Test of Loyalty
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Setup

Any of the following could lead to the Encounter with the Smugglers.

  • Tailing the Guard: The guard leads the party to a clandestine meeting with smugglers. A stealth check is required to avoid detection.
  • Ambush by Smugglers: Smugglers attempt to silence the party if they get too close to uncovering the operation.
  • Gellan’s Manipulation: Gellan offers the party gold or false leads to misdirect their investigation. He if feels the party is a threat, he will set them up to be ambushed

Ambush by Smugglers

As the party closes in on the smuggling operation, they are ambushed by 1d4+1 smugglers (use the Thug stat block from 5e) sent to silence them. The ambush takes place in a dimly lit alley near the docks or an isolated stretch of road outside Saltmarsh, where the smugglers have the upper hand.

This ambush sets a darker tone for the investigation, making it clear the stakes are high and the players are entering dangerous waters.


Encounter Details

Location Options

  • Docks at Night: Narrow pathways, stacked crates, and the faint glow of lanterns provide ample cover for the smugglers.

  • Road Outside Town: A wooded or overgrown area with limited visibility and potential for surprise rounds.

Tactics

  • The smugglers strike from hiding, attempting to incapacitate the party quickly.

  • One smuggler may hang back to signal reinforcements or retreat if the fight turns against them.

  • They use the terrain to their advantage, ducking behind cover and focusing on weaker or isolated party members.


Possible Outcomes

Smugglers Are Defeated

Upon defeat, surviving smugglers will attempt to flee or surrender.

If interrogated, they reluctantly reveal:

  • The guard involved is Teagan "Silkhand" Varnell.

  • Smuggling routes and operations are centered near the old haunted house or the Wicker Goat Tavern.

  • They do not know who is ultimately behind the operation but allude to "someone high up" pulling the strings.

Smugglers Escape

If the smugglers flee successfully, the party is left with only circumstantial evidence, such as:

  • Marked coins with the symbol of the Sea Princes.

  • Scattered contraband (e.g., silk, spices, or rare liquors).

  • Footprints leading toward the haunted house or docks.

Party is Captured or Retreats

If the party is overwhelmed, they may be taken captive and brought before a smuggler lieutenant.

This opens opportunities for further negotiation or a daring escape.


If the Smugglers Surrender

  • A captured smuggler might provide more information under pressure:

    • Teagan "Silkhand" Varnell is the smuggling contact inside the City Gate.

    • The smuggler reports directly to a "shadowy merchant" but does not know their identity (a veiled reference to Gellan Primewater).

    • They might hint at connections to the Sea Princes or the Scarlet Brotherhood, depending on their level of involvement.

  • Further Hooks from a Surrendered Smuggler:

    • The smuggler might offer to lead the party to a hidden smuggling cache or meeting point.

    • They could request leniency in exchange for vague promises of future cooperation or turn on their allies to save themselves.