TEXT:  
   
   
  SILVERfANE 
  COVE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Silverfane Cove 
   
  Rumours & Hooks: 
  Master Elsberry, of the Port Brax Textiles Guild, 
  is offering a generous bounty to dispose of the 
  pirate ship Silverfane and her crew.  
   
  Whilst the party are sailing, exploring the eastern 
  shores of Lake Argos, they come across a hidden 
  pirate cove…  
   
   
  At 220 miles long, 100 miles wide and 1,000 feet 
  deep, Lake Argos is for all practical purposes an 
  inland sea, with a crucial role in regional trade. 
  Port Brax, its westernmost trading settlement, is 
  having trouble with pirates.  
   
  Raiders have long been a problem, striking from 
  the unsettled eastern shores. Protected by difficult 
  reefs and shifting currents, small pirate crews 
  have maintained secret hideouts in the narrow 
  inlets and other challenging waterways for 
  decades. In recent months however, one 
  particular ship has been causing a great deal of 
  damage: the Silverfane. 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Controlled by the infamous Captain Roebuck, 
  the Silverfane has attacked more than half a 
  dozen trading vessels in the last six months.  
   
  The pompous Master Elsberry (of the Port Brax 
  Textiles Guild) has been targeted twice, and is 
  now offering a substantial bounty of 1,200 gp to 
  have the Silverfane neutralised.  
   
  If the party meet with Elsberry, they learn he has 
  acquired rough co-ordinates to Roebuck’s 
  hideout on the eastern shore. The adventurers 
  will need to arrange their own ship to the area. 
   
  Assuming the pirate hideout is 220 miles distant 
  on the far eastern shore, and a large vessel travels 
  approximately 40 miles every 8 hours (LFG 
  p.160), it might take about 2 days travel to reach 
  the cove.  
   
  Random Encounters 
  While the party is sailing to the pirate hideout, 
  there is a 30% chance of a random encounter 
  every 8 hours. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
  If an encounter occurs, roll 1d20: 
   
  (1) Severe Storm: Powerful winds, high 
  waves and lashing rain reduce visibility to 
  1d4 x 100 ft, ship speed is reduced by 
  1d6 x 10%, and there is a 50% chance 
  the ship is wrecked on a reef, island, or is 
  otherwise severely damaged (a group 
  Luck 
  save 
  resists). 
  At 
  the 
  GM’s 
  discretion, cargo might be damaged or 
  crew lost overboard (Luck saves resist). 
   
  (2) Merchants: Up to 1d4 merchant vessels 
  (cogs, caravels or galleys) travelling 
  together for safety. They carry crew up to 
  20 (cogs), 30 (caravel) or 300 (galley, 
  including 100+ rowers). 
   
  (3) Favourable Winds: the ship sails 2d4 x 
  10% faster for 4d6 hours.  
   
  (4) A Roc (LFG p.121), or flock of 1d4 
  Wyverns (LFG p.130) is hunting in the 
  skies, and decides to swoop the deck for 
  convenient take away meals. 
   
  (5) Unfavourable Winds: the ship sails 2d4 x 
  10% slower for 4d6 hours.  
   
  (6) Marine Life: 2d6 dolphins, lake otters or 
  other harmless marine life take an 
  interest in the ship, and follow along for a 
  time.  
   
  (7) Becalmed:  the ship covers no ground if 
  its only means of propulsion is wind. A 
  ship with oars travels at approximately 3 
  knots. A group Luck save is made at the 
  end of each day to determine if the winds 
  return. 
   
  (8) Skirmish: On the horizon, three ships 
  are engaged in a pitched battle. One 
  appears to be a Varnori longship (Viking 
  like raiders, up to 100 crew, inc rowers), 
  the 
  other 
  twin 
  Northgate 
  caravels 
  (northern traders, up to 30 crew each). 
   
  (9) 5d4 Water Sprites (LFG p.125) take an 
  interest in the adventurers’ vessel, and 
  seek to sabotage it for their own 
  capricious enjoyment (cutting ropes, 
  despoiling rations, eating maps, etc). 
   
  (10) Hidden Reef: the ship drifts into a little 
  known reef, requiring an Int (Sailing 
  background) check to avoid. If failed, the 
  vessel is shipwrecked until repaired or 
  rescued (there is no significant tidal 
  change on the great lake).  
   
  (11) 1d4 Mermaids seek to lure one or more 
  crew into a watery grave (as Harpy LFG 
  p. 113, but swim 120 ft). 
   
  (12) Rolling Fog: Visibility is reduced to 1d3 x 
  100 ft. 
   
  (13) 1d6 Giant Sea Serpents (LFG p.122 but 
  swim 60 ft) launch themselves on board 
  the ship during some high waves, eager 
  to make a meal of some of the crew.  
   
  (14) Ordinary Storm: Moderate to heavy rain 
  and high winds reduces visibility by a 
  factor of 10. Ship speed is increased or 
  decreased (50% chance) by 25%. 
   
  (15) Perfect 
  weather: 
  Favourable 
  winds, 
  currents, clear passage and visibility - the 
  ship’s speed is increased by 100%.  
   
  (16) Cargo: Splintered pieces of ship hull and 
  some intact cargo crates bob on the 
  horizon. A short detour will net the 
  adventurers 1 x 3 HD Lair treasure (LFG 
  p. 140) worth of jarred spices, silks, iron 
  ore or other valuable trade commodities. 
  There is a 50% chance of a survivor, 
  clinging to a piece of flotsam. 
  
   
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (17) Patrol: An enormous navy dromond is 
  patrolling here, on the lookout for 
  pirates, smugglers or other trouble (up to 
  300 crew, inc rowers). The captain might 
  board the adventurers’ ship looking for 
  contraband. 
   
  (18) Fishing Haul: A huge school of fish 
  passes by, making for an easy fishing haul 
  worth 1d6+6 rations per crew member. 
   
  (19) Gale Force Winds: Powerful winds 
  increase the ship’s sailing speed by 100%, 
  or break one of the masts, reducing 
  speed by 50% until repaired at port (a 
  Luck save determines which).  
   
  (20) A colossal Giant Octopus (LFG p.119) 
  or Kronosaurus (LFG p.103, Giant 
  Crocodile variant) surfaces from the 
  depths, 
  intent 
  on 
  destroying 
  the 
  adventurers’ ship!  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 -  Entry Cove 
  Approaching the pirate cove in daylight is 
  obvious and automatically spotted by the sentries 
  in Area 2, who alert the remainder of the 
  hideout, and prepare to fire the ballista and 
  onager. At night, the adventurers might be able to 
  infiltrate the base using a small rowboat or 
  similar. At the time the party arrives, the 
  Silverfane is away, moored at an outlaw port for 
  repairs and upgrades.  
   
   
   
   
  Area 2 - Lookout 
  This ruined Varnori longboat serves as the 
  pirates’ dock and sentry house. 1d4+1 pirates are 
  on watch here at any one time. The dock 
  includes a single ballista (vs humanoids, Luck 
  (Dex) save or be reduced to zero hp) and onager 
  (shoots alchemists fire, target ship must make a 
  group Luck save or catch fire).  
  
   
  5 
   
  Area 3 – Crew on Duty 
  2d6 crew are on duty in this area, repairing ropes, 
  nets, preparing armaments and sorting booty, etc. 
  If the sentries from Area 2 alert them to 
  intruders, they arm themselves with swords, 
  crossbows and fire pots.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pirate, AC 12, HD 1, Cutlass/Rapier 1d8, 19: 
  Disarm, S12 D13 C11 I10 P10 W10 Ch10 L4, 
  Mv: 30 ft. Also armed with Light Crossbows and 
  Fire Pots (2). 
   
  The houses here obviously started out as 
  shanties, but have been reinforced over the years, 
  and are now permanent structures. They contain 
  sleeping quarters, small pantries and the like, 
  totalling 1 x Carry Loot (LFG p.136). The 
  current booty pile is worth 1 x Valuables (LFG p. 
  147).  
   
  Area 4 – Crew Quarters 
  This collection of buildings is the main living 
  area, with 8d6 pirates living here at any one time. 
  Most are either eating, sleeping, drinking or 
  cavorting at the Black Barrel, the finest (and only) 
  drinking hole in the place, owned and operated 
  by Mickey Pipeweed, a charismatic young 
  smuggler with a penchant for rich brunettes. He 
  has 4 HD, Backstab, Skirmisher and Finisher 
  abilities like a 4
  th level rogue, and may choose 
  from the following tricks twice per combat: 
  Choking Dust, Hidden Blade, Quick Reflexes. 
   
  Looting this entire area produces 1 x Valuables 
  and Carry Loot. 
   
  Area 5 – Roebuck’s Quarters 
  This house is the most finely decorated of all the 
  pirate dwellings, and is actually quite sturdy, with 
  a locked iron banded door. Captain Roebuck 
  resides here, often with a number of harlots and 
  hangers on. 1d4+2 pirates stand sentry outside his 
  home at all times.  
   
  Roebuck’s chambers are appointed with a 
  number of fine paintings, silver candlesticks, gold 
  snuff boxes, and so on. Gathering all this loot 
  produces 1 x Carry Loot and Valuables. Hidden 
  in a book with a secret cavity is a map to 
  Roebuck’s real treasure – the details of which are 
  left to the GM to determine.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roebuck, AC 13, HD 6, 2 Cutlass 1d8+2, 19: 
  Disarm, S14 D15 C11 I15 P14 W16 Ch16 L8, 
  Mv: 30 ft. He has Backstab, Skirmisher and 
  Finisher abilities like a 6
  th level rogue, and may 
  choose from the following tricks twice per 
  combat: Choking Dust, Hidden Blade, Quick 
  Reflexes, Smoke Bomb, Rapid Dose, Blind 
  Sense. Roebuck has 4 doses of the extremely rare 
  Suurat Nightbloom poison (applied by injury, 
  
   
  6 
   
  Luck (Con) save or suffer 2d4 Str loss, at zero Str 
  the subject dies).  
   
  Roebuck is 6 ft tall, strong and athletic with a very 
  loud speaking voice. He is greedy and 
  unscrupulous, but holds a genuine respect for his 
  crew. If necessary he will seek to bargain for their 
  lives at the cost of his own. He will give no 
  quarter to the party should the situation be 
  reversed. An assault on the pirate camp is 
  extremely serious, and the crew will expect 
  condign punishment. The party will be kept in 
  the brig (see Area 8) until the Silverfane returns, 
  at which point the prisoners will be keel hauled 
  until dead. 
   
  Area 6 – Trapped Passage 
  This entry passage is trapped at the narrowest 
  point by a 15 ft drop pit filled with sharp stakes 
  (causing 6d6 damage, Luck (Dex) save resists). 
  There is a narrow 6 inch lip on the northern side 
  which allows safe passage. A Perc (Detection) 
  check notices the lack of prints across the face of 
  the pit. 
   
  Area 7 – New Recruits 
  2d6 new arrivals and crew wannabes sleep here in 
  bedrolls; they don’t graduate to full crew and 
  proper quarters until officially approved by 
  Roebuck. They are the first to respond to any 
  intruders, hoping to prove their mettle to their 
  fellow ruffians. The new arrivals have advantage 
  on morale checks.  
   
  Area 8 – The Brig 
  The brig is a solid looking dwelling with boarded 
  up windows and 1d4+1 pirates on guard duty at 
  all times, unless they’re drunk (25% chance). 
   
  There is only one prisoner in the brig: 
  Marguerite “Iron Marge” Hallister, Roebuck’s 
  double crossing bosun. Iron Marge is pleasing to 
  the eye and walks with obvious confidence. She 
  attempted a mutiny against Roebuck a few days 
  earlier, and is awaiting her perfunctory trial 
  before the crew, and inevitable execution. She is 
  currently shackled in one of the rooms. The 
  bosun in fact commands the respect of about half 
  of the pirates, and will gladly help the party to kill 
  Roebuck, and any who side with him, if given a 
  chance. On the other hand, Iron Marge is a 
  double crossing sociopath, and can’t be trusted to 
  keep her word any longer than it suits her. 
   
  Iron Marge, AC 13, HD 5, Cutlass 1d8+1 and 
  Hook 1d4+1, 19: Disarm, S13 D15 C13 I14 P15 
  W17 Ch15 L7, Mv: 30 ft. She has Backstab, 
  Skirmisher and Finisher abilities like a 5
  th level 
  rogue, and may choose from the following tricks 
  twice per combat: Choking Dust, Hidden Blade, 
  Quick Reflexes, Smoke Bomb, Cat’s Grace. Iron 
  Marge goes into a murderous rage when 
  staggered, gaining Off Turn Attacks. She never 
  tests for morale.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If the entire cove is wiped out, the area is likely to 
  fall into ruin. Given time it might become 
  reinhabited by beastmen, other pirates or 
  possibly even used as a staging ground for far 
  eastern explorers.  
   
  If Roebuck is killed but Iron Marge lives, she is 
  likely to replace any dead and continue raiding 
  
   
  7 
   
  with the Silverfane. If both leaders are 
  dispatched, any remaining crew are likely to 
  disband or kill each other over old slights or 
  whatever baubles remain.  
   
  At the GM’s discretion, as the party departs the 
  cove, the Silverfane (2d10+50 crew) might appear 
  from a nearby inlet and give chase. Unless the 
  adventurers are in a warship of their own, a 
  pitched battle is unlikely to end well.  
   
  If the adventurers are crewing their own ship, the 
  Chase rules (LFG p. 83) might serve to resolve 
  the situation with some modifications:  
   
  (1) The ships begin 1000 yards apart. The 
  chase ends if the ships become more 
  than 2000 yards apart (escape), zero 
  yards (boarded) or the legs end. 
   
  (2) The two leaders make opposed Int 
  (Sailing 
  background) 
  checks. 
  The 
  winning side opens or closes the gap by 
  3d10 x 10 yards.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (3) Assaults with ballistae, onagers and other 
  artillery may be made up to 250 yards. 
  Such a battery requires a Luck save from 
  the target ship’s leader, or the attacker 
  rolls to widen or close the gap. On a 
  terrible failure, the target ship is 
  incapacitated or sunk.  
   
  (4) Possible hazards might include storm 
  fronts, torn sails, broken ropes, damaged 
  rudder, adventurer overboard, reefs, fog, 
  unfavourable currents or winds, other 
  ships, territorial Merrow (LFG p.118) or 
  even a rare Water Elemental (LFG 
  p.107). The “Large Crowd” result might 
  be substituted with a possible mutiny 
  instead. 
   
  If the ship is mainly crewed and captained by 
  NPCs, a group Luck check might resolve the 
  escape, as normal.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  8 
   
  CREDITS 
   
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
   
  Artwork: 
  Some artwork copyright Maciej Zagorski and The Forge Studios LLC, used under licence, all rights reserved. 
  Some artwork copyright 123RF, used with permission. 
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG $6 USD Softcover: http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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