Robbers of the Sea There's been a lot of discussion of things medieval on the net lately, so I thought that I'd contribute something. What follows (and it is long) is a non-system-specific FRP adventure which uses relatively accurate historical material drawn from my PhD. dissertation in Medieval History. It's actually a sort of fun adventure and I think it brings out the period fairly well. Robbers Of The Sea, A Historical Adventure, Copyright 1991 by David F. Nalle Introduction This adventure is intended for use with AD&D, Ysgarth or To Challenge Tomorrow, but could easily be adapted to other systems. This is a historical adventure, not merely in that it is set in a historical place and time, but in the fact that the characters are based on people who really lived and the events are based on a variety of similar events which actually happened in the period. Some specifics have been changed or added, but in essence, this is how it was six-hundred and fifty years ago. The nature of money as used here should be noted. The standard coinage is the Pound[L] (20s), the Shilling[s] (12p) and the Penny[p]. The Shilling is equal in value to the AD&D Gold Piece, the TCT Dollar or the Ysgarth Mark. Characters for use in this adventure should be made aware of some of the background. They should have almost no personal possessions (10-60s) and be young and inexperienced. It might be a good idea to play with a fairly large party, as many as 8-12 characters as such numbers may be needed. Alternatively, it might work well with a party of 4-6 primary characters with one or more retainers or hangers-on. Background It is March 19, 1342 (First Tuesday After the Passion, 16 Edward III). The characters are natives of the city of Great Yarmouth (Magna Jernemuth) on the eastern coast of Norfolk. Edward III is King of England, and although the economy is unstable because of the war in France, the Norfolk coast is kept prosperous by active merchants who are involved in trade, smuggling and even piracy. Local officials and personages of note include Robert Causton (Sheriff of Norfolk and Suffolk), Peter Cressy (Bailiff of Great Yarmouth), John Perbroun (Former Admiral, Member of Parliament for Great Yarmouth), Sir Robert Morle (Admiral of the Northern Fleet, Baron), Sir John Shardelowe (Local Knight), Sir John Bardolf (Baron), John Elys (Former Admiral), Sir Thomas Drayton (Former Admiral, Baron) and Hugh Reppes (Powerful Local Merchant & Pirate). More of the significance of these characters weill be developed later. Great Yarmouth is a major port for international trade and for herring fishing. Major exports going through the port include fish, wool, grain and cloth. Major imports include iron, salt, and wine. The merchants of the town have become rich and powerful through this trade, and some families have as many as a dozen ships and close to 1000 men in their employ. The Reppes, Perbroun and Drayton families are particularly powerful. There is competition with other Norfolk ports, particularly Lynn to the north. When not engaged in honest shipping merchants from Great Yarmouth engage in piracy and raiding along the coast of Flanders and France. Their counterparts across the sea often respond in kind, so regular private wars spring up from time to time. Because of the large number of ships controlled by these merchants of Great Yarmouth (over 50), they have been recruited as a major part of King Edward's fleet, a status which earns them considerable protection when they stray outside the law. Another regular practice is that of stripping wrecked ships, a right which the king assigns to various local nobles, but which the merchants of the town often preempt by reaching the wreck first and removing the goods before the rightful wreckers arrive. As will be seen, this is an important part of the adventure. One final important aspect of life at Great Yarmouth is the fair, a yearly event which attracts a large number of merchants to the town, bolstering trade and profit considerably. For some years this fair has been under the control of Hugh Reppes. He is a powerful local merchant who owns a large fishing fleet and commands a lot of manpower. During the time of the fair he uses these thugs to make sure that a good portion of the profits come his way. He unofficially runs the town, but usually maintains good relations with the other major merchants and nobles in the area. The Situation The characters should be young men of the town, involved in crafts or trade, perhaps fishermen or sailors. Most of them should either work for or be associated with Hugh Reppes. This could be anything from being a sailor on one of his ships to being a member of another major family which cooperates with him. It is the day of the fair in Great Yarmouth. The town is busy, but the characters have finished their work of preparing stalls and helping tradesmen and merchants set up. They are sitting down on the Yare wharf having some beer and bread for an early lunch. They have seen little of Hugh Reppes, because he is extremely busy up at the Guildhall coordinating the fair. To their surprise, a William Playford, a clerk in the town, comes running to find them and reports that Master Hugh wishes to see them on a matter of great urgency. As an alternative the GM may wish to have one member of the party selected ahead of time, contacted and used to recruit the rest of the characters. When they arrive at the guildhall they are taken in to meet with Master Hugh in a private back room. Hugh Reppes is there with Peter Cressy, one of his top associates. He seems very busy, and while they are talking messengers and clerks will come in from time to time with messages for him. He informs the characters or at least the leader that during the night a ship was wrecked on the St. Nicholas Rode, an area of sand-bars and shoals north of the town. He believes that this ship is the Rodecogge belonging to an old enemy, John Pape of Graveling in Flanders. The ship is stuck on a sandbar with a major breach in its hull, but it is likely that at high-tide it will be floated free and then sink. It is now about 10am, and something has to be done about the ship before it is floated free at the 5pm high tide. Unfortunatly all of the men who regularly work the coasts as wreckers for Hugh and his cronies are currently occupied with the fair, so he has to find someone he can trust who might be interested in this opportunity for advancement. Those who are willing to go to the Rodecogge and remove everything of value will probably advance in Hugh's favor (useful if they plan to continue to live in Great Yarmouth) and will also receive a percentage of the take. He will offer something like 5% of the take, but expects to settle for around 10% split among the wreckers. He would go as high as 15% or even 20%. However, the higher he goes the more attention he will pay to just what they bring back, and as he has a good idea of the content of the ship he will not react well if they pocket too much. If they take a small percentage he will be much more lenient on what they steal. He has a good intelligence network and even has a partial manifest of the ship, not surprising since a member of the crew named Charles Benoit is in his pay and was at least partially responsible for the wreck. Once the arrangements are made, he will see that they are given three carts with horses and encourage them to set out immediatly. A large party will be useful for getting out the most possible loot, but it will mean more people for it to be divided among. This whole interview will be rushed, so it will not be until they have agreed and are on their way out that Peter Cressy (who will lead them to the wagons) mentions that there may be as many as a dozen crew members still on board guarding the cargo and that other members of the crew may have gone either to the Sheriff (Robert Causton), one of the local barons, or the Admiral (Robert Morle) for aid. Incidentally, Robert Morle has the official salvage rights for that particular part of the coast. So, they should be aware that there may be interference and competition and that they may not be in the right and so should be careful and devious. He also mentions the great value of the cloth and movable goods to be found in the wreck and that they should concentrate on cloth, jewelry and coinage first. If they think of it they can ask for and have two small cart-size sailing launches in addition to the three carts. The St. Nicholas Rode is about 15 miles out of town, about a two hour drive on the coastal road and about an equal time by boat, for although the distance is less there are more obstructions. If they set out by 11am they should arrive at 1pm and have some four hours to do their work. Encounters & the Trip There are a number of possible encounters on the way to the St. Nicholas Rode, both at sea or on land. Several of these are described briefly here and can be elaborated on appropriatly. On Land: On the road it is inevitable that they should run into at least some merchants travelling to the fair at Great Yarmouth. Since they are on the Lynn road most of the merchants are likely to be from Lynn. Some may have come from Norwich via Lynn and there will even be some from York or other farther off places in the north. Some typical merchants would be wool-sellers with hides of wool, farmers with produce or even livestock, vintners and brewers, butchers, tailors and various sorts of metal smiths. Many of these will travel with one or two wagons and an appropriate number of apprentices and journeymen. They will be of varying wealth, and there will probably be some who are quite poor. In addition they will probably encounter a few beggars and travelling entertainers. Many of these possible encounters could serve to slow them down, and should be used for that purpose. Rich merchants are always reluctant to give way to anyone, and since they are late getting to the fair they will be in quite a hurry. Another possible encounter might be Benedict Sardica, the papal claimant to the Bishopric of Norwich, an annoying and self-important Italian whose claim to the bishopric has not been legitimized by the king. They might even run into Hugh Betele, the Mayor of Lynn with a number of his men (say 10-12), who, if he were to find out about the wreck might want to salvage it himself. Finally, one or more of the people they encounter might have seen the wreck from the road or might have encountered the party which was sent out from the ship that morning, in which case they might be able to inform them that a party was sent down to Norfolk to contact the Sherriff. Some might even mention how they had run into Sir Robert Morle on the road and told him of the wreck, at which point he had turned home to fetch more men to establish his right to wreck on that bit of coast. Encounters at sea should be somewhat rarer and easier to avoid. The most likely encounter would be with one of the ships which patrol the Norfolk coast looking for smugglers and pirates. If this should happen they it should be with the Magdalene from Lynn which is under the command of Peter Melchebourn. It will stop them and question them, and if suspicions are aroused it will keep an eye on them so that they cannot approach the wreck. The Magdalene carries a crew of 80 and is empowered by the king to take any measures necessary to maintain order on the coast. If they avoid this encounter or deal successfully with it the Magdelene is not likely to discover the wreck while they are working on it. One other sea encounter which might be viable would be with another group of wreckers sent down by boat from Lynn (the next nearest large town). They would be organized and fairly serious to deal with, perhaps with 10-15 men, but might be willing to team up. At The St. Nicholas Rodes The St. Nicholas Rodes is a complex of sand-bars, rock shoals and tidal pools which covers a fair portion of the coast near Great Yarmouth. At high tide it is completely submerged, but provides hidden dangers beneath the waves. At low tide large portions are exposed and it is possible to walk fairly far out to sea, though the footing on the wet sand and rocks is treacherous. The Rodecogge has been breached by rocks and is caught up on a sand-bar about 50 yards from shore, but it is possible to walk to it at low tide (from about 10am to 5pm if they are lucky). The ship is easily spotted from the shore. The characters will first see it from a bluff above the shore which is reached on a track from the main road. There is a slope down the bluff, but it is too steep and treacherous for horses and carts, though people can scrabble down with little trouble. Thus, they will have to leave any loot on the beach and then carry it up to the wagons above. From the bluff or the beach they will be able to tell that there are a few men on the deck of the ship and that they have a launch in the water around the stern to depart with if they need. They will also see that two men from the boat are posted as quards on the beach, apparently having walked in on the sands. These guards will be hard to approach covertly, as they are surrounded by open sand in a 30 yard radius. Once they are a bit closer, perhaps down on the beach, the characters will see that the breach in the prow of the boat is large enough for it to sink rapidly, but also large enough for a man to pass through, although it is partly filled with sand. The two guards on the beach are Flemish Marines (see Appendix). They are armed and will confront any suspicious persons, but they will be reluctant to attack a large group, prefering to retreat judiciously. If attacked they will defend themselves. Note also that anyone attacking them will be within range of the crossbowmen on the ship who can reach about half way to the bluff (20yds up the beach) with some accuracy. There are 13 more marines on board. Remember that they can see everything that happens on the beach and can communicate by shouting. The men on the deck of the ship have crossbows and other weapons, and attempting to scale the sides would be suicidal, but once under the prow two or three attackers would be shielded by the curvature of the hull and be able to dig out enough sand fairly quickly to enter the hold through the hole. It would be useful if this were to occur to someone in the party after they have dealt with the two guards on the beach. The distance on the sands to the Rodecogge is 50 yards of unsure footing. This should take about three Combat Rounds for the average character. However there is a 100- ( (AGI or DEX)x4)% chance of each character stepping on sinking sand and being delayed for 1D4 CR extricating himself. All the time they are crossing the sands or trapped on the sands the 13 crossbowmen on the ship can fire on them with potentially devastating effect. Once they reach the wreck they will have to dig inside. It will take 100 CR/# of Diggers to clear the sand. However, each person there over 3 has a 20% chance of being expozed to fire from the deck, rolled each CR. While they are digging it will take 25 CR for 10 of the marines to be lowered to the sands so that they can run around and attack the characters. It would probably be wise for them to make some effort to defend their rear once they get into the hold, perhaps by filling in the gap with sand, moving something over the hole or attempting to ambush the pursuers if they follow them into the hold. The Wreck Of The Rodecogge The letters given here refer to the maps of the Rodecogge which are provided. Descriptions and information apply to those areas as they are approached or entered by the characters. All creatures and crew mentioned are described in the appendix. A: The front of the ship is breached in a number of places in the lower hull. This consists mostly of a large rip in the left part of the bow. This rip has opened the sides of a number of cabins. This is one of them. It is used as a cabin for 6 crew members, but the contents have been broken and swept out by the impact of the wreck. The room is partially filled with sand and there is a dead body trapped under the sand with just a leg sticking out. No furniture or personal possessions remain. B: This is just the corner of a large cabin which housed 8 crewmen. It is mostly full of sand, but provides an easy access to the corridor which leads to the hold. C: This cabin housed 4 men, but is now empty except for sand. D: This cabin is almost completely filled with sand, buried in which are the bodies of 3 of the four men who were sleeping here when the ship wrecked. The door at the back is blocked by wine casks which are jumbled up against it, though they can be moved and a passage out cleared if two men work for three hours. The stairs up can be reached in just 20 minutes by three men moving casks. E: This cabin is intact, but empty. The 6 crewmembers who were in it escaped through the hole in the prow and climbed to the deck after the wreck. Some of their personal possessions are still there, but nothing of value was left behind. F: This cabin was unoccupied when the ship wrecked, but was used by 4 men. Since the cabin is sealed shut by casks their personal possessions remain, including their personal fortunes. This money is hidden beneath a loose board in one wall and consists of 135s worth of coin and jewelry. G: Eventually they should be able to make a path through the casks as described at D. This will allow them to reach this open area in the hold and pass through it towards the stern of the ship, if they wish. There are a number of different types of things stored in the hold, including barrels of various liquids and powders (circles on map), bales of cloth and hides (crossed squares on map) and cages for wild animals (hatched squares on map). The barrels/casks contain Salt (150L worth--half a wagon load), Iron (1000L worth--a full wagon load), Wine (1500L worth--two full wagon loads), Oil (200L worth--one half wagon load) and indigo (3500L worth--half a wagon load). The bales are linen (150L worth--half a wagon load), Silk (2000L worth--half a wagon load) and wool fells (1500L worth--half a wagon load). A wagon load corresponds approximatly to the load for a skiff, so there is enough here for several loads for their available transport. All told, these goods make a total of 10,000L value (200,000GP). Most of the cages have broken open and released the exotic animals which they contained. There are a few harmless, colorful birds flying about and no dangerous animals in area G. If the birds can be caught they will be worth about 500L more. The dangerous animals are out of their cages, but blocked from area G by a line of bales and cages which can be climbed over by agile men. They are making a forbiding racket. For more detail see H. In addition, characters in this area can be seen from an open hatch in the roof directly between the two masts (see R). There is a fair chance that as many as 6 crossbowmen will be posted there to fire on them as they pass through the hold, assuming they know the ship is being invaded. Both of the stairways in this hold lead up to the main deck. H: In this section there are several loose wild animals which have broken out of their cages. These are a pair of large wolves (male and female) and a leopard. When the characters enter the hold they will hear the sound of animals fighting. By the time they arrive at this area they will discover that the two wolves have killed the leopard and that one of the wolves is wounded. The cages and bales are arranged in such a way that the wolves cannot escape easily, but the wolves are scared and angry and not dispossed to let anyone pass. There are many ways to deal with the wolves, such as fire, attacking them, distracting them, etc. Characters will have to find which way works best for them. I: This cabin was empty at the time of the wreck. It is used by 4 sailors and most of their personal possessions are there, including 35s hidden in one of the bedrolls. J: This cabin houses 6 men who were on duty during the wreck. Personal possessions left behind are of little value, save for a jeweled locket hung on the wall which is worth 50s. K: The 6 residents of this cabin have vacated it and moved their gear above decks. L: Essentially the same situation as K. M: This cabin houses 4 men. Some possessions were left behind, including a rather nice collection of carved ivory worth about 10L. N: This cabin also houses 4 men. Of these three were above decks during the wreck, but one was below. He was attacked and killed by the leopard and his partially eaten corpse is in this room. In a pouch he has collected all the goods of his comrades, worth a total of 5L. O: This is the cabin of the Helmsman of the Rodecogge. The cabin is fairly lavishly furnished, with some tapestries and rugs, as well as finely made furniture. In a small desk there is a pouch which contains 75L in gold and two emeralds worth 120L. P: This is the galley. It is used to cook and serve all meals, to store food, wine and water, and as a residence for the cook and two cabin boys/assistants. Q: At this point one of two masts comes up through the deck of the ship. It is on this deck where most of the surviving crew will be found. All of the crew are either on this or one of the upper decks. R: This is the hatch through which goods are lowered into the hold. Marines on deck will use it to fire on any intruders in the hold. S: This is a sitting room and map room used by the captain. There are some fairly valuable books, maps and charts stored here, worth about 10L. T: This is the captain's sitting room, used for meetings with merchants and officials and for entertaining. There is a long table with silverware and accoutrements worth 80L. U: This is the captain's private cabin. He owns some valuable jewelry, including an ornamental chain, a pair of brooches and a gilt picture frame, valued at a total of 30L. Beneath the bed, as might be expected, is a strongbox containing the gold which is being transported as part of the cargo as well as the operating funds for the ship, totalling some 5000L of easily transported loot. V: This is the forward castle (fo'csl), a raised deck ideal for boarding other ships and for placing archers and also useful for mounting seige engines, though there is none aboard at this time. The launch is kept here when not in use. W: This is the rear castle, a raised deck usef primarily by the helmsman who steers the ship from the large wheel mounted at the back and linked by ropes to the rudder which is at the rear of the ship. The rudder lines run externally down the stern of the ship and the wheel is rather large and hard to operate, a not completely refined technological innovation. Status of Ship and Crew: Originally there was a crew of 70 men. 28 men died in the wreck or were swept overboard and lost. Of the remaining 42 the captain (John Pape), 12 marines and 5 sailors set out for help. 2 marines were posted on the beach. This leaves the helmsman (in command), 10 marines and 12 sailors alive and on board to guard the ship. All these men will be on deck and ready to defend the ship. See the appendix for appropriate characteristics. Note that the marines will go into combat first and if they are defeated the sailors will be likely to surrender or try to strike a deal with the raiders. They might even be willing to help unload the ship for a share in the loot. It is important to note that if the crew can be impressed with overwhelming odds (for example if Lord Morle teams up with the characters) they might make a deal on the spot and trade willing assistance in robbing the ship for freedom and a share in the loot. Events During The Raid While the characters are subduing the defenders and unloading the ship there are events transpiring in the background which may be important. News of the wreck has reached Sir Robert Morle, Admiral of the North, who has wrecking rights on this stretch of the coast. He will gather up ome of his mounted men fairly hastily and head to the ship to assert his rights and rob the ship himself. He will be able to raise 15 men plus himself, all mounted, skilled and well armed, but they will get there fairly late in the day, probably between noon and 3. After the wreck Captain Pape was fairly quick about setting out with 17 men (as mentioned above). They went on foot to find the sheriff and get his protection, because they have a licence of protection from the king, which theoretically makes them immune to Lord Morle's wrecking rights and grants them protection from robbers like the characters. Sometime between 3 and 6pm (possibly after the ship has begun to sink) Sheriff Robert Causton will show up with 20 armed and mouned men. Also with him will be Captain Pape and his men. Causton's goal will be to get all the goods off the ship and to a safe warehouse in Great Yarmouth until the king can dispose of them. Once the ship has been emptied Causton will attempt to pursue or find the criminals, seize the goods and make appropriate reparations and arrange for punishment. If they are captured they will be held in the rather formidable edifice of Norwich Castle, a Norman fortress recently turned to use as a prison. It is also possible that around noon a group of competing wreckers from Lynn will show up. This group will consist of 12-20 seamen-types looking for some loot to grab up. In any and all of these encounters the persons involved will be cautious and leery of getting into direct conflict. Lord Morle or wreckers from Lynn will be willing to team up in the robbery. Causton will be far firmer and official. Lord Morle will attempt to assert his rights and overawe the characters before attempting to deal with them. If they have already taken the ship the situation will be quite a bit different, as they will have an advantaged position in dealing with any who arrive. If they have not taken the ship they will need help quite a bit more. How all these conflicting interests are resolved is up to the GM. Transporting the Goods Once the goods have been removed from the Rodecogge by whatever means they will need to be taken to Great Yarmouth as quickly and efficiently as possible. There are 6 wagonloads worth of goods with a total value of 15,000L (including the captain's gold). They should have at least three wagons and possibly two boats as well. The gold takes up little space and is of great value, so should definatly be taken. The most valuable 3 wagon load would be the Indigo, the Silk, the Wool, the Iron and a quarter of the Wine. If they also have the two boats they would want to take the remainder of the wine as well. This would necessitate leaving behind the Salt, Oil and Linnen, a total value of only 500L, which they might use to pay off those who assist them or could come back for later. If they have only the two wagons they may very well wish to make two trips, in which case they will have to leave goods behind, with someone to guard the goods, who will certainly encounter both Lord Morle and the Sheriff, and be in serious trouble, though they might try something subtle like hiding the leftover goods in the nearby woods or burying it. Should they decide to take off on their own and not return the goods to Hugh Reppes in Great Yarmouth, they will become hunted outlaws and also be placed on his hit list (and he has powerful connections). In addition, they will have a very hard time selling the stolen goods at anything near their actual value without his connections. If they take them back as originally planned, they will be paid the full percentage arranged before they set out, which might be enough to make them rather wealthy men. In addition, while under Hugh Reppes' protection they will be fairly safe from prosecution or pursuit. My apologies that it was not possible to include the map or the appendices with Ysgarth specific character statistics. The description ought to be sufficient for most GMs to use the adventure without all that. Or so I hope.