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The Phantom Cargo

Pirates mystery Lv. 5 · 4 players

The Phantom Cargo

A merchant vessel mysteriously runs aground near a bustling pirate haven, its crew missing and hold full of unmarked crates. The party must investigate the wreck, interrogate suspicious dock workers and rival captains, and uncover whether a legendary pirate lord has returned to reclaim a stolen artifact—before a deadly auction transforms the mystery into open warfare.

intrigueinvestigationhidden agendas

Read Aloud

The merchant cog Silvermast lies beached on the black sand of Dagger's End cove, its starboard hull split like a rotten fruit. Gulls circle overhead, scavenging what they can. The deck tilts at a sickening angle, and water still drips from the railings—the wreck is fresh, perhaps a day old. Deep gouges scar the hull from bow to stern, as if something with claws had raked the wood repeatedly. The cargo hold gapes open, revealing rows of unmarked wooden crates lashed with iron bands. Most are still aboard, but two lie broken on the sandy beach, their contents scattered: nothing but straw and—oddly—the faint scent of myrrh and copper.

Description

The Silvermast is a merchant cog, roughly 80 feet long, run aground at high tide. The ship is salvageable but badly damaged. The crew appears to have abandoned it hastily—personal effects are scattered about (a boatswain's pipe, a half-eaten meal in a tin cup, blood on the helm), but no bodies are visible. The crates are heavy, requiring a DC 13 Strength check to move individually. A DC 14 Investigation check reveals that the gouges on the hull are tool marks, not claw marks—someone intentionally damaged the ship to ensure it would ground. The myrrh-and-copper scent comes from a broken vial inside one of the spilled crates, now dried. A DC 15 Arcana check identifies faint residue of a divination ritual on the crate interiors.

DM Notes

Allow the party to search freely. If they want to break open crates, the iron bands require bolt cutters or magical damage (DC 12). The spilled crate contained 12 identical vials (now 10 remain intact). Each vial has no label and contains clear liquid—a DC 14 Alchemist's Tools check reveals it is Essence of Nightshade mixed with silver dust (typically used in scrying rituals). A DC 16 History check links the scent and ritual components to the Crimson Tide, a pirate fleet supposedly destroyed 20 years ago. Allow social checks to gather rumors: A DC 12 Charisma (Persuasion) check with curious dock workers reveals that the Silvermast was chartered by a mysterious merchant named Vex, who hired it three weeks ago. No one has seen the crew since the wreck. A DC 13 Insight check suggests the dock workers are scared of something—they avoid even looking at the ship directly.

Read Aloud

The harbormaster's office reeks of stale rum and weathered parchment. Stacks of invoices and ship manifests overflow from creaking shelves. Behind a driftwood desk sits Corvin Mallace, a grizzled half-orc with a mechanical hand of brass and copper gears. His single good eye narrows as you enter, and his fingers drum against the armrest with a rhythmic ticking sound. "Aye, the Silvermast," he mutters, not bothering to look up. "Registered to House Thorne out of Waterdeep. Cargo manifest says bolts of silk and Dwarven steel. Funny thing, though—the actual cargo weighed twice what the manifest claimed. Someone paid a premium to keep the ledgers loose." He taps a logbook with his mechanical hand, the gears whirring softly. "The real question is: who chartered her? That's where it gets interesting."

Description

Corvin has the official manifests and can be persuaded (DC 13 Charisma/Persuasion) or intimidated (DC 14 Charisma/Intimidation) to reveal details. He doesn't want trouble but is pragmatic—he'll share information if the party offers payment (50 gp) or agrees to look into the matter quietly. The ledger shows the Silvermast was chartered three weeks ago by a woman named Vex Mourning, who paid in coin-of-the-realm (no credit or promissory notes). She boarded the ship herself at Dagger's End and remained aboard for the voyage. No crew injuries were reported until the wreck itself. Corvin is genuinely puzzled by the situation but suspects foul play by a rival pirate lord. A DC 15 Insight check reveals Corvin is afraid of being implicated in whatever happened—he keeps glancing at the door.

DM Notes

Corvin is primarily an information broker. He has no combat stat block—if threatened, he calls for the harbor guards (see below). He can point the party toward two leads: (1) Vex Mourning was seen last at the Sunken Serpent tavern, a pirate haven in the warehouse district, and (2) a rival captain named Blackrose Kade has been hiring mercenaries and buying up information from other harbormaster offices, suggesting competitive interest in the Silvermast's cargo. If the party asks directly about the vials or scrying ritual, Corvin admits he's heard whispers of a legendary pirate lord named Captain Thorne who disappeared 20 years ago—Thorne was said to possess a scrying artifact called the Eye of the Tidecaller, which allowed him to locate any ship on the open sea. If the party seems capable, Corvin hints that finding Thorne (or preventing his return) would be worth a significant bounty from multiple interested parties.