All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be a deliberate goading of the gods of the sea. Many of those who have attempted the voyage before managed to return to civilization often choose not to speak of the trials they experienced on that dangerous route, yet those whose lips can be loosened by a draught of grog whisper amazing stories... tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of all, of a strange and sinister land without land, a floating graveyard of dead ships mired in a sargasso the size of an island. This place has many names, but its most well-known may be it's most apt - Journey's End. "The Sea Wyvern's Wake" is the third chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #350 of Dragon magazine features a regional guide to the seafaring environs the PCs can expect on the journey to the Isle of Dread. It’s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. Pgs. 16-48
A terrible thunderstorm batters a seaside port, yet thunder and lightning are nothing compared to what is about to be unleashed by the diabolic crew of the Rabid Dawn. Casters with access to control water, control weather, or control winds will prove especially valuable, as will characters with strong Swim skills. The adventure is best suited to a predominantly good or neutral aligned party of PC's. Strike on the Rabid Dawn takes place in the port city of Hardby (Dungeon #109). As most of the action takes place within a lighthouse and on a ship at sea, however, any suitable port from your campaign makes an appropriate substitution for Hardby. Pgs. 12-32
"Yea I knows of a job for the likes of you" the bartender says as he wipes off the table. "This wizard who lives near the shore about two or three days ride lost somethin' he was expected on the ship The Intrepid. I hear he wants the cargo back and is willing to pay good coin for it to any who'd chance going into the Lake of Chaos." A grizzled old man in the corner gasps and says “any would want to go into that sea gots to be crazy. Aye, that wizard is lookin' for some crazy people. That waters haunted by dead sailors". "Oh come on” Telkall the bartender continues "you know that’s just an old story to keep kids away from the water. I'm sure it’s going to be an easy job for the likes you. You all appear to be quite able to take care of yourself. Go down the coast road for about two days if yer on horses and you'll see a stone tower. Ask for Kresellus ... he's the one you'll be lookin' for. Oh, and tell him Wolfgar sent ya ... if you could." Well things were getting boring at the Dead Orc Inn anyway.
After carving out quite the reputation, you and your associates have been summoned to meet with the local regent. As you wait in the audience chamber you notice that the furnishings appear to be in the middle of an upgrade. After being introduced to the slovenly king, his vizier explains the task ahead of you. Apparently the monarch wants to decorate his throne room and wants a Giant Ape as the showpiece. As luck would have it, rumors point to a nearby island in the Jarteach Mere…
Nanfield is an island village of over 50 NPCs with mysteries plaguing both its present and its past. It contains a unique ecosystem and economy and a ship full of friendly pirates that will invite you by for dinner after accidentally attacking your party. It can be inserted into any campaign as an interlude during a travel montage, as a one-shot encounter, or as the base of future adventures. Nanfield contains over 50 NPCs you can use, several very unique and compelling characters, a Druid stat-bloc, a ship-to-ship fight, an investigation, and a fight with a Harpy (or more, depending on the outcome of the investigation).
A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village's spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Set on the infamous Isle of Dread.
Bastion Bay has become a bustling trade hub under the guidance of the cunning Capa Meriosa - but all is not well in the former pirate town. A monstrous undead shark stalks the seas, sinking any ship that gets too close; the newly built light house has gone mysteriously dark; and rumours swirl of twisted witches and other horrid things stalking the night. The port has been shut with no ships allowed to leave and tensions are running high. Bastion Bay is on a knife edge, and a new ship is just pulling into port... The Beast of Bastion Bay is an adventure for the 5th Edition of Dungeons & Dragons! It is designed for 3-5 5th level characters, and assumes a wide range of skills and abilities. It is designed to be played across multiple sessions and should take between 5 and 10 hours to complete. The adventure centres on the port town of Bastion Bay but can easily be transferred to any small or medium port town as long there are nearby islands and caves. This adventure was designed to have an equal balance of combat, exploration, and role-playing encounters.
The exciting artifact series concludes with AS3 – Peregrination. With a pair of control rods in hand you are guided to an ultimate prize, a Gnomish flying vessel! The rods have directed you to a crashed ship buried in the sandy beach. A check of the debris sheds light on the mystery of the artifact and a description of how to repair the intricate machine. Apparently finding the vessel is just the start!
There are many legends of the Vengeful Tempest and its supernatural crew. Few have seen that pirate ship and lived to tell the tale, and fewer still dare to seek it out. To hunt down that fabled vessel, you must lead a group of makeshift mariners and set sail upon the Kraken's Wake.
Far in the future, bards sing tales of kings and conquerors from ages past - but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history. More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the eleven "legends" set forth here is based on a different random event from the BIRTHRIGHT Rulebook. Don't allow a mere die roll to decide the outcome of a blood challenge, rebellion, intrigue, or magical event - make the PCs forge their own destinies by confronting a madman who is "Blood Hungry," wresting the "Fang of Kriesha" from its evil wielder's grasp, thwarting a rival regent's "Double Dealing," and saving all of Cerilia from "The Gift of Azrai." These adventures are suitable for PCs of all levels and classes - wheter regents, scions, or commoners - and can take place wherever you campaign is set. This book also includes an appendix that offers advice for running different types of BIRTHRIGHT campaigns and creating your own adventures fit for a king. TSR 3125
A group of mysterious, sea raiders— capable of appearing from out of nowhere, striking, and disappearing— has terrorized a group of coastal states for some time. Now the leader of the states has asked the characters to infiltrate the raiders, find out how they operate, and put a stop to their activities. But once the heroes join the raiders, things aren’t as clear as they were led to believe. Will they succeed at their mission? Or join the raiders themselves? Pgs. 54-82
Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.
The Adurite Empire once ruled a major portion of Filbar but when the culture lost the favor of the gods it spelled doom for the entire civilization. In the wake of the carnage that followed the major cities fell to fires, plagues, and other disasters both natural and magical. In the centuries that have passed the cities are now in ruins but rumored to still hold magic and wealth. The most famous of these cities was the port city of Leptis Magna. The city was once the crossroads of the empire and was known for trading, agriculture, and magic. What treasures remain in the ruins so fierce that even pirates avoid the area? This was also the adventure played at Gen Con 2014! "I step over his body and go inside..."
Synopsis: Goblin Bathwater, a magical drug, has taken hold in a sleepy coastal town at the edge of the Empire. As the characters investigate the origin of the drug, they uncover an international criminal conspiracy, wild and ancient magic, and a threat to reality itself. Contents: This beautifully made, 54-page adventure offers: A fully fleshed out, setting-agnostic starter area, brimming with colourful NPCs and hooks for adventure. Balanced encounters to bring characters to level 2; then some more devious encounters on their way to level 3. Three mini-dungeons built on the design philosophy of the "5 room dungeon method" Multiple big, cinematic set-piece boss encounters what will make your players feel epic. A facetted intrigue, which does not immediately suggest a simple, ready-made solution but invites the players to come up with their own, personal approach. Why pick this adventure? Hey, my name is Marius. This is my first time publishing on the DMs Guild but I wouldn't call myself a newcomer. I started playing Pathfinder 1e back in 2014. When I took over as our group's DM in 2019, we swapped over to 5e. We have run many, many modules and adventures since. Currently I play three games a week. In short: You could say I'm hooked. I created The Goblin Bathwater Incident as the ideal adventure for in-between your big modules, but it isn't a simple little adventure. With a playtime of about 30 hours, it still manages to hit that sweet-spot, where it establishes context, makes you grow fond of NPCs, and makes those big bossfight wins so much sweeter, all without taking more than a few sessions. The Goblin Bathwater Incident is different from many of the 1st tier adventures in that it pits the characters against traps and monsters, but also asks difficult, open-ended ethical questions, where a simple strategy of "apply sword to head of bad guy" will not cut it.
This adventure works best after going through the original trilogy (Death, Terror, and Madness in Freeport). After exposing the madness and corruption of the previous Sea Lord, a succession crisis is upon Freeport. There are no heirs to the seat of power, leading the Captains' Council to overturn the Law of Succession. But opening up succession plunges the city into chaos as various factions vy for the title. The PCs will need to survive riots and secret plots to make sure the right man (or woman) ends up with the job.
The retired Captain and pirate hunter, Old Man Blood has been finding lobsters appearing dead on his lawn for the last week without any rhyme or reason. Concerned he asks you to look into it for him before his lawn is overrun with lobsters. A one-shot 4-6 hour comedy sea-side adventure designed for characters of 7th level. Upon accepting Blood's mission, you'll explore the town of Saltingrad and meet the eccentric villagers that inhabit the quaint fishing town, unraveling this bizarre mystery. When the answers reveal themselves in an epic, strange and humorous conclusion, your players will be sure to talk about this adventure for weeks to come, or at least question what they experienced.
A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens? This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. Great for first time dungeon masters. This is not a seafaring adventure. The PCs are shipwrecked on an island for the entire duration. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). It is therefore a great starting adventure with a definitive conclusion. After this module, you can continue with part two or change into your own homebrew.
Hellmaw Island is a place of legend, a hidden fortress protecting the greatest treasures in the world. Rumour says it is guarded by wicked traps, bizarre and terrifying monsters, and maddening enchantments. Our heroes have been tasked with penetrating this mysterious stronghold, and they will find it to be stranger and more dangerous than anything they have encountered before. Assault on Hellmaw Island is a 5th Edition Dungeons & Dragons adventure for characters of levels 5-10. It will take 4-8 hours to complete.
The tritons have arrested the keeper of Skyhorn Lighthouse for unleashing vile, bug-like abominations into the sea. When a lone triton comes to the characters and asks their help in exonerating the keeper, will the heroes rise to the challenge and confront the dangers lurking in the deep? The Corruption of Skyhorn Lighthouse is a 5-7 hour adventure for 8th-level characters. You can run The Corruption of Skyhorn Lighthouse as a standalone adventure or as a follow-up to The Secrets of Skyhorn Lighthouse, a free 5th-level adventure downloaded over 100,000 times with 350+ five-star reviews! Inside the The Corruption of Skyhorn Lighthouse, you'll find: -Three new monsters that prowl the ocean depths -A goblin submarine, a darkmantle sea captain, and a marid with a pet starfish grove -The Arcane Library's signature format to make running the adventure effortless -Combat cards for monsters, PCs, and special treasure -Gorgeous maps designed for easy use with Virtual Table Tops
Look who's dropping in. A short encounter with a most unusual boarding party. A ruthlus pirate has been terrorizing a local port and it is up to the party to hunt him down and capture his ship. Pgs. 30-33