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The Blood-Coin Privateers

The Blood-Coin Privateers

Campaign: The Blood-Coin Privateers

Location: The Drift Market & The Broad Swells Level Range: 3-15

Campaign Overview & Themes

  • The Core Conflict: The Drift Market, a neutral floating haven of pirate lords, independent merchants, and refugees, has long stood independent. However, a shadow war has begun. Commander Vane of the Crimson Company has secretly accepted the "Blood-Coin Contract"—a massive bribe from the Ironbeard Syndicate to annex the Drift Market and eradicate the privateers of the Broad Swells. The campaign focuses on the players rising from lowly sailors to pirate lords, building an armada, and stopping a corporate-military takeover of the free seas.
  • Tone & Tropes: High-stakes swashbuckling, grimdark naval warfare, political intrigue, massive ship-to-ship boarding actions, betrayal, and a desperate fight for freedom against an overwhelming militaristic force. Expect heavy cannon fire, swinging on rigging, and discovering long-lost island fortresses.

The Sandbox / Regional Guide

  • Base of Operations: The Howling Gale, a captured mid-sized caravel that the party claims early in the campaign. It acts as their mobile base. When seeking safe harbor, they frequent The Drift Market, an enormous flotilla of lashed-together ships, barges, and floating debris that constantly moves to avoid navies.
  • Key Locations:
    • Vane's Vigil: The imposing iron fortress of the Crimson Company, built atop a jutting sea-stack. It bristles with cannons and serves as the ultimate symbol of corporate oppression. Hostile to any flying pirate colors.
    • The Whistling Reefs: A treacherous stretch of jagged coral that produces a haunting sound when the wind blows. It's a natural graveyard of ships and a haven for smugglers looking to lose pursuers.
    • Isle of the Black Anchor: A ruined, fog-shrouded island where the original founders of the Drift Market signed their pact. It is now overrun by undead pirates and holds secret armories.
    • The Boiling Coast: An active volcanic shoreline where the ocean literally boils. Ironbeard Syndicate ships dredge this area for raw materials, guarded by heavily armored Ironclads.

Factions & Reputations

  • The Crimson Company: Heavily armored, disciplined, and ruthlessly efficient mercenaries hired by the Ironbeard Syndicate. Allying with them grants access to top-tier military gear and safe passage, but alienates the entire Broad Swells, painting a target on the party's back.
  • The Drift Lords: A loose council of six pirate captains who govern the Drift Market. They are chaotic, backstabbing, but fiercely independent. Gaining their favor provides an armada of ships, but keeping them united is like herding cats.
  • The Ironbeard Syndicate: The corporate power behind the Crimson Company, obsessed with monopolizing Aether-mining in the Swells. They offer immense wealth to those who serve them, but demand absolute subservience.
  • The Sea Wolves: A brutal, cult-like band of independent marauders who worship the ocean's wrath. They hate both the Crimson Company and the Drift Lords.

The Villains & Lieutenants

  • The Big Bad: Commander Silas Vane. Once a respected privateer, Vane sold out the Broad Swells for power and wealth. His ultimate goal is to activate the "Gilded Armada," a fleet of massive Dreadnoughts funded by the Syndicate, to wipe the Drift Market off the map.
  • The Timeline of Doom:
    • Month 3: The Crimson Company establishes a blockade around the Whistling Reefs, cutting off major smuggling routes. Prices of goods triple.
    • Month 6: The Drift Market is attacked in a "false flag" operation; two Drift Lords are assassinated, causing the council to splinter.
    • Month 12: The Gilded Armada launches. The Drift Market is obliterated, and martial law is established across the Broad Swells.
  • Lieutenants:
    • Captain Lyra Vane: Silas's daughter. A conflicted, brilliant naval tactician who commands the fast-attack frigate Crimson Talon. She might be turned to the party's side.
    • Admiral Kaelen "Iron-Eye": A ruthless cyborg dwarf who commands the Syndicate's Ironclad blockade. He feels no pity and never retreats.

The 5-Act Structure

  • Act I: The Inciting Incident (Levels 3-4): The players are caught in the crossfire of a Crimson Company raid on a neutral port. They uncover the first whispers of the Blood-Coin contract and manage to steal the Howling Gale.
  • Act II: The Sandbox (Levels 5-7): Open exploration. The party takes on bounties, trades black-market goods, and begins courting the favor of the Drift Lords. They clash repeatedly with Captain Lyra Vane and discover the location of the Gilded Armada's drydocks.
  • Act III: The Turning Point (Levels 8-10): The Battle of the Whistling Reefs. The party must break the Crimson Blockade. During the battle, Commander Vane publicly reveals his betrayal, devastating the Drift Market's defenses. The party must organize a chaotic retreat into the deep fog.
  • Act IV: The Escalation & Assault (Levels 11-13): The party must unify the fractured Drift Lords by delving into the Isle of the Black Anchor to retrieve the original Charter of the Swells. They then launch a daring stealth assault on the Boiling Coast to sabotage the Syndicate's Dreadnought production.
  • Act V: The Climax (Levels 14-15): The Siege of Vane's Vigil. The united pirate armada clashes with the Crimson Company's remaining forces. The party must infiltrate the iron fortress amidst the naval bombardment, fight their way to the spire, and confront Commander Vane in a duel amidst a raging Aether-storm.

Dungeons & Set Pieces

  1. The Burning Ironclad: A dungeon that is actively sinking. The party boards a heavily armored Syndicate ship to steal intelligence. They must fight through guards, extinguish Aether-fires, and escape before the ship plunges into the abyss. The water level rises 5 feet every 10 minutes of in-game time.
  2. The Caverns of the Black Anchor: A subterranean smuggler's cove filled with ancient traps, cursed pirate treasure, and skeletal mariners. The final room requires navigating a massive underground whirlpool while fighting a skeletal leviathan.
  3. Vane's Spire (Final Assault): A vertical dungeon. The party scales the outside of Vane's Vigil while avoiding cannon fire from ships below and sniper fire from above. Wind pushes characters off ledges, requiring Acrobatics and creative use of ropes.

Evolving Loot & Vestiges

  • The Blood-Compass: A rusted, ominous compass that originally belonged to the first Pirate King.
    • Dormant (Level 3-7): Points to the nearest source of large gold deposits. Grants advantage on Naval Navigation checks.
    • Awakened (Level 8-12): Can cast Control Water once per day. The user can telepathically communicate with the ship's wheel, piloting the ship flawlessly without a crew.
    • Exalted (Level 13-15): Can summon a ghost ship to fight alongside the party for 1 hour. Grants immunity to being charmed or frightened while on the high seas.
  • Vane’s Repentance (Rapier): A beautifully crafted blade that hungers for justice. Gains bonuses against enemies who have broken a sworn oath or contract.