1 2 3 Punishments Breaking the rules can have many different consequences, some merely slaps on the wrist, others extremely brutal or even deadly. There are several common punishments, which can be utilized at sea. Extra Work. Perhaps the most utilized punishment is extra work, usually messy or otherwise unpleasant jobs. Fines. The quartermaster may demand that the pirate pays a sum to the common fund. Flogging. The punished crew member is lashed with a whip a number of times or hit with a stick or some other blunt instrument. Dunking. The pirate is tied to a piece of wood and repeatedly dropped into the ocean and pulled up. Clapping in Irons. The pirate is put in chains and kept in the hold either until the ship is at port and they are thrown out of the ship, or for a specific period of time. Often accompanied with poor provisions. Tying to a Mast. The perpetrator is tied up, often flogged and then left to sit tied up. The other crew members will often add their own abuse to the punishment if they agree with it. Sweating. Also called deck dancing, this is a punishment enacted by the other crew members. Other crew members cut and prod the crew member with swords and other sharp objects while the punished perpetrators legs, neck or hands are tied to a mast or other object. Sometimes music is played. Mutilation. The crew member’s ear, nose or finger is either slit or cut off. Marooning. The crew member is abandoned to a remote island, usually with some supplies or a pistol with one bullet. Throwing Overboard. The punished pirate is either thrown into the sea or forced to walk a plank blindfolded. Sometimes a cannonball or something else heavy is tied to the perpetrator. Hanging. The pirate is tied to a rope and hung until dead, either from the hands, legs or from the neck. Since this is a common punishment for pirates by outsiders, some crews are reluctant to hang even the vilest rulebreakers among them. Keelhauling. Perhaps the most brutal method of execution is keelhauling. The penalized crew member is tied to a rope which goes under the ship, either from side to side or from the bow to stem. They are then thrown into the water and pulled to the other side. Their flesh is lacerated by the barnacles and other sea growth growing on the hull and they may drown or get massive head injuries on the way. This is typically repeated until the condemned crew member is dead. 44 Medium humanoid (any race), any alignment Armor Class 14 (leather) Hit Points 22 (4d8 + 4) Speed 30 ft. STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 14 (+2) CHA 11 (+0) Aimed Shot. If the pirate doesn’t move on its turn, it can make a ranged musket attack with advantage. Armor Class 13 (leather) Hit Points 22 (4d8 + 4) Speed 30 ft. STR 12 (+1) CON 12 (+1) Senses passive Perception 12 Languages any one language (usually Common) Challenge 1 (200 XP) Medium humanoid (any race), any alignment DEX 17 (+3) Sea Legs. The pirate has advantage on ability checks and saving throws to resist being knocked prone. INT 10 (+0) WIS 12 (+1) CHA 10 (+0) Senses passive Perception 11 Languages any one language (usually Common) Challenge 1/2 (100 XP) Actions Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Sea Legs. The pirate has advantage on ability checks and saving throws to resist being knocked prone. Actions Medium humanoid (any race), any alignment Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Armor Class 15 Hit Points 33 (6d8 + 6) Speed 30 ft. STR 12 (+1) More Pirates! The base game and its supplements contain many useful nonplayer characters for pirate themed campaigns or adventures. The following nonplayer characters from the base game can be useful. Bandits can be used as pirates but for higher level adventures, they can be as cannon fodder to give a feel of massed ship-to-ship combat. Thugs can be used similarly. Bandit captains can be used as pirate captains for small or low-level ships or as officers or ship’s mates. Veterans can also be used for more experienced crew members. Priests, cult fanatics, acolytes and druids can be used as ship’s chaplains or magical chirurgeons. For the rum-crazed pirates, use berserkers or gladiators. For a sneakier boarding party pirate, use spies or even assassins. Since pirates are often a very diverse bunch, hobgoblins, gnolls, lizardfolk, orcs and all other sorts of monstrous races are certainly not out of place. Consider making a lizardfolk pirate captain, for example. Finally, ravens can be reskinned as parrots, if you need one on your shoulder. DEX 18 (+4) CON 13 (+1) INT 14 (+2) WIS 16 (+3) CHA 11 (+0) Senses passive Perception 12 Languages any one language (usually Common) Challenge 2 (450 XP) Sea Legs. The pirate has advantage on ability checks and saving throws to resist being knocked prone. Sniper's Eye (3/Day). As a bonus action, the pirate can add 1d10 to its next attack or damage roll with a musket. Actions Musket. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 10 (1d12 + 4) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Firearms The firearms in this booklet are the same as the ones found in the base game, with the following adjustments. The prices of the pistol and the musket are halved to 125 gp and 250 gp, respectively. The pistol gains the light tag. 5 Medium humanoid (human), neutral Armor Class 14 (leather) Hit Points 93 (17d8 + 17) Speed 30 ft. STR 9 (-1) DEX 16 (+3) CON 13 (+1) INT 18 (+4) WIS 17 (+3) CHA 15 (+2) Skills Deception +5, Insight +5, Persuasion +5 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 13 Languages Common Challenge 5 (1,800 XP) Aura of Guidance. Any ally within 30 feet of Viona adds 1d4 to any attack rolls or saving throws it makes. Sea Legs. Viona has advantage on ability checks and saving throws to resist being knocked prone. Special Equipment. Viona wears a Periapt of Proof against Poison (accounted for in her statistics). Actions Multiattack. Viona makes a ranged attack with her pistol and two attacks with her scimitar. Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Legendary Actions Viona can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Viona regains spent legendary actions at the start of its turn. Coordinated Attack. Viona gives an order to an allied creature within 30 feet of her that can hear her. The creature makes a melee attack against a target within reach. Slash. Viona makes a scimitar attack. Tactical Shift. Viona gives an order to an allied creature within 30 feet of her that can hear her. That creature moves half its speed as if it were its turn. Sea Devil Special Loot Viona Zarr and Jarram Goldskull carry the following magic items. Viona’s Periapt of Proof against Poison Wondrous item, rare This delicate silver chain has a brilliant cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. Viona also carries a spyglass. Jarram’s Golden Scimitar Uncommon scimitar +1 (requires attunement) You have a +1 bonus to attack and damage rolls made with this scimitar adorned with a golden skull pommel. You are also immune to being petrified. 66 Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment Armor Class 13 (leather) Hit Points 22 (4d8 + 4) Speed 30 ft. Armor Class 14 (studded leather) Hit Points 45 (7d8 + 14) Speed 30 ft. STR 14 (+2) DEX 15 (+2) CON 12 (+1) INT 13 (+1) WIS 11 (+0) CHA 10 (+0) STR 14 (+2) DEX 15 (+2) CON 14 (+2) INT 13 (+1) WIS 12 (+1) CHA 15 (+2) Skills Deception +2 Senses passive Perception 12 Languages Common Challenge 1/2 (100 XP) Skills Deception +4, Perception +3 Senses passive Perception 12 Languages Common Challenge 2 (450 XP) Cunning Action. The filibuster can take the Dash, Disengage or Cunning Action. The skipper can take the Dash, Disengage or Hide Hide action as a bonus action on each of its turns. action as a bonus action on each of its turns. Sea Legs. The filibuster has advantage on ability checks and saving Sea Legs. The skipper has advantage on ability checks and saving throws to resist being knocked prone. throws to resist being knocked prone. Actions Actions Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The skipper makes three attacks, two with its scimitar target. Hit: 6 (1d8 + 2) piercing damage. and one with its light hammer. Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Small humanoid (goblinoid), neutral Hit: 5 (1d6 + 2) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, Armor Class 12 Hit Points 7 (2d6) Speed 40 ft., climb 30 ft. STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 11 (+0) WIS 10 (+0) CHA 8 (-1) Skills Acrobatics +6, Athletics +2, Sleight of Hand +6, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1/4 (50 XP) Nimble Escape. The giblon can take the Dash, Disengage or Hide the skipper can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the skipper. A creature can benefit from only one Leadership die at a time. This effect ends if the skipper is incapacitated. Reactions Parry. The skipper adds 2 to its AC against one melee attack that would hit it. To do so, the skipper must see the attacker and be wielding a melee weapon. action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 77 Medium humanoid (human), chaotic neutral Medium humanoid (any race), any alignment Armor Class 15 (studded leather) Hit Points 49 (11d8) Speed 30 ft. Armor Class 14 (studded leather) Hit Points 22 (4d8 + 4) Speed 30 ft. STR 14 (+2) DEX 17 (+3) CON 11 (+0) INT 18 (+4) WIS 17 (+3) CHA 18 (+4) Skills Deception +6, Perception +7, Persuasion +8 Condition Immunities petrified Senses passive Perception 17 Languages Common Challenge 3 (700 XP) STR 14 (+2) DEX 15 (+2) CON 12 (+1) INT 13 (+1) WIS 11 (+0) CHA 10 (+0) Skills Deception +2 Senses passive Perception 10 Languages Common Challenge 1/2 (100 XP) Sea Legs. The assaulter has advantage on ability checks and saving Cunning Action. Jarram can take the Dash, Disengage or Hide action as a bonus action on each of its turns. throws to resist being knocked prone. Cunning Action. The assaulter can take the Dash, Disengage or Dirty Tactics. If Jarram hits a creature with an opportunity attack, Hide action as a bonus action on each of its turns. the creature must make a DC 12 Strength saving throw or be knocked prone. Actions One Step Ahead. Jarram can’t be surprised while he is conscious. Grapnel. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. He also gains a +5 bonus to initiative. Hit: 6 (1d8 + 2) piercing damage, and the target is grappled (escape DC 12). Sea Legs. Jarram has advantage on ability checks and saving throws to resist being knocked prone. Special Equipment. Jarram wields a Golden scimitar (accounted for Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. in his statistics). Actions Multiattack. Jarram makes three melee attacks or one ranged attack with his pistol and one melee attack. +1 Golden Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage. 88 Sea Devil Code I. Every member has a vote in our affairs and has equal rights to the provisions. II. Every ship that participates in an engagement gets a number of shares equal to the number of crew members on board. These shares are divided as the ship’s code dictates. III. Lights are put out two hours after sundown. Those who wish to drink or carouse do so on the open deck. IV. Those who gamble or duel will be flogged. V. Every crew member will keep their pistols and other weapons clean and fit for service. VI. Those who desert the ship or their quarters in battle will be marooned. VII. If an outsider is smuggled on board, the crew member responsible is marooned and a guard is assigned to the civilian, who will be thrown out in the next available port. VIII. A member that loses a limb or an eye gets 700 gold coins out of the public stock, and for lesser hurts, proportionately determined by the captain and the quartermaster. IX. The member who sees a sail first gets first pick of the loot aboard her. Large monstrosity (minotaur), chaotic evil Armor Class 15 (breastplate) Hit Points 133 (14d10 + 56) Speed 30 ft., swim 30 ft. STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 12 (+1) WIS 16 (+3) CHA 15 (+2) Skills Perception +6 Damage Immunities fire Senses passive Perception 17 Languages Abyssal, Common Challenge 6 (1,100 XP) Charge. If Ranbur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone. Hold Breath. Ranbur can hold his breath for 15 minutes. Perfect Sense of Direction. Ranbur can perfectly recall any path it has traveled and always knows which way is north. Reckless. At the start of its turn, Ranbur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Sea Legs. Ranbur has advantage on ability checks and saving throws to resist being knocked prone. Special Equipment. Ranbur wears an Amulet of the Sea Lion (accounted for in its statistics). Actions Blazing Chain. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) fire damage. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Bellow (1/Day). Ranbur lets out a bellowing roar. Each creature of Ranbur’s choice within 30 feet of Ranbur that can hear him must succeed on a DC 13 Wisdom saving throw or be frightened until the end of Ranbur’s next turn. Legendary Actions Ranbur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ranbur regains spent legendary actions at the start of its turn. Burning Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (2d4) fire damage. Incite Rage. Ranbur shouts to an allied creature within 60 feet of him that can hear him. Once until the start of Ranbur’s next turn, the creature can roll a d6 and add the number rolled to one attack roll it makes. Knock Over. Melee Weapon Attack: +7 to hit, reach 5 f., one target. Hit: the target must succeed in a DC 15 Strength saving throw or be knocked prone. 9 Medium humanoid (any race), any alignment Large giant, chaotic evil Armor Class 12 (leather) Hit Points 30 (4d8 + 12) Speed 30 ft. Armor Class 15 (half plate) Hit Points 85 (9d10 + 36) Speed 40 ft. STR 14 (+2) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 10 (+0) CHA 9 (-1) STR 20 (+5) DEX 10 (+0) CON 18 (+4) INT 8 (-2) WIS 10 (+0) CHA 5 (-3) Senses passive Perception 10 Languages Common Challenge 1/2 (100 XP) Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 4 (1,100 XP) Sea Legs. The buccaneer has advantage on ability checks and Sea Legs. Yuegark has advantage on ability checks and saving saving throws to resist being knocked prone. throws to resist being knocked prone. Actions Actions Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Cannon Smash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 6 (1d8 + 2) piercing damage. target. Hit: 15 (3d6 + 5) bludgeoning damage. Hurl Firebomb (1/Day). Ranged Weapon Attack: +3 to hit, reach Cannon Blast (Recharge 4–6). Ranged Weapon Attack: +2 to hit, 30/60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. range 200/600 ft., one target. Hit: 33 (6d10) bludgeoning damage. Brazen Bull Code I. No prey, no pay. II. The captain gets two shares, every other officer one-and-ahalf. Other members of the crew get one share. III. No common fund shall be held. IV. If a member wrongs another, they may settle their affairs with a duel. Dueling may only be conducted until first blood is drawn. The quartermaster will supervise all duels. V. If a crew member tries to hide a piece of loot, they will be tied to the mast from dusk till dawn. Others may deal with the member as they see fit. VI. When at port, no member shall reveal the plans of the Bulls, admit to being a member or reveal the identity of another member. Anyone who does so will be killed on the spot. Large giant, chaotic evil Armor Class 10 (padded armor) Hit Points 68 (8d10 + 24) Speed 40 ft. STR 19 (+4) DEX 9 (-1) CON 16 (+3) INT 6 (-3) WIS 8 (-1) CHA 7 (-2) Senses darkvision 60 ft., passive Perception 9 Languages Common, Giant Challenge 3 (1,100 XP) Sea Legs. The ogre has advantage on ability checks and saving throws to resist being knocked prone. Actions Anchor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bashing damage. Brazen Bull Special Loot Ranbur and Yuegark carry the following magic items. Yuegark has a Bag of Holding filled with useless items. Ranbur’s Amulet of the Sea Lion Wondrous item, uncommon (requires attunement) While wearing this amulet, you can hold your breath for 15 minutes and gain a swim speed of 30 feet. 10 Medium humanoid (human), chaotic neutral Armor Class 13 (16 with mage armor) Hit Points 93 (17d8 + 17) Speed 30 ft. STR 12 (+1) DEX 17 (+3) CON 12 (+1) INT 20 (+5) WIS 15 (+2) CHA 18 (+4) Saving Throws Int +8, Wis +5 Skills Arcana +11, History +8, Insight +5, Perception +5, Sleight of Hand +6 Senses passive Perception 15 Languages Aquan, Common Challenge 7 (1,800 XP) Sea Legs. Harek has advantage on ability checks and saving throws to resist being knocked prone. Special Equipment. Harek wields a Trident of Fish Command (accounted for in his statistics). Spellcasting. Harek is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Harek has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): alter self, locate object, misty step 3rd level (3 slots): fly, lightning bolt, sending 4th level (3 slots): confusion, control water, dimension door 5th level (2 slots): arcane hand, legend lore Actions Trident of Fish Command. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Dominate Sea Beast (3/Day). Harek uses his Trident of Fish Command to cast Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. 11 Storm Surger Code Medium monstrosity (shapechanger), neutral Armor Class 15 Hit Points 55 (10d8 + 10) Speed 30 ft. STR 14 (+2) DEX 20 (+5) CON 13 (+1) INT 16 (+3) WIS 17 (+3) CHA 18 (+4) Skills Deception +7, Insight +6, Perception +6, Persuasion +7, Sleight of Hand +8 Damage Vulnerabilities acid, fire Condition Immunities charmed Senses darkvision 60ft., passive Perception 16 Languages Common Challenge 5 (1,800 XP) Shapechanger. Redring can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Ambusher. In the first round of a combat, Redring has advantage on attack rolls against any creature it has surprised. Regeneration. Redring regains 1d6 hit points every 10 minutes. If Redring takes acid or fire damage, this trait doesn't function for 1 hour. Redring dies only if it starts its turn with 0 hit points and doesn't regenerate. Sea Legs. Redring has advantage on ability checks and saving throws to resist being knocked prone. Special Equipment. Redring wears a Ring of Trollish Regeneration (accounted for in its statistics). Addendum: Redring’s Code of Conduct Surprise Attack. If Redring surprises a creature and hits it with an I. Redring will always have its ring visible, regardless of form, everywhere it goes. If it fails to do so, it will be marooned. II. Redring may not take the appearance of any crew member. If it does, it will be tied to the mast for three days. III. If Redring attempts to frame a crew member for a crime by taking the member’s form or takes the form of a captain, quartermaster or the admiral, it will be keelhauled until dead. IV. Redring gets no shares from loot. attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack. Redring makes a ranged attack with its pistol and two melee attacks with its scimitar. Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Read Thoughts. Redring magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Redring can continue reading its thoughts, as long as Redring 's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, Redring has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. 12 I. Crew members are divided by seniority and special talents. First tier members get two shares from every loot, captains, quartermasters and the admiral get three. Second tier members get one share. Five shares are put into the common fund for every ship that participated in the engagement. II. The admiral may forfeit his shares to gain any magic items found. If a magic item is found, but a crew member knowingly does not reveal it to the quartermaster, that member will be dunked for as many times as the admiral sees fit. III. If any member attempts keep any secrets from the crew that could harm them as a whole, the member shall be marooned with one pouch of powder, one bottle of water, one pistol, and one shot. IV. No duels, gambling or outsiders on board. V. If a member starts a fight while at sea, that member will be flogged 40 times. VI. If a member snaps his pistol or otherwise plays with fire while in the hold, they shall be tied to the mast for a full day. VII. Members shall keep their weapons clean and fit for an engagement. If one would neglect this duty, they shall be cut off from their share. If their negligence causes problems for the rest, they shall suffer such other punishment as the captain and the crew shall think fit. VIII. If any man shall lose the function of a limb in an engagement, they shall have 400 gold pieces. If they lose a finger or an eye, they shall have 200 gold pieces. If rendered unfit to sail, they shall receive 800 gold pieces. Storm Surger Special Loot Medium humanoid (any race), any alignment Harek Kayden and Redring carry the following magic items. Redring’s Ring of Trollish Regeneration Ring, rare (requires attunement) While wearing this ring with a noticeably large red ruby, you regain 1d6 hit points every 10 minutes, provided you have at least 1 hit point. If you take acid or fire damage, this trait doesn’t function for 1 hour. You also have vulnerability to acid and fire damage. Curse. This ring is cursed, a fact that is revealed only when an identify spell is cast on the ring or you attune to it. Attuning to the ring curses you until you are targeted by the remove curse spell or similar magic; you may not remove the ring until the curse is dispelled. Armor Class 14 (chain shirt) Hit Points 33 (6d8 + 6) Speed 30 ft. STR 14 (+2) DEX 13 (+1) CON 13 (+1) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) Senses passive Perception 11 Languages Common Challenge 1/2 (100 XP) Sea Legs. The privateer has advantage on ability checks and saving throws to resist being knocked prone. Actions Redring also wears a pair of Goggles of Night. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Harek wields a Trident of Fish Command. His quarters also contain several magic items (roll table below 1d4 + 1 times) and 1d4 +3 spell scrolls (1st level), 1d4 spell scrolls (2nd level) and 1d4 spell scrolls (3rd level). target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Reactions Parry. The privateer adds 2 to its AC against one melee attack that would hit it. To do so, the privateer must see the attacker and be wielding a melee weapon. Harek’s Quarters Loot d20 Item 1 Potion of necrotic resistance 2 Potion of growth Medium humanoid (any race), any alignment 3 Potion of clairvoyance 4 Candle of the deep (XGE) 5 Pot of awakening (XGE) 6 Mystery key (XGE) 7 Talking doll (XGE) Armor Class 11 (14 with mage armor) Hit Points 27 (6d8) Speed 30 ft. STR 9 (-1) DEX 13 (+1) CON 11 (+0) INT 18 (+4) WIS 15 (+2) CHA 18 (+4) 8 Cloak of many fashions (XGE) 10 Bead of refreshment (XGE) 11 Charlatan’s die (XGE) 12 Enduring spellbook (XGE) 13 Sendings stones 14 Wind fan Sea Legs. The mage has advantage on ability checks and saving 15 Wand of secrets throws to resist being knocked prone. 16 Rope of climbing 17 Deck of illusions 18 Chime of opening (used 1d8 times) 19 Alchemy jug 20 Carpet of flying Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6, Perception +4, Senses passive Perception 14 Languages Common Challenge 3 (700 XP) Spellcasting. The mage is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): disguise self, mage armor, magic missile, shield 2nd level (3 slots): gust of wind, misty step 3rd level (2 slots): lightning bolt, sending, water breathing Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. 13 Medium monstrosity, lawful evil STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 17 (+3) 15 (+2) 14 (+2) 18 (+4) Skills Intimidation +7, Insight +5, Perception +5, Stealth +7 Senses passive Perception 15 Languages Common Challenge 8 (3,900 XP) Petrifying Gaze. When a creature that can see Saghipe’s eyes starts its turn within 30 ft. of her, Saghipe can force it to make a DC 14 Constitution saving throw if she isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must Armor Class 16 (natural armor) Hit Points 127 (17d8 + 54) Speed 30 ft. repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Saghipe until the start of its next turn, when it can avert its eyes again. If the creature looks at Saghipe in the meantime, it must immediately make the save. If Saghipe sees herself reflected on a polished surface within 30 ft. of herself and in an area of bright light, she is, due to her curse, affected by her own gaze. Sea Legs. Saghipe has advantage on ability checks and saving throws to resist being knocked prone. Special Equipment. Saghipe carries several potions of greater healing and wields a +2 Alabaster Pistol (accounted for in her statistics). Actions Multiattack. Saghipe makes either three melee attacks — one with her snake hair and two with her rapier — or one ranged attack with her pistol and one melee attack. Snake Hair. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 14 (4d6) poison damage. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Saghipe’s +2 Alabaster Pistol. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 11 (1d10 + 6) piercing damage. Legendary Actions Saghipe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Saghipe regains spent legendary actions at the start of its turn. Stab. Saghipe makes a rapier attack. Terrify. Saghipe verbally intimidates a creature within 60 feet that can hear her. That target must succeed in a DC 14 Wisdom saving throw or be frightened until the end of its next turn. Quaff Potion (3/Day). Saghipe drinks one of her potions of greater healing and regains 14 (4d4 + 4) hit points. 14 14 Medium humanoid (any race), any alignment Medium humanoid (human), lawful evil Armor Class 14 (leather) Hit Points 39 (6d8 + 12) Speed 30 ft. Armor Class 15 Hit Points 105 (14d8 + 42) Speed 30 ft. STR 12 (+1) DEX 17 (+3) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 12 (+1) STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 12 (+1) WIS 16 (+3) CHA 8 (-1) Skills Athletics +5, Acrobatics +5, Stealth +5 Senses passive Perception 12 Languages Common Challenge 2 (450 XP) Skills Athletics +6, Perception +6, Survival +6 Senses passive Perception 16 Languages Common Challenge 6 (2,300 XP) Assassinate. During its first turn, the cutthroat has advantage on Legendary Resistance (3/Day). If Grond fails a saving throw, he can attack rolls against any creature that hasn't taken a turn. Any hit it scores against a surprised creature is a critical hit. choose to succeed instead. Sea Legs. The cutthroat has advantage on ability checks and saving Sea Legs. Grond has advantage on ability checks and saving throws throws to resist being knocked prone. Lucky Dodger. Grond adds 3 to his AC. to resist being knocked prone. Actions Special Equipment. Grond wields a Mace of Tempest (accounted Multiattack. The cutthroat makes two attacks with its dagger. for in his statistics). Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Actions Hit: 5 (1d4 + 3) piercing damage. Multiattack. Grond makes two melee attacks. Inject Toxin (1/Day). Melee Attack: +5 to hit, reach 5 ft., one Grond’s Mace of Tempest. Melee Weapon Attack: +7 to hit, reach target. Hit: 5 (1d4 + 3) piercing damage, and the creature must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn. 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) lightning damage. Reactions Lucky Rub. Whenever an allied creature within 5 feet of Grond misses with a melee attack, Grond’s aura of luck allows that creature to reroll the attack roll with disadvantage. Stonecold Special Loot Saghipe and her quartermaster carry the following magic items. Saghipe’s Alabaster Pistol Rare pistol +2 You have a +2 bonus to attack and damage rolls made with this beautifully crafted white pistol. Saghipe also carries 1d4 potions of greater healing. Grond’s Mace of Tempest Rare mace +1 (requires attunement) You have a +1 bonus to attack and damage rolls made with blue steel mace, the head of which is an engraved head of a blue dragon inlayed with copper. The mace deals an extra 2d6 lightning damage to any target it hits. 15 Stonecold Code Medium humanoid (any race), any alignment Armor Class 13 (leather) Hit Points 27 (5d8 + 5) Speed 30 ft. STR 14 (+2) DEX 15 (+2) CON 13 (+1) INT 10 (+0) WIS 12 (+1) CHA 11 (+0) Senses passive Perception 11 Languages Common Challenge 1 (200 XP) Sea Legs. The corsair has advantage on ability checks and saving throws to resist being knocked prone. Actions Multiattack. The corsair makes two attacks: one with its scimitar and one with its handaxe. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. 16 I. No disobedience allowed when at sea. Every meeting of the crew must be made feet on the sand. II. The officers get one and half shares, every member of the crew gets one share. Six shares are put into the common fund. Captain gets first pick from the loot, followed by the quartermaster and then the crew member who was the most instrumental in the obtaining of the loot, picked by the quartermaster. III. Those who steal from the crew will be thrown overboard or will have their heads turned to stone cannonballs. IV. Those who duel at sea will dance at the deck. V. Those who play with gunpowder or fire in any form while in the hold will be tied to the mast for one day. VI. All crew members will always keep their arms clean and fit for engagement. Fines are given to those who fail to do so, the amount of which is determined by the quartermaster. VII. This crew takes no marooned sailors. VIII. Smuggling a civilian on board will lead to both the civilian and the smuggler being thrown overboard. IX. If a member loses a limb or an eye in combat, they shall receive 200 gold pieces from the common fund. If rendered debilitated and unable to serve at sea, they shall receive 1000 gold pieces. X. Anyone who brings a mirror on board or polishes any surface so that it reflects light will be turned into stone. Pirate Loot (25gp) Pirate Loot (50gp) d12 Item 1 An ornamental sextant 2 A marble dragon chess set with bronze pieces 3 A tiny jade figurine of a monkey 4 A beautifully decorated story book with a hundred short stories and poems 5 A finely crafted lute 6 Poisoner’s kit 7 Tinker’s tools d20 Item 1 Ivory flute 2 Exquisite calligrapher’s set in an ornamental wooden box 3 Hourglass 4 Annals of local history 5 Codex of holy texts 6 Massive, meandering novel about an adventuring party that makes a long, but ultimately pointless journey 7 Jeweler’s tools d10 Item 8 Three-Dragon Ante set in an ornamental jewel inlayed wooden box 1 Decorative exotic saddle 2 Magnifying glass 10 Dulcimer 3 Crown carved from ebony 11 Well-crafted thieves’ tools 4 12 5-yard pack of damask fabric Ornamental red demon mask made of wood, inlayed with silver decorations 13 Miniature warship 5 Winter wolf pelt 14 Fist-sized wooden orb with an ornate brass and bone accent depicting horses and riders 6 White tiger pelt 7 15 Mace with a decorative head that depicts the face of a screaming medusa Statuette of a palm tree made from brass and silver. 8 Arrow made from platinum 16 Preserved claw of a hezrou in a jar 10 17 Small mirror with an ornamental brass frame Marble statue of a forgotten god the size of a fully-grown dwarf 18 Large decorative map of the region 19 Beautifully crafted carpet 20 Luxurious bottle of wine 8 A finely crafted lyre 10 A silk toga 11 A 10-pound sealed box of royal purple dye 12 A solid 1-pound ingot of gold Pirate Loot (100gp) Pirate Loot (250gp) d8 Item 1 Painting of a beautiful person 2 Scimitar covered in ornamental gold plating 3 Tapestry showing a battle between a storm giant and a kraken 4 Scimitar with inlayed gems in the blade 5 A golden scepter with inlayed bloodstones 6 Embroidered tiger fur mantle 7 Obsidian gargoyle statuette 8 Small platinum statuette of a sparrow with jasper eyes 17 The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). 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Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Pirates & Buccaneers. Copyright 2020; Author Kari Hoffren