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PO-BK-3-07 On Pirate's Honor (v1.0)

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0% found this document useful (0 votes)
456 views38 pages

PO-BK-3-07 On Pirate's Honor (v1.0)

Uploaded by

MagusAndréL
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PO-

BK-
3-07

b o r d e r k in g d o m s

O
NPI
RAT
E’SHO
NOR

A4-hourBorderKi
ngdomsadventure
f
orc har
acter
sof5t
h—10thlevel
PO-BK-3-07

ON PIRATE'S HONOR
Captain Blackblade needs allies!! With a formidable fleet, the enigmatic, would-be
pirate king can rule the trade ways! To that end, he has chosen the party as emissaries
to negotiate a new treaty with an enterprising enclave of Chultan reavers. To gain the
alliance, they must earn the fellow pirates’ trust, and do one “small” favor to seal the deal.
Part Seven of the Pirates of the Border Kingdoms series of adventures.

A Four-Hour Adventure for 5th- through 10th-Level Characters


Optimized for APL 8
Content warnings: nonconsensual reanimation of the dead, bodily
experimentation and mutation
CREDITS D&D Studio
Author: Marcello De Velazquez Executive Producer: Ray Winninger
Editor: Max Walker Director of Studio Operations: Kyle Brink
Graphic Designer: Rich Lescouflair Game Architects: Jeremy Crawford, Chris Perkins
Cover Illustrator: Matthew Sargent Design Manager: Steve Scott
Interior Illustrations: provided by Design Department: Justice Arman, Judy Bauer,
Wizards of the Coast Eytan Bernstein, Janica Carter, Makenzie De
Armas, Dan Dillon, Amanda Hamon, Adrian Ng,
Cartographer: Rick O’Connell, Mike Schley
Ben Petrisor, F. Wesley Schneider, Jason Tondro,
Border Kingdoms Map and Lore: Wizards of the James Wyatt
Coast Ed Greenwood, Alex Kammer and
Art Department: Matt Cole, Trystan Falcone, Bree
Alan Patrick
Heiss, Kate Irwin, Bob Jordan, Emi Tanji, Trish
Playtesters: Russell Ball, Teddy Ball, Dan Beam, Yochum
Kerry Birmingham, Kate Cherian, Gavin Epstein,
Senior Producers: Lisa Ohanian, Dan Tovar
Lyla M. Fujiwara, Logan Henderson, Erin
Kapp, Lei Ma, Ryan Nelson, Kevin Powell, Jake Producers: Bill Benham, Robert Hawkey, Andy
Scheirer, C. Thomas Scott, Cal Stepanian and Smith
Gameholecon 2023 players! Director of Product Management: Liz Schuh
Product Managers: Natalie Egan, Chris Lindsay,
Hilary Ross, Chris Tulach

Marketing
Senior Global Brand Manager: Shelly Mazzanoble
Associate Global Brand Manager: Sara Chan
Senior Marketing Communications Manager:
Greg Tito
Community Manager: Brandy Camel
Social Media Marketing Managers: Joshua Morris,
Nicole Olson

Organized Play
D&D Adventurers League Wizards Team: Chris
Lindsay, Chris Tulach
D&D Adventurers League Administrators: Ma’at
Crook, Claire Hoffman, Greg Marks, Toni
Winslow-Brill

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international
intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.
©2024 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro, De Entrée 240,
1101 EE Amsterdam, NL. Hasbro UK Ltd., P.O. Box 43 Newport, NP19 4YH, UK
Welcome to the Border Kingdoms
ccording to the sage Meriadas of Westgate:
A Note About Encounter Scaling
ccording to the sage Meriadas of Westgate: This adventure is optimized for a party of five characters.
When running an adventure at a large convention such as
“The Border Kingdoms are the most favored
Gamehole, it is common to have seven players at a table,
destination for adventurers who want to proudly which has the potential to affect encounter balance.
and boldly conquer a realm or establish their Players tend to bring their best and brightest to gatherings
own new kingdom. Lords, counts, dukes, kings like Gamehole, and a group of seven optimized characters
and emperors rise, proclaim themselves, and are swept can easily overpower the recommended party strength. As a
away with the speed and regularity of waves crashing DM, you can—and should—adjust each encounter’s difficulty
upon a shore.” to present a challenge for your players.
This tumultuous land lies between the Lake of Steam If the characters are overcoming combats too easily,
and the Shaar in the Forgotten Realms. Gamehole Con increase the recommended strength level of the encounters
has been granted exclusive rights to develop Adventurers by a step (from average to strong, for example). If needed,
League content in this region and our offerings include you can also increase the number of monsters or maximize
adventures, source material, and short stories. For more their hit points to make things a little harder. In some cases,
you may even need to increase the difficulty by two steps. Just
Border Kingdoms content, visit the DMs Guild!
be careful not to make things unwinnable.
Remember, adjusting or improvising is encouraged, so long
as you maintain the adventure’s spirit!

Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-3-07 On Pirate's Honor (v1.0)
3
Adventure Primer
elcome to On Pirate’s Honor, a D&D
Adventurers League™ adventure, that is part
of the official D&D Adventurers League™
organized play system and the Premiere
Organizer program.

This adventure is designed for three to seven 5th – 10th-


level characters and is optimized for five characters with an
average party level (APL) of 8. Characters outside this level
range cannot participate in this adventure.
The adventure is part of the Pirates of the Border
Kingdoms series of adventures. It begins in Port Nyanzaru,
continues along Chult’s western shore and ends inland at a
pirate camp and temple ruins.

Background
The mysterious CAPTAIN BLACKBLADE is an ambitious
pirate who dreams of one day becoming pirate king of
THE SHINING SEAS. He doesn’t yet have the formidable
fleet or reputable influence to sway pirates to sail under
• Call to Action. Shoring Up Help. Departing Port
his banner. Meanwhile, the cunning COMMODORE
Nyanzaru, the crew receives its orders.
JENKINS uses the vast wealth of his SHINING SEAS
MERCANTILE LEAGUE to influence the region’s • Part One. The Toll of the Atoll. After dealing with a
privateers and merchants. These connections have dragon turtle, the crew sails for Raptor Bay, enduring
secured a prosperous trade route from CHULT into THE dangers. This is Story Objective A.
BORDER KINGDOMS. • Part 2: The Pirate Way. The crew sails the coast,
While Blackblade’s crews thwart the commodore’s reaches The Sea Raptors hideaway and negotiates a
efforts, Commodore Jenkins directs ships from seclusion, treaty with them. This is Story Objective B.
hiding his VAMIPIRIC nature. Under the veil of trade, he • Part 3: Cleaning House. The commodore’s cultist
has orchestrated the salvage of the ruins of the TEMPLE confidantes must be purged from temple ruins to gain
OF THE SUNKEN SOVEREIGN, which holds a secret the alliance. This is Story Objective C.
to purging vampiric aversion to the sun. If unraveled, the • Wrap Up: Sealing the Deal. The crew’s actions and
commodore can become a DAYWALKER, an undead being their consequences are summarized.
of great power.
Aiding the commodore are THE MINIONS OF
MIDNIGHT, cultist worshippers of The Sunken Sovereign Adventure Hooks
who see their assistance as an act of faith for their deity. The characters are crew members onboard ships allied
Jenkins also has at his disposal the services of THE SEA to Captain Blackblade, for whatever motive is their own.
RAPTORS, a rising Chultan pirate enclave. Their leader, What brings them onboard their vessel? What do they
SEABOSS MORNE SHIVVY, has vast knowledge of know about Captain Blackblade? What do they know about
Chult’s coastline, jungle and seas. His enclave protects a Commodore Jenkins? Their answers could help shape their
site that the Minions of Midnight excavate under the watch adventure hook.
of their leader, ZA’RUUL. If your players aren’t able to come up with an adventure
Recently, Captain Blackblade deployed a crew to PORT hook, suggest one of these below. They could spark an idea
NYANZARU to learn more about Commodore Jenkins’ for a more personalized one.
operation (detailed in PO-BK3-06). They discovered
• Participant in PO-BK-03-06. They unraveled
Jenkins’ secret motives and learned of a treaty that bolsters
Commodore Jenkins’ operation and learned of his treaty
his fleet. Captain Blackblade hopes that he can sway the
with a Chultan pirate enclave.
Sea Raptors to his flag. He sends an emissary to engage in
pirate diplomacy, known to all as PARLEY. • Scaliwag Expert. Cloistered Scholars or Sages relish
the opportunity to expand their knowledge or record
Overview pirate activity in the Border Kingdoms.
• Bean Braggadocious. Nobles have an interest in the
The adventure’s story is spread over three episodes that passage of cargo across The Shining Sea--providing
take approximately four hours to play. These episodes exotic goods like kaeth bolsters their renown in
contain three story objectives and are introduced by a social circles.
Call-to-Action episode.
• A Buck, o’ Ne’er. A shipmate’s life, even under Captain
Blackblade’s sail, pays more than the character has ever
seen from other opportunities.

Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-3-07 On Pirate's Honor (v1.0)
4
Call to Action: Shoring Up Help
Estimated Duration: 15 minutes.
The <vessel> floats from the Bay of Chult, <captain>
ncircled by The Shining Sea, this
tropical region is a land of magnificent bellows out, “Raise the sails!” The crew rushes to their
mountains, winding waterways and grand duties! As the <vessel> enters open waters, the lookout
gorges. Danger and discovery are veiled cries, “Atoll ahead!”
under a blanket of thick, oppressive jungle.
Rugged cliffs, rocks, and isolated atolls line
its shores. If the characters have not participated in PO-BK3-06,
Its principal city, Port Nyanzaru, is the land’s cultural and Trouble Brewing in Port Nyanzaru, then the characters
trade center. Ship captains and merchants agree that the are aboard a Captain Blackblade- commissioned vessel
Bay of Chult is a crucial hub for trade beyond the Shining tasked with patrolling the Chultan waters when the
Sea: the Border Kingdoms and the Sword Coast. It is adventure begins.
ruled by seven Merchant Princes who handle all matters of
governance with an eye for trade.
The <vessel> is on the second tenday of its patrol for
Commodore Jenkins and his Shining Seas Mercantile
League flourish here. The commodore’s business ventures Commodore Jenkins’ vessels, uneventful so far. The crew
were recently infiltrated by crewhands loyal to Captain longs for conflict. An uncharted atoll is the first break in
Blackblade. They unraveled Jenkins’ growing network of the tedium.
merchants and discovered that an existing treaty with the
Sea Raptors, a new pirate enclave in the region whose
alliance protects the commodore’s seaborne assets.
Area Information
Call to Action The seas general features are as follows:
The crew must leave port, receive Blackblade’s orders and Dimensions and Terrain. The dark waters and lightly
sail for the pirate enclave settlement, where they must gain obscure objects that skirt below their surface.
the Sea Raptors’ allegiance. Weather. The days are sunny and the nights cool. The
skies are clear. Storm clouds are distant (for now) and
Character Introductions beyond the ship’s current heading.
Light. Bright sunlight or dark sea skies provides their
Allow players a few moments to introduce their characters natural ambience to the crew on their voyage.
and share those elements of the character that they Atoll. A circle of isle-sized rocks covered in coral and
consider important to integrating with their crew. Be crustaceans encircle a shallow lagoon. Flotsam and jetsam
mindful of time constraints. Ensure each player has an float around the perimeter as seabirds perch atop some of
opportunity to present their characters. Afterwards, award the taller outcroppings.
them Inspiration for doing so, explaining the rules for its
use as needed.
Give each player Handout 1, Ship and Crew Record.
Bird is the Word
Explain that this document has useful information that
could help during the adventure. Through discussion the An enormous crow lands on the port rail. Chained to its
players should gain consensus on the following aspects: neck is a small coffer. It shakes the chain from its neck and
Their captain, their crew compliment, their individual flies off.
crew duty and the vessel’s name. Once these elements are
decided and the characters have familiarized themselves
with these elements, the ship is ready to depart! The coffer is latched, but not locked. Inside, is a small black
felt bag and a scroll case. The scroll reads:
Leaving Port
If the characters participated in PO-BK3-06, Trouble “Yer map to Raptor Bay. Sway the Sea Raptors to our
Brewing in Port Nyanzaru, the characters have returned flags. Parley. The pearls are yours. Tell <captain> where to
to their ship after finding Commodore Jenkins’ treaties
go” -BB” .
and land holdings. They make for the open sea, where they
await Blackblade’s orders.
Treasure
Inside the felt pouch are five black pearls worth 500 gp
each. The scroll map is provided in Appendix A. When
ready, Proceed to Part One.
Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-3-07 On Pirate's Honor (v1.0)
5
Part One:
Toll through the Atoll
Estimated Duration: 1 hour Aremag (ancient dragon turtle; speaks Common) has
called the waters surrounding the Bay of Chult home for
fter receiving Blackblade’s orders, the
decades, demanding tribute from all ships passing into
characters prepare to sail for the west Chultan
Port Nyanzaru. Vessels that failed to do so were sunk, their
coast. Raptor Bay is known to Blackblade’s
crews drowned or devoured by sharks before reaching
captains; a few days on the high seas, if the
shore; times have changed.
water and winds are on the <vessel name>’s
What Does Aremag Want? Aremag is in the waning
side. But first there is the matter of the atoll. A
cycle of its existence. It has a progeny: Arakor, a dragon
map of Chult is provided in Appendix C.
turtle that extorts vessels but is not around right now.
Story Objective A Aremag spends his days floating about, accepting tribute
when given. Arakor acts against vessels that don’t pay up.
Deal with AREMAG THE ANCIENT and navigate the later (An Angry One).
dangerous seas, to arrive at Raptor Bay. What Does Aremag Know? The ancient dragon turtle
recently destroyed a vessel flying Commodore Jenkins’
Area Information banner. Aremag devoured the crew. The meal upset
The sea’s general features are the same as the Call to Aremag’s stomach. A DC 10 Intelligence (Nature) check
Action and are provided below for convenience: intuits that Aremag likely consumed undead. Aremag
Dimensions and Terrain. There is little more than knows that Arakor is about and will return soon. These
water between the ship’s present location and destination. days, Aremag keeps below the water, giving their barnacle-
They voyage should take four days, depending on sea covered shell its guise.
conditions. If there are delays, spread the encounters out Characters that succeed a DC 12 Intelligence (History or
accordingly or simply narrate weather conditions through Nature) check note the following:
delay based on results on the Wind Blowing, Water
Slowing Table. DC Result
Waters. The dark waters of these seas lightly obscure This is Aremag, a legendary dragon turtle that lairs
10
objects below their surface. At night, these objects here—the milky eye gives it away.
become heavily obscured. Tricky currents can make travel The dragon turtle was known to be ferocious and
challenging (below). 15
intimidating, yet now seems very docile.
Weather. The days are sunny and the nights cool and Aremag demands tribute of vessels that pass. Ships
calm. Skies are clear; however, storm clouds remain on 18
dump ‘tribute’ nearby and leave.
the periphery. Shifting winds and currents can make travel
challenging.
Light. Bright sunlight or dim moonlight provide their Playing the Pillars
natural ambience to the crew on their voyage.
Combat. As a reaction to any attack, Aremag sinks below
Atoll. A circle of large isle-sized rocks are covered in the waters and leaves behind angry birds and the ship.
coral and crustaceans. Flotsam and jetsam float at the Attacking Aremag gains Arakor’s ire. He may attack later
rocks’ center, as seabirds gather atop some of it. in Part 1.
Exploration. The tribute must have a total value of 2d4 x
1A. Aremag Awaits … 100 gp or Aremag dives underwater. Arakor may attack later
in Part 1.
and Waits … Social. Aremag stares at the ship. Aremag replies in a
raspy, wavering Aquan, Common or Draconic. He answers
questions with words: Tribute, Arakor or Chocolate.
A ring of coral-covered rock isles lies ahead. Seagulls
hover above them, indulging the meal of crustacean
and vegetation. An area of rocks slowly rises out of the Treasure
water—the birds squawk in alarm! Water cascades off the The characters spot a potion of greater healing held in the
rocks—or rather, the jagged surface of what is now clearly clenched grip of a floating severed hand.
a gargantuan turtle shell.

Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-3-07 On Pirate's Honor (v1.0)
6
1B. Come Sail Away
Every day out on the seas starts with a wind and water
roll, followed by a do yer job check and one of three listed
encounters, which can occur anytime during that day. On
the morning of the fourth day, Proceed to Conclusion.
Wind Blowing, Water Slowing
Roll 2d4. Apply each die to one Wind or Water
result below:

Roll Wind Water


1 Normal Normal
2 Breezy Light current
3 Blustery Choppy Seas
4 Strong Gusts Rolling Waves

Normal: Optimal; no effect on travel


Breezy/Light Current: Succeed a DC 10 group Water
Vehicles check or stray off course by a day.
Blustery/Choppy Seas: Succeed a DC 12 group Water
Vehicle check or stray off course by a day.
Strong Gust/Rolling Waves: Succeed a DC 14 group
Water Vehicle check or stray off course by a day. Also,
characters must succeed a DC 12 Dexterity Save or take
16 (3d10) bludgeoning damage.
Make note of delays. They are used to determine whether
or not the characters arrive before Jenkins’ messenger Four pterandons and five pterafolk are drawn away
effect elements in Part’s Two and Three. from the flock to the commotion. Roll for initiative. For
the first four rounds, on initiative count 30, characters
must succeed on a DC 14 Dexterity saving throw or take
Do Yer Job 11 (2d10) bludgeoning damage from falling filth, or half
While characters work as a sea crew, they build helpful crew as much damage on a successful one. Those that failed the
cohesion. Each day at sea, the characters make a group DC
save are also knocked prone.
12 skill check, using a skill related to their selected duty. If
this check is successful, the crew gains one Camaraderie Die-a
one-time d4 usable to add to any ability check, attack, saving Playing the Pillars
throw, damage or healing rolls during this adventure. These Combat. Both creature groups want to swoop down,
dice can be used to remove delays along the journey. Unused grapple enemies and fly off, preferring prone opponents.
Camaraderie Dice roll over to the next day, up to a maximum Exploration. Nature-focused characters may notice that the
of 5d4. Characters may use as many Camaraderie Dice in the rest of flock is pressing on. The brown rain is only temporary.
pool on any one roll as the group agrees upon. Social. Once per round, characters can use an action to
guide the helm away from the falling feces! A successful DC
12 Charisma-based check negates one round of Dex saves.

1C. Sea, What Do We See? Adjusting the Encounter


Here are recommendations for adjusting this encounter.
Present any of the below encounters as time permits
• Very weak party: Remove four Pteranodons. Reduce
before moving on to the Conclusion.
dropping round to two. Reduce Dex Save DC to 10.
• Weak party: Remove two Pteranodons. Reduce dropping
A. Encounter- A Messy One rounds to three. Reduce Dex save DC to 12.
• Strong party: Pteranodons have 24 hit points. Pterafolk have
44 hit points. Increase droppings rounds by one.
A rain of crashing, thudding sounds on deck are soon
• Very strong party: Pteranodons have 24 hit points.
followed by shipmates calling out in alarm! Pterafolk have 44 hit points. Increase the number of rounds
droppings fall by one. Increase Dex save DC to 16.

Characters realize that the ship is under a hailstorm of


creature droppings! Four shipmates (veterans) lie prone; Treasure
flattened by the bestial bum-bardment! Up above, an While the mess is cleaned up, the characters find seven
overflying flock of pteranodons and pterafolk make for the doubloons left ‘behind’, worth 50 gp each.
Mistcliffs. They aren’t bothered by nature’s call, but the
shipmates’ cries piqued their interest. Development
Once finished, the characters may enjoy a long rest. If all
four shipmates were taken, they may only take a short rest
as the crew takes on extra duty.
Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-3-07 On Pirate's Honor (v1.0)
7
B. Encounter- A Bigger One Rotten bodies. The pungent stench comes from six
decomposing bodies floating in the slick.
Peek a Goo. At current distance, observations are made at
The crew on deck is captivated by a big discovery: a disadvantage. If within a ship length or using a spyglass,
massive skeleton floating in a dark slick. Both are longer checks are made normally.
Characters that succeed on a DC 12 Wisdom
than the ship.
(Perception) make these cumulative observations:

The ship is two ship lengths away when the characters also DC Result
spot the humongous skeleton. An eerie malevolence hangs 12 The slick isn’t thick and likely not flammable.
in the air as the <vessel> nears the sea spectacle. 14 The bodies are aarakocran; some have shinies on them!
Area Information 17 The bones aren’t moving. But something is.
Skeleton. The gargantuan sized tyrannosaurus bones
measure thirty feet long. A successful DC 12 Intelligence (History, Nature or
Dark phlegm. The skeleton floats in a dark, oily phlegm. Survival) check recall these cumulative facts:
Those that come into contact with the slick must succeed
a DC 15 Constitution saving throw or become poisoned for DC Result
one minute. 12 The black slick smells like vomit.
14 The bodies were likely this creature’s victims.
17 This legendary creature is The Big One (sidebar).

The Legend of The Big One


The gargantuan undead, zombie-spewing, tyrannosaurus rex
was created by The Cyst, a malevolent chunk of atropal flesh.
This creature was awakened by adventurers investigating a
surge in undead activity in DDAL 07-07, Rotting Roots. When
destroyed, its bones drifted off into the sea in its revile bile.

The Big ‘Wow’. The Big One’s remains carry a tint of its
former imposing presence. The characters must succeed
on a DC 18 Wisdom saving throw or become stunned for
one round. Those that aren’t swept up in the grandeur
notice that Trandafyr, a young sea serpent, is rising above
the quarterdeck rail. Roll for initiative. Those stunned
are unable to act this round; however, this effect occurs
only once.

Playing the Pillars


Combat. Trandafyr uses her Siege Monster trait and
starts by attacking the ship! It then splits her bite and tail
attack from one ship side to another. It is 10 feet wide and
120-feet long.
Exploration. As an action, spellcasters could intuit the
bones’ magical nature (below) and its effects on Trandafyr.
Social. Trandafyr is receptive to adoration! Comparisons
to The Big One win her over if accompanied by three
consecutive successful DC 14 Charisma (Persuasion) checks.
These checks reset if any check fails, anyone offends her,
attacks her or affects her with magic. If any of these rolls is a
natural 20, Trandafyr is so flattered that she is willing to help
the ship get to their destination. The malevolent taint of The
Big One’s bones grants Trandafyr immunity to the charmed
condition and charm-like effects. Trandafyr is not interested in
romance. The notion angers her and also resets the checks.

Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-3-07 On Pirate's Honor (v1.0)
8
Arakor rams the ship! Each character must succeed on
Adjusting the Encounter a DC 15 Strength or Dexterity saving throw (player’s
Here are recommendations for adjusting this combat choice) or take 27 (3d12+7) bludgeoning damage. Roll for
encounter. These are not cumulative. initiative.
• Very weak party: Remove the young sea serpent. Add one The ship sinks after four ram attacks from an angry
giant coral snake. Reduce Wisdom DC to 13 Arakor (dragon turtle; rams on initiative Count 0). If
• Weak party: Remove the young sea serpent. Add two coral
Arakor is offered tribute, it takes it and leaves. If dealt 200
snakes. Reduce Wisdom DC to 17.
• Strong party: Add one giant coral snake.
points of damage by the end of round four, Arakor flees.
• Very strong party: add two giant coral snakes. Increase If their ship is sunk, allow them to narrate their eventual
Wisdom DC to 22. arrival to Raptor Bay.

Shock and Awwwww


Treasure This is intended to be a quick combat ending with either
Each of the rotting avian corpses wears a marred necklace the damage threshold or the round time limit. Decrease or
strung with bright-colored beads. After cleaning, they are increase the HP threshold by 30 for each APL above/below 8.
worth 25 gp each.
Development
Once the <vessel>departs the area, they have quite the
story to share over grub. A ‘skeleton’ crew takes over night
Conclusion
On the fourth day out at sea, the characters awake to
duties. <Captain> believes the characters have earned
calm waters. <Captain> yells out at the morning crew,
the night off. If Trandafyr helps, the ship makes up two
“Get yer duties done with zeal! Keep a sharp eye peeled!
days’ time!
We hit Raptor Bay in a few hours! When ready, Proceed
to Part Two.
C. Encounter- An Angry One!
A thunderous impact launches <vessel name>, from the
water! The lookout cries as they are ejected overboard
from the crow’s nest! The ship lands with crash and
splash! The dragon turtle is back!

Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-3-07 On Pirate's Honor (v1.0)
9
Part Two: The Pirate Way
Estimated Duration: 1 hour and 30 minutes. Area Information
he vessel drops anchor one mile outside Raptor Bay’s general features are as follows:
of the outcropping of rocks that enclose Dimensions and Terrain. A mile-long rocky and sandy
Raptor Bay. A map of this area is provided in shoreline encircles a bay 1,000 feet wide. Coral and sharp
Appendix A. rocks jut across its mouth.
Waters. The bay’s waters are bright and clear, giving a
clear view of bright-colored sea life.
A small bay has several ships anchored. Along the Weather. It’s sunny. Winds are calm. Nights are
shoreline and further inland, many rustic-built huts and cool and calm.
storage shacks stand. Seasoned-hulled rowboats spot the Light. Sunlight or moonlight light up the bay.
Structures. Buildings are built of flotsam, bamboo,
shoreline.
leaves and vine. Bunkhouses, outhouses, meeting halls and
a watchtower compose the pirate’s home.
Ships. Three anchored sailing ships fly the cobalt Sea
Story Objective B Raptors flag, which depicts a velociraptor up to its waist in
Convince The Sea Raptors to ally with Blackblade. water, a dagger held in its jaws. Their names: Perturber,
The Sun Life and The Gettylee. Ten row boats line the
The Lead Up shore, ready for launch.

After the characters depart, Commodore Jenkins’ spies


in Port Nyanzaru catch word that a ship under Captain
The Sea Raptors
Blackblade’s flag makes for the western Chultan waters, its The militant band of humanoid reavers consist of
destination unknown. laborers, mercenaries and sailors (bandit captains,
Jenkins’ informants learn the commodore’s port fronts scouts, swashbucklers and veterans) who grew tired of
were tousled by Captain Blackblade’s agents (see PO- impoverished lives and turned to piracy.
BK3-06, A Slow Boat to Chult) and that his plans may They are led by their champion, Seaboss Mourne Shivvy,
be revealed as well as his treaties exposed. Jenkins’ a former captain in the Flaming Fists Mercenary Company.
minions figure out the ship’s destination and alert His 15-year duty to their Port Nyanzaru outpost provided
Commodore Jenkins. opportunities to forge friendships and liaison with local
The commodore commands a messenger to be sent to laborers and merchants--even a Merchant Prince; all with
Raptor Bay, warning the Sea Raptors and the Minions an eye toward the day he retired from mercenary life.
of Midnight that an enemy ship is coming. An ebony Shivvy connections allowed him to quickly assemble
quetzacoatlus is sent to Raptor Bay to warn The Sea his pirate band, fleet, and base away from other pirate
Raptors. The messenger arrives at Raptor Bay on the territories. They focused on waylaying vessels inbound
morning of the fifth day. from the Sword Coast. Several of Jenkins’ vessels fell
Regardless of whether they are warned of the characters’ victim to these reavers.
arrival, it may prove onerous to get Seaboss Shivvy and his Rather than hunt them down and destroy them, the
Sea Raptors to renege on their treaty with Commodore commodore offered Shivvy steady employment, land and
Jenkins. The best bet is to follow the Sea Raptors and also influence beyond Chult. What more could an ambitious
respect The Pirate Way and Parley. pirate want?
The pirates infrequently freeboot now, as working for
Jenkins has led to lighter labors and bigger scores. One
The Pirate Way
task is a monthly supply run from Port Nyanzaru to the
The Sea Raptors live by a code of piracy that is simple and
Border Kingdoms’ Jundarwood and back again.
applied broadly. It’s shouted in unison when wrongdoing is
When not freebooting, they indulge Seaboss Shivvy’s
punished and emphasized when decisions are made.
“Do for you and yer crew, way it is till blood turns blue, ocean passion: raising and training velociraptors! Their efforts
bound or land aground, do for you and yer crew!” have trained the beasts to swim, climb and hold their
The pirates don’t have any problem reminding others of breath, remarkable (if terrifying) feats.
this oath and their commitment to it.

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PO-BK-3-07 On Pirate's Honor (v1.0)
10
Welcome Party They’re scurvy ones, this bunch is!
Never be surprised by character ingenuity. If they devise
The characters must decide how to make their shore
another way to approach the dock, present a skill check that
landing, either openly or through stealth. <Captain’s name>
captures this with similar consequences for success/failure.
reminds them their assignment is to negotiate a treaty, not
a raid, but Blackblade put the characters in charge.
Sneaky, Sneaky. If they choose stealth, they could climb Approach the Subject. As the party nears the shore,
the cliffs that lead down to the bay shoreline with a group they see someone up on the watchtower observing them
DC 15 Strength (Athletics) check. Once atop the cliffs, they with a spyglass, ring an alarm bell and point at their ship!
would need to descend through dense jungle to get to the As they pass in between anchored ships they notice pirates
fringe nearest the settlement with a group DC 15 Dexterity observing from deck rails. Others play and swim among
(Stealth) check. Slinking in through the waters to shore is small dinosaurs in the bay.
the most direct, but also the most challenging, requiring a A successful DC 10 Intelligence (Nature) check reveal the
successful group DC 17 Dexterity (Stealth) check. following cumulative results:
If Jenkins’ messenger arrived, this check is made at
disadvantage, as the Sea Raptors were warned. DC Result
On a failed check, the characters are set upon by
10 The dinosaurs are velociraptors; small but deadly.
eight veterans and 12 trained velociraptors, led by a
swashbuckler patrolling the jungle/cliffs or observing from 14 The raptors swim well. They aren’t known to swim.
one of the three ships. Characters hear loud rapacious 17 Some raptors are climbing up the anchored ship chains.
chirring coming from the nearby jungle. Regardless of
whether the party submits or resists, all the leader says is, Whether escorted, discovered or on direct approach,
“All you had to do is call for parley.” If the party submits, adjust or paraphrase as needed:
they are escorted to the shore where a welcoming party
awaits. If the party fights and is victorious, the sounds of
fighting alert the rest of the Sea Raptors to their presence. A welcoming party awaits ashore. A bald human man
If the checks are successful, the characters can sneak stands in front of the formation of seven pirates--their
into the settlement and investigate (see ‘The Settlement,’ apparent leader.
below) until they are caught or reveal themselves.
Once their presence is revealed, proceed to Approach
the Subject.

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PO-BK-3-07 On Pirate's Honor (v1.0)
11
Seaboss Morne Shivvy (LN human male champion)
watches intently along with seven bandit captains. Eight Parley
trained velociraptors slink in nearby waters. Parley is an honored form of diplomacy between pirates
Seaboss Shivvy wears a medallion that a successful DC 10 that involves aggressive assertions, quick questioning
Intelligence (History) check identifies the medallion as the and cunning conversation. Raising one’s hand and calling
symbol of the Flaming Fists, a famous mercenary company “Parley!” in the presence of a ship crew’s captain should
who have a presence in many locations in Faerûn. suffice to begin this process. During Parley, voices can rally
What Do They Want? Seaboss Shivvy meets and greets or rib observers to their side.
all visitors to Raptor Bay. If the characters request parley, In this case, parley is for whether to sign the treaty
then Shivvy and the escort lead the characters to the (characters’ side) or not (the Sea Raptors side). Having
Meeting House (Area 2F) to parley. If the party snuck in, parley observers side with the characters provides them
were caught or revealed themselves, the parley takes place with greater influence on results.
at shore. What they propose may be a better deal than what The characters select one person to speak on behalf of
Commodore Jenkins did. He wants to hear them out. Captain Blackblade, acting as their Voice. Seaboss Morne
Shivvy acts as the Contested Voice.
Seaboss Morne Shivvy The Contested Voice asks three questions, one at a time.
LN male (he/him) human champion After each question, the characters prepare their answer
A retired officer of the Flaming Fists, the renowned mercenary and the Voice answers. The Voice then attempts a DC
company. Shivvy served all his career at Port Nyanzaru’s post, 15 Charisma (Persuasion) check modified by a question’s
where he established lucrative friendships and relationships unique factors (below). Characters may not assist the
that have served his ambitious piracy aims. Voice on this check—doing so violates Parley. Events from
Honorable Scallywag. Morne Shivvy is a pirate with a military previous adventures could also impact this check (sidebars).
mindset. The morale of his Sea Raptors and integrity in
dealings create unwavering loyalty from clientele and crew.
Story Reward: Marco’s Respect/Disdain
Little Things. Shivvy is meticulous in following The Pirate Way
and training his pirates & pet raptors. The Sea Raptors’ In PO-BK3-06, Trouble Brewing in Port Nyanzaru, characters
leader is a detail- and goal-oriented thinker. met Marco, a reaver serving the Sea Raptors’ presence in
Port Nyanzaru, The Razorwake Runners. Marco’s respect or
disdain carries weight here, gaining advantage to the Parley
Persuasion Check (respect) or disadvantage (disdain).
What Do They Know? Seaboss Shivvy waits for the
characters to introduce themselves and state their Story Reward: The Ring of a Raptor
business. Afterward, he formerly introduces himself. The In PO-BK3-02, Shoreline Spelunking, characters may have
trained velociraptors follow behind the group as they make found a signet ring belonging to a Sea Raptors pirate that fell
their way to either the Meeting House or remain on the overboard while on a shipping run to the Border Kingdoms.
shore. Shivvy engages in light discussion on the day-to- Returning this ring to the Sea Raptors subtracts 3 from all
day activities here and training of the raptors but does not Parley DCs. If the characters present the ring, all players
discuss treaty issues until Parley begins. should remove this story reward from their logs.

Playing the Pillars If the check is successful, the Sea Raptors cheer and
Combat. Seaboss Shivvy is not looking for a fight. However, ‘hooah!’ in support of the characters after having been
he has plenty of crew and pets nearby. Killing anyone isn’t swayed to their cause.
going to get a treaty signed. If the check is unsuccessful, the Sea Raptors respond
Exploration. Characters with a passive Perception of 14 or or retort. The Voice and their comrades must now
higher spot velociraptors peeking above the waves. must collectively convince the pirates through a test. If
Social. The word ‘parley’ has a strong meaning. If ‘parley’
completed, they sway the Raptors to their cause—and
is requested, the pirates cease hostilities. If ‘parley’ is
mentioned while in combat, only a successful DC 17
move on to the next question. Once swayed three times,
Charisma (Deception or Persuasion) check gains ‘parley’ observers call for the treaty to be reviewed!
(detailed later).
The Spirit of Parley
This is meant to be a fun interaction at the table. There are
Development no definite right answers, though some responses benefit
If Shivvy and the Sea Raptors present are killed, give the the party more than others. Ultimately it is the check and/or
characters a few moments to consider the ramifications. your judgement that determines whether the goal is achieved.
Moments later, another swashbuckler among the Sea Adjust, omit, or create questions, DCs, or DC adjustments
Raptors approaches and simply says, “Jenkins not gonna as concerns dictate. Describe the pirates’ reactions as parley
be happy, I bet yer Captain Blackblade won’t be either! Who continues. Give the players things to ponder or heighten the
you looking to treaty with now? Will you treat wit’ me?” tension through foreshadowing.
If parley is requested, it takes place on the shore or in the No, no, no.
Meeting House. If any spellcasting is spotted by parley observers during the
questions and the tests, (DC 14 Arcana or Sleight of Hand
check to hide the casting) parley becomes increasingly
difficult; increase all future parley DCs by 2. If spotted, Sea
Raptors warn, “Boss Shivvy ain’t fond of magic.”

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PO-BK-3-07 On Pirate's Honor (v1.0)
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Question 1: What do the crew consider Playing the Pillars
the best treasure?
Combat. Combatants are eliminated when their hit points
If the response is longer than 20 seconds: +3 to the DC.
reach zero (thus falling unconscious), they are held prone
Retort: “We don’t like long wind-ers!” until the start of their pinners next turn or are tossed from the
If the response includes ‘gold’: +2 to the DC. ring. Any “dirty” action or inactivity draws a rain of coconuts
Retort: “We have all the gold we need!” from the crowd, forcing the offender(s) to succeed on a DC
12 Dexterity saving throw or be knocked prone.
If the response is less than 20 seconds: -3 to DC. Exploration. As an action, any character that succeeds a DC
Response: “Short and sweet! Tough to beat!” 12 Wisdom (Perception) check might spot some small jungle
If the response is “Whatever you want”: Failed check, The wildlife spectators that could be of help in the battle royale!
Social. Combatants or character allies that succeed a DC
characters must now pass the Treasure Test (below).
12 Charisma (Performance) check can convince observers to
Response: “That’s right, what do we want right now?”
make it “interesting.” They toss in an improvised weapon.
If Jenkins’ messenger arrived, +1 to the DC.
The Treasure Test. Sea Raptors raucously cheer as
three chests are brought out and opened. One is filled with Development. Parley continues with the next question. If
gems, another yklwas (hand spears) and the last one, this is the last question, proceed to The Boss is Here.
gilded garments. The pirates ask, “Which of these is the
greatest treasure?”
Question 3: How important is camaraderie
to Blackblade?
Answer: If the Voice answers that the yklwas and machetes
If the response is longer than 20 seconds: +3 to the DC.
are the most important they are right! These weapons
Retort: “That answer didn’t come quick enough.
can be used to acquire food and shelter here, build ships
Blackblade doesn’t got ‘em disciplined!”
etc. Answering any of the other chests results in a chorus
of ‘boos.’ If the response doesn’t include ‘Captain’: +2 to the DC.
Development. Parley continues with the next question. If Retort: “Wow, don’t even give yer own boss respect!”
this is the last question, Proceed to ‘The Boss is Here’. If the response is less than 20 seconds: -3 to the DC.
Question 2: Are Blackblade’s crews Response: “Like a wave crash. Quick and wit’ umph!”
stronger than us?
If the response is longer than 20 seconds: +3 to the DC.
Retort: “We don’t like long wind-ers!”
If the response include ‘fleet’ or ‘ship’: +2 to the DC.
Retort: “It ain’t the size of the fleet that counts!”
If the response is less than 20 seconds: -3 to the DC.
Response: “Short and sweet! Tough to beat!”
If the response is “We’re equally strong”: Failed check. The
characters must pass the Wrestle Test.
Response: “Bahh! there’s always someone stronger.”
If Jenkins’ messenger arrived, +1 to the DC.
The Wrestle Test. Sea Raptors cheer and lead the
characters to a 70 square feet area of shore roped off while
chanting “Wrestle! Wrestle! Wrestle!” As they chant, a
muscular pirate veteran walks out of the jungle along with
their pet stegosaurus.

Adjusting the Encounter


Here are recommendations for adjusting this combat
encounter. These are not cumulative.
• Very weak party: Remove the stegosaurus. Add a veteran.
• Weak party: Reduce the stegosaurus hit points to 62.
• Strong party: Increase the stegosaurus’ hit points to 120.
• Very strong party: increase the stegosaurus’ hit points to
120. Increase the veteran hit points to 100.

Pin the pirate’s pet for the count and win the wrestling test!
Characters/enemies thrown over the rope are eliminated.
Roll for initiative!

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PO-BK-3-07 On Pirate's Honor (v1.0)
13
If the response is “Important”: Failed check, and the Development
characters must pass the test. If at least three of the zombies are recovered, the characters
Response: “Let’s see if yer understand what it pass the test. The pirates subdue and coral their zombified
means to us.” comrades. Parley continues with the next question. If this is
If Jenkins’ messenger arrived, +1 to the DC. the last question, proceed to The Boss is Here’
Camaraderie Test. The characters are led on a jungle
path to a 70-foot diameter area of jungle swamp. In the Bossed Around
muck are zombies. The Sea Raptors explain that these Parley culminates in Seaboss Shivvy’s declaration of
zombies were fellow Raptors that came back from their last parley’s results. Before announcing the result, Shivvy gives
run to the Border Kingdoms “zombified.” They put them a solemn speech, highlighting the information in “The Sea
here until they could help them. To show allegiance to the Raptors” as well as the following:
Sea Raptors, the characters bring the zombified comrades • The Seaboss is grateful for Commodore Jenkins’ terms:
back to solid ground as safely as possible. first-hand knowledge of valuable cargo ship arrivals to
the region and a land claim over the bay here.
Area Information • Shivvy discovered scurvy wording in their treaty. The
The area has the following features. deal obligates him to protect “divine assets” on the land.
Lighting. The jungle canopy allows for dim light. • Commodore Jenkins sent “divine assets” here. A cultist
Smells. The pungent stench of swamp gas overpowers group, the Minions of Midnight, occupy the ruins further
the smell of ground kaeth beans. inland. The Sea Raptors supply and protect them.
Swamp Muck. Movement through the water is difficult
• These cultists are led by Za’Ruul, ‘a creepy looking
terrain. Pulling anything from the water requires a DC 14
bugger.’ The pirates don’t know what Za’Ruul and the
Strength (Athletics) check.
cultists are doing, but “… they are digging around the
rocks a lot.”
Stuck with You
• He considers the treaty dishonorable; however, it has
In the middle of the muck are four zombies, all dressed improved morale. It mixes the Sea Raptors with a deeper
as former Sea Raptors. Also in the muck, is a catoblepas evil that goes beyond piracy, and Shivvy is not a fan.
with turn immunity that turned after biting off the arm of
• Shivvy asked Za’Ruul if he could help cure the zombified
one zombie.
Sea Raptors. He offered a bottle of mango liqueur
What Do They Want. The Sea Raptors still consider
in thanks.
zombies part of their crew and merely swept up in a zombie
‘curse’ caused by something these pirates encountered on • Za’Ruul told him to, “burn his men in offering to the
their last run to The Border Kingdoms for Commodore Sunken Sovereign.” This left him ‘sour’ with the
Jenkins. They want their comrades pulled out and wrangled commodore and the cult, and has him looking for
until they can cure them. They hunger for living flesh. a way out.
What Do They Know. The zombies’ bodies are The Sea Raptors are riled up; hooting and hollering
emaciated, but not rotted. Brown, root-like veins jut exclamations and expletives, Asserting agreement and
from their arms and necks. They stink of kaeth beans. disagreement in tune with their leader.
The catoblepas has a similar look to it, but it is nearly
submerged in the water, detectable only by those with a
passive perception of 14 or higher.
Couple More Things
After the over-the-top oration, Seaboss Shivvy renders the
result of parley.
Playing the Pillars
• If the characters completed Parley and successfully
Combat. The zombies and catoblepas don’t attack each other.
Zombies led to the swamp edge are bound by the Raptors. swayed observers, Shivvy signs the treaty-contingent on
Exploration. The jungle foliage could help tread the muck. “one more thing” (below).
Social. Nothing can be gleaned from the undead creatures, • If the characters completed Parley and did not sway the
though charismatic characters could goad the zombies observers, Shivvy signs the treaty-contingent on “two
to follow. more things” (below).
Adjusting the Encounter • If the characters were defeated in tests, they awaken
Here are recommendations for adjusting this combat to find themselves seated in front of Boss Shivvy in the
encounter. These are not cumulative. Meeting House. Boss Shivvy and/his men are there
• Very weak party: Remove the catoblepas, replace with to laugh at them a bit, before offering the characters
undead crocodile (giant crocodile with turn immunity). a concession, claiming that “Parley always has a
• Weak party: Remove the catoblepas. Replace with undead concession, if we want to give ‘em.” The characters are
black dragon (young black dragon with turn immunity). presented the information in “Those ‘Two More Things’”
• Strong party: Increase the catoblepas’ hit points to 120. as an alternative to appeasing the Sea Raptors.
• Very strong party: add another catoblepas.
That “One More Thing.” Shivvy shares what has
happened between him and the Minions of Midnight.
Then he offers this: If the characters get rid of the Minions
of Midnight, he’ll agree to the treaty. “The jungle is very
dangerous. No telling what’s in there.”

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PO-BK-3-07 On Pirate's Honor (v1.0)
14
Those “Two More Things.” Shivvy shares what has storage crate. Pilfering belongings may impact Parley if
happened between him and the Minions of Midnight. Then discovered.
he then offers this: If the characters get rid of the Minions
of Midnight, “That’d be good.” Also, “If you find anything 2D. Watchtower
there that helps my zombified crew, that’d seal the deal. A tower built of ceiba wood offers a grand view of the bay
Za’Ruul’s holding out.” and beyond. An outhouse stands nearby. A ladder rises
thirty feet to the top where two Sea Raptor scouts enjoy
The Settlement partial cover and concealment.
If the characters are shown around or exploring from a
distance, they note the following general features. A map is 2E. Pavilions
provided in Appendix C. Three thatch-and-leaf roofed pavilions protect tables and
fire pits. At any time, five Sea Raptor bandits prepare
Area Information meals or keep them warm for crewmates.
The area has the following features.
Lighting. Sunny days and clear, starry night skies provide 2F. Meeting Hall
bright or dim light respectively. The meeting hall’s defining feature Area 2F(1) are two,
Structures. Structures are elevated eight feet above the ten-person tables, with a small podium in front of them.
ground by stilt frames. Unless otherwise specified, ceilings The hall’s entry doors are removable from their hinges.
are 10 feet high. Leaf and leather-weaved curtains cover Old nautical maps and tapestries depicting pirates at sea
entryways. Water barrels are set on each building side. hang from the walls. A large bird perch sets in a corner. If
Sounds and smells. A light, ocean wind and crashing Jenkins’ messenger arrived, it roosts here.
waves are constant. Moving further inland, sounds of jungle If Seaboss Shivvy was not attacked at landing, the
wildlife, bubbling soup cauldrons and pirates performing characters are brought here for Parley.
daily details. The smell of creature dung becomes A Sea Raptor veteran stands guard at the hall entrance
prominent near the pens. to areas 2F(2) and 2F(3).

2A. Shore Landing 2f(2). Seaboss Quarters


A rather modest, but clean and organized room. Clothes
The stretch of rocky beach runs along the mouth of Raptor hang on hooks, next to a tightly made bed, a chest, and a
Bay, edged by jungle fringe all the way to the settlement’s one-drawer desk.
entry path. Rowboats are scattered along the shore, staged Treasure. A locked chest (DC 15 Dexterity Check with
to quick launch to anchored ships. There is a 1-in-6 chance Thieves’ Tools to open) contains clothes, a breastplate with
that ten trained velociraptors are among the boats. They Flaming Fist insignia, and two platinum bars worth 50 gp
are aggressive towards any non-Sea Raptors. each. Pilfering belongings may impact Parley if discovered.
2B. Storage Shacks 2F(3). Guest Quarters
These two structures contain accumulated supplies This spare room has a single-sized bed with simple
“found” on voyages and extra ship tools, equipment and bedding. An empty. unlocked footlocker is set at the foot
foodstuffs. Behind the shacks, crates contain sundry items of the bed.
and some liquors.
2G. Pet Pen
Treasure A well-traveled path leads from the settlement into the
A successful DC 15 Intelligence (Investigation) check reveals nearby jungle, where velociraptor and humanoid tracks
a cracked open crate containing four silver flagons worth 50 reveal frequent traffic. At the path’s end is a massive,
gp each. There is empty space for a fifth flagon. Taking any domed-shaped pen, 60 feet in diameter. Inside twenty
of these supplies may impact Parley, if discovered. trained velociraptors are corralled. A small hut houses
three Sea Raptors scouts, who guard the pens and alert
2C. Bunkhouses others as needed.
Two bunkhouses billet half of the Sea Raptors crew at
any given time, while the rest are about the camp or on the 2H. Temple Run Path
ships. Each bunkhouse contains eight bunkbeds with one A roughly-15-foot-wide path winds two miles through
trunk at the foot of each bunk. The footlockers are locked jungle to temple ruins, currently occupied by the Minions
at all times; each Sea Raptor bunked in the house has a of Midnight (Part Three). A girallon frequents the area but
key. These locks are overcome with a successful DC 15 stays clear of the settlement and the ruins. It only hunts
Dexterity check with Thieves’ Tools. along the path for prey.
During the day, the bunkhouses are empty. Three flying
monkeys linger about, looking for treats. If they see anyone
that doesn’t belong inside, they shriek loudly, alerting Conclusion
others. They fly off if attacked. Once the characters have overcome Parley and agreed
to the Sea Raptors terms, the enclave welcomes the
Treasure characters to a short or long rest. They can enjoy some
Inside each footlocker among sundry items and clothing comfort here before setting off for the ruins afterwards.
are 75 gp in assorted coins, divided into two pouches. In Proceed to Part Three.
a footlocker is a silver flagon worth 50 gp, pilfered from a
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PO-BK-3-07 On Pirate's Honor (v1.0)
15
Part Three: Cleaning House
Estimated Duration: 1 hour 15 minutes. Area Information
pon arrival to the Minions of Midnight’s The settlement (Appendix C) has these general features.
settlement, the characters can scout the area, Dimensions and Terrain. The ruins occupy a 150-foot-
learn more about the cultists and devise a wide clearing, encircled by thick jungle. A 30-foot-wide
course of action to remove them. Somewhere paved dirt path leads to the ziggurat. 15-foot-high jungle
at the ruins’ center, the cult leader conducts trees stand along the fringe.
experiments while minions watch captives. Light. The clearing permits bright light during the day
Story Objective C and torch stakes provide dim light at night.
Remove the cultists from the ruins and maybe find a cure Firepits. Campfire pits are dug on each path side.
to the zombie-turned pirates. Large Huts. Four 30-foot-diameter huts are raised five
feet high by wood stilts. They are made of wood, wicker,
Salve-ation and tree foliage, including their doors.
Basins. Between the huts is a 10-foot-wide & deep basin
To aid Commodore Jenkins’ cause, the Minions of that stores gathered water.
Midnight were sent to these remains of the Temple of the Ruins. The eroded, scattered ruins cover a 200-square-foot
Sunken Sovereign. The cultist leader, Za’Ruul, arrived area. At the ruins’ center, earthen stairs descend to a lair.
with followers: among them alchemists, herbalists and The Minions of Midnight entrust Za’Ruul (deathlock
historians. They searched the ruins for any signs of ancient mastermind), his followers (cultist fanatics, scouts and
power to aid Jenkins’ effort to become a daywalker. Their cultists) maintain the site and excavate the ruins. Za’Ruul’s
findings thus far have uncovered a column of carvings bodyguards are two ebon-robed deathlocks. Two-vampire
and a stone scimitar (detailed below). These discoveries spawn are the only survivors of the soothers salve
carry vestiges of the temple’s power but are not what experiments.
Jenkins seeks. What Do They Want? Za’Ruul does anything they need
Za’Ruul directs the excavation while also indulging to carry out the work and further his experiments. The
another venture. Za’Ruul directed the search of the jungle cult leader has two search parties (two scouts, two cult
for a rare plant, witherblight, which advisors revealed is fanatics and six cultists) currently in the jungle looking
prominent in the region. Za’Ruul believes this root’s natural for witherblight root. Za’Ruul and two cult fanatic
properties, when suffused with necrotic magic, can create assistants help perform salve experiments on the captured.
a soother’s salve that could turn Commodore Jenkins into a Meanwhile, four cult fanatics, six cultists and two scouts
daywalker! labor and watch the site. The deathlocks guard the ruin
Cultist search parties have successfully found some of center (Area 4C).
the root to allow the creation of this salve. Many cultists What Do They Know? Za’Ruul knows that these ruins
have already volunteered to test the salve, and many belong to the original Temple of the Sunken Sovereign.
have perished. Only two so far have survived and became From here, the cult leader watches the Sea Raptors while
vampire spawn; however, they retained their sunlight carrying on their search for temple relics. Za’Ruul believes
sensitivity. Shivvy’s zombified men were cursed, by kaeth beans grown
Frustrated, Za’Ruul had these creatures imprisoned and from a secluded Minions of Midnight farm in the Border
impatiently awaits the return of search parties with more Kingdoms. Za’Ruul doesn’t know how they were cultivated
root. He used the last bit of salve on a test subject and but believed that a rival cultist is responsible. Even if he
eagerly awaits results. did, Za’Ruul has no desire to help the Sea Raptors. He is
too busy at this moment.
Minions of Midnight The cult’s first major discovery was a ruined column
that emanated malevolent power (Area 4A). Za’Ruul has
Settlement warned cultists away from the column under penalty of
volunteerism as salve test subjects.
The jungle path opens into a clearing. Huts line a dirt road, The second discovery was an ebon-stone scimitar, (sword
of life stealing) believed to belong to a long-dead temple
whose path leads towards massive rubble piles. Robed
guardian. Za’Ruul felt the weapon’s necrotic power and
beings labor through rock, while others observe from seeks to keep its discovery a secret. He killed the minions
hut porches. who discovered the weapon. This discovery is currently
entrusted to only his bodyguards and chamber assistants.
Za’Ruul and his assistants conduct salve experiments
in underground preparation chamber. There have been
setbacks, but semi-successes: ten volunteers dead and two
survivors. The two creatures are now held in the holding
pits (Area 4B).

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PO-BK-3-07 On Pirate's Honor (v1.0)
16
1. Huts the Depths—a Faerûnian deity. Those who place offerings
here gain advantage on any saving throws against the trap
Each hut contains four bunk beds and two large wardrobes. in Area 4A.
Each holds robes, traveler’s clothes and undergarments.
Behind each hut is an outhouse. The beds have feather 4. The Temple Ruins
mattresses and pillows. Two scouts are out on the porch,
fletching arrows and observing three cultists and four Whatever fate befell the Temple of the Sunken Sovereign
cult fanatics, who clean basins, prepare meals, pray at the is lost to time. The ruins offer clues to their history and still
shrine (Area 3) and sift through rocks around the ruins. contain a dangerous vestige of power, which has drawn the
What Do They Want? Everyone here serves the Minions Commodore’s attention.
of Midnight through their purpose which centers on the Area Information
tasks they are currently performing. In addition to the previous features, the ruins (Appendix A)
What Do they Know? All here are fiercely loyal; scared have these general features.
of Za’Ruul’s bodyguards. They are excited to excavate ruins Dimensions and Terrain. The ziggurat occupies a
of a temple to Umberlee. They’ve heard that a column 150-foot-wide clearing, encircled by thick jungle. A 40-foot-
(Area 4a) and a weapon (Area 4C(2)) but know nothing wide paved dirt path leads to the ziggurat. A 15-foot-high
more. The scouts know that a big bunch is out and will be jungle tree grows along the selva fringe.
back in a day. Light. The clearing permits bright light during the day
Treasure. Hidden underneath mattresses are assorted and lit staff torches provide dim light at night.
coins worth a total of 50 gp. Those with a passive
Perception of 14 or higher spot a bedpost hollow holding 4A. The Column of Fathoms
an unbreakable arrow. Among the rubble is an old, thirty-foot long, cracked
column. Eroded carvings of raging seas, drowned sailors,
2. Storage and sunken ships cover its surface. On a broken plank a
message reads, “STAY AWAY FOOLS.”
This shack is locked with a chain and lock (DC 10
Check it Out? Any search-related checks should occur
Dexterity check with Thieves’ Tools or key from any cult
adjacent to the column. A successful DC 12 Intelligence
fanatic). Inside are sundry items, two barrels of salted pork,
(History or Religion) check reveals the imagery to
carpenter and gardeners’ tools, cooking utensils, buckets
venerate the deity, Umberlee. A successful DC 15
and an open sack of kaeth beans.
Wisdom (Perception) check discovers faded writing in
Aquan language: “Only the reverent, speak to the Sunken
3. Shrine to The Sunken Sovereign Sovereign.”
A small offering plate sits at the base of a stone pile. A A detect magic spell unravels a powerful, necrotic aura.
two-foot-tall statue of a ship inundated by waves sets atop Za’Ruul sensed it too; and decided it wise to stay away from
the rocks. A successful DC 14 Intelligence (Religion) Check it until its mystery is unraveled.
intuits that this shrine venerates Umberlee, the Queen of
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The Tempest Trap 4C. Temple Ruins
Magical Trap The largest ruin was once the top of a larger temple-like
This trap’s creator was a devotee of Umberlee, the malicious
structure. A 10-foot-wide earthen tunnel descends into the
sea goddess. They prepared a magical test that unleashes The complex. Two deathlocks stand guard here. They attack
Wavemother’s cruelty upon any to test their resolve. anyone that they do not recognize. Sounds of battle alert all
Trigger. When the words, ‘Umberlee’ or ‘Sunken Sovereign’ inside the structure at your discretion.
are spoken near the column the magic discharges.
Detecting and Disabling. A successful DC 15 Wisdom
Playing the Pillars
(Perception) check spots the column’s writing and intuits
the column’s danger. A successful dispel magic spell (DC 15) Combat. The deathlocks give their unlife to protect Za’Ruul.
suppresses the trap for an hour. A caster without that spell Defeated characters awake in the holding pits (Area 4B) until
can suppress the trap for 24 hours by expending a spell slot their turn on the experiment table comes or they escape!
of fourth level or higher. Exploration. The rubble can provide concealment.
Effects. Once triggered, necrotic magic assaults the minds Social. The deathlocks’ duty is deeply ingrained. They have
with harrowing visages of violet sea, whipping ship wreckage, advantage on any Charisma-based checks made to convince
drowning sailors, and tentacled sea things! All creatures them otherwise.
within 20 feet of the column must succeed a DC 15 Wisdom Adjusting the Encounter
saving throw, taking 20 (4d10) psychic damage on a failed Here are recommendations for adjusting this combat
save or half as much damage on a successful save. Also, encounter. These are not cumulative.
those that failed the save can only speak falteringly for 1
• Very weak party: Remove one deathlock.
minute—incapable of any action that involve speaking.
• Weak party: Remove one deathlock. Add two scouts and
two cultists from the settlement.
• Strong party: One deathlock is invisible. Each deathlock has
Development 64 hit points.
If the trap is activated, it draws the attention of all cultists • Very strong party: All deathlocks are invisible. Each
in the area, including Za’Ruul’s bodyguards in Area 4C and deathlock has 64 hit points. All scouts, cultists and cultist
excites the vampire spawn in Area 4B to begin shrieking! fanatics in the settlement join the battle after round one.

4B. The Holding Pits


The stench of filth is strong here. Round, bamboo-and-leaf Development. When defeated, the deathlocks crumble
cage lids cover four pits. into a pile of aromatic ashes that a DC 15 Intelligence
The pits are 10 feet deep. The lids are heavy but can be (Nature) check recognizes could be kaeth grounds. No
lifted with a successful group DC 15 Strength (Athletics) check is needed by the characters to intuit that the battle
check. Destroying them (AC 10, 35 hit points and has alarmed others.
vulnerability to fire damage) gains entry.
The pits are occupied by one vampire spawn each. 4C(1). Za’Ruul Supply Chamber
These were two of Za’Ruul’s cultists who survived the salve This cavern stores supplies for Za’Ruul: wooden bowls, 2
experiments; however, they kept their sunlight sensitivity. alchemist kits, 2 herbalism kits, 2 healers kits, 3 barrels of
Za’Ruul seeks to discover why. food (a months’ worth) writing utensils, and baskets. Crates
What Do They Want? The vampire spawn carry a vestige contain a priest’s kit.
of their former selves—enough to want to be freed so they A regal, single-size bed, with a golden bedframe sits in a
can flee into the jungle. They are new to their undead corner. A bottle of mango liqueur was a ‘gift’ from Seaboss
natures. They are hungry. Shivvy. Underneath the bed, a small chest is locked (DC 15
What Do They Know? The vampire spawn know that Dexterity Check with Thieves Tool Proficiency to Unlock).
Za’Ruul took them ‘into the ground’ and the burning paste Treasure. The gold bedframe is worth 250 gp if
was put on them. If freed, they may attack or flee into the somehow carried out of here. The bottle of cordial could
jungle (DM discretion). be sold for 200 gp given its unique mixture. Inside the
chest is a tied-shut eelskin sack containing 20gp in sludge-
covered coins, 100gp in green-eye agates, a brilliantly-
Playing the Pillars barnacled seashell worth that could fetch 50gp and a 50gp
Combat. The vampire spawn attack if attacked. moonstone .
Exploration. Cages could be used as traps or in other ways.
The spawn refer to the Temple Ruins below (Area 4c) as “into 4C(2). Preparation Chamber
the ground”; the soothing salve as “burning paste”. This chamber is an intact part of the temple ruins.
Social. If someone speaks to the vampire spawn, they can Restraining belts dangle from each corner and side of the
learn that they want to be freed. A DC 12 Intelligence (Nature) two tables here. Smaller tables line the walls, containing
or Wisdom (Insight) reveals their hunger. mortar and pestle, mixing bowls of various sizes. Any
Adjusting the Encounter search discovers remnants of a pulverized root and coffee
Here are recommendations for adjusting this combat grounds settled in a pestle. There is not enough here to
encounter. These are not cumulative. discern anything more. Sail sheet shrouds contain corpses.
• Very weak party: Remove one vampire spawn. If not already alerted, three cultist fanatics have finished
• Weak party: Reduce vampire spawn hit points to 62. restraining a fourth cultist fanatic (non-combatant) who
• Strong party: Increase vampire spawn hit points to 121. has received the last batch of soother’s salve. Za’Ruul
• Very strong party: add a vampire spawn. Increase vampire (deathlock mastermind) waits for them to step back to
spawn hit points to 121. expend his Arcane Flash attack to activate the salve.

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He hands the dark-stone scimitar (sword of life stealing)
to one of the cult fanatics. He summons five zombies from
the shrouds to protect him.
If alerted, or the characters were delayed by more than
one day, characters arrive as Phase Two begins. One cultist
fanatic is attuned to the scimitar.

Za’Ruul
Deathlock Mastermind
The ambitious cultist rose up the ranks of the Minions of
Midnight through many innovative and ruthless endeavors.
They have a melded, methodical and macabre mindset.
Rite Here, Rite Now. Za’Ruul is determined to get the soother’s
salve to work …to gain favor of the Sunken Sovereign and
the Minions of Midnight.
Scapegoater. Za’Ruul’s believes that his failures are his minion’s
failures, and their successes are his alone.
What Do They Want? The cultist fanatics serve Za’Ruul. The
cultists hope that Za’Ruul will reward one of them with the
discovered scimitar. Za’Ruul hopes this subject survives the
salve’s full effects.
What Do They Know? Za’Ruul committed the salve
ingredients to memory. His advisors were test volunteers:
all died. Za’Ruul hopes the search parties return with more
root soon.
If successful, Za’Ruul uses the salve to gain favor with the
commodore. Za’Ruul competes with others, (see events
in BK03-06 and BK03-08) forcing him to focus more to
this effort. Playing the Pillars
Soother’s Salve Combat. Za’Ruul’s minions attack enemies and protect
This concoction is made from grounded witherblight root, the test subject. Za’Ruul uses his Arcane Burst from a safe
kaeth and fused with necrotic energy. Direct necrotic energy distance. If the test subject survives, it breaks the restraints
activates the five-phase process, each taking six seconds and and attacks the nearest character.
manifests on initiative count 20. At each phase’s end, the Exploration. As an action, a character can unlatch the table
subject must succeed on a Constitution saving throw (DCs restraints. If freed before the salve runs its course, the subject
listed below) or die. flees to the surface and into the jungle.
Be sure to describe each phase of the salve’s progression. Social. The cultists may be goaded into fighting each other
Phase One. The skin turns pale; eyes turn blood red. The over the scimitar if pressed by a charismatic character.
subject gains darkvision to 60 feet (DC 12 Constitution save). Adjusting the Encounter
Phase Two. Hands and feet elongate. Talons grow; gain ta
Here are recommendations for adjusting this combat
vampires spawn’s claw attack. (DC 14 Constitution save).
encounter. These are not cumulative.
Phase Three. Their build grows gaunt. The subject gains the
vampire spawn’s spider climb trait (DC 16 Constitution save). • Very weak party: Za’Ruul is a kraken priest.
Phase Four. The subject is now entirely a vampire spawn, • Weak party: Za’Ruul is a mage.
including sunlight sensitivity. (DC 18 Constitution save). • Strong party: Zombies have been injected with potions
Phase Five. The subject is wracked with excruciating pain and of invulnerability. Za’Ruul has 180 hit points. Remove the
must succeed a DC 18 Constitution saving throw, taking cultist fanatics, replace with one deathlock.
• Very strong party: Zombies have advantage to Undead
10d10 necrotic damage on a failed save, or no damage on a
Fortitude saving throws. Za’Ruul has 180 hit points. Remove
successful one. If the subject’s hit point total reaches 0, they
the cultists fanatics, replace with two deathlocks.
die. If they survive, they become vampire spawn that does
not have sunlight sensitivity.

Treasure. The chamber has enough components for Development


an herbalism or healer’s kit. In Za’Ruul’s robe, is a small, With Za’Ruul defeated, any remaining cultists flee into the
leather hand-sized book which contains the deathlock’s jungle. Frantic cries come from Area 4B (if the vampire
shorthand. A folded piece of paper in the book’s back is a spawn remain). When the characters depart the ruins,
scroll of remove curse. The black-stone scimitar is a sword proceed to Conclusion.
of life stealing.
A Hard Read. Any characters that scans the book’s pages Conclusion
and succeeds on a DC 18 Intelligence (History) Check can Any cultists that remain flee into the jungle. The remaining
make out some of the shorthand, which reveals all from cultist hunting parties appear just as the heroes leave for
Za’Ruul’s ‘What Do They Know‘ entries from under the the Sea Raptors camp. Before they can chase, they are
‘Minions of Midnight Settlement’ heading and previously surprised! Trained velociraptors dart from the jungle fringe.
on this page. Their perishing cries fade as the party returns to the Sea
Raptors’ camp. Move on to Wrap Up.

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Wrap-Up: Sealed the Deal Mundane adventuring gear found during the course of
the adventure is not duplicated. The party determines
At the Sea Raptors settlement, Seaboss Shivvy and his who receives an item unless an NPC or event during the
crews eagerly anticipate the characters’ arrival. When adventure gave the item to a specific character.
they appear, the pirates burst into cheers! Seaboss Shivvy
approaches …
Magic Item(s)
If found during the adventure, the characters can keep
If the characters convey that Za’Ruul and the Minions
the following magic items; these items are described in
of Midnights are vanquished, SeaBoss Shivvy grabs the
Appendix C:
forearm of the character that spoke and yells, “That seals
the deal!” • Sword of Life Stealing (scimitar)
Shivvy warns that Commodore Jenkins and the Minions • Scroll of Remove Curse
of Midnight will be on the hunt for them and the Sea • Potion of Animal Friendship
Raptors. Seaboss Shivvy presents each character with • Potion of Greater Healing
some leaf-wrapped and vine-tied rations (enough for one • Unbreakable Arrow
week) to take with them. A barrel of fruit is also sent for
their ship’s crew and captain.
If the characters intend to use the scroll of remove curse Dungeon Master Service Rewards
to cure the zombified Sea Raptors, Seaboss Shivvy has his The following types of service are eligible for rewards.
crew healer copy it and returns it to them. He then hands Where applicable, time of 30 minutes or more should be
them a potion of animal friendship, commenting, “Ifan’s got rounded up to the nearest hour.
plenty of them,” • Dungeon Mastering
Once the heroes return to the <vessel name> , <vessel
• Using safety tools while Dungeon Mastering
captain> congratulates them and tells them, “Rest up!
Blackblade’s already got us moving! • Mentoring new Dungeon Masters
• Event organization
Adventure Rewards • Event staffing
• Running a learn-to-play event
At the end of the session, the characters receive rewards
based upon their accomplishments. • Creating event code of conduct
• Streamed game participation and production
Character Rewards Dungeon Mastering. This is the act of Dungeon
The characters earn the following rewards: Mastering a D&D Adventurers League Forgotten Realms
adventure or session. Each hour you Dungeon Master
Advancement counts towards your rewards. You may accumulate time
Upon successfully completing this adventure, each from session to session.
character gains a level. At their discretion, they may choose Using Safety Tools. If you use safety tools while
to decline advancement. Dungeon Mastering, you may add one hour for every four
Gold hours to your total time spent Dungeon Mastering for
purposes of accumulating time for rewards.
If found during the adventure the following items are
Mentoring New DMs. If you mentor a new Dungeon
converted to gold and added to any coins found during the
Master at a session, you earn time towards rewards as if
adventure. The gold is split among the party members. If
you had Dungeon Mastered for the hours spent mentoring.
someone wants to keep an item in particular, that character
can either take it as part of their share or pay for it with
their own gold. Mundane items are not duplicated nor Rewards Stack
included in this. Rewards above can be stacked together if you’re performing
multiple services at the same time. For example, Dungeon
Item Max Gold Value Mastering a streamed learn-to-play D&D Adventurers
League game with safety tools for four hours is worth 11
Black Pearls 500 gp
hours towards your rewards (four for DMing, four for stream
Doubloons 350 gp participation, two for learn-to-play, one for safety tools).
Sludgy Coins 20 gp
Green Eye Agates 100 gp
Brilliant Shell 50 gp For a complete explanation of the Service Awards
Moonstone 50 gp Program, please visit the following website:
Aarakocra bead necklaces 150 gp https://dnd.wizards.com/ddal_dms
Silver Flagons 200 gp
Hut Mattress coin 800 gp
Footlocker gold 600 gp
The Fifth Flagon 50 gp
Mattress Money 50 gp
Gold Bedframe 250 gp
Mango Liqueur (Poison) 200 gp
Total Gold Value 3280 gp
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Creature Statistics Black Dragon, Young
Large Dragon, Chaotic Evil
The following creatures appear in this adventure.
Armor Class 18 (natural armor)
Bandit Captain Hit Points 127 (15d10 + 45)
Medium humanoid (any race), any Non-Lawful alignment Speed 40 ft., fly 80 ft., swim 40 ft.

Armor Class 15 STR DEX CON INT WIS CHA


Hit Points 65 (10d8 + 20) 19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
Speed 30 ft.
Saving Throws Dex +5, Con +6, Wis +3, Cha +5
STR DEX CON INT WIS CHA Skills Perception +6, Stealth +5
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 1 (+2) Damage Immunities Acid
Senses Blindsight 30 ft;, Darkvision 120 ft., passive Perception 16
Saving Throws Str +4. Dex +5, Wis +2 Languages Common, Draconic
Skills Athletics +4, Deception +4 Challenge 7 (2900 XP) Proficiency Bonus: +3
Senses Passive Perception 10
Languages any two languages
Amphibious. The dragon can breathe air and water.
Challenge 2 (450 XP) Proficiency Bonus: +2
Actions
Actions Multiattack. The dragon makes three attacks: one with its bite,
two with its claws.
Multiattack. The captain makes three attacks: two with its
scimitar and one with its dagger, or the captain makes two raged Bite. Melee Weapon Attack: +7 to hit, reach 10 ft. one target. Hit:
attacks with its daggers. 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. or one target.
target. Hit: 6 (1d6+3) slashing damage. Hit: 11 (2d6 + 4) slashing damage.
Dagger. Ranged or Melee Weapon Attack: 5 to hit, reach 5 ft. or Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot
range 20/60 ft. one target. Hit: 5 (1d4+3) piercing damage. line that is 5 feet wide. Each creature in that line must make a
DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a
Reactions failed save, or half as much damage on a success.
Parry. The captain adds 2 to its AC against one melee attack that
would hit it. To do so, the captain must see the attack and be
wielding a melee weapon. Undeath Touched
As a result of consuming an undead affected by
A zombie-curse, the dragon is slowly becoming undead itself,
The Sea Raptors gaining the following modifications:
This pirate enclave consists of motley mix of bandit captains, • The dragon’s type is Undead.
scouts, swashbucklers, veterans and a champion that have • The dragon gains Turn Resistance.
the following modifications: • The dragon gives off a strong smell of kaeth beans.
• They are deft swimmers. They have a swim speed of 30ft. • Veins bulge underneath its scales; on the verge of bursting
• They have advantage on any Animal Handing checks related
to velociraptors.

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Champion Catoblepas
Medium humanoid (any race), any alignment Large Monstrosity, Unaligned

Armor Class 18 (plate) Armor Class 14


Hit Points 143 (22d8 + 44) Hit Points 84 (8d10 + 40)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 19 (+4) 12 (+1) 25 (+5) 3 (-4) 14 (+2) 8 (-1)

Saving Throws Str +9, Con +6 Skills Perception +5


Skills Athletics +9, Intimidation +5, Perception +6 Senses Darkvision 60 ft. passive Perception 15
Senses Passive Perception 16 Languages --
Languages any one language (usually Common) Challenge 5 (1800 XP) Proficiency Bonus +3
Challenge 9 (5000 XP) Proficiency Bonus: +4
Stench. Any creature other than a catoblepas that starts its
Indomitable (2/day). The champion rerolls a failed saving throw. turn within 10 feet of the catoblepas must succeed on a DC 16
Constitution saving throw or be poisoned until the start of the
Actions creature’s next turn. On a successful saving throw the creature is
Multiattack. The champion makes three great sword or immune to the Stench of any catoblepas for 24 hours.
Shortbow attacks.
Actions
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) slashing Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
damage if the champion has more than half of its total hit points 21 (5d6 + 4) bludgeoning damage, and the target must succeed
remaining. on a DC 16 Constitution saving throw or be stunned until the start
of the catoblepas’ next turn.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 5 (1d6+2) piercing damage plus 7 (2d6 + 1) piercing Death Ray (Recharge 5-6). The catoblepas targets one creature
damage if the champion has more that half of its total hit points that it can see within 30 feet of it. The target must succeed on a
remaining. DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage
on a failed save, or half as much damage on a successful one.
Bonus Actions If the saving throw fails by 5 or more, the target instead takes
64 necrotic damage. The target dies if reduced to 0 hit points
Second Wind (Recharge after a Short or Long Rest. The champion
by this ray.
regains 20 hit points.

SeaBoss Mourne Shivvy Undeath Touched


As a result of consuming an undead affected by
The leader of The Sea Raptors was a grizzled military
A zombie-curse, the catoblepas is slowly becoming undead
and mercenary officer whose experiences culminate as a
itself, gaining the following modifications:
champion to the enclave with the following modifications:
• The catoblepas’ type is Undead.
• He is an adept swimmer. He has a swim speed of 30ft.
• The catoblepas gains Turn Resistance.
• Shivvy has skill proficiency with Animal Handling Checks
• The catoblepas gives off a strong smell of kaeth beans.
• Master Raptor Trainer. Shivvy has advantage to any check
• Its veins are brown-hued and on the verge of bursting.
related to velociraptors.
• Leadership (Recharges after a Short or Long Rest). For 1
minute, Shivvy can utter a special command or warning
whenever a nonhostile creature that it can see within 30 feet
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
him. A creature can benefit from only one Leadership
die at a time. This effect ends if the Sea Boss Shivvy is
incapacitated.

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Cultist Deathlock
Medium humanoid (any race), any Non-Good alignment Medium Undead (Warlock), typically Neutral Evil

Armor Class 12 (leather armor) Armor Class 12 (15 with mage armor)
Hit Points 9 (2d8) Hit Points 36 (8d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3)

Skills Deception +2, Religion +2 Saving Throws Int +4, Cha +5


Senses Passive Perception 10 Skills Arcana +4, History +4
Languages Any one language (usually Common) Damage Resistances Necrotic, Bludgeoning, Piercing, and
Challenge 1/8 (25 XP) Proficiency Bonus +2 Slashing Attacks from nonmagical attacks that aren’t silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Dark Devotion. The cultist have advantage on saving throws Senses Darkvision 60 ft., passive Perception 11
against being charmed or frightened. Languages the languages it knew in life
Challenge 4 (1110 XP) Proficiency Bonus +2
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage. Turn Resistance. The deathlock has advantage to any effect that
Turns Undead.

Cultist Fanatic Unusual Nature. The deathlock does not require air, food,
drink or sleep.
Medium humanoid (any race), any Non-Good alignment
Actions
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6) Multiattack. The deathlock makes two Deathly Claw or Grave
Speed 30 ft. Bolt attacks.
Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (2d6 + 2) necrotic damage.
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 14 (2d10 + 3) necrotic damage.
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 11 Spellcasting. The deathlock casts one f the following spells, using
Languages any one language (usually Common) Charisma as the spellcasting ability (spell save DC 13):
Challenge 2 (450 XP) Proficiency Bonus +2
Cantrips (at will): detect magic, disguise self, mage
armor, mage hand
Dark Devotion. The fanatic has advantage on saving throws 1/day: dispel magic, Hunger of Hadar, invisibility, spider climb
against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon

Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., or range
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing.

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Deathlock Mastermind Dragon Turtle, Young
Medium Undead (Warlock), typically Neutral Evil
(Arakor)
Armor Class 13 (16 with mage armor) Huge Dragon, Typically Neutral
Hit Points 110 (20d8 +20)
Speed 30 ft. Armor Class 17 (natural armor)
Hit Points 178 (17d12 + 68)
STR DEX CON INT WIS CHA Speed 20 ft., swim 40 ft.
11 (+0) 16 (+3) 12 (+1) 15 (+2) 12 (+1) 17 (+3)
STR DEX CON INT WIS CHA
Saving Throws Int +4, Cha +6 21 (+5) 10 (+0) 19 (+3) 10 (+0) 12 (+1) 12 (+1)
Skills Arcana +4, History +4. Perception +4
Damage Resistances Necrotic, Bludgeoning, Piercing, and Saving Throws Dex +4, Con +8, Wis +5
Slashing Attacks from nonmagical attacks that aren’t silvered Damage Resistances Fire
Damage Immunities Poison Senses Darkvision 120 ft., Passive Perception 11
Condition Immunities Exhaustion, Poisoned Languages Aquan, Draconic
Senses Darkvision 120 ft., Passive Perception 14 Challenge 10 (5900 XP) Proficiency Bonus +4
Languages the languages it knew in life
Challenge 8 (3900 XP) Proficiency Bonus +3
Amphibious. The dragon turtle can breathe air and water.

Devil Sight. Magical darkness does not impede the deathlock’s Actions
darkvision. Multiattack. The dragon turtle makes one Bite attack and two
Turn Resistance. The deathlock has advantage to any effect that Claw attacks.
Turns Undead. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
Unusual Nature. The deathlock does not require air, food, 11 (1d12 + 5) piercing damage plus 6 (1d12) lightning damage.
drink or sleep. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
9 (1d8 + 5) slashing damage.
Actions
Steam Breath (Recharge 5-6). The dragon turtle exhales steam
Multiattack. The deathlock makes two Deathly Claw or Grave
in a 30-foot cone. Each creature in that area must make a DC
Bolt attacks.
16 Constitution saving throw take 42 (12d6) fire damage on a
Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one failed save, or half as much damage on a successful one. Being
target. Hit: 13 (3d6 + 3) necrotic damage. underwater does not grant resistance to this damage.
Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
target. Hit: 13 (3d8) necrotic damage. If the target is Large or
smaller, it must succeed on a DC 16 Strength saving throw or
Flying monkey
Small beast, unaligned
become restrained as shadowy tendrils wrap around it for 1
minute. A restrained target can use its action to repeat the saving Armor Class 12
throw, ending the effect on itself on a success. Hit Points 3 (1d6)
Spellcasting. The deathlock casts one f the following spells, using Speed 20 ft., climb 20 ft., fly 30 ft.
Charisma as the spellcasting ability (spell save DC 14):
STR DEX CON INT WIS CHA
Cantrips (at will): detect magic, disguise self, mage armor, 8 (-1) 14 (+2) 11 (+0) 5 (-3) 12 (+1) 6 (-2)
minor illusion
1/day: darkness, dimension door, dispel magic, fly, invisibility
Senses passive Perception 11
Languages --
Challenge 0 (0 XP) Proficiency Bonus +2

Pack Tactics. The flying monkey has advantage on and attack roll
if at least one of the monkey’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.

Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
(1d4 - 1) piercing damage.

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Flying Snake Huge Giant Crab
Tiny beast, unaligned Huge Beast, unaligned

Armor Class 14 Armor Class 15 (natural armor)


Hit Points 5 (2d4) Hit Points 131 (14d12 + 70)
Speed 30 ft., fly 60 ft., swim 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 5 (-3) 20 (+5) 15 (+2) 20 (+5) 1 (-5) 9 (-1) 3 (-4)

Senses Blindsight 10 ft., passive Perception 11 Skills Stealth +4


Languages -- Condition Immunities Charmed, Frightened, Paralyzed
Challenge 1/8 (25 XP) Proficiency Bonus +2 Senses Blindsight 30 ft. passive Perception 9
Languages --
Challenge 8 (3900 XP) Proficiency Bonus +3
Flyby. The snake doesn’t provoke opportunity attacks when it flies
out of enemies reach.
Amphibious. The crab can breathe air and water.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1
Actions
piercing damage plus 7 (3d4) poison damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 27 (4d10 + 5) bludgeoning damage and the target is grappled
(escape DC 14). The crab has two claws, each of which can
Giant Crocodile grapple only one target.
Huge beast, unaligned

Armor Class 14 (natural armor) Girallon


Hit Points 85 (9d12 + 27) Large Monstrosity, unaligned
Speed 30 ft., swim 50 ft.
Armor Class 13
STR DEX CON INT WIS CHA Hit Points 59 (7d10 + 21)
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2) Speed 40 ft. climb 40 ft.

Skills Stealth +5 STR DEX CON INT WIS CHA


Senses passive Perception 10 18 (+4) 16 (+3) 16 (+3) 5 (-3) 12 (+1) 7 (-2)
Languages --
Challenge 5 (1,800 XP) Proficiency Bonus +3 Skills Perception +5 Stealth +5
Senses Darkvision 60 ft. passive Perception 12
Languages --
Hold Breath. The crocodile can hold its breath for 30 minutes. Challenge 4 (1100 XP) Proficiency Bonus +2
Actions
Multiattack. The crocodile makes two attacks: one with the bite Actions
and one with the tail.
Multiattack. The girallon makes one Bite attack and four
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Claw attacks.
21 (3d10 +5) piercing damage and the target is grappled (escape
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
DC 16). Until this grapple is ended the target is restrained, and
(1d6 + 4) piercing damage.
the crocodile cannot bite another target.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not
7 (1d6 + 4) slashing damage.
grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If
the target is a creature, it must succeed a DC 16 Strength Saving Bonus Actions
throw or be knocked prone.
Aggressive. As a bonus action, the girallon can move up to its
speed towards a hostile creature it can see.

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Pteranodon Sailing Ship
Medium Beast, Unaligned Gargantuan Vessel (100 feet x 20 feet)

Armor Class 12 (natural armor) Creature Capacity 30 crew, 20 passengers


Hit Points 13 (3d8) Cargo Capacity 100 tons
Speed 10 ft., fly 60 ft. Travel Pace 5 miles per hour (120 miles per day)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 2 (-3) 9 (-1) 5 (-3) 20 (+5) 7 (-2) 17 (+3) 0 (+0) 0 (+1) 0 (+0)

Skills Perception +6 Damage immunities Poison, Psychic


Senses Passive Perception 11 Condition Immunities blind, charmed, deafened, frightened,
Languages -- exhaustion, incapacitated, paralyzed, petrified, poisoned,
Challenge 1/4 (50 XP) prone, stunned, unconscious

Flyby. The pteranodon doesn’t provoke opportunity attacks when Actions


it flies out of enemies’ reach.
On its turn the ship can take three actions, choosing for the
Actions options below. It can only take two actions if it has fewer than
twenty crew and only one action if fewer than ten. It can’t take
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., or one target.
actions if it has fewer than three.
Hit: 6 (2d4 + 1) piercing damage.
Fire Ballista. The ship fires its ballista.
Fire Mangonel. The ship fires its mangonel.
Pterafolk Move. The ship can use its helm to move with its sails.
Large Monstrosity, Neutral Evil
Hull
Armor Class 12 (Natural Armor) Armor Class 15
Hit Points 26 (4d10 + 4) Hit Points 300 (damage threshold 15)
Speed 30 ft., fly 50 ft.
Control: Helm
STR DEX CON INT WIS CHA
Armor Class 18
15 (+2) 13 (+1) 12 (+1) 9 (-1) 10 (+0) 11 (+0)
Hit Points 50; Move up to the speed of the ships’ sails, with on
90-degree turn. If the helm is destroyed the ship can’t turn.
Skills Perception +2, Survival +2
Senses Passive Perception 12 Movement: Sails
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2 Armor Class 12
Hit Points 100: -5 ft. speed per 25 damage taken. Speed
(water) 45 ft.; while sailing into the wind; 60 ft. while sailing
Terror Dive. If the pterafolk is flying and dives at least 30 feet with the wind.
forward toward a target, and then hits that target with a melee
weapon attack, the target is frightened until the end of its turn. Weapon: Ballista
Armor Class 15
Actions Hit Points 50
Multiattack. The pterafolk makes three attacks: one with its
Ranged Weapon Attack: +6 to hit, range 120/480 ft. one target.
bite, two with its claws. Alternatively, it makes two attacks with
Hit: 16 (3d10) piercing damage.
its javelin.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 Weapon: Mangonel
(2d4 + 2) piercing damage. Armor Class 15
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Hit Points 100
5 (1d6 + 2) slashing damage. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or hit targets within 60 ft. of it), one target. Hit: 27 (5d10)
range 30/120 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Blackblade’s fleet
This sailing ship that the characters help crew is one of a
few ships that have been swayed to the mysterious Captain
Blackblade cause. These ships are commissioned from all
trades. They have the following modifications.
• They do not have any mangonels onboard.
• They normally carry a crew of ten persons in addition to the
player characters, limited to two ship actions.
• Handling checks related to velociraptors.

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Scout Sea Serpent, Young
Medium humanoid (any race), Any Alignment
(Trandafyr)
Armor Class 13 (leather armor) Huge Dragon, Typically Neutral
Hit Points 16 (3d8 +3)
Speed 30 ft. Armor Class 16 (natural armor)
Hit Points 123 (13d12 + 39)
STR DEX CON INT WIS CHA Speed 10 ft., swim 40 ft.
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
STR DEX CON INT WIS CHA
Skills Nature +4, Perception +5, Stealth +6, Survival +5 19 (+4) 12 (+1) 17 (+3) 11 (+0) 13 (+1) 10 (+0)
Senses Passive Perception 15
Languages Any one language (usually Common) Saving Throws Str +7, Con +6
Challenge 1/2 (100 XP) Proficiency Bonus +2 Damage Immunities Cold
Skills Arcana +6, History +6
Senses Darkvision 120 ft., Passive Perception 14
Keen Hearing and Sight. The scout has advantage on Wisdom Languages Common, Draconic
(Perception) checks that rely on sight. Challenge 8 (3900 XP) Proficiency Bonus +3
Actions
Multiattack. The scout makes two melee or ranged attacks. Amphibious. The sea serpent can breathe air and water.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Siege Monster. The sea serpent deals double damage to objects
target. Hit: 5 (1d6 + 2) piercing damage. and structures.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one Actions
target. Hit: 6 (1d8 + 2) piercing damage. Multiattack. The sea serpent makes one Bite attack and one
Constrict or Tail attack.
The Sea Raptors Bite. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 15 (2d10 +
This pirate enclave consists of motley mix of bandit captains, 4) piercing damage plus 5 (1d10) cold damage.
scouts, swashbucklers, veterans and a champion that have Constrict. Melee Weapon Attack: +7 to hit, reach 20 ft., one
the following modifications: creature. Hit: 22 (4d8 + 4) bludgeoning damage. If the target
• They are dept swimmers. They have a swim speed of 30ft. is Large or smaller, it is grappled (Escape DC 15). Until this
• They have Animal Handing Skill advantage to any Animal grapple ends, the target is restrained, and the sea serpent cannot
Handling checks related to velociraptors. constrict another target.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit:
9 (1d10 + 4) bludgeoning damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or be pushed up
to 20 feet away and be knocked prone.
Rime Breath (Recharge 5-6). The serpent exhales a 30-foot cone of
cold. Each creature in that area must make a DC 14 Constitution
saving throw. taking 38 (7d10) cold damage on a failed save, or
half as much damage on a successful one.

Stegosaurus
Huge Beast (Dinosaur), Unaligned

Armor Class 13 (natural armor)


Hit Points 76 (8d12 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

Senses Passive Perception 10


Languages --
Challenge 4 (1100 XP) Proficiency Bonus +2

Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
26 (6d6 + 5) piercing damage.

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Swashbuckler Vampire Spawn
Medium humanoid, any alignment Medium Undead, Neutral Evil

Armor Class 17 (leather armor, Suave Defense) Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12) Hit Points 82 (11d8 + 33)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

Skills Acrobatics +8. Athletics +5, Persuasion +6 Saving Throws Dex +6, Wis +3
Senses Passive Perception 10 Skills Perception +3, Stealth +6
Languages any one language (usually Common) Damage Resistances Necrotic, Bludgeoning, Piercing and
Challenge 3 (700 XP) Proficiency Bonus +2 Slashing from nonmagical attacks
Senses Darkvision 60ft. Passive Perception 13
Languages The languages it knew in life.
Suave Defense. While the swashbuckler is wearing light Challenge 6 (2,300 XP)
or no armor and wielding no shield, it’s AC includes its
Charisma modifier.
Regeneration. The vampire regains 10 hit points at the start of its
Actions turn if it has at least 1 hit point and isn’t in sunlight or running
Multiattack. The swashbuckler makes one Dagger attack and water. If the vampire takes radiant damage or damage from holy
two Rapier attacks. water. this trait doesn’t function until the start of the vampire’s
next turn.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Spider Climb. The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to make an
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., target. Hit: 8 ability check.
(1d8 + 4) piercing damage.
Vampire Weaknesses. The vampire has the following weaknesses:
Bonus Actions Forbiddance. The vampire can't enter a residence without an
Lightfooted. The swashbuckler takes that Dash or invitation from one of the occupants
Disengage action. Harmed By Running Water. The vampire takes 20 acid damage
when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon
The Sea Raptors made of wood is driven into its heart while it is incapacitated in
This pirate enclave consists of motley mix of bandit captains, its resting place.
scouts, swashbucklers, veterans and a champion that have Sunlight Hypersensitivity. The vampire takes 20 radiant damage
the following modifications: when it starts its turn in sunlight. While in sunlight, it has
• They are dept swimmers. They have a swim speed of 30ft. disadvantage on attack rolls and ability checks.
• They have Animal Handing Skill advantage to any Animal Actions
Handling checks related to velociraptors.
Multiattack. The vampire makes two attacks, only one of which
can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the vampire,
incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage
plus 7 (2d6) necrotic damage. The target's hit point maximum
is reduced by an amount equal to the necrotic damage taken,
and the vampire regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.

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Velociraptor Actions
Tiny Beast (Dinosaur), Unaligned Multiattack. The veteran makes two longsword attacks. If it has a
shortsword drawn, it can also make a shortsword attack.
Armor Class 13 (natural armor)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 10 (3d4 + 4)
Speed 30 ft. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage
if used with two hands.
STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
6 (-2) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 6 (-2) target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400
Skills Perception +3
ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Senses Passive Perception 13
Languages --
Challenge 1/4 (50 XP) Proficiency Bonus +2
The Sea Raptors
This pirate enclave consists of motley mix of bandit captains,
Pack Tactics. The velociraptor has advantage on and attack roll scouts, swashbucklers, veterans and a champion that have
if at least one of the velociraptor’s allies is within 5 feet of the the following modifications:
creature and the ally isn’t incapacitated. • They are dept swimmers. They have a swim speed of 30ft.
• They have Animal Handing Skill advantage to any Animal
Actions Handling checks related to velociraptors.
Multiattack. The velociraptor makes one Bite attack and one
Claw attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
Zombie
Medium Undead, Neutral Evil
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) slashing damage. Armor Class 8 (Splint)
Hit Points 22 (3d8 + 9)
Speed 20 ft.
The Sea (veloci)Raptors
The dinosaurs from which the pirate enclave gets their name STR DEX CON INT WIS CHA
are SeaBoss Morne Shivvy’s ‘pet’ project. For his years of 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
devoted service to Port Nyanzaru, The Merchant Prince Ifan
Tal’Roa gave the retired mercenary a very, special gift—a Saving Throws Wis +0
dozen enchanted velociraptor eggs and the resources to Damage Immunities Poison
train them. Over time, this velociraptor pack has grown and Condition Immunities Poisoned
learned much, and are considered a crucial part of his crews: Senses Darkvision 60 ft., passive Perception 8
• They have a swim speed of 30 ft. Languages Understands the languages it did in life, but can’t
• They have a climb speed of 30 ft. speak
• They are proficient in the Stealth skill. Challenge 1/4 (50 XP) Proficiency Bonus +2
• They have the trait Hold Breath; the velociraptors can hold
their breath for 15 minutes. Undead Fortitude. If damage reduces the zombie to 0 hit points,
• The enchantment placed upon the eggs gave the Shivvy’s it must make a Constitution saving throw with a DC of 5 + the
velociraptors Chameleon Skin; the velociraptors have damage taken, unless the damage is radiant or from a critical hit.
advantage on Dexterity (Stealth) checks made to hide.
On a success, the zombie drops to 1 hit point instead.
• The velociraptors have a powerful paternal attachment
to Seaboss Morne Shivvy—they will not attack him and a Actions
group of the tiny beasts are never too far away from him.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.

Veteran
Medium Humanoid (any race), any alignment Undeath Touched
As a result of a zombie-curse, the zombies have the following
Armor Class 17 (splint) modifications:
Hit Points 58 (9d8 + 18) • These zombies gain Turn Resistance.
Speed 30 ft. • These zombies gives off a strong smell of kaeth beans.
• Their veins are brown-hued and on the verge of bursting.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Athletics +5, Perception +2


Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 3 (700 XP) Proficiency Bonus +2

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Appendix A: Maps

The Chultan Coast

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The Bay /Sea Raptors Settlement

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Minons of Midnight Settlement

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The Ruins

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Appendix B: Player Handouts
Handout 1: Ship and Crew Record
The handout provides useful information to players as they navigate the Pirates of the Border Kingdoms series of adventures.
At the beginning of this adventure, characters will be assigned to a sailing ship, commissioned by Captain Blackblade to aid
in his pursuit of the title, ‘Pirate King of the Shining Sea’. Along with your fellow players, you determine the following: vessel
name, ship captain’s name, crew compliment and crew duties. You may roll a d6 on the tables below, select your options
from the tables, or come up with your own choices! If you have a favorite selection from previous adventures, feel free to
share those with your fellow players too!

The Vessel’s Name is The __________________________


Roll a D6 and consult each part of the 2-Part table below.

D6 Roll First Part Second Part


1 Sea Wolf
2 Salty Star
3 Diamond Kraken
4 [Pick a Color] Lillian
5 Lovely Kelpie
6 Bombastic Sabre

… steered by captain __________________________


Roll a d6 and consult the table below.

D6 Roll Result
1 Sha the Sea Tiger, a human male Calishite Corsair renowned for his love of games of chance and loud, raucous music .
2 Red Fire Angel, A human female known for her flowing auburn hair and her devotion to Tymora, the goddess of luck.
3 Dar Jur, a male firbolg who along with his basset hound, SeaDalia always follows order with, “Isn’t that right Dali?”.
4 Maxi-Claire the Juggernaut, the female half-orc is meticulous in maritime tactics and methodical in her calisthenics.
5 Dobbus Boomford II, a non-binary giff that is gruff and in a constant state of vigilance. Never sleep. Eats coffee beans.
6 Tomas Vallejo, a tabaxi known for the wide-brimmed hats and the outlandish accessories they wear with them.

… Crewed by ___________________________________________________________________________
Roll a d6 and consult the table below.

D6 Roll Result
1 skeletons that failed their captain and crewmates in their previous lives and want to atone so they can pass on.
2 clockwork constructs or various sizes who each carry out their duties communicating with ticks, clicks, and beeps.
3 an enclave of sailor-druids that spend their down time wild shaping into sea creatures and exploring the ocean floor.
4 meticulous tinker-naut gnomes that always measure their surroundings and jot down notes while completing tasks.
5 elven, triton and bugbear shipmates who roughhouse a lot but demonstrate fierce loyalty for one another.
6 yearning young tortles and kenku crewhands that constantly hum and whistle while they work and rest.

….and I, __________________________________ [Characters Name], the _______________________


[level and Class or Subclass] onboard __________________________ [Vessel’s Name]!
Roll a d6 and consult the table below.

D6 Roll Result/Related Skill Check


1 Boatswain/Charisma (Persuasion) checks to keep the crew on task and keep the Captain happy.
2 Navi-Aider/Wisdom (Perception) checks to double check the captain or the helm deviations.
3 Quartermaster/Intelligence (Investigation) checks to make sure food and supplies are used efficiently.
4 Cook/Performance check to prepare a meal that keeps morale high or the crew from tossing you overboard.
5 Chronicler/Intelligence (History) Check to accurately transcribe captains daily ship logs to archive scrolls.
6 Rigger/Strength (Athletics) check to keep the sail-riggings tight and catch the winds just right.

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Appendix C: Character Rewards
If found during the adventure, the characters can keep Za’Ruul’s Journal
the following magic items. It’s suggested that you print off
enough copies of this page to give to each of your players Scroll of Remove Curse
(crossing off rewards they didn’t receive during the game.)
Spell Scroll, Uncommon
Krakenfang This scroll contains a single Remove Curse spell.
A description of spell scrolls can be found in the Dungeon
Sword of Life Stealing Master’s Guide.
Weapon (scimitar), rare (requires attunement) The small, stained leather book contains the personal
thoughts of the Minions of Midnight leader sent here to
When you attack a creature with this magic weapon and excavate the Temple of the Sunken Sovereign. Scrawled
roll a 20 on the attack roll, that target takes an extra 10 on the last page of the book is the single use spell of
necrotic damage if it isn’t a construct or an undead. You Remove Curse. The unremovable stains carry the smell of
also gain 10 temporary hit points. kaeth and rot.
This item is found in the Dungeon Master’s Guide.
This bone-crafted, thin bladed scimitar bears intricate Afa’s Arundo
engravings of tentacles that snake from blade tip to hilt-a
kraken’s head. The remaining tentacles entwine to form the Unbreakable Arrow
weapons cross guard.
Weapon (arrow), Common
Krakenfang radiates a continuous necrotic magic aura.
The scimitar’s surface lightens when it draws blood, from This arrow cannot be broken, unless within an anti-
deep black to maroon red. It reverts back to its original magic field.
color 8 hours after its last use. This item can be found in Xanathar’s Guide to
Everything.
Jetsam Juicy This arrow is made from jauri wood common to Chult,
Potion of Greater Healing but carries a rare enchantment acquired by the Merchant
Potion, Uncommon Prince Ekene-Afa-making it nearly indestructible. Its
You regain 4d4 + 4 hit points when you drink this potion. fletching is made from the brightly colored feather of a
This item can be found in the Dungeon Master’s Guide. quetzacoatlus. How it came into the hands of a cultist
Discovered in floating flotsam and jetsam, the potion’s commission scout is a mystery.
vial is caught in the death grip of a withered, amputated
hand, whose rigor has caused its thumb to provide a tight
seal over the vial top.

Shivvy’s Scribbly Scrit


Scroll of Animal Friendship
Spell Scroll, Uncommon
This scroll contains a single Animal Friendship Spell.
This item can be found in the Dungeon Master’s Guide.
These hand-sized manuals contain notes from Seaboss
Shivvy on subjects deemed important to The Sea Raptors.
The spell’s writing is on the last page. Upon use. that page
crumbles into dust. When the book’s pages are flipped
rapidly, they create a beast-like chirring that may attract
velociraptors.

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Appendix D: Dungeon Master Tips
To DM an adventure, you must have 3 to 7 players—each Point players to the D&D Adventurers League Players
with their own character within the adventure’s level range Guide for reference. If players wish to spend downtime
(see Adventure Primer). Characters playing in a hardcover days and it’s the beginning of an adventure or episode,
adventure may continue to play to but if they play a different they can declare their activity and spend the days now,
hardcover adventure, they can’t return to the first if outside or they can do so at the end of the adventure or episode.
its level range. Players should select their characters’ spells and other
daily options prior to the start of the adventure, unless
the adventure specifies otherwise. Feel free to reread the
New to D&D Adventurers League?
adventure description to help give players hints about what
http://dnd.wizards.com/playevents/organized-play
they might face.
New to the Border Kingdoms Storyline?
Gamehole Con has been granted the ability to develop CCC
(Convention Created Content) adventures for the Border
Adjusting This Adventure
Kingdoms. No other convention or organization outside To determine whether you should consider adjusting the
of Wizards of the Coast has been granted this ability. Their adventure, add up the total levels of all the characters and
region guide was written by Ed Greenwood and you can get divide the result by the number of characters (rounding .5
your copy on dmsguild.com. Border Kingdoms adventures or greater up; .4 or less down). This is the group’s average
can be run just the same as any other Adventurers League- party level (APL). To approximate the party strength for
approved content. the adventure, consult the table below.

Determining Party Strength


Preparing the Adventure Party Composition Party
3-4 characters, APL less than
Strength
Very weak
Before you start play, consider the following:
3-4 characters, APL equivalent Weak
• Read through the adventure, taking notes of anything
3-4 characters, APL greater than Average
you’d like to highlight or remind yourself of while
5 characters, APL less than Weak
running the adventure, such as a way you’d like to
portray an NPC or a tactic you’d like to use in a combat. 5 characters, APL equivalent Average
Familiar yourself with the adventure’s appendices 5 characters, APL greater than Strong
and handouts. 6-7 characters, APL less than Average
• Gather any resources you’d like to use to aid you in 6-7 characters, APL equivalent Strong
running this adventure--such as notecards, a DM screen, 6-7 characters, APL greater than Very strong
miniatures, and battlemaps.
• Ask the players to provide you with relevant character
information, such as name, race, class, and level; passive
Perception score, and anything the adventures specifies
as notable (such as backgrounds, traits, flaws, etc.)
Players can play an adventure they previously played as
a Player or Dungeon Master but may only play it once with
a given character. Ensure each player has their character’s
adventure logsheet (if not, get one from the organizer)
with their starting values for level, magic items, gold and
downtime days. These are updated at the conclusion of the
session. The adventure information and your information
are added at the end of the adventure session—whether the
completed the adventure or not.
Each player is responsible for maintaining an accurate
logsheet. If you have time, you can do a quick scan of a
player’s character sheet to ensure that nothing looks out
of order. If you see magic items of very high rarities or
strange arrays of ability scores, you can ask players to
provide documentation for the irregularities. If they cannot,
feel free to restrict item use or ask them to use a standard
ability score array.

Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-3-07 On Pirate's Honor (v1.0)
36
Alliant Energy Center
Madison, WI

Gamehole Con is the largest


majority RPG gaming
convention in the world.
As Gamehole Con is one of the largest tabletop gaming
conventions there is, tabletop gamers from around the
country and world gather each fall in Madison, WI for this
carnival of gaming. Gamehole Con is all about tabletop
gaming and all the fun that goes with it.

The convention features role-playing games, board games,


fantasy and historical miniature gaming. Gamehole Con is
for the fantasy and adventure tabletop gaming enthusiast.
Gamehole Con features the best guests in the industry, an
unbelievable Dealer Hall and of course, lots and lots of gaming!
If you are a tabletop gaming fan, do not miss Gamehole Con!

For more information, visit:


https://gameholecon.com/
Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-3-07 On Pirate's Honor (v1.0)
37

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