Dragon Delves: Before the Storm

AdventureDrDe-BtS2024

Before the Storm

  • An adventure for Level 10 characters.
  • This adventure is designed to fill one or two sessions of play.
  • It can take place anywhere that has seaside settlements.

Key Plot Points

The following information is key to this adventure's story:

  • Respite Ablaze. Pirates who call themselves the Cobblehook Corsairs have raided the village of x, and the characters must rescue villagers from a burning tavern. When the villagers are safe, Respite's mayor hires the characters to retrieve two stolen magic gems that protect Respite from terrible storms.
  • Cobblehook Cove. The characters must foray into x, the pirates' lair, to reclaim the gems. There, they discover that an evil dragon named Sablewing has goaded the pirates toward violence. The characters must contend with the dragon and return the gems before an imminent storm destroys Respite.

Preparation

Before running the adventure, prepare as follows:

  • Step 1. Read the "x" and the "x" sections. Optionally, read about the Elemental Plane of Air in the Dungeon Master's Guide or on D&D Beyond.
  • Step 2. Familiarize yourself with the Key NPCs table below. The characters will interact with these NPCs throughout the adventure.
  • Step 3. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:

Key NPCs

NameRoleStat BlockLocation
xElf bagpiperCommoner (Medium, Lawful Neutral)"x"
Edgard BrandleDead pirate captainx
Gale WhittenbyRespite's orc mayorNoble (Medium, Lawful Good)"x"
xHuman bartenderCommoner (Medium, Neutral Good)"x"
Pierre KalisonCorsairs' human cookTough (Medium)x
xRetired human soldierKnight (Medium, Chaotic Good)"x"
SablewingNew captain of the xAdult Black Dragonx
xHuman tavern ownerCommoner (Medium, Neutral Good)"x"

Adventure Background

The x have harassed ships traveling along the Umbradi Coast for years, stealing cargo and demanding tribute. Until recently, however, the pirates assailed only cargo ships and engaged in minimal bloodshed.

Unbeknownst to the locals, a black dragon called Sablewing has seized command of the Corsairs. Sablewing killed the pirates' leader, as well as any other crew who opposed the dragon's violent ambitions. The dragon has instructed the remaining Corsairs to loot nearby coastal settlements, starting with the village of Respite.

When this adventure begins, Respite is in chaos following a Corsair raid. Worse, the pirates stole two magic gems that for centuries kept terrible elemental storms from leveling Respite. The characters must venture into the Corsairs' hideout—now also a black dragon's lair—to retrieve the gems before an impending storm strikes the unprotected village.

The Village of Respite

Respite's layout is shown on Map: The Village of Respite. Nestled on the shore of the Umbradi Coast, the village is home to about fifty people, primarily humans, elves, and orcs. The veil between the Material Plane and the Elemental Plane of Air is thin near Respite. As a result, many born in the town possess physical characteristics closely associated with the Plane of Air (see the "x" sidebar).

Life was peaceful in Respite before the x' raid. The villagers are primarily fisherfolk and artisans. Community gardens supplement the village's food supply, and the volunteer watch consists of only a handful of retired soldiers from larger cities.

The villagers respect Respite's devoted mayor, an orc woman named Gale Whittenby.

Storm's Eye Weather Vane

Due to the thin veil between planes of existence near Respite, vicious storms originating on the Plane of Air often ravage the nearby coast. Long ago, to protect the village, friendly djinn crafted a device called the Storm's Eye Weather Vane and placed it in the village square. The djinn channeled their magic into two Elemental Gems (blue sapphire), which they slotted into the weather vane. This device shielded Respite from elemental storms for generations. However, once the Cobblehook Corsairs stole the gems, the weather vane became defunct, leaving the village vulnerable to violent weather—and a fearsome storm is due to hit later this evening.

Beginning the Adventure

The characters begin in x in the morning, within sight of Morkoth Tavern. Before the adventure begins, ask the players why their characters are here. For instance, the characters might be locals. Or they might be dragon hunters who've heard of a black dragon in the area, a threat they're determined to end.

To begin the adventure, read or paraphrase the following text aloud:

The older human is Vatri Whistlebaum (Medium, Neutral Good Commoner), the owner of the burning Morkoth Tavern. The characters might respond by entering the tavern to free the trapped villagers or by working to extinguish the fire.

Rescue the Villagers

If the characters enter Morkoth Tavern, read or paraphrase the following:

The characters can attempt to rescue the imperiled villagers. While they do, passersby outside finally heed Vatri's shouts and begin throwing water on the inferno.

Trapped under the Beam

The elf musician x (Medium, Lawful Neutral Commoner), known for his bagpiping and colorful pantaloons, is trapped under a fallen rafter. A character can take the Utilize action to make a DC 12 Strength (Athletics) check, lifting the beam and freeing Brezo on a success.

Unconscious on the Bar

The tavern's human bartender, x (Medium, Neutral Good Commoner), lies limp across the bar. A Corsair smashed an empty bottle over Nelida's head. She is uninjured but has the Unconscious condition. A character can carry Nelida out of the building; once outside, she awakens. Or a character can take the Help action to shake Nelida awake, and she stumbles out of the burning tavern as quickly as she can.

Stuck in the Kitchen

x is a burly human retired soldier (Medium, Chaotic Good Knight). A Corsair shoved Rubert in the kitchen and slammed the door hard enough to warp its frame. A character can take the Utilize action to break the warped door open with a successful DC 15 Strength (Athletics) check.

Fight the Fire

If the characters remain outside the tavern, they can put out the fire in the following ways:

  • Bucket Brigade. A character can take the Influence action to rally other passersby and dock workers. With a successful DC 12 Charisma (Intimidation or Persuasion) check, the villagers form a bucket brigade to carry water from the sea and throw it on the fire.
  • Magic. Water created by the Create or Destroy Water spell (cast using at least a level 3 spell slot) or a similar effect douses the flames.

While the characters are doing this, other altruistic villagers rush into the burning tavern to rescue the trapped villagers.

Amid the Ashes

Once the fire is extinguished and the villagers rescued, calm descends on the scene once more. The characters can talk with the grateful villagers they saved. Each villager is Friendly, thanks the characters profusely, and gladly provides them with information.

If the characters took no action in this crisis, the fire is extinguished; however, x, x, and x are killed inside. In this case, x is Hostile toward the characters and has nothing to say to them.

Brezo

Brezo was playing his bagpipes to the morning crowd outside the tavern when the Corsairs descended upon x. During the raid, Brezo saw a black dragon with a scarred brow fly over the village and exhale streams of acid. Brezo fled into the tavern shortly before Corsairs burst inside and set the place on fire.

Nelida

The bartender has heard tales of the scarred black dragon that accompanied the Corsairs. The dragon's name is Sablewing. Travelers told her a rumor that Sablewing recently murdered a gang of human followers because the dragon found them inept. Sablewing supposedly abandoned his lair outside Adarath, a city farther inland, and is now looking for a new home.

Rubert

A retired soldier from Adarath, Rubert is well aware of Sablewing and the threat he poses. The dragon is cunning and brutal. Sablewing is known to keep a trio of Darkmantles close by, allowing the dragon to strike foes through shrouds of Darkness.

Vatri Whistlebaum

Vatri Whistlebaum asks to talk with the characters privately after they've conferred with the rescued villagers. She tells the characters that her grandson Pierre Kalison joined the x a few months ago in pursuit of excitement and adventure. Vatri is convinced that Pierre, a young man with few skills other than cooking, had nothing to do with the raid. Vatri fears Pierre is in danger somewhere in the Corsair hideout. Vatri asks the characters to rescue Pierre and bring him home. As a reward for Pierre's safe return, Vatri offers a Stone of Good Luck that she has owned for decades.

Meeting the Mayor

After the fire is extinguished and the characters have talked to any survivors, read the following:

If the characters helped deal with the fire at the Morkoth Tavern, Mayor Gale Whittenby (Medium, Lawful Good Noble) is Friendly to the characters and expresses gratitude for what they've done. If not, the mayor is Hostile. She tells them the x raided the village with the help of a black dragon, wonders aloud what kind of heroes ignore imperiled innocents, and suggests that the characters redeem themselves by ridding the village of the dragon threat.

In either case, she leads the characters to the village square. If the characters follow her, read or paraphrase the following:

The mayor explains that the black dragon clawed two Elemental Gems (blue sapphire) out of the weather vane during the Corsairs' raid. If she is Friendly, she shares all the information under x" above.

As a Study action, any character can examine the weather vane and make a DC 17 Intelligence (Arcana or History) check. On a success, the character recognizes the creature depicted as an elder tempest, a creature native to the Plane of Air.

A Job Offer

Mayor Gale is desperate to retrieve the Elemental Gems before the next storm. She is also concerned because the Corsairs' leader, Captain Brandle, has never before raided a settlement, which makes this morning's raid troubling. She suspects the black dragon is related to the pirates' new brutality.

Mayor Gale offers the characters 500 GP to infiltrate the Corsairs' hideout in x, find the gems, and return them to the weather vane. She also asks the characters to slay Sablewing if possible, though she emphasizes the greater importance of recovering the gems.

If the characters seem unmotivated and Mayor Gale is Friendly, she increases the payment to 800 GP—her entire personal savings. The mayor stresses that there is no time to waste, as reports indicate a storm will hit Respite this evening.

Cobblehook Cove

The x' hideout is relatively easy to access, and Mayor Gale can give the characters directions. The cove is six miles away, and a well-known trail along the coastal bluffs beyond x leads to the pirate caves.

Before the characters go to the cove, allow them to purchase any nonmagical supplies they want.

Approaching the Cove

The journey from Respite to Cobblehook Cove is uneventful but grows challenging as the characters approach their destination, as the area is warped by the magic of the black dragon's lair. In addition to the odorous fog and fouled water described in the Monster Manual, the surrounding flora grows thick and twisted, and the dirt trail becomes muddy and begins to stink of sulfur.

A character who considers these environmental details as a Study action can make a DC 12 Intelligence (Arcana or Nature) check. On a success, the character recognizes these as signs that a black dragon's lair is nearby.

Cobblehook Corsairs

Other than Pierre, the only Corsairs who remain in the cove have sworn undying loyalty to Sablewing. Unless otherwise stated, the Corsairs are Chaotic Evil and refer to Sablewing only as "the captain."

When a Corsair notices a character, the Corsair immediately shouts for help from any ally nearby and starts combat. The overconfident Corsairs fight to the death.

Cobblehook Cove Features

Unless otherwise specified, Cobblehook Cove has the following features.

Acid Pools

Since Sablewing made the cove his lair, it has filled with pools of bubbling acid. These pools are shown on Map: Cobblehook Cove. A creature who enters the acid for the first time on a turn or starts its turn there takes 11 (2d10) Acid damage. Nonmagical objects that aren't being worn or carried also take this damage.

Ceilings

In the cove's rocky caverns, ceilings are 40 feet high except in area x, where the ceiling is 80 feet high. Ceilings in the cove's constructed buildings (areas x and x) are 20 feet tall.

Doors

Doors in the cove are unlocked except for the door in area x and the door to the side room in area B6, which leads to the treasure cache.

Elemental Gems

One of the Elemental Gems (blue sapphire) the characters seek is in area B6; the other is in area B13.

Lighting

Ambient light or torches in sconces shed Bright Light in areas xx. Areas xx are shrouded in Darkness, and descriptions assume the characters have a way of seeing in the dark. Flickering torches in sconces shed Dim Light in area x.

Cobblehook Cove Locations

The following locations are keyed to Map: Cobblehook Cove.

B1: Cave Entrance

The three parrots each use the stat block of a Raven. If any parrot notices the characters, it squawks loudly, alerting the x in area x.

B2: Seaside Cave

Eight Corsairs of various species and sizes are here. Near the acid pool (see below), six Corsairs (Pirates) joke about the raid on x. Near them is their pet Giant Crocodile, which fights when the Corsairs do. Two brawnier-looking Corsairs (Pirate Captains) are on the pier next to the docked ship; they have just ferried the loot from Respite into area B6.

Acid Pool

A character who peers into the central acid pool as a Search action can make a DC 20 Wisdom (Perception) check. On a success, the character discerns that the pool leads into an underground tunnel. The tunnel leads to area x. Swimming through the acid in the tunnel is deadly for most (see "x"), but Sablewing makes frequent use of the passage.

Ledges

The rocky ledges to the north on either side of the cave rise 10 feet above the ground and are connected by a 5-foot-wide wooden plank.

Pirate Ship

The ship here is the one the Corsairs sailed to Respite for their morning raid. The ship is empty of loot and crew. Its green sail looks newly sewn and depicts a grinning black dragon.

B3: Crew Quarters

Rickety doors lead into each of these moldy, wooden structures.

Crew members live in these shanties when not at sea. Their clothes and personal effects fill the chests and litter the room. Most of the items are worthless, with a few exceptions.

B3a: Western Quarters

One chest contains a Potion of Healing (greater). The chest is locked. A character can take a Utilize action to pick the lock, making a DC 15 Dexterity (Sleight of Hand) check with Thieves' Tools. On a success, the chest opens.

B3b: Central Quarters

An ornate rug lies on the floor. A character who takes a Study action to examine the rug and succeeds on a DC 12 Intelligence (Investigation) check realizes that if cleaned, the rug would be worth 500 GP.

B3c: Eastern Quarters

A human skull is mounted on the far wall; each of its two eye sockets is set with a gemstone—a jet worth 100 GP that can be easily pried from the skull.

B4: Kitchen

The cook is Pierre Kalison (Medium Tough), grandson of tavern owner x. Pierre has been imprisoned here and forced to cook for the Corsairs.

The two Grick Ancients are trained to ensure Pierre doesn't flee. They start combat as soon as they notice the characters.

Difficult Terrain

The eastern half of this room is Difficult Terrain, as it is littered with furniture.

Talking with Pierre

If the characters defeat his grick guards, Pierre is Friendly toward them and eager to talk. Pierre admits that joining the Corsairs was a mistake; he yearned for adventure, excitement, and romance, but he quickly realized the Corsairs were merely petty thieves.

Unlike the other Corsairs, Pierre refers to Sablewing by name. When the black dragon seized control of the crew, Pierre and a few others refused to swear loyalty to him. Sablewing killed the other Corsairs who resisted but spared Pierre and demanded he continue cooking under pain of death. Now Pierre wants only to return home to x.

Pierre's Map

If the characters ask Pierre to help retrieve Respite's gems, he draws the characters a map of the cove. The map's areas match those shown on map 7.2, except Pierre leaves off the pools of acid. The cook has been trapped in the kitchen for most of Sablewing's tenure, so he doesn't know about the pools.

Treasure

Two ingredient bottles on the shelves along the eastern wall are actually Potions of Heroism. Pierre gladly gives the characters the potions as thanks for freeing him.

B5: Locked Passage

The lock is simple (1 action to pick) and of superior quality (DC 20). The Corsairs padlocked this door to keep Pierre from going deeper into the complex.

B6: Loot Vault

When the characters come within 30 feet of this area, read or paraphrase the following:

Seven members of the Corsairs of varied species and sizes sit on barrels in this area's center. They include four Pirates, two Mages, and one Assassin. Characters who hear the carousing realize the pirates are singing about the death and mayhem the Corsairs caused in Respite this morning.

Elemental Gem

The Corsairs keep valuable loot in the side room to the east. This door is locked with a simple lock (requiring 1 action to pick) of superior quality (DC 20). One of the Elemental Gem (Blue Sapphire) stolen from the x is in this room.

Treasure

In addition to the Elemental Gem, the locked room contains the following treasure:

  • Three amethyst gems (worth 100 GP each)
  • Six orange carnelian gems (worth 50 GP each)
  • Three obsidian gems (worth 10 GP each)
  • Large crate with valuables stolen from Respite this morning (worth 1,800 GP)
  • Bronze crown (worth 250 GP)
  • Silver chalice (worth 120 GP)
  • Oil of Sharpness

B7: Brandle's Rest

This skeleton is all that remains of Captain Edgard Brandle. When Sablewing took command of the Corsairs, the captain refused to swear loyalty to the dragon. Sablewing murdered the captain, ate his flesh, and created this tableau as a reminder of what happens to those who defy the dragon's rule.

Speaking with Brandle

If a character casts Speak with Dead, the gruff-voiced skull of Captain Brandle answers questions as best it can. Brandle knows that Sablewing keeps three loyal Darkmantles near his hoard in area x. He describes how the dragon uses the darkmantles' Darkness Auras to obscure foes' sight.

B8: Moldy Cavern

Twenty patches of yellow mold (see the Dungeon Master's Guide) cover the northeastern half of the floor.

Treasure

As a Search action, a character can examine the area and make a DC 12 Wisdom (Perception) check. On a success, the character notices a ruby pendant glinting on the floor near the area's eastern wall. This is a Periapt of Wound Closure. Two patches of yellow mold grow between the periapt and the nearest safe section of floor.

B9: Bubbling Intersection

The liquid is a 2-foot-deep acid pool (see "x").

B10: Stalagmite Field

The center stalagmite is actually a Roper, six of the stalactites are Piercers, and a Cloaker lurks out of sight behind a stalactite. The pools are 2-foot-deep acid pools (see "x"). The roper begins combat as soon as a character enters the area, the piercers fall on prey as the opportunity arises, and the cloaker pursues creatures that evade the roper.

B11: Acid Lake

The lake is an enormous, 50-foot-deep acid pool (see "x") with an underground tunnel that connects to the pool in area B2. Sablewing sometimes uses this tunnel as a shortcut into or out of his lair in area B13.

The pool's bottom is littered with bones.

Treasure

Twenty feet below the pool's surface, a waterproof box that has Immunity to Acid damage is built into the western wall. The box is unlocked and contains a Ring of Resistance (acid) and Armor of Resistance (acid, Scale Mail). Sablewing finds cruel humor in ordering his victims to retrieve the box, then watching them die trying.

B12: Detritus Dens

The twitching vegetation piles are two Violet Fungus Necrohulks: one in the eastern chamber and one in the western chamber. The fungi ambush anyone who passes through their chambers or this area's central corridor.

B13: Captain Sablewing's Lair

Captain Sablewing is an Adult Black Dragon. Three Darkmantles hang like stalactites from the cavern's ceiling; when combat begins, they join the fight, trying to envelop the characters in magical Darkness. All four creatures here fight to the death.

Roleplaying Sablewing

Captain Sablewing has no respect for his Corsair minions, viewing them as tools in his pursuit of destruction and amassing a greater hoard. Sablewing loves to gloat about how easy it was to seize control of the crew.

Sablewing refuses to stand down, hand over any of his loot, or stop terrorizing the coast. He delights in causing pain and suffering. If conversation drags on too long, Sablewing gets bored and starts combat, assuming the characters will be easy victims.

Elemental Gem

One of the Elemental Gems (blue sapphire) stolen from the x in x is in Sablewing's hoard.

Treasure

In addition to the gem, Sablewing's hoard contains the following treasure:

Conclusion

The journey back to x is uneventful, though the sky grows ominous as the storm nears. If the characters failed to retrieve both Elemental Gems (blue sapphire) from Cobblehook Cove before nightfall, continue to "x" If they succeeded, refer to "x" If the characters killed Sablewing, the leaderless x disperse and stop threatening the region. If the characters retrieved the gems but didn't kill Sablewing, the bitter dragon flees the cove, worried the characters will return to slay him.

Broken Weather Vane

A terrible storm from the Plane of Air ravages Respite. Mayor Gale warns the villagers to take shelter, but the full force of the tempest's gales and torrential downpour destroys the buildings previously damaged in the Cobblehook Corsairs' raid. By the time the storm passes, Respite is in ruins. Rubble lines the streets, and the villagers begin looking for a new place to call home.

Restored Weather Vane

When the characters return to Respite, they find Mayor Gale near the x. The gold she promised as a reward is in her backpack. x is also near the weather vane, and if the characters return Pierre to the village, Vatri gives them her Stone of Good Luck as promised.

With the mayor's help, the missing gems easily slot back into the weather vane. Read or paraphrase the following once the device is restored:

History of Black Dragons

VUTHA DARASTRIX

[image: Dragons of Despair(1984)]

[image: Monstrous Manual (1993)]

[image: Monster Manual (1977)]

[image: Draconomicon (2003)]

[image: Adventures in the Forgotten Realms (2021)]

[image: Draconomicon (2003)]

[image: Monster Manual (2014)]

[image: Monster Manual (2008)]

[image: Concept Art (2023)]

[image: Monster Manual(2025)]