Stop and search, 1770 - The Bristol revenue cutter Dancer in the act of intercepting a smuggler brigantine, by Bob Grimson (1945-)
45 notes
·
View notes
Dungeon: The Narrow Out
Looking to slip past the imperial naval blockades, you and your fellow strangers have paid for passage aboard a smuggler’s ship. Something's gone wrong however, you were supposed to meet at the mouth of the old sea cave but the person who was to be your guide hasn’t shown. With no hope of turning back, your only chance of escape is to press onwards into the dark.
This adventure starter is intended as an intro for a group of newer players and provides an introduction to a campaign full of mysteries, hidden motives, and nautical swashbuckling. It lets you get a group of unrelated characters together, give them a starting point to begin constructing their backstories (why they need to leave the land under blockade), and familiarize them with the game’s mechanics (whichever that game might be) before sending them out into the world for larger adventures.
Challenges & Complications
After some brief introductions at the mouth of the cave (perhaps asking how everyone is dealing with the chill of the evening, and the stress of trying to slip past the military blockade), you can send the party into the mouth of the cave with the shared understanding that their contact is long overdue. Finding their way through the caves is essential to them obtaining their freedom, but solving the mystery of what happened to their contact will prevent the same from falling into a similar fate.
The initial leg of the journey through the cave is full of darkness, dead ends, and the usual denizens of any low level dungeon. The idea here is to teach your party the basics of game mechanics ( combat, skill challenges etc) before they get into exploration proper. These early tunnels are little more than various natural caves that the smugglers use as a buffer between their hideout and the outside world, sometimes creating false trails that lead would be interlopers into traps.
The interior of the smuggler’s lair is an old fortress built into the walls of the cave itself, a secret dock constructed during the Grey Duke’s Revolution (or whichever conflict fits your campaign backstory) and lost in the subsequent shift of power. Since then it’s become a place for the smugglers to store their ill gotten good while blocking off several sections for being too dangerous to utilize, which just may prove to have unclaimed valuables.
The smuggler’s ship, the Singing Eel is awaiting the party at the dock, all decked out and ready to sail but with no one apparently on board. It’s an eerie sight, made all the eerier by the discovery that several of the innocuous statues stashed away in the cargo hold are in fact former members of the crew, victims of the flock of cockatrices the smugglers were transporting at a noble’s behest who managed to escape their cages and now lurk in the ship.
While the party’s contact is stone dead, the rest of the crew is hold up in one of the old fortifications, ordered to hide by their all too cautious captain who’s scared of the beasts attacking. The cockatrices haven’t left yet because one of their number, the lone rare female is still stuck in her cage, kept alive by the males foraging for her and passing food. The smugglers are on the edge of mutiny, some want to bolt, some want to try and fight, some want to recover their deadly cargo for the rich payout they were promised, and the party can have a strong impact depending on which side they talk up. Alternatively, if enough of the party are proficient in sailing, the thought might occur to them to cut the smugglers out of the deal entirely and take the ship and/or the surviving cockatrices for themselves and risk the blockade.
While they’re exploring the old dock ruins, the party can come across a number of documents which might include maps of the dungeon, clues to hidden treasure, backstory on the cockatrices, blackmail information on the crew, as well as a hint of treasure in the location they’re headed off to.
Art 1
Art 2
150 notes
·
View notes
Smuggling off San Diego, The Brig Betsy, September 1800, by Christopher Blossom (1956-)
207 notes
·
View notes
weeee the sibling! i never really worked their story out unfortunately, but i figured i will upload them : ) they run on more of a swtor storyline, then the movies too.
Aryla (pink one) was force-sensitive and taken away at a young age by the sith, where she learned the ways of the force. Later on she rebelled and escaped, traveling the galaxy. That's when she bumps into her younger brother, who she didn't see since age 6. Since then Haroo (yellow one) turned into a pretty mid smuggler, just lying his way through the galaxy, having fun, trying to not think abt his past.
41 notes
·
View notes