The Reavers are a notorious pirate faction roaming the southern Arcane Isles, born from the ashes of an ancient seafaring tribe known as the Skarulians. Long ago, the Skarulians were nomadic traders who wielded arcane knowledge passed down through generations. However, the collapse of their ancestral homeland and the rise of ruthless mercantile empires left them stranded and desperate. Forced into piracy to survive, the Reavers now sail under a brutal and cunning code, respecting only power and wealth. Over the years, they have evolved into a feared and formidable pirate alliance nearly 300 strong accepting any who are willing to pirate to include orcs, humans, and any others.

And the Merchants Guild of the Arcane Isles wants them gone. And, they are willing to pay handsomely for a group of adventurers to rid them of this menace once and for all.

The Reavers are a well organized and deadly group, their vessels are adorned with scavenged arcane artifacts and protective charms against enemy spells. They sail under dark, weathered flags depicting skulls entwined with arcane symbols, and their ships bear names of dread, such as Spectral Gale and Ghostwave. Their tactics blend traditional piracy with arcane subterfuge: they use enchanted fogs, phantom sounds, and illusory sails to confuse and ensnare their prey.

But, no matter where they sail, and what ever port they harbor in, when the sailors and locals alike see their flag and symbols near, fear is the emotion of the day.

Here is your Table of Contents for this adventure –

Getting to Blackreef Cove

Blackreef Cove is a place whispered about in port taverns and spoken of with wary reverence by sailors across the Arcane Isles. Nestled on a rocky island surrounded by treacherous reefs and fog-laden waters, Blackreef Cove is as elusive as it is dangerous. Approaching it is no simple task, as the cove is guarded by natural barriers, patrol ships, and ever-watchful Reaver sentries. However, for those who are determined (or desperate) enough, there are ways to reach the Coveโ€”and each path comes with its own challenges and perils.

Option 1: Smuggled In as Crew or Cargo

One of the safer ways to reach Blackreef Cove is by gaining passage on a smugglerโ€™s ship already heading to the Cove. Many black-market traders conduct business with the Reavers, running shipments of contraband and stolen goods to their secluded hideout. Smugglers, though untrustworthy, are open to carrying passengers or disguised adventurers for the right priceโ€”or a promise of future payment (say 10% of the take).

Option 2: Captured on the High Seas

The adventurers could find themselves bound for Blackreef Cove as prisoners of the Reavers, caught on a vessel captured by pirate patrols. This path allows for little preparation, but it provides an immediate way into the Cove, albeit under dangerous circumstances.

Option 3: A Secret Landing on the Far Side of the Island

For adventurers who wish to avoid direct contact with the Reavers, landing on the secluded side of Blackreef Island allows them to approach the Cove covertly. This could be done by ship, or by some form of magical air transportation device. This option involves a challenging hike through the islandโ€™s rugged terrain, where they must navigate treacherous trails, dangerous cliffs, and natural hazards before reaching the Cove.

Choosing Their Path

Each of these approaches presents unique challenges and opportunities for the adventurers, offering them varied experiences as they arrive at Blackreef Cove. The choice of how to infiltrate the Cove shapes the beginning of their adventure, providing ample tension and obstacles that will build upon the overarching goal: survival, secrecy, and successfully navigating the heart of the Reaver stronghold.

Once at Blackreef Cove, the adventurers will find that their journey is only beginning, as the true test lies in facing the formidable Reaver captains, outsmarting their ruthless crew, and finding a way to complete their missionโ€”or escape with their lives intact.

Reaver Leadership

The Reavers operate under a volatile yet effective three-way leadership pact, uniting the unique strengths of each leader into a fearsome coalition. Captain Raziel Thorne, the Stormcaller, commands the fleet with his mastery over weather and arcane storms, making strategic decisions on engagements and alliances. Morvella “The Serpent” Nyx handles intelligence and covert operations, her network of spies and informants ensuring the Reavers are always one step ahead of enemies and rivals. Meanwhile, Krogar “The Breaker” Blacktide enforces discipline among the Reaver crews, leading boarding parties and maintaining the fearsome reputation of their pirate force.

Their pact, though fragile, is built on the mutual respect and fear each holds for the otherโ€™s skills. Each leaderโ€™s role is critical, and the balance between them keeps the Reavers powerful and efficient, with dissent quickly silenced and loyalty rewarded. Together, they form an alliance of terror that allows the Reavers to dominate the Arcane Isles, using combined tactics that blend arcane might, stealth, and brute force.

Reaver Captains are with their ships 75% of their time. The balance of the time, they will be at their apartments (see below) plotting new adventures. How the adventurers find them will be left up to the Dungeon Master, and of course, the roll of the dice.

Captain Raziel “The Stormcaller” Thorne

Raziel is the Reavers’ undisputed leader, a human druid with a mastery over storm magic. Rumored to have struck a pact with an ancient sea spirit, he can call forth violent squalls and lightning to disable enemy ships. Charismatic and ruthless, Raziel commands loyalty through fear and awe, believing that strength alone ensures survival in the Arcane Isles.

  • 10th-Level Druid/Thief
  • Race: Human
  • Class: Wizard (Evocation/Storm Magic focus)
  • Background: Pirate Captain
  • Armor Class (AC): 4 (Druid robes and artifacts)
  • Hit Points (HP): 55
  • Speed: 30 ft.
  • Weapon: Staff of Lighting bolts (3d6)
  • Weapon: +3 Dagger (1d4 +3)

Morvella “The Serpent” Nyx

Razielโ€™s second-in-command, Morvella is a shrewd elven rogue who specializes in stealth and ambush tactics. Raised in the murky depths of Verminwood Marshes, she has an extensive network of informants and spies across the islands, keeping tabs on both enemies and allies. Her deep knowledge of poisons and traps makes her a feared and respected figure among the Reavers.

Morvella has a special relationship with Grimjaw (see below) a massive and ancient sea dragon. She always carries with her a hollowed out dragon horn which she is able to blow and summon Grimjaw to her location, if she is within a day’s travel to him. Whenever she sails into Blackwater Cove, she makes a point to blow her horn, summon the ancient beast, and throw over a few captives as a sacrifice to the beast to the delight of her crew and Grimjaw.

  • 10th-Level Thief
  • Race: Elf
  • Class: Thief
  • Background: Pirate (Spy and Scout for the Reavers)
  • Armor Class (AC): 3 (Studded Leather Armor +3)
  • Hit Points (HP): 68
  • Speed: 30 ft
  • Twin Daggers: Named Serpentโ€™s Bite+3 and Venom Fang+3, these finely crafted daggers are balanced for precision strikes. 1d6 for damage +3 additive to attack and damage.
  • Enchanted Cloak+2: Provides advantage on Dexterity (Stealth) checks when in dim light or darkness.
  • Spyglass: An enchanted spyglass that reveals faint auras around any magical items, useful for reconnaissance.

Krogar “The Breaker” Blacktide

The Reaversโ€™ enforcer, Krogar is a hulking orc warrior with a passion for naval combat. As the head of their boarding parties, he wields a massive, rune-carved anchor that doubles as a weapon. Krogar is superstitious, believing that he can absorb the souls of his enemies to grow stronger, and he is one of the most feared individuals in the Arcane Isles.

  • 12th-Level Fighter/Thief
  • Race: Half Orc
  • Class: Fighter (Champion Archetype)
  • Background: Pirate Enforcer
  • Armor Class (AC): 3 (Leather armor+4, Ring of Protection+2)
  • Hit Points (HP): 108
  • Speed: 30 ft
  • Anchor Weapon, โ€œBreakerโ€: A customized, rune-carved anchor that serves as his brutal, iconic weapon, acts as a great axe, 1d12 damage.
  • Extra Attack: Krogar can rage (for 3 turns)and make two attacks whenever he takes the attack action on his turn, making him a highly effective melee combatant.

Island Base: Blackreef Cove

The Reaversโ€™ hideout is a volcanic island known as Blackreef Cove, a dark, desolate place riddled with coral reefs and hidden caves. The islandโ€™s shores are treacherous, surrounded by jagged rocks and infested with sea serpents, providing natural defenses. The Reavers have transformed the island into a sprawling den of vice, complete with black-market shops, taverns, and barracks.

See further descriptions of their fortress below.

On an outcrop of rock, right offshore of Blackreef Cove lies the Tidecallerโ€™s Shrine, a mysterious monument dedicated to an ancient sea deity, Thalassor. Here, Captain Raziel holds secret gatherings and rituals, drawing from dark magic to maintain control over his crew. Blackreef Cove is constantly bustling with trade, black-market exchanges, and a melting pot of outcasts and fugitives who have aligned themselves with the Reaversโ€™ way of life.

Additional Information

The Reaverโ€™s Code: The Reavers follow a strict code, known as The Blood of the Waves, a pact requiring loyalty to their crew, fearlessness in the face of death, and an oath to share any magical artifacts they uncover. Those who betray the code face the wrath of Raziel, often meeting gruesome fates at the Tidecallerโ€™s Shrine.

Alliances and Enemies: The Reavers have loose alliances with certain pirate clans and outlaw factions but are often at odds with the naval forces of Celestia and the elemental magicians. They also harbor a deep animosity toward the shamanic sects of the Arcane Isles, whom they consider rivals for the magical resources found in the isles.

Notable Vessels: Each Reaver ship is unique, with many enchanted for specific roles in battle. Razielโ€™s flagship, Stormbreaker, can summon a localized tempest to shield it from enemies. Morvella captains The Serpentโ€™s Fang, a sleek vessel adept at slipping through fog and ambushing prey. Krogarโ€™s ship, Wavecrusher, is a heavily armored vessel capable of ramming enemy ships with brutal force.

Reaver Flag Ships

Stormbreaker

Captain: Raziel “The Stormcaller” Thorne
Description: Stormbreaker is the largest and most menacing of the Reaver ships, with an imposing, dark hull reinforced by arcane runes to repel both physical and magical attacks. Its sails, black and tattered, are inscribed with faintly glowing glyphs. This ship is capable of summoning storms and can turn invisible in heavy fog, making it both a terror in battle and difficult to track. The prow is adorned with a sea serpent figurehead, carved with intricate detailing to channel Razielโ€™s magic.

  • Crew Staffing: Stormbreaker requires a skilled crew of 50 to operate fully, including a mix of fighters, wizards, and specialists who maintain the enchanted sails and weapons.
  • Weapons: Scorpions x4, (1d12) ballista’s x 6 (1d20)and and a massive harpoon launcher capable of locking onto other ships.
  • Specialty: Intimidation and control. It is often used to lead assaults, with Razielโ€™s storm-calling abilities amplifying its formidable presence.
  • Armor Class: 7
  • Hit Points: 50
  • Crew:
  • Five 5th Level Platoon Leaders, armor class 7, short swords, and crossbows. Hit Points 20 Each
  • Twenty level two sailors, armor class 8, short swords (1d6)and daggers (1d4). Hit Points 20 Each.
  • Twenty five level three marines, armor class 7, short swords (1d6) and crossbows (1d6). Hit Points 12 Each.
  • Thirty support staff. Hit Points 5 Each.

The Serpentโ€™s Fang

The Serpentโ€™s Fang has a low, streamlined profile, allowing it to blend into the horizon and disappear into fog banks. Its hull is crafted from dark, seaweed-green and black wood that has been treated with special oils and arcane enchantments to minimize noise and improve durability. Sharp, sleek lines emphasize its speed and agility, and the ship’s shape is reminiscent of a serpent cutting through the water. The prow is adorned with a subtly menacing carving of a sea serpent, its mouth open and eyes narrowed as if poised to strike, an extension of Morvella’s own fearsome reputation.

  • Crew Staffing: The Serpeants Fang requires a skilled crew of 50 to operate fully, including a mix of fighters and specialists who maintain the enchanted sails and weapons.
  • Weapons: Scorpions x2, (1d12) ballista’s x 3 (1d20)and and a massive harpoon launcher capable of locking onto other ships.
  • Specialty: Intimidation and control. It is often used to lead assaults, with Razielโ€™s storm-calling abilities amplifying its formidable presence.
  • Armor Class: 7
  • Hit Points: 45
  • Crew:
  • Five 5th Level Platoon Leaders, armor class 7, short swords, and crossbows. Hit Points 20 Each.
  • Twenty level two sailors, armor class 8, short swords (1d6)and daggers (1d4). Hit Points 12 Each.
  • Twenty five level three marines, armor class 7, short swords (1d6) and crossbows (1d6).
  • Fifty Level one support staff. Hit Points 6 Each.

Wavecrusher

Wavecrusher is a hulking, heavily reinforced ship with a wide hull and a low profile, giving it extra stability in rough waters. Its dark wood is reinforced with thick, metal-plated beams, ensuring it can withstandโ€”and dealโ€”massive impacts. The prow is a work of dark craftsmanship: shaped like the open maw of a shark, complete with sharp, metal โ€œteethโ€ forged to rip into the sides of other ships during ramming. Each side of the ship bears the marks of previous battles, with faint scrapes and dents that add to its intimidating character.

The sails are a dull, weathered black, sturdy but devoid of decoration, allowing for minimal visibility. Below deck, Wavecrusher has reinforced compartments specifically designed to store boarding equipment, armory supplies, and chains for grappling and securing enemy ships.

  • Armor Class: 7
  • Hit Points: 65

Special Features

  1. Reinforced Prow (The โ€œCrusherโ€): The prow, reinforced with layers of iron and shaped like a shark’s head, is designed to ram enemy vessels head-on. It can puncture hulls, incapacitate smaller ships instantly, and tear through even the toughest hulls with a powerful ramming strike. This fearsome feature earned the ship its name, and Krogar uses it without hesitation.
  2. Ballistae and Grappling Gear: Wavecrusher is equipped with powerful, dual ballistae mounted on both sides of the deck (four ballistae in total). These fire heavy bolts (1D20 damage)with chains attached, designed to impale and anchor enemy ships so that the Wavecrusher can reel them in for boarding. The chains are thick and reinforced with spikes, making it nearly impossible for the enemy crew to detach them without serious effort.
  3. Harpoon Battery: Alongside the ballistae, Wavecrusher boasts a unique harpoon batteryโ€”5 rows of mounted harpoons that can fire a volley of metal projectiles at once (1d10 damage). Each harpoon is fitted with barbed tips, which, once embedded, make extraction difficult and painful, further entangling the enemy.
  4. Boarding Ramp Mechanism: Built into the sides of the ship are retractable boarding ramps equipped with retractable spikes to help the Reaver crew cross over to enemy ships quickly and securely. The ramps drop as soon as the grappling chains secure the target, allowing Krogarโ€™s fighters to storm the deck within seconds.

Crew Staffing

Wavecrusher is staffed by around 60 experienced fighters, nearly all of whom are trained for brutal, close-quarters combat. Theyโ€™re not ordinary pirates; these men and women are skilled in melee weapons, brawling, and taking down armored opponents, making them deadly in the confined space of a boarded vessel.

  • Boarding Specialists: Wavecrusher has a contingent of about 10 boarding specialists, armed with hooks, axes, and portable battering tools to clear obstacles and break into secure areas. Armor Class 6. Hit Points 20 Each. Damage 1d6.
  • Marines: Krogarโ€™s personal selection of 20 marines, these crew members wear scavenged and reinforced armor. They wield axes, maces, and other heavy weapons, ideal for overpowering the enemy in face-to-face confrontations. Armor Class 5. Hit Points 25 Each. Damage 1d8.
  • Ballista Operators: 30 Operators skilled in the use of the ballistae and harpoon batteries, these crew members ensure that Wavecrusher can disable its targets quickly and maintain its ramming position. Armor Class 8. Hit Points 8 each. Armed with daggers, damage 1d4.

Blackreef Cove Fortifications and Defenses

The Serpentโ€™s Maw:
A narrow, winding passage leading through the treacherous coral reefs into Blackreef Cove, known as The Serpentโ€™s Maw, is the only safe route to the islandโ€™s port. The passage is hidden and nearly impossible to navigate without a seasoned Reaver guide. Only those who know the proper landmarks and directions can enter unscathed. The Reavers have placed three guard towers each equipped with 4 giant crossbows (1d10 damage), and telescopes along the entrance, manned 24/7 to watch for any approaching ships. Signal lanterns are used to communicate with lookout points across the island.

Each tower is manned by 25 guards.

Reaver Tower Guards:

  • Armor Class (AC): 6 (Studded Leather Armor reinforced with dark sharkskin)
  • Hit Points (HP): 10 each
  • Speed: 30 ft.
  • Weapons: Crossbows (1d6 damage)

The Black Spire Keep

At the edge of the harbor of the island stands Black Spire Keep, a dark, towering fortress tower made from volcanic stone. The Keep serves as a strategic lookout and command center for Captain Raziel Thorne and other Reaver leaders. The structure is reinforced with volcanic stone walls, preventing most forms of magical detection and making it resistant to both mundane and magical attacks. Black Spire Keep is also enchanted with defensive wards that detect intruders, sending silent alerts to the Reavers.

Black Spire Keep, the Reavers’ stronghold on Blackreef Cove, is heavily fortified and well-staffed to ensure its impenetrability. The staff levels and roles are carefully structured to maintain the islandโ€™s defenses, handle day-to-day operations, and manage the arcane resources required for its enchantments and traps. Hereโ€™s a detailed breakdown of the key staff members, their roles, and responsibilities within the keep.

Layout of Blackspire Tower

Blackspire Tower is the imposing heart of the Reaversโ€™ base at Blackwater Cove. Standing tall on a rugged cliff, the tower looms over the harbor and the surrounding village of Saltmarsh Hollow. With each floor designed to reflect the unique character and tastes of the Reaver captains, Blackspire Tower is both a fortress and a display of the captains’ power. The tower has five floors, with the ground floor reserved for fortifications and the upper four floors serving as private quarters for each captain.

Ground Floor – The Fortress Entrance

The ground floor is heavily fortified, with thick stone walls, reinforced doors, and multiple guard stations. This level is equipped with weapons and supplies, including crossbows, scorpions, and an armory stocked with swords, shields, and boarding hooks. The entrance hall is lined with trophies from previous raids, including banners and weaponry taken from defeated foes. This floor is staffed by 10 Reaver guards around the clock to ensure the captains’ security. Level two fighters. Armor Class 5, Hit Points 15 each, equipped with short swords (1d6)


Second Floor – Captain Raziel โ€œThe Stormcallerโ€ Thorneโ€™s Quarters

Captain Razielโ€™s floor is as dramatic as his reputation. The walls are adorned with charts of storm patterns, detailed sea maps, and weather-worn relics from past battles. A large map table sits in the center, where Raziel plans raids and navigates routes. His quarters have wide windows that look out over the sea, allowing him to feel connected to the oceanโ€™s power.

  • Personal Effects: Razielโ€™s trident hangs on the wall above his bed, and a large weathered chest holds rare 100 gemstones (100 – 1,000 GP each) and mysterious weather talismans.
  • Notable Features: A magical compass enchanted to point toward storms, a collection of rare sea shells, and a cabinet with charts detailing dangerous sea currents and whirlpools.
  • Decor: His floor is decorated with remnants of storm-struck ships and a few eerie nautical artifacts that hint at his rumored connection to sea magic.

Third Floor – Captain Morvella โ€œThe Serpentโ€ Nyxโ€™s Quarters

Morvellaโ€™s floor is shadowy and labyrinthine, reflecting her expertise in stealth and secrecy. The room is lit with dim lanterns, giving it a dark, mysterious ambiance. Morvellaโ€™s quarters contain a central sitting area filled with plush, dark velvet cushions and soft rugs, creating an atmosphere of quiet luxury.

  • Personal Effects: Morvellaโ€™s infamous daggers, rumored to be enchanted with venom, are displayed on a wall beside her bed. A map on her table marks known coves and hidden islands in the Arcane Isles, which she uses for ambush points.
  • Notable Features: A hidden compartment under her desk holds poisons and tools for infiltration. She also has an ornate lockbox that is trapped and contains letters from spies and informants across the isles.
  • Decor: Nautical maps with hidden routes, antique lockpicks, and dark silks and velvets. Her quarters have secret escape routes, including a hidden ladder that descends to a side entrance outside the tower.
  • Hidden Vault: In her built in wall safe that is hidden behind a portrait, there is a locked wall safe with 8,450 GP, and collection of 10 rings worth between 1,000 and 2,000 GP each. None are magical.

Fourth Floor – Captain Krogar โ€œThe Breakerโ€ Blacktideโ€™s Quarters

Krogarโ€™s quarters are rough and fortified, mirroring his fierce and practical personality. His room is full of weapons, trophies from past battles, and heavy armor. The walls are lined with racks of swords, maces, and shields, many of which have seen battle.

  • Personal Effects: Krogarโ€™s signature warhammer hangs on a mount beside his bed, and he keeps a collection of enemy emblems and banners taken from conquered ships.
  • Notable Features: A training area with weighted barrels for strength training, a reinforced weapons rack, and a chest filled with 10,213 gold coins and 150 gems (100-600 GP each). He also has a private armory stocked with custom weapons.
  • Decor: His quarters are simple and functional, with little decoration beyond battle trophies. Heavy fur pelts and thick woolen blankets cover his bed, showing his preference for practical comfort.

Fifth Floor – War Room

The War Room is grand and more lavishly decorated, emphasizing his love for opulence and respect for order. The walls are draped with fine tapestries, and the floors are covered in rare, imported rugs. His quarters have a private study filled with maritime books and tomes on strategy and navigation.

Decor: The War Room floor has a more refined feel, with polished wood furniture and oil lamps in decorative sconces. Shelves of books on history, navigation, and warfare line the walls.

Trophies: A set of Plate Armor +1 is displayed prominently, as is magical +2 Two Handed Sword, Giant Slayer, a beautifully crafted weapon with a jeweled hilt, worth 4,500 GP is hanging on the wall

Notable Features: A private wine collection, a well-stocked personal library, and a desk covered with maps of trading routes, used to plan ambushes on wealthy merchant ships.

Tower Rooftop – Lookout and Signal Station

At the very top of Blackspire Tower is the Lookout and Signal Station. Here, a signal beacon is lit whenever Reaver ships return, and telescopes provide views of the surrounding waters. The Reavers can send and receive messages across the Arcane Isles, using an array of signal flags and lanterns. This rooftop is often manned by trusted lookouts who keep watch for incoming threats or opportunities for the Reaver captains.

Staffing Levels and Key Roles

Total Staff at Black Spire Keep: Approximately 130 individuals are stationed at Black Spire Keep, broken down into the following groups:

  1. Command and Leadership Staff (15)
  2. Defensive and Security Forces (80)
  3. Logistical and Maintenance Crew (25)
  4. Surveillance and Scouting Team (10)

1. Command and Leadership Staff

  • Captain Raziel Thorne (Commanding Officer): The supreme leader of Black Spire Keep and the Reaversโ€™ fleet, Raziel oversees all strategic decisions and defenses. He conducts arcane rituals at the Tidecallerโ€™s Shrine and supervises the arcane upkeep of Black Spire Keepโ€™s defenses.
  • Morvella Nyx (Second-in-Command): Razielโ€™s trusted lieutenant, she manages intelligence operations and spies who bring information from the Arcane Isles. Morvella oversees the scouting and security rotations, ensuring every approach to the Cove is monitored.
  • Krogar Blacktide (Defensive Coordinator): In charge of training and commanding the keepโ€™s defensive forces, Krogar ensures the guards are battle-ready and coordinates defenses in case of an assault. His role also includes drill exercises and maintaining the readiness of weapons and artillery.
  • Lieutenant of Logistics (Vacor โ€œBlackfinโ€ Rykor): This officer handles the resource inflow and outflow, ensuring food, weapons, and supplies are restocked. Blackfin manages the Logistical and Maintenance Crew, keeping inventories and supplies in order.
  • 8th-Level Fighter
  • Race: Human
  • Class: Fighter
  • Background: Pirate Enforcer
  • Armor Class (AC): 3 (Chainmail+1)
  • Hit Points (HP): 65 (12d10 Hit Dice)
  • Speed: 30 ft
  • Flaming Long Sword +3: A customized, magical rune-carved long sword that serves as weapon, 1d12 damage, plus 1d6 for fire damage, plus +3 for damage and to hit.

Defensive and Security Forces

Total Staff: 80 guards and soldiers, broken into three teams.

  • Harbor Guards (15): Stationed along the docks and main approach paths, the Harbor Guards are equipped with crossbows, ballistae, and harpoons. They control access to the harbor and are trained to maintain the Cloakstone Obelisks, which summon fog cover in emergencies. Level 3 fighters, Armor Class 5, Hit Points 21 each, 1d6 damage.
  • Fortress Guard (50): These guards patrol Black Spire Keepโ€™s inner and outer walls, watchtowers, and defensive perimeters. Trained by Krogar, they are equipped with heavy crossbows (1d8) and short swords (1d6), and specialize in close-combat defense. They also manage the trap mechanisms, like the spike pits and barricades, and monitor lookout points. Level two fighters. Armor Class 5, Hit Points 15 each.
  • Cannoneers and Siege Operators (15): Responsible for operating the ballistae and scorpions mounted on the cliffs and fort walls. This team is trained in loading and maintaining enchanted munitions, including lightning bolts and cursed bolts. In emergencies, they also assist the Harbor Guards in securing access points. Armor Class 8, Hit points 8 each, daggers for weapons, 1d4.

Logistical and Maintenance Crew

Total Staff: 25, handling food, supply, and facility upkeep.

These are average individuals who wear no armor, and will carry at most a dagger (1d4) for self defense. Hit points 6 each. They will avoid conflict if at all possible and run away if threatened. They are just here for the pay, and many are previous sailors captured years ago.

  • Quartermasters (2): Keep meticulous inventories of food, weapons, magical items, and daily supplies, coordinating with Blackfin Rykor to procure anything needed for the keepโ€™s operation.
  • Shipwrights and Blacksmiths (6): Repair and maintain the weapons, armor, and ships docked in the harbor. The blacksmiths are skilled in forging enchanted weapons and reinforcing armor. The shipwrights focus on maintaining the hulls of Reaver ships, particularly in preparing them for fast departures if needed.
  • Cooks and Provisioners (5): Responsible for preparing meals and managing provisions for the keepโ€™s residents. They work under tight schedules, ensuring food is efficiently rationed and ready for large shifts of guards.
  • General Maintenance Crew (12): Tasked with repairing walls, fortifications, watchtowers, and the Tidecallerโ€™s Shrine. They are also responsible for keeping pathways clear and readying traps and barriers, performing essential repairs and upkeep in harsh conditions.

Reaver Barracks

The Reaver Barracks is a large formidable structure within Blackwater Cove, strategically positioned close to Blackspire Tower. The barracks serve as the living quarters and training grounds for the rank-and-file Reaver crew, providing a mixture of functionality and security for the infamous pirate force. Roughly constructed from weathered stone and reinforced wood, the barracks has a no-frills, utilitarian design reflecting the harsh life of a pirate. There is room for 200 Reavers here. At any given time, 50 will be here off duty, sharpening weapons, cleaning their armor, playing cards or just sleeping.

Treat the 50 Reavers as first level fighters, 8 HP, and they will arm themselves with short swords, (1d6). If caught unprepared, they will have not have had time to don their leather armor.

The Reaver staff keep their money other than a few coppers for gambling, in the tower treasury.

The Reavers Hostage Operations

The Reavers are adept at using hostage-taking as a lucrative enterprise, targeting ships, settlements, and even rival pirates to maximize their profits. Hostage-taking is an organized, deliberate operation, supplementing their income and creating a reputation of fear that deters resistance.

At any given time their are about 100 hostages; a mix of sailors (held hostage on their ships being used as floating prisons), travelers, businessmen, and others whose business requires their sailing the seas. Some hostages will aid in a rebellion. Others will not.

On occasion, special hostages are taken, and these are held in their own unique cells for their safe keeping.

The Hostage-Taking Process

  1. Identification and Targeting
    • The Reavers prioritize wealthy or influential individuals, particularly merchants, noble families, and high-ranking officials. Before an attack, scouts and spies identify targets with high ransom potential.
    • The Serpentโ€™s Fang, led by Morvella โ€œThe Serpentโ€ Nyx, often performs reconnaissance, trailing wealthy merchant ships or scouting settlements. Morvella’s network of informants ensures the Reavers are always aware of individuals traveling in their territory who can fetch high ransoms.
  2. Capture and Handling
    • During ship raids, Krogar โ€œThe Breakerโ€ Blacktideโ€™s boarding crews efficiently separate high-value targets from the general crew, isolating them to minimize resistance.
    • Captives are moved to Black Spire Keep, where they are held in fortified, secure cells. The cells are deliberately intimidating: cold, dimly lit with torchlight, and positioned so captives hear the ominous sounds of the ocean crashing against the cliffs outside.
  3. Extraction of Ransom
    • The Reavers employ negotiators skilled in intimidation and persuasion to establish communication with the captivesโ€™ families or business partners, often sending messages directly to the home ports of captured merchants or officials.
    • Ransom demands are set high, often scaling based on the wealth and importance of the individual. Payment is accepted in gems, gold, magical artifacts, or supplies that can sustain the Reaversโ€™ operations.
  4. Escalation and Incentives
    • If families hesitate or attempt to negotiate lower prices, the Reavers often โ€œescalateโ€ by showing evidence of mistreatmentโ€”rough sketches of the conditions or brief, haunting notes from the captives themselves.
    • They might also offer โ€œincentivesโ€ to families by promising swift and safe returns if payment is prompt, with deadlines creating pressure to meet demands quickly. For delayed payments, interest charges are added, forcing captors to decide quickly under threat of mistreatment or indefinite detention.

The Depths: The Hostages Holding Cells

The hostages taken by the Reavers are held in The Depthsโ€”a dark, foreboding section deep within Black Spire Keep. Located below ground level, The Depths is a labyrinthine network of narrow corridors and heavy stone cells, deliberately designed to disorient and isolate captives. This area is constructed with thick, volcanic rock, making it resilient to any attempts to break through.

Description of The Depths

Main Holding Area

  • The Depths consists of several main holding cells arranged along a dimly lit corridor. These cells are spacious enough to hold multiple captives but are deliberately kept sparse and uncomfortable.
  • Each cell has an iron-barred door and a small, barred window that offers a distant view of the churning ocean below. The view is intentionally limited, meant to emphasize the isolation of the prisoners and instill a sense of helplessness.
  • Dim torch sconces line the corridor, casting eerie, flickering shadows across the stone walls, enhancing the oppressive atmosphere. The torches are enchanted to burn low, keeping visibility minimal to disorient prisoners further.
  • There are a total of 25 out of the 100 prisoners that would have the strength and ability (if armed) to take part in a rebellion. Treat them as level two fighters, 15 HP each. They of course will need weapons and armor.

Individual High-Value Cells

  • Important captives, such as nobles, mages, or merchants who are likely to bring a high ransom, are held in isolated cells. These cells are slightly larger but lack even basic comfort. Chains are embedded into the walls, allowing guards to secure high-value targets to prevent escape attempts.
  • Some high-value cells feature anti-magic runes etched into the walls, preventing spellcasters from using any abilities that might aid in escape. The runes drain any magical energy attempted within the cell, rendering it almost impossible for mages to work their way out.

The Interrogation Room

  • Off to the side of the main cell area is a small chamber equipped with a table, metal restraints, and various implements intended to intimidate. This room is used to โ€œpersuadeโ€ captives to cooperate, often extracting information about the wealth or influence of their families.
  • The roomโ€™s walls are embedded with seashells and barnacles from the surrounding volcanic rock, giving it a sinister, nautical theme. Soundproofed by thick stone, any noise within remains unheard beyond its walls, adding to the captivesโ€™ sense of isolation.

The Watchtower Spiral

  • A narrow, spiraling staircase connects The Depths to a small watchtower above. The guards use this path to maintain a rotation schedule, ensuring captives are monitored at all hours. The narrowness of the stairwell adds to the sense of confinement, even for those tasked with guarding the prisoners.
  • The spiral is deliberately narrow to prevent any prisoner from making a quick escape should they overpower a guard. Each landing has iron-grated barriers, reinforcing the difficulty of an escape attempt.

The Supply Alcove

  • Located near the main holding cells, the Supply Alcove holds the essentials used by guards and maintainers of the cells, such as spare chains, manacles, arcane restraints, and basic provisions for the prisoners. Supplies are carefully rationed, with guards using basic sustenance as a bargaining chip to encourage compliance from captives.

Guard Rotation and Security

  • Guards are on constant rotation, posted outside cells and at key points in the passageways. They are equipped with blunted weapons to subdue captives and trained to handle individuals trying to escape or rebel.
  • Signal lanterns at each cell row allow guards to silently communicate across the corridors, notifying others of any suspicious behavior or possible escapes.

Reaver Hostage Guards

The Reaver Hostage Guards are a specialized team within the Reavers, tasked with overseeing and securing captives held in Black Spire Keepโ€™s dungeon, The Depths. Known for their unwavering discipline and ruthlessness, these guards ensure that captives remain subdued and isolated, enforcing the oppressive conditions with a strategic blend of intimidation, vigilance, and physical restraint.

The Reave Hostage Guards are handpicked by Krogar โ€œThe Breakerโ€ Blacktide for their loyalty, endurance, and ability to handle difficult, sometimes high-profile prisoners. Each guard undergoes extensive training in crowd control, interrogation techniques, and anti-escape tactics. They are taught how to physically restrain captives and manage them psychologically, using fear and isolation as tools to maintain compliance.

  1. Uniform and Gear:
    • The guards wear a mix of dark leather and metal armor that is designed to offer mobility within the narrow corridors of The Depths. Each guardโ€™s armor is reinforced with sharkskin and dark, waterproof fabrics to withstand the damp, salt-heavy environment.
    • They carry short swords and batonsโ€”blunt, practical weapons for dealing with restrained or cornered captives. Additionally, guards are equipped with manacles, iron shackles, and anti-magic restraints, allowing them to neutralize any magical abilities captives might possess.
    • Torch Lamps: Each guard carries a small torch lamp that emits a dim, greenish light, casting eerie shadows that keep the dungeon in a constant state of low visibility, adding to the disorientation of the captives.
  2. Guard Station Rotation and Patrolling:
    • Guard rotations are meticulously planned, ensuring that each section of The Depths is covered at all times. Guards patrol in pairs, moving silently and often without announcing their presence, creating an atmosphere where captives never know when theyโ€™re being watched.
    • Every few hours, guards complete thorough inspections of each cell, checking locks, restraints, and the mental state of each captive. During these checks, guards are trained to show no empathy, reinforcing the hopelessness felt by the prisoners.

Hierarchy and Chain of Command

The Reave Hostage Guards operate under a strict hierarchy, reporting directly to a Head Warden who communicates regularly with Krogar. The Head Warden oversees all rotation schedules, inspects guard performance, and addresses any signs of disloyalty or weakness. Under the Head Warden are Senior Guards who manage each guard shift and ensure protocols are followed without deviation.

Senior Guards: Experienced members responsible for patrol organization, enforcing punishment protocols, and reporting any unusual behavior among captives or guards.

Head Warden: Enforces discipline among the guards and conducts direct evaluations, maintaining a hardened standard within the ranks.

Standard Guards

Number: 24
Role: Standard guards patrol the corridors of The Depths, maintaining control over captives, enforcing silence, and inspecting cells for security breaches.

  • Armor Class (AC): 7 (Dark Leather Armor reinforced with Sharkskin, providing flexibility and resistance to damp conditions)
  • Hit Points (HP): 38
  • Speed: 30 ft.
  • Weapons: Clubs (1d8)
  • 3rd Level Fighters

The Reaver Warden

The Reaver Warden stands out among the guards, wearing dark, reinforced plate armor adorned with sharkskin accents and jagged metal edges, symbolizing the Reaversโ€™ brutal and unforgiving nature. His armor is reinforced with enchanted plates that allow for protection without sacrificing mobility, providing a near-impenetrable defense in the narrow corridors of The Depths.

The Wardenโ€™s face is obscured by a helmet and an iron mask with intricate, harsh engravings that reveal little but piercing eyes, adding to the air of intimidation they command. A heavy cloak drapes over his shoulders, lined with waterproof fabric to withstand the damp, salt-ridden environment of Black Spire Keep.

  • Level 8 Fighter
  • Human, Lawful Evil
  • Armor Class: 3 (Reinforced Plate Armor, helmet)
  • Hit Points: 85
  • Speed: 30 ft.
  • Weapon: Mace +3 Damage (1d8+3)

High Value Hostages Currently Being Held

There are three notable individuals currently held as hostages in Black Spire Keep, each from different backgrounds within the Arcane Isles. These captives bring potential value to the Reavers, both in ransom and in the strategic leverage they provide over various factions.

Lady Seraphina Vaeloria

Value to the Reavers: The Reavers aim to extract a substantial ransom from the Vaeloria family based out of Port Azure, hoping to use Seraphinaโ€™s influence as leverage in political negotiations. Her connections to the merchant guilds are invaluable, allowing the Reavers to potentially coerce favorable trade routes or secrecy agreements.

Role: Noblewoman and Diplomat

Description: Lady Seraphina is a striking woman in her early thirties with an air of nobility and elegance. She has long, raven-black hair, piercing blue eyes, and a dignified bearing that speaks of her noble upbringing. Despite her captivity, she maintains a steely resolve, dressed in remnants of fine traveling attire that hint at her status. Known for her eloquent speeches and diplomatic acumen, Seraphina was on a trade mission when she was taken hostage by the Reavers.

Background in the Arcane Isles: Lady Seraphina hails from the influential Vaeloria family, which holds sway over several coastal cities on the eastern shores of the Arcane Isles. Her family has longstanding alliances with merchant guilds and minor noble families, making her an essential link between factions often at odds. Lady Seraphinaโ€™s diplomatic skills are renowned, and she often acts as a mediator in disputes that could disrupt trade and alliances across the Isles.

Her family would pay 10,000 GP for her safe return.

Tiberius “Stormcloak” Aemilian

Value to the Reavers: By holding Tiberius, the Reavers have eliminated a rival pirate lord and now hold considerable leverage over his loyalists. Rumors of his capture have created uncertainty among his former allies, making them more susceptible to Reaver control. The Reavers may even consider using Tiberius in negotiations with other pirate factions, or as a pawn to sway rogue captains to their cause.

Role: Pirate Lord and Former Rival of the Reavers

Description: Tiberius, known as โ€œStormcloak,โ€ is a rugged, middle-aged man with silver hair, a long scar across his left eye, and a sturdy frame honed by years at sea. Heโ€™s an experienced sailor and warrior, known for his tactical mind and ruthless ambition. Captured during an unexpected ambush by the Reavers, he wears a chain with a small, cracked medallionโ€”rumored to hold sentimental valueโ€”along with weathered pirate leathers.

Background in the Arcane Isles: Tiberius once commanded his own fleet of pirate vessels, operating out of Goblash Isle in alliance with the Goblins of the island, and occasionally clashing with the Reavers for territory and resources. His domain included smaller islands in the southern Arcane Isles, where he controlled smuggling routes and garnered loyalty from smaller pirate factions. Tiberius is known for his cunning and his willingness to broker deals, often trading artifacts and enchanted items for safe passage.

Tiberius has little to offer in the way of coinage for his release. But, he is offering to make payment of 5,000 GP over time and can assist the adventurers with capturing a ship and operating it and serving with them (as a nonplayer character) for a year of service as their personal Captain if desired.

Tiberius “Stormcloak” Aemilian – 11th Level Thief/Ships Captain

Race: Human
Class: Thief/Ships Captain
Background: Pirate
Alignment: Chaotic Neutral

Hit Points: 56

Alaric Moorwind

Role: Arcane Sage

Description: Alaric is a wiry, middle-aged elf with silver-gray hair, sharp green eyes, and an air of intellectual curiosity. His robes are tattered, bearing symbols of the The School of Astral Arcanum โ€”a prestigious organization dedicated to the preservation of magical knowledge. Alaricโ€™s fingers bear numerous rings enchanted with minor protective spells, and his hands are calloused from years of handling ancient tomes and artifacts. He was captured while investigating a rumored arcane relic on the Reaversโ€™ island.

Background in the Arcane Isles: Alaric is a respected sage specializing in the Arcane Islesโ€™ magical history. Known for his research on ancient enchantments and rare artifacts, he has consulted for various mage guilds and even royal courts across the Isles. Alaricโ€™s knowledge of the Islesโ€™ magical lore and his reputation within the scholarly community make him a valuable asset. He was on an expedition to trace the location of the lost โ€œRelic of Ildreth,โ€ which is said to have the power to shield entire islands from magical detection and would have given the Reavers an unnatural advantage over the surroundings islands and communities.

Value to the Reavers: Alaricโ€™s knowledge of arcane artifacts is of particular interest to the Reavers, who hope to extract information about the โ€œRelic of Ildreth.โ€ Should they find it, the relic could serve as a powerful tool for concealing Black Spire Keep. Additionally, Alaricโ€™s connections with the Arcane Society mean the Reavers could demand an unusually high ransom from a prestigious organization, leveraging his release for magical supplies or knowledge of defensive spells.

Currently, Alaric is being used to read and interpret captured magical items for which the Reavers reward him with special privileges and provisions.

Alaric has a Carpet of Flying he uncovered years ago that aids him in his travels, and will offer it up as payment and gratitude for his release and safe return home. The Carpet of Flying is hidden in a cave on the island and is what provided Alaric the ability to slip onto the island undetected. Alaric can read and detect magical items and has 75% chance of identifying magical items and will offer to do so for his rescuers.

  • A Carpet of Flying (worth 25,000 G.P.)

Borkum the Battler

Borkum โ€œThe Battlerโ€ grew up in a remote mountain village, where survival meant learning to fight early. Born into a family of blacksmiths, he built his strength at the forge before honing his skills as a warrior.

Recently, Borkum was hired to serve as a guard aboard the Seafarer’s Fortune, a merchant ship carrying valuable cargo through dangerous waters near Black Spire Keep. The journey was supposed to be a routine escort, but fate had other plans. In the dead of night, the ship was ambushed by the Reavers. Borkum fought valiantly, his axe cleaving through waves of attackers as he held his ground on the deck.

But even Borkumโ€™s strength had its limits. Outnumbered and eventually overpowered, he was struck from behind and shackled by the Reavers, dragged into captivity.

Captured and Condemned

Once at Black Spire Keep, the Reavers quickly realized that Borkum was no ordinary prisoner. Recognizing him as a dangerous threat, they locked him in the deepest cell, where even the hardest souls would break.

Now, the Reaver leaders have decided to make an example of Borkum. The next full moon marks a time of ritual offerings to Grimjaw, the Reaverโ€™s pet dragon, and Borkum is set to be sacrificed.

If given an opportunity, Borkum will take part in any rebellion against the reavers. With just the axe, he could easily sway the outcome of a battle.

Combat Stats

  • Armor Class (AC): 10 (rags and loincloth)
  • Hit Points (HP): 75
  • Speed: 30 ft
  • Strength: 18
  • Dexterity: 14
  • Constitution: 18
  • Intelligence: 10
  • Wisdom: 12
  • Charisma: 10

Floating Prisons: Ships Held Hostage

There are three vessels and their crews now being held hostage within Reaver Harbor. The Reavers have asked for ransom money for the ships and what remains of their crews and now await their owner’s response.

The ships have been stripped of all weapons, treasure and other useful goods. They act as floating prisons. The Reaver send out skiffs of food each day, but otherwise the crews sit onboard, keeping the ships ready for the moment they are (hopefully) freed to return to their home ports and their families.

If a glimmer of hope presents itself, the ships captain and crews could be encouraged to partake in a rebellion.

The Wayne: Naval Frigate

The Wayne, a sleek and formidable naval frigate, sat anchored close to the rocky cliffs, its once-proud flag now a muted whisper against the damp harbor air. Its crew, led by the unflinching Captain Amelia Rhoades, were confined to their ship. Rhoades, a woman of unwavering resolve, sits silently on her deck, watching the darkened waters lap against her shipโ€™s hull, her mind racing through a dozen possible escape routes, all hindered by the guardsโ€™ constant vigilance.

Captain Amelia Rhoades: A seasoned naval officer, Captain Rhoades is known for her calm demeanor and tactical mind. She is an expert in maritime defense strategies, making her a prized hostage for the Reavers. She has no armor, no weapons, HP 45. She will act as a level 5 fighter and will happily participate and lead her sailors in rebellion.

Type: Naval Frigate

  • Armor Class: 5
  • Hit Points: 40
  • Crew Size: 20 (out of an original compliment of 75)
  • Weapons: All removed

Description: The Wayne is a sleek, modernized naval frigate known for its impressive speed and defensive capabilities. Painted a muted ocean-gray, it was equipped with harpoons and ballista’s, which have now been stripped. The The Wayne is typically deployed on reconnaissance and patrol missions for the Merchant’s Guild, gathering intelligence and performing defensive operations along strategic coastal areas.

Crew Staff (Held Hostage): Twenty sailors, level 2 fighters, no armor and no weapons, HP 15, have survived and now sit on the ship awaiting rescue. If armed, they will participate in a rebellion.

The Merchants Guild will offer a reward of 7,000 GP for the The Wayne’s safe return.

The Ranger: Merchant Vessel

The Ranger is a medium-sized merchant ship belonging to the Merchants Guild, painted in shades of deep blue with white and gold accents along its railings, symbolizing the wealth and status associated with its voyages. Its hull is reinforced with a mix of oak and enchanted materials, offering both durability and agility in stormy seas.

The vessel boasts a sleek design with a rounded stern and a narrow bow, ideal for cutting through rough waters. Three masts support cream-colored sails embroidered with faint, protective runes that offer subtle magical shielding against storms and raiders. A large, prominent figurehead of a mythical sea creatureโ€”crafted in fine detail and adorned with shimmering blue scalesโ€”adds an aura of elegance and mystique to the vessel.

Crew Staffing for the HMS Ranger

As a merchant vessel, the HMS Ranger carries a specialized crew of 85, each member skilled in both the operational demands of a trading ship and the knowledge of valuable goods. Below are the key crew members:

  1. Captain Lillian Fairfax:
    • Role: Captain and Navigator
    • Description: Captain Fairfax (6th level fighter, HP 51, No armor and no weapons) is a seasoned sailor and negotiator, known for her calm leadership and strategic planning. She is tall and composed, with silver-streaked hair tied back and a keen eye for navigation. She also has a knack for reading weather patterns and identifying potential threats on the horizon, ensuring that her crew and cargo remain safe.
  2. Surviving Sailors: Only 30 of the original 85 sailors have survived capture. Treat each as a level 2 fighter, HP 14, no armor and no weapons.
  • Armor Class: 5
  • Hit Points: 45
  • Crew Size: 30 (out of an original compliment of 85)
  • Weapons: All removed

Captain Fairfax and her surviving crew will happily take part in a rebellion if given weapons and armor.

The Merchants Guild will offer a reward of 5,000 GP for the Rangers safe return.

The Potemkin: The Goblin’s Hammer

The Potemkin, a fearsome black goblin battleship, nicknamed, the Goblins Hammer, now lies brooding, her iron-plated hull tethered by heavy chains. Her weapons removed, she is now muted from battle. Goblin Captain Viktor, a goblin hardened by years of pirating, glares from his deck, his mind never resting. For him, surrender had never been an option, and he despises the Reavers with a depth of fury only rivaled by his iron will to escape.

Potemkin

  • Type: Goblin Heavy Assault Battleship
  • Description: The Potemkin is a heavily armored battleship with a striking black hull, designed for both intimidation and firepower. She hails from the Goblin Island of Goblash. Outfitted with reinforced steel plating and advanced missile ballista’s (now removed), it is known for its robust offensive and defensive capabilities. The Potemkin was deployed as a show of strength near contested territories (and authorized to pirate) before it was captured by the Reavers.
  • Crew Staff (Held Hostage):
    • Captain Viktor: A formidable goblin with years of experience in naval combat, Captain Ivanov is both disciplined and highly strategic, known for his unyielding presence in battle. Treat him as a level 8 Fighter, hit points 70, he and his surviving goblin crew now need weapons and armor and will join forces with any rescuers in a rebellion.
    • Surviving Sailors: Only 45 of the original 105 goblin pirates have survived capture. Treat each as a level 2 fighter, HP 14, no armor and no weapons.
  • Armor Class: 4
  • Hit Points: 60
  • Crew Size: 45 (out of an original compliment of 105)
  • Weapons: All removed

The Goblin Pirates will offer no reward for the rescue and return of their ship, it would violate their honor code. Captain Viktor, by allowing his prized ship to be captured has brought shame on himself, his family, and crew. His family will be executed if he does not resolve the predicament he finds himself in. He must now regain his honor and save his family from execution, making him an ideal companion to take part in a rebellion.

Captain Viktor will attempt to steal whatever treasure, weapons and anything else of value that he and his crew can loot. But, he will order his crew not to harm the rescuers or any others who take part in the rebellion. In effect a truce. In the addition, the rescuers are offered his friendship for as long as he lives (for what it is worth) and he will draft and present a pass that can be presented when in Goblin territory providing safe passage to the bearers.

Blackwater Cove

Location and Layout: Blackwater Cove is surrounded by towering black cliffs, which provide both a natural barrier and vantage points for sentries and guards. Narrow, winding channels weave between submerged rocks, with only one true entrance wide enough for large vessels, guarded closely by watchtowers. Inside, the harbor expands into a broad, sheltered bay, where the Reaver fleet, including the likes of The Leviathanโ€™s Maw and The Iron Serpent, lies moored.

Here is a list of other ships that have been captured and are now in port being outfitted, repaired, or awaiting their crews for sailing and raiding.

Each of these ships plays a critical role in the Reaver operations, from raiding and scouting to transporting hostages’ home and defending valuable plunder. This diverse fleet ensures the Reavers can adapt to any situation and defend their stronghold in the harbor.

As the ships are in their homeport, the ships are staffed minimally, if at all, with but a few level one sailors as the more experienced sailors are in port at the bars or with their families. If the adventurers are in need of their own ship, they might find something of use here. But they will need to raise a crew first.

The Black Marlin

  • Type: Fast Brigantine
  • Purpose: Swift Raiding and Quick Retreats
  • Description: The Black Marlin is known for its sleek, lightweight design, featuring dark sails and reinforced hull. Itโ€™s used for hit-and-run tactics, darting in to raid small merchant vessels and coastal settlements before quickly retreating.
  • Special Equipment: Equipped with small ballistae for fast, targeted attacks.
  • Value: 10,000 GP

The Iron Serpent

  • Type: Heavy Frigate
  • Purpose: Assault and Siege
  • Description: The Iron Serpent is heavily fortified, with iron plating around its bow, and armed with multiple ballistae on each side. This ship is used for taking on larger merchant vessels and challenging coastal fortifications.
  • Special Equipment: Carries explosive grappling hooks for boarding enemy vessels and reinforced rams for hull breaches.
  • Value: 20,000 GP

The Shadow Wraith

  • Type: Schooner
  • Purpose: Stealth Operations and Night Raids
  • Description: Painted in deep grays and blacks, the Shadow Wraith is designed to be nearly invisible at night. Itโ€™s quiet and fast, used primarily for covert raids on ships or towns under cover of darkness.
  • Special Equipment: Fitted with smoke-bomb launchers to create diversions during night operations.
  • Value: 5,000 GP

The Tidal Reaver

  • Type: Large Cargo Galley
  • Purpose: Transport and Storage
  • Description: The Tidal Reaver is the main storage ship, used for holding plunder from multiple raids until it can be taken to Black Spire Keep or traded with allies. It has an impressive cargo hold and a reinforced hull to withstand attacks.
  • Special Equipment: Built-in smuggling compartments for hiding high-value items.
  • Value: 15,000 GP

The Sea Vulture

  • Type: Longship
  • Purpose: Boarding and Coastal Raids
  • Description: The Sea Vulture is ideal for quick approaches to enemy vessels or shallow coastlines. With its narrow build, itโ€™s designed to come alongside larger ships quickly, allowing Reavers to board with ease.
  • Special Equipment: Mounted with ladders and grappling hooks for rapid boarding.
  • Value: 5,000 GP

The Sirenโ€™s Call

  • Type: Carrack
  • Purpose: Decoy and Distraction
  • Description: Outfitted to look like a vulnerable merchant ship, the Sirenโ€™s Call serves as bait, drawing enemies in only to unleash hidden ballista and deploy a Reaver assault.
  • Special Equipment: Concealed ballista and a reinforced hull, designed to absorb and deflect initial attacks.
  • Value: 5,000 GP

The Tempest Fang

  • Type: Galleon
  • Purpose: Flagship of Patrols and Defense
  • Description: The Tempest Fang is a large, imposing galleon that commands respect. Itโ€™s heavily armed and serves as a defensive powerhouse, protecting the harbor from rival pirates and hostile forces.
  • Special Equipment: Armed with heavy ballista and reinforced with iron plating along the hull.
  • Value: 20,000 GP

The Windrunner

  • Type: Cutter
  • Purpose: Messenger and Scout
  • Description: Known for its agility and speed, the Windrunner is used to relay messages between Reaver ships, scout new raid locations, and provide early warning of approaching enemies.
  • Special Equipment: Signal flags and lanterns for coded communication and a small onboard supply of provisions for extended scouting missions.
  • Value: 5,000 GP

The Krakenโ€™s Grasp

  • Type: Light Frigate
  • Purpose: Escort for High-Value Cargo
  • Description: Often deployed alongside the Tidal Reaver, the Krakenโ€™s Grasp is designed to protect valuable plunder during transport. Itโ€™s fast and maneuverable, equipped to defend cargo ships from potential threats.
  • Special Equipment: Harpoons for entangling enemy vessels and blinding powder to hinder pursuit.
  • Value: 5,000 GP

The Bloodhound

  • Type: Sloop
  • Purpose: Pursuit and Capture
  • Description: The Bloodhound is a pursuit vessel, used to chase down smaller, fleeing ships. Itโ€™s nimble and can turn quickly, making it ideal for capturing merchants attempting to escape.
  • Special Equipment: Grappling cannons for latching onto fleeing ships and nets for capturing cargo or prisoners.
  • Value: 5,000 GP

The Ember Wraith

  • Type: Fire Ship
  • Purpose: Sabotage and Intimidation
  • Description: Built specifically to cause destruction, the Ember Wraith is filled with barrels of flammable oil. Itโ€™s usually deployed as a last resort, set alight and sent toward enemy vessels or coastal fortifications to create chaos and fear.
  • Special Equipment: Fire traps and flame-resistant tar, allowing the crew to abandon ship safely before setting it ablaze.
  • Value: 5,000 GP

The Leviathanโ€™s Maw

  • Type: War Brigantine
  • Purpose: Main Battle Ship for Major Engagements
  • Description: The Leviathanโ€™s Maw is a well-armored warship with formidable firepower, used when the Reavers engage in major naval battles. Itโ€™s one of the most feared ships in the fleet, known for relentless ballistae fire and the iconic Reaver emblem on its sails.
  • Special Equipment: Reinforced hull with iron plating, onboard siege weapons like ballistae, and flame-throwing devices on deck.
  • Value: 20,000 GP

Shellbreaker Point – Sacrificial Site

Shellbreaker Point lies just beyond the main harbor, a stone platform carved by nature and adapted by the Reavers to be part ritual site, part strategic feeding ground. This rocky promontory is slick with ocean spray, and the waters around it churn violently, creating a permanent mist in the air.

The jagged, dark stones that line the outcrop rise up like teeth, suggesting the maw of a great beast. The area is dimly lit by sea lanterns strung on weathered posts, casting a ghostly glow over the place. A great copper horn is hung (worth 5,000 CP) and is used to blow a summoning call to Grimjaw. Which he is trained to come to so if summoned there is 100% chance of him emerging from the depths of the sea.

A series of stone basins carved into the rocks hold offerings for Grimjawโ€”coins, jewels, and occasionally fresh meat to coax him closer.

Grimjaw – The Resident Sea Dragon

Grimjaw is a massive sea dragon, an ancient, scaly titan of the sea with a shell encrusted in barnacles, coral, and old battle scars. His skin is dark green with patches of blackened rock and luminous underwater growths that add a ghostly glow when he rises from the depths. His head is massive, with piercing amber eyes that glow faintly beneath his ridged brows. Jagged, serrated teeth line his powerful jaws, and steam often hisses from his nostrils, especially when he’s agitated or hungry. His long, thick claws allow him to tear into prey or ship hulls alike with ease.

Grimjaw is ancient and intelligent, understanding much of what goes on in his territory. While bound to the Reavers by food and occasional offerings, he is still a wild creature and can be unpredictable. If he feels slighted or threatened, he may turn against the Reavers without hesitation. he is not opposed to snacking on Reavers.

If a battle ensues within the harbor area, the loud noises of battle will attract Grimjaw to investigate (50% chance of him investigating) and if he sees the Reavers in trouble, he will come to their aid, although there is 20% chance he will attack them in error.

Statistics for Grimjaw

  • Type: Dragon Turtle
  • Size: Gargantuan
  • Alignment: Neutral
  • Armor Class (AC): 0 (Natural Armor)
  • Hit Points (HP): 96
  • Speed: 20 ft., swim 60 ft.
  • No of attacks: 3
  • Damage: 2-12/2-12/4-32

Grimjawโ€™s Hoard

Grimjaw is a dragon at heart. And, if the adventurers should defeat him and choose to investigate, they will find some treasure that he has collected over the years as offerings have been made.

Grimjaw’s lair is a hollowed cave that is visible from the offering dais. If the adventurers were to stand and look about the cliffs, they will see the underwater cave opening, a short swim away. Once someone enters the underwater cave, they will surface to a hollowed lair of dry dirt and rock. In addition, they will find that fresh air enters from a crack in the rocks above, so they do not need to worry about breathing underwater (except for the short swim). The cave is lit by bioluminescence jellyfish. In the northwest corner is the driest spot and a nest of treasure and bones.

Golden Idol of a Forgotten Sea God

  • A massive golden statue encrusted with barnacles, depicting an ancient sea deity. Some say it grants favor to those who venerate it, while others claim itโ€™s cursed. 5,000 GP.

Jeweled Crown of an Ancient Mariner King

  • A crown embedded with sapphires and emeralds, with intricate carvings of waves. 3,000 GP.

Seafarerโ€™s Compass of True Navigation

  • An ornate compass that points to the nearest coastline. Lost centuries ago by a famous explorer, this artifact can guide its bearer even through enchanted fog. 1,000 GP.

Loose Pirate Treasure

  • 3,000 lose gold doubloons, 5,000 SP, and 10,000 CP, 100 gemstones worth 50-100 GP each, and 20 pieces of jewelry (100-300 GP value each) taken from countless merchant ships. Itโ€™s heavily guarded by Grimjaw, as itโ€™s often used to lure in more greedy adventurers.

+1 Trident of the Deep

  • A trident adorned with aquamarine stones.

Ancient Sea Charts

  • Several scrolls preserved in waterproof containers, mapping out hidden islands, dangerous reefs, and the sunken ruins of a lost civilization. These charts are highly sought after by treasure hunters.

Necklace of Pearls

  • A necklace with enormous pearls, each one glowing faintly underwater. Said to contain the souls of sailors who perished at sea, it grants the ability to breathe underwater when worn. Worth 1,000 GP.

A Bag of Dragon Turtle Teeth and Claws

  • A woven sack filled with Grimjawโ€™s own shed teeth (25 each) and claws (30 each), each the size of a dagger. These items are prized by shamans and can be used to forge powerful potions or sell for a high price. 100 GP for each tooth and or claw.

Chalice of the Tidebringer

  • An elaborate silver goblet with intricate carvings, rumored to allow its bearer to summon fresh water in limitless amounts. Many pirates and sailors have sought this artifact, though it is well-guarded in Grimjawโ€™s lair. 1,000 GP.

Reaver Infirmary

The Reaver Infirmary is a stark, functional space within Black Spire Keep, specifically designed for treating injured Reavers after raids, skirmishes, and naval battles. Located near the barracks, the infirmary is fortified with sturdy stone walls and low, arched ceilings. A faint scent of medicinal herbs and antiseptics lingers in the air, mixed with the salty dampness of the nearby sea. Several beds line the walls, each furnished with basic linens and supplies, while shelves stocked with potions, bandages, and alchemical ingredients fill the far end of the room. A few lanterns cast an amber glow, adding warmth to an otherwise austere setting.

Infirmary Clerics

Reavers will not harm clerics and when ever they are encountered in their raids and captured they are given special status as prisoners if they are willing to treat the Reaver sick and wounded and take a vow of neutrality.

Several clerics in order to save their lives now staff the Infirmary. They will not participate in a rebellion (in honor of their vow), but, will heal the party goers to the best of their abilities.

  1. Cleric Aldwyn โ€œIronhandโ€ Torell
    • Appearance: A muscular, middle-aged man with a thick gray beard, Aldwyn bears numerous scars from years of service among the Reavers. He wears simple brown robes and a silver pendant shaped like a wave, symbolizing his devotion to a sea deity.
    • Personality: Gruff yet caring, Aldwyn is known for his no-nonsense approach to healing. Though his methods can be rough, he is deeply respected for his unwavering commitment to keeping his comrades alive.
    • Healing Abilities:
      • Healing Hands: He has the ability to channel divine energy through his hands, healing minor wounds and providing relief from pain. (1d20) twice a day.
      • Cure Wounds: A staple of his healing arsenal, Aldwynโ€™s touch can close lacerations and set fractured bones with a glow of divine energy. (Id10) four times a day.
    • Magic Item: Bracelet of Restoration โ€“ Grants him an extra daily casting of Cure Wounds and allows him to stabilize any dying patient with a touch. (1d100) once a week.
  2. Cleric Maren the โ€œWhisperโ€
    • Appearance: Maren is a petite woman with a soft voice and an unassuming presence, cloaked in a dark, sea-blue robe. Her eyes are a piercing blue, and she wears an amulet shaped like a seashell.
    • Personality: Quiet and introspective, Maren is a calming presence, known for her gentleness and bedside manner. She uses her skills to soothe pain and quiet the minds of the injured.
    • Healing Abilities:
      • Soothing Touch: Marenโ€™s touch calms and soothes the mind, reducing the pain and anxiety of patients. (1d10) five times a day.
      • Lesser Restoration: Maren can remove minor curses, poisons, and ailments, particularly valuable after certain skirmishes with magical opponents. (1d20) four times a day.
    • Magic Item: Orb of Purification โ€“ Allows her to cast Lesser Restoration without expending energy once per day, and provides a small aura of calm that stabilizes patients who are close to death.
  3. Cleric Finnian โ€œQuick-Fixโ€ Marlowe
    • Appearance: Finnian is a lanky man in his forties with wiry hair and sharp features, often seen wearing a plain tunic under his green healerโ€™s cloak. His fingers are deft and calloused from years of quick, efficient healing.
    • Personality: Finnian is pragmatic and quick, known for his skill in battlefield triage. He prioritizes injuries based on urgency, and his efficiency has saved countless lives.
    • Healing Abilities:
      • Quick Mend: A modified healing spell that allows him to patch up wounds swiftly, preventing further blood loss and infection. (1d10) ten times a day.
      • Mass Healing Word: When multiple Reavers are injured, Finnian can channel a wave of healing energy to cover multiple patients, providing temporary relief and stabilization. (1d4) to up to five patients once a day.
    • Magic Item: Band of Sustenance โ€“ A ring that provides him with increased endurance, allowing him to go without sleep for extended periods when tending to critically wounded patients.

Infirmary Supplies and Magical Healing Items

The Reaver Infirmary is modestly stocked with magical items used to supplement the clericsโ€™ healing capabilities:

  • Potion of Greater Healing (3 vials): Restores significant health to severely injured patients (1d12 of HP). These are kept on hand for Reavers who need to be quickly returned to duty.
  • Herbal Poultices and Tonics: Mixtures of rare herbs to reduce fever, swelling, and infection. Some are enhanced with minor enchantments for accelerated healing. (1d6 of HP) x 10 each.
  • Gem of Mending: A small blue gemstone that can be used to instantly mend minor injuries and fractures up to three times a day. (1d8 HP)
  • Enchanted Bandages: Cloth wraps soaked in a concoction of healing herbs and infused with minor magical energy, which helps accelerate the healing of burns and lacerations. (1d4 of HP) for 4 turns. 6 sets of bandages.

Wounded Sailors in the Infirmary

The wounded sailors will not fight. They are here healing, and do not have the strength or energy to put up a fight. They will surrender if threatened. If the fight is going against the adventurers they will jump back to the Reavers side and help them, for appearances sake of course.

If interrogated, they can reveal information about the fortress and provide information on staffing, troop levels, room locations and other bits of information they have gleaned in their time as a Reaver.

  1. First Mate Jarek โ€œOne-Eyeโ€ Solvang
    • Injury: Jarek suffered a deep gash across his chest and an injury to his right eye after a skirmish. His eye is heavily bandaged, and Aldwyn has been treating his chest wound with regular applications of divine healing.
    • Condition: Though his eye may never fully recover, Jarekโ€™s chest wound has shown improvement. He is restless, eager to return to his post, but is under orders to rest.
  2. Deckhand Mira โ€œIronspineโ€ Kane
    • Injury: Mira sustained a fractured leg and multiple bruises after falling from the rigging during a turbulent raid. Maren has been using her Soothing Touch to ease Miraโ€™s pain, while Finnian applies splints and healing bandages.
    • Condition: Mira is stable and recovering, though she requires time for her bones to heal. The enchanted bandages are accelerating the process, and she is expected to return to duty in a few days.
  3. Gunner Aron โ€œFlamefingerโ€ Torik
    • Injury: Aron suffered extensive burns on his hands and arms during a cannon misfire. Maren has been using Lesser Restoration to remove infection, while Finnian tends to his bandages.
    • Condition: Aron is expected to fully recover but has limited hand movement at the moment. The burns are deep, so he will likely require extended treatment.
  4. Scout Lila โ€œSharpโ€ Harren
    • Injury: Lila was poisoned during a recent raid, and Maren has been using her Orb of Purification to cleanse the toxins from her system. Lilaโ€™s body remains weak, though she has shown signs of improvement.
    • Condition: Though the poison has been neutralized, Lilaโ€™s strength is slowly returning, and she is under observation until fully recovered.
  5. Sailor Tom โ€œDustyโ€ Greywell
    • Injury: Dusty suffered from severe dehydration and exhaustion after several days at sea without sufficient supplies. He is being treated with restorative tonics and rest.
    • Condition: Dusty is stable, though weak. He remains in bed, receiving care from both clerics and relying on herbal tonics for a gradual recovery.

Reaver Treasure Vault

The Reaver Treasure Vault is a heavily fortified chamber located deep within Black Spire Keep. Accessible only through a winding tunnel guarded by enchanted doors and concealed traps, the vault holds the wealth and valuables the Reavers have plundered from countless raids. The walls are reinforced with dark volcanic stone, adorned with seashell motifs, and faint blue magical runes that glimmer in the shadows. Guarding the entrance is an insidious trapโ€”a complex pressure plate mechanism designed to unleash a barrage of poison-tipped arrows on any unworthy intruders.

Entrance Trap

  • Trap Description: A Pressure Plate and Poisoned Arrow Trap is set in the threshold of the vault door. When an incorrect key or excessive force is applied to the vault door, a series of pressure plates activate, triggering hidden compartments in the walls to release a deadly hail of 20 arrows (1d4 HP of damage). Each arrow is laced with a paralytic poison, rendering any intruder immobile for several minutes if they fail a Constitution saving throw.
  • Trap Bypass: The trap can be deactivated by placing a specific amulet (held by only the Reaver Vault Guard Commander) into a concealed slot by the door.

Guard Detail for the Reaver Treasure Vault

The Guard Detail for the Reaver Treasure Vault is a highly disciplined and vigilant team, tasked with securing the most valuable assets of Black Spire Keep. They are led by a trusted veteran lieutenant who answers directly to the Captains.

Guard Detail Organization

Lieutenant Balthar โ€œIronfistโ€ KaneVault Guard Commander

Role: Balthar is the veteran leader of the vault guards, a formidable presence with a reputation for his loyalty and ruthlessness in protecting the Reaversโ€™ riches.

Appearance: A tall, broad-shouldered man with a scar across his jaw and iron-gray hair. Balthar wears reinforced leather armor over a metal breastplate, and he carries an intimidating mace that earned him his moniker.

  • Armor Class (AC): 4 (Breastplate with reinforced leather and bracers)
  • Hit Points (HP): 65
  • Weapons:
  • +5 Iron Mace: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
  • +5 Short Sword: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
  • Special Abilities:
  • Command Presence: Balthar can issue a command to any guard within 30 feet, granting advantage on their next attack roll or saving throw.
  • Unyielding Defense: Once per day, he can take a defensive stance that grants him +2 AC for one minute, during which he has advantage on saving throws against spells.
  • Battle Cry (1/Day): Balthar lets out a powerful roar, giving all allied guards within 30 feet advantage on attack rolls for one round.
  • Vault Key: Balthar has in possession an amulet that will allow for the unlocking of the vault traps. The amulet can be inserted into the key holes and will deactivated the traps, and unlock the door. There are only four of these vault keys. The Captains have the other three.

Four Senior Guards

Role: Experienced vault guards with years of service under Baltharโ€™s leadership, each one trained to be vigilant and methodical. They are provided magical weapons as part of their uniforms.

  • Armor Class (AC): 5 (Studded Leather Armor with chain mail vestments)
  • Hit Points (HP): 52, 51, 48, 47
  • Weapons:
  • Crossbow: (1d10 + 3 Magic bolts) piercing damage.
  • +1 Longsword: +1 to hit. (1d8 + 1) slashing damage.

Six Standard Guards

Role: Loyal Reaver guards trained to guard high-value areas, including the vault and its surrounding corridors. They are provided magical weapons as part of their uniforms.

  • Armor Class (AC): 6 (Studded Leather Armor)
  • Hit Points (HP): 38 x 2, 36, 35 x 3.
  • Weapons:
  • +1 Short Sword: +1 to hit, reach 5 ft., one target.(1d6 + 1) piercing damage.
  • +1 Mace: +1 to hit, reach 5 ft., one target.(1d6 + 1) bludgeoning damage.
  • Special Abilities:
  • Disciplined Watch: The guards have advantage on Perception checks related to spotting intruders or detecting unusual sounds near the vault.

Treasure Vault Contents

Inside, a multitude of chests and other containers of loot and treasure are arranged along the stone floor, on shelves, and wherever else space can be found.

Each vessel is carefully arranged and guarded within the vault, with several items held as bargaining chips or symbols of Reaver power.

Hereโ€™s a detailed list of what the most valuable vessels contains:

  1. Chest 1 โ€“ Gold Coinage and Fine Jewelry
    • Contents: 5,000 gold pieces in assorted coins, filling the chest to the brim.
    • Jewelry: Ornate rings, necklaces, and bracelets made of gold and silver, encrusted with rubies, emeralds, and sapphires, worth an additional 2,000 gold pieces.
    • Special Item: A Jeweled Brooch of Charm, allowing the wearer to cast Charm Person once per day.
  2. Chest 2 โ€“ Assorted Silver and Copper Coins
    • Contents: A hefty amount of silver and copper coins, totaling 7,000 silver and 20,000 copper pieces.
    • Other Items: Leather pouches filled with semi-precious stones like onyx, garnet, and amethyst, worth around 500 gold pieces in total.
    • Magic Item: A Ring of Water Breathing engraved with aquatic designs, prized by the Reavers for underwater exploration.
  3. Chest 3 โ€“ Art and Sculptures
    • Contents: A collection of small sculptures and fine art pieces stolen from a wealthy merchant vessel. Statues crafted from marble, silver, and jade, each wrapped in protective cloth.
    • Jewelry: A gilded crown with amethyst inlays, estimated to be worth 3,000 gold pieces.
    • Magic Item: An Amulet of Health, enhancing the wearerโ€™s Constitution, kept here as a treasure from a noble family’s collection.
  4. Chest 4 โ€“ Rare Spices and Alchemical Ingredients
    • Contents: Exotic spices like saffron, cinnamon, and dried rare herbs, valued highly by merchants (worth 1,000 gold pieces).
    • Alchemy: Vials of rare alchemical ingredients, including powdered dragonโ€™s claw and wyvern venom, valued at 500 gold pieces.
    • Magic Item: A Potion of Greater Healing (3 doses), sealed with a wax insignia.
  5. Urn 5 โ€“ Precious Gems and Loose Pearls
    • Contents: A collection of precious gems, including diamonds, rubies, sapphires, and emeralds worth around 4,000 gold pieces.
    • Other Items: Loose pearls and small pieces of polished coral.
    • Magic Item: A Circlet of Blasting, allowing the wearer to cast Scorching Ray once per day.
  6. Shelf 6 โ€“ Stolen Weapons and Armor
    • Contents: Assorted swords, daggers, and a set of chainmail, all looted from ships.
    • Special Items: An Enchanted Cutlass (+1 to attack and damage rolls), with a faint glow.
    • Other Items: A Shield of Resistance (provides resistance to slashing damage), well-maintained and ornate.
  7. Urn 7 โ€“ Ancient Scrolls and Spellbooks
    • Contents: Three spellbooks containing common spells as well as rare arcane knowledge, likely plundered from a mageโ€™s ship.
    • Scrolls: Scrolls of Fireball, Detect Magic, and Counterspell.
    • Magic Item: A Wand of Magic Missiles (4 charges), resting atop the scrolls.
  8. Shelf 8 โ€“ Ceremonial and Ornamental Items
    • Contents: Golden chalices, a silver scepter with rubies, and ornate candlesticks stolen from a royal ship, valued around 2,500 gold pieces.
    • Jewelry: A golden belt adorned with moonstones, worth 1,200 gold pieces.
    • Magic Item: A Cloak of Protection with faint arcane stitching that provides +1 to AC and saving throws.
  9. Chest 9 โ€“ Magic Potions and Elixirs
    • Contents: Bottles of rare magical potions, including Potions of Invisibility, Potion of Heroism, and Potion of Climbing (2 of each).
    • Jewelry: A delicate silver anklet with small aquamarines, worth 500 gold pieces.
    • Other Items: Several sealed vials of mysterious elixirs, rumored to grant temporary enhancements.
  10. Shelf 10 โ€“ Enchanted Artifacts and Totems
    • Contents: Small enchanted totems with minor protective magic, like warding off storms or enhancing luck.
    • Special Items: A Totem of Luck, giving a +1 bonus to any one roll per day.
    • Magic Item: A Bag of Holding, filled with smaller trinkets and valuables from various raids.

The Reaverโ€™s Respite

The Reaverโ€™s Respite is a rough-and-tumble tavern nestled within Black Spire Keep, serving as the main gathering spot for Reaver pirates to unwind after raids and grueling days at sea. The tavern is a lively, dimly lit establishment filled with the sounds of laughter, shouting, and the occasional clash of mugs. Built into the stone foundations of the Keep, it exudes a rugged, maritime atmosphere that reflects the fierce spirit of its patrons.

If the adventurers are attempting a stealthy approach into the Black Spire Keep, then they may want to go to the Reavers Respite, and with a purse of loose coins, and the flowing of rum, intelligence about the Reaver operations could probably be learned that would aid in their mission.

Layout and Ambiance

  • Entrance: The tavern entrance is a heavy wooden door reinforced with iron, bearing the faintly worn symbol of a kraken, a tribute to Grimjaw. Lanterns flank the doorway, casting a warm but flickering light that invites weary Reavers inside.
  • Main Hall: Inside, the tavern opens up into a large, stone-walled room filled with sturdy wooden tables and mismatched chairs, each scratched and carved with the initials or symbols of past and current patrons. The floor is strewn with sawdust, absorbing the inevitable spills and softening the sound of heavy boots.
  • Bar: The bar itself is a long, polished wooden counter with several large barrels of ale and rum stacked behind it, bearing hand-painted labels. Iron-bound casks and flasks line the shelves, and various bottles of dubious origins dangle from hooks along the walls.
  • Decor: Pirate banners and the occasional trophy, like shark jaws or skeletal remains of unfortunate foes, hang from the walls. Fishing nets, lanterns, and ropes dangle from the ceiling, adding to the maritime theme. A large kraken skull looms over the fireplace, a fierce reminder of the seaโ€™s power and the Reaversโ€™ claim to it.

Atmosphere and Entertainment

The Respite has a chaotic, lively atmosphere. Patrons can often be found gambling at dice games, boasting about their latest raid, or singing bawdy sea shanties. Music is provided by a small band of rough-looking musicians, usually a fiddler, a drummer, and an accordion player, who perform raucous tunes that get the crowd stomping and singing along.

  • The Krakenโ€™s Challenge: A drinking contest, where contestants drink a series of increasingly potent โ€œKraken Shots,โ€ infused with exotic spices, herbs, and just a hint of hallucinogenic seaweed. Anyone who completes the challenge wins a free drink for the night but often stumbles out a changed person.
  • Games: In one corner, a table is dedicated to popular games like dice and cards. This area is usually surrounded by cheering and jeering pirates, each eager to win a few extra coins or lose them with grace.

Staff

Like many of the support staff on the island, the staff are neutral and have no interest in fighting or a rebellion. They are just trying to make a living and are focused on themselves.

Bartender Kiera โ€œBlack-Handโ€ Malone

  • Appearance: A tall, muscular woman with dark hair and a prosthetic iron hand. She wears a leather vest and a variety of charms and trinkets around her neck.
  • Personality: Kiera is loud and quick-witted, with a booming laugh and an easy smile. She has little patience for troublemakers, often throwing them out herself.
  • Duties: She manages the bar, pouring drinks with her iron hand and keeping the peace with a mixture of charm and intimidation. Rumor has it she once killed a man with a single punch

Waiter Timmy โ€œTwo-Toesโ€

  • Appearance: A scrawny young man with quick hands and a nervous demeanor, missing several fingers and, as his nickname implies, a couple of toes.
  • Personality: Timmy is skittish and perpetually on edge but a loyal worker. Heโ€™s known for weaving through even the rowdiest crowd, ducking punches and carrying mugs with speed and precision.
  • Duties: Timmy runs drinks to tables and keeps the bar supplied, often darting between tables to avoid brawls and dodging patronsโ€™ pranks. Heโ€™s well-liked by the Reavers, who look out for him like an unofficial little brother.

Musician Garrik โ€œFiddle Fingersโ€ Drummond

  • Appearance: A wiry man in his thirties with long, unkempt hair and a perpetual smirk. He carries a fiddle patched together from salvaged ship parts.
  • Personality: Garrik is a born entertainer, known for his sarcastic humor and knack for composing catchy shanties about recent raids.
  • Duties: Garrik leads the tavernโ€™s band and keeps the atmosphere lively, adjusting the music to match the crowdโ€™s mood. His songs are often embellished tales of Reaver exploits, adding to their legendary status.

The Village of Saltmarsh Hollow

The village (population 325)surrounding Blackwater Cove is known as Saltmarsh Hollow. It earned its name from the misty, briny air that constantly drifts through from the nearby saltwater marshes, and the sheltered, almost hidden feel of the village nestled against the cliffs. Saltmarsh Hollow is a bustling yet shadowy settlement, where traders, pirates, and townsfolk alike live in a tense balance under the Reaverโ€™s watchful eye.

The villagers have neutral stance towards the Reavers. They leave them alone, and the Reavers leave them alone. However, if the Reavers are under attack, the villagers will not help.

If the adventures need to blend into the village scene to rest, it may not be difficult as the villagers are used to transients in town that are coming and going on their personal business. Rooms to rent are plentiful. Keeping ones mouth shut costs a bit more though.

Notable Locations in Saltmarsh Hollow

  1. The Tidal Market: A modest but lively open-air market, where vendors sell local goods, fresh fish, and occasionally rare or โ€œborrowedโ€ treasures from passing ships. Smugglers and pirates often pass through here to offload contraband, making it a place of quiet intrigue.
  2. The Broken Compass Tavern: The most popular meeting place in Saltmarsh Hollow, run by a tough, sharp-eyed woman named Mirra โ€œSteel-Handโ€ Talon. The tavern is noisy and dimly lit, with an ever-present smell of salt and ale. Reavers, sailors, and townsfolk alike come here to share tales, trade rumors, and plan clandestine ventures.
  3. The Black Anvil Forge: Run by a dwarven blacksmith named Dargan Stonejaw, who claims to have worked for kings before โ€œfinding more freedomโ€ in Saltmarsh Hollow. Darganโ€™s forge is known for producing some of the finest weaponry in the town, and he often does custom work for Reaver captains, as well as repairs for the local inhabitants.
  4. The Driftwood Apothecary: A small, thatch-roofed shop specializing in potions, herbs, and salves. Itโ€™s run by an older woman named Irla Driftwood, a quiet figure whoโ€™s rumored to know a bit of healing magic and to have been a shaman in her youth. Locals come to her for remedies, and even Reavers respect her wisdom.
  5. Saltmarsh Chapel: This small, modest structure is dedicated to seafaring deities and spirits, and itโ€™s a place for prayers and offerings, especially from townsfolk hoping to avoid Reaver wrath or find protection at sea. The chapel is maintained by Brother Tovin, a soft-spoken former sailor turned monk, who offers blessings to sailors and comfort to families of lost loved ones.
  6. Harbormasterโ€™s Office: A rough, stone building overlooking the docks, run by Harbormaster Ruel, a grizzled ex-pirate with one eye and a knack for knowing everyoneโ€™s business. Ruel keeps track of which ships are docked, and heโ€™s rumored to take bribes to keep certain comings and goings off the record.
  7. Personal Residences: About 100 homes of various makes and designs are spread around the village.

Important Figures

  1. Mirra โ€œSteel-Handโ€ Talon – Tavern Keeper
    Once a Reaver herself, Mirra lost her hand in a raid years ago and now runs the Broken Compass. She maintains close ties with the Reavers and holds considerable sway over the locals.
  2. Harbormaster Ruel – Dockmaster
    Known for his no-nonsense attitude and extensive knowledge of the harbor, Ruelโ€™s word is law when it comes to the docks. His loyalty lies with the Reavers, and he has eyes and ears everywhere.
  3. Irla Driftwood – Herbalist and Apothecary
    An elder of the town, Irla is respected by all, even the Reavers. Her knowledge of herbs and potions is unmatched, and she often serves as a healer for both townsfolk and pirates.
  4. Dargan Stonejaw – Blacksmith
    With a gruff manner and skilled hands, Dargan is a trusted figure who ensures the Reaversโ€™ weaponry and armor are well-maintained. His loyalty to the Reavers ensures he lives well, and he provides discounted services to Reaver crew members.
  5. Brother Tovin – Chapel Caretaker
    A peaceful and meditative figure, Brother Tovin is a former sailor who found faith after surviving a shipwreck. He offers blessings and guidance to the troubled souls of Saltmarsh Hollow and provides a small sanctuary for those who seek solace.

Tidecallerโ€™s Shrine

Long ago, before the Reavers claimed the Arcane Isles, the region was home to peaceful island communities who revered the sea. According to legend, Thalassor, a lessor-god born from the ocean’s depths, protected the first islanders from invaders by summoning devastating storms to guard his followers. In return for this divine protection, the people built shrines along the coastline, with the Tidecallerโ€™s Shrine becoming the most revered. This site was chosen because of its natural beauty and power: it overlooks a turbulent stretch of water known as the Riptide Confluence, where powerful currents meet and clash.

When the Reavers arrived, they learned to respect the shrine, realizing that disturbing it brought violent storms. Over generations, even hardened pirates have come to honor Thalassor, giving offerings to appease his wrath or asking for protection before dangerous voyages.

Tidecallerโ€™s Shrine stands proudly on a rugged outcropping of rock, high above the relentless waves of the Arcane Isles, offering a breathtaking and sacred view of the endless ocean. This cliffside shrine is dedicated to Thalassor, the Tidecaller, the ancient and powerful deity revered by sailors, islanders, and even pirates who respect the ocean’s might. Overlooking the tumultuous waters below, the shrine is a place of worship and ritual, where islanders and seafarers come to seek Thalassor’s blessings for protection or his wrathful aid in times of strife.

The due to the rugged nature of the rocks, and wave action, the Shrine is best accessed at low tide when a natural path allows access. Otherwise, an adventurer can use a method of flying or some form of teleportation to access the shrine. If the shrine is attempted to be access during high tide, there is 50% chance of a wave knocking the adventurer into the water where they will be smashed against the rocks taking 1d10 of damage per turn.

Treasure Found at the Tidecallerโ€™s Shrine

  1. Barnacle-Encrusted Chest of Offerings
  • Description: A large, locked and bolted to the temple floor, corroded chest with an opening for offerings, and covered in barnacles and seaweed, filled with 3,250 gold coins, 5,450 silver coins, 10,945 copper pieces, assorted worthless shells, and 125 rare gemstones worth on average 10 gold pieces each.
  • Properties: The chest provides a direct conduit to to Thalassor, the Tidecaller. If anyone attempts to tamper with the chest, Thalassor will be summoned and he will not be happy.

Thalassor, the Tidecaller

Domains: Ocean, Tempest
Symbol: A trident wrapped in kelp with waves beneath it.

Diety: Lessor god of the oceans
Alignment: Chaotic Neutral

Thalassor is revered as both protector and punisher of the seas, a god who maintains balance in all oceanic matters. When respected, Thalassor is believed to grant safe passage, calm tides, and bountiful catches to his followers. However, he is equally feared as a wrathful deity who sends fierce storms and shipwrecks upon those who abuse the oceanโ€™s resources. His duality makes him an unpredictable and powerful god, one worshiped out of both reverence and fear.

Thalassor, has the physical size of a fire giant. His lower body is that of an octopus which gives him extreme stability and swimming ability.

If he is summoned, it will because someone has tampered with his offering box. The Adventurers will have but 2 turns to either appease Thalassor with a very substantial offering of treasure for their insult, or face his wrath.

If the Adventurers decide to make an offering, for every 10,000 of gold pieces offered, there is 10% chance Thalassor will be appeased and will return to the sea, with his new loot, leaving the adventurers alone to reflect on their sinful ways.

Thalassor will give the offenders three chances to make amends for their thieving insult. They should make the best of them or face his wrath.

The Wrath of Thalassor, The Tidecaller

If the adventurers do not make amends with Thalassor, then he will take his vengeance on them personally. If the battle seems to be going against him, he will summon his Water Elementals to aid him in battle. If, that fails he will summon a tidal wave to sweep over everyone and he will attempt to escape within it (50% chance of escaping), while the adventurers are scrambling to recover from what just hit them.

  • Armor Class (AC): 0 (Natural Armor, embedded with sea shells)
  • Hit Points (HP): 150
  • Speed: 40 ft., swim 100 ft.
  • Weapon: Very large +3 Trident (4d4 +3)
  • Tentacles: Thalassor can strike with two tentacles (1d8 of HP damage), while he supports himself, with the other four.

Jewel Encrusted Belt: Thalassor wears a pearl inlayed belt, and tucked into the center of the belt is a Pearl of Wisdom. The belt is valued at 5,000 gold pieces.

Tidal Wave Summon: Thalassor can summon a massive wave to strike his enemies. He can call this wave (200 ft. long, 20 ft. high) to sweep across his surroundings, dealing 5d10 bludgeoning damage and knocking creatures within its path prone. A dexterity save will allow the adventurers to take half damage and remain standing.

Summon Water Elemental (1/Day): Thalassor can summon 1d4+1 water elementals to fight alongside him for the duration of the battle. They will arrive the next turn and fight to the death for their Lord.

Conclusion: Escaping Blackreef Cove

By now, the adventures have battle pirates, rescued hostages, fought off a dragon and dueled with a god. Although, not necessarily in that order. If they have been successful, they will have their pick of ships from which to sail; their bags filled with treasure; and will have a tale or two to tell.

The adventurers will be able to use their new found wealth to raise a crew, outfit a ship and set forth on new adventurers in the Arcane Isles. Or, maybe they will adopt the pirate lifestyle for themselves? And, set up their own operation, and recruit their own followers? The choice is theirs.

We at the Lonely Mountain Mining Company, salute you and your hardy band of adventurers. Now, where did that map go of that forgotten civilization?

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Now sit back, relax and your let your imagination run free...

If you want to draw amazing maps, visit our friends over Map Effects, home of the best map making software on the islands!

Tell them Eric sent you over!

You Have to come to the end of this adventure and then some. If you enjoyed, would you mind leaving a reply? What else can I do for you? How can I make this effort more rewarding for you? I seriously want to know!

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