TEXT: “Five and twenty ponies,
  Trotting through the dark
  Brandy for the Parson,
  ’Baccy for the Clerk
  Laces for a Lady, Letters for a spy
  And watch the wall my darling while 
  the Gentlemen go by.”
  A Smuggler’s Song by Rudyard Kipling
  The heroes are aboard a small smuggling 
  vessel operating in the Caribbean; their du-
  ties include the transportation and delivery 
  of goods which would otherwise be unob-
  tainable to the English. The bulk of tonight’s 
  cargo is being dealt with by the Captain at a 
  prearranged rendezvous, but a few smaller 
  deliveries must be made in person.
  Anchored off shore with the lights of the 
  town in the distance, the crew performs 
  its duties under a hush of silence. Before 
  weighing anchor for tonight’s rendezvous 
  for the bulk of the cargo the Captain calls 
  the heroes aside and speaks to them gruff-
  ly, 
  “’Ere’s a list of wot’s got be delivered 
  t’nite and who’s it for. See it’s done 
  and done right! An’ get the coin they 
  owes, and not a farthing less. Don’ 
  need remind you, steer clear o’ trou-
  ble and keep a weather eye out for the 
  Watch. Now, off wi’ you! Be back by 
  dawn, or I’ll leave you lot ’ere.”
  Inside the long boat lies a pile of goods 
  to be delivered. The list includes:
  “2 small casks of Madeira Port for the Vicar 
  of the town Church, $75
  “1 medium package of tobacco for Dick 
  Wilkins in Suffolk Row, $30
  “3 French gowns for Lady Elaine Fairchilde 
  at Fairchilde Manor, $500
  “1 sealed envelope for Mr. Reilly, to be 
  found at King’s Head Tavern, Paid in Full. 
  Await response, if any.”
  Getting There
  It’s short row from the ship to shore and 
  the crew has options about where to make 
  land. It’s a dark night and a low mist shrouds 
  the surface of the water, and the waters 
  themselves are calm. The easiest is to make 
  for the docks; an empty quay can be spot-
  ted on a successful Notice roll (at -2 due to 
  the mists). However, landing at the docks 
  increases the possibility of detection by 
  the Watch (make a roll – see below – while 
  the crew is unloading the goods). The crew 
  may opt to land at a beach outside of town; 
  this all but eliminates the chance of being 
  detected upon arrival, but means the crew 
  have to carry the goods 
  from the boat into town 
  (a 30 minute walk). Make a 
  Boating roll at -2  to avoid 
  mishap while landing.
  Father Theodore
  Father Theodore is a 
  mild man; a good Vicar 
  for his congregation, a pil-
  lar of his community with 
  a secret love for Madera 
  wine. What he cannot buy 
  openly, he gladly buys from 
  smugglers.
  Ted’s living quarters are 
  attached to the church, on 
  top of a hill. When the crew 
  arrives with the goods, Ted 
  ushers them inside and offers them seats. 
  He’s pleased to see them and is happy to 
  pay for his delivery, but not until he, and his 
  guests, have sampled the goods. He’s very 
  insistent on this point and won’t take no 
  for an answer. He keeps pouring wine as 
  long as the heroes stay. Every 30 minutes 
  they must make a Vigor roll or suffer a level 
  of Fatigue from intoxication.
  Dick Wilkins
  Dick Wilkins is a clerk in the employ 
  of the British East India Company. Tonight 
  sees Dick on the losing end of a game of 
  dice at his local tavern and he is unable to 
  pay for his package. Dick, never knowing 
  when to quit, offers to gamble for it – his 
  Gambling skill is d4.
  If he wins, he takes his package, leaving 
  the crew to explain their shortcoming to 
  the Captain. Against his package he can of-
  fer the crew an E.I.C. pass to be abroad in 
  the streets. Such a pass gains the crew a +4 
  to any Persuasion rolls if challenged by the 
  Watch. If the crew declines to Gamble, a 
  Persuade or Intimidate roll on the crew’s 
  part convinces Dick to trade his package 
  for the E.I.C. pass. This still leaves the crew 
  short the $30 for the tobacco, but consider-
  ably eases the rest of their night’s labors. 
  Lady Elaine Fairchilde
  Lady Elaine resides in a walled manor 
  house in the better district of town. She 
  simply must have the latest fashions before 
  her rivals in society do, though she will not 
  sully her hands by dealing directly with 
  smugglers. The crew’s delivery is accepted 
  by a servant, but no payment is offered. 
  If they insist on seeing her ladyship, she 
  keeps them waiting for half an hour. The 
  crew must decide how to get the money 
  from her without resorting to violence. The 
  crew must be wary, or Lady Elaine summons 
  the Watch to remove the rufﬁ ans from her 
  home. Even if she can be drawn into nego-
  tiations over her merchandise, she refuses 
  to pay the asking price and haggles.
  SMUGGLER’S SONG!
  A Savage Worlds One Sheet™ By Chris Williams
  for use with Pirates of the Spanish Main™ or as a Swashbuckling diversion
  The crew is required to deliver an assortment of contraband on a tight schedule.
  Use the Pirates characters found on our Savage Website www.peginc.com or make your own.
  Savage Worlds, One Sheets, Pinnacle Entertainment Group, Great White Games,  and all related marks and logos are Copyright 
  Great White Games. ©2007. Pirates of the Spanish Main is a trademark of WizKids, Inc. ©2007 All Rights Reserved.
  W W W . P E G I N C . C O M
  
  Watch
  These are average town guardsmen. They are competent 
  and brave, but not suicidal.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor 
  d6
  Skills: Boating d4, Climbing d6, Fighting d6, Guts d6, Intimidation 
  d6, Notice d6, Shooting d6, Stealth d6, Swimming d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Fame: +0
  Hindrances: —
  Edges: —
  Booty: Loot for every 5 watchmen
  Gear: Saber (2d6), dagger (d6+d4), ﬂ intlock pistol (Range: 
  5/10/20, Damage: 2d6+1), shot and powder (10).
  Watch Sergeant
  These competent fellows are well-trained, well-equipped, 
  and well-disciplined. They are tough veterans of many scrapes 
  and know how to handle themselves.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor 
  d8
  Skills: Boating d4, Climbing d6, Fighting d8, Guts d8, Intimidation 
  d8, Notice d8, Shooting d6, Stealth d6, Swimming d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 6
  Fame: +5
  Hindrances: —
  Edges: Combat Reﬂ exes, Musketeer
  Booty: Loot for every 3 watchmen
  Gear: Scimitar (2d8), dagger (d8+d4), ﬂ intlock pistol (Range: 
  5/10/20, Damage: 2d6+1). Some have muskets as well (Range: 
  10/20/40; Damage: 2d8), shot and powder (10).
  Mr. Reilly, French Agent
  Mr. Reilly is an Irishman in the employ of the French govern-
  ment. His activities on their behalf have aroused the suspicion 
  of the local authorities. If the crew asks the barkeeper for Mr. 
  Reilly, he hands them a note:
  “Being watched. Relying on you to make delivery, 
  somehow. It’s in your hands. R.”
  If the crew glance around the room, their gaze is met by a 
  plainly dressed man sitting in the corner with a mug of beer. 
  He nods and smiles, and then glance to his left and right to in-
  dicate two small groups of men, equal to the number of heroes 
  +1, who appear to be minding their own business over drinks.
  Depending on when the crew comes to deliver the letter, 
  they may have several options on how to proceed. Certainly a 
  bar ﬁ ght could act as a diversion (use the Watch stats for all par-
  ties). If the crew has been to see the other people on their list, 
  they have alternatives: Father Ted could be persuaded to hear a 
  late night confession, or Lady Elaine might send a note propos-
  ing a midnight assignation, Mr. Wilkins might even be able to 
  use his position with the E.I.C. to some advantage. A bar ﬁ ght 
  that goes more than 20 rounds draws the attention of a Watch.
  Regardless of how the crew manages it, once the letter is in 
  Reilly’s hands he either pays the crew $50, or (in the event of 
  a bar ﬁ ght) asks to be taken off the island. In this case, Reilly 
  can aid the crew with his knowledge of the town to avoid the 
  Watch ( -1 to rolls for the Watch).
  The Watch
  The Watch patrols the streets after dark in groups of four 
  soldiers and one sergeant. The GM should roll 1d4 every 15 
  minutes to see if a patrol passes. On a 4, a ﬁ ve man patrol ar-
  rives. The wealthy district and the docks are more frequently 
  patrolled and the roll is at +2.
  If the Watch notices the crew they ﬁ rst challenge them as to 
  their business; the sergeant does all the talking. The crew may 
  be able to bluff their way past the guards, but the sergeants 
  are savvy and know to look for smugglers on a night such as 
  this. If the crew cannot adequately explain themselves, they are 
  searched and taken to the fortress where they are held pend-
  ing a hearing with the Magistrate. Their goods are discovered 
  and they revealed as smugglers. If the crew is spotted while 
  engaged in some action out of the ordinary – climbing walls, 
  clubbing down citizens, etc. – the Watch orders them to halt 
  or engages in combat. Should the crew wind up engaging a 
  unit of the Watch for any reason, the alarm is given throughout 
  town and all subsequent Watch rolls are at an additional +2. 
  Back by dawn
  If the heroes take too long about their deliveries, the captain 
  is perfectly serious about leaving without them.  Assume the 
  crew reaches the island at midnight and the sun rises at 5 am. 
  They must make their deliveries and return to their boat by 
  4.30 am to make it back to their ship before the captain sails.
  Each delivery should take no more than an hour, but delays 
  can easily occur, especially if the heroes ﬁ nd themselves with-
  out the money for a particular transaction and need to ﬁ nd 
  other ways to gather the correct amount. The captain is very 
  unforgiving if they return with a shortfall!
  avast there, seadogs!
  OUT NOW!
  
SOURCE: textdata/thevault/Pirates of the Spanish Main (SWADE)/Savage Worlds - Pirates of the Spanish Main - One Sheet - Smugglers Song.pdf