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Walk The Plank
Walk The Plank
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Walk the Plank
Fishing ....................................54
Game within a Game ...............56
Walk the Plank ...........................56
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Walk the Plank
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Walk the Plank
Level
Level Title Ability
Level 1 Lubber You gain proficiency with light and finesse melee weapons and the
ability to balance easily on ships. You gain Sea Legs ability. Sea
Legs: You have an advantage on saving throws against being
knocked prone and checks to balance on ships.
Level 2 Swashbuckler You gain the ability to add your proficiency bonus to damage rolls
with light and finesse weapons. You gain Pirate’s Parlay ability.
Pirate's Parley: you can negotiate with other pirates and seafarers.
As an action, you can initiate a pirate's parley with a creature within
30 feet, allowing you to arrange a temporary truce or agree to a pact.
The creature must make a Charisma saving throw (DC 8 + your
proficiency bonus + your Charisma modifier) or agree to your terms.
The arrangement lasts 24 hours, after which it can be renewed with
another pirate's parley.
Level 3 Plunderer's Fortune You gain the ability to locate hidden objects and appraise or identify
treasure with advantage. You gain Ship's Mate ability.
Ship's Mate: Pirates rely on their crew to succeed on their
adventures and are skilled at leading and motivating their comrades.
You can use your action to rally your crew, giving them temporary
hit points equal to your level + your Charisma modifier.
Level 4 Captain's Command You gain the ability to give commands to your crew and inspire them
to follow your lead.
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Level 5 Sea Monster's Curse You gain immunity to poison and the ability to breathe underwater
for up to 15 minutes.
Level 6 Pirate's Intuition You gain the ability to detect hidden enemies and traps with
advantage.
Level 7 Improved You gain an extra attack when you take the Attack action.
Swashbuckler
Level 8 Sea Devil's Bargain You can strike a deal with a Sea Witch, gaining temporary access to
their magical powers for four hours after which you must take a long
rest and 1d4 days before you can strike the deal with the Sea Witch
again.
Level 9 Sea Dog You gain the ability to call upon a merman to fight by your side in
combat.
Level 10 Improved Captain's You can now give commands to up to three friendly humanoids
Command (non-crew) within 30 feet as an action.
Level 11 Sea Lord You gain the ability to control the weather and tides at will, as if
under the effects of the control weather spell. You gain Pirate’s
Curse ability. Pirate's Curse: you can curse an enemy with a
powerful pirate's curse, causing them to suffer bad luck and
misfortune. As an action, you can curse a creature within 30 feet,
forcing them to make a Wisdom saving throw (DC 8 + your
proficiency bonus + your Charisma modifier). On a failed save, the
creature is cursed for 1 minute. While cursed, the creature is
disadvantaged on all ability checks and attack rolls.
Level 12 Improved Plunderer's You can add twice your proficiency bonus to checks to locate hidden
Fortune objects and appraise or identify treasure.
Level 13 Improved Sea You gain resistance to cold damage and the ability to communicate
Monster's Curse with aquatic creatures.
Level 14 Improved Pirate's You can now detect all traps and hidden enemies within 60 feet as an
Intuition action once per hour after which you must take a short break.
Level 15 Sea Witch's Curse You gain the ability to curse your enemies with a hex, dealing extra
1d4 damage on your attacks and reducing their ability to hit you. You
gain the ability to summon a Ghost Ship to fight for you but only on
open water. As an action, you can summon a spectral ship that
appears within 60 feet of you and lasts 1 minute. The ship has a
speed of 60 feet and can be controlled by you as a bonus action. The
ship can move through objects and creatures, but it is destroyed if it
moves more than 60 feet away from you. There is a 1d6+2 days cool
down after each summon.
Level 16 Improved Sea Devil's You can now strike a deal with a Sea Witch once per day, gaining
Bargain access to their magical powers for 8 hours but must take two long
rests and wait 1d8+2 days before striking another deal.
Level 17 Sea King You gain the ability to control the minds of aquatic creatures, as if
under the effects of the Dominate Monster spell.
Level 18 Improved Sea Dog You can now call upon two mermen to fight in combat.
Level 19 Improved Sea Lord You can now control the weather and tides at will for up to one hour,
as if under the effects of the Control Weather spell.
Level 20 Legendary Pirate You become a legendary pirate, gaining the ability to reroll any
failed attack roll or saving throw once per day. You gain Kraken’s
Call ability.
Kraken's Call: You can summon a Kraken to do your bidding. As an
action, you can summon a Kraken that appears within 60 feet of you
and lasts for 1 minute. The Kraken has a speed of 60 feet and can be
controlled by you as a bonus action. There is a 1d6+2 days cool
down after each summon.
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Feats
Proficiencies Cutthroat (Prerequisite: Dexterity 13 or higher): This
Armor: A puffy shirt feat allows you to fight dirty and strike from the
shadows dealing +1d4 damage. In addition, it allows
Weapons: Daggers, darts, scimitars, rapiers, pistol, you to get a +2 bonus to all attack rolls made when you
firearms are flanking an enemy or when you are hidden, and it
Tools: Hammer, saw, chisel, boat oar, chain allows you to use your bonus action to make a special
attack that deals extra damage if you hit.
Saving Throws: Strength, Dexterity
Sea Dog (Prerequisite: Proficiency with water
Skills: Choose two from Acrobatics, Deception, vehicles): This feat allows you to sail the seas with
Intimidation, Persuasion, and Sleight of Hand ease and confidence. It allows you to get a +2 bonus to
Proficiencies: Navigational tools and thieves tools all checks made to navigate or control a water vehicle,
and it allows you to use your bonus action to make a
check to repair a damaged water vehicle.
Equipment Shipwreck Survivalist (Prerequisite: Wisdom 13 or
Pick three items from the following list: higher): This feat allows you to survive in harsh and
dangerous environments. It allows you to get a +2
A grappling hook: A grappling hook is a metal hook bonus to all Survival checks, and it allows you to find
with a rope attached to it. It is used to anchor a ship to food and water more easily when you are in the
a pier or to climb up or down a surface. wilderness. This will help any pirate who has been
A spyglass: A spyglass is a small telescope that is used marooned on an island — as this seems to happen to
to see objects at a distance. It is especially useful for pirates in folklore.
pirates, who might use it to spot other ships or
landmasses.
Weaknesses
A set of thieves' tools: Thieves' tools are a collection
of specialized tools that are used to pick locks, disable Greed: Many pirates are driven by greed, and this can
traps, and perform other feats of stealth and deception. be a weakness. They might be willing to take
unnecessary risks or make poor decisions to acquire
A cask of water: Water is essential for survival at sea, more treasure.
and many pirates carry a cask of water with them to
ensure that they always have a supply. Pride: Pirates often have a strong sense of pride, and
this can lead them to underestimate their opponents or
A set of navigational instruments: Navigational overestimate their own abilities.
instruments are tools that are used to determine a ship's
position and direction. They might include a compass, Loyalty: Pirates are often fiercely loyal to their
a sextant, and a chart. These are essential for any pirate crewmates and their captain, and this can lead them to
who wants to successfully navigate the open seas. make rash decisions or ignore their own self-
preservation to protect their comrades.
A lantern: A lantern is a portable light source that is
powered by oil or another flammable liquid. It is useful Alcoholism: Many pirates are heavy drinkers, and this
for illuminating dark areas or for seeing in low-light can lead to addiction and a lack of self-control.
conditions. Arrogance: Pirates often have a bold and confident
demeanor, and this can lead them to be overconfident
and underestimate their opponents.
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Pirate Phrases
Pirate Phrase Translation
"All hands on deck!" This is a command for everyone on the ship to come to the deck, often used
in emergency situations.
"Avast ye scurvy dogs!" This is a way for a pirate to address a group of people, typically in a
confrontational manner.
"Blow me down!" This is another exclamation of surprise or amazement, often used by pirates.
"Bring out the grog!" Grog was a type of alcohol commonly consumed by pirates, often made from
a mixture of water and rum. "Bring out the grog" is a command for someone
to bring a supply of grog for the pirates to drink.
"Dead men tell no tales." This is a phrase often used to justify killing someone, as the person will not
be able to reveal any secrets or information.
"Heave ho!" This is a command for the crew to put their weight into lifting something
heavy.
"Hoist the colors" This refers to raising the pirate flag but was also a call to arms for a crew
together.
"Hoist the sails!" This is a command for the crew to raise the sails of the ship in preparation
for sailing.
"Land ho!" This is an exclamation used by pirates to announce that land has been
sighted. It is often used as a call to action, signaling that the ship is nearing
its destination.
"Man the pumps!" This is a command for the crew to start the pumps to remove water from the
ship.
"Raise the Jolly Roger!" The Jolly Roger was the pirate flag, often featuring a skull and crossbones
design. Raising the Jolly Roger indicated that the pirates were ready to
attack.
"Scuttle the ship!" This is a command to intentionally sink the ship, often used as a last resort.
"Send them to Davy Jones' This is a phrase used to indicate that someone should be killed or drowned,
locker!" with Davy Jones' locker being a metaphor for the bottom of the sea.
"Set sail!" This is a command for a ship to start moving, usually given by the captain.
"The black spot!" The black spot was a pirate tradition in which a piece of paper with a black
spot on it was given to someone as a death sentence.
"Walk the plank!" This was a punishment sometimes inflicted upon prisoners or mutinous crew
members, in which they were made to walk off a plank extending from the
ship and into the water.
"Weigh anchor!" This is a command for the crew to raise the anchor of the ship, signaling that
the ship is ready to leave port.
"Yo ho ho and a bottle of rum!" This is a phrase often associated with pirates and their love of alcohol.
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Walk the Plank
and the surrounding waters. Each coin will inflict 1d4 You sense that this coin is not like other coins - it is
damage once per day if the curse is not removed. To cursed, and it holds a great power that could be used
remove the curse, the characters will need to visit the for good or evil. You wonder what fate has in store for
Sea Witch who will give them a list of items they need you if you choose to keep it.
to find on the island. The Sea Witch will remove the
curse when the characters return and give her the items
she has requested. The Sea Witch does not share why
she needs the items collected across the island. Maybe
Game M aster Note
she wants to dethrone the Pirate King, maybe she At its heart, Walk the Plank is a treasure hunt. The
wants to steal the beauty of the Mermaid, or maybe she cursed Pirate Coins are scattered across Isla de la
has some other plan. Muerte with one at almost every encounter. There are
several ways to remove the curse:
When the characters find their first pirate coin, you can
read the following to them: • Visit the Sea Witch and make a deal with her
As you hold the gold pirate coin in your hand, you can • Buy a curse removal kit from the Pirate Market
feel its dark energy coursing through your veins. The • Don’t remove the curse, and deal with the
coin is made of a strange, dark metal that seems to consequences
absorb the light around it, and it is etched with
ancient symbols and runes that you cannot decipher. In addition to that, there are many other areas to collect
treasure including the shipwreck and in the jungle.
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Walk the Plank
Isla de la Muerte
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Walk the Plank
Isla de la Muerte
As you set sail from the pirates and head towards Isla de la Muerte, you are immediately struck by the heat and
humidity of the tropical air. The dense jungle of the island stretches out before you, lled with tall trees and vines
that reach towards the sky. You can hear the calls of exotic birds and animals in the distance, and you can see that
the island is teeming with life. Around your boat you see sh swimming in the crystal-clear waters of the sea.
On the island you will uncover hidden treasures, confront erce monsters, and must outwit the cunning pirates
who call Isla de la Muerte their home.
The island and surrounding waters is home to many dangers and hazards, including several pit traps that have been
dug into the ground, and there are a few crudely constructed traps that are designed to catch animals or unwary
people. The growls and roars of monsters lurking in the jungle can be heard from the shoreline.
As the characters continue to explore the island, they will have to contend with all these dangers and challenges.
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cure scurvy and other ailments of the sea. Price: 2 cp/ slow-cooked in a large pot with various vegetables and
mug, 10 sp/pint, 50 gp/keg. spices. It is served with a side of pirate's bread (a
hearty loaf of bread) and a mug of the house ale. Price:
The Plank walker’s Porter: A rich and creamy porter 10 cp
with a smooth, chocolatey finish. It is named after the
pirates who used to walk the Plank, and it is said to Captain's Chowder: A creamy and delicious seafood
give drinkers the courage to face their fears. Price: 3 chowder made with a variety of fish and shellfish,
cp/mug, 15 sp/pint, 75 gp/keg. slow-cooked in a large pot with various vegetables and
spices. It is served with a side of hardtack (crackers)
Captain's Cutthroat Pale Ale: This crisp and and a mug of the house grog. Price: 15 cp
refreshing pale ale is brewed with a special blend of
hops and spices. It is named after the infamous Captain The Black Spot Soup: A hearty and flavorful soup
Cutthroat, known for his bold and daring raids. Price: 2 made with various meats and vegetables, slow cooked
cp/mug, 10 sp/pint, 50 gp/keg. in a large pot with different spices and seasonings. It is
served with a side of pirate's gold (onion rings) and a
The Black Spot Stout: A rich and robust stout with a mug of the house rum. Price: 10 cp
bold, roasted flavor. It is named after the fabled "black
spot," a mark of death given to pirates condemned by Meals
their comrades. Price: 3 cp/mug, 15 sp/pint, 75 gp/keg.
Captain's Catch: A hearty and filling seafood platter
The Ghost Ship Grog: A mysterious and potent grog featuring a variety of fresh fish, shrimp, and other sea
rumored to be cursed. It is said to be favored by ghosts creatures. It is served with a side of pirate's booty
and other undead pirates, and it is known to have (potatoes) and a mug of the house ale. Price: 20 cp
strange and unsettling effects on those who drink it.
Price: 4 cp/mug, 20 sp/pint, 100 gp/keg. Swashbuckler's Stew: A spicy and flavorful stew
made with various meats and vegetables, slow-cooked
Cocktails in a large cauldron over an open flame. It is served
with a side of hardtack (crackers) and a mug of the
The Swashbuckler's Swill: A potent mix of rum, lime house grog. Price: 15 cp
juice, and sugar, served over ice and topped with
sparkling water. It is named after the daring and The Black Spot Burger: A juicy and delicious burger
dashing pirates known as swashbucklers, and it gives made with a hearty beef patty and topped with all sorts
drinkers a bold and fearless spirit. Price: 5 cp/glass, 25 of tasty fixings. It is served on a bed of seaweed
sp/pint, 125 gp/pitcher. (lettuce) and a side of skull and crossbones (fries).
Price: 10 cp
The Sea Devil's Punch: A fiery and spicy punch made
with a blend of dark rum, fruit juices, and a variety of The Plankwalker's Platter: A massive and hearty
hot peppers. It is named after the fearsome Sea Devil, a platter featuring a variety of meats, cheeses, and other
legendary pirate who was said to be immune to pain savory treats. It is served with a side of pirate's gold
and who could drink a gallon of this punch without (onion rings) and a mug of the house rum. Price: 25 cp
flinching. Price: 6 cp/glass, 30 sp/pint, 150 gp/pitcher.
The Sea Devil's Delight: A fiery and spicy dish made
The Corsair's Cove Cooler: A refreshing tropical with a variety of hot peppers and other spicy
cocktail made with white rum, coconut milk, and ingredients. It is served with scurvy-fighting citrus
various tropical fruits. It is named after Corsair's Cove, (fruit) and a mug of water to help cool down the palate.
a hidden island paradise where pirates would go to rest Price: 15 cp
and relax between raids. Price: 5 cp/glass, 25 sp/pint,
125 gp/pitcher. Dessert
The Captain's Call: A strong and bold cocktail made The Swashbuckler's Sundae: A delicious and creamy
with a blend of dark rum, brandy, and various spices. It sundae made with various ice cream flavors and topped
is named after the captains of pirate ships, who were with a variety of sweet and savory toppings. It is
known for their commanding presence and ability to served in a tall pirate's hat (a tall sundae glass) and a
lead their crews through any storm. Price: 6 cp/glass, side of pirate's treasure (chocolate coins). Price: 5 cp
30 sp/pint, 150 gp/pitcher.
Captain's Crepes: A tasty and elegant dessert made
Soup with thin layers of pastry filled with various sweet and
savory fillings. It is served with a side of pirate's gold
Recipes for the following soups are in the section Food (gold-dusted fruit) and a mug of the house coffee.
and Fuel. Price: 10 cp
The Swashbuckler's Gumbo: A spicy and flavorful The Black Spot Cake: A rich and decadent chocolate
gumbo made with a variety of meats and seafood, cake topped with a thick layer of creamy frosting and a
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You can't wait to explore the wonders of this As you sail through the waters, you see something
underwater paradise. strange and ominous below you. A large steel case
covered in barnacles and seaweed is nestled among
the coral reefs and shipwrecks. It is the size of a small
room, or closet, and seems locked and sealed tight.
Facing you is a ve-cylinder roller with a cylinder that
can be spun selecting numbers 0-9. It is a simple
cypher and the correct set of numbers clearly will
unlock the Locker. Above the cylinders are written 5
clues that can be read from the boat through the
crystal-clear waters.
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Pirate's Map: This magic map shows the location of 9 Pit trap
hidden treasure on an island or in a specific location.
Trigger: The pit trap is triggered when
The map disappears once two pieces of treasure have
someone steps on a concealed area
been found.
covering the pit.
Dagger of the Sea: This magic dagger allows the user
Effect: When the trap is triggered, the
to breathe underwater and swim at an incredible speed
victim falls into the pit, taking 1d6 points
(60ft per round). It also deals an extra 1d6 cold damage
of damage from the fall. The pit is deep
to aquatic creatures.
and narrow, making it difficult for the
victim to climb out without assistance.
Jungle Countermeasures: To escape the pit, they
10 As youtrymake
could yourout
to climb wayusing
through
theirthe dense
hands
jungle, you suddenly feel something
slither across your foot. Looking down,
11 The character
you see a large,is venomous
scratched or punctured
snake coiled by
at
thorns, and will suffer a minor injury, such
as a cut or scrape. These injuries may
cause some bleeding and discomfort and
will attract mosquitoes who will bite the
character. These injuries are generally not
12 The characters
serious and willhavehealaon
new friend
their ownwhowithin a
joins them: a Parrot Familiar (see Magic
Items). This magic parrot is more than just
a pet - it can mimic the user's voice and
The heat is insufferable as you slash your way through
the dense jungle. Sweat beads on your forehead,
drips down your face and gets into your eyes, blurring
your vision. The air is thick with humidity and your ears
are constantly assaulted by the sounds of chirping
insects and the calls of exotic birds.
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is a small hut built from a patchwork of thatch, wood, If the characters do not want to do a crafting project,
and mud. The hut looks old and run-down, with vines then you can do one of the following activities:
and plants growing up the sides and over the roof. The
• Characters can go fishing. If each character can
door is crooked on its hinges, and the windows are
reel in a fish, then they will find the last fish has a
covered with tattered curtains.
Pirate Coin in its stomach.
A faint smell of smoke and cooking fills the air, and
• The characters can go fishing in the warm waters.
you can hear someone moving inside.
This will have the same effect as a long rest.
The hut's owner is Susanna 'The Sea Sprite' Morton, a
As you go through the dense jungle, you arrive at a
teenaged pirate princess who has been lost in the
jungle for several months. Details for Susanna 'The Sea beautiful lagoon nestled among the trees. The water is
Sprite' Morton is included in the NPC section of the crystal clear and shimmering in the sunlight,
book. For 50gp, the Sea Sprite will safely guide the surrounded by a white sandy beach. You see colorful
characters through the jungle. She will not leave the sh swimming among the mangrove roots, and you
jungle as it is her new home. hear exotic birds singing in the trees. The lagoon is a
peaceful and serene paradise where you can rest and
N PC recover from your journey. You wonder what
challenges you might face in this idyllic setting.
Susanna 'The Sea Sprite' Morton
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• Red or white construction paper (optional) • Cut out small "X" shapes from the red or orange
construction paper and glue them onto the map to
• Black or silver string (optional) mark the locations of the treasure.
Instructions • Allow the glue to dry completely before
• Begin by drawing a large pirate hat shape onto a displaying or gifting your pirate treasure map.
piece of black construction paper. You can use a Note: Each of these projects can be modified to fit a
reference image or your imagination to create the variety of skill levels and age ranges. For instance, you
shape. Make sure to leave enough space at the can pre-cut the shapes and provide a variety of
base of the hat for it to fit comfortably on your decorative elements, such as stickers or pre-cut
head. shapes.
• Cut out the pirate hat shape using the scissors.
• Optional: Cut out a strip of red or white Reward
construction paper to create a band for the pirate 1 Pirate Coin
hat. Glue the band onto the base of the hat using
glue.
Mermaid Rock
• Optional: Cut out a small skull and crossbones
shape from the construction paper (or use a sticker The characters must collect one scale from the
or other decorative element). Glue the skull and Mermaid if they are collecting the items the Sea Witch
crossbones onto the front of the hat. has asked for.
• Optional: Cut a length of black or silver string As you make your way along the coast of the tropical
and glue it onto the base of the hat to create a chin island, you see a ash of movement in the water. You
strap. stop and see a mermaid perched atop a rocky
outcropping just offshore. She is a beautiful and
• Allow the glue to dry completely before wearing
or displaying your pirate hat. mysterious creature with shimmering scales that glint
in the sunlight and owing hair that is the color of
coral. She has a slender, streamlined body adapted
Project: Pirate Treasure M ap for life in the water, and her tail is a shimmering blend
Materials of greens and blues. Her eyes are piercing and
• Brown or tan construction paper curious, and she seems to watch you intently as you
approach. She begins to sing a soft, lilting song that
• Scissors
seems to be calling out to you, inviting you closer. Do
• Glue you want to try communicating with the Mermaid, or
continue your journey?
• Pencil
• Red or orange construction paper
Additional Infor mation
• Black or brown pen or marker Characters can choose to flatter the Mermaid with a
• Optional: small seashells, glitter, etc., for successful DC 20 Charismas (Persuasion) check to win
decorations a scale.
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that he had a talent for tattooing, and he began offering Description: As you approach the stall, you see a sign
his services to the other pirates on the ship. His that reads "The Plundered Pantry." A tough-looking
intricate and colorful designs promptly earned him a human woman with a patch over one eye and a parrot
reputation as a skilled tattoo artist. He became known perched on her shoulder stands behind the counter,
as Captain Arrrty, the Ink Master. As he traveled with counting out a pile of gold coins. She introduces
the pirates, he learned to play the lute and sing, and he herself as Captain Jane and invites you to browse her
became a well-known performer in the pirate markets goods selection.
and taverns. Despite his rough exterior, Arrrty is a kind
and generous soul, always willing to lend an ear and Item Price
offer advice to those in need. Rations (1 day) 5 gold pieces
Description: A scruffy human man with long, greasy
hair and numerous tattoos covering his arms and chest Water skin (full) 3 gold pieces
is standing behind the counter, sharpening a needle
Bedroll 5 gold pieces
with a wicked-looking grin on his face. He introduces
himself as Captain Arrrty, the Ink Master, and invites Tent (small) 20 gold pieces
you to browse his tattoo selection.
Backpack 10 gold pieces
Tattoo Price
Waterskin (empty) 2 gold pieces
Swashbuckler's sword 50 gold pieces
Rope (50 ft.) 10 gold pieces
Jolly Roger flag 60 gold pieces
Compass 20 gold pieces
Golden hoof 50 gold pieces
Map of the region 25 gold pieces
Ship's wheel 40 gold pieces
Flask of oil 5 gold pieces
Treasure map 50 gold pieces
Anchor 30 gold pieces Captain Jane also has a tent behind her.
Serpent's coils 40 gold pieces Name: The Black M arket Bazaar
Skull and crossbones 40 gold pieces Store Owner: "Slippery" Pete (human rogue)
Heart with a dagger 30 gold pieces Backstory: "Slippery" Pete was born into a life of
through it poverty and crime, and he learned at a young age how
Merman's tail 60 gold pieces to pick pockets and steal to survive. As he grew older,
he became more skilled and bolder in his criminal
endeavors. He eventually joined a group of thieves and
Name: The Plundered Pantry smugglers. He proved to be a valuable member of the
group, with his quick hands and ability to talk his way
Store Owner: Captain Jane (human pirate)
out of any situation. When he was 25, he was recruited
Backstory: Captain Jane was born into a wealthy by a group of pirates who needed a skilled thief to help
merchant family. However, she always felt stifled and them plunder and pillage. Pete eagerly accepted the
trapped by their expectations and rules. She longed for offer and quickly proved himself to be a valuable
adventure and excitement and dreamed of sailing the member of the crew. He is known for his sly wit and
seas and seeing the world. When she was 18, she ran ability to acquire just about anything for the right price,
away from home and joined a group of pirates, hoping and he runs his own black-market shop in the pirate
to find the freedom and adventure she had always market. Despite his reputation as a criminal, Pete has a
craved. She quickly proved herself to be a skilled sailor soft spot for the downtrodden and sometimes goes out
and a fearless fighter, and she worked her way up the of his way to help those in need.
ranks to become the captain of her ship. She is known
Description: As you approach the stall, you see a that
for her bold and daring attacks and quick thinking in
reads "The Black Market Bazaar." It is a cramped stall
danger. Despite her rough exterior, Jane is also known
filled with all illegal or illicit goods. A shifty-looking
for her kind heart and loyalty to her crewmates. She
human man with a sly grin and a patch over one eye is
runs her own general store in the pirate market, selling
standing behind the counter, counting out a pile of gold
various goods and supplies to the other pirates and
coins. He introduces himself as "Slippery" Pete and
travelers.
invites you to browse his goods selection. Pete also has
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a dog that goes by "Scurvy" and will sell to you for Ship in a 150 gold A miniature ship
1gp just so he can be rid of the mutt. Bottle coins sealed inside a bottle,
said to grant good luck
Item Price Description to the owner and
protect their vessel
Shapeshift 200 gold A potion that allows
from harm. The luck
ing potion coins the drinker to
can only be used for
transform into a
one sailing trip and
specific animal form
will give the character
for one hour. One use.
Sea 50 gold A pungent substance Advantage on all rolls.
monster coins used to attract sea After the one trip, the
bait monsters, used for Ship in a Bottle
hunting or distraction. becomes a decorative
Enchanted 250 gold A sextant that allows ornament.
sextant coins the user to see through
the fog and other Name: The Rusty Cutlass
weather conditions. Store Owner: "Mad" Jack the Bladesman (human
Pirate 100 gold One of the cursed fighter)
Gold Coin coins pirate coins.
Mermaid's 50 gold A small, iridescent Backstory: "Mad" Jack was born into a family of
scale coins scale said to grant the blacksmiths, and he learned the art of forging and
power of aquatic wielding weapons from a young age. He had a natural
breathing to whoever talent for combat and excelled in the local fighting pits,
possesses it. where he quickly gained a reputation as a skilled and
Kraken's 100 gold A large, sharp tooth ferocious fighter. When he was 20, he left his
tooth coins from a mythical hometown and joined a group of pirates, hoping to find
Kraken, said to grant greater challenges and rewards on the high seas. He
the power of tentacle quickly proved himself to be a valuable member of the
control to whoever crew, and he became known for his fearless attacks and
possesses it. The tooth mastery of various weapons. As he rose through the
can only used once but ranks, he became known as "Mad" Jack the
will repel any Bladesman, and he opened his own weapons and armor
attacking Kraken. The stall in the bustling pirate market. Despite his
Kraken will slink back reputation as a fierce fighter, Jack is also known for his
under the waves and kind heart and loyalty to his friends and crewmates.
will not return to
attack the characters. Description: The stall has all manner of weapons and
Davey 50 gold A forked stick that can armor. A muscular human man with a wild, unkempt
Jones' coins locate underground beard and a scar across one eye is standing behind the
Dowsing water or treasure when counter, sharpening a sword with a fierce grin on his
rod held by a skilled user. face. He introduces himself as "Mad" Jack the
The rod can only be Bladesman and invites you to browse his weapons
used once per day. selection.
Parrot's 200 gold An egg from a rare, Item Price Damage
egg coins magical parrot that is
said to grant the power Cutlass 25 gold pieces 1d6 slashing
of speech to any non- damage
verbal creature that Flintlock 50 gold pieces 1d6 piercing
consumes it for one pistol damage (range
day. 10/30)
Pirate's 100 gold A kit containing items Blunderbuss 75 gold pieces 1d10 piercing
curse coins and rituals used to damage (range
removal remove curses placed 20/60)
kit upon an individual by Boarding axe 15 gold pieces 1d8 slashing
a pirate. The kit can damage
only be used once. Net 5 gold pieces special (see
below)
Page 26 of 73
Net: The net is a simply thrown weapon that can Walk 8 gold A colorful salad made with
entangle a target. The attacker must make a ranged the pieces various fresh fruits and
attack roll against the target's AC to use the net. If the plank vegetables, often served
attack hits, the target is restrained until it escapes the salad with a tangy dressing. The
net (see below). salad is bowl-shaped like a
wooden plank and garnished
Escaping the Net: A creature can escape from a net by with edible flowers and
using its action to make a DC 10 Strength check. On a pirate-themed decorations.
success, the creature frees itself and is no longer
restrained.
Name: The Swashbuckling Surgeon
Name: The Salty Dog's Galley Owner: Dr. "Patch" Jenkins (human pirate doctor)
Owner: "Salty" Samantha (human pirate cook) Backstory: Dr. "Patch" Jenkins was born into a
Backstory: "Salty" Samantha was born and raised in a wealthy family and was expected to follow in his
small coastal village, where she learned to cook and father's footsteps and become a wealthy merchant.
fish from a young age. As a teenager, she was However, he always had a fascination with medicine
fascinated by the stories of pirates and their adventures and healing and secretly studied the art of healing
on the high seas. She longed to leave her mundane life whenever possible. When he was 20, he ran away from
behind and become a pirate herself. When she was 18, home and joined a group of pirates, hoping to find a
she convinced a group of pirates to take her on as a more exciting and unpredictable life. He quickly
crew member, and she quickly proved herself to be a proved himself a skilled doctor and a valuable crew
skilled cook and navigator. She worked her way up the member. He became known as the Swashbuckling
ranks, earning respect and aGMiration of her fellow Surgeon.
pirates, and eventually became the captain of her own Description: As you approach the stall, you see a sign
ship. She is known for her fierce personality and love hanging above the counter that reads "The
of a good fight, as well as her delicious pirate-themed Swashbuckling Surgeon." The counter is cluttered with
dishes, which she serves to her crew and patrons of the all manner of medical supplies and potions. A
Salty Dog's Galley food stall. handsome human man with a scarred face and a patch
Description: As you approach the food stall, you see a over one eye is standing behind it, examining a
sign hanging above the counter that reads "The Salty patient's wound. He introduces himself as Dr. "Patch"
Dog's Galley." The counter is piled high with all Jenkins and invites you to browse his medical supplies
manner of food and drink, and an overweight woman and potions.
with a bandana tied around her head is standing behind Services/ Price Description
it, stirring a pot of stew. She introduces herself as Item
"Salty" Samantha and invites you to try her famous Healing 50 gold A tonic that restores a
pirate-themed dishes. Salty will buy any fish you want potion (1 pieces creature's hit points when
to sell. use) consumed
Item Price Description Antidote 25 gold A potion that neutralizes
(1 use) pieces poison in a creature's
Grog 5 gold A strong alcoholic drink system
pieces made from rum and spices Bandages 5 gold Strips of cloth used to
Hardt 2 gold A hard biscuit made from (10 uses) pieces dress and cover wounds
ack pieces flour and water, used as a A splint 10 gold A rigid device used to
long-lasting ration (1 use) pieces support and immobilize a
Ship's 3 gold A hard biscuit made from broken bone
biscui pieces flour, water, and sometimes Suture kit 20 gold A set of needles and
t other ingredients, used as a (5 uses) pieces thread used to close
long-lasting ration. wounds
Treas 8 gold A savory pastry filled with Stitching 10 gold A set of thin needles used
ure pieces vegetables and meat, shaped needles pieces to close wounds with
map and decorated to look like a (10 uses) thread or other material.
pie treasure map Amputati 30 gold A saw used to amputate
on saw pieces limbs.
Leech jar 15 gold A jar of leeches used for
(10 uses) pieces bloodletting
Page 27 of 73
Bleeding 5 gold A bowl used to catch Parrot 100 gold A trained parrot, useful
bowl pieces blood during bloodletting coins for repeating orders or
procedures sending messages.
Health 1 gold The doctor will look up at Compass 15 gold A navigational
check piece your nose, throat, and coins instrument that shows the
ears and listen to your direction of the true
breathing. No matter your north.
state, you will be Rope 10 silver A portable ladder made
declared fit and healthy. ladder coins of rope, useful for
boarding or
Name: The Plundered Pantry disembarking from a
ship.
Owner: "Plundering" Peggy (human pirate) Pirate 20 gold A colorful flag with a
Backstory: "Plundering" Peggy was born into a poor flag coins skull and crossbones
family and learned from an early age how to scavenge design used to identify a
and steal to survive. When she was 15, she joined a pirate ship.
group of pirates, hoping to find a better life on the high Pirate 20 gold set of false mustaches,
seas. She quickly proved herself to be a skilled thief disguise coins beards, and other items
and a valuable crew member. She became known for kit used to change one's
her ability to acquire just about anything for the right appearance.
price. She traveled with the pirates and developed a Standard 5 gold This is a simple wooden
talent for trading and haggling. She eventually opened Fishing coins stick with a line and
her own general store in the pirate market. Peggy has Rod hook attached. It
had a rough life and will be cautious to any customer provides no bonus. See
as she believes everyone is trying to take advantage of Fishing section.
her. Quality 25 gold This rod is made of
Fishing coins bamboo for strength. It
Description: As you approach the stall, you see a sign Rod includes a reel for easier
hanging above the counter that reads "The Plundered reeling in of the fish. It
Pantry." The counter is cluttered with all manner of provides a +2 bonus to
goods and supplies. A wiry human woman with a both the Wisdom
mischievous grin is standing behind it, haggling with a (Insight) check for
customer. She introduces herself as "Plundering" casting the line and the
Peggy and invites you to browse her selection of Dexterity (Sleight of
goods. Hand) check for reeling
Item Price Description in the fish. See Fishing
section.
Eye patch 10 This simple eye patch is Masterwo 100 gold This rod is of
copper perfect for hiding a lost rk Fishing coins exceptionally high-
coins eye or completing a Rod quality. It includes a reel
pirate's costume. with a built-in drag
Cutlass 25 silver A curved sword with a system, and a variety of
coins single edge, perfect for other features such as a
close combat on a ship. sensitive tip, guides, and
Pistol 75 gold A flintlock pistol, useful a fighting butt. It
coins for defending against provides a +3 bonus to
borders or hunting on both the Wisdom
land. (Insight) check for
Bandana 5 copper A colorful head covering, casting the line and the
coins great for keeping sweat Dexterity (Sleight of
and hair out of your face Hand) check for reeling
on a hot day. in the fish. See Fishing
Hook 50 silver A prosthetic hook hand, section.
hand coins perfect for replacing a
lost hand or completing a
pirate's costume.
Page 28 of 73
Bait - 1 gp per These are small, soft- Treble 1 gp This is a fishing hook
Worms dozen bodied invertebrates that Hook that has three points,
can be used as bait for a allowing the fisherman to
variety of fish. They hook multiple fish at
provide a +1 bonus to the once. They provide a +3
Dexterity (Sleight of bonus to the Wisdom
Hand) check for reeling (Insight) check for
in the fish. casting the line.
Bait - 2 gp per These are small fish that Fishing 30 gp This is a package for
Minnows dozen are often used as bait for Kit shipping that includes a
larger fish. They provide Master Fishing Rod, a
a +2 bonus to the dozen minnows, two
Dexterity (Sleight of circle hooks, and two
Hand) check for reeling bobbers.
in the fish.
Bait – 10 gp These are man-made
Handcraft each baits that mimic the The Pirate’s Bar
ed Lures appearance and
movement of natural
prey. They can be made
from various materials
such as feathers. They
provide a +3 bonus to the
Dexterity (Sleight of
Hand) check for reeling
in the fish.
Bobbers 5 gp These are floating
each devices that are attached
to the fishing line to
indicate when a fish is
biting. They can be made
from cork. They provide
a +2 bonus to the
Dexterity (Sleight of
Hand) check for reeling
in the fish.
“J” Hook 1 sp Basic hook in the shape
of a “J”. No additional
bonus when fishing but
needed to catch a fish.
Circle 5 sp This is a fishing hook The Pirate's Bar is a quicksand trap triggered when a
Hook that is designed to hook character picks up the box. The box contains one Pirate
the fish in the corner of Coin.
the mouth, reducing the You see a long, narrow strip of land emerging from
chance of gut hooking the crystal-clear water. The sand bar, known locally as
the fish. They can be The Pirate's Bar, is covered in soft, white sand. A small
made from various box rests in the center of the bar. The water around
materials such as steel.
the sand bar is shallow and clear, and you can see
They provide a +2 bonus
schools of brightly colored sh darting through the
to the Dexterity (Sleight
of Hand) check for coral formations beneath the surface. You wonder
reeling in the fish. what dangers or treasures might be hidden on this
slip of sand.
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fi
Trigger: The quicksand trap is triggered when a As you go through the dense jungle, you come upon
creature picks up the box in the trap's center. a clearing and see a breathtaking sight. In the center
Effect: When the quicksand trap is triggered, the of the clearing is a tall waterfall cascading down from
creature standing on it begins to sink into the loose, the top of a sheer cliff. The water cascades in a
sandy soil. The creature must make a Dexterity saving shimmering curtain, glinting in the sunlight and
throw (DC 15) to avoid sinking into the quicksand. If creating a rainbow of colors. The sound of rushing
the creature fails the saving throw, it sinks into the water lls the air, and you feel the mist on your face.
quicksand up to its waist. Each round after that, the
creature must make another Dexterity saving throw The pool at the waterfall's base is deep and crystal
(DC 15) or sink another foot into the quicksand. If the clear, and you can see colorful sh swimming among
creature sinks to a depth of more than its height, it is the rocks. According to local legend, this waterfall is
fully submerged. It begins to suffocate (see the known as "The Pirate's Tears," and it is said that the
"Holding Breath" section in the "Combat" chapter of water is infused with the sorrow and regret of pirates
the Player's Handbook for more details). who have met their end on this island. Some say that if
Countermeasures: Creatures caught in the quicksand you drink from the pool, you will be able to see the
can try to escape by using their Strength to swim or ghosts of these pirates and that they will reveal their
crawl out of the pit (DC 15). Creatures can also try to secrets to you. At the edge of the pool is a
pull other creatures out of the quicksand using a rope Swashbuckler named "Fierce" Fiona, dressed in a
or similar device. Suppose the PCs can solidify the puffy shirt. She is shouting at you.
quicksand by using magic or specialized equipment. In
that case, they may be able to create a temporary path
out of the pit. Alternatively, the PCs could bypass the Additional Infor mation
quicksand trap by finding a way around it or using a The Swashbuckler has been drinking from the pool and
flying or levitation ability to avoid stepping on it. is full of sorrow caused by the people she killed and
her lost friends. She has lost her mind and will blindly
attack anyone who approaches. She rolls with
Reward disadvantage through the battle.
1 Pirate Coin
Collect water from the Pirate's Tears waterfall as one of
the items the Sea Witch needs.
Pirate’s Tears
N PC
"Fierce" Fiona
Monster
Swashbuckler
Sandcastle
The Treasure Golem is guarding the sandcastle. If the
characters touch the sandcastle, the Treasure Golem
will attack. Once the Treasure Golem has been
defeated, characters must dig through the sandcastle
sand to find the Pirate Coin. A DC 10 Intelligence
(Investigation) check will let the characters find the
coin.
As you approach the sandy beach, you see a small
sandcastle that stands just a few feet tall, with walls of
compacted sand and merlons of shells and coral. The
castle is surrounded by a clear, shallow water moat,
and a drawbridge of driftwood and palm fronds leads
The water from the Pirate's tears is cursed, and anyone across it. The ag of a skull and crossed swords ies
who drinks it will roll with Disadvantage on their next from the highest tower, and the castle is eerily silent.
2 attack, ability check or saving throw rolls for every
You see a gure made from sand, seashells, and
cup of water they drink. A long rest removes this curse.
precious gems standing guard at the entrance, its
Page 30 of 73
fi
fi
fl
fi
fl
blank eyes seemingly follow your movements. You slippery, and the air is thick with the smell of saltwater
wonder who could have built such an intricate and seaweed.
structure and what secrets it might hold within its
In the center of the room sits the Sea Witch's
walls.
workbench, a large, cluttered table surrounded by
stools and cluttered with all manner of strange tools
Monster and instruments.
Treasure Golem
The Sea Witch herself stands in the door and is a
formidable sight, with wild, tangled hair and piercing,
Reward sea-green eyes. She is dressed in tattered, seaweed-
1 pirate coin is in the center of the sandcastle covered robes and carries a gnarled staff with a
glowing crystal orb. She is known for her powerful
Sea Witch Shack magic and cunning, manipulative ways, and she will
stop at nothing to get what she wants.
Page 31 of 73
fl
fi
fl
fi
Page 32 of 73
Page 33 of 73
fi
But you are not alone in the crow's nest. A large, burly The ship's Hold is in a state of squalor and disrepair.
pirate with a wild beard and a patch over one eye is You can't help but wonder how the pirates have
sitting there, staring out at sea with a sad, faraway look managed to survive in such conditions. You must
in his eye. He doesn't speak or move, just sits quietly, decide how to proceed, whether to try and nd any
lost in his thoughts. useful supplies or to make your way back to the deck
as quickly as possible.
As you approach the pirate, he seems to snap out of
his reverie and looks at you with a start. He stands up Chains and leg irons for prisoners line one wall.
and brandishes his cutlass, snarling at you.
If the characters are locked in leg irons, then they can
"Landlubbers. What are you doing here?" he growls.
attempt to escape with the following techniques:
It looks like you have stumbled upon a stranded pirate Lockpicking: If the character has proficiency with
who is not happy to see you. You must decide how to thieves' tools, they may be able to use those tools to
proceed, whether to negotiate peacefully with the pick the lock on the leg irons. This would require a DC
pirate or prepare for a ght. 20 Dexterity (Sleight of Hand) check.
There is one pirate in the crow's nest. The pirate can be Magic: If the character is a spellcaster, they may be
bribed (25gp) or killed. When the character is in the able to use magic to unlock the leg irons. For example,
crow's nest, they can see the entire island. they could use the Knock spell to open the lock or the
Mage Hand spell to manipulate the lock mechanism.
Area: M ain Deck
Brute force: If all else fails, the character could try to
As you make your way onto the main deck of The Red break the leg irons by sheer force. This would require a
Hand, you are immediately struck by the chaos that DC 20 Strength check.
reigns there. Pirates are rushing around, trying to tie
things down and secure the ship as best they can. Walk the Plank
Barrels, crates, and other debris are scattered The pirates tell the characters that they must walk the
everywhere, and the deck is slick with seawater. plank or be thrown overboard. The plank is a narrow,
The pirates are rough-looking, with beards, scars, and slippery piece of wood that extends out over the side of
the ship, high above the water.
tattoos covering their faces and bodies. They are
shouting and cursing as they work, trying to hold onto Effect: If the characters refuse to walk the plank, the
their ship as it pitches and rolls on the sand. pirates will attack them and try to force them
overboard. If the characters decide to walk the plank,
The pirates are irritated and restless. They will attack they must make a Dexterity saving throw to avoid
the characters. There are 2d6+2 pirates. If the pirates slipping and falling into the water. The DC for this
reduce the characters to 1HP, then the characters must saving throw is determined by the GM based on the
surrender, and the pirates will make them all walk the conditions of the plank (e.g., wet, slippery, etc.). If the
plank! Arrr!! characters fall into the water, they must make a
Strength check to swim back to the ship or to reach a
Area: Hold nearby piece of debris. The DC for this check is
As you enter the ship's Hold, you are immediately determined by the GM based on the conditions of the
struck by the stench that assails your nostrils. The air is water (e.g., rough, calm, etc.).
thick with the smell of mold, mildew, and rot, and you Countermeasures: The characters can try to negotiate
can hear the scurrying of rats and other vermin in the with the pirates, offering them treasure or other
darkness. concessions in exchange for their freedom. They could
also try to escape by climbing up the ship's rigging or
You fumble through the darkness, trying to make out by jumping overboard and swimming away. If the
your surroundings. You can see that the Hold is a characters are skilled at persuasion, they might be able
cramped space lled with barrels, crates, and other to convince the pirates to spare them by making a
debris. The oor is slick with seawater, and you must Charisma check. The DC for this check is determined
be careful not to slip and fall. by the GM based on the personalities and motivations
of the pirates.
The barrels are leaking, the crates are broken open,
and the contents are spilling out. You can see
foodstuffs, clothing, and other supplies all ruined by
Monster
seawater. Pirates
Page 34 of 73
fl
fi
fi
fi
The Straits Effect: As the characters try to row across the Straits,
they are attacked by a group of 1d4 Mermen, who
The Straits form a barrier between the Shanty Shack attempt to capsize the boat or knock the characters into
and the Pirate Market. It is 80-90 feet across from one the water.
side to the other, depending on where the characters Countermeasures: To counter the Mermen, the
cross. characters can try a variety of tactics. Some options
There are effectively two ways to cross the Straits: might include the following:
Rowboat: there is a rowboat on the shoreline near the • Using spells or abilities that allow them to control
Shanty Shack or manipulate water, such as Control Water or
Shape Water. This could allow the characters to
Swimming: a successful DC 15 Strength (Athletics) create waves or currents that disrupt the
check or receive 1d6+3 bludgeoning damage elementals or push them away from the boat.
Mermen will be hiding in the water to ambush the • Rowing or paddling as quickly as possible to get
characters. across the Straits before the Mermen can attack
As you approach the edge of the water, you see the again.
Straits ahead of you, wide and turbulent with fast- • Jumping into the water and attempting to swim to
moving currents and choppy waves. The water is a safety will require successful DC 15 Strength
deep blue-green color, and you can see frothy white (Athletics) checks to avoid being swept against
foam and spray being kicked up by the force of the the rocks and receiving 1d6+3 bludgeoning
current. Off to one side, you notice an old rowboat damage. The GM must decide how many rounds
tied up at the water's edge. It looks like it might be someone will take to swim across the Straits. For
your only chance to get across, but you'll have to be instance, the character may jump into the water
halfway across the boat and then take two rounds
careful - the currents are strong, and the boat could
to cross the violent waters requiring a DC 15
easily be capsized by the rough water. On the other
Strength (Athletics) check each round.
side of The Strait is a sandy beach with vendors selling
goods. This is the legendary Pirate Market that only
sets up during low tide. Monster
1d4 Mermen
Page 35 of 73
When things seem to get a little dull with your players, 9-12 x2
use the following random table to spice things up.
13 x 2.5
1d10 Encounter
Use the following table for party level to increase the
1 The characters stumble on a cursed pirate
number of monsters:
coin.
2 1d4 drunk pirates cross paths with the Party Level Increase number by
characters.
3 Time to take a break and soak in the sun 5-8 x 1.5
on the tropical island.
4 The enchanting sound of a mermaid can 9-12 x2
be heard. Each creature must make a DC
14 Wisdom saving throw or be charmed 13-15 x 2.5
until the end of the mermaid's next turn.
A creature that successfully saves against Level 16+ x 3.5
the effect is immune to the mermaid's
song for the next 24 hours. Now take the number for the party and the level and
5 A swashbuckler jumps out and does some add the two together. For instance, if you have a Party
fancy footwork in front of the characters, Size of 5 with an average Party Level of 10, then you
then challenges them to a fight . would add 1.5 + 2.5 to get 4 times the monsters. 3
6 The characters stumble across a chest creatures for a level 10 party is no challenge, especially
with 50 doubloons worth 2 gp each. if there are 6 or 7 PCs. Increase that to 12, and
7 A Chirrut viper slithers across the path. suddenly you have a challenge. Feel free to adjust as
Characters will need to succeed on a DC you see fit.
10 Wisdom (Animal Handling) or be
Resolution
bitten by the snake for 1 piercing damage
plus 7 (2d6) poison damage.
8 The characters come across a bottle of
Captain's Cutthroat Pale Ale.
9 An albatross flies over the characters,
bringing with it bad luck. Their next The Cursed Pirate Coins
attack roll, ability check or saving throw
is done at Disadvantage. Curse that Objective: there are cursed pirate coins on the island
damned albatross! each worth 50gp
10 The characters meet a pirate captain who Resolution: the characters will need to visit the Sea
wants the treasure and pirate coins they Witch who will give them a list of items they need to
have. find on the island. The Sea Witch will remove the curse
when she has the items. Each coin will inflict 1d4HP
Scaling Monsters damage once per day if the curse is not removed.
Page 37 of 73
Monsters
Page 38 of 73
Walk the Plank
Monsters
poison damage on a failed save, or half as much
Chirrut (type of Viper) damage on a successful one.
Page 39 of 73
Mermaid
Size: Medium
Type: Humanoid (human)
Alignment: Chaotic neutral Size: Medium
Page 40 of 73
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)
Pirate
Size: Medium
Type: Humanoid (human)
Alignment: Chaotic neutral
Size: Medium Armor Class: 16 (breastplate)
Type: Humanoid (human) Hit Points: 105 (14d8 + 42)
Alignment: Chaotic neutral Speed: 30 ft.
Armor Class 13 (leather armor and a puffy shirt) STR DEX CON INT WIS CHA
Speed 30 ft.
STR DEX CON INT WIS CHA Skills: Intimidation, Perception, Persuasion
Saves: Strength +5, Dexterity +5, Charisma +5
Page 41 of 73
Sea Witch
Size: Medium
Type: Humanoid (human)
Alignment: Chaotic neutral
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
Size: Huge
8 (-1) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 16 (+3)
Type: Beast
Alignment: Neutral
Skills: Arcana, Deception, Persuasion
Armor Class: 15 (natural armor)
Senses: passive Perception 12
Page 42 of 73
Page 43 of 73
M agic Items
Page 44 of 73
Walk the Plank
M agic Items This magical eye patch grants the user True Sight (30
Captain's Compass feet), allowing them to see through illusions and detect
hidden objects or creatures.
Very Rare
This magic compass always points towards the
location of the nearest treasure, but can only be used Parrot Familiar
five times before becoming a conventional compass.
Very Rare
This magic parrot is more than just a pet - it can mimic
Captain's H at of Command the user's voice and repeat their words as a message,
allowing them to communicate over long distances.
Rare
Once per day, you can command your Parrot Familiar
This magical, tricorn hat, allows the user to command to ‘listen and obey’ you. You can speak any type of
the loyalty of any pirate or seafaring creature within 30 message (including instructions) to the Parrot and
feet. command it where or to whom to deliver the message.
This message cannot be longer than 30 seconds in
length, and its recipient must be within 5 miles of you
Dagger of the Sea when you command it.
Uncommon
This magic dagger allows the user to breathe Pirate's M ap
underwater and swim at an incredible speed (60ft per Rare
round). It also deals an extra 1d6 cold damage to
aquatic creatures. This magic map shows the location of hidden treasure
on an island or in a specific location. Once a treasure
has been found as indicated on the map, that location is
Eye Patch of True Sight no longer highlighted on the map (although the
location remains). Once all of the treasures on the map
Rare are discovered, the map no longer radiates any form of
magic and is simply a piece of parchment with a cool
map drawn on it.
Pirate's Rum
Common
This magic rum grants the user temporary immunity to
poison (1d4 rounds) and the ability to see in the dark
up to 60ft.
Page 45 of 73
Spells
Page 46 of 73
Walk the Plank
Spells
Call Lightning Control Water
School: Transmutation
Level: 4th
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a drop of water and a pinch of
dust)
Duration: Concentration, up to 10 minutes
This spell allows you to control any natural body of
water within range. You can choose to do one of the
following actions with the spell:
Part Water: You can cause a body of water to separate
and move to either side, creating a passage through the
water. The passage remains open as long as you
concentrate on the spell.
Raise Water: You can cause a body's water level to
rise or fall. The water level can rise or fall up to 20
feet.
School: Conjuration Shape Water: You can change the shape of a body of
water, such as creating whirlpools or waves.
Level: 3rd
Control Current: You can cause the water to flow in a
Casting Time: 1 action particular direction or speed.
Range: 120 feet The spell can affect a body of water up to 100 feet
Components: V, S long, 50 feet wide, and 20 feet deep.
Duration: Concentration, up to 10 minutes At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, you can increase the
This spell summons a bolt of lightning that strikes a size of the affected area by 100 feet for each slot level
target within range. You must be outdoors and able to above 4th. You can also choose to affect a larger body
see the sky in order to use this spell. of water, such as a lake or ocean. Still, the spell's effect
The bolt deals 3d10 lightning damage to the target and is limited to a specific area within that body of water.
any creatures within a 10-foot radius.
The spell can call down lightning on a specific target Control Weather
or location within range. When you do so, you make a
ranged spell attack roll against the target. On a hit, the School: Transmutation
target takes the full amount of damage. Level: 8th
At the end of each turn, you can use your action to call Casting Time: 10 minutes
down another bolt of lightning on the same target or a
different one. You can call down three lightning bolts Range: Self (5-mile radius)
per turn if you are outdoors and in stormy weather. Components: V, S
At Higher Levels: When you cast this spell using a Duration: Concentration, up to 8 hours
spell slot of 4th level or higher, the damage increases
by 1d10 for each slot level above 3rd. This spell allows you to control the weather within a 5-
mile radius around you. You can choose to do one of
the following actions with the spell:
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Change Precipitation: You can create or stop the rain, At Higher Levels: When you cast this spell using a
snow, sleet, or hail. The precipitation lasts for the spell slot of 2nd level or higher, you can create an
duration of the spell. additional gallon of water for each slot level above 1st.
Change Temperature: You can raise or lower the
temperature within the spell's radius by up to 20
degrees Fahrenheit. The temperature change lasts for
Fog Cloud
the duration of the spell. School: Conjuration
Change Wind Direction: You can change the direction Level: 2nd
of the wind within the spell's radius. The wind
Casting Time: 1 action
direction changes lasts for the duration of the spell.
Range: 120 feet
The spell doesn't function where natural weather is
prevented, such as inside a dome or underground. Components: V, S
Duration: Concentration, up to 1 hour
Create Water This spell creates a cloud of fog that heavily obscures
the area within a 20-foot radius. The fog lasts for the
spell until a wind of moderate or greater speed (at least
10 miles per hour) disperses it.
The fog is stationary and doesn't block the line of sight
for ranged attacks or for creatures with True Sight.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, you can increase the
radius of the fog by 20 feet for each slot level above
2nd.
Lightning Bolt
School: Evocation
Level: 3rd
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a tiny rod of iron or a piece of
wire)
Level: 1st This spell creates a bolt of lightning that arcs toward a
target within range. You must make a ranged spell
Casting Time: 1 action attack roll to hit the target. On a hit, the bolt deals 8d6
lightning damage to the target and any creatures within
Range: 30 feet
a 5-foot radius.
Components: V, S
At Higher Levels: When you cast this spell using a
Duration: Instantaneous spell slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
This spell creates a small amount of fresh water, up to
2 gallons. The water appears in a container of your
choice within range, or it can be made in an open
container on the ground.
Tsunami
School: Conjuration
The spell can also be used to put out small fires. If the
spell is cast on fire with a size of 5 feet or less, the fire Level: 8th
is extinguished.
Casting Time: 1 minute
Range: Sight
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Non-Player Characters
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Walk the Plank
Non-Player Characters
Jack refused to let it get him down. He has retired from
"Fierce" Fiona a private’s life and settled on a tropical island, where
he opened a pirate-themed bar called "Shanty Shack."
"Fierce" Fiona is a skilled and deadly swashbuckler
Despite his gruff exterior, Jack is a kind and generous
who hails from the tropical islands off the coast of
man, quickly becoming a popular figure on the island.
Africa. She was born into a tribe of pirates and has
His bar became a haven for pirates and scallywags
been trained in sword fighting from a young age. Fiona
looking to relax and let off some steam, and Jack was
is known for her lightning-fast reflexes and fierce
always happy to oblige them.
determination, and she's not afraid to take on any
opponent who dares to cross her. Jack can often be found tending the bar, regaling his
patrons with tales of his adventures on the high seas.
Fiona's wears a simple leather jerkin over a flowing
Despite his missing eye, he has a sharp wit and a keen
white shirt, and her long black hair is braided into
mind and is always ready for a good challenge.
intricate patterns. She carries a curved saber at her
Whether you're looking for a strong drink or a friendly
side, its edge honed to a razor-sharp finish.
ear, "One-Eyed" Jack is always happy to oblige.
Fiona maintains a fearsome reputation and is not one to
be trifled with. She's fiercely loyal to her friends and
allies and will do whatever it takes to protect them. The Pirate King
Whether battling fierce monsters or outwitting cunning
foes, Fiona is always ready for a good fight. She is not
afraid to take on any challenge that comes her way.
"One-eyed" Jack
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Walk the Plank
He's a skilled fighter and a shrewd tactician, and he's very waves themselves. Those who cross her risk being
not afraid to use whatever means necessary to get what swept away by her wrath or lured into her treacherous
he wants. Whether he's leading his crew into battle or grasp.
negotiating a deal with a rival captain, the Pirate King
The Sea Witch is also known for her wisdom and
is always in control, and he's not one to be trifled with.
ability to see the future. Some say she can predict the
outcome of battles and the fate of those who seek her
Scurvy council.
But be warned: Sea Witch is not to be trifled with.
Those seeking her aid must be prepared to pay a high
price and be willing to accept the consequences of their
actions.
Sea Witch
The Sea Witch is a mysterious and powerful woman,
revered and feared by sailors and pirates alike. She is
said to have access to ancient knowledge and secrets
deep within the ocean's depths.
She is a formidable opponent with powers over the
tides and the winds. Some say she can even control the
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Fishing
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Walk the Plank
Fishing
There are general rules for various activities and tasks that characters can perform during downtime, such as
crafting, training, and earning money. Fishing is not listed as a specific activity in the 5th edition, but it can certainly
be incorporated into a game.
One way to implement fishing in your game is to use a skill check. For example, you could have the player make a
Wisdom (Insight) check to cast the fishing line, and a Dexterity (Sleight of Hand) check to reel in the fish. The DC
for the check could be based on factors such as the size of the fish, the type of fishing gear being used, and the
conditions of the water. In addition, the characters will need a fishing pole and bait or lures to fish. The quality of the
equipment will affect the difficulty of the skill check. Characters can check out the Pirate Market to buy fishing
equipment.
Below is a list of fish, the skill checks for casting and reeling, and the value of the fish if the characters decide to sell
in the market.
Name Description Casting Reeling Value
Wisdom Dexterity in GP
(Insight) (Sleight of
check Hand) check
Tuna large, fast swimming fish that can be found in deep waters 15 10 50
Shark a large, predatory fish with sharp teeth and a streamlined 25 20 100
body. The large fish requires an DC 20 Strength (Athletics)
check.
Electric Eel a long fish that can generate electric shocks. The dangerous 15 10 50
fish requires an DC 20 Intelligence (Nature) check.
Lionfish a venomous fish with distinctive fins and body shape. The 15 10 50
dangerous fish requires an DC 20 Intelligence (Nature)
check.
Giant Squid a large, deep-sea creature that can be found in tropical 25 20 100
waters. The large fish requires an DC 20 Strength (Athletics)
check.
Manta Ray a large, flat fish with distinctive fins and body shape. The 20 15 75
large fish requires an DC 20 Strength (Athletics) check.
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Gameplay
The first player rolls the dice and scores points based
on the following combinations:
• One 1: 100 points
• Five of a kind: 50 points
• Four of a kind: 25 points
• Three of a kind: 10 points
• A straight (1-5 or 2-6): 15 points
The player can choose to roll all the dice again or to
keep their current score and pass the dice to the next
player. If the player chooses to roll again, they must
keep at least one die, but they can choose to reroll any
or all the remaining dice. If they roll a combination
that scores points, those points are added to their
current score. If they roll a combination that does not
score points, their turn ends, and they lose all the
points they have accumulated so far in that turn.
Play continues clockwise around the table until one
player reaches the target score. If a player goes over
the target score, they lose all their points and must start
over at zero.
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Walk the Plank
Pirate Crossword
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Walk the Plank
Pirate Crossword
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Down Across
1. A pirate's code of honor 2. A pirate's hideaway
3. A pirate's home base 4. A pirate's preferred greeting
4. A pirate's greeting 5. A pirate's distinctive cloth headwear
8. A pirate's favorite dance 6. A pirate's hideout
10. A pirate's mode of address 7. A pirate's favorite song
11. A pirate's favorite game 9. A pirate's preferred drink
12. A pirate's flag 13. A pirate's distinctive facial feature
14. A pirate's motto 15. A pirate's treasure
17. A pirate's weapon of choice 16. A pirate's lawless behavior
18. A pirate's mode of transportation
Answer Key
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• 2 lbs. boneless, skinless chicken breasts, cut into • Orange slice and maraschino cherry, for garnish
bite-sized pieces
Instructions
• 1 lb. sausage, sliced
Fill a shaker with ice.
• 2 cups chicken broth
Add the white rum, pineapple juice, orange juice,
• 1 cup white wine grenadine, and blue curaçao to the shaker.
• 1 cup diced tomatoes Shake well to combine and chill the ingredients.
• 1 cup diced potatoes Strain the mixture into a tall glass filled with ice.
• 1 cup diced carrots Garnish with an orange slice and a maraschino cherry.
• 1 cup peas This cocktail is a refreshing and tropical blend of white
rum, pineapple juice, orange juice, and grenadine, with
• 1 cup corn a splash of blue curaçao for a hint of sweetness and
• 1 tbsp dried basil color. The orange slice and maraschino cherry garnish
add a touch of whimsy and a nod to the pirate theme.
• 1 tbsp dried oregano This cocktail is perfect for sipping on a hot summer
• 1 tsp salt day or for adding a touch of adventure to any occasion.
• 1/2 tsp black pepper
• 2 tbsp cornstarch The Swashbuckler Cocktail
• 2 tbsp water Ingredients
Heat the olive oil in a large pot or Dutch oven over • 1 oz orange liqueur
medium heat. Add the onion and garlic and cook until • 1 oz fresh lime juice
the onion is translucent, about 5 minutes.
• 1 oz pineapple juice
Add the chicken and sausage to the pot and cook until
the chicken is no longer pink, and the sausage is • 1 oz grenadine
browned, about 10 minutes. • Orange slice and cherry, for garnish
Add the chicken broth, white wine, tomatoes, potatoes, Instructions
carrots, peas, corn, basil, oregano, salt, and pepper to
the pot. Bring the mixture to a boil, then reduce the Fill a cocktail shaker with ice.
heat to low and simmer for 20-30 minutes, or until the Add the rum, orange liqueur, lime juice, pineapple
vegetables are tender. juice, and grenadine to the shaker.
In a small bowl, mix the cornstarch and water to form a Shake well to combine the ingredients.
slurry. Stir the slurry into the stew to thicken it.
Strain the cocktail into a chilled glass.
Serve the stew hot, garnished with fresh herbs or a
sprinkle of cheese if desired. Garnish with an orange slice and cherry.
This hearty and flavorful stew is sure to be a hit at any This cocktail is a refreshing and fruity mix of dark
pirate-themed party. rum, orange liqueur, lime juice, pineapple juice, and
grenadine. The orange slice and cherry garnish add a
touch of tropical flair, making it the perfect drink for a
Treasure Hunter Punch pirate-themed party.
Ingredients
• 1.5 ounces white rum The Captain's Folly - a pirate-
• 1 ounce pineapple juice themed non-alcoholic cocktail
• 1 ounce orange juice Ingredients
• 1 ounce grenadine • 1 cup pineapple juice
• 1/2-ounce blue curaçao • 1 cup orange juice
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• 1 cup coconut water Add the sparkling water to the pitcher and stir gently to
combine.
• 1/2 cup grenadine
Fill glasses with ice and pour the cocktail over the ice.
• 1/2 cup sparkling water
Garnish with an orange slice and cherry.
• Orange slice and cherry, for garnish
This non-alcoholic cocktail is a refreshing and fruity
Instructions mix of pineapple juice, orange juice, coconut water,
In a blender, combine the pineapple juice, orange juice, and grenadine. The sparkling water adds a touch of
coconut water, and grenadine. Blend until smooth. effervescence, while the orange slice and cherry
garnish add a tropical touch. It's the perfect drink for a
Pour the mixture into a large pitcher. pirate-themed party, or any time you want a refreshing
and flavorful beverage without the alcohol.
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M aps
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Walk the Plank
M aps
Page 66 of 73
M ap with Lights
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Special Thanks
Special thanks to the following backers:
• Amber Wilder • Joshua Bumpus
• AnExildeDev • Joshua Howard
• Anna Eder • Joshua Muster
• Adam Pitalo • Julio Capa
• Anthony Wandzilak • Krinsky
• Arvinraaj Kanagalingam • Lexter L. Sada
• Caitlin • Lindsey
• Coinín • Marius Seemann
• Daniel Melssen • Melissa Schöttler
• Dan Start • Michelle McFarlin
• David Stephenson • Mike Pirillo
• Dungeon Goat Studio • NopeTrooper
• Enrique De La Campa • Patrick Campbell Jr
• GoosePuffs • Randy Smith
• Hfelschow • Rich Catlett
• Jake Perrin • Sean
• James Monaghan • Shadowkaiser
• James “The Great Old One” Burke • T.Dial
• Jason D Moore • TDarkShadow
• Jeff Seitz • Todd Patrick
• Jonny • Tyler Irwin
• Jon Vedamuthu • William T. James, III
Page 70 of 73
Walk the Plank
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to
or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game
Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are
Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
Page 71 of 73
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson.
END OF LICENSE
Page 72 of 73
Walk the Plank is published under the Open Gaming License Version 1.0a. All of the content is a product identity of
MAD Games as defined in section 1e of the Open Gaming License 1.0a. The new monsters presented in this
adventure are Open Game Content; you can freely reuse them in your own adventures.
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