The Missing Cask.
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"A missing cask, a brewing conflict—find it fast, or watch Saltmarsh crumble."

Storyline

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A rare and expensive cask of Keoish whiskey, special-ordered for Manistrad Copperlocks, has gone missing from the Cask Room of the Wicker Goat. The whiskey was meant to be served at a private meeting with influential dwarven financiers and mining representatives, who are growing concerned that the mines near Saltmarsh have only produced silver, despite Manistrad’s assurances that greater riches lie deeper. She hoped this gesture of hospitality would help smooth the negotiations, but now, with the cask missing, she is furious and demanding answers.

Basics

Adventure Hooks

  • Manistrad is Fuming – She demands Lankus and Mira find the cask before the meeting, but both are too busy running the tavern. Mira, knowing the party is competent and discreet, hires them to investigate.

  • Lankus Has His Suspicions – He believes it’s an inside job and asks the party to help question staff and patrons before rumors spread.

  • The Barmaid Seems Nervous – If pressed, she knows something, but is scared to talk. Who is she protecting?

What Happened to the Cask?

Roll (or determine) what happened.

1d6

Title

Description

1

Stolen by a Desperate Miner

A miner, deep in debt, stole the cask intending to sell it to a smuggler in exchange for passage out of town before his creditors catch up to him.

2

Dwarven Rival

A jealous rival of Manistrad’s within the mining operation, skeptical of her leadership, stole the whiskey to embarrass her in front of her guests and undermine her authority. Hoping to take over the mining operation.

3

Swiped by a Smuggler

A local smuggler, disguised as a tavern worker, slipped in and took the cask, mistaking it for another shipment. It’s now on a ship bound for the Sea Princes—unless it can be recovered in time.

4

Mira’s Barmaid is Involved

The young barmaid overheard Manistrad’s meeting plans and confided in her lover, who then stole the cask. But who is he, and why did he take it? Is he a smuggler, a Sea Princes agent, or does he have his own hidden agenda?

5

A Hidden Cellar

The cask wasn’t stolen at all—it was stored in the back corner of the Cask Room, where a rotting floorboard gave way, sending it tumbling into an unexplored hidden cellar beneath the Wicker Goat, unnoticed by anyone. But if the cask is down there… what else might be lurking in the darkness below?

6

Scarlet Brotherhood

The Scarlet Brotherhood stole the cask, aiming to sow chaos and discord by disrupting the mining operations. Could Skerrin Wavechaser be involved, pulling strings from the shadows?

Important Characters

Suspects

Clues

  • Spilled Whiskey & Broken Glass – A puddle of fine whiskey and shards of a bottle near the back door or storeroom suggest the thief spilled some while sneaking out. The scent could lead to their trail.
  • Drag Marks on the Floor – Scuffed floorboards and faint drag marks in the Cask Room indicate the cask was rolled, not carried. A closer look may reveal dirt or sand, hinting at where it was taken.
  • Loose Button or Torn Fabric – A button or fabric scrap, caught on a barrel or doorway, suggests someone brushed past in haste. It could match a miner, smuggler, or guard, depending on the culprit.
  • Broken Floorboards – Rotting wood and a gaping hole in the cellar reveal an old, forgotten cavern hidden beneath the tavern.

Items

  • Marked Coin – A coin with the symbol of the Sea Princes (perhaps smuggling related)

  • Button or Fabric Scrap – A loose button or torn cloth caught on a barrel or doorway, possibly matching a miner, smuggler, or guard, revealing the culprit’s identity.

  • Whiskey Label or Invoice – A damaged label or crumpled receipt listing the rare Keoish whiskey, proving its intended recipient and hinting at who knew of its value.

Rewards

🏅 Tavern Hospitality (Lankus & Mira’s Reward)
  • The party is given free room and board at the Wicker Goat for a month.

  • They can enjoy free meals and drinks (within reason).

  • Lankus and Mira become trusted allies, offering local rumors, contacts, and information whenever the party needs it.

💰 Gold Payment (Manistrad’s Reward)
  • 50–150 GP, depending on how quickly and discreetly the party recovers the cask.

  • If they retrieve it before the meeting, Manistrad adds a small bonus for their efficiency.

  • If they expose a rival dwarf or saboteur, she offers a larger reward to keep them quiet or to dig deeper into the conspiracy.

⚔️ Faction Favor (Loyalist Support)
  • The party gains favor with the Loyalists, improving their standing with Manistrad, Eliander Fireborn, and the Keoish Crown.

  • Future interactions with town guards, Keoish officials, and Loyalist-aligned figures will be easier.

  • If the party proves resourceful and trustworthy, Manistrad may offer them future work, such as escorting mining expeditions, investigating suspicious activity, or dealing with underground threats.

🎖️ Bonus (Optional Special Reward)
  • If the party handles the situation exceptionally well, Manistrad gifts them a dwarven-made item, such as:

    • A fine set of mining tools (which could help with future endeavors).

    • A sturdy dwarven-made weapon (a battleaxe, hammer, or dagger with exceptional craftsmanship).

    • A sealed bottle of rare dwarven spirits, which could be used as a high-value trade item or a gift for a powerful NPC.

Future Hooks

Level 1-3: A Deeper Secret

Leading to The Haunted House – Sinister Secret of Saltmarsh

The stolen cask was meant as a distraction—someone used the chaos to move contraband through the Wicker Goat’s supply chain. During the investigation, the party uncovers a hidden ledger, a smuggler’s token, or a whispered rumor that points to an abandoned mansion on the coast. The so-called "Haunted House" may be more than just a ruin—it could be a key site in Saltmarsh’s smuggling network.

Level 4-6: Tides of Trouble

Leading to a Sea Adventure

If the cask was stolen by smugglers, the party may have crossed the Sea Princes—or worse, uncovered their deeper operations. A merchant or ship captain warns them that a bounty has been placed on their heads, forcing them to take to the sea to track down the source, clear their names, or strike first. Their search could lead them to a lost treasure map, a pirate stronghold, or a Keoish naval mission that throws them into deeper waters than they expected.

Level 7+: Shadows Over Port Torvin

Leading to The Styes

A contact in the Saltmarsh Loyalists thanks the party for resolving the cask theft but mentions a troubling connection—a shipment of rare Keoish whiskey was recently traced to Port Torvin (commonly refered to as the The Styes). There, a decaying city of filth and corruption festers under the grip of unknown forces. If smugglers, cultists, or worse are involved in undermining Saltmarsh’s prosperity, stopping them might take the party into the heart of darkness itself.