An adventure for 2-4 players of levels 2-5.
Setting: Odrick needs the players to acquire the Ghost Ship for him. It’s currently being auctioned off at the Black Diamond Auction House in the city of Lenore. Odrick is sort of banned from the auction house due to a small disagreement with it’s owner Saul Silver Skull. Josef is sick with the flu. Odrick authorizes the players to spend up to 15,000 gold in his name to retrieve the Ghost Ship. He warns the group that it is exceedingly dangerous and that they should get it before midnight. He also warns that Saul Silver Skull is the leader of an assassin’s guild. He’s exceptionally dangerous so don’t get on his bad side. When the players arrive at the Black Diamond Auction House they discover a large pile of burned rubble. Saul can be found sifting through the remains.
Saul Silver Skull is a human, male about forty years old. He’s completely bald and is so thin that he looks a bit like a walking skeleton. He wears an expensive black fur coat and dress pants and a silver skull on a chain around his neck. He’s shifty and suspicious but can be quite charming when working on a business deal.
Saul Silver Skull
Armor Class 16 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 15 (+2) 12 (+1) 13 (+1)
Skills: Deception +5, Insight +8, Stealth +5
Damage Resistance: Poison
Senses: Passive Perception 11
Languages: Thieves cant, Common, Elven, Dwarf, Halfling, Infernal
Challenge 8 (3,900 XP)
Greater Initiative: Saul’s initiative roll is +8.
Assassinate: Any time that Saul has advantage, any hit counts as a critical hit. Saul gains advantage on any target with a lower initiative roll.
Evasion: Saul takes no damage on a successful Dexterity check against any ability, effect or spell that allows for half damage on a successful roll. Saul takes half damage if he fails the roll.
Multiattack: Saul makes three attacks with daggers.
Daggers: Melee or Ranged Weapon Attack: +8 to hit. Reach 5 ft., Range 20/60. Hit: 6 (1d4+4) piercing damage and the target must make a DC 15 Saving throw or take 9 (3d6) poison damage on a failed save and half damage on a successful one.
If asked what happened, Saul laments that his beautiful auction house burned down. He doesn’t know how or why and he’s upset that he lost all of his merchandise. One of his men will find the Ghost Ship among the debris and brings it to Saul.
“Great,” says Saul. “Of all the things that could have survived. It certainly won’t help me build a new auction house.” Just then a wealthy noble named Korby walks over to you. “Bad luck, my friend. I’m sorry for your loss. But that ship. It doesn’t even look scratched. Not a burn mark on it. The thing must be magical. I must have it. How does 2,000 gold sound?” Saul is about to hand the ship over when a woman chimes in, “No you don’t Korby Macall. I’ll take that ship for 3,000.” A large woman literally covered in jewelry slowly clambers over a broken beam. She is helped by two smartly dressed stewards. “Lady Wellby. Good to see you. Mr. Saul, I raise my offer to 5,000,” says Korby. The two wealthy patrons begin a bidding war right there in the street practically shouting in each other’s faces. Before you can say anything, Saul intervenes. “Friends. Friends. This is no place for a proper sale. Let us hold a special auction tonight for this amazing ship,” Saul’s eyes glitter with the prospect of gold. “I am staying at the Dashing Doll on South Street. The bidding will begin at 11:00.”
Saul takes possession of the ship. He will not part with it for money but intends to auction it off later that night. The players could offer their services as guards. Saul is too suspicious to let them. He currently employs 16 thugs (see monster manual). Attempting to take the ship by force would draw the attention of the local guards (four of which are currently in the immediate area redirecting onlookers and searching for the source of the blaze) and Saul. The assassin could potentially be tricked into giving over the ship if the players come up with a good reason. Otherwise, the players have the option of attempting to steal it before the auction. Saul’s men will continue to salvage any possible valuables from the destroyed auction house. If the players join in the search, they could potentially gain Saul’s favor. An Investigation or Perception check will find the following: 0-14 = Nothing. 15-18 = A random art object worth 200 gold and Saul will be pleased. 19 = A random art object worth 500 gold and Saul will be happy. 20 or higher = A random art object worth 1000 gold and Saul will be thrilled. Getting on Saul’s good side won’t earn the players the Ghost Ship but he will be more willing to hire them as guards if at least three of the players please him, two make him happy, or one thrills him.
The two nobles, Lady Wellby and Korby Macall, are bitter rivals. Korby is fascinated by magical items. He could decide to not join the auction if the players can convince him that the ship isn’t magical, just lucky. Lady Wellby only wants the ship because Korby seems to want it. She could be convinced to leave the auction if she believes Korby isn’t interested in it any more. If these two don’t bid, the players can win the auction with 10,000 gold. Otherwise, either Korby or Wellby will outbid them. If both are participating in the auction then roll randomly to see who wins.
If the players fail to steal the Ghost Ship before the auction, the moment either they or a noble wins the bid for this ship, the grandfather clock in the main hall will chime and Captain Dafeers and twelve of his men emerge from the ship and attempt to raid the Dashing Doll. This will involve an all-out brawl. If the players succeed at defeating Captain Dafeers then they can take their prize or the noble who won the ship will gift it to the players as thanks for saving their life.
The Dashing Doll – The Dashing Doll is an immense four story inn with a red tiled roof and large wooden columns. It is run by Madam Dreselle, a halfling woman whose beauty is renowned far and wide. She has everything from elven wine to dwarven ale and the drinks are only slightly more expensive than the other inns in town. General rooms are 5 silver a night. Lavish rooms are 1 gold a night. A meal is 2 silver.
The Main Hall – The main hall of the Dashing Doll has a number of stout tables and chairs for the patrons to sit, drink and enjoy each other’s company. There’s a stage on the left wall which usually features a pair of elven bards singing and playing lutes. Saul will use it for his auction. Several fireplaces adorn the walls. A large clock hangs from the wall. One door leads to a hallway for the rooms and another stands behind the bar leading into the inn kitchen. Each upper floor includes a bathing room, more hallways, and more bedrooms.
Kitchen: The kitchen to the north is run by several humans who prepare lavish meals for the inn’s clientelle. A small pantry stands on the eastern wall and includes a well-stocked wine cellar.
Saul’s Room: The players can find Saul’s room on the top westernmost room on the first floor. It’s locked (DC 15 to pick) and there is usually two level 3 fighters guarding it. Saul, himself, will spend most of the day in the main hall trying to salvage his accounts and interviewing craftsmen to see how much it will cost to rebuild his auction house.
