Missing Cargo, Missing Crew
A merchant patron hires the party to investigate stolen shipments and a vanished crew whose last known stop was a fogbound pier.
This campaign will be deleted in 6 days. Create a free account to claim all your generated content.
The coastal waters are turning dangerous: ships vanish in fog, smugglers whisper about a stolen chart, and an old pirate banner has been sighted near the harbor. The party is drawn into a struggle over a legendary route to buried treasure and the power to command the sea-lanes.
This free preview covers Act I, where the heroes uncover the first clues, clash with pirate raiders, and learn that one ruthless captain is uniting cutthroats under a single black flag.
Storm season has come early, and the harbor is on edge. Merchant captains complain of missing cargo, fishermen swear they saw lanterns moving on the fog, and every tavern has a different story about a pirate crew gathering in the bay.
You begin in the port town of Grayharbor, where coin, contraband, and gossip all change hands faster than the tide. Whether you chase profit, justice, revenge, or simple curiosity, someone in town has a reason to ask for help when pirate trouble grows bold.
A frightened dockmaster, a clipped note from a smuggler, or a personal loss at sea all point toward the same problem: a pirate captain is moving in the shadows, and the harbor is running out of time.
Act I is designed to introduce the port, the pirate threat, and the central villain through three linked scenes: a tense dockside inquiry, a raid on the waterfront, and a confrontation at a hidden smugglers' cove. Keep the pace brisk and emphasize rumors, sea weather, and opportunistic violence. The party should end Act I with evidence that the pirate captain is searching for a chart fragment and enough leverage to pursue the open sea in Act II (subscriber content not included in the free preview).
A merchant patron hires the party to investigate stolen shipments and a vanished crew whose last known stop was a fogbound pier.
A dying informant leaves a waterlogged message naming a pirate captain and a hidden cove before being silenced by masked raiders.
The party arrives in a coastal port where pirate raids and whispered betrayals are escalating. Through dockside investigation, a moving sea battle, and a final cove raid, they uncover the identity and ambitions of Captain Veyra Blacktide.
The harbor is all wet ropes, gull cries, and nervous faces. Fog blurs the far pier, and every sailor seems to be watching every other sailor, as if one wrong word will bring blades out of the mist.
Introduce the harbor, the dockmaster, and the sense that someone is listening. Let players gather rumors, inspect cargo, and notice coded marks on crates. The scene should clearly point toward the hidden cove and establish that the pirates are organized.
Rain needles the sea as two ships drift too close together. A lantern flares once, hooks bite wood, and armed pirates rush over the rail before the crew can cast off.
Run this as a fast boarding action or as a pursuit that ends in combat. Emphasize unstable footing, noise, and the danger of being knocked into the water. The chart fragment or compass should be recoverable here if the party wins decisively.
Lantern light flickers inside the cave mouth, and the surf hammers the stone like a warning drum. Beyond the spray, crates are stacked high and silhouettes move with practiced confidence.
This is the payoff scene: a stealth approach, infiltration, or direct assault on the pirates' hideout. Keep Veyra offstage or in the final moments via message, flagship signal, or escaped lieutenant unless the party clearly earns a confrontation.
Milestone: The party reaches level 2 after uncovering the cove and identifying Captain Veyra Blacktide as the force behind the raids.
Captain Veyra Blacktide
Completed
Captain Veyra Blacktide is the kind of pirate captain who makes even seasoned sailors speak more quietly. She does not swagger, and she doe…
Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.
Subscribe NowFree campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.
Subscribe NowVeyra wants the chart fragment that points to a buried sea cache said to contain enough wealth and leverage to dominate the coast. She believes only ruthless command can keep the sea lanes under control.
Cold, theatrical, and precise. She speaks softly, never wastes a threat, and treats violence like a business decision rather than a passion.
Veyra avoids fair fights. She prefers to weaken foes with raiders, terrain, and ambushes, then withdraws before capture. If cornered, she fights with ruthless focus, targeting spellcasters or obvious leaders first and using the environment to break lines and escape.
If defeated publicly in Act I, her crew fragments and her network becomes a source of leads. If spared or escaped, she returns with a sharper plan and may offer a temporary alliance against a worse threat.
Recommended party: 3-5 characters
Confirm the table's comfort with piracy themes, theft, coercion, and maritime danger. Decide whether the campaign treats pirates as colorful rogues, hard criminals, or both. Use lines and veils for drowning, execution, and betrayal. Encourage character ties to the coast: former sailor, dockhand, smuggler's rival, or temple witness. Establish whether the party is willing to board enemy ships and fight in confined, hazardous spaces.
For level 1 groups, reduce each fight by 1 creature and emphasize retreat, surrender, or environmental hazards over raw damage. For level 2 groups, keep the listed rosters and use reinforcements only if the party is dominant. In all cases, let clues survive even if enemies escape.
Keep Act I moving with visible clues, short scene changes, and one strong sea-hazard element per encounter. Pirates should feel organized, not random. Reward bold choices, and allow evidence to survive even when combat goes badly.
Discover intricate areas, locations, and points of interest that will bring your D&D world to life. Premium users get access to fully detailed locations including taverns, dungeons, cities, and more!
Level Up to Premium!Join the ranks of Dungeon Masters creating unforgettable adventures!
Get access to detailed NPCs, faction relationships, and character backgrounds that will make your campaign truly memorable!
Unlock Premium Features!Create compelling characters and factions that your players will never forget!
Unlock detailed quest structures, branching storylines, and meaningful rewards that will keep your players engaged for months!
Start Your Epic Journey!Join DMs creating unforgettable adventures with our premium quest system!
Suggested Level: 1-2
- Narrow dock planks over dark water
- Barrels provide half cover
- Mooring lines can be used to swing or climb
- A slick pier edge risks falling prone
A waterlogged note referencing a hidden cove, plus 12 gp in mixed coin.
Use this as an opening fight or as pressure during an investigation scene. Reduce one Bandit for a weak party; add 1 Bandit for a strong or large group.
Suggested Level: 1-2
- Two rocking decks with a narrow gap between them
- Loose ropes, crates, and a tilted mast
- Open water threatens anyone shoved overboard
- Light rain imposes slick footing
A chart case containing a torn route fragment and a silver compass worth 25 gp.
This encounter should feel mobile and urgent. If the party is struggling, remove 1 Bandit or have the captain attempt escape instead of fighting to the death.
Suggested Level: 2
- Sea cave entrance partially hidden by surf spray
- Elevated rocks grant advantage to ranged attackers with cover
- Crates and rope coils create difficult terrain
- A tide pool can be shoved into for battlefield control
A chest with 40 gp, a sealed bottle of rum, and a clue to the villain's next move.
This scene works as a stealth infiltration or a direct assault. If the party is level 1, replace one Thug with one Bandit.
Compass of the True Wake
Completed
Act I, recovered from the boarding encounter
False
Lantern of Still Fog
Completed
Act I, found in the smugglers' cove
False
Cutlass of the Salt Oath
Completed
Act I, offered as a prize from the dockmaster or taken from the pirate cove
True by a creature proficient with martial weapons
You need to register to create and view player characters in this campaign.
Register Now