Sharkicane is a Shark Week D&D adventure built for the table that wants a hurricane of sharks at sea level and serious character work at altitude. A wizard tried to bind a hurricane into the body of a great white shark. The ritual worked. Then the shark bit through his arm at the elbow, took his wand, and swam back out to sea before the binding could be sealed. The wand is still in its jaws. The hurricane is still bound. Every shark within fifty miles is being pulled into a rising funnel cloud, and the funnel is heading directly for the fishing town of Amity Cove. Your players have less than an hour to do something about it. It is a 5E Compatible one-shot for 2-3 players at levels 2-3, designed to run cleanly in 2-3 hours at the table.
A Wizard, a Hunter, and a Shark the Size of a Galleon
The adventure opens on the coast road approaching the fishing town of Amity Cove. The sky changes. A great white shark falls from a cloud column and explodes against a pine tree at the side of the road, spraying gore and shattering branches. Three more land in front of the party — stranded, flopping, snapping. The first combat is not against flying enemies. It is against three real sharks on solid ground, lunging from where they lie at anyone who comes within fifteen feet. Then Maldrek the Saturated bursts out of the underbrush with a bloody stump where his right arm should be, a story to tell, and absolutely no intention of letting the party walk away from him.
The story he tells is the entire situation in sixty seconds. The party will need to run with him. Halfway to the lighthouse, a great white the length of a wagon crashes through the trees ahead of them and blocks the road. They duck behind a roadside rock while it thrashes itself unconscious. Maldrek delivers his exposition in that hollow, breathless. The party makes the final sprint to the lighthouse with sharks falling around them.
Inside the lighthouse, the players meet Captain Vessa — a forty-year megalodon hunter, late sixties, lean and scarred, one wooden leg below the right knee. She watches the storm through her spyglass and does not panic. She tells the party that her father’s old whaling boat is in the boathouse below the lighthouse. She needs twenty minutes to make it seaworthy. The party will need to defend the lighthouse while she works. They will need to ride that boat into the funnel cloud when she calls. They will need to do most of the fighting from this point on. She has done her share already.
Built for 2-3 Players, Built to Run in One Afternoon
Sharkicane is part of the Anvil N Ink Publishing Ready Adventure Series — a line of zero-prep, drop-in one-shots designed for the table size most modules ignore. Two players. Three players. Levels 2-3. The adventure has no padding, no half-hour exposition dump in a tavern, no encounter table the party will never roll on. Four acts. Every act has combat. No act runs longer than 50 minutes at the table. The whole thing fits in one afternoon with breaks for snacks and arguments.
The adventure ships with four pre-generated characters at level 3, ready to grab and play with no preparation. A human fighter with a sailor background — Cael Brackwater, dishonorably discharged from a navy he does not talk about. A half-elf storm sorcerer — Davos Saltline, who feels the Sharkicane’s storm-magic as kin to his own. A hill dwarf tempest cleric — Yrsa Anvilrest, who considers the binding ritual a desecration of her god’s domain. A wood elf ranger trained in coastal hunting — Naenya Coldspray, whose arc mirrors Vessa’s and lands in Act Three for any player willing to lean in. Each pre-gen comes with personality, voice, mechanical features, equipment, and a built-in moment in the story.
What Mounted Aerial Combat Looks Like in D&D 5e
The boss fight happens in the eye of a magical hurricane two hundred feet across, with the Sharkicane hovering at the center on a column of wind. The players are not on a boat. The Greta May is gone by then. They are on flying sharks, riding the storm-magic up through the cyclone wall on the back of whichever shark Maldrek’s discharged spell briefly slowed enough to grab. Mounted aerial combat is hand-waved on purpose: one Animal Handling or Athletics check to tame, no further checks required, mount obeys. The sharks fly because the storm is full of magic and the wizard’s spell said so. The adventure does not ask the GM to overthink it.
The Sharkicane boss has multi-phase mechanics with legendary actions and a lair effect that contains the fight to the eye. Phase One is the hunt — the boss tests the players, breathes lightning, refuses to use legendary actions yet. Phase Two is the storm rising — the breath weapon scales up, Updraft becomes a recharge action as well as a legendary action, the storm wall thickens. Phase Three is scripted: when the boss drops to 25 HP, Vessa emerges from inside the shark’s throat with her father’s harpoon and the wand. She breaks the wand. The bound storm-magic discharges. The Sharkicane detonates. Players hit the water. Maldrek picks them up in the wrecked Greta May, one-armed, weeping, holding the wheel with his teeth.
The book treats the Phase Three moment as Vessa’s moment, not the players’. The boss has a 25 HP floor — it cannot be killed before her scene. The wand cannot be used to win the fight by anyone who is not Vessa. The structure protects the climax from edge cases. A “What If” appendix explains how to handle a player who explicitly chooses to break the wand themselves, kill the boss early, or otherwise rob Vessa of her ending. The cost is real but the option is there.
Pulp Action With a Serious Character Arc
The adventure runs at three tonal registers simultaneously: pulp action, body-horror disaster, and earnest tribute. Maldrek is the foreground comedy — soaked, weeping, one-armed, panicking articulately, accepting healing and ignoring players who do not offer it. The sharks are the foreground threat — stranded on land, lunging from where they lie, real, dangerous, impossible to walk past. Vessa is the center of gravity. She is a serious character in a stupid adventure, and her arc is what gives the climax its weight. The book is structured to let DMs play the foolishness loud while keeping her gravity intact. Players who lean in get strong moments. Players who do not still get a great fight on the back of a flying shark.
The closing image is intentional and unresolved. Vessa’s father’s harpoon drifts past the wrecked Greta May on a piece of the Sharkicane’s own jawbone, slick with blood and seawater. There is no body. Her fate is left for the GM to decide, or not to. The book closes on Maldrek handing the harpoon to whichever player looks most likely to carry it, without saying anything. The plaque on the statue raised at the bay reads simply: For Vessa. Forty Years of Sharks. She Found One Big Enough.
What’s Inside
Sharkicane includes everything needed to run the adventure at the table tonight:
- Four-act adventure with full text and read-aloud passages
- 6 battle maps covering every major encounter — coast road, lighthouse ground floor, lighthouse boathouse, Greta May deck, and the eye of the Sharkicane itself
- 7 stat blocks: Reef Shark, Bull Shark, Skyfish, Flying Shark Mount, the multi-phase Sharkicane boss, plus full stat blocks for Maldrek the Saturated and Captain Vessa
- 4 pre-generated player characters at level 3 with full personality and roleplay notes
- Wild Wand, Stomach Salvage, and Sharkfall random tables
- Scaling notes for parties of 2 or 4 players
- 5 opening hooks to drop any party concept into the action
- 7 closing hooks for continuing the story after the storm dies
- 10-entry “What If” contingency guide for off-script player decisions
Perfect For
Sharkicane is built for the DM running a Shark Week or summer-themed one-shot, the small group that wants a complete adventure in one afternoon, and the table that enjoys pulp disaster energy alongside serious character moments. It works as a drop-in episode in any coastal campaign — Saltmarsh, the Sword Coast, Eberron’s Lhazaar Principalities, your own homebrew — without setting-specific lore that needs unpacking. It is designed to be played, not studied.
Part of the Ready Adventure Series
The Ready Adventure Series is Anvil N Ink Publishing’s line of small-group one-shots for the calendar year. Other entries include Love’s Labyrinth (a Valentine’s Day comedy romance), The Last Tower (a Father’s Day adventure for 2-3 players and one Dad), The Mouth of the Dying God (cosmic horror inside a dead god drifting through the Astral Sea), and Bill by the Hour (courtroom comedy where the players have just become the owners of a law firm). Each adventure stands alone. Each runs in one afternoon. Each is designed for the table size most modules forget.
Get Sharkicane in Time for Shark Week
Drop Sharkicane into your next session, run it loud, and let your players ride a flying shark in the eye of the storm. As a Shark Week D&D adventure, it is built for short sessions and big moments — a pulp one-shot with a serious character arc at the center.
Sharkicane is a Shark Week D&D adventure that runs in one afternoon and ends in a fight your table will remember.
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