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Blood on the Docks

Pirates mystery Lv. 2 · 2 players

Blood on the Docks

A respected merchant captain is found murdered in his locked cabin aboard the merchant vessel Seahawk, docked in the pirate haven of Tortuga. The party must navigate treacherous port politics, interrogate sailors with conflicting motives, and uncover whether the killer was a jealous rival, a vengeful crew member, or something more sinister lurking in the hold.

mysteryintriguebetrayal

Read Aloud

The salt-worn planks of Tortuga's docks creak beneath your boots as you approach the merchant vessel Seahawk, her paint faded to a ghostly white, her rigging tangled with seaweed and torn canvas. The morning sun is already brutal, beating down on the sprawl of fishing nets and coiled rope. A crowd of dockworkers and port officials clusters near the gangway, their voices urgent and fearful. As you climb aboard, the stench hits you—not just the usual brine and bilge, but something darker: copper-rich blood and the vinegary reek of fear-sweat. Below deck, Captain Aldric Voss lies sprawled across his bunk, a cutlass wound beneath his ribs that has already begun to darken and curl at the edges. His cabin door was locked from the inside. Three keys hang from the captain's own belt, but none of them will turn in the lock now.

Description

Captain Aldric Voss, a grizzled merchant of some renown, lies dead in his private quarters. The wound is a single, precise cut—professional work. The cabin is small but richly appointed: a desk with scattered ledgers, a sea chart with several locations circled in red ink, a half-empty bottle of expensive rum, and a locked strongbox beneath the bunk. The cabin door was locked from the inside, and the lock shows no signs of tampering. A porthole stands open, overlooking a 30-foot drop to water. The ship is currently docked, and the crew has been confined to the main deck pending investigation. A harbormaster, Garvin Thorne, has called for outside investigators—the party.

DM Notes

Use this scene to establish the locked-room mystery and gather initial information. Allow players to examine the cabin: DC 12 Investigation to notice the strongbox has been disturbed (forced open, then replaced to look sealed). DC 14 Medicine or Survival checks reveal the wound was made 4-6 hours ago, early morning before the crew rose. The porthole is only 8 inches wide—humanoid passage is impossible. Players may attempt to pick the lock on the strongbox (DC 13 Sleight of Hand) or the cabin door (DC 15), but neither is required to progress. Key tension: How did the killer escape a locked cabin? The answer is the porthole was used to escape, not enter—the killer was inside when the door locked. Provide the ledgers as clues (show unusual payments to "R.K." and "The Serpent").

Read Aloud

The Seahawk's main deck is a theater of suspicion. Ten crew members stand in a loose cluster, their eyes darting between each other and the armed port guards. The tropical sun beats down mercilessly, and the smell of nervous sweat mingles with rope tar and fish guts. Garvin Thorne, the harbormaster—a thin man with a scarred face and the bearing of someone who's seen too much—gestures toward three crew members who seem more nervous than the rest. He tells you these three had access to the captain's cabin key, the strongest motives, and questionable alibis for the early morning hours.

Description

Three suspects are presented to the party for questioning. The harbormaster indicates these are the "most likely" perpetrators, though he admits the entire crew was aboard during the relevant timeframe. The party has the freedom to interrogate any or all crew members, but three are flagged as priority. Each provides conflicting information about who saw whom and when. The main deck is chaotic enough that players must make DC 12 Perception checks to notice small details (bloodstains on a rope, a torn piece of fabric matching someone's shirt). The broader crew watches these interactions, offering murmured comments that hint at undisclosed motives and past tensions.

DM Notes

Roleplay each suspect distinctly. Allow the party to use Insight checks (DC 12-14) to detect lying or reluctance. Provide enough information to implicate each suspect in different ways, creating ambiguity. Players can gather information through: direct questioning (Insight), intimidation (Intimidation, DC 13), or charm (Persuasion, DC 12). Offer multiple conversation threads to follow—crew members mention a rival captain seen near the ship, whisper about the captain's secret dealings, and express fear of retaliation. This scene should take 20-30 minutes of roleplay.