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Dungeons & Dragons 3e: Dead Man`s Cove

Dead Man's Cove

One Baldrick Mornstar, a merchant, has got fed up with his ships being raided by pirates so he has hatched a cunning plan: to raid the pirates in their base! Naturally he is in search for some brave adventurers to take on the challenge. Will your party step up?

The DM Background explains what Mornstar has done so far in his vendetta against the pirates, then the adventure itself opens with a job offer, a generous one at that. Then it's down to the party to head out on an arduous overland trek to the location of the pirate lair, for which Mornstar has apparently managed to acquire a map. This trip will take a couple of weeks, and whilst it is suggested that this ought not to be event-free, you are left to supply appropriate encounters if you want any. A copy of the plan to the pirate lair is provided, but this is the DM's map, you will have to put something together based upon it for a player handout.

The pirate lair is quite a nice set-up and is explained well, with plenty of options for the pirates' reactions depending on what the party decides to do. An added twist is that a pirate ship is due to arrive, so the party will have to figure out how they deal with that as well. There's a new maritime monster and a new magio item.

This is a neat little one-session adventure which can be slotted in whenever the party is somewhere that sea-borne trade is carried out. The pirate lair is well-constructed and gives the impression that life is going on there no matter who might come around, a nice touch that makes it come to life. The matter of the arriving ship is handled less well, although again there are several options open depending on what the party decides to do about it. There are no suggestions for follow-up adventures, although it ought not to be too hard to come up with some. It makes for an unusual take on a pirate theme, and makes for an enjoyable caper!

Return to Dead Man's Cove page.

Reviewed: 1 May 2017