Campaign Overview

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Black Sails at Gullsreach

A pirate war has erupted around a salt-bitten harbor where competing captains raid one another’s ships, bribe dockworkers, and hunt for a chart that points to a prize worth sinking fleets for. The party is pulled into the conflict by debt, loyalty, revenge, or greed.

Act I focuses on the first bloody steps of the war: sabotaged ships, whispered deals, and a struggle over who controls the harbor long enough to claim the map’s first clue.

Tone: swashbuckling, treacherous, muddy-harbor intrigue, sudden violence, and sea-ruined treasure.

What players can expect: shipboard raids, tavern knife-fights, dockside chases, and rival pirate captains trying to outwit each other before the shooting starts.

Player Handout

Welcome to Gullsreach

The harbor stinks of tar, wet rope, and bad decisions. Two pirate crews are openly robbing each other’s ships while the watch looks the other way for the right coin.

You arrive with a reason to get involved: a debt to collect, a crewmate to rescue, a map fragment to sell, or a grudge to settle. Rumor says a chart to a legendary prize surfaced in town, and whichever captain controls it first will become the most feared name on the coast.

Trust is expensive here. Cannons are cheaper.

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

Black Sails at Gullsreach

Act I introduces the pirate war, the contested harbor of Gullsreach, and the central villain: Captain Veyra Salt, who is using staged attacks to force smaller crews into her alliance. The party should discover that the first clue to the chart is hidden in the harbor’s customs records and that both pirate crews and the port authorities want it. Keep scenes fast, sharp, and opportunistic. The act ends with the party choosing which side of the conflict to embarrass, rob, or help before the war escalates.

Adventure Hooks

Debt to the Docks

A local smugler or shipbroker offers the party work recovering stolen cargo before a rival pirate captain sells it back at a ransom.

Blood on the Water

The party’s crew, patron, or loved one is caught between pirate factions, forcing them into the struggle over the harbor and the hidden chart.

Act Structure

Act I: The Harbor of Broken Flags

Recommended level: 1-2

The party arrives in Gullsreach during a rising pirate war and becomes entangled in a contest of raids, bribes, and shipboard violence. Their immediate goal is to uncover who is orchestrating the conflict and seize the first clue to a hidden chart before rival crews burn the harbor around it.

Objectives

  • Learn which pirate crews are attacking one another
  • Survive an open brawl or ambush
  • Recover the customs ledger or chart clue
  • Identify Captain Veyra Salt as the instigator

Arrival at Gullsreach

Docks and waterfront market

Rain taps the pier like impatient fingers. Above the harbor, three pirate flags hang from different masts, each torn in a different way. Everyone is watching everyone else.

Open with atmosphere and immediate tension. Let the players hear rumors of rival pirate crews, then present the first job or plea for help. Make clear that violence is common but not inevitable.

Checks
  • DC 10 Wisdom (Insight) to read which sailor is lying
  • DC 10 Charisma (Persuasion) to win a dockworker’s trust
  • DC 12 Intelligence (Investigation) to spot staged damage
Clues
  • Two pirate crews are attacking the same targets.
  • Someone is paying in advance for the raids.
  • The customs house has records tied to the chart clue.
Transitions
  • Leads to the Dockside Cutpurses encounter
  • Leads to the Salt Bar parley scene

The Rival Crew Accord

The Salt Bar

The taproom is crowded with wet boots, sharp eyes, and half-finished threats. Every table seems to belong to someone dangerous, and no one has drawn steel yet.

This is a social pressure cooker. The party may talk, bluff, eavesdrop, or provoke. If talks fail, the room erupts into the Tavern Knife Night encounter. Use rumors to push the party toward the ledger.

Checks
  • DC 11 Charisma (Deception) to pose as neutral brokers
  • DC 12 Wisdom (Perception) to overhear coded names
  • DC 12 Charisma (Intimidation) to force a witness to talk
Clues
  • A black powder receipt links raids to a paid shipment.
  • Veyra Salt’s name appears in whispers more than once.
  • A neutral sailor knows where the customs ledger is kept.
Transitions
  • Leads to the Tavern Knife Night encounter
  • Leads to the Harbor Ledger Heist

The Customs House Score

Harbor Customs House and pier

The building smells of ink, damp rope, and old tax records. Somewhere inside, a lock turns slowly, as though someone is already one step ahead of you.

Run this as infiltration, stealth, bribery, or force. It should feel like a heist with immediate stakes. The ledger reveals the villain’s hand and points toward the next act’s direction.

Checks
  • DC 12 Dexterity (Stealth) to avoid the night patrol
  • DC 13 Dexterity (Thieves’ Tools) to open the safe
  • DC 12 Intelligence (Investigation) to identify the key record
Clues
  • The raids were coordinated, not random.
  • Captain Veyra Salt paid for false witness statements.
  • The chart clue has already been copied once.
Transitions
  • Leads to the Customs House Break-In encounter
  • Ends Act I with the party choosing their next enemy

Milestone: The party advances to level 2 after recovering the ledger or proving that Veyra Salt is behind the staged pirate raids.

Villain Character Sheets

Captain Veyra Salt Captain Veyra Salt Completed

Captain Veyra Salt is the kind of pirate who can smile through a knife-fight and thank you for the inconvenience. She is smooth, amused, an…

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Monsters & Enemies

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Villain Plans

Captain Veyra Salt Character Sheet

Central villain and instigator of the pirate war

Motivation

Veyra wants to unite the harbor’s pirate crews under her command by manufacturing enough fear and chaos that every rival captain must either submit or be destroyed. She believes only ruthless control can keep stronger navies and better-armed pirates from swallowing the coast.

Personality

Smooth, amused, and cuttingly polite; she treats threats like offers and violence like business.

Resources

  • A fast sloop with loyal gunners
  • Bribed dockhands and informants
  • Forged orders and fake bounty notices
  • A hidden stash of black powder
  • A small crew of ruthless boarders

Battle Plan

Veyra prefers manipulation first, then ambush, then escape. She uses hired pirates and staged betrayals to weaken enemies before appearing only when victory is nearly assured. In battle she targets spellcasters and leaders, trying to break morale and flee if the fight turns against her.

Defeat or Redemption

If defeated publicly, her network fractures and rival captains scramble for power. If spared or turned, she can become a dangerous but valuable informant against the larger pirate war.

Running Notes

Recommended party: 3-5 characters

Session Zero

This campaign is about piracy, betrayal, smuggling, and shipboard violence. Set expectations for swashbuckling action rather than graphic torture or cruelty. Ask players what lines and veils they want for betrayal, captivity, and maritime danger. Confirm whether PvP is allowed; if it is, keep it opt-in and brief. Encourage character ties such as former crew, creditors, siblings, or ex-partners to create instant reasons to care about the pirate war.

Scaling Guidance

For smaller or cautious parties, reduce each encounter by one low-CR creature and add more escape routes, witnesses, or negotiation options. For larger or optimized parties, add one additional Bandit or Guard to encounters and use terrain pressure such as fires, alarms, or moving ship decks. Keep official monster names only, and favor objectives beyond simple defeat.

DM Advice

Keep the pace brisk and let every scene offer a choice: talk, sneak, or fight. Reuse rumors so players notice the pattern behind the raids. Make the harbor feel alive with competing crews, but keep Veyra Salt the clear throughline. End Act I with a visible win and a dangerous new lead so the campaign can sail into the wider pirate war.

Secrets & Clues

  • Veyra Salt profits when both pirate crews weaken each other.
  • The chart clue is hidden in the harbor’s customs records.
  • A rival captain may ally with the party if offered the ledger first.
  • The raids are staged to create a false war footing.

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Encounters

Dockside Cutpurses

Suggested Level: 1-2

Two rival pirates ambush the party near stacked cargo, trying to seize a ledger key and claim the first map clue. The fight is noisy, crowded, and full of opportunities for improvised cover.

Creatures

Terrain Features

- Crates provide half cover
- Rope coils can be used to trip or climb
- Slick planks count as difficult terrain when wet

Treasure

12 gp, a customs key, and a torn page mentioning a hidden chart ledger

DM Notes

Use this as the opening fight. Reduce to 3 Bandits if the party is weak; add 1 Thug if they are strong.

Tavern Knife Night

Suggested Level: 1-2

A tense drinking hall parley collapses into a brawl when disguised pirates recognize one another and draw blades beneath the tables. Patrons scatter while bottles and stools become weapons.

Creatures

Terrain Features

- Tables give partial cover
- Broken glass creates hazardous squares on a crit or shove
- A balcony offers high ground and escape routes

Treasure

A pouch with 20 gp, a coded receipt for black powder, and a rumor about Veyra Salt

DM Notes

Run this as a social scene that can become a fight. If the party negotiates well, halve the hostile creatures.

Harbor Ledger Heist

Suggested Level: 2

The party infiltrates the customs house to steal or copy the records that reveal which captain moved the chart clue. Guards, alarms, and a concealed safe make this a tense burglary.

Creatures

Terrain Features

- Narrow hallways favor ambushes
- Locked cabinets and a reinforced safe need tools or force
- A lantern-lit pier outside allows escape by water

Treasure

The ledger, 35 gp in bribes, and the next clue to the chart’s route

DM Notes

This is the climax encounter for Act I. If the party lacks stealth, let them fight through the guard and then flee with the ledger.

Magic Items

Cutlass of the Brinewake Cutlass of the Brinewake Completed

Cutlass of the Brinewake

Uncommon
A salt-dark cutlass that hums softly near seawater. Once per day, it can add a burst of briny force to a hit, helping its wielder win duels on pitching decks.

Location

Act I: taken from Captain Veyra Salt’s private locker or won in the harbor duel.

Attunement

True — requires attunement by a creature proficient with martial weapons.

Compass of the False Star Compass of the False Star Completed

Compass of the False Star

Uncommon
This iron compass points toward the nearest active lie spoken within 300 feet, tilting sharply when a speaker is deliberately misleading others in the pirate war.

Location

Act I: found in the customs house safe or purchased from a frightened dock broker.

Attunement

False

Bottle of Starlit Rum Bottle of Starlit Rum Completed

Bottle of Starlit Rum

Common
A sealed bottle of glowing rum that can steady a crew in a storm. When opened, it grants a brief boost to morale and makes the next voyage safer.

Location

Act I: loot from the Salt Bar or a prize in a smugglers’ stash.

Attunement

False

Player Characters

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