle lapping of water on successful CL -5 STR check to swim here from area 4-7.
a beach can be heard. About half the chamber The submerged side passage leads to an underwater
contains a sandy beach; the rest is water. The cavern. The gloomy, murky water contains a
cavern appears to exit to the ocean. Three skiffs, tangled mess of kelp that sways to and fro with
each about 10 feet long, are pulled up onto the sand. every wave.

24 - The Secret of Smuggler’s Cove


Long before the smugglers ever discovered the caves, a is a large bed piled high with pillows. To the left is
male scrag named Skr'thor laired in this cavern. The a simple wooden desk, covered with papers. A
lazy old troll didn't feel like putting up with the hassle single person sits at the desk, poring over the
necessary to move his lair, so when he appeared to the papers. He is a human of medium build, wearing
smugglers in an attempt to scare them off, he gladly black leather armor. He has tanned skin and a black
accepted their gold to form a truce. Unlike the "gold" pencil-thin moustache with matching goatee. With
used to pay Grog, the smugglers pay Skr'thor real gold a smile, he leaps out of the chair landing lightly on
(they fear him!). The scrag continues life much as he his feet, brandishing his scimitar.
did before. If summoned to area 4-7 by three quick
This is Captain Mortimer Mortenson, the current leader
splashes with an oar, the lazy troll might or might not
of the smugglers. He is an ambitious person interested
arrive to help!
in easy wealth. It was his idea (along with Erol) to sink
The long fronds of kelp making swimming here the Nymph's Kiss. Of course, the previous captain dis-
difficult at best. Each round in combat, a PC must make agreed with the "bloodthirsty" plan. So there was a
a successful CL -5 DEX save to avoid becoming mutiny and Mortimer ascended to the leadership role.
ensnared in the kelp. Ensnared PCs suffer the effects of
The table, chairs, and bed are normal. Under the bed are
an entangle spell but only need to make a CL -3 STR
a flat wooden box and an ivory-inlaid coffer (worth 350
check or a CL 0 DEX check to escape.
gp). The flat wooden box is locked and requires a
Hidden in a cavity in the eastern wall (requiring a successful Open Locks check (CL 7) to open (or it can be
successful CL 10 WIS check to locate) is the scrag's loot: bashed open; half damage per hit 20hp, or forced open
1147 gp, 7 pearls (each worth 100 gp), and an obsidian with a CL 7 STR check). It contains the following items,
brooch inlaid with mother of pearl (worth 450 gp). all belonging to Jared Goldtooth, the former captain (see
Tactics: In area 4-7, Skr'thor attempts to stay in the area 4-10): +2 studded leather armor, +2 rapier, a case of 20
water and use his natural 10-foot reach or the reach of expert light crossbow bolts, and 2 potions (cure light
his long spear to attack targets. If that fails, he exits the wounds (5th level) and haste). The coffer is also locked
water but maneuvers so he can bull rush victims into and requires a successful Open Locks roll (CL 10) to
the water. If successful, he attacks swimming PCs with open. It contains Mortimer's personal wealth: 55 pp, a
his claws, attempting to rend them. pouch holding five gems (each worth 200 gp), a silver
necklace set with emeralds (worth 1250 gp), a platinum
In his lair, the murky water and the kelp act as
tiara set with rubies (worth 2200 gp) and a gold snuff
concealment (all attacks have a -2 penalty in here).
box (worth 125 gp). Next to the bed is a +1 light crossbow
Skr'thor, male scrag (Sea Troll): 8d8HD (40HP); 30' of distance, also belonging to Jared.
Mv; AC 16; Longspear +1 does 1d8+1 dmg; or two
The papers on the desk should be very interesting to the
claws do 1d4 dmg and bite does 2d6; Rend: if both
PCs. One paper documents the travel itinerary for the
claws strike a single target, the troll automatically
Nymph's Kiss, including notes on its cargo of gold.
does 1d4+1 additional rending damage;
Another log book contains tide charts with the low tides
Regeneration: 2hp per round (except fire and acid
underlined. The third document is a map leading to the
damage) three rounds later. Physical Prime; AL: CE;
wreck of the Nymph's Kiss. The map contains numerous
XP: 860.
notes and scribbles. The last document is a contract
Area 4-9 - Mortimer's Chamber between the Smugglers of the Crimson Hand and the
tribe of the Iych'thar. See players' handout C.
Note: A trap is concealed at the entrance to this chamber.
Tactics: While the PCs deal with the net, Mortimer
If not detected, the first target to enter springs it.
quaffs his potion of cat's grace and prepares to attack.
Net Trap with Fishhooks: 1d3 damage plus en- He realizes he's outnumbered, so he attempts to goad
tangle; Find Traps CL 5; Remove Traps CL 10; Note: one character into a one-on-one combat. He'll insult
Entangled targets suffer -2 to attack, -4 to Dexterity the manhood of any warrior type who won't go toe-to-
and move at half speed. If target fails a DEX save toe with him. He prefers to taunt the PCs while he
(CL -1) he is grappled by the net. Getting free attacks and is very full of himself. If he can't pull off a
requires a successful Strength check (CL 10) or a 1x1 combat and feels threatened (which is almost
successful DEX check (CL 5) (using an entire round guaranteed if he's attacked by two or more party
to try). Failure causes another 1d3 points of damage members), he uses his cape to dimension door into the
from the fishhooks. corridor. From there he makes his way through area
Depending on the outcome of the net trap, continue 4-11, rouses the guards in area 4-13 to defend the
with the following read text aloud: bridge in area 4-11, and heads on to area 4-14 to help
This chamber is about 20 feet in diameter and himself to some choice items. He makes another stand
appears quite comfortable. To the right are a sturdy in area 4-14. His next move is to summon the scrag
table and two wooden chairs. Along the north wall from area 4-8.

The Secret of Smuggler’s Cove - 25


left on an iron spike driven into the wall. A rope,
attached to the base of the cage, follows the chain
NEW ITEMS and is likewise tied off. Inside the cage is a male
human wearing tattered clothes. His weather-
Light Crossbow of Distance +1 beaten face sports an overgrown brown beard and
This +1 light crossbow is made of exquisite numerous tattoos cover his forearms.
craftsmanship, and has been ensorcelled to
The smugglers use this partially submerged cavern to
project bolts with a 160' range increment
hold a very special prisoner: the ex-captain of the
instead of the usual 80'.
smuggler band! The water is about 10 feet deep at the
Potion of Cat’s Grace north end and increases to a depth of 25 feet to the
south. Located about 20 feet below the surface is a
This orange-hued potion grants the drinker
submerged tunnel that can be discovered with a
a temporary +4 bonus to dexterity, which
successful WIS check (CL 7). The tunnel leads to
lasts for 3 minutes.
another tunnel that winds its way to area 4-11 and
Bottle of Air eventually to the locathah lair (area 5-3).
This item appears to be a normal glass The cage can be lowered (or raised) by using the chain.
bottle with a cork. When taken to any airless If it is lowered, and the rope is pulled (requiring a
environment it retains air within it at all times, successful Strength check (CL 0)), the cage can be
continually renewing its contents. This means maneuvered to the ledge. The cage door is double-
that a character can draw air out of the bottle locked, requiring two successful Open Locks rolls (CL
to breathe. The bottle can even be shared 10 and CL 7).
by multiple characters who pass it around. Iron Cage: 1 inch thick; takes minimum damage
Breathing out of the bottle requires a round's from each hit; hp 60. Breaking the cage makes a
action, but a character so doing can then act great deal of noise and requires a CL 10 STR check.
for as long as he can hold his breath. Captain Jared Goldtooth is trapped in the cage. He
opposed the plan to detain the lighthouse keeper
to doom the Nymph's Kiss, so Mortimer and Erol
Mortimer Mortenson, 7th Level Human Fighter
organized a mutiny and had him overthrown. He's been
4/Rogue 3: HD: 4d10+3d6+8 (44 hp); Spd 30'; AC 19;
imprisoned here ever since. His gear is in area 4-9.
BtH +10 with +2 Scimitar (9 Lives Stealer) does 1d8+5
dmg, or +8 with light crossbow for 1d6 dmg; Nine Captain Jared begs the PCs to free him. He refuses to
Lives Stealer: On a natural 20 attack roll, the victim inform them of his former position and instead passes
of this sword must make a CL 2 CON save or be himself off as a simple smuggler who killed a fellow
immediately struck dead (the sword has 3 charges sailor in a dispute. He warns the PCs of the sharks in the
left of this ability); Rogue Abilities: at level 3; Back water if they attempt to help free him. Actually, there
Attack x2; Fighter Abilities: Weapon Specialization: are no sharks. Erol cast a few illusions to sow the belief
Scimitar (figured into the above info), Notable that the water is inhabited.
Attributes : Str 17, Dex 18, Con 14, Cha 15; Primes: Tactics: If freed, Jared feigns friendship with the PCs and
STR, DEX, INT; AL: NE; XP: 578 pledges to help them defeat the smugglers. Actually, he
Equipment: +2 chain shirt, +2 scimitar 9 Lives Stealer (3 wants to regain his old position as captain and would
charges), bottle of air, folding boat, potion of cat's grace, love to see Mortimer hang in the cage for a few weeks.
potion of cure serious wounds (10th level), cape of the Therefore, at the first opportunity, he betrays the PCs in
mountebank, loose fitting shirt, pants, high boots, front of other smugglers. However, if the PCs inform the
three gold earrings (worth 75 gp, 150 gp, and 225 gp captain of the fate of the Nymph's Kiss, a successful CHA
respectively), pouch with 15 pp. check (CL 5) can convince him to turn on his smuggler
band and aid the PCs. This alliance only lasts until the
end of the adventure and Jared attempts to rob the PCs
Area 4-10 - Partially before he makes his escape.
Submerged Cave Captain Jared Goldtooth, 8th Level Human
The corridor ends on a ledge about 20 feet above the Fighter 5/Rogue 3: HD 5d10+3d6+16 (58 hp); Spd
water's dark surface. The cavern is roughly 30 feet 30'; AC 11; BtH: +9 with Unarmed Attack does
in diameter and lacks any noticeable exits. 1d2+3 dmg; Rogue Abilities at Level 3; Back Attack
Suspended above the center of this cavern is a metal x2; Weapon Specialization: Longsword (if he ever
cage perhaps 5 feet square. The cage is suspended by gets one, his BtH is +10 for 1d8+4 dmg); Notable
a chain that runs to a pulley in the ceiling. The Attributes: Str 18, Dex 14, Con 16, Int 14, Wis 13;
chain travels over to the ledge and is tied off to the Primes: STR, DEX, CON; AL: LN; XP: 839.

26 - The Secret of Smuggler’s Cove


bows. They position themselves behind the rocks,
Area 4-11 - The Rope Bridge granting cover. Since PCs on the bridge are considered
The corridor ends on a ledge situated about 25 feet flat-footed, these are all considered sneak attacks. If it
over the water's surface. The cavern is about 30 feet appears the bridge will be lost, one of the smugglers
wide and maybe 50 feet long. A rope bridge spans 25 grabs a battle axe hidden behind one of the rocks. He
feet of the chamber to another ledge on the opposite attempts to collapse the bridge, but this requires
side. Three large rocks, each three feet high, are on severing both rope sides. When the first is cut, all DEX
the opposite ledge where the corridor continues. checks increase to CL 5.
The smugglers have constructed a simple rope bridge Any victims that fall into the water are savagely
to span this cavern so they could utilize the chambers attacked by the tiger sharks.
beyond. The ceiling is about 40 feet high and the Smuggler Rangers (3): 3d10 HD (18 hp each); Spd
chamber is lit by torches at both corridor entrances. 30'; AC 14; BtH +4 Expert Longsword 1d8+1 dmg;
Rope Bridge: 1 inch thick; hp 2; Break CL 8 STR +4 Strength Bow 1d8+1 dmg; Smuggler Rangers
check. have the abilities of a 1st level rogue. Back attack
Crossing the bridge at one-half movement rate requires (x2); AL NE; Notable Attributes: Str 14, Dex 17 ;
a successful DEX check (CL -5). Failure by 4 or more Primes : STR, DEX, WIS. XP : 84 each (252 total).
indicates a slip, but the victim can try to make a DEX Equipment: Expert longsword, mighty longbow (+1
save (CL 0) to grab onto the bridge to avoid falling. STR bonus), 20 expert arrows, leather armor.
Falling into the water causes 1d6 points of falling Tiger Sharks (2): HD 7d8 (35 hp each); Spd 60'; AC
damage and subjects the victim to drowning hazards. 15; Bite does 1d10 dmg; Twilight vision; Scent;
A PC on the rope bridge is considered flat-footed for Prime: P; AL: N; XP: 425 (850 total).
combat purposes.
The water is 20 feet deep and a submerged tunnel Area 4-12 - The Hidden Cavern
(located with a successful CL 10 WIS check) leads to
Note: This cavern is mostly submerged. Only about
area 4-10, 4-12 and the locathah caves. Another
three feet of space is between the water's surface and the
submerged tunnel (also located with a WIS check) leads
ceiling.
to area 4-14.
You poke your head above the water and are
A pair of large tiger sharks lairs in the water. Erol used
shocked to see a dimly lit cavern perhaps 15 feet in
charm monster spells (from a scroll) on these sharks to
diameter. There is only about three feet of space
lure them here. Since the smugglers regularly drop fish
from the surface of the water to the ceiling,
carcasses here, the sharks have chosen to remain.
although there is a ledge along the west wall. On
Tactics: The smugglers in area 4-13 are responsible for this ledge sits a magnificent pink coral carving of a
guarding this chamber. One is stationed on the south mermaid strumming a harp. The smooth surface of
ledge, hiding in the shadows (Hide +9). If alerted to the the carving illuminates dozens of pearls of all sizes
PCs, he sneaks back to area 4-13 and summons the other on the ledge. A skeleton wearing the tattered
two smugglers. They move silently (Move Silently +9) remains of a cloak lies face down on the ledge, one
back to the ledge and defend the bridge with their arm outstretched to the carving.

The Secret of Smuggler’s Cove - 27


This hidden chamber contains a small shrine dedicated to Smuggler Rangers (3): 3d10 HD (18 hp each); Spd
Pelagia, goddess of the singing sea. The skeleton is the 30'; AC 14; BtH +4 Expert Longsword 1d8+1 dmg;
remains of a monk who discovered the shrine decades +4 Strength Bow 1d8+1 dmg; Smuggler Rangers
ago. After praying for hours and leaving a hefty donation, have the abilities of a 1st level rogue. Back attack
he erroneously assumed Pelagia would protect him from (x2); AL NE; Notable Attributes: Str 14, Dex 17;
the incoming tide. The skeleton carries a pouch with 15 Primes : STR, DEX, WIS. XP : 84 each (252 total).
cp, an expert kama, and a ring of evasion. The following Equipment: Expert longsword, mighty longbow (+1
pearls are present on the ledge: 17 worth 10 gp, 15 worth STR bonus), 20 expert arrows, leather armor.
25 gp, 11 worth 50 gp, 5 worth 100 gp, 7 worth 250 gp, 4
worth 500 gp, and 2 worth 1000 gp. There is also an
immense black pearl worth 5000 gp.
Area 4-14 - Treasure Chamber
The corridor ends on a ledge about 30 feet over
Pelagia still watches over this shrine. If a PC takes any
the water's surface. The ceiling is another 10 feet
of the pearls, he is struck with a bestow curse spell (-4 to
higher than the ledge you stand on. On the opposite
attack and saves). If a PC leaves at least 100 gp in pearls
side of the cavern, perhaps 30 feet away, is a
at her shrine, he receives the benefit of a heroism spell for
smaller ledge, this one 10 feet lower. On this ledge
the next 24 hours.
are four large sea chests.
The smugglers use this cavern to store their wealth.
PELAGIA Mortimer uses his folding boat to cross the water, but
there is another method. Hidden behind a secret stone
Pelagia is a Neutral minor goddess of the sea, to the right of the corridor is a small cavity, located with
music, and travel. She is known as the Singing a successful WIS check (CL 10),. Inside is a rope of
Sea, and is the patron of bards, fisherman, and climbing and a small metal pulley with a hook at the
folk who ply the sea for their livelihood. Her end. The rope can be commanded to snake along the
worshipers consider whalesong a good omen, ceiling to the other ledge and tie off on a metal hook
and use pearls to decorate religious devices and sunk into the rock. Using the pulley and the rope as a
for donation. Her domains are Protection, Travel, zip line, goods (or people) can quickly descend to the
and Water. Pelagia's favored weapon is the rapier. ledge. Getting back requires hand-over-hand climbing
or another method. Mortimer uses his folding boat.
The water is 20 feet deep but lacks any other dangers.
Area 4-13 - Guard Room There is a pair of submerged tunnels, one leading to area
A short corridor leads to this damp chamber about 10 4-11, the other to area 4-7 and out to sea. These tunnels
feet in diameter. Surrounding a smoldering fire pit, can be located with a successful WIS check (CL 5).
amid some simple cookware, are three worn bedrolls. The four chests contain the smugglers accumulated
This guardroom is inhabited by three smugglers charged wealth, but each is trapped. Consult the table below for
with guarding area 4-14. Mortimer has hand-picked details on each trap and the chest's contents.
these three for their loyalty and skill with missile
weapons. The bedrolls are normal, as is the cookware. All
valuable are carried by the smugglers on their persons.
Tactics: There is a good chance this room is unoccupied
NEW ITEM
as these smugglers respond to area 4-11. If the PCs Silversheen
somehow arrive here without passing through area
Silversheen is a magical polish that is applied
4-11, one of these smugglers is posted outside this cave.
to a weapon. For 1 hour, that weapon will act
The other two are relaxing or sleeping in shifts.
as if it were a silver weapon for the purposes
Although there is a 50% chance they wear their armor,
of injuring creatures.
their weapons are likely out of reach (requiring a full
round of action to retrieve).

Chest # Traps Open Lock CL Contents


1 Poison Dart Trap 5 1555 gp, 120 pp
2 False Trap 13 1777 gp, 88 pp
3 Poison Needle 7 Jewelry (1 x 500 gp, 2 x 750 gp, 1 x 1000 gp),
Gems (4 x 200 gp, 7 x 500 gp, 2 x 1000 gp)
4 Glyph of Warding 7 helmet of underwater action, pearl of the sirines,
necklace of adaptation, 3 applications of silversheen,
and 2 potions of barkskin (+4)

28 - The Secret of Smuggler’s Cove


Poison Dart Trap: Damage: (1d4+4 plus poison); Find Locathah Noncombatants (4): 2d8HD (10 hp each);
Trap (CL 7); Remove Trap (CL 7). Poison victim must Spd 10' (60' swim); AC 14; unarmed attack: 1d2
make a CL -1 CON save or lose 1d6 constitution. dmg; Prime: P; AL: N; XP:30 each (120 total).
False Trap: If rogue is equal or higher than level 6, Locathah Warriors (3): HD: 4d8 (20 hp each); Spd:
s/he has an INT save to see through the illusion. 10' (60' swim); AC 17; 1d8 dmg by longspear or 1d10
Poison Needle: Damage: (1 plus poison); Find Trap dmg by heavy crossbow; Physical Prime; AL: N; XP:
(CL 10); Remove Trap (CL 5); Poison: CON save or 360.
lose 1d6 strength. Equipment: Longspear, sharkskin armor, heavy
Glyph of Warding: Damage: 4d8 from electricity; crossbow with 20 bolts.
DEX save (CL 1) to suffer half damage; Find Trap Locathah Barbarians (2): 2d8+2d12HD (24 hp
(CL 13); Remove Trap (CL 13); Note: Affects the each); Spd 10' (60' swim); AC 17; longspear does 1d8
intruder and all within 5 feet. dmg; heavy crossbow does 1d10; Barbarian
Abilities: Combat Sense; Primal Force; Prime: P; AL:
N; XP: 156 each (312 total).
Part 5 - Equipment: Expert longspear, sharkskin leather
The Locathah Caves armor, heavy crossbow with 20 bolts.
Tiger Shark (1): HD 7d8 (35 hp each); Spd 60'; AC
This level consists of unworked natural caverns created 15; Bite does 1d10 dmg; Twilight vision; Scent;
by water. There are no doors on this level. Most ceilings Prime: P; AL: N; XP: 425.
are about 10 to 15 feet high unless noted in the text.
Several corridors slope downward, as noted on the Area 5-1 - Guard Room
map. Combat or running on one of these slopes requires
As the corridor meanders about, it slopes steadily
a successful DEX check (CL -5). Due to these slopes
down. As you descend, the salt-encrusted smell of
around areas 5-1, 5-2, and 5-3, the waterline only varies
the ocean at low tide becomes more offensive.
by a few feet during high and low tides.
Numerous locations on this level are completely The corridor opens into a natural chamber perhaps
submerged. There is a good chance of combat occurring 25 feet wide and 20 feet long. Numerous stalactites
in a submerged area, so the CK should be familiar with line the ceiling. To the left and right are small pools
underwater combat. (Consult the Underwater Combat of murky water. The corridor continues on the
sidebar on page 19 for details.) opposite side of the room.

Unworked Stone Wall: 5 ft. thick; hp 900, minimum The locathah don't trust the smugglers and thus have
damage per hit, Climb CL 5. established a guardroom here. Four locathah barbarians
hide in the pools, a pair in each. There is nothing else of
interest in this natural cavern. All treasure is carried by
Wandering Monsters the locathah.
While the PCs explore this level, there is a 10% chance
Tactics: The barbarians begin the ambush by standing
(1-2 on d20) every half hour that they come across a
up and hurling their green slime pots (see sidebar on
random encounter. This chance is increased by +5%
next page). During this attack, they remain partially
(1-3 on d20) if the PCs are making loud noises. If an
submerged (granting improved cover: +8 to AC and +4
encounter is called for, roll 1d6 and consult the table
to DEX saves). The next round, they hurl their last slime
below. Note that a result of a 6 can only occur in
pots and dive under the water (now granting full
submerged locations (such as area 5-14).
cover). The next round they rage and exit the water
1d6 Roll Encounter leading with their spears.
1-2 4 locathah (noncombatant)
Locathah Barbarians (4): 2d8+2d12HD (24 hp
3-4 3 locathah War2
each); Spd 10' (60' swim); AC 17; longspear does 1d8
5 2 locathah Bbn2 dmg; heavy crossbow does 1d10; Barbarian
6 1 tiger shark Abilities: Combat Sense; Primal Force; Prime: P; AL:
N; XP: 156 each (624 total).
The following statistics blocks are provided for easy
reference for the CK. Equipment: Expert longspear, sharkskin leather
armor, heavy crossbow with 20 bolts.

The Secret of Smuggler’s Cove - 29


Area 5-3 - Partially Submerged
GREEN SLIME POTS Cavern
The locathah druid has discovered a method The sloping corridor deposits you on a 5 foot wide
to cultivate green slime (see area 5-2). Using ledge overlooking a huge cavern. About 5 feet below
the ledge is the placid surface of water. The ceiling
extreme care, she places small batches of slime
is obscured in darkness. The cavern is about 35 feet
into clay pots suitable for hurling. On impact, wide and nearly 50 feet long. The ledge continues to
the clay pot smashes, releasing the green the left and right, and a narrow exit can be seen to
slime. The clay jars are thrown as a ranged the west.
touch attack. If the attack is successful, the
The ceiling is nearly 40 feet overhead. The water is
target has made contact with a small green about 15 feet deep near the ledge and gradually
slime. The target may make an immediate increases to 25 feet near the southern ledge. There are a
dexterity check to get the slime off before pair of submerged tunnels, one located in the west wall
damage ensues. If the check fails, the target (that leads to area 4-10) and another in the southeast
takes 1d3 Constitution damage. The slime has wall (that leads to area 5-8). These tunnels can be
5 hp, and is only harmed by fire, cold, or is discovered with a successful WIS check (CL 5).
killed instantly by the casting of cure disease. The pool is inhabited by a huge monstrous crab that
If any PC is hit by a green slime pot, increase measures 25 feet long. The locathah discovered this
the XP for this encounter by 20 per pot that hit. immense crustacean years ago and keep it well fed with
fish carcasses and other scraps. It has grown so large
that it can't leave the chamber. The locathah druid
Area 5-2 - Green Slime Chamber believes the crab is sacred to its god and on her urging,
The corridor slopes up to a small chamber that is the locathah have begun to offer live sacrifices to the
about 15 feet wide and 10 feet long. The air is thick crab in the form of merfolk, sahaugin, and other
with humidity and smells of stale dead fish. The aquatic creatures. Soon the locathah plan to offer human
natural stone floor is slick with condensation. The sacrifices from Fair Haven.
walls and ceilings are covered with a thick, pasty,
Located on a small ledge on the south wall is a pair of
sickly green slime that dangles off the stalactites.
unlocked sea chests. These contain the remaining gold
This entire chamber is covered with a living green slime from the Nymph's Kiss. One chest contains 1333 gp, the
culture, cultivated by the locathah druid Shae'mae. other holds 2104 gp.
From time to time, she dumps fish carcasses and large
A successful DEX check (CL -3) is required to safely
amounts of fresh water into the chamber to encourage
navigate the ledge, due to the unevenness and wet
growth. Using stone spades and clay pots, she carefully
conditions. During combat or running, this check is
harvests the slime for use as clay pot missile weapons.
needed each round. Failure by more than 4 indicates a
Green Slime (8): 4d8HD (20 hp each); Spd 0'; AC 10; fall off the ledge but a successful DEX save (CL 0) can
Devouring Assimilation: if the slime makes contact be attempted to grab on before falling.
with a living target, the target may make a Dexterity
Tactics: The huge monstrous crab is hungry and attacks
check to scrape it off. If the check fails, the slime
all non-locathah who enter the water or attempt to
adheres to the target, doing 2d6 Constitution
travel on the ledges. It uses its 10-foot reach to attempt
damage. The slime burns through wood (10 turns
to grab victims on the ledge. If it can establish a grapple
per inch of thickness) and metal (1-2 melee rounds.
(note its +22 grapple modifier!), it deals automatic
Magical weapons and armor last an extra round per
constriction damage each round. While partially
"plus" bonus). Regular weapons do not harm the
submerged in the pool, the crab gains improved cover
slime-fire or cold does damage to it, and remove
(+8 to AC and +4 to DEX saves).
disease will instantly kill one slime; Saves: None; AL:
N; XP: 200 each (1600 total). Huge Monstrous Crab: 10d10HD (60 hp); Spd 20';
There is the equivalent of eight 5-foot by 5-foot patches AC 18; 2 pincer attacks for 3d6 damage each;
of green slime here. However, destroying one patch Darkvision 60'; Saves: P; AL: N; XP: 1500.
does little to the remaining colony.

30 - The Secret of Smuggler’s Cove


The Secret of Smuggler’s Cove - 31
Area 5-4 - Storeroom Area 5-6 - Dangerous Kelp Bed
A thin 3-foot wide corridor leads up a set of The corridor ahead is choked with the rhythmic
rough-hewn steps glistening with dampness. The waving of long fronds of kelp. The dancing fronds
steps lead to a small natural cavern about 10 feet obscure the corridor beyond.
in diameter. The chamber contains four crates
Shae'mae, the locathah druid, cultivates this kelp with
resting on the floor. Propped along the east wall
the occasional daylight spell. But also hidden here is an
are bundles of long spears adorned with razor
aquatic assassin vine, also cultivated by Shae'mae from
sharp tips. Along the west wall are several more
a seedling. Combat with the assassin vine allows
bundles of tridents and hanging on pegs along the
Shae'mae (in area 3-7) a chance to make a Listen roll (CL
north wall are dozens of nets.
0). If she succeeds, she is alerted and casts defensive
This cave contains all the weapons the locathah have spells as described in her tactics section.
recently stockpiled for their anticipated offensive Tactics: The aquatic assassin vine's tactics are simple.
against Fair Haven. It takes the PCs about half an hour First it animates the normal kelp in an effort to entangle
to take inventory here, but they discover the following the PCs (DEX save CL -2 for partial entangle). Then it
weapons: attempts to establish a hold and draw a victim in for
200 longspears slam attacks and automatic constriction damage.
60 tridents Aquatic Assassin Vine: HD 5d8; hp 25; Mv. 0 ft.;
25 combat nets AC 15, 8 vine attacks do d4 dmg each, if it hits,
3 crates of crossbow bolts (200 bolts/crate) target must make a STR save or be entangled.
Entangled characters will be constricted for 1d4
1 crate of daggers (75 total)
dmg per round. Each round the victim may make a
STR save to break free. After 3 rounds of con-
Area 5-5 - Guardroom striction, the victim falls unconscious, and dies
This completely submerged chamber is about 25 feet three rounds thereafter, with no saving throw. A
in diameter. Eight fish-like humanoids are practicing tendril can be severed by doing 2-16 damage to it
maneuvers with several nets. The humanoids have (this damage does not affect the plant as a whole). It
yellow-green scales and ridged fins on their backs takes half damage from cold or fire. Its camouflage
and arms. They are so engrossed in their training enables the vine to surprise opponents on a roll of
that they don't appear to notice your presence. 1-7 on a d8. Physical Prime. XP 445.

This room serves as a guardroom. The eight locathah


warriors are training in the use of the net in combat and
Area 5-7 - Shae'Mae's Chamber
can be surprised normally. This submerged chamber is perhaps 15 feet in
diameter. The southern portion of the chamber
Along the west wall are eight piles of kelp that serve as
contains a thick matt of seaweed. The only
beds. Also located nearby is some rope suspended from
occupant is a fish-like humanoid, but unlike
the wall, holding five large fish carcasses strung
previous ones encountered, this one has pasty white
through their gills.
scales and jet black eyes. Its fins boast numerous
Tactics: The PCs probably gain surprise on these piercings holding various gold earrings. With
locathah. After the surprise round, two locathah grab wicked glee, the humanoid brandishes a longspear
the ends of a 10-foot wide net and swim at the PCs and a small spherical object in her other hand.
attempting to ensnare them. A successful ranged touch
attack can snare two PCs, who suffer a -2 to attack rolls, The locathah's spiritual leader is a female druid named
-4 penalty to Dexterity, and can only move at half speed. Shae'mae, but she is little more than a duped puppet to
The remaining locathah grab long spears and charge. If the water naga in area 5-8. Shae'mae firmly believes her
one locathah can escape the room, it hastens to area 5-9 "god" has selected her for greatness and as a result has
to summon assistance. degenerated into a mild form of insanity. She perceives
the PCs as enemies and attacks.
Locathah Warriors (8): HD: 4d8 (20 hp each); Spd: The dense mat of seaweed is Shae'Mae's bed. Scattered
10' (60' swim); AC 17; 1d8 dmg by longspear or about the nest are four large cream pearls (each worth
1d10 dmg by heavy crossbow; Physical Prime; AL: 200 gp). A five-foot wide shelf occupies the east wall,
N; XP: 960. holding 27 clay pots destined to become green slime
Equipment: Longspear, sharkskin armor, heavy weapons (as described on page XX). There is also a
crossbow with 20 bolts. scroll tube sealed with a watertight wax seal and a cord
holding the following shells: 3 scallop shells, 4 mussel
shells, 3 clam shells, and 7 snail shells. These shells are

32 - The Secret of Smuggler’s Cove


a locathah counting device and they represent the Loglio, squid: HD 5d8 (25 hp); Spd 5' (60' swim);
amount of gold pieces remaining from the Nymph's Kiss AC 19; 8 tentacle touch attacks per round do no
(stored in area 5-3). The scroll tube contains another damage. A target hit by 2 tentacles must make a STR
copy of players' handout C. save (add 1 to the CL for each tentacle beyond the
Tactics: If Shae'mae hears the PCs battle the assassin second) or take 1d4 dmg per round from
vine, she prepares for battle, calling a nearby tiger constriction. Once per round, the squid can bite a
shark to aid her, along with her squid companion. target it has constricted, doing an additional 1d8
Finally she crushes her elemental gem, releasing a large dmg. Each round, a constricted target can attempt
water elemental. The first round she casts chill metal on another STR save to break free. A tentacle can be
a fighter type in metal armor and follows it up with a severed by doing 5 damage to it (this does not count
warp wood on a wooden weapon shaft or shield. In against the monster's total hp). Once a day, a squid
melee, she casts poison and calls for her squid animal can also eject a cloud of ink, similar to a darkness
companion to attack. She fights to the death, fearing the spell underwater. Saves: P; AL: N; XP: 305.
wrath of Sslithia. Large Water Elemental: HD 8d8 (40 hp); Spd. 20'
(90' swim); AC 19, Slams for 4d6 dmg (+1 to hit and
damage if it an opponent are in water, -4 to hit and
damage if not); Darkvision 60'; Drentch (extinquishes
NEW SPELL all fires, even magical, it contacts), Vortex: once every
10 minutes it becomes a vortex for 4 rounds. Medium
Poison or smaller creatures take 2d6 points of damage from
Level 3 Druid / Cleric contact with the vortex (Dexterity save for none);
This spell allows the caster to envenom a plus a CL 8 Strength save or be picked up and held
weapon, a container, or his own hand. in vortex (taking 2d6 damage each round thereafter
Anyone struck by the hand or weapon, or who while held). Trapped creatures cannot move unless
imbibes the venom, must make a CON save or carried or ejected by elemental; can attack (and make
collapse and begin to die. A Neutralize Poison Dexterity checks) at -2 penalty and cast spells only
spell, cast within 1 minute of the poisoning will with a successful Strength save. The Elemental can
save the victim from death. Casting this spell is hold up to 8 creatures in the vortex. The Vortex also
an evil act. CT 1, R Touch, D instantaneous on creates a swirling mass of debris that obscures all
touch, 1 round per level on weapon (until used), vision beyond 5'; Regeneration 2hp/round if in
or 1 hour per level in a container water; AL N; Physical Primary XP: 1130.
(until imbibed), Comp: V, S.
Tiger Shark (1): HD 7d8 (35 hp each); Spd 60'; AC
15; Bite does 1d10 dmg; Twilight vision; Scent;
Prime: P; AL: N; XP: 425.
Shae'Mae Locathah Druid: 7d8HD (35 hp); Spd 10'
(60' swim); AC 16; Expert longspear does 1d8 dmg
(+1 to hit for expert craftsmanship); Druid Abilities: Area 5-8 - The Temple
as a 5th level druid, including Nature Lore; Resist This massive chamber must be about 50 feet in
Elements; and Woodland Stride; Saves: M; AL: NE; diameter, with a ceiling that stretches to 20 feet over
XP: 515. the water's surface. A 15 foot square stone ziggurat
Spells Prepared breaks the surface of the water. The structure bears
four smooth stone steps per side and has a flat top.
0th Light, First Aid x3 The soft glow of illumination emits from several
1st Calm Animal, Faerie Fire; Goodberry skulls mounted on tridents affixed to the ziggurat.
2nd Chill Metal, Warp Wood Six muscular fish-men stand on the steps of the
ziggurat, their gills heaving as they attempt to
3rd Poison
breathe the air. They carry heavy crossbows and
Equipment: Expert longspear, bracers of armor +2, their skin is dry. At the top of the structure is a gold-
elemental gem (water), 4 pieces of jewelry (worth 3 x skinned slender fish-man. On seeing your band, this
250 gp, 750 gp), potion of bear's endurance (she drinks leader-type bellows commands in a bizarre tongue
this instead of casting the spell as the d20 version as the others level their crossbows toward you!
stated),
The water is almost 20 feet deep and relatively clear.
Notes: She cannot cast summon animals (it is a 4th The skulls glow from continual flame spells, cast years
level spell in C&C) so the tigershark does not come ago. There are a pair of submerged tunnels that lead to
to help her. However, she did cast animal friendship areas 5-3 and 5-14 respectively. Each can be discovered
in the past, allowing her to obtain a loyal squid. with a successful WIS check (CL 5).

The Secret of Smuggler’s Cove - 33


The ziggurat is worked stone and extends to the bottom She will cast minor globe of invulnerability first, then
of the chamber. There is a secret stone door on the east shield, mirror image, and protection from good. When the
wall of the ziggurat located near the cavern floor. PCs enter, she will cast Gust of Wind on any fliers, then
Locating it requires a successful WIS check (CL 10). It Ray of Enfeeblement on the most dangerous warrior in
provides access to the flooded chamber, a 15-foot by the party. She will then follow up with Magic Missile,
15-foot room with a 5-foot opening at the peak of the and uses suggestion to convince PCs to leap off the
ziggurat. Even the locathah are unaware of this door as ziggurat, and only uses her bite as a last resort.
Sslithia has kept it secret. The water naga lairs in this
chamber. Locathah Barbarians (6): 2d8+2d12HD (24 hp
each); Spd 10' (60' swim); AC 17; longspear does 1d8
The six locathah on the ziggurat are barbarians practicing
dmg; heavy crossbow does 1d10; Barbarian
combat in the open air in anticipation of storming Fair
Abilities: Combat Sense; Primal Force; Prime: P; AL:
Haven. They are anxious to return to the water and
N; XP: 156 each (936 total).
relish combat. Sslithia has fed these brutes substantial lies
and taught them torturous air-breathing exercises to the Equipment: Expert longspear, sharkskin leather
point that they are fanatically loyal to her. armor, heavy crossbow with 20 bolts.
Sslithia is a fiendish water naga summoned to the Sslithia, Water Naga Fiend: 10d8HD (50 hp); Spd
material plane decades ago by Lord Gregor's high 30' (50' swim); AC 16; Bite does 1d8 dmg + poison;
priest. She is bound to the ziggurat and since both of her Poison: CON save or take an additional 1d6 dmg;
summoners are long dead, she cannot escape. When the Spells: she is considered a 7th level wizard, 8th level
locathah discovered the cave system, Sslithia used a because of the orange ioun stone; Darkvision 60';
silent image spell and ventriloquism to appear to them as She only takes damage from +1 weapons or better;
a gold-skinned avatar of their goddess. Over the next Half damage from fire and cold; SR: 10; Saves: P;
few years, she dazzled the simple locathah with divine AL: NE; XP: 3,500.
acts (mostly spells) and gained their fanatical trust. She Equipment: Dusty rose ioun stone (+1 AC already
fears the humans of Fair Haven and seeks revenge on figured in), orange prism ioun stone (+1 caster level),
them for her imprisonment. She has in turn convinced minor circlet of blasting.
the locathah to attack the city and slaughter all the Spells Prepared:
humans. Sslithia hopes this will break her imprison- 0th: Mage Hand, Prestidigitation, Dancing Lights,
ment so she can return to the abyss. Detect Magic, Open/Close
Sslithia convinced the locathah to sacrifice great wealth 1st: Shield, Magic Missile, Unseen Servant,
to her, accumulated in a pile in her chamber. It consists Protection from Good
of 7778 sp, 1131 gp, 126 pp, a pair of platinum ingots
2nd: Mirror Image, Ray of Enfeeblement, Web
(each worth 1500 gp), a coral statuette of a nixie on a
giant seahorse (worth 875 gp), 17 gems (7 worth 100 gp, 3rd: Gust of Wind, Suggestion
4 worth 500 gp, 3 worth 750 gp, 3 worth 1000 gp), a gold 4th: Minor Globe of Invulnerability
brooch set with sapphires (worth 1700 gp), a silver ring
set with two rubies (worth 400 gp), and an ivory coffer
(worth 125 gp). The following magic items are mixed
Area 5-9 - Guardroom
into the pile: a +2 short sword (luckblade), a horn of the This submerged cavern is about 30 feet wide but
tritons, and a scabbard of sharpness. only 15 feet long. To the north is the large carcass of
a shark strung up to a hook near the ceiling. The
Tactics: The gold locathah is a painted, ordinary
shark's body is riddled with dozens of crossbow
locathah. PCs attacking this one (whom Sslithia has
bolts. To the south, eight fish-men are lined against
charmed into believing it is an avatar of their god) will
the wall, most of them holding loaded crossbows.
give her enough warning to prepare herself for a fight.
After a brief pause of shock, one of the fish-men
points at your group and shouts an order amid a
mass of bubbles!
NEW ITEM
This is another guardroom, inhabited by eight locathah
Circlet of Blasting, Minor warriors. Currently they are practicing the use of the
On command, this simple golden headband crossbow on their target, the shark carcass. The cavern
projects a blast of searing light doing 3d8 is used as a training hall, so no locathah reside here.
points of damage (DEX save for half) once There is nothing else of any interest here.
per day. A Major Circlet of Blasting does Tactics: Six locathah have loaded crossbows and fire
5d8 dmg instead. them on the first round. The remaining two pull out
Value: 7,000 gp minor; 20,000 gp major. spears and charge. If possible, one tries to escape with a
full swim move out the northeast passage. He heads to

34 - The Secret of Smuggler’s Cove


area 5-11 to alert Pomatomus before traveling to areas
5-12 and 5-13 to evacuate the females and children out
of the caves. If this occurs, Pomatomus arrives on his
seacat mount in 1d4+2 rounds.
Locathah Warriors (8): HD: 4d8 (20 hp each); Spd: 10'
(60' swim); AC 17; 1d8 dmg by longspear or 1d10 dmg
by heavy crossbow; Physical Prime; AL: N; XP: 960.
Equipment: Longspear, sharkskin armor, heavy
crossbow with 20 bolts.

Area 5-10 - Hatchery


The corridor slopes up for several feet before exiting
the water. Beyond is a dry passage that spills into
a cavern about 20 feet in diameter. It feels warmer
here, but very humid. Situated in the center of the
room is a raised wall, about two feet high, creating
a basin about 12 feet long and seven feet wide.
Inside the basin is crystal clear water and soft
spongy carpets of algae.
This chamber functions as a hatchery for the tribe, due
to a natural phenomenon that keeps the room slightly
warmer than the other chambers. Inside the basin, amid
the copious amounts of algae, are locathah eggs. There
are a total of 47 of these creamy white, grapefruit-sized,
The seaweed mass is Pomatomus' personal bed. Hidden
soft, gelatinous sacs. These eggs are due to hatch in a
there (requiring a successful CL 7 WIS check) is an
few weeks and are tended by the non-combatant
obsidian statuette of a whale (worth 375 gp) and a silver
locathah from area 5-12 or 5-13.
comb set with five small aquamarines (worth 185 gp).
PCs should not receive experience points for slaughtering The kelp mass in the north is the sleeping area for the
these eggs. If the CK desires, an experience penalty can be sea cat and it can be found there about 22 hours a day
applied against PCs who contribute to such needless (like his terrestrial feline counterparts). The flat-topped
destruction. stone bench holds an interesting item. On it is a thin
slate slab perhaps three feet by two feet. Engraved on its
Area 5-11 - The Leader's Cave surface is a battle plan to attack a terrestrial city.
This submerged cavern is about 20 feet in diameter. It details several waves attacking from the harbor while
The northern portion of the room is a tangled mass of another assault occurs from the south. Finally a
kelp anchored to the floor. To the east is a low pile of mercenary band attacks from land, originating from the
seaweed, shaped into a mound. The center of the room east. A successful Intelligence check (CL -3) reveals that
is dominated by a low stone slab with a smooth top. the city is Fair Haven!

If the PCs have not encountered Pomatomus and his sea Tactics: Pomatomus begins by drinking his potion
cat mount, continue: while the seacat closes for melee. Once in melee, he
dismounts and commands the seacat to attack while he
The kelp curtain parts to reveal a fearsome sight. A begins to enter Primal Fury. He fights to the death (he
bulky beast, nearly 10 feet long with the hindquar- dies at -7 hp).
ters of a small whale and the torso of a scaled
feline, lurches forward. The creature sports two
massive paws and a silky mane. Perched on its
back, secure in a shark skin saddle, is a muscular
fish-man carrying a barbed trident. The fish-man
NEW ITEM
wears a suit of armor composed of shells and spurs Potion of Heroism
his mount forward! This potion imbues a single creature with
This is the lair of Pomatomus, a bloodthirsty barbarian great bravery and morale in battle.
locathah and the military leader of the tribe. Although The target gains a +2 morale bonus on attack
he lacks the charisma to lead the entire tribe, the others rolls, saves, and attribute checks.
fear his wrath enough to follow his lead when taking This lasts for 10 minutes.
orders from Shae'mae or the avatar.

The Secret of Smuggler’s Cove - 35


Pomatomus, Locathah Chieftan: HD 2d8+6d12 (52 The chamber is inhabited by dozens of fish-men
hp); Spd 10' (60' swim); AC 19; BtH +16 (+10 with- and women. Most are human sized but some are
out the belt or potion) with +2 Trident for 1d8+6 smaller versions, perhaps juveniles. A look of
dmg; Barbarian Abilities: as a 6th level barbarian, shock sweeps over the crowd of adults as they
including: Combat Sense; Primal Force; Primal attempt to usher the unknowing juveniles to the
Fury; Primal Might; Saves: P; AL: NE; XP: 791. southeast corner of the room.
Equipment: Expert shell mail (treat as scale mail), This area is one of two general living areas for the non-
+2 trident, belt of giant strength (20), potion of heroism. combatant locathah. 28 females and 15 juveniles occupy
Sea Cat: HD 6d10 (36 hp); Spd 10' (40' Swim); AC this chamber. They spend their time hunting for fish,
18; Two claws do 1d8 dmg; Bite does 1d12; tending the cages in area 5-14, and processing kelp for
Darkvision 60'; Low-Light Vision; Hold Breath (15 consumption. Aside from these foodstuffs, there is little
minutes); Scent; Saves: P; AL N; XP: 336. of interest here.
These creatures are noncombatants, although the
Area 5-12 - General Living adults will attempt to protect the children. The PCs
receive no experience for slaughtering noncombatant
Quarters women and children.
Note: If the locathah warrior from room 5-9 escaped to
evacuate the women and children, then this room is Locathah Noncombatants (4): 2d8HD (10 hp each);
empty except for the nets, fish, and kelp. Spd 10' (60' swim); AC 14; unarmed attack: 1d2
dmg; Prime: P; AL: N; XP: None.
This irregularly shaped submerged cavern is about
30 feet in diameter. The ceiling is covered with nets,
holding unmoving fish. The walls are lined with Area 5-14 - Entrance Cavern
long fronds of kelp, stretched over wooden racks. The corridor dumps into a huge cavern with a
The chamber is crowded with fish-men and women, ceiling that stretches above the water. The water's
including small versions of the piscine humanoids. surface ripples with small waves and in the
A look of terror overcomes these unarmed creatures distance the crash of the ocean can be heard.
as the larger ones usher the diminutive ones to the Floating in this cavern are five large wooden
rear of the cave. cages crammed with fat salmon.

This area is one of two general living areas for the This is the ocean entrance cavern to the locathah caves.
noncombatant locathah. 17 females and 22 juveniles The cavern gently widens over several hundred feet
inhabit this chamber. They spend their days hunting before opening to the ocean. If the PCs exit here, and
fish, processing it for consumption, and collecting kelp. turn north, they can encounter the cave that leads to the
Aside from these foodstuffs, there is little of interest smugglers' caves, area 4-7.
here. The cages hold salmon, captured by the locathah and
These creatures are noncombatants, although the adults then grown to immense size. Every few days, they cull
will attempt to protect the children. The PCs receive no the population for food and capture more with nets to
experience for slaughtering noncombatant women and restock. The cages float on the surface but are secured
children. via ropes attached to iron hooks buried in the salty
bottom. The noncombatants in area 5-13 are responsible
Locathah Noncombatants (39): 2d8HD (10 hp for caring for these cages.
each); Spd 10' (60' swim); AC 14; unarmed attack:
1d2 dmg; Prime: P; AL: N; XP: None

Area 5-13 - General


Living Quarters
Note: If the locathah warrior from room 5-9 escaped to
evacuate the women and children, then this room is
empty except for the nets, fish, and kelp.
This submerged chamber is perhaps 30 feet wide
and 20 feet long. The ceiling is enshrouded with a
tangle of nets, full of unmoving fish. Along the
southwest wall are long fronds of kelp stretched
across wooden racks.

36 - The Secret of Smuggler’s Cove


Conclusion Rewards
To award experience for this adventure, compute the
experience points for the combat and trap encounters
End Story based on their challenge ratings. Then divide
With the discovery of the Secret of Smugglers' Cove this amount by the number of PCs. Next, assign a
and the destruction of the locathah tribe and its discretionary role-playing experience award to each
evil leader, the town of Fair Haven is safe. The town player (400 to 600 XP) based on character portrayal and
council is already seeking a new lighthouse keeper contributions to the game. Finally, add up the following
and soon ships will once again safely ply the objective awards based on tasks completed during
waters around Fair Haven. Even though the town each part of the adventure. These objective awards are
never understood the dire danger posed by the based on individual characters and are not group
denizens of the sea caves, Fair Haven is in your debt rewards. The sum of combat/trap experience, role-
for a long time. playing awards, and objective awards is the total
experience awarded to each character.

Part 1 Objectives Part 4 Objectives


Discovering the secret door to Discovering players' handout B and
the dungeon 50 XP deciphering the shells 100 XP
Discovering the tide charts 50 XP Discovering the false bottom crates
Not wasting resources on the traps 100 XP and the smuggled goods 100 XP
Following the fleeing locathah
Total possible bonus experience points 200 XP
in area 4-7 to their lair 250 XP
Discovering the contracts in area 4-9 100 XP
Part 2 Objectives Releasing Captain Jared Goldtooth and
convincing him to ally with the PCs 150 XP
Discovering the scroll in room 9 50 XP
Crossing the rope bridge without it
Discovering the contract between being collapsed 100 XP
the gnolls and locathah 100 XP
Discovering area 4-12 and not stealing
Discovering the command word the pearls 250 XP
for the iron flask 100 XP
Discovering the rope of climbing and
Not being ambushed by Takaritha plundering the treasure in area 4-14 150 XP
in the scorpion nest 100 XP
Discovering the weak floor in room 10 50 XP Total possible bonus experience points 1200 XP

Total possible bonus experience points 400 XP


Part 5 Objectives
Not disturbing the green slime
Part 3 Objectives in area 5-2 50 XP
Not disturbing the yellow mold Plundering the locathahs' treasure
in room 5 50 XP in area 5-3 100 XP
Releasing Corwin and returning Discovering players' handout C 150 XP
him to Fair Haven 150 XP
Not destroying the eggs in area 5-10 100 XP
Releasing Cedric and returning
him to Fair Haven 100 XP Discovering the attack plans on
Fair Haven 200 XP
Not opening the iron flask 200 XP
Not killing the noncombatants
Discovering the secret door to the in area 5-12 50 XP
sea caves 50 XP
Not killing the noncombatants
Discovering players' handout A 100 XP in area 5-13 50 XP
Total possible bonus experience points 650 XP Total possible bonus experience points 700 XP

The Secret of Smuggler’s Cove - 37


Appendix 1: Area 4 - Town Hall
This large wooden building serves many functions for
Fair Haven Area the town. It houses Alexander Montcrief's office, a small
court room, a meeting hall, and a barracks for the
militia. The mayor is usually found here and if he hires
The Village of Fair Haven the PCs, he summons them to his office.
Fair Haven (village): 200 gp limit; Assets 5500 gp;
Population 550; Isolated (95% human, 2% half elf, Alexander Montcrief, male human Knight 3: HD
1% dwarves, 2% other). 3d10 (15 hp); Spd 30'; AC 10; BtH +3 w/ expert
longsword for 1d8 dmg; AL: NG; Primes: INT, WIS,
Authority Figures: Alexander Montcrief (mayor);
CHA; Notable Attributes: INT 13, WIS 14, CHA 16
Bronwyn (female Wiz 3, alchemist); Chalonna
(female half-elf Clr4 (Pelagia), local priest); Languages Spoken: Common, Elven.
Talance Brevard (proprietor of the Siren's Swoon); Equipment: Noble's outfit, expert longsword.
Jeromy Montrose (head of the Fisherman's Guild),
Ironia Stoutshield (female dwarven Ftr2, head of
the Militia).
Area 5 - Temple of Pelagia
Situated just outside of town is a small stone temple
Militia: Fighters Lv 1 (12).
dedicated to Pelagia, a minor goddess of bards, the
sea, and travel. The temple is run by Chalonna, a half-
Area 1 - The Docks elf Clr4 and also a local historian. If the PCs visit and
Fair Haven maintains a trio of docks. Most are used by tell her of their investigation, she asks them to locate
local fishermen and their skiffs. These skiffs are 15 feet information on the disappearance of Lord Gregor so
long and can be rented for 1 gp per day. There is a 10% she can detail it in the town registry. She offers a 50 gp
chance per day that a merchant galley is docked here, reward for any information they find. She also has a
off-loading goods. few scrolls for sale. They include cure light wounds (x4,
25 gp each), cure moderate wounds (x2, 150 gp each),
The docks are usually buzzing with activity early-
and bless (x2, 100 gp each). All scrolls are at caster
morning to early-evening. During these hours 1d6+3
level 4th.
fishermen can be found at any time. They love to spin
wild tales and swap questionable rumors and are more Chalonna, female half-elf Clr4 (Pelagia): HD
than happy to interact with the PCs. 4d8+4 (24 hp); Spd 20'; AC 15; BtH +3 w/ +1 Spear
for 1d8+1 dmg; Half-Elf traits: Human lineage;
Area 2 - The Warehouses Secondary Trait: Charisma (+4 to all charisma
These three row buildings are owned by the Fishermen's checks); Move Silently; +2 to save vs. sleep/charm
Guild. Two are used for the processing of fish caught by spells; Turn Undead; Significant Attributes: CON
the locals. The other is reserved for merchants to store 13, WIS 17, CHA 14, Primes: WIS, CHA.
goods before sale or overland shipment. Jeromy Languages Spoken: Elven, Common.
Montrose, the head of the Fisherman's Guild, is found Equipment: +1 chain shirt, +1 spear, prayer books,
here most days. healer's kit, divine scroll: neutralize poison (x3).
Spells Prepared: 0-level - create water (x2), first aid (x2),
Area 3 - The Siren's Swoon 1st-level - bless, cure light wounds (x2), resist elements;
This building is the local tavern and inn, run by an ex- 2nd-level - remove paralysis, lesser restoration, delay
fisherman named Talance Brevard (male human Com2). poison.
The place is clean and the food is cheap but good.
Mostly visited by fishermen, the Swoon caters to very Area 6 - Bronwyn's Elixirs
few travelers. The following goods and services are
available: This small shop is owned and operated by Bronwyn,
a former adventurer who gave up the dangerous life
Item Cost to settle down and pursue alchemy. She welcomes
Ale, common 2 cp/mug adventurers to her shop and if given time, she can
Ale, fancy (honey) 4 cp/mug process special orders. The following alchemical
Wine, common 1 sp/pitcher supplies and potions are available for sale. She also
Wine, elven 2 gp/pitcher purchases unusual components and potions for half
Meal (fish stew and bread) 2 sp their market value.
Cheese and fruit platter 3 sp
Meal (roast venison) 5 sp
Common room (4) 4 sp/night

38 - The Secret of Smuggler’s Cove


Number
Item Cost Available Area 7 - The Lighthouse
Flammable Oil 25 gp 4 See part 1 for details.
Potion of cure light wounds 75 gp 1
Area 8 - The Ruined
Potion of reduce person 300 gp 1
Potion of levitate 350 gp 2
Manor House
See part 2 for details.

Bronwyn, female human Wiz3: HD: 3d4 (8 hp); Area 9 - The Wreck
Spd 30'; AC 12; BtH +1 w/ dagger for 1d4 dmg;
Notable Attributes DEX 13, INT 16, WIS 13, CHA of the Nymph's Kiss
13; Primes: INT, CHA. Located about 1/4 mile north of the lighthouse is the
Languages Spoken: Common, Dwarven, Elven, wreck of the Nymph's Kiss. It rests on the sandy bottom
Gnome. in about 100 feet of water. It sports a broken mast and a
long gash on its starboard side. All the valuables have
Wizard Spells Prepared: 0-level - detect magic (x2), mage
been removed by the locathah, but if the CK desires,
hand, read magic; 1st-level - comprehend languages,
they could have missed something that could be a hook
identify, unseen servant; 2nd-level - detect thoughts
for further adventures. Of course, the PCs need to deal
(x2).
with the giant squid that now lairs in the wreck!

The Secret of Smuggler’s Cove - 39


Appendix 2:
Players’ Handouts
Handout A: The Last Entry of the High Priest’s Diary

Handout B: String of Shells

Handout C: Contract Written in Common

40 - The Secret of Smuggler’s Cove

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