
Author Notes: Everyone loves a pirate. Either they want to be one; or they want to fight one. Well, here in Arcane Isles, your wish is our command.
Table of Contents
The Emergence of Sable Tooth
Skara was the youngest daughter of a goblin chieftain, leading a clan renowned for their seafaring prowess. However, her ambitions were always grander than the confines of her island. When a marauding band of sea giants decimated her clan, she alone survived, swearing vengeance upon the giants and all who dared to threaten goblin kind. Taking the name Sable Tooth, she united the scattered goblin pirates under her banner with a combination of fearsome will, unmatched naval tactics, and dark sorcery learned from the depths of the ocean.
Fang’s Crest: The Pirate Homeworld
Fang’s Crest, a jagged island hidden by perpetual fog and surrounded by treacherous reefs, became Sable Tooth’s stronghold. At its center lies the lighthouse of Gloomhaven, a towering structure of black rock and twisted spires, from which Sable Tooth commands her fleet. The island is said to be protected by powerful enchantments, making it invisible to unwelcome eyes and impervious to assault.
As the Goblin Pirate homeworld, has never been attacked their is not one specific fortress protecting it. The Goblins rely on their fleets of ships to serve as it’s outer defense ring and magic to protect it.
If the adventruers make it this far, there are anumber of smaller mini- adventures to be had.
The Dread Fleet
Sable Tooth’s armada, known as The Dread Fleet, is a terrifying sight on the high seas. Her flagship, The Leviathan’s Maw, is a monstrous ship outfitted with weapons wrought from dark magic and iron. Its sails, as black as the deepest ocean depths, allow it to move silently through the water, appearing like a ghostly predator in the night. Other ships in her fleet, such as The Kraken’s Grasp and The Shadow Reaver, are equally fearsome, crewed by the most ruthless goblins, trolls, and other creatures who have sworn allegiance to the pirate queen.

Reign of Terror
Under Sable Tooth’s command, The Dread Fleet has become the scourge of the Arcane Isles and beyond. Coastal settlements live in fear of her sudden raids, which leave devastation in their wake. Sable Tooth is known for her mercilessness, but also for her peculiar sense of honor; she spares those who show genuine bravery and has been known to recruit them into her ranks. Her ultimate goal is rumored to be the accumulation of enough power and wealth to challenge the sea giants and reclaim the seas for her people. And, in the process to pick up a few gold pieces.
The Curse of the Deep
Legend has it that Sable Tooth’s power is not solely her own. Her strength and sorcery are augmented by a cursed artifact, the Heart of the Deep, which she wrested from the lair of an ancient sea witch. The artifact grants her control over the seas and the ability to summon monstrous allies from the deep. However, the curse also binds her fate to the ocean; should the Heart ever be destroyed, so too would the magic protecting Fang’s Crest and The Dread Fleet.
Sable Tooth, with her dread armada and dark ambitions, remains a legendary figure whose very name evokes fear and admiration. The goblin pirate queen’s saga is far from over, as she continues to carve her legacy into the history of the Wailing Seas with the edge of her enchanted cutlass.
Sable Tooth’s Merchant and Scout Ships
Author Note: When sailing the southern waters of the Arcane Isles, there is a 20% chance once per day, of encountering one of the Pirate Queen’s scout ships who are on patrol for fresh targets.
In the vast and perilous waters where Sable Tooth reigns supreme, her fleet is not just an assembly of brute force but a well-orchestrated machine of piracy, each vessel playing a crucial role. Among these, the support and scout ships are key to the success of her reign over the seas.
Merchant Ships: The Lifeblood of The Dread Fleet
Design and Purpose: Merchant ships within The Dread Fleet serve critical functions: repair, resupply, medical aid, and sometimes act as floating armories for the fleet. These vessels are moderately sized, heavily fortified floating fortresses, designed to withstand attacks while providing necessary aid to the fleet. And, they carry the loot. Most often back to the Fang’s Crest. But, on occassion they will sail to other locations to off load excess treasure and to purchase those items that the Goblins they do not make or grow for themselves.
Armament and Defense:
- Armor Class (AC): 6, due to reinforced hulls designed for protection.
- Hit Points (HP): 80, a reflection of their robust construction to survive skirmishes and provide stable platforms for their support functions.
- Weapons: Primarily defensive, including short-range ballistae (2d8 damage) and swivel guns (2d6 damage) for repelling boarders and smaller threats.
Crew and Special Units:
- Crew Size: About 30-40, including specialized personnel such as shipwrights, healers, and alchemists.
- Special Units: Some support ships house elite boarding teams or spellcasters to bolster defensive capabilities or to lend aid in offensive operations.
Scout Ships: The Eyes of The Dread Fleet
Design and Purpose: Scout ships are sleek, fast vessels designed for reconnaissance, relaying information, and harrying enemy supply lines. Their speed and agility are paramount, allowing them to dart in and out of enemy waters without being caught.
Armament and Defense:
- Armor Class (AC): 7, sacrificing some defense for speed and maneuverability.
- Hit Points (HP): 50, as these ships are not meant for direct confrontation.
- Weapons: Lightly armed with forward-facing light cannons (1d8+2 damage) for quick strikes and chase guns at the stern to dissuade pursuers. Equipped with grappling hooks and light ballistae (1d10 damage) for skirmishes and capturing enemy vessels.
Crew and Special Units:
- Crew Size: Around 15-20, including a mix of sailors, navigators, and a few combat-ready mariners for defensive encounters.
- Special Units: Often, scout ships carry a few stealthy boarders or saboteurs trained for quick, covert operations, such as cutting anchor lines or setting fires to enemy ships at port.
The Strategic Use of Merchant and Scout Ships
Sable Tooth’s genius lies in her strategic use of these vessels. The merchant ships ensure the sustainability of her fleet, allowing The Dread Fleet to operate far from their base for extended periods. They enable her armada to recover quickly from battles, keeping her forces in a perpetual state of readiness.
The scout ships are her eyes and ears, crucial for the element of surprise that has made her infamous. They map enemy movements, identify vulnerable targets, and sometimes lay traps or lead enemies into ambushes prepared by the larger vessels of The Dread Fleet.
Together, these merchant and scout ships weave a net of security and intelligence around The Dread Fleet, making Sable Tooth not just a feared pirate queen but a master tactician who rules the waves with an iron fist and a cunning mind.
Goblin Crew Breakdown
Author Note: Depending on the ship(s) and the encounter, these numbers will vary.
1. Goblin Deckhands (General Crew) X 15
- Armor Class (AC): 6 (Leather armor or equivalent)
- Hit Points (HP): 8 (Typical for low-level goblin fighters)
- Weapons: Scimitars (1d6 damage), Light Crossbows (1d8 damage, range 80/320), and throwing knives (1d4 damage, range 20/60).
2. Goblin Swashbucklers (Boarding Party) x 5
- Armor Class (AC): 5 (Studded leather armor or equivalent)
- Hit Points (HP): 12 (Slightly more experienced and hardy)
- Weapons: Cutlasses (1d6+1 damage, versatile for boarding actions) and pistols (1d10 damage, range 30/90, single shot before reloading).
3. Goblin Cannoneers (Artillery Specialists) x 4
- Armor Class (AC): 6 (Leather armor, focusing on mobility)
- Hit Points (HP): 10 (Averagely durable, protected by their position)
- Weapons: Hand cannons (small, portable cannons, 2d6 damage, range 30/60, slow to reload) and bombards (a type of throwing explosive, 1d8+2 damage in a 5-foot radius, usable once before needing to restock at the armory).
4. Goblin Shamans (Magical Support) x 1
- Armor Class (AC): 7 (Robes or light clothing, sometimes enhanced with magical protections)
- Hit Points (HP): 14 (Augmented through magical means)
- Weapons: Magic staffs (used as a focus for casting spells, can be used as a bludgeoning weapon for 1d6 damage) and spells (variety depending on the shaman, including offensive spells like “Fire Bolt” [1d10 fire damage, range 120] and supportive spells like “Cure Wounds”).
5. The First Mate/Junior Captains x 1
- Armor Class (AC): 4 (Half-plate armor or equivalent, signifying status and providing substantial protection)
- Hit Points (HP): 45 (Veteran of countless skirmishes and battles)
- Weapons: Enchanted sabre (1d8+2 slashing damage, with additional effects such as causing fear or bleeding, depending on the enchantment) and a heavy pistol (1d12 damage, range 40/120, engraved and possibly enchanted).
Crews of The Leviathan’s Maw, The Kraken’s Grasp and The Shadow Reaver
The dread ships are not just vessels of wood and sail but floating fortresses manned by a notorious crew of goblins, trolls, and other fearsome creatures. Together, they form a formidable force under the dark flag of Sable Tooth.
Goblins of the Rigging x 50
- Role: Scouts and agile fighters, adept at climbing and quick assaults.
- Hit Points (HP): 12
- Armor Class (AC): 15 (Leather armor, agility)
- Magical Items: Cloaks of Elvenkind (grant advantage on stealth checks)
- Special Abilities: Nimble Escape (can take the Disengage or Hide action as a bonus action on each of their turns).
Troll Deckhands x 12
- Role: Heavy lifters and frontline bruisers in boarding actions.
- Hit Points (HP): 84
- Armor Class (AC): 15 (Natural armor, thick skin)
- Magical Items: Amulets of Health (set Constitution to 19)
- Special Abilities: Regeneration (regains 10 HP at the start of its turn if it has at least 1 HP and isn’t in sunlight or immersed in acid).
Sahuagin Raiders x 20
- Role: Amphibious assault troops and underwater saboteurs.
- Hit Points (HP): 22
- Armor Class (AC): 12 (Natural armor, scales)
- Magical Items: Trident of Fish Command (can cast “Dominate Beast” on aquatic creatures)
- Special Abilities: Blood Frenzy (has advantage on melee attack rolls against any creature that doesn’t have all its HP).
Harpy Sirens x 4
- Role: Aerial scouts and psychological warfare experts.
- Hit Points (HP): 38
- Armor Class (AC): 11 (Natural agility)
- Magical Items: Pendants of the Siren’s Song (enhance their Luring Song ability)
- Special Abilities: Luring Song (forces creatures to move towards the harpy, entranced).
Doppelganger Navigator x 1
- Role: Master navigator and spy, capable of assuming the form of any humanoid.
- Hit Points (HP): 52
- Armor Class (AC): 14 (Natural agility, can mimic armor appearance)
- Magical Items: Ring of Mind Shielding (immune to magic that allows other creatures to read its thoughts, determine if it is lying, know its alignment, or know its creature type)
- Special Abilities: Shapechanger (can use its action to transform into any humanoid it has seen, or back into its true form).

Officer Crew of The Leviathan’s Maw
Captain Morga “Sea Wraith” Blacktide (Captain of The Leviathan’s Maw)
- Race: Sea Elf
- Hit Points (HP): 95
- Armor Class (AC): 19 (Magically reinforced mariner’s armor)
- Special Abilities:
- Command of the Depths: Once per day, can call upon the creatures of the sea to aid the ship, summoning a swarm of sharks or a giant octopus to the ship’s defense.
- Mistform Navigator: Can become ethereal, merging with water or fog, to move unhindered through obstacles or enemies for up to 10 minutes once per day.
- Magical Items:
- Trident of the Tidal King: Deals 1d8+5 piercing damage, can cast “Control Water” twice per day.
- Pendant of the Sea Wraith: Grants the ability to breathe underwater indefinitely and communicate with marine creatures.
First Mate Baelog “Iron Helm” Deepforge (First Mate of The Leviathan’s Maw)
- Race: Dwarf
- Hit Points (HP): 82
- Armor Class (AC): 18 (Dwarven plate armor)
- Special Abilities:
- Anchor Arm: Lost an arm in battle and had it replaced with a magical prosthetic that can transform into an anchor, granting immense strength in grappling foes or steadying the ship.
- Magical Items:
- Helm of Underwater Vision: Allows clear vision in the murkiest of waters and detects hidden or magical traps within 60 feet.
Quartermaster Nyx “Shadowgleam” Veilsong (Quartermaster of The Leviathan’s Maw)
- Race: Half-Drow
- Hit Points (HP): 70
- Armor Class (AC): 16 (Shadow silk robes)
- Special Abilities:
- Veil of Darkness: Can envelope an area in darkness, making it impossible for enemies to see through it, once per day.
- Magical Items:
- Cloak of the Bat: Grants the ability to turn into a bat for up to 10 minutes once per day, as well as advantage on Stealth checks in dim light or darkness.
Boatswain Fargrim “The Stormcaller” Windrune (Boatswain of The Leviathan’s Maw)
- Race: Human
- Hit Points (HP): 76
- Armor Class (AC): 17 (Stormforged chainmail)
- Special Abilities:
- Tempest Wrath: Can channel the fury of the storm to electrify his attacks, adding 1d6 lightning damage to any weapon strike twice per day.
- Magical Items:
- Chainmail of the Tempest: Provides resistance to lightning and thunder damage; can cast “Thunderwave” once per day.
Navigator Liriel “Starfinder” Moonbeam (Navigator of The Leviathan’s Maw)
- Race: Elf
- Hit Points (HP): 64
- Armor Class (AC): 15 (Enchanted navigator’s garb)
- Special Abilities:
- Celestial Guidance: Unerring ability to navigate by the stars, even under a clouded sky; can accurately predict weather and sea conditions.
- Magical Items:
- Astrolabe of the Ancients: An ancient magical instrument that enhances Liriel’s navigation, granting +5 to all navigation-related skill checks; can cast “Find the Path” once per week.
Treasure
The Leviathan’s Maw, captained by the feared Morga “Sea Wraith” Blacktide, has amassed a vast collection of treasures from its conquests across the seven seas. Below is a compilation of notable treasures that adventurers, collectors, and treasure hunters might discover aboard this legendary vessel.
1. The Kraken’s Eye Gem
- Description: A large, luminescent pearl with a deep blue hue, resembling the eye of a kraken. It pulses with a soft, eerie light.
- Abilities: Grants the bearer control over sea creatures within a 500-foot radius once per day for up to an hour. Can also calm stormy waters once per week.
- Value: Priceless to collectors and maritime sorcerers.
2. The Coral Crown of the Merqueen
- Description: An exquisite crown made from silver and rare corals, adorned with pearls and gems from the deepest ocean trenches.
- Abilities: Allows the wearer to breathe underwater indefinitely and communicate with marine life. Additionally, grants resistance to cold damage.
- Value: Sought after by collectors of rare artifacts and those who seek dominion over the ocean’s depths.
3. The Sword of the Deep Mariner
- Description: A beautifully crafted cutlass with a blade forged from a mysterious metal found only in underwater volcanic vents. The hilt is encrusted with barnacles and precious stones.
- Abilities: Deals an extra 2d6 cold damage on a hit. The wielder can cast “Watery Sphere” once per day.
- Value: Invaluable to warriors and pirates for its power and rarity.
4. Map to the Sunken City
- Description: An ancient, waterproof map made from shark skin, detailing the location of a legendary sunken city full of untold riches.
- Abilities: The map is enchanted to be readable only by those who have been to the depths it describes, protecting its secrets from unworthy eyes.
- Value: Beyond gold, for it points the way to vast underwater treasures and ancient knowledge.
5. The Lantern of Ghostly Illumination
- Description: An old, barnacle-encrusted lantern that emits a ghostly, green light.
- Abilities: Illuminates hidden treasures and secret doors within a 100-foot radius. The light can also reveal the true form of illusions and shapechangers.
- Value: Extremely useful for adventurers and treasure hunters.
6. Siren’s Amulet
- Description: A delicate amulet featuring a sapphire carved in the likeness of a siren’s face, surrounded by tiny, shimmering scales.
- Abilities: Grants the wearer the ability to cast “Charm Person” on anyone who hears their voice sing, once per day. Additionally, grants advantage on all Charisma checks made to interact with sea creatures.
- Value: Coveted by sailors, bards, and diplomats for its enchanting properties.
7. Captain Blacktide’s Logbook
- Description: A durable leather-bound logbook containing Captain Morga “Sea Wraith” Blacktide’s accounts of her voyages, battles, and the secrets of the seas she has unraveled.
- Abilities: Reading the logbook can grant insight into ancient maritime mysteries and the locations of other hidden treasures.
- Value: Invaluable for historians, adventurers, and those seeking the lost secrets of the sea.
Officer Crew of The Shadow Reaver
Captain Vex “Nightshade” Skulldark (Captain of The Shadow Reaver)
- Race: Goblin
- Hit Points (HP): 85
- Armor Class (AC): 18 (Shadow-infused leather armor)
- Special Abilities:
- Shadowmeld: Once per day, can blend into shadows, becoming invisible to the naked eye for up to 10 minutes or until he attacks or casts a spell.
- Nightmare Command: Can cause fear in his enemies, forcing a Wisdom saving throw against DC 16 or be frightened for 1 minute.
- Magical Items:
- Dagger of the Endless Night: A jet-black dagger that deals 1d4+4 piercing damage, plus 2d6 necrotic damage. On a critical hit, the target is enveloped in darkness, blinding them for their next turn.
- Ring of Shadowy Command: Allows the wearer to cast “Darkness” and “Silence” each once per day.
First Mate Grik “The Hook” Marrowbone (First Mate of The Shadow Reaver)
- Race: Hobgoblin
- Hit Points (HP): 78
- Armor Class (AC): 17 (Chain mail and a magical buckler)
- Special Abilities:
- Iron Will: Immune to being frightened; can rally the crew, giving them advantage on saving throws against being charmed or frightened.
- Magical Items:
- Buckler of Arrow Deflection: Grants a +2 bonus to AC against ranged attacks, on top of its normal bonus to AC.
Quartermaster Zara “Whirlwind” Blackflag (Quartermaster of The Shadow Reaver)
- Race: Tiefling
- Hit Points (HP): 66
- Armor Class (AC): 16 (Cursed chain shirt that doesn’t impose disadvantage on Stealth)
- Special Abilities:
- Infernal Heritage: Resistant to fire damage; can cast “Thaumaturgy” at will.
- Cursed Gaze: Once per day, can fixate on an enemy to give them disadvantage on attack rolls against Zara until the end of their next turn.
- Magical Items:
- Chain Shirt of Silent Moves: Makes the wearer almost soundless, granting advantage on Stealth checks.
Boatswain Thud “Breaker” Ironjaw (Boatswain of The Shadow Reaver)
- Race: Half-Orc
- Hit Points (HP): 74
- Armor Class (AC): 15 (Reinforced leather armor)
- Special Abilities:
- Relentless Endurance: When reduced to 0 HP but not killed outright, can drop to 1 HP instead (once per long rest).
- Mighty Swing: Can use a bonus action to make a melee attack with an extra 1d8 damage once per combat.
- Magical Items:
- Greataxe of the Leviathan: Deals 1d12+3 slashing damage, with an additional 1d6 cold damage as it summons the chilling depth of the ocean.
Navigator Syl “Stargazer” Moonshadow (Navigator of The Shadow Reaver)
- Race: Elf
- Hit Points (HP): 60
- Armor Class (AC): 14 (Mystical robes)
- Special Abilities:
- Astral Projection: Once per week, can project his consciousness to scout distant locations or planes.
- Celestial Navigation: Always knows the position of the ship relative to celestial bodies; can cast “Guiding Bolt” as a level 1 spell once per day.
- Magical Items:
- Orb of Storms: Allows the user to predict weather accurately and can summon a minor storm once per week.
Navigator Rennix “The Gale” (Navigator of The Shadow Reaver)
- Race: Air Genasi
- Hit Points (HP): 60
- Armor Class (AC): 14 (Natural agility)
- Special Abilities:
- Wind Walker: Can control wind currents around the ship, increasing its speed or redirecting enemy projectiles once per day.
- Mist Form: Can transform into mist for up to 10 minutes once per day, allowing passage through small spaces or escape from grasp.
- Magical Items:
- Amulet of Planar Winds: Allows the user to summon a powerful gust of wind to knock back enemies or clear fog.
Gunner Tork “Boommaster” (Gunner of The Shadow Reaver)
- Race: Gnome
- Hit Points (HP): 52
- Armor Class (AC): 13 (Studded leather armor)
- Special Abilities:
- Explosive Expert: Can craft and detonate explosives that deal 3d6 damage in a 10-foot radius, up to 3 times per day.
- Magical Items:
- Blasting Rod: A magical rod that can cast Fireball (8d6 fire damage, range 150 feet) once per day.
Treasures Aboard The Shadow Reaver
The Shadow Reaver, known for its silent assaults and the mystique of its crew, has accumulated a collection of unique and valuable treasures through its ventures across the shadowy waters and hidden coves of the world.
1. The Phantom Compass
- Description: An ancient compass with an ever-shifting needle, encased in black pearl and bound with silver. It doesn’t point north but to what the holder most desires.
- Value: Approximately 15,000 gold pieces to the right collector, invaluable to adventurers and explorers.
2. Cloak of the Night Sea
- Description: Woven from the darkest depths’ seaweed and enchanted with the essence of the deep ocean, this cloak grants its wearer near invisibility in dim light or darkness.
- Value: 12,000 gold pieces, highly sought after by thieves, spies, and nocturnal hunters.
3. Whispering Skull
- Description: A small, seemingly ordinary human skull that whispers secrets of the dead and lost knowledge to those who listen closely at midnight.
- Value: 8,000 gold pieces, considered a dark artifact of significant power among necromancers and historians.
4. Drowned Sailor’s Blade
- Description: A cutlass forged from the wreckage of sunken ships, carrying the souls of drowned sailors. Its blade perpetually drips with seawater.
- Abilities: Deals an additional 1d6 water damage to enemies and can summon a spectral sailor to fight alongside the wielder once per day.
- Value: 10,000 gold pieces, coveted by warriors and collectors of cursed weapons.
5. Gilded Kraken’s Beak
- Description: The beak of a kraken, gilded in gold and encrusted with rubies, believed to be a powerful amulet that brings luck and protection at sea.
- Value: 20,000 gold pieces, a prized possession for any sea captain or merchant for its supposed protective properties.
6. The Siren’s Tear
- Description: A large, tear-shaped sapphire that glows softly with an inner light. Rumored to be the tear of a siren, mourning her lost love.
- Abilities: Allows the user to cast “Calm Emotions” without expending a spell slot, once per day.
- Value: 25,000 gold pieces, a treasure of unparalleled beauty and magical ability, highly desired by mages and lovers of folklore.
7. Captain’s Log of Shadows
- Description: The personal log of Captain Vex “Nightshade” Skulldark, detailing the secrets and tactics that have made The Shadow Reaver the legend it is.
- Value: Priceless for its strategic insights and the potential location of other hidden treasures; a fortune to rival nations or ambitious pirates.
Officer and crew of the Krakens Grasp
Captain Varrik “Void Eye”, The Phantom Tactician (Captain of The Kraken’s Grasp)
- Race: Half-Elf
- Hit Points (HP): 90
- Armor Class (AC): 17 (Magically reinforced captain’s coat)
- Special Abilities:
- Ghostly Command: Can turn ethereal for 1 minute once per day, passing through objects and enemies to command his ship from any location.
- Tactical Genius: Grants advantage on all initiative rolls for the crew.
- Magical Items:
- Compass of the Dead Wind: Always points towards the most valuable target within a 100-mile radius and can summon ghostly winds to propel the ship.
- Cutlass of the Depths: Deals an additional 1d6 cold damage; can summon a water elemental once per day.
First Mate Gharrl, The Ironfist (First Mate of The Kraken’s Grasp)
- Race: Orc
- Hit Points (HP): 75
- Armor Class (AC): 16 (Battle-worn half plate)
- Special Abilities:
- Berserker’s Rage: Can enter a rage twice per day, gaining resistance to bludgeoning, piercing, and slashing damage and adding +2 to all melee damage dealt.
- Magical Items:
- Gauntlets of Ogre Power: Sets the wearer’s Strength score to 19.
Quartermaster Zilira “Shadowweave” (Quartermaster of The Kraken’s Grasp)
- Race: Dark Elf (Drow)
- Hit Points (HP): 68
- Armor Class (AC): 15 (Leather armor + Dexterity bonus)
- Special Abilities:
- Umbral Stealth: Can become invisible in dim light or darkness.
- Poison Mastery: Any weapon she coats with poison deals an additional 2d6 poison damage on a hit.
- Magical Items:
- Cloak of Arachnida: Grants the ability to climb difficult surfaces without needing to make an ability check, and immunity to being restrained by webbing.
Treasures of The Kraken’s Grasp
The Kraken’s Grasp, feared for its monstrous appearance and the deadly efficiency of its crew, has plundered countless treasures from the depths of the sea and the vessels of unwary sailors. Below is a compilation of some of the most notable treasures aboard The Kraken’s Grasp, along with their estimated values.
1. The Deep Emerald
- Description: A massive emerald as large as a fist, with an inner light that seems to pulse like the heart of the sea. Said to be the eye of a statue from a sunken temple.
- Value: Approximately 30,000 gold pieces, though to the right buyer or collector of arcane artifacts, it could fetch much more.
2. Mariner’s Doom
- Description: An ancient harpoon, with a shaft made from driftwood and a head forged from the tooth of a megalodon. It is wrapped in leathery sea monster hide.
- Abilities: On a successful hit, the harpoon can summon a fierce storm for 1 hour, once per day. It deals 1d10 piercing damage, plus 1d6 lightning damage during the storm.
- Value: 15,000 gold pieces, invaluable to those seeking power over the sea or collectors of unique weaponry.
3. Poseidon’s Coin
- Description: A gold coin bearing the likeness of an ancient sea god. It is always cold to the touch and occasionally drips seawater.
- Abilities: Grants the bearer the ability to breathe underwater and swim at twice their normal speed.
- Value: 20,000 gold pieces, a fortune to any who wish to explore the ocean’s depths without fear.
4. Seafarer’s Astrolabe
- Description: An ornate astrolabe made from coral and pearl, enchanted to always find the way to safe harbor in the fiercest storm.
- Value: 12,000 gold pieces, a lifesaver to sailors and a piece of navigational history to collectors.
5. Captain Blacktide’s Trident
- Description: The personal weapon of Captain Morga “Sea Wraith” Blacktide, this trident is forged from an alloy unknown on the surface world, entwined with barnacles and coral.
- Abilities: Deals 2d6 piercing damage; can cast “Control Water” and “Create or Destroy Water” each once per day.
- Value: 25,000 gold pieces, both for its combat prowess and its connection to the legendary pirate captain.
6. Siren’s Locket
- Description: A silver locket containing a painting of a siren. It emits a soft, enchanting melody when opened.
- Abilities: Can charm any creature that hears the melody (DC 15 Wisdom saving throw) for 10 minutes, once per day.
- Value: 8,000 gold pieces, more if the true identity of the siren can be uncovered.
7. Leviathan Scale Cloak
- Description: A cloak made from the scales of a leviathan, shimmering with all the colors of the deep sea.
- Abilities: Grants the wearer resistance to cold damage and the ability to understand any spoken language.
- Value: 18,000 gold pieces, prized for its beauty, rarity, and the protection it offers against the elements.

The Dread Ships’ Arsenal
Together, these crew members ensure that The Kraken’s Grasp and The Shadow Reaver are not merely predators of the sea but veritable legends, whispered about in taverns and feared across the oceans. Each crew member not only fulfills a vital role aboard but also adds to the ships’ aura of menace and mystery, making them truly formidable opponents to anyone unlucky enough to cross their path.
Crew Dynamics
Each member of the goblin crew brings a unique set of skills and capabilities to the table, making them a formidable force on the high seas. Deckhands form the backbone of the crew, performing essential ship duties and fighting as needed. Swashbucklers excel in boarding actions, using their agility and combat prowess to overwhelm opponents. Cannoneers are crucial during naval engagements, operating the ship’s artillery to devastating effect. Shamans provide both offensive and defensive magical support, tipping the scales in favor of Sable Tooth’s crew during critical moments.

Module Missions
Author Note: You have two options here:
- Engage with and defeat the Pirate Queen, battle the goblins, free the prisoners, sink the pirate ships. Or,
- Side with the Pirate Queen and battle the Fearsome Sea Giants (See seperate module).
Port Shadowcove: The Haven of the Dread Fleet
Nestled in a secluded cove on the leeward side of Fang’s Crest, shrouded in perpetual mist and guarded by treacherous reefs, lies Port Shadowcove. This port town serves as the primary haven for the Dread Fleet when not on patrol or raiding. It’s a bustling, if somewhat nefarious, hub of pirate activity, where the law of the land is the law of the blade and the coin.
Author Note: For the party to avoid being raided at sea, or to enter the Port without a fight, the party needs to raise a black flag without the skull and crossbones. This is recognized by the Goblin Pirates as a symbol of neutrality. Even pirates have to bargain for ale, rum, and bread.
If the party asks around any of the ports, the black flag is of common knowledge and one can be purchased for about 10 gold pieces. Only the stoutest of merchants want to trade with the goblins. If the flag is raised during sailing and the party encounters a goblin scout ship they will be ignored and not attacked. However, if a lawful good ship or higher sees their vessel flying the black flag, the lawful good ship may attack. Oh, the tangled webs we weave…
Goblins always have a large amount of prisoners from captured ships and are always willing to negotiate their captives to the highest bidders. Next to stolen merchandise, prisoners are the goblins greatest source of income.

Key Features of Port Shadowcove
The Black Anchor Tavern
The heart of Port Shadowcove, where pirates, smugglers, and other denizens of the sea gather to drink, gamble, and share tales of their exploits. The tavern is run by Mad “Maggie” Maroon, a retired pirate with a wooden leg and a keen eye for profit.
- Mad “Maggie” Maroon
- Occupation: Tavern owner and information broker
- Notable Traits: Sharp-tongued, with a vast network of informants
The Shadow Market
A sprawling bazaar where anything—from stolen goods to forbidden magic and rare artifacts—can be bought for the right price. The market is overseen by Silas Nightfinger, a goblin merchant with connections to various underground networks.
- Silas Nightfinger
- Occupation: Market overseer and clandestine merchant
- Notable Traits: Greedy, cunning, always looking for the next big score
The Docks
A series of wooden and stone piers where the Dread Fleet’s ships are moored. The docks are always bustling with activity, from repairs and resupplies to the loading and unloading of loot. Dockmaster Grimtooth oversees the operations, ensuring that everything runs smoothly—or as smoothly as things can run in a pirate port.
- Dockmaster Grimtooth
- Occupation: Dockmaster
- Notable Traits: Surly, efficient, fiercely loyal to Sable Tooth
The Crimson Sails Inn
A less reputable establishment than The Black Anchor, known for its cheap rooms and cheaper ale. It’s a place where one can hire muscle or find a crew, no questions asked. The innkeeper, a mysterious woman known only as “The Widow,” keeps her secrets close and her enemies closer.
- The Widow
- Occupation: Innkeeper and mercenary broker
- Notable Traits: Mysterious, dangerous, with a rumored past as an assassin
The Seer’s Grotto
A cave at the edge of town, filled with the strange and mystical. Here, the seer Old Eye Calypso offers her services, from fortune-telling to curse lifting and the occasional dark ritual. Her true loyalties are unknown, but her powers are undeniable.
- Old Eye Calypso
- Occupation: Seer and witch
- Notable Traits: Cryptic, feared for her dark visions and darker magics
Life in Port Shadowcove
Life in Port Shadowcove is as treacherous as the seas that surround it. Allies can become enemies overnight, and gold is the ultimate arbitrator of fate. Despite its dangers, or perhaps because of them, the port thrives, a testament to the resilience and tenacity of its inhabitants. It’s a place where fortunes can be made or lost with the roll of dice or the edge of a blade, and where the shadow of Sable Tooth looms large, a constant reminder of the power that rules this corner of the world.
The Goblin Prisoner Market of Ironspike
Deep within the labyrinthine caves beneath the towering Ironspike Mountains lies the notorious Goblin Prisoner Market, a place as dark and foreboding as the hearts of its patrons. Governed by a council of Goblin Overlords, each vying for power and wealth, the market is a hotbed of treachery, deceit, and danger, where prisoners of all races are bought and sold like commodities.
Key Goblin Overlords
Author Note: Goblins are notrorious at haggling. They are just as likely to fight you as haggle with you. If you end up haggling with these fellas, there is a 30% chance of fight breaking out.
Grak Sharptooth, the Ruthless Bargainer

- Armor Class (AC): 15 (Wears reinforced leather armor adorned with metal spikes)
- Hit Points (HP): 38 (Known for his ruthlessness in combat)
- Weapons: A pair of jagged, enchanted daggers (1d4 + 2 piercing damage each, with a chance to cause bleeding for an additional 1d4 damage over 2 turns)
Grak Sharptooth is infamous for his sharp mind and sharper daggers. He oversees the market’s day-to-day operations, ensuring that all transactions enrich the coffers of the Overlords.
Zog Maggle, the Iron Warden
- Armor Class (AC): 17 (Clad in heavy goblin-made iron armor)
- Hit Points (HP): 45 (Toughened by countless battles)
- Weapons: A massive, spiked flail (1d8 + 3 bludgeoning damage, with a chance to knock opponents prone)
Zog Maggle is the enforcer of the Prisoner Market, maintaining order among buyers and ensuring the merchandise remains in line. His presence alone quells most disturbances.
Vex Cacklebone, the Arcane Trickster
- Armor Class (AC): 13 (Wears light, enchanted robes for quick movement)
- Hit Points (HP): 35 (Relies on magical wards for protection)
- Weapons: A staff of binding (1d6 bludgeoning damage, can cast “Hold Person” once per day)
Vex Cacklebone deals in the more exotic merchandise, specializing in prisoners with magical talents or rare abilities. His knowledge of the arcane is unmatched among the Overlords.
Security Measures
The guards of the Goblin Prisoner Market of Ironspike are well-coordinated, ensuring the security and operation of this dark bazaar. From the brutish strength of the Crag Wardens to the precision of the Blackfang Archers, each group plays a critical role in maintaining order and deterring would-be rescuers or thieves. The leadership of Grak Sharptooth, with his keen mind and ruthless efficiency, ensures that the market remains a pivotal, albeit nefarious, trading post within the goblin territories.
Guard Breakdown for The Goblin Prisoner Market of Ironspike
The Goblin Prisoner Market of Ironspike, a notorious hub for the trade of captives within the dark underbelly of the goblin empire, is heavily guarded by a variety of formidable protectors. Here’s a detailed breakdown of the guards who ensure the market’s grim transactions proceed without interruption.
Ironspike Enforcers x 25
- Description: The backbone of the market’s security, these goblin guards are equipped with heavy armor and trained in crowd control and combat.
- Hit Points (HP): 22
- Armor Class (AC): 16 (Chain mail and shield)
- Weapons: Maces (1d6+2 bludgeoning damage) and Net (used to entangle and capture, can restrain a target on a hit; the target must make a DC 10 Strength check to free themselves).
Blackfang Archers x 15
- Description: Positioned atop the market’s walls and watchtowers, these goblin archers provide ranged support and act as lookouts.
- Hit Points (HP): 16
- Armor Class (AC): 14 (Leather armor)
- Weapons: Longbows (1d8 piercing damage, range 150/600), with a quiver of arrows tipped with a paralyzing poison (the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute; they can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success).
Crag Wardens x 6
- Description: Trolls hired for their sheer size and strength, these wardens patrol the market’s boundaries and entry points.
- Hit Points (HP): 84
- Armor Class (AC): 15 (Natural armor)
- Weapons: Greatclubs (2d8+4 bludgeoning damage) and the ability to hurl large rocks (2d10+4 bludgeoning damage, range 60/120).
- Special Ability: Regeneration (regains 10 HP at the start of its turn if it has at least 1 HP and isn’t in sunlight or immersed in acid).
Shadow Stalkers x 4
- Description: Elite drow mercenaries employed for their expertise in assassination and kidnapping, ensuring high-value targets are captured for the market.
- Hit Points (HP): 27
- Armor Class (AC): 15 (Studded leather armor)
- Weapons: Short swords (1d6+3 piercing damage) and hand crossbows (1d6+1 piercing damage, range 30/120), with bolts coated in sleep poison (the target must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 hour).
Key Prisoners
At any given time, there are at least 100 prisoners being held captive, in different states of well being, and consisting of a both male and female humans, elves, gnomes, and dwarves. If the prisoners could be set free, they would be willing to form a fighting force rebel aainst the goblins, capture some ships and get off the island. These are a few of the more valuable ones:
Sir Eldric the Valiant, Knight of the Silver Realm
- Reason for Capture: Fell in battle defending his kingdom from a goblin raid
- Value: Highly valuable for his combat prowess and potential ransom from his homeland.
Mira Windwalker, Elven Druid
- Reason for Capture: Captured while investigating the blight corrupting her forest
- Value: Sought after for her deep connection to nature and her ability to heal or curse the land.
Jorik Underfoot, Dwarven Tinkerer
- Reason for Capture: Kidnapped for his knowledge of ancient dwarven forges and machinery
- Value: Valuable for his unique skills and potential to unlock ancient technologies.
The Market Itself
The Goblin Prisoner Market is a twisted maze of cages and pens, lit by flickering torchlight and echoing with the whispers of the desperate and the damned. It’s a place where fortunes are made on the misery of others and where the darkness of the goblin heart is laid bare for all to see. Yet, within this darkness, there are stories of courage, redemption, and hope, as prisoners dream of escape and heroes plot to bring down the market once and for all.

Gloomhaven: The Lighthouse Bastion of Pirate Queen Sable Tooth

Perched on the treacherous cliffs of Dread Isle, Gloomhaven stands not as a fortress but as a towering lighthouse, its sinister beacon a warning to some and a guiding light to others. This lighthouse, constructed from dark, weathered stones, serves as the operational heart of Sable Tooth’s maritime empire, guiding her Dread Fleet through the perilous waters surrounding the isle.
Key Areas and Inhabitants
The Beacon Chamber
At the pinnacle of Gloomhaven, the Beacon Chamber houses a magical light source, fueled by an ancient, cursed gem known as the Sea’s Heart. This powerful artifact not only lights the beacon but also casts a protective shroud around Sable Tooth’s domain, repelling unwanted visitors through illusions and treacherous weather.
Author Note: There is a 50% chance that Sable Tooth is in the lighthouse when the party arrives. If she is not, she will be on her flagship ,The Leviathan’s Maw, preparing to make sail.
If the party manages to fight their way to Sable Tooth, impressed by their fighting abilities, she will offer to Parry (negotiate) and will offer the party a chance to side with her on her mission to attack the Sea Giants.
To sweeten the deal, Sable Tooth would be willing to offer the parties their own warship, along with a crew fresh from capture to man the warship, as a token of good faith in their new business arrangement.
- Sable Tooth
- Armor Class (AC): 17 (enchanted leather armor+3)
- Hit Points (HP): 75
- Weapon: “Stormfang” (enchanted cutlass, 1d8+4 slashing damage, +1d6 lightning damage)
- Treasure: The Sea’s Heart (artifact, casts a protective shroud and controls weather)
- Chest: Assorted gems, gold and silver pieces, total value of 2,500 GP.
The Map Room
Below the beacon lies the Map Room, filled with charts of every known sea and tales of every hidden treasure. This is where Sable Tooth plans her raids, her table a mosaic of ambition and greed.

- First Mate Gharr
- Armor Class (AC): 15 (studded leather armor)
- Hit Points (HP): 52
- Weapon: Dual sabres (1d6+2 slashing damage each)
- Treasure: A golden compass (always points to the most valuable nearby treasure)
- Treasure: The collection of charts and maps would easily fetch 10,000 gold pieces on the open market(s). But, will be bulky to remove.
The Crew’s Quarters
The heart of the lighthouse, where Sable Tooth’s loyal crew rests between raids. The quarters are cramped but filled with spoils of their conquests, a testament to their success and ruthlessness.
- Goblin Pirates (x 20)
- Armor Class (AC): 13 (leather armor)
- Hit Points (HP): 8 each
- Weapons: Short swords (1d6 damage), light crossbows (1d8 damage, range 80/320)
- Treasure: Each of the pirates has a change purse, with between 1-100 GP in them.
The Armory
A cavernous room filled with weapons, from cutlasses and pistols to strange, arcane devices. The Armory is guarded by an enchanted construct, created by a captured sorcerer to serve Sable Tooth.
- Armory Construct
- Armor Class (AC): 16 (natural armor)
- Hit Points (HP): 60
- Weapons: Enchanted halberd (1d10+3 slashing damage, reach)
The Holding Cells
Deep within the lighthouse’s base, the holding cells contain prisoners from Sable Tooth’s raids, awaiting ransom or worse.
Prisoners Held by Sable Tooth
1. Sir Alden the Brave
- Class: Paladin
- Hit Points (HP): 68
- Backstory: A knight of the island of Valoria, Sir Alden was captured during a daring raid on his ship as he returned from a quest to retrieve a sacred relic. It his ship that that Sable Tooth will offer as a gesture of good will to have the party join with her. This will not set well with Sir Alden.
- Skills: Expertise in combat, especially against undead and evil entities; capable of divine healing and protection spells.
2. Lira Moonshadow
- Class: Rogue/Assassin
- Hit Points (HP): 40
- Backstory: Once the most sought-after assassin in the Five Kingdoms, Lira was betrayed by a client and delivered into Sable Tooth’s hands. She holds secrets that could topple dynasties.
- Skills: Stealth, lockpicking, and a deadly accuracy with her dual daggers. Knowledge of poisons and a network of informants across the seas.
3. Thorne of the Wilds
- Class: Druid
- Hit Points (HP): 55
- Backstory: Thorne was captured while defending a sacred grove from being plundered by Sable Tooth’s crew. His deep connection to nature makes him a valuable hostage.
- Skills: Can shape-shift into various animals, control elements, and summon woodland beings to aid him. His knowledge of herbalism is unparalleled.
4. Jorik Gearspinner
- Class: Artificer
- Hit Points (HP): 48
- Backstory: A renowned inventor and mechanic, Jorik was taken by Sable Tooth for his knowledge of ancient and powerful machinery. He’s rumored to have crafted a weapon that could ensure dominance over the seas.
- Skills: Crafting magical and mundane inventions, decoding ancient texts, and an innate ability to understand and repair almost any device.
5. Elara the Seer
- Class: Sorcerer
- Hit Points (HP): 38
- Backstory: Born with the gift of foresight, Elara predicted her capture by Sable Tooth but allowed it to happen, believing it would lead to a greater destiny. Her visions are coveted by many.
- Skills: Powerful divination magic, capable of seeing into the future, uncovering hidden truths, and unraveling the most complex of enchantments.
If freed, the Prisoners would be willing to assist the adventure party, seeking vegenance on the goblins. They will of course need armor, weapons, and any other items deemed necessary.
The Valiant Crusader: Warship of Sir Alden the Brave
Name: The Valiant Crusader
Description: The Valiant Crusader is a formidable war galleon, known across the seas for its imposing silhouette and the banner of Valoria flying proudly from its mast. Constructed from the finest oak of the Eldertree Forests, its hull is reinforced with iron bands enchanted by the clerics of Valoria to withstand both magical and physical assaults. The ship’s design marries the elegance of Valorian craftsmanship with the pragmatism of a vessel built for war. Its sails, a brilliant white emblazoned with a golden lion, can catch even the faintest breeze, allowing The Valiant Crusader to pursue its quarry or flee from overwhelming force with surprising agility.
Noted Weapons:
- Twin Dragon Cannons: Mounted on the bow, these massive cannons are named for the intricate dragons carved into their barrels. They can fire enchanted cannonballs that explode on impact, causing additional fire damage (2d10 bludgeoning damage + 2d6 fire damage in a 10-foot radius upon impact).
- Celestial Ballistae: Four ballistae, two on each side of the ship, are designed to pierce the hulls of enemy ships or bring down flying creatures. The bolts are blessed, allowing them to cause additional damage to undead and fiends (1d12+2 piercing damage, +1d8 radiant damage against undead and fiends).
- Holy Water Catapults: Two catapults located towards the stern, capable of launching barrels filled with blessed water, specifically effective against undead pirates or creatures of the deep. Upon impact, the barrels shatter, splashing holy water in a 20-foot radius (2d6 radiant damage to undead and evil creatures caught in the splash).
- Shield of Valor: An enchanted artifact at the heart of the ship, activated in times of great need. When activated, it creates a magical barrier around The Valiant Crusader, granting it temporary immunity to magic-based attacks and reducing damage from physical attacks by half for a short duration.
Sir Alden’s warship, The Valiant Crusader, overcome by magic and an overwhelming goblin force is now being held in Port Shadowcove. The valiant crew either dead or sold off by the goblins, only Sir Alden was taken alive. A hostage to valuable to pass up.
If the crew takes the deal and sides with Pirate Sable Tooth, the ship will need to be crewed. But, since the crew was killed off during capture, the ship will have to be crewed with goblins.
Goblins, why did it have to be goblins?
This is the end of Module P-1
Look for more Pirate adventures in
Escape from Blackreef Cove (P-3)
Now sit back, relax and let your imagination run free…




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