Plundered Paradise - The Isle of Hidden Riches 5e

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Foreword & Note to GMs

Throughout the adventure, you will encounter text in green


Dear GMs, boxes. These boxes contain information that is meant to be
Welcome to a DiceQuest original! We would like to start read out loud to your players. It could be descriptions of a

by thanking you for joining us on this journey of new location, a clue to a puzzle, or dialogue from an NPC.

adventure and storytelling. Whenever you come across a green text box, make sure to
read it out loud to your players to help them immerse

As a GM, you have the power to create a world of your themselves in the world and understand the story. This will
also help them feel more engaged with the adventure and
own design, and to guide your players through it. You give them a sense of agency as they make decisions and
are responsible for setting the scene, describing the explore the world.
action, and making sure that the game runs smoothly,
so by all means feel free to make any changes you think
would fit your story better. Monster Stat Block contains important information about a
This adventure’s combat is designed to be flexible, so creature’s abilities, traits, and combat statistics. The first
feel free to modify it as needed to fit the needs of your section includes the creature’s name, size, type, and
players. You can adjust the difficulty of encounters by alignment. The next section lists its Armor Class, Hit Points,
simply changing, adding or removing elements. Speed, and ability scores. This is followed by the creature’s
Encourage your players to think outside the box, and Skills, Saving Throws, and Senses. The next section lists any

reward them for their creativity. And most importantly, Damage Resistances, Immunities, and Vulnerabilities the
creature may have. The creature’s Actions, which are its
have fun! combat abilities, are listed next, along with any unique type
actions such as Legendary Actions. Finally, any Special Abilities
Sincerely, or Traits that the creature possesses are listed at the end of the
stat block. Understanding the information contained in the
The DiceQuest Team. Monster Stat Block is essential for a GM, as it provides
important information to make combat encounters both
interesting and fair.

Text in a purple box offers information and tips for the


GM that will assist to roleplay certain elements of the
adventure.
Plundered Paradise: The Isle of Hidden
Riches
Introduction Captain’s Room
The adventure begins in the coastal town of Seafall, a
bustling hub renowned for its seafaring legends and You follow the widow through the dimly lit corridors of a
weathered seaside mansion, guided by the flickering light of
tales of adventure. Fate or circumstance brings together torches. As you reach the door to the private chamber, the
a group of adventurers, each possessing unique widow comes to a halt, her hand trembling slightly, before
backgrounds and skills. Their lives take an unexpected gesturing towards the heavy wooden door.
turn when they stumble upon an old and weathered
map. This mysterious map unveils the location where “This is his room. Now please excuse me, I will be in my bed.

Captain Snake the Merciless hid his treasure. This is just too much for me.”, with those words, she abruptly
turns and walks away, leaving you standing before the

Intrigued by the promise of wealth and enticed by the entrance.

prospect of thrilling adventure, the heroes embark on a


journey to claim the fabled treasure. However, they soon When the players enter the room:
discover that the remote island on the map is rarely
visited, as it is inhabited by a tribe of cannibals. The room revealed itself in a spectacle of opulence and
grandeur, a stark contrast to the widow’s somber
Hook appearance. The walls are adorned with tattered maps,
nautical charts, and faded paintings depicting scenes of epic
As you immerse yourself in the ambiance of the dimly lit sea battles and distant lands. Shelves lined with dusty tomes
tavern, a womanly figure draped in a black veil captures your and nautical curiosities stood against one wall, filled with the
attention. The room falls into a hushed silence and whispers captain’s collection of knowledge and artifacts from his many
of curiosity ripple through the patrons. With cautious steps, voyages.
she draws closer to your table.
In the center of the room stands a massive, intricately carved
Her voice quivers as she addresses you, her words laden with wooden desk, covered in stacks of yellowed parchment,
the weight of loss and longing. “Brave adventurers, I ask for compasses, and quill pens. It is clear that this is where
aid in a matter close to my heart. My late husband, a notorious Captain Snake the Merciless planned his daring escapades
pirate known as Snake the Merciless, sailed the dangerous seas and charted his travels.
and plundered countless riches. But when he met his untimely
end, the room in the house that contains elements of his
The room needs 1d4 hours to be cleaned fully. Within,
adventures is left untouched.
the players will find:
Continuing, her voice trembles with a mix of sorrow and
desperation. “I cannot bear the weight of these artifacts, nor do 100 GP,
I wish to confront the room and its reminders of his ill-gotten
gains. I implore you to venture into my late husband’s room and 1d8 PP,
cleanse it of its tainted contents. You can keep whatever you
want from the room, just don’t have me involved.” 1d4 paintings that can be sold for 20d10 GP each to a
collector, or 10d10 GP each to a general store.
As she speaks, vulnerability seeps through her grief,
revealing a glimmer of resilience beneath her sorrow. It 1d4 nautical books that are of no value to a general
appears that this task holds a deeper significance for her store, but a ship captain would pay 1d100 for each,
than the mere recovery of material possessions. It is a plea
for closure, a chance for redemption in the face of a troubled
recognizing their value.
past.
When the players have devoted at least 1 hour in the
room searching, narrate the following:
The Widow is truthful in her speech. She just wants the
room cleaned to start her new life. She offers a reward As you go through the books, a weathered piece of paper
falls off. Within the first glimpse, the paper looks like an old
that is deemed appropriate for such a task and wants map. On closer inspection, it looks like a Treasure Map! The
nothing to do with the contents of the room. location on the map depicts an island called The Isle of
Hidden Riches, a place you have never heard of before.

Plundered Paradise 3
The Isle of Hidden Riches
The Isle of Hidden Riches stands as a remote place that
can be reached with a four-day journey by ship. Few
among the common folk are aware of its existence,
while a captain with vast nautical knowledge knows to
stay away.
Whispers and rumors circulate about this secluded isle,
for it is said that no soul has returned alive from its
shores. When you sail close to the island, you can
sometimes see inhabitants that will always turn hostile
when you approach. A few have tried to come to contact
with those people, only to be met by arrows, spears, and
death. It has been therefore agreed to leave the island at
peace and never approach it.
Because the island is largely unexplored, it got the
name “Isle of Hidden Riches” as tales began to spin
about untouched treasures laying on the island, waiting
to be found.
Captain Snake the Merciless, ever cunning and desiring
to safeguard his amassed wealth, traveled to this
dangerous land. With stealth and secrecy, he set foot
upon its unexplored terrain, hiding his treasures deep
within the island’s hidden recesses, ensuring his most
valuable ill-gotten gains remained beyond the reach of
those who would covet them.
Travel to the Island
It is very easy to find a crew to get you close to the
island, but no one is willing to approach the shore.
Instead, the players must buy a small rowboat (180 GP
for a new one, 70 GP for a used one), that will be
dropped into the water for the players to paddle to their
destination.
Day 1
Uneventful.
Day 2: Siren’s Song
While sailing through a calm stretch of sea, the
adventurers hear a hauntingly beautiful melody carried
by the wind. Unbeknownst to them, it is the enchanting
song of Sirens, mystical creatures who lure
unsuspecting sailors to their doom. Everyone who can
listen to the song must roll a DC14 Wisdom Saving
Throw or be charmed by the Sirens.

Those who fail the saving throw find themselves


ensnared by the enchantment. They will then fall into
the sea, swimming towards the rocks where four Sirens
are sitting. It takes 3 turns to reach the rocks. If a sailor
or a hero reaches the rocks, the sirens reveal their true
nature and attempt to devour their victims.
Plundered Paradise
4
Day 3: Merciless Pirates bought the used rowboat and it is sinking, the
A notorious band of pirates spots the adventurers’ ship commotion will raise the chance to 50%.
and sees an opportunity for plunder. They give chase, In case they are noticed roll 12 arrow attacks, each to a
their sleek vessel closing in rapidly. A thrilling naval random player of the party.
battle ensues as the heroes defend their ship, manning
cannons, launching arrows, and engaging in close- Encounters with the locals
quarters combat.
Some pirates make it on the ship with swinging ropes. Every tribe member intends to catch the adventurers
Five of them will try to engage in combat with the party,
and bring them to the village to eat. No one speaks a
if the pirates on board are defeated by the party the language that the players can talk, but they can maybe
remaining pirates will try to flee. communicate by gestures. They are not cooperative
unless being brought food, in which case they may be
Day 4: Reaching the destination open to communication.
They worship Alta, the Goddess of Weather. If the
The island, shrouded in an air of mystery, is a sight to weather is sunny, it is considered a sign from the
behold. Towering cliffs rise from the depths of the ocean,
goddess to roast their food. If it is cloudy, it is
their rugged edges battered by the relentless waves. Lush
considered a sign to boil their food. If it is rainy, it is
greenery blankets the land, stretching from the coastline into
considered a time for prayer. The locals will actively
the heart of the island. Tall palm trees sway gently in the
breeze, indicating a soothing place where time goes by change their habits immediately if a weather change
slowly. occurs.
As you draw nearer, you can make out the details that make There are patrols on the island that happen regularly,
this island truly unique. Waterfalls cascade down the cliffs, with Tribe Warriors alert at all times. There are also
forming crystalline streams that meander through the vibrant lookout spots that have a Tribe Archer on top, looking
landscape. The songs of exotic birds fill the air, adding a
symphony of nature to the tableau. It’s a paradise untouched
out for signs of intrusion.
by the modern world, seemingly frozen in time.
The village also contains a Tribe Shaman which is the
From afar, the adventurers can also spot signs of human leader of the tribe.
presence. Small columns of smoke peek through the foliage,
indicative of the tribe that is thriving on the island. Path to the treasure
There are a total of 3 steps on the map to reach the cave
That is as far as the sailors go. They will lower the where the treasure is hidden. For each step on the map,
rowboat and wait for the adventurers from a distance. the player must roll a DC 15 Wisdom (Survival) check to
correctly decipher it. If they fail, they wander for 1d4
If the adventurers do not return in 2 days, the crew will hours aimlessly until they encounter a tribe patrol, roll
assume they are dead and depart. 1d4 to determine what they encounter from the table
bellow:
Rowing toward the island Patrols
If the adventurers got the new boat, they will reach the d4 Encounter
island safely. 1 3 Tribe Warriors + 2 Tribe Archers

If the adventurers got the used boat, there is a 50% 2 4 Tribe Warriors

chance that the boat will start sinking. The holes on the 3 3 Tribe Warriors

rowboat can be fixed by the Mending spell, otherwise, 4 No encounter

they must use buckets to throw the water back into the
sea. If at least 2 players empty the water off the
rowboat, they can still keep afloat. It is crucial to not
lose the boat if they wish to carry large amounts of loot
back to the ship.
The sailors on the ship do not hear their pleas for help.
By using the new rowboat, there is a 10% chance that
the players are noticed by the tribe, which will send
tribe archers to strike arrows at them. If the players

Plundered Paradise 5
6 Plundered Paradise
Shifting Sand! The Final Destination
The players will go through a location where there is After a challenging trek through dense jungles and wild
shifting sand. It takes a DC 18 Wisdom (Perception) nature, you finally reach your destination—the cave spot
check to discern the subtle signs of the shifting sand marked on the map as the location of the hidden treasure.
and chart a safe path around it. If the check fails, the Your eyes scan the surroundings, searching for any sign of
player in the front will fall into the sand and will take a the small cave described in the map’s intricate markings.
DC 15 Strength (Athletics) check to get out. For each
turn passing, increase the DC by 2. In 4 turns, the player Amidst the towering trees and tangled foliage, you spot a

is completely under the sand and will suffocate. narrow opening, barely visible in the natural rock formations.
It appears to be a small cave entrance, partially concealed by

Falling into the sand and helping the player is a noisy vines and moss.

incident that will attract a Tribe Patrol (roll 1d4 for the
Patrols table). Inside the Cace
Poisonous Vines!
The vegetation as they are getting closer to the cave is Stepping into the darkness of the cave, you find yourselves

very thick, blocking their path and making it very enveloped in a hushed atmosphere, broken only by the faint
sound of dripping water echoing through the chamber. The
difficult to move. Cutting the vines would seem like a dim light filtering through the cave entrance reveals glittering
good idea, however, it is dangerous. A player succeeding stalactites hanging from the ceiling, their formations
in a DC 15 Wisdom (Nature) check will reveal that those resembling icicles of solid rock.
vines are very poisonous, and emit poison clouds when
cut. As your eyes adjust to the subdued lighting, you behold a
breathtaking sight. The cave chamber opens up, revealing a
When cut, the vines emit a poisonous cloud in a 15ft small grotto bathed in an ethereal glow. Soft beams of
radius circle, and everyone inside must make a DC 15 sunlight pierce through cracks in the cave ceiling, casting a

Constitution Saving Throw or take 4d6 poison damage,


radiant light upon the treasure that lies within.

half if the Constitution Saving Throw was successful. A A treasure trove of unimaginable wealth is spread out before
player losing the Saving Throw is also poisoned until you. Gold coins shimmer and glint, forming mounds and
they finish a long rest or are cured by other means. cascades of riches. Precious gemstones, sparkling with every
color of the rainbow, are nestled amidst piles of ornate
jewelry.

There is 1400 + 10d100 GP worth of coins and artifacts


within the cave, as well as Kraken’s Grasp Gauntlets.
But the players are not alone, as two Gelatinous Cubes,
also inhabiting the cave, attack the adventurers.
Returning to the Ship
The weight of the treasure burdens the adventurers,
slowing their hike and increasing the risk of being
detected by the islanders.
The actions of the group may have provoked the wrath
of the island’s inhabitants. Led by the Tribe Shaman,
accompanied by four Tribe Warriors, they set out to
hunt down the adventurers and lay an ambush near the
shore where the party arrived and left their ship.
Avoiding the ambush requires utmost caution and skill,
but it is near impossible to escape without facing a
confrontation.
By winning over this final battle the party has enough
time to load the rowboat with the loot and sail back to
the ship. If the rowboat was left to sink they can carry
only 1/4 of the loot while swimming, by the time they
reach the ship the shore is filled with angry cannibals.
Plundered Paradise 7
SideQuest 1: Pirate
Infiltration!

Intro
A desperate father pleads for the help of brave
adventurers. His daughter, Elara, has been taken
hostage by a notorious band of pirates and the ransom
they seek is too high for him to pay. The pirates’
hideout, known only as “The Cursed Cove“, remains a
well-kept secret, and no one in the town knows the
exact whereabouts.
The Quest
Asking around, they can pinpoint a very approximate
location. The adventurers must sail to that location until
they find a pirate ship. Pirates will not succumb to
interrogation, so they need to discreetly follow them to
the Cove. The forces in the cove are overwhelming and
any brute approach will lead to sure death. For them to
sail into the Cove, they must raise a Pirate Flag and
pretend to be Pirates. At any time there are 4d100
Pirates on the Cove.
Once inside the heart of the Cove, they discover the
pirates’ base of operations - a sprawling network of
caves, smugglers’ dens, and guard posts. The
adventurers must act with stealth and precision to avoid
detection as they search for Elara’s location.
Elara is not the only prisoner as a lot of people, mostly
crew from sunken ships, are held captive deep within
the cave. There are a lot of patrols in the area by 2
Pirates at a time, but they are easy to sneak around as
they are drunk.
For the adventurers to be successful against all odds,
they must never attack or enter combat, as a single
alarm can raise awareness of the infiltration of
hundreds of Pirates, who may not be strong, but their
sheer numbers can overwhelm the adventurers.
Aftermath
Elara’s father is ecstatic about his daughter being saved
and is willing to give the adventurers a Mermaid’s Song
Siren, and hold a feast in their honor.

8 Plundered Paradise
The Quest
Embarking on this quest to unravel the mysteries of the
Phantom Galleon requires a ship and a fearless crew.
As the party deciphers the clues and sails to the ship’s
designated location, the ghostly vessel emerges from
the depths. The adventurers must board the ship, where
the boundaries between life and death are blurred.
SideQuest 2: The Guided by cryptic symbols and enigmatic hints, they
traverse the phantom decks of the ship. In these
Phantom Galleon! spectral chambers, fragments of the vessel’s haunted
history await discovery. However, this is no ordinary
exploration—a series of intricate puzzles guards the
Intro path, and restless spirits stand ready to defend their
domain against any intruders.
In the still of the night, a sailor’s song drifts through the
air, weaving the tale of the cursed Phantom Galleon—a To break the curse, they must first discover the truth
pirate ship forever destined to roam the eternal seas. behind it. The answers lie hidden within the ship and its
Within its legend lies the promise of unimaginable dark past.
treasure. As the story unfolds, the allure of this
otherworldly quest captivates the hearts and minds of Aftermath
all who hear.
If the party breaks the curse the ship will forever
Discovering the Ship disappear leaving behind chests filled with gold and
gems.
The party needs to uncover clues that point to the ship’s News of the party’s triumph spreads like wildfire,
location. These clues can be obtained through careful transforming them into revered figures among the
investigation of ancient nautical maps, tales passed bustling ports and lively taverns. Their tale becomes a
down through generations, or conversations with local beacon of courage, celebrated by bards who sing their
seafarers. Piecing together the fragmented knowledge praises. The sailor’s haunting song evolves into a ballad
is the key to unveiling the path to the Phantom Galleon. of their heroism.
Plundered Paradise 9
Appendix A: Monsters
Gelatinous Cube Pirate
Large ooze, unaligned Medium Humanoid (any race), Neutral Evil

Armor Class 6 Armor Class 14 (Studded Leather Armor)


Hit Points 84 (8d10 + 40) Hit Points 40 (7d8 + 9)
Speed 15 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Condition Immunities blinded, charmed, deafened, exhaustion, Skills Athletics +5, Intimidation +2
frightened, prone Senses passive Perception 14
Senses blindsight 60 ft. (blind beyond this radius), passive Languages Common
Perception 8 Challenge 2 (450 XP)
Languages -
Challenge 2 (450 XP)
Pack Tactics. The pirate has advantage on an attack roll against
a creature if at least one of the pirate’s allies is within 5 feet of
Ooze Cube. The cube takes up its entire space. Other creatures the creature and the ally isn’t incapacitated.
can enter the space, but a creature that does so is subjected to
the cube’s Engulf and has disadvantage on the saving throw. Actions
Creatures inside the cube can be seen but have total cover. Multiattack. The pirate makes two attacks.

A creature within 5 feet of the cube can take an action to pull a Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
creature or object out of the cube. Doing so requires a Hit 6 (1d6 + 3) slashing damage.
successful DC 12 Strength check, and the creature making the
attempt takes 10 (3d6) acid damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, reach
30/120ft., one target. Hit 6 (1d6 + 2) piercing damage.
The cube can hold only one Large creature or up to four
Medium or smaller creatures inside it at a time. Reactions
Parry. The pirate adds 2 to its AC against one melee attack that
Transparent. Even when the cube is in plain sight, it takes a
successful DC 15 Wisdom (Perception) check to spot a cube would hit it. To do so, the pirate must see the attacker and be
that has neither moved nor attacked. A creature that tries to wielding a melee weapon.
enter the cube’s space while unaware of the cube is surprised
by the cube.

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 10 (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can
enter Large or smaller creatures’ spaces. Whenever the cube
enters a creature’s space, the creature must make a DC 12
Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5


feet back or to the side of the cube. A creature that chooses not
to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature’s space, and the
creature takes 10 (3d6) acid damage and is engulfed. The
engulfed creature can’t breathe, is restrained, and takes 21
(6d6) acid damage at the start of each of the cube’s turns.
When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to


make a DC 12 Strength check. On a success, the creature
escapes and enters a space of its choice within 5 feet of the
cube.

10 Plundered Paradise
Siren Tribe Archer
Medium Fey, Chaotic Evil Medium Humanoid (any race), Neutral Evil

Armor Class 13 Armor Class 14 (Leather Armor)


Hit Points 59 (8d8 + 23) Hit Points 38 (6d8 + 14)
Speed 30 ft., swim 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 10 (+0)

Skills Perception +4, Deception +6, Performance +6 Skills Perception +3, Stealth +5
Senses blindsight 60 ft., passive Perception 14 Senses passive Perception 13
Languages Sylvan Languages -
Challenge 3 (700 XP) Challenge 2 (450 XP)

Amphibious. The siren can breathe air and water. Pack Tactics. The tribe archer has advantage on an attack roll
against a creature if at least one of the tribe archer’s allies is
Siren’s song. When a creature that can hear the siren’s song within 5 feet of the creature and the ally isn’t incapacitated.
starts its turn within 90 feet of the siren, the creature must
succeed on a DC 14 Wisdom Saving Throw or be charmed for 1 Precise Aim. The tribe archer can choose to take a -5 penalty to
minute. While charmed in this way, the creature is the attack roll when making a longbow attack. If the attack hits,
incapacitated and ignores the presence of other creatures. The it deals an extra 10 (3d6) damage.
charmed creature must move towards the siren by the shortest
and most direct route, although it doesn’t have to move into Actions
obviously deadly hazards like fire or lava. If the creature moves
out of range of the song, it can repeat the saving throw. Multiattack. The tribe archer makes two longbow attacks.

Longbow. Ranged Weapon Attack: +5 to hit, reach 150/600ft.,


Actions one target. Hit 9 (1d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit 7 (1d8 + 3) slashing damage.

Plundered Paradise 11
Tribe Shaman Tribe Warrior
Medium Humanoid (any race), Neutral Evil Medium Humanoid (any race), Neutral Evil

Armor Class 12 (Hide Armor) Armor Class 15 (Unarmored Defense + Shield)


Hit Points 64 (10d8 + 19) Hit Points 46 (8d8 + 10)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 16 (+3) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 10 (+0)

Skills Medicine +6, Intimidation +4 Skills Athletics +4, Intimidation +2


Senses passive Perception 14 Senses passive Perception 10
Languages - Languages -
Challenge 4 (1100 XP) Challenge 3 (700 XP)

Spellcasting. The tribe shaman is a 5th-level spellcaster. Its Pack Tactics. The tribe warrior has advantage on an attack roll
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with against a creature if at least one of the tribe archer’s allies is
spell attacks). The shaman has the following cleric spells within 5 feet of the creature and the ally isn’t incapacitated.
prepared:
Rage (3/Day). On the warrior’s turn, it can enter a rage as a
Cantrips (at will): guidance, thaumaturgy, sacred flame bonus action. While raging, it gains advantage on Strength
checks and Strength saving throws, and its melee attacks deal
1st level (4 slots): bane, cure wounds, guiding bolt, inflict an extra 2 damage.
wounds
Actions
2nd level (3 slots): hold person, spiritual weapon
Multiattack. The tribe warrior makes two scimitar attacks.
3rd level (2 slots): animate dead, bestow curse, dispel magic
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Dark Blessing. When the shaman uses its guidance cantrip, the Hit 6 (1d6 + 3) slashing damage.
target also gains advantage on the next attack roll it makes
within the next minute.

Soothing Presence. The shaman and friendly creatures within 30


feet of it can’t be frightened while the shaman is conscious.

Actions
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit 4 (1d6 + 1) bludgeoning damage.

Healing Touch (3/Day). The shaman touches another creature.


The target magically regains 14 (4d6) hit points.

Spiritual Infliction (Recharge 5-6). The shaman targets one


creature it can see within 30 feet of it. The target must succeed
on a DC 14 Wisdom saving throw or take 18 (4d8) necrotic
damage.

12 Plundered Paradise
Appendix B: Magic Items
Kraken’s Grasp Gauntlets
Wondrous Item (Gauntlet), rare (requires attunement)

These dark leather gauntlets are adorned with Kraken


tentacle motifs. When the wearer grapples an opponent,
the gauntlets unleash an otherworldly grasp, restraining
the target with spectral tentacles. The wearer can now
move freely while the opponent is still grasped by the
tentacles.

Mermaid’s Song Siren


Wondrous Item (Seashell), rare (requires attunement)

This enchanted seashell horn, when blown, as an Kraken’s Grasp Gauntlets


Action, releases a haunting melody that can charm the
ears of the opponent.
The opponent must roll a DC 13 Wisdom Saving Throw
or be Charmed for 1 minute.

Mermaid’s Song Siren

Plundered Paradise 13
Stretch Goal: 5 Pirate-themed Items!
Buccaneer’s Eyepatch Seafoam Saber
Wondrous Item (Eyepatch), rare (requires attunement) Weapon (any sword), rare (requires attunement)

This leather eyepatch used to be worn by a legendary This elegant rapier has a blade forged from shimmering
pirate Captain. It is adorned with a ruby that would seafoam crystal. It has been gifted to a Pirate king by a
fetch 1000 GP at any store. Removing the ruby from the mermaid long ago, as a gift of gratitude.
eyepatch makes the eyepatch lose its powers.
Once per day, as an Action, the wielder can summon a
The Buccaneer’s Eyepatch grants the wearer blindsight spectral wave to knock back foes within a 15-foot cone.
in a 60ft radius, allowing them to see through illusions Everyone within its range must succeed in a DC 15
and detect hidden traps. Strength Saving Throw or take 2d6 bludgeoning
damage and be knocked prone.
Stormcaller’s Sea Shanty
Wondrous Item (Accordion), legendary (requires
attunement)

The Sea Shanty is performed by a weather-beaten


accordion that magically plays a rousing melody when
properly tuned. The Accordion was owned by a famous
musician that played music on a ship that was sinking,
to boost the morale of the passengers.
Once per day, if the wielder is below half HP, they can
command the accordion verbally as a free action to start
playing. The music bolsters the morale of all allies,
Stormcaller’s Sea Shanty making them unable to be intimidated. They also have
advantage on their next Attack Roll.

Captain’s Cutlass of the Corsair


Weapon (Shortsword), uncommon

This finely crafted cutlass impresses the eyes of the


crowd, enhancing the wielder’s charisma and
leadership.
Once per short rest, as an action, the wielder can rally
their crew, granting all nearby allies 1d4 temporary hit
points and advantage on all Charisma-based checks and
Saving Throws.
Pirate’s Parrot Pendant
Wondrous Item (Pendant), rare (requires attunement)

This enchanted pendant has an illustration of a parrot.


Once per day, as an Action, the wearer can focus on the
pendant, transforming it into a full-sized parrot familiar
that can scout ahead, deliver messages, and provide
helpful distractions in battle. Pirate’s Parrot Pendant

14 Plundered Paradise
Appendix C: Treasure Map (For Players)

Plundered Paradise 15
Appendix D: Credits
Corinne and Larissa Brown-Esqueda
This adventure wouldn’t have been possible
without: David Ameer Tavakoli
Denise Foreman
Jim Fetzner
Didrik Svahn
Do de Haan
Abdulaziz S Al-Kaboor Dwight Munson
Adrian E Coles Esinyaow
Alec Johnson Ethan Wray
Anthony Mandal EVP
Arkadios Richter Frank Bravata
Arkum83 Franz Schneider
Avian Caruso Gallowglass Games
Benjámin Weisz GnarlyChimp
BJ “MisterBoardGamer” Holmes Guy Hudson
Boyd Atkinson haffthemighty
Brendan R. Haggis the Magnificent
Callum Nisbet Ibrahim - Wyvern
Cameron ItsJesper
Captain JymmE James A Monaghan
CaptainTal Jeremy Duehring
Carmelo Premier Jeremy Pinske
Carson Brooks Jerry Berry
Cave Gaming Jesse Heilmann
Cheyenne Henderson Jetter McTedder
Chris Basey Joe Harmsen
Chris Boudrie Joël Grüne
Chris Hübner John Fellingham
Christopher Rosa John ‘Jake’ Enrique Lyde

Plundered Paradise
16
John Pierce Poisontaster
Jordan Russell Rafa Mora Braceros
JR Bontrager Raphael Bressel
Katilynne Nicole Raphael Hainitz
Kayleigh Michelle RobbieD1970
Kevin Perry Robin Galli
Kizmet Rogier Wieffer
Krystal RVA Boardgamer
Lewis Klason Scotia Clover Baker
Lex Morgan Sean Massey
Loren Valterza Séan Northern
Luke Bernstein Skeeter Arvizu
Matt Alford Soana S.
Matt Haywood-Evans Starling Ridgeway
Merric Goodbarrel Steven and Scott Sobotta (The Twins)
Michael Cherre, Jr. Sujith Achuthan
Michael G Palmer Susannah Kervin
Michael Gionfriddo The Dread Pirate Roger
Miguel Bernard The Loathsome DM
Mitar Ruzic TheDeer&Owl
Mr. Marsden Thomas Adkins
Nash Su Tom and Tessa Spengler
Nathan Jones Topher Kohan
Neal Shebeck Troy Smith
Nebo Will Prince
Nikki25 William Johansson
Nikolaj Dalberg Tegllund
From the bottom of our hearts, we are
Omar Lyle Martinez forever grateful for believing in our
Paul Rehac project.
Pinchen

Plundered Paradise
17
License & Credits
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Plundered Paradise: The Isle of Hidden


Riches

Copyright © 2023 DiceQuest

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