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The Secret of Smuggler’s Cove - 1

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Rules Document Copyright 2000 Wizards of the Coast, Inc.;

Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original mate-

rial by E. Gary Gygax and Dave Arneson.

Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord

Games, Authors Davis Chenault and Mac Golden

C&C: The Secret of Smuggler’s Cove by Joseph Goodman, Copyright 2005

Goodman Games (contact [email protected], or see www.goodman-

games.com). Revised 1 February 2007.

The Secret of Smuggler’s Cove

Writer: Chris DoyleC&C Rules Conversion: Chris RutkowskyCover Artist: Chuck WhelonInterior Artists: Jason Edwards,

William McAusland, Brad McDevittCartographer: Jeremy SimmonsGraphic Layout: Alvin HelmsEditor: Joseph GoodmanPlaytesters (Original Edition):

Lisa Doyle, Mark Fortin, Steve Labun, Devin McCullen, Adrian Pommier

The role playing game Castles & Crusades is published by Troll Lord Games.

Goodman Games thinks it’s a cool game, so we’re publishing this adventure for use with it.

For more information, visit one of these sites:

Castles & Crusades: www.castlesandcrusades.com

Goodman Games: www.goodman-games.com

Troll Lord Games: www.trolllord.com

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.

IntroductionRemember the good old days, when adventures wereunderground, NPCs were there to be killed, and thefinale of every dungeon was the dragon on the 20thlevel? Those days are back. Dungeon Crawl Classicsdon't waste your time with long-winded speeches,weird campaign settings, or NPCs who aren't meant tobe killed. Each adventure is 100% good, solid dungeoncrawl, with the monsters you know, the traps you fear,and the secret doors you know are there somewhere.

The Secret of Smuggler's Cove is designed for four to sixcharacters of 5th through 7th level. While the PCs can beof any class, a good mixture including at least one cleric and wizard is recommended. Magic items forunderwater exploration are useful, but not necessary.See the "Scaling Information" section for ways to tailorthis adventure to your group's size, level, and uniquestyle of play.

Adventure SummaryThe PCs arrive in the small seaside town of Fair Havenand set out to investigate a haunted lighthouse outsideof town. The PCs discover the lighthouse is not actuallyhaunted and in fact has dungeons below it. Furtherunderground, below even the dungeons, are sea cavesused by a local band of smugglers. The sea caves arealso the lair of a tribe of locathah. The smugglers aretrading high quality metal weapons to the locathah inexchange for gold plundered from a wrecked merchantvessel. The players discover a nefarious plot by thelocathah to use the metal weapons against the village ofFair Haven. They must be stopped!

Castle Keeper's SectionScaling Information

The Secret of Smuggler's Cove is designed for 4-5 characters of 5th to 7th levels, but can be modified forparties of different sizes or levels. Consider adaptingthe adventure as follows:

• Weaker parties (3 or fewer characters, or below 5thlevel): Remove 2 Hit Dice from all main NPCs.Throughout levels 4 and 5, reduce the number of smugglers and locathah encountered by up to half.Replace advanced versions of monsters with normal versions found in the Monsters & Treasure.Convert Sslithia to a normal water naga and removeher magic item.

• Stronger parties (more than 6 characters and/orhigher than 7th level): Add 2 Hit Dice to all mainNPCs. For the smugglers and locathah, eitherincrease the number encountered (by up to double) or add 1-2 Hit Dice to each enemy.Increase Sslithia's Hit Dice by 4. Consider adding

2 - The Secret of Smuggler’s Cove

Table of ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Castle Keeper's Section . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Scaling Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Encounter Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Getting the PCs involved . . . . . . . . . . . . . . . . . . . . . . . . 3Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Background Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4The History of the Fair Haven Lighthouse . . . . . . . . . 4The Demise of the Nymph's Kiss . . . . . . . . . . . . . . . . . . 4Enter the Locathah . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4The Secret of Smuggler's Cove - CK's Eyes Only! - . . 4

Player Beginning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Part 1 - The Lighthouse . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Wandering Monster Encounter Table . . . . . . . . . . . . . 5Map 1: The Lighthouse . . . . . . . . . . . . . . . . . . . . . . . . . 5Events keyed to map locations . . . . . . . . . . . . . . . . . 5-7

Part 2 - The Ruined Manor House . . . . . . . . . . . . . . . . . 7Wandering Monster Encounter Table . . . . . . . . . . . . . 7Map 2: The Ruined Manor House . . . . . . . . . . . . . . . . 8Events keyed to map locations . . . . . . . . . . . . . . . . 9-12

Part 3 - The Dungeon Under the Manor . . . . . . . . . . . . 12Wandering Monster Encounter Table . . . . . . . . . . . . 12Map 3: The Dungeon Under the Manor . . . . . . . . . . 13Events keyed to map locations . . . . . . . . . . . . . . . 12-18

Part 4 - The Smugglers’ Caves . . . . . . . . . . . . . . . . . . . . 19Wandering Monster Encounter Table . . . . . . . . . . . . 19Map 4: The Smugglers’ Caves . . . . . . . . . . . . . . . . . . . 20Events keyed to map locations . . . . . . . . . . . . . . . 19-29

Part 5 - The Locathah Caves . . . . . . . . . . . . . . . . . . . . . . 29Wandering Monster Encounter Table . . . . . . . . . . . . 29Map 5: The Locathah Caves . . . . . . . . . . . . . . . . . . . . 31Events keyed to map locations . . . . . . . . . . . . . . . 29-36

Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37End Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

Appendix 1 - The Fair Haven Area . . . . . . . . . . . . . . . 38The Docks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38The Warehouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38The Siren's Swoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Town Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Temple of Pelagia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Bronwyn's Elixirs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38The Lighthouse (see Part 1) . . . . . . . . . . . . . . . . . . . . . 39The Ruined Manor House (see Part 2) . . . . . . . . . . . . 39The Wreck of the Nymph's Kiss . . . . . . . . . . . . . . . . . . 39Map 6: Fair Haven . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Appendix 2 - Players’ Handouts . . . . . . . . . . . . . . . . . . 40The Last Entry of the High Priest’s Diary . . . . . . . . . 40A String of Shells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40A Contract Written in Common . . . . . . . . . . . . . . . . . 40