I started brainstorming how to layout the Smuggler's Cave dungeon for Thurstle Island and the doodle turned into something I liked.
It is widely believed that Thurstle Island has only one navigable beach, but several years ago Skarde the Boneless found a hidden inlet accessible via a system of caves. He recruited a tight-knit gang (the Willing Few) and together they make enormous profits circumventing the Governor's taxes and importing contraband. They have a sideline manufacturing berserker drugs derived from the island's ice snakes.
The smuggler gang, could be an invaluable ally to PCs who fall afoul of the island's authorities. Alternatively, if the PCs want to hunt the outlaws, their hideout is a small, vertically-oriented dungeon.
- This is intended as a low-level adventure, but could be easily scaled up.
- Smugglers have stats as bandits or pirates (5e or OSE) and will attempt to imprison intruders. They are not bloodthirsty and will likely negotiate. They will flee tough resistance and summon help.
- If they are alerted and have time to prepare, some will take berserker salts which grant bonuses equivalent of a barbarian's rage. While berserking, they will not listen or negotiate.