If you as a DM turn away from this adventure - you are missing out SOOOOO much. As most folks know, I tend to not run prewritten adventures or campaigns, thinking they often hinder story and open narration - however, there are often those that stop me in my tracks and forcefeed me my words with a forklift. Call from the Deep is one of those such campaigns, cause sweet ilithids it has it all.
Pirates? Check. Eldtrich horror? Check. Swashbuckling adventure? Check. The wrath of the elements? Check. Need I go on? What JVC Parry has created with Call from the Deep is an evocative, terrifying, and kickass campaign that will suck anyone in with its glorious gleaming tentacles. From the start of the campaign with a high-stakes sahuagin attack at sea, to the beginnings of intrigue-ridden roleplay that gradually grows as you adventure through the Pirate Islands - also a shoutout for the awesome Davy Jones and Spelljammer Easter eggs in there - to the tumultous final confrontation, you NEED to play this one.
Overall, Call from the Deep emulates so much of what I love about D&D: genre-smashing, high stakes adventure, flowing plots with plenty of room for improvisation, and a ton of passion behind the ship's wheel.
Comics, Clerics, & Controllers d20 Roll: Nat 20