Campaign Overview

Register to save this campaign forever!

This campaign will be deleted in 6 days. Create a free account to claim all your generated content.

Tide of the Black Flag

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.

Tone

  • Swashbuckling danger
  • Coastal mystery
  • Rumors, betrayal, and boarding actions
  • Treasure with a cost

What to expect in Act I

  • A port under threat
  • A secret message tied to pirate activity
  • A dockside chase and a boarding skirmish
  • The first hint of a larger treasure hunt

Player Handout

Welcome to Tide of the 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.

Your starting hook

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.

Free Act I Preview
Levels 1 2 Sessions 2-3 sessions, 3-4 hours each

Tide of the Black Flag

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).

Adventure Hooks

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.

The Smuggler's Note

A dying informant leaves a waterlogged message naming a pirate captain and a hidden cove before being silenced by masked raiders.

Act Structure

Act I: Storm Over Grayharbor

Recommended level: 1-2

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.

Objectives

  • Learn who is behind the pirate attacks
  • Recover a chart fragment or coded route
  • Locate the smugglers' cove used by the raiders
  • Put the party on Veyra Blacktide's trail

Fog at the Docks

Grayharbor Docks

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.

Checks
  • DC 10 Wisdom (Insight): notice who is lying or frightened
  • DC 12 Intelligence (Investigation): identify the black-wave token
  • DC 12 Wisdom (Perception): spot watchers on a nearby rooftop
Clues
  • Pirates are paying informants in advance.
  • A black-wave token marks those in the crew's favor.
  • The next raid is scheduled around the high tide.
Transitions
  • A tailed informant leads to the dockside ambush.
  • A decoded note points toward the harbor channel.

Rain on the Water

Harbor Channel

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.

Checks
  • DC 11 Dexterity (Acrobatics): stay upright on the rocking deck
  • DC 12 Strength (Athletics): shove or brace against boarding hooks
  • DC 13 Wisdom (Survival): read the pirate approach from the wake
Clues
  • The pirates are after maps, not just loot.
  • The captain’s orders mention a hidden cove.
  • A silver compass or route fragment can be taken from the raiders.
Transitions
  • Recovered evidence leads to the smugglers' cove.
  • A surviving pirate can be followed or interrogated.

The Black-Wave Cove

Hidden Smugglers' Cove

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.

Checks
  • DC 12 Dexterity (Stealth): approach unseen through surf spray
  • DC 13 Intelligence (History): recognize the chart's old naval markings
  • DC 12 Charisma (Intimidation or Persuasion): force a captive to talk
Clues
  • The pirates are coordinated by Captain Veyra Blacktide.
  • The route fragment is part of a larger treasure path.
  • The crew expects a major move at the next new moon.
Transitions
  • The party gains proof and a lead to Act II content.
  • A captured ledger identifies the villain's ship and supply route.

Milestone: The party reaches level 2 after uncovering the cove and identifying Captain Veyra Blacktide as the force behind the raids.

Villain Character Sheets

Captain Veyra Blacktide 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…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Captain Veyra Blacktide Character Sheet

Central villain and pirate mastermind for Act I

Motivation

Veyra 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.

Personality

Cold, theatrical, and precise. She speaks softly, never wastes a threat, and treats violence like a business decision rather than a passion.

Resources

  • A disciplined pirate crew loyal to profit and fear
  • Smuggled weapons and hidden dock contacts
  • A fast sloop used to strike and vanish
  • Stolen charts, coded notes, and a network of informants

Battle Plan

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.

Defeat or Redemption

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.

Running Notes

Recommended party: 3-5 characters

Session Zero

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.

Scaling Guidance

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.

DM Advice

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.

Secrets & Clues

  • The pirate attacks are a coordinated search for map fragments.
  • A harbor insider is selling tide schedules and patrol routes.
  • Captain Veyra Blacktide avoids direct battle unless victory is likely.
  • The cove ledger names a ship, a route, and a future rendezvous.

Unlock Detailed Campaign Locations!

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!

Enhance Your Story with Rich NPCs!

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!

Craft Epic Quest Lines!

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!

Encounters

Dockside Cutthroats

Suggested Level: 1-2

Masked raiders ambush the party among stacked barrels and swaying nets, trying to seize a satchel containing a coded note before escaping into the crowd.

Creatures

Terrain Features

- 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

Treasure

A waterlogged note referencing a hidden cove, plus 12 gp in mixed coin.

DM Notes

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.

Boarding the Net Runner

Suggested Level: 1-2

A pirate skiff pulls alongside a fishing vessel, and the party must stop the crew from stealing a chest of charts before the boat pushes out to sea.

Creatures

Terrain Features

- 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

Treasure

A chart case containing a torn route fragment and a silver compass worth 25 gp.

DM Notes

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.

Cove of the Black Flag

Suggested Level: 2

The heroes infiltrate a concealed cove where pirates unload stolen goods and prepare a larger strike under the command of their captain's agents.

Creatures

Terrain Features

- 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

Treasure

A chest with 40 gp, a sealed bottle of rum, and a clue to the villain's next move.

DM Notes

This scene works as a stealth infiltration or a direct assault. If the party is level 1, replace one Thug with one Bandit.

Magic Items

Compass of the True Wake Compass of the True Wake Completed

Compass of the True Wake

Uncommon
This brass compass needles toward the nearest recorded sea route, hidden cove, or chart fragment linked to the pirate captain’s plans.

Location

Act I, recovered from the boarding encounter

Attunement

False

Lantern of Still Fog Lantern of Still Fog Completed

Lantern of Still Fog

Uncommon
While lit, this lantern clears a 10-foot radius of mist and helps reveal concealed boats, hidden docks, and invisible wake lines on calm water.

Location

Act I, found in the smugglers' cove

Attunement

False

Cutlass of the Salt Oath Cutlass of the Salt Oath Completed

Cutlass of the Salt Oath

Rare
This battered blade carries old shipboard vows. When drawn aboard a vessel, it gives its wielder a steadying sense of balance and resolve.

Location

Act I, offered as a prize from the dockmaster or taken from the pirate cove

Attunement

True by a creature proficient with martial weapons

Player Characters

You need to register to create and view player characters in this campaign.

Register Now