The quiet fishing village of Oyster Cove seems an unlikely base for a storm deity cult with bad intentions, but there is more going on in this isolated corner of the world than meets the eye. Your party arrives just as a plot by the cultists to destroy the peaceful obscurity in which these fisherfolk have always lived comes to a head. Run this module as a stand-alone, or as a sequel to Places by the Way #2, A Treasure on the Rocks.

Secrets of Oyster Cove is a location-adventure module compatible with Dungeons & Dragons 5th Edition rules. It includes guidelines for scaling encounters depending on your party's average level, so you can run it with parties of almost any level. It doesn't specify a campaign setting, so you can integrate into your own world by sanding the edges a bit, or you can run it as a stand-alone. 87 pages in 5"x7" format, which gives it a more durable spine and easier portability; includes maps, stat blocks for key NPCs, and new items.

Secrets of Oyster Cove is the third in a series of short modules called Places by the Way, created by veteran RPG writer and developer Douglas Sun and published by Ramen Sandwich Press under the OGL. Think of them as glittering mosaic tiles that you can drop into a campaign to provide your player characters with diverting side quests and memorable interludes while they follow the overall story arc. After all, a great campaign world is one in which memorable experiences can be had even in places found by the way.