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Nerdarchy > Dungeons & Dragons  > Adventure Hooks  > Voyage of the Tideborn: A Moana-Inspired D&D Adventure

Voyage of the Tideborn: A Moana-Inspired D&D Adventure

🐾 What Lies Beyond the Enclosure? Building Outside-The-Zoo Adventures
⚔ Brutal Justice: Moral Grayness in Under the Dome

The tide continues of D&D content inspired by those kids movies the mouse makes. Maybe you watch them with your kids, or nieces and nephews. Maybe you are like me and you embrace your kidTwo headed dragon turtle

at heart and truly enjoy them. Or maybe you don’t care for them at all and just want the D&D stuff. Whichever it is, I have a bunch of these to share. Last week we explored Mulan with the rise of an Undead Warlord. Check out the post here.

Storm-tossed heroes. A stolen heart. And an ocean begging to be healed.

In a world where the sea remembers everything, even the smallest ripple can become a wave.

Inspired by Disney’s Moana, this D&D adventure trades the classic dungeon crawl for oceanic exploration, elemental imbalance, and the personal journey of a hero chosen by the sea. With ancient island spirits, corrupted guardians, and a missing relic that holds the balance of nature, this story brings magic, mystery, and mana-rich island folklore to your campaign.


🌊 The Premise

Long ago, the Tideborn Islands lived in balance—each isle watched over by a slumbering elemental known as an Atamani, or Guardian. The sea gave, the land nourished, and the spirits whispered their songs to druids and shamans alike.

But now, the tides have turned. Storms rage without warning. The reefs bleach and crumble. Crops wither under strange salt-winds. And worst of all…

The Heart of Atamani—the oceanic crystal that binds the guardians to peace—has been stolen.

With the ocean growing volatile and the guardians beginning to stir in rage, the sea itself chooses a new champion: Manae, a young, headstrong wayfinder from a once-proud island lineage.

But she can’t do this alone.


🛶 Adventure Style

Tier: Best for levels 5–10
Tone: Mythic exploration, spiritual adventure, environmental fantasy
Core Themes: Nature imbalance, identity and destiny, restoration vs destruction
Inspiration Tags: Polynesian folklore, elemental deities, ancient sea curses


🧭 Act I: The Sea Remembers

The PCs are stranded on Manae’s island after their ship is dashed against a reef by a supernatural storm. They quickly realize:

  • The island’s waters refuse to fish. Boats sink mysteriously. Birds no longer fly over the sea.

  • An ancient carving speaks of the Heart of Atamani, a glowing shard that once held the ocean’s voice.

  • Manae has visions from the Ocean Spirit, beckoning her to set sail, return the Heart, and awaken the guardians.

The PCs repair a vessel—a living outrigger gifted by the sea, which subtly shifts to assist them—and depart on a quest across scattered isles.


🗺️ Act II: Islands of Trial

A water weird as seen in the fifth edition Dungeons & Dragons Monster Manual. Might in fact be a weird result on table or chart while random dungeon building. Or is it the perfect monster for the ancient desert temple of the evil Elemental Water cult?! [Image courtesy Wizards of the Coast]

Each island presents a piece of the mystery and a guardian weakened or enraged by the missing Heart.

Island Challenges:

  1. Moluka, Isle of Smoke – A fire guardian’s volcano is waking violently. Lava flows with faces in it. The villagers blame “sea demons” and beg for help.

    • Mini-boss: Lava mephits and a fire elemental mutated by despair

    • Reward: A memory shard from the guardian, showing a vision of the thief

  2. Roa-Kiri, Isle of the Forgotten – An island swallowed by the tides, now only accessible via diving bell or magic. An Atamani sleeps below—but its dreams are corrupt.

    • Challenge: Solve a puzzle under pressure as the flooded temple collapses

    • Danger: Ghosts of drowned sailors, drawn to the Heart’s power

  3. Atani-Moana, the Spirit Reef – A sacred, bioluminescent reef that is dying. Here the party meets a trickster demigod (à la Maui), imprisoned in coral for stealing the Heart to prove his power.

    • He claims he gave the Heart to someone else… a shadowy priestess who promised to “awaken the world.”


🧿 Act III: The Heart and the Hollow

The party finally reaches the Isle of Ve’ula, a place lost from maps. Here they find the final Guardian—Te’aroa, a colossal sea spirit—now corrupted and bound in a crater.

The true thief? Mother Raka, an elemental druid-turned-extinction cultist who believes nature must be reset through devastation. She draws the Heart’s power into a massive sea storm elemental.

The PCs must decide:

  • Destroy the Heart to break the storm permanently (but lose the Guardians)

  • Cleanse the Heart through a sacred ritual (skill challenge or combat)

  • Let Manae merge with it, becoming the next Guardian of Balance


🧰 Loot & Magic Ideas

A water elemental, as seen in the fifth edition Dungeons & Dragons Monster Manual. [Image courtesy Wizards of the Coast]

  • Tidebound Compass – Points to what the sea wants you to find

  • Oar of the Moana-Kai – +1 greatclub that can also cast Control Water once per day

  • Pearl of the Deep Voice – Grants Speak with Beasts and Water Breathing

  • Heart of Atamani (Artifact) – Grants Elemental Weapon, Calm Emotions, or Tsunami based on mood


🐚 Optional NPCs

  • Manae (Tabaxi or Sea-Elf) – Brave, uncertain, and reckless—but chosen by the ocean itself

  • Mo’o the Coral Trickster – A demi-spirit locked in a shell, wise-cracking but occasionally helpful

  • Aunty Tava – Blind sea-priestess who communes with tide spirits and smells storms


🌊 Final Thoughts: Heroes Born of the Wave

Voyage of the Tideborn is more than an adventure—it’s a spiritual odyssey. With no dragons or warlords in sight, the players face a world crying out for balance, and it’s not won with swords alone. It’s earned by empathy, courage, and sacrifice.

So if your table is ready to sail the whispering waves, face storm spirits, and decide the fate of a world torn by elemental grief—let the tides rise.

Because the ocean has chosen its heroes. Be our guest and return next week when I look at Beauty and the Beast.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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