Escape From Portsmith
|Status||Explored October 907 TA|
|Campaign||Voyage of the Wanton Wench|
DM's Note: The City of Portsmith is described here. What follows are the actual missions undertaken in this campaign.
It is 907 TA. It is a dark time.
The Western Reaches have fallen to the Old Kingdom - or so you have been told. The Eastern Reaches are filled with werewolves and strange folk from the Wolfshaunt who wander the streets by night. Yeah, times are sinister, but that's no reason for the Crusader of Portsmouth, Jana Blackfire, to come down on honest citizens and merchants. She rules Portsmith with an iron fist. And her zealousness seems to be increasing. Bah, who does she think she is? Bah to her and bah to her Order of Crusaders.
Her latest edict, not so affectionately known as The Gavel, gives the Order of the Silver Throne immense power to dispense punishment unilaterally. So, the last mayor of Portsmouth had a bit of demon blood in his veins, and, yeah, he had some peculiar appetites. That's probably why the good people of this port chose Blackfire - charismatic and honest to a fault. Aye, and there's the fault - her new rule of law is filling the prisons with merchants and traders just looking to make an honest profit. A simple brawl - jail. A whisper against the King - jail. And, so you find yourselves in a stinking jail cell with five stinking companions - all of you innocent by your own accounts - and just about to be branded by the holy Order with the mark of The Gavel.
Dark days. Maybe torture, maybe worse.
A bucket of hot coals sits nearby, a blackened branding iron heating. Footsteps from down the corridor - guards undoubtedly along with that ugly, scarred Justice Henry Meekson. You hope his face will not be the last you see. Suddenly, you hear a tapping - much too rhythmic to be rats. Someone is sending you a message. After six weeks in this stinking cell, maybe there is hope of rescue. The others hear it too. Maybe together you can decipher the code.
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Escape from the Vault
Overlooking the harbor from the southern hills, the Vault is an old square stone building. Once used as a roasting house for barley and coffee due to a hot geyser just beneath the building. The Vault has been recently re-purposed to hold prisoners of "lesser offense". The most notable feature of the building is a central elevator which previously had been used to move the grain through various stages of preparation.
The building is 50' high and 50' on a side made of grey stone. There are five levels in the building (one is underground). The Vault is windowless, very hot, and smells of roasted grains and coffee.
DM's NOTE: The Upper Prison Level and Administration Level were not explored.
Middle Prison Level
Encounter 1: Wake bird. Use brick.
- DC 15 - A brick about 10 feet up on the wall is missing.
- DC 25 - Shadow of someone watching from the southeastern hallway. This is Janet Meekson who just had her guard tap out the signal.
Henry Meekson is coming with one guard. He will offer the party absolution - so there will be no pain from the branding - in exchange for a geas of information. No deal, take 6 points of excruciating pain.
Find me the name of the head of the Family. Speak "Meekson Hear Me". The brand will disappear and you will be free to go. Wrong answer, death. Try to run away, slow lingering death that no cleric can heal.
Meekson has a book. Read it upside down, and it says that the prisoners have confessed and are to be released in two days. Meekson is crossing off the name of anyone who didn't take the pact.
Janet Meekson (Henry's daughter) works for the Family. She hates her father as cruel and unyielding. She is trying to find recruits - she is neither good nor evil. But, she is trying to stop the killing of potentially useful recruits. She is the key of the plot to let them go.
Later she will attempt to contact them again via Morse code.
The large clay brick on the mantle is a key that activates the Elevator - which is the room in which the prisoners are currently occupying. The bird is actually Java, one of the player characters. The trick will be to get the brick over to the party quickly in order to get the elevator moving.
The code tells the party to move UP. This will take them to the top level of the Vault. By then lowering the elevator, they can move up the shaft to the roof. There a large chute used for loading coffee beans stands abandoned - a sweet slide to the real world.
If they move DOWN, they can escape through the front doors - but the entire Vault will be on high alert.
- Faith Bladevale, Captain of the Vault
- 12 guards on duty - Caleb Cooke, Cameron Stewart, Stanley Hopkins, Mollie Shaw, Alex Robertson, Tegan Elliott, Lea Rose, Heath Perkins, Max Hunt, Zachary Hunt
- 12 guards off duty
- 4 Blink Dogs - There are four guard dogs that are usually found on the ground floor. They can blink through the gates and doors. They will begin to go through the dungeon if the alarm is sounded.
DM's NOTE: Only those cells that were explored are included below.
26 cells (A-Z) 100 prisoners
- Cell Q - Drunks (4)
- Cell R - Wanton Wenches (3)
- Cell S - Demon
- Cell T - Clanpike Family (4)
- Cell U - Father Cannon
- Cell V - Screaming Sally
- Cell W - Nick the Flick
- Cell X - Lord Winsworth
- Cell Y - Brothers Willowhisper (4)
- Cell Z - Gabriel Gloommantle
- Will tell the party of Captain Bainbridge (of the King's Crown), his suspicions of their affair, and describe Clarinda as "a lovely young willow with golden hair and apple green eyes".
- He knows nothing of the funeral - he was in prison.
- He was a merchant - grandson of a successful merchant from Lichfield who was granted land and title under the Second Earl, William Redmond. James moved to Portsmith to escape the wanton advances of the Jamie Redmond who coveted his wife. They have lived in Portsmith for almost 10 years.
- Clarinda is currently on the Wanton Wench, having dug herself out of her grave and gone after Bainbridge.
Let me go, and I will scrape up some money to pay you.
Swinging Cindy (sailing master), Tanya (botswain), and Ginger (carpenter/surgeon) are in this cell.
Assassin. Very deadly. Kills anybody who spends any time looking at him.
Anton, Lucas, Kade, Barrett.
Clanpike Family (4)
They were arrested for vagrancy - or so they say. Actually, they are thieves.
He says that they didn't have any prison clothes big enough for him - just arrived today. The children were being beaten for stealing bread.
Father Cannon is actually a high ranking member of the Family. The children were stealing a bit more than bread. Father Quinn is actually a priest, but he has been pressed into service by the Family.
Nick the Flick
Nick is a member of the Dark Path.
Rumors Around Portsmith
- We were going to get them four big brass gears from the scrap ship in the harbor. They are down in the hold, we'ze been told. Well, we get aboard - and ship stinks of death - but never you mind, we has a job to do. Well, Remy went down first. Said something about a pile of silver. The next thing we know, he screams and it sounds like a pack of dogs tearin' him apart. Well, his boot flew up through the companionway - his foot still inside. Just a fuckin' bloody stump. Well, me and Tyler here took off and jumped in the dinghy and were gone before you know it.
- A siege engineer and three gunners are at the Lantern & Gargoyle looking for a ship out of Portsmith. They are willing to work without pay for one month in exchange for passage. Trying to get to Teufeldorf to fight in the war against the Old Kingdom. NOTE: These are the dopplegangers.
- Lucky Lulu - she be down at the Lantern & Gargoyle gamblin'.
- Captain Ian Whitehead - late of the King Ernest Goodfellows command. Lost his ship, the Trident of the Sea, to the Old Kingdom fleet at the Battle of Teufeldorf Harbor in July 906 TA. Now, he sits in the pub and drinks.
Mission 1: Mr. Dourmoor, Mrs. Dourmoor, and the Twins
(strong Transylvanian accent) - I could not help overhearing your conversation - I have very good ears. You are in need of gold, and I am in need of passage from Portsmith.
My wife and I and two young children - the twins - came from the Wolfshaunt in October 905 TA having stolen 8 tokens from Mr. Black and Mr. Sly. Dourmoor was a clerk for the bankers - having been bitten when they realized his penchant for numbers. Being a vampire for Mr. Sly, he is not bound to Grandfather Josiah or Grandfather Bela. He knows Radu and doesn't believe in the Great Grandfather.
He has several hundred gold - aid to outfit the Wanton Wench. He wants an inside cabin, and promises not to do anything to the crew - what would I do, I am an accountant after all. His children will catch rats - which freaks the crew out.
He might do a small job for the party in Portsmith - draining the life from someone who stands in their way.
Enroute, the crew will try to frame Dourmoor for a "disappearance" which is actually crew member hiding in the Crow's Nest. The party will have to act as arbiters.
Boarding the Dourmoors
DC 15: Black dragon bag - worth a fortune.
Mission 2: The Keys to Six Sisters
The barkeep shows you a ring with six large iron keys on it. The keys are new and shiny - each about 4 inches long with a different symbol in the bow.
NOTE: The middle window is broken and the boards appear to be pried away - only enough to allow a small creature to enter.
As the party approaches, a young woman will intercept them dropping from a nearby tree - if they look like they are going to enter. My name is Mirth. Mirth is a thin woman, dressed in leather with short black hair and a thin rapier and several daggers poking out of her boots.
"I can tell you a secret if you let me go with you. I am looking for my grandfather's ring which he gave to the sisters to feed his habit. Bastard. It's the only heirloom our family had left."
Real story - I have been tasked by the Family to retrieve a thieves ring - and make it my own. It is my initiation into the organization. I know the frogs are here, but I can't get by them. I don't know anything else except my predecessor, Whispers, died here when doing a job for the Family.
The grounds are guarded by giant frogs that have taken up residence in the yard. They will attack if any sound is generated (i.e., removing the boards). NOTE: Their tongues can reach the upper balcony and windows.
Upper Story Hallway
NOTE: The middle door is closed. The sound of flapping wings can be heard DC20.
Upper Story Bedroom
The chests contain bed linens and towels. NOTE: No clothes or personal items can be found here.
NOTE: The symbols on the keys can be found interwoven into some of the fabrics - in the appropriate color - red, orange, yellow, green, blue, purple.
Upper Story Bedroom - Cockatrice
Upper Story - Seventh Sister
Notice: A chain around the post of the bed runs under the curtain. If opened, the party will be attacked by the succubus inside the curtains. She will attempt Charm or Suggestion spells until her true nature is revealed. She can anywhere within the room, but she cannot leave the room - a silver chain on her leg prevents that from happening.
Items of Interest - Rings around her neck include the thieves ring Mirth is seeking. The other magical ring is a ring of feather falling (2,200 gp). A vial of Stone Salve may be found here as well.
The pool is home to six skeletons covered with green slime. Each has a stone pendant - with a design that matches a key in a particular color. This tells the party which keys goes where.
Behind the pool, the statue of an angel - in the form of a young girl - holding aloft a lantern. While the statue appears to be stone, the lantern is made of crystal glass.
Notice DC15: Around the base of the statue is written the following verse:
Notice DC20: The verse on the base is much newer than the statue itself.
NOTE: The statue can be rotated on its base. NOTE: The dawn's sun will hit the lantern in the statue - which can be rotated just so to reveal a beam of light on six hidden keyholes in the walls - red, orange, yellow, green, blue, purple.
All the keys need to be inserted into the proper keyholes and turned just at dawn.
Each skeleton will have a colored necklace with the appropriate symbol on it. This will allow the party to know where each key must go - depending on where the prism lantern shoots its colored beam of light.
The Six Sister's Treasure Room
NOTE: This is window-dressing. It merely gives some clues about the seventh sister.
The chest can be unlocked by the seventh sister's key. Or, it can be mundanely picked. Each failure will cause the sound of a vial breaking. The chest contains: 1200 gold pieces, 120 silver, and 12 copper. It also contains a set of six silver daggers.
Mission 3: The Demon's Masquerade
Mission: Theft at the Demon's Masquerade
Arriving at the Party
As the party arrives at the party - assuming they are dressed in their costumes - they will be met by Giles the Butler who will point them around the house to the "stage".
The Stage and Grounds
Getting Ready for the Stage
At the stage, the party is met by the stage mistress, Rebecca Strange. She is a large woman with a commanding voice and rosy cheeks. She quickly assesses the party's show and tells them they will be up next. The party is to stand directly behind the stage and go on when the three singing sisters are finished with the last of their heart wrenching arias - the Siren's Wail and the Widow's Walk.
After the Performance
The party will be greeted by Miranda Clay and James Sharpington. They will either thank you for your service or they will invite you to join in food and drink.
Performance DC with help. Or the party can actually do something.
Sub-Plot Encounter: The Assassination of Miranda Clay
DC 20: You overhear the act coming up next (thus standing behind the stage). Six men who are dressed in fancy red and black robes with stringed instruments and large floppy hats. One with a long, drooping black mustache, acne scars and blackened teeth is speaking to the others in hushed tones.
Several other seascapes adorn the walls of this room.
Three servants behind the table keep a watchful eye for hungry guests.
The woman is Maleva. She is a gypsy-born oracle who is one of the few in Portsmith actually capable of contacting the dead. The crystal ball is a prop.
The séance is attempting to contact the spirit of the previous mayor, Linpool Lastra. Maleva is attempting to find out if the coming storm is demon-borne or a natural occurrence. She will channel a strange voice.
They are coming. Those who live in the storm. Hide for they cannot enter your homes. Beware, they float upon the wind and lightning is their companion. Hide. Hate. They must feed. The storm drives them forward. Beware. It is an evil storm. Hide. Hide or die. Seek the staff from the undying. Only then will you be safe....
A drunk woman, Tipsy Taylor, is slumped on a bench - apparently passed out already. She is middle aged and dressed in a beautiful blue dress - a string of pearls around her neck. A middle-aged man is trying to revive her. He looks up desperately, and you can see that she has vomited on his suit.
The ships are all merchant galleys - none of them the Wanton Wench. The Peaceful Sorcerer, The Lone Dawn, Dressed To Kill, The Laura, The Scurvy Shark, Privateer's Strumpet.....
Appraise: 500 gold.
The only way to open the case is to lift the glass off of the pedestal. This will create a suction of air which will cause the trident to be pulled into the base - where a latch will drop, locking the item safely away.
The other notable item in the vestibule is a door in the northeast corner.
Opening the door leads to a spiral staircase leading down to the large summoning room below the courtyard.
Behind the Vestibule Door
The figure is actually that of a young girl that has been dressed in a mermaid's tail. She has been drugged and is asleep. Her name is Ariel. Will she be sacrificed?
Shade some of the arrows so that each shaded arrow points at exactly 2 other shaded arrows.
The ceremony will ramp up. After 5 minutes - the sacrifice!
Upon solving the puzzle, the door into the demon statue disappears without a sound or trace leaving a small opening to a hallway beyond. The area beyond is dark, hot and fetid.
Demon's Treasure Room
As Oppy or Wrane approaches, a light (near Tegel Village) glows faintly with a small horned symbol nearby.
Mission 4: The Bomb
Frakesworthy Hall is a luxurious house on Upper Castle Court. Stone steps lead up to large patio lit with sconces. A large green door is bound in copper. Through an entryway and a sharp right into a waiting room. Two doors in and out. All the window shades have been drawn. The floors are walnut, the walls are walnut, and the ceiling has a mural of a seascape showing ships sailing in front of an impending storm.
Hawkes is the old man servant.
NOTE: A guard is in front of each window and door.
Disarming the box will cause an explosion. Frakesworthy will drop the box and look at the party. His guards will be blown through the window. Within a few rounds, the local constables will come. The party will hear whistles.
The box contains a diamond necklace worth 1000 gold.
Mission 5: Lord Winsworth
Near a large oak, you notice a grave has been disturbed, the ground around it is broken and bits of wood are strewn about. From the looks of it, this has been done in the last few weeks. The headstone reads:
Stepping out from behind the tree is the bedragled form of Lord Winsworth. He is still dressed in his prisoner's garb. His grey hair is matted, his spectacles smeared, and his bright blue eyes are rimmed in red.
"Who would have done this?"
After escaping, Lord Winsworth returned to his home to find it occupied by another family - who promptly blew the whistle to summon the guards. He fled to a neighbor's house and found a temporary place to hide. He was able to retrieve a small bag of gold - which he is willing to give to find out what has happened to Clarinda.
DM's Note: Lord James Winsworth was executed at high noon on Sunday, October 16 - during a great storm. He is now buried in a plot next to Lady Clarinda Winsworth.
Mission 6: Merfolk Murder
DC20: It's Nick the Flick
Exactly as Nick described, the back of the Deep Ship Arms leads out onto the docks at the far western edge. A warehouse nearby is dark. No sentries can be seen here.
Bigby exits the inn dressed in fine robes. A raven sits on his shoulder. With him, two large men in studded leather, longswords, and crossbows follow a few steps behind - watching the area carefully.
Into the Barrel
As you move north up the shore, you come across a large barrel - clearly marked with the company crest of Bigby & Sons, Tanners and Fellmongers, Portsmith, North Province.
The smell from the barrel is clearly that of used tannin - an overpowering stench. As you approach, a swirl in the water near the shore draws your attention. Two merfolk - one male and one female - surface. The female is carrying a bundle wrapped in oil cloth.
The will mime for the party to turn Bigby upside down and stuff him in the barrel of goo - a clear sign that the dumping of tannin at the island should stop.
After the deed is done (and the feet stop twitching), the female merfolk will swim over and place the package on the shore. She will quickly turn and the duo will depart.
Inside the bundle is a heavy chain necklace with a platinum medallion. It glows slightly and looks to be in pristine condition.
NOTE: The merfolk live in an underwater cave near the island.
Mission 7: To Dock, A Declaration, and Cargo Loading
To The Dock
PERCEPTION: The Lady of the Waves and the King's Crown have left. The docks are empty except for the Wanton Wench.
"Hold tight, mateys, the Wanton Wench is movin'." At Lulu's signal, the old man tending the horses claps his hands and the two draft horses begin to pull. The ship glides forward, her bow swinging towards the dock. A cheer comes up from the crowd.
As soon as the guards leave the dock, the crew jumps into action. Crates and boxes are carried, barrels rolled to the ship, and the process of loading supplies begins. Lulu oversees the actions, pushing her crew to get the ship loaded by nightfall.
Aimee will wait for a tip. She might even ask Lulu for a job aboard. Lulu will refuse. Aimee will also take Chironomous' letter to Janna explaining that a succubus is living in the Six Sisters. (not done).
The other is for a parrot. Aimee giggles.
Slip approaches the ship. Permission to board. Granted, Slip. Welcome aboard.
Ah, my dear Juju. Well, it looks like you will be leaving our little port just when it is getting interesting around here. See Juju for details.
Mission 8: The Dock Master
Slip tells Juju.
- Spyglass. Need anything else? Spyglass at Old Alfred's. Shop's called The Dock Master. His office will be closed, but he has a safe that should be simple for you to crack behind the counter - hidden under some loose blankets, I'm told. Not very safe, but he's not too bright. The spyglass is in the safe along with some other pricey sailing tools. Nothing magical. No gold.
- Arbalest. Yeah, that will be harder to steal. You got gold? Not sure how you are going to get that one by the guards. Those come in some pretty big crates. I'll see what I can do. What about a crew?
Behind the counter, under a pile of grey blankets is a large chest - sunk into the floor. A rune traces around the edges of the chest. Touch the meeting point to open:
The chest contains: spyglass (1000 gp), astrolabe (1000 gp), sextant (500 gp).
The room is guarded by a clockwork soldier. It is 6 feet tall and weighs about 500 pounds. It will begin to whir when the shop is entered.
Eventually, the noise from a battle will wake Old Alfred - if it is after midnight when he gets back from the pub.
Mission 9: Willem Buckholder, Falconer
A magical clip was put into Java's wing by Henry Meekson who wanted to keep the bird for a pet - without having it fly off. The magical clip was put there by the Master Falconer, Willem Buckholder.
Buckholder was searching for the escaped convicts last night. Now, he's sleeping at his hut at the edge of town.
He has a weakness for gambling and drink - which he is not very good at. He has also lost one of his birds - Ripley - in a cave under Crow's Hill. Either might be a way to get him to do the job. He will require the party to promise to get Java out of town if he does it.
Other birds are Saber, Echo, and Shade.
NOTE: Didn't find any because of the Family - if he sees Juju's ring.
Won't take the clip off - Jana will kill me. Fuck off.
On top of the roof sits a giant falcon. The falcon will alert Buckholder to anyone approaching. It will attack if ordered. It's name is Sabath.
Cave of the Dancing Swords
Inside the scroll case is a map:
DM's Note: Dungeon not explored.
Mission 10: Recruiting the Siege Engineers and Gunners
NOTE: They killed the guards, robbed them, and are wearing their clothes.
Mission 11: Fixin' The Wench
DM's Note: The current status of the Wanton Wench can be found here. What follows is a description of the explored portions of the ship. Much is left unexplored.
When first encountered, the Wanton Wench is scrapped off the shore in Portsmith.
Berth Deck - Fore
Three ladders descend into the fore birth deck. The boat rocks back and forth rhythmically, and air is stale and fetid. At the far aft of the ship, a single candle glows on a table. The fore portion of the berth deck is dark. With illumination, you can see that the ship looks ransacked. The galley and storerooms are empty.
Cook's Room - Wendy
The door to the Cook's room has been nailed shut. A silver coin showing the orb and cross of the Order of the Silver Throne - a holy symbol of sorts - has also been nailed to the door.
Opening the door or removing the coin will "free" the spirit of the Wanton Wench.
A gust of cold wind floods the still, calm air of the berth deck. The ship creaks and groans as you detect it suddenly shifting in the water - almost in reaction to the figure in front of you. A ghostly apparition of a young, busty woman dressed in pirate's attire floats before you. Her continence is a mixture of sorrow, anger and despair.
If placated, Wendy - the Wanton Wench - will sink into the ship.
Berth Deck - Aft
The mustiness of the air is overwhelming as you descend the ladder into the aft berth deck. Groans, once the ordinary creaking of the hull ribs and decks, seem amplified and unworldly in the darkness.
As you descend the ladder, you can hear the scuttling of small forms, moving in the darkness - or at least that is what your mind tells you.
A single candle illuminates a pile of silver pieces piled neatly on the wardroom table. The wardroom beyond is wrecked - pewter mugs and plates are strewn about the table and floors. Instruments and tools are scattered as if a hurricane passed through the area. Beyond, you can see the openness of the crew area. Nine doors all stand slightly ajar. A foul stench seeps from the door behind you - leading to the captain's quarters.
Hidden in niches and behind doors are eight dire rats and their fey master, Shadowlack.
Shadowlack is a quickling that has taken up residence here and will attack the party using his large rats as decoys. If outgunned, the quickling will insult the party, threaten them, try to get them to leave. He particularly hates elves, gnomes and other fey.
Shadowlack looks like a short, slight elf wearing drab clothes and a wicked grin. Standing just over 2-1/2 feet tall, he weighs 15 pounds. In a blink, Shadowlack darts from sight.
Upon opening the door, a desiccated figure of a what must have once been a woman in green robes lunges at you from a leather chair she is sitting in near the door. Wisps of blonde hair and glowing green eyes are all that are left of her beauty. The smell of death is overwhelming.
This is the Lady Clarinda (see below).
Across from the leather chair, an ornate mirror hangs from the wall. Its frame is of a blackened wood carved with fantastical beasts in wondrous precision. The mirror grabs your attention as several thumb-sized gems glow dully from filigreed settings in the frame.
Careful examination shows five gems - two rubies, two emeralds, and one sapphire in place. A one space is empty. It looks like the stone and setting have been pried out.
The reflection in the mirror is the room - including the current occupants - with the sole exception of the leather chair - which reflects the skeletal form of a human sitting in repose.
Lady Clarinda Winsworth
Lady Clarinda died several months ago when her lover, Captain Bainbridge, discovered that she was pregnant with his child. The captain strangled her on the night before he was to leave Portsmith for the war in Teufeldorf on his ship, the Scarlet Ranger. The elder Lord Winsworth was accused of the murder and is imprisoned in the Vault.
Clarinda was actually in a coma when buried. When she died (becoming a coffer corpse), she clawed her way back to the surface, still dressed in her funerary and went to find a boat to follow Captain Bainbridge. She has a brooch with a "CW" on it.
Sailing Master's Quarters
These quarters are identical to the other officer's quarters with the exception of the sailing master's quarters. On the wall of this small room is a strange metal box mounted to the wall. It is square in profile and about 6 inches thick. A strange pattern on the front.
Tracing the pattern causes the box to open, hinges along the bottom form a small desk. Sitting on the desk is a book - Log Book of the Wanton Wench.
The large cargo doors to the hold are open. Four rope ladders descend into the darkness below. Other than the creaking of the ship and an occasional rat squeaking, the area is quiet, dark and foreboding.
The hold runs the length of the ship. A wide galley in the middle is empty - with storage space for many barrels, crates and boxes.
The walls of the hold are a strange sight. Four large brass gears about six feet in diameter are attached to the wall at the fore and aft of the ship, two on the port and two on the starboard. These gears are connected by a series of metal shafts which run in and out of a series of wooden boxes mounted along the walls. In the center of the port and starboard walls is a large lever, currently in the up position. To the side of each levers is a small silver box currently closed. A set of wires run from the silver box into the machinery.
Your attention is drawn to the fore of the hold. A pile of 300 silver is strewn on the floor. Lying on the silver is a small sleeping green dragon. It has a brightly colored pair of butterfly wings sprouting from its back.
It does not seem to have noticed you.
DC to check and see whether Tammie notices you or you notice Tammie.
A creaking hinge behind you reveals a very well hidden smuggler's compartment opening in the wall with the machinery.
Watch out for the dragon's breath weapon - it's a stinking cloud of noxious fumes. Knocked me out. Luckily I came awake before the dragon or its little imp friend could eat me....
This does not change a ship’s cargo capacity. A smuggling compartment can hold anything that fits within a 5-foot cubic space.
A DC 20 Perception check is required to locate smuggling compartments in a search of the ship.
There are two on the ship - one port and one starboard.