Abstract
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X -spots marks: Teas the players with a treasure indicator on an island, and run against other maritime robbers.
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Merphulic: Lure the staff with a siren song, from which they go to a Merpholic island.
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Skeletal staff: Discover the destruction of the ship for the treasury, and fight with the Index skeleton.
Pacific, maritime robbers can prove to be a fun challenge for the basement master and players equally for the master and players. There are a lot of tools under the control of the DM when it comes to traveling in the seven oceans, between the burial of the treasury, the battles of the ships, and the hunting of all kinds of aquatic creatures.

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But, what are some of the best ways to bow down to your players and include them in their maritime bandit campaigns? Whether you are DM for the first time or the game experienced, you can use these adventure hooks to invest your table in any level of Perfect Perfect Best Social Blocking Campaign.
10
X -spots marks
Start digging
Let’s start with a classic treasure hunting adventure. For this hook, suppose the party already has a ship so that they can call their own, and a crew to help run their pot. From there, they teased them with rumors of wide treasures buried on an island in a wide sea with a handful of cluses about the island’s description.
From there, you can indicate that other pirate staff is also running towards the island, that is, the players have to understand the location of the island on the basis of the offspring. Even they may have to fight other pirate staff to claim what they have.
9
Marpholic
Can you resist?
During a trip, the entire party vessel crew is lured by the siren song in the open sea. Make players and staff equally saving locks for players and staff to resist these sirens call. Whatever fails, Merphulk has taken back to his native island.
The party and the rest of the staff will have to return to their hometown on the trail of Merpholic, either banning the withdrawal of their occupied allies or defeating them all in the fight. Just be careful not to deceive your allies instead of creatures by their songs.
8
Skeletal staff
The deck to sweep
The skeleton is a classic basement and dragon monster that can also be used for marine bandits for adventures or marine custody lines. For this adventure, seek the destruction of a nearby ship to the party, which is said to be joining the treasury. For additional entertainment, you can also convert the search for this wide ship into a small basement crawl.

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From there, when the players investigate the destruction of the ship, they may begin to see that the remains of the staff left behind are moving. As soon as any player takes a treasure, spring to skeletal life and attack, it means that if the party wants to see the light of the day, the party will have to fight the indeddestory drawers.
7
Revolt
What’s up with you
Include the party as part of a ruthless pirate captain’s staff, and take them to seven oceans on various adventures. Once the staff joined, the party will soon realize that his captain has stolen the treasure from all his colleagues, and once he was used, he remains unconscious.
To regain their rights, the party will have to make a rebellion, and the staff will be substantially convinced to join them in search of pirate captains for pirates to join them. This is a good test of both combat capabilities and rollplay skills for adventure experts.
6
Stewaways
SHHH …
This next adventure is great for hook parties that are among the Grandar Campaign ARS. Suppose the party has to move from one place to another, which is separate from a wide sea. However, the party has been robbed, and the passage is a bit short on the coin.
They will have to leave the party on the ship where they need to go where they need to go. This is a good adventure for bullying or other secret characters. Finding food, water, and more resources on the ship without finding it will be a huge challenge and the players will need a lot of thought.
5
Seaway Island
There is no place like a house
If the party is a pirate crew with a great ship and a large amount of grace, then they should be invited to a mysterious marine population island. This adventure can act as a small arc between the Grandar Story Lines, where players can shopping, can meet the staff of the sea, and much more.

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However, when the party is enjoying the happiness of a maritime dacoity island, the island has been attacked by local citizens who are fed up all the time. The party will have to end the attack and will help defend the island if they want to continue their journey to the oceans.
4
Champions’ tournament
Who is the most terrifying sea bandit of all?
The captain of a sky seafront has decided to host a tournament to make a decision, who is the most social blowing sea bandit there. The tournament will include three challenges: surely fighting the sword, the race, and drinking. Inform the party that any of them can participate in the number, and eventually claim a great prize.
For this adventure, to everyone who wants to play, and then run through these three gonutlets, chase mechanics for the race, the ordinary combat mechanics to fight the sword, and the savings of the constitution. Although a lightweight adventure, this struggle is certainly a matter of recreational disturbance for any level party.
3
Raids and looted
Make your loot
The town of a greedy, wealthy island is known far and wide for the lust of money and material wealth. The Amra on the island has more wealth than they could dream of, while the servants on the island work hard in temporary homes, which were barely strong to fight the rain.
For this adventure. Work like a Robin Hood Staff staff to the party, and loot the wealthy Amra for all your price and re -divide your wealth to the farmers of the island. This will allow the party to survive the entire imaginary concepts that are powered by pirates, while still maintaining their alignment.
2
All over the world
The race to end.
Although the party has become a pirate staff, another rival staff has recently come to power and challenges the party to compete. The first crew who traveled his ship around the world and returned again. This is a long -running campaign adventure, but they can be beneficial for the players who are on the job.

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You do not have to play every day of the journey, but, for this quest, you can roll different players on a random collision table to determine things like weather, wind direction, creatures and more. In addition, you can roll over the table to present the players, which is also offering other staff, turning this struggle into a high -ranking race.
1
Great ship robbery
Eleven of the sea, literally
After successfully receiving a wide treasure, the party wakes up one morning to find out if they have been stolen. Another staff has stolen his loot. To return it, the party will have to arrange a robbery, in which they enter the other crew under the cover of the night, and should withdraw their talk.
Use this adventure for a timid and deceitful hero party to allow them to soften their creativity and cleverness. In addition, running a robbery along with the dacoity adventure is to prove to be a memorable confrontation for your table.

Basement and dragon
- The original release date
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1974
- Designer
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E gerry gigaks, dave arnson
- Player counting
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2+