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#97: The Crimson Wake | Blood in the Water — A 5e High-Seas Pursuit One-Shot for Small Groups

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The reef will break her ship in twenty minutes. Your players have to be aboard when it does.


A pirate called Vex "the Red" Marlowe has stolen a coral relic your patron spent thirty years assembling — a compass that points to a drowned dragon's hoard. She is faster than you, she is already inside the razor-coral maze called the Devil's Lace, and she knows exactly what she is carrying. What none of you know is that the relic is an egg, and the chase is about to wake the thing asleep inside it.


The Crimson Wake is a complete, ready-to-run high-seas thriller for fifth edition that you can run tonight, cold, with no preparation. It opens as a ship chase through a reef that will gut a careless hull, becomes a boarding action across a deck that tilts and floods beneath your players' feet, and ends in a drowning cabin with a newborn kraken tearing the hull apart and a dying captain who was never quite the villain you were sent to catch. Every round of the chase lands like a drumbeat, and when the egg finally cracks the whole adventure turns from a simple hunt into a scramble to reach open water alive.


A complete session in one book — no prep, no filler.


What's Inside

  • A full 2–3 hour one-shot for 2–3 players at levels 2–3 — genuinely zero prep
  • Fifteen named scenes across four acts, with a branching Act Two: charge the main deck in a blaze of steel, or slip through the flooded cargo hold beneath the fight
  • Sixteen read-aloud blocks, written to be read cold at the table without rehearsal
  • A ship chase run in simple range bands, and a tilting, flooding deck that turns the whole vessel into a shifting hazard as the reef closes in
  • A three-phase captain-and-kraken boss fight, built so it never one-shots a full-health hero and always leaves a way out
  • Eleven stat blocks and a fully detailed pirate crew, all SRD 5.1-compliant
  • A patron, a pirate captain, and her crew all fully written, so the story turns on people and choices, not only on fights
  • Four ready-made characters — any two of them form a viable party, no filler seats
  • Five maps, including an area overview of the whole reef, plus six opening hooks, six off-script contingencies, and five campaign seeds

Three endings. No right one.


The finale hands your table the relic and one choice: carry it home to the patron who hired you, keep it and make an enemy of her, or destroy it and lose the map to a fortune. Each ending is fully written, with consequences, an epilogue, and a hook into whatever you run next. Tables argue about this one on the drive home.


Built for the table you actually have


Most published adventures assume four to six players and a Game Master with a free weekend. This one is built for two or three friends and a single evening. Every fight is tuned for a small party, every clue has three separate ways in, and every scene has a written fallback for the moment your players do something nobody planned for.


The maps are a suggestion, not a requirement — the book says so out loud. Run it on a grid, on a whiteboard, or entirely in the theatre of the mind.


What You Need


The core fifth edition rules and two or three friends. Everything else — characters, monsters, maps, handouts, the whole night — is in this book.


Perfect For

• Game Masters who want a complete session without a week of prep

• Small tables — two or three players, no empty chairs to fill

• Anyone who has ever wanted to run a pirate blockbuster at the table

• A one-night break from a long campaign, or a first voyage for brand-new players


She stole a dead god's compass. What sleeps inside it is waking.


Open the book, read the first block out loud, and give chase.


Part of the Ready Adventure Series — adventures designed for zero prep, maximum fun.

You will get the following files:
  • EPUB (3MB)
  • PDF (44MB)
  • ZIP (35MB)
  • ZIP (72MB)