Interlude 25: The Rendezvous
There are times when pirates, and others, need a quiet place to hold a meeting. This precludes the local public house, and sometimes even a person's home has too many ears around it. For that reason, an out-of-the-way, hard-to-notice location is ideal.
This rendezvous serves that purpose well. The cave is located behind a waterfall; for that reason, it requires a DC 25 Search or Spot check to notice, followed by a DC 20 Climb check to gain entry. Failure on the latter means that a character is swept away by the cascading water, and thus must make a DC 20 Swim check to keep from being pushed under by it. Other characters are free to help, however.
The cave could be used for any number of purposes in a campaign; a few of the possibilities are detailed here.
- Any manner of ne'er-do-well could use the place for secret meetings, such as smugglers, a cult or the like.
- The location is ideal for hidden treasures, perhaps the end point of an old map.
- Alternately, the site could be considered sacred by the local native population--perhaps in conjunction with one of the other options.