HeroThe Island of Captain Corvus
A nameless island, a tide that refuses to turn, a drowned man

Show stat block
Incorporeal Movement. Corvus can move through solid objects and creatures as if they were difficult terrain; he takes 5 (1d10) radiant damage if he ends his turn inside an object.
Eternal Drowning. A creature that takes damage from Corvus must make a DC 14 Constitution saving throw or begin suffocating until the end of its next turn.
Ghostly Hand. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8+3) necrotic damage, and the target suffers a -2 penalty to Strength checks until it takes a long rest.
Tidal Wave (Recharge 5-6). Every creature within 15 ft. of him must make a DC 14 Constitution saving throw; on a failure, it takes 27 (6d8) cold damage and falls prone; on a success, it takes half as much damage.
The Story
The storm spits your ship against black rocks and everything becomes water, splintered timber, and screaming. When you come to, an island lies before you that appears on no chart, and the water is drawing back—and keeps drawing back. The tide does not turn here. At the waterline a ragged fisherman leans on a broken oar: the last survivor of a ship that wrecked here years ago.
He knows what you don't yet understand. The island is cursed: as long as the tide stays out, the seabed opens paths to places that normally lie underwater—and along those paths, something climbs up. The previous crew waited for the water to return. It never did; they drowned on dry land, one by one, in their own terror.
Across five scenes you explore the exposed reef: a sunken chapel, a ship's graveyard, a cave heaped with the offerings of earlier stranded souls. You piece together what keeps the curse running, and discover that the fisherman is more than a victim—he once struck a pact to survive, and that pact now demands new souls: yours.
The climax is a race against the returning tide that you yourselves must set in motion. At the heart of the island waits Captain Corvus, the Drowned, who bears the curse: seawater runs endlessly from his mouth and eyes, and wherever he walks the tide sinks lower still. Defeat Corvus or break his pact, and the sea comes thundering back. Hesitate too long, and the island seals itself and you become the next names carved into the driftwood gravestones.
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Frequently asked questions
What language is this adventure in?
This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
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A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.
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