TEXT: LEGENDARY ADVENTURE5
  
  Islands of Plunder :
  Rai d on the 
  em peRoR’s han d
  
  Islands of Plunder: Raid on the Emperor’s 
  Hand (5E) © 2016, Legendary Games; 
  Author: Matt Goodall with Joshua 
  Root, adapted by Jeff Ibach
  ISBN-13: 978-1534759879
  ISBN-10: 1534759875
  First printing September 2016
  Printed in USA.  
  Legendary Games
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  Authors: Matt Goodall with Joshua Root
  Artists: Ivan Dixon, Bob Greyvenstein and James Krause
  Design AnD LAyout: Daniel Marshall and BJ Hensley
  eDiting AnD DeveLopment: Jason Nelson
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  Benjamin Bruck, Paris Crenshaw, Matthew Goodall, Jim Groves, Amanda Hamon Kunz, 
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  Clark Peterson
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  Islands of  Plunder: Raid on the Emperor’s Hand © 
  2016, Legendary Games; Authors Matt Goodall with 
  Joshua Root, adapted by Jeff Ibach.
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  Table of ConTenTs
  Table of ConTenTs
  Rai d on the em peRoR’s han d ���������������������������������2
  baCkgRoun d ����������������������������������������������������������������������2
  setu p ���������������������������������������������������������������������������������2
  shi p Com bat ��������������������������������������������������������������������������������������������2
  boaRding stations! �����������������������������������������������������������3
  RansaCking the han d ���������������������������������������������������3
  ConCLusion �������������������������������������������������������������������������6
  the em peRoR’s han d ���������������������������������������������������6
  uppeR deCk �����������������������������������������������������������������������������������������������6
  FoReCastLe an d steRnCastLe inteRioR ��������������������������������������������6
  battLe deCk ���������������������������������������������������������������������������������������������9
  beRth deCk ����������������������������������������������������������������������������������������������9
  oRLop deCk ��������������������������������������������������������������������������������������������10
  hoLd ���������������������������������������������������������������������������������������������������������10
  biLges ��������������������������������������������������������������������������������������������������������11
  Captain oF the em peRoR’s han d ����������������������������������������������������11
  FiRst mate ��������������������������������������������������������������������������������������������12
  sCaLing �����������������������������������������������������������������������������14
  shi p’s pRiests �������������������������������������������������������������������������������������14
  shi p’s soRCeReR ����������������������������������������������������������������������������������14
  RansaCking summaRy ����������������������������������������������������16
  
  1
  A richly laden imperial merchant ship caught on a sandbar presents a tempting target to a crew of daring 
  pirates. Her hold may be bursting with swag, but it is also laden with soldiers and a cruel captain at the helm. 
  At any moment the sails of her imperial escorts may appear on the horizon, but your scurvy scalawags have 
  found her first (the story assumes you are playing seafarers of a questionable moral bent, pirates or privateers 
  anyone?). A daring assault might bring you more plunder than you’ve seen in a year, but many pirates greedy 
  for gold have lingered too long over a prize they thought safe, until an enemy fleet sent them to a watery grave. 
  Can the PCs stage a lightning raid on the immobilized ship and get away with their ill-gotten gains? Dare they 
  risk a Raid on the Emperor’s Hand?
  Raid on the Emperor’s Hand is a 5E adventure for 8th level characters and is the latest in our series of pirate-
  themed Islands of Plunder adventures for the 5th Edition of the world’s most famous roleplaying game. This 
  adventure is easily dropped into any ocean voyage or as part of a full-fledged seafaring pirate campaign, and 
  it can be used on its own or with the companion adventures in this series like Spices and Flesh, Tarin’s Crown, 
  and Scourge of the Steaming Isle! 
  A life spent at sea is a life of adventure even in the real world, and in a fantasy campaign a voyage beyond the 
  horizon brings dangers and wonders undreamed of by those that never venture out of sight of land. Of course, 
  “Here there be monsters” is more than just a scrawled note on a fragment of map when you sail the seven 
  seas. However, the beauty of a nautical campaign is also the way that every island you visit and every stretch of 
  open water in between can become its own unique location for adventure. You’re not camping out in town and 
  heading down to the local dungeon; you are setting sail on the lookout for long-buried riches, with innovative 
  encounters and exotic locales that will leave your players relishing the discovery of the next treasure map that 
  might lead them onward toward the horizon. We hope they spice up your nautical campaign with the rich 
  story and background, innovative layout, beautiful aesthetics, and excellence in design that is the hallmark of 
  Legendary Games. We hope you enjoy using it as much as we enjoyed making it. Game on! 
  What you WiLL Fin d insi de 
  isLan ds oF pLun deR:
  Rai d on the em peRoR’s han d
  
  2
  Rai d on the 
  em peRoR’s han d
  This set piece encounter is designed to occur just after 
  dawn as the PCs’ ship is passing through an archipelago 
  of sandy tropical isles.
  As your ship rounds the coast line of the latest islet, a 
  remarkable scene comes into view. Ahead, sits an enormous five-
  masted merchant vessel run aground and caught on a partially 
  submerged sandbar. She flies an Imperial flag and there are a 
  large amount of figures milling about agitatedly on her main 
  deck. One of your ship’s lookouts gives a cry, alerting you to three 
  other ships visible in the distance, also flying the same colors. 
  These appear to be naval escort ships heading for the beached 
  merchant ship, but which are still some way off. The stiff breeze 
  is directly against these escorts, forcing them to tack sharply to 
  make progress.
  The situation presents the PCs with a lucrative 
  opportunity to attack and raid the Emperor’s Hand while its 
  escort ships are still out of range. Once the PCs defeat the 
  Hand’s leading officers, they have limited time to search 
  and plunder the ship of its most expensive cargo before 
  the PCs’ ship and crew come under heavy fire from the 
  escorts. The timing of the raid is critical, as is the PCs’ 
  ability to quickly identify the most valuable loot and then 
  get it swiftly aboard their own vessel.
  baCkgRoun d
  The Emperor’s Hand recently completed a trading run to 
  the southern coast and is now returning home. While 
  the ship is not fully laden, she still carries an impressive 
  amount of cargo, although much of this is in bulky goods. 
  Just before dawn this morning, the ship’s captain, Alban 
  Thekros, took over from the pilot at the helm. Alban had 
  been drinking heavily the night before and he continued 
  to ease his hangover with brandy from his hipflask while 
  at the wheel. In spite of his rank, Captain Thekros only 
  has a basic proficiency in steering a ship this size; he 
  normally leaves tasks like this to his friend and first mate 
  Marten Furey. In the dim predawn light Alban misjudged 
  how close a small island was and ran the Emperor’s Hand 
  aground on a shallow sandbar. Fortunately, the ship wasn’t 
  moving at any great speed so the structural damage was 
  minimal. Unfortunately in the confusion, neither Alban 
  nor any of those on deck thought to immediately signal 
  the navy warships that always accompany the Emperor’s 
  Hand. These heavily armed escorts have only just come 
  about and are hastening to assist the ship and crew.
  setu p
  The sandbar’s shallows extend for some distance around 
  the stranded ship. However, the Hand is a deep-drafted 
  ship and the water level nearby sufficient for the PCs’ vessel 
  to approach to within 50 feet, assuming their vessel is a 
  typical sailing ship or smaller craft. The PCs can attempt 
  a DC 16 Wisdom (Perception or Nature) check to identify 
  this safe distance, or use an aquatic scout with a swim 
  speed of at least 30 ft. to reconnoiter. The PCs can also take 
  depth soundings as they approach, but the additional time 
  needed to do this slows the attack. The Hand sits in about 
  8 feet of water, allowing the PCs and their crew to use their 
  ship’s longboats to row up to the Hand. Of course, high 
  level PCs are likely to also have magical means to board 
  the Emperor’s Hand. The Hand tilts at a slight angle, but 
  not enough to hamper movement on her decks. The tide 
  is rising and the high tide will allow the Hand to float off 
  the sand bar.
  DESIGNER’S NOTE:
  Lots of  plunder!
  The idea behind this encounter is to allow pirate PCs 
  to take on a target that would normally be out of their 
  league, but not have them acquire so much treasure 
  that they would want to retire! The threat of the three 
  escort ships should discourage the PCs from trying 
  to pick the Emperor’s Hand clean. If the PCs insist on 
  trying to take on the escorts, give the PCs fair warning 
  and have these ships start by seriously damaging the 
  PCs’ ship with catapult rocks and killing several of 
  their crew with barrages of ballista bolts. Even if the 
  PCs do somehow win this overwhelming encounter, 
  chances are they are likely to lose both their ship and 
  much of their crew in the process.
  shi p Com bat
  When the Emperor’s Hand becomes aware of the PCs’ ship, 
  the Hand’s officers order gunners to their stations on the 
  battle deck. However, unless the PCs choose to expose their 
  ship to broadsides from the Hand’s impressive ballista 
  arsenal by sailing to the Hand’s port side, they only face the 
  two forward facing ballistae and the catapult mounted on 
  the forecastle as the PCs’ ship closes in on its prey. As the 
  Hand is immobile, it makes an easy target: the ship has an 
  effective Dexterity of 0 (–5 penalty to AC), and an additional 
  –2 penalty to its AC. 
  
  3
  boaRding stations!
  Xp: 14,600
  Depending on the PCs’ tactics, the captain, first mate, 
  and a contingent of ship’s gunners make a stand against 
  the PCs’ boarding party on the main deck. If the Hand 
  comes under significant ranged fire or damaging area 
  effect spells, Captain Alban Thekros orders all hands 
  below decks, planning to fight the enemy at close quarters 
  between the decks before they can get to the valuables in 
  the ship’s hold.
  ALbAn thekros 
  cr 9
  XP 5,000
  hp 135 (see page 11)
  mArten Furey 
  cr 8
  XP 4,800
  hp 152 (see page 12)
  gunnery vAnguArD 
  cr 8
  XP 4,800
  hp 130 (see page 12)
  Development: When Captain Thekros is defeated, the 
  Hand’s crew nearby loses heart and surrenders. However, 
  knowing that their compatriots are coming to rescue 
  them, other small pockets of resistance still fight on in the 
  lower decks, hampering the PCs’ efforts to quickly plunder 
  the ship. The PCs may think to take some of the Hand’s 
  officers captive for ransom, but both Alban and Marten 
  have most of their personal wealth tied up in the Hand and 
  her cargo. Only after much negotiation do the PCs receive 
  a ransom of 500 gp each for Alban and Marten. Having 
  Alban or Marten onboard the PCs’ ship and making their 
  presence known to the escorts does mean that while the 
  escort furiously chase them, they hold off on attacks with 
  their siege weapons. Throwing these hostages overboard 
  while being pursued is a sure way to delay the escorts as 
  the imperial ships are compelled to slow and pick their 
  officers up.
  RansaCking the han d
  Rather than force the PCs to explore and search every nook 
  and cranny of the Hand while counting out every combat 
  round and every 5 foot square, have the PCs move through 
  various areas of the vessel while you describe smashing 
  open doors, grabbing handfuls of loot, and fighting the 
  disorganized defenders.
  Use the table below as a guide to determine how many areas 
  the PCs can search before the escort ships get too close. It’s 
  likely the PCs’ crew are also plundering the Emperor’s Hand 
  at the same time but their crew might miss some of the 
  less obvious but still portable treasures aboard.
  Condition
  Number of Areas
  PCs defeat the captain and 
  1st mate in 3 rounds or less
  8
  PCs defeat the captain and 
  1st mate in 5 rounds or less
  7
  PCs defeat the captain and 
  1st mate in 8 rounds or less
  6
  PCs defeat the captain 
  and 1st mate in 10 rounds 
  or more
  5
  PC slow their attack to 
  take depth soundings
  -1
  For every 8 Emperor’s Hand 
  crew members the PCs 
  defeat or capture before 
  starting to ransack the ship 
  (the 
  gunnery 
  vanguard 
  troop counts as 16 crew 
  members for this purpose)
  +1
  Allow for creative ideas and clever tactics the players come 
  up with. Anything that allows the PCs to quickly rout the 
  defenders or unusual ways to swiftly inspect an area could 
  give the PCs the extra time needed to search an additional 
  area or two. The PCs can retry a failed skill check in an 
  area but this counts as searching the area again. Only 
  some areas of the Hand have a Ransack section and a DC 
  20 Wisdom (Perception) check in an area with no Ransack 
  section reveals that there is no hidden plunder to be had 
  there.
  Note: Even with their entire crew helping, the PCs cannot 
  steal everything on the Hand in the time they have. It’s 
  already assumed that during the PCs’ search of ship’s 
  areas that they, or their crew, are taking the obvious 
  valuables. The checks the PCs can make in certain areas 
  of the Hand represent the potential of finding hidden, 
  yet easily transportable plunder that might otherwise 
  be missed. Even if the PCs say, “we take everything” in 
  an area, the time wasted taking low quality goods and 
  furnishings simply counteracts any bonus they might gain 
  by inadvertently taking an area’s Ransacking bonus items 
  as part of a blanket attempt to ‘grab everything’.
  The Ransacking Check
  A ransacking check determines how much booty the PCs 
  are able to plunder in total and how valuable it is. Have 
  
  4
  the PCs search through the calculated number of areas 
  (referring to the Emperor’s Hand section, page 6 below), 
  where they can take a variety of actions and make skill 
  checks to gain bonuses to the ransacking check. Then 
  only when the PCs are safe and their ship is clear of the 
  escort ships have them roll the ransacking check to see 
  how much they got away with. This ransacking check also 
  has the following modifiers:
  Amount of Crew*
  Modifier
  The PCs have all or nearly all their crew 
  searching and plundering (leaving 
  at most only a couple of lookouts on 
  their own ship)
  +6
  The PCs have around two-thirds of 
  their crew searching and plundering 
  (leaving a skeleton crew on their ship)
  +4
  The PCs have a boarding party of 
  around a third of their crew searching 
  and plundering
  +0
  The PCs are searching and plundering 
  by themselves
  -8
  row over (which takes some time and most likely requires 
  several trips) you could treat this as the PCs having two-
  thirds of their crew plundering.
  Extradimensional Storage
  If the PCs have a magic item with extradimensional space 
  to store and transport plunder, see the chart below for 
  handling some options. This assumes that the storage 
  item is initially empty and the PCs fill the item with booty 
  and transfer it to their ship multiple times during the 
  plundering. For example:
  * Use your discretion as GM with this. For example, if the 
  PCs initially attack with only a small boarding party, but 
  then order the rest of their crew to lower longboats and 
  Item
  Modifier*
  bag of holding
  +2
  handy haversack
  +1
  portable hole
  +5
  * A generous GM might allow the PCs to total all their 
  extradimensional space items together before calculating 
  the total bonus.
  Magic
  If the PCs make use of spells that shrink their plunder or 
  make it easier to transport, add a bonus to the ransacking 
  check equal to half the spell’s level. When calculating this 
  
  5
  bonus, round up or round down depending on precisely 
  how useful the spell is. For example:
  Spell
  Modifier
  floating disk
  +1
  enlarge/reduce
  +2
  Note: The floating disk spell is great for carrying items of 
  plunder while moving through the decks of the Hand, but 
  the spell’s range limitation may make transporting the 
  treasure on the disk over to the PCs’ ship problematic.
  Moving the Loot
  After gathering plunder, the PCs and their crew need to 
  quickly transport it across the gap between the Hand and 
  their own ship. Using boats is slow and limits the amount 
  of plunder that can be taken in each trip. However, as long 
  as the PCs are using at least three boats (a combination of 
  their own and those from the Hand) then the process is 
  still relatively effective. For each boat less than three that 
  is used, apply a –4 penalty to the PCs’ ransacking check. 
  Setting up a rope line between the two ships and winching 
  plunder across is possible, a DC 14 Wisdom (Survival) 
  check can achieve this quickly enough to be useful. Add 
  a +2 bonus to the ransacking check if the PCs implement 
  this idea, providing the two ships remain a consistent 
  distance apart throughout the process.
  Flying or other magical forms of movement can help. 
  A flying creature ferrying piles of plunder over to the PCs’ 
  ship gives a bonus equal to half the creature’s Strength 
  modifier to the ransacking check. Additionally, add a +1 
  bonus if the creature is a quadruped or otherwise suited 
  to carrying heavy loads, and advantage if the creature is 
  Large or larger.
  climb up and down from the upper deck level as well, 
  their contribution is limited compared to that of a flying 
  creature. Calculate a swimming creature bonus as a flying 
  creature but then halve the result. 
  The PCs can use magic to fly or improve their carrying 
  capacity and as long as these effects last 5 minutes or more 
  they are effective, adding the increased bonuses and effects 
  into the calculations above. 
  Teleportation magic is another way to quickly move 
  from the Hand to the PCs’ ship. Add a bonus equal to 
  half the spell’s level for effects that move the caster and 
  at least 2 other Medium-sized creatures to the PCs’ ship 
  (such as a dimension door or a teleport). Give a smaller 
  bonus (most likely only +1) for teleportation effects that 
  only move a single creature.
  Finally have one character, usually the captain of the PCs’ 
  ship, make the Ransacking check. This is an Intillegence 
  check with up to three additional characters able to use 
  the Help action on this check, each success granting the 
  character making the check the normal +2 bonus. Use the 
  following table to determine the value of the PCs’ plunder 
  from the Emperor’s Hand:
  Ransacking Check 
  Result
  Plunder 
  Acquired
  16 or less
  1,000 gp
  17-20
  1,500 gp
  21-24
  2,000 gp
  25-28
  2,500 gp
  29-32
  3,000 gp
  33-36
  3,500 gp
  37-40
  4,000 gp
  41-44
  4,500 gp
  45-48
  6,000 gp
  50 or more
  7,000 gp*
  * This assumes that the PCs’ ship is filled to capacity with 
  plunder from the Emperor’s Hand.
  Story Award: If the PCs are able to gain a +15 bonus to their 
  Ransacking check from their actions while searching areas 
  of the Hand award them 3,200 XP.
  Development: Once the PCs run out of time searching 
  the Emperor’s Hand, they hear shouts from their crew as 
  a catapult stone from one of the escorts splashes into the 
  water close to their ship. The PCs can choose to search one 
  more area, but start rolling attack rolls for the catapults 
  Moving the Loot
  Modifier
  For each ship’s boat less than three used
  -4
  Using a rope line
  +2
  Flying Creature
  + ½ Str 
  bonus
  - is a quadruped
  +1
  - Large size or larger
  +2
  Swimming creature
  ½ flying 
  creature
  Teleport or dimension door
  Swimming creatures can also be of some use, but the 
  problem of getting the plunder down to a swimming 
  creature and then back up on deck at the PCs’ ship means 
  that unless the swimming creature can also quickly 
  
  6
  and ballistae on-board the escorts against the PCs’ ship 
  and crew. Any further delay after this is suicidal as the PCs’ 
  ship won’t have time to get underway with enough speed 
  to outrun the imperial escorts.
  ConCLusion
  Whether you choose to play out the ship-to-ship combat 
  between the PCs’ ship and the escorts using ship combat 
  rules or resolve the PCs’ escape with a series of opposed 
  Wisdom (Survival) checks is up to you as GM. The PCs now 
  certainly have something to brag about when they sell their 
  plunder in their next port of call, being the only pirates 
  ever who have successfully raided the Emperor’s Hand!
  the em peRoR’s han d
  The construction of the massive ship named the 
  Emperor’s Hand was a measured risk by the crown of the 
  decadent failing Empire, the cost considerably eroding 
  the already low royal coffers. However, the ship quickly 
  paid for itself, as it became a status symbol for those 
  within the Empire who wish to quickly move large 
  amounts of goods or transport extremely bulky objects. 
  With the potential for so much cargo, the Hand has come 
  under attack by pirates several times, but currently none 
  have survived the encounter. 
  One of the largest ships afloat on the charted ocean, 
  the Emperor’s Hand has five masts allowing its square 
  rigged sails to propel the Hand at great speed when 
  running before the wind. From bow to stern, these masts 
  are called: the fore mast, the main mast, the mizzen mast, 
  the bonaventure mizzen, and the jigger mast. It counts as 
  a sailing ship.
  uppeR deCk
  1. Main Deck: The long main deck of this mighty ship 
  easily has room for a 30-foot cutter secured upside down 
  to protect it from the elements, in addition to six ship’s 
  boats. There is a massive cargo hatch between the main 
  mast and mizzen mast, and another smaller hatch between 
  the mizzen mast and the bonaventure mizzen. Both have 
  crane-like contrivances next to them to aid in getting 
  heavy cargo into and out of the ship’s hold.
  Ransack: The Hand’s fire-resistant, magically-treated 
  silk sails are valuable to any ship and easily saleable once 
  any imperial emblems are removed. A DC 15 Intelligence 
  (Arcana) check or detect magic spell reveals their value. It 
  requires a DC 20 Wisdom (Survival) check utilizing at 
  least one third of the PCs’ crew to remove sufficient sail 
  cloth from the Hand’s masts to gain a +4 bonus to the 
  Ransacking check. A successful DC 13 Intelligence check 
  enables the PCs to figure out how to use the cranes to get 
  piles of plunder up on deck quickly. This grants a +3 bonus 
  to the Ransacking check. The PCs can also make use of the 
  Hand’s boats to transport their loot to their own ship if 
  they lack sufficient boats of their own.
  2. Bow: This open area at the front of the ship allows 
  access to the bowsprit and ship’s figurehead, a carving 
  of the Emperor wearing his full regalia with one arm 
  dramatically outstretched. To either side of the ladders 
  down from the forecastle are areas for storage of the ship’s 
  two anchors and anchor chains.
  3. Forecastle Deck: This raised deck has a platform-
  mounted light catapult in the center of the deck that can 
  be rotated and fired in any direction. (Although the Hand’s 
  masts and rigging are in the way of sternward shots.) There 
  are capstans to either side of the catapult which raise the 
  Hand’s two anchors.
  4. Sterncastle Deck: The ship’s wheel is at the fore of this 
  deck in front of the jigger mast. Similar to the forecastle, 
  this deck has a platform-mounted light catapult similar to 
  the one on the forecastle deck.
  FoReCastLe an d steRnCastLe 
  inteRioR
  These two sections have large cabins for guests and the 
  higher ranking ship’s officers.
  5. Forward Cabin: This well-furnished room functions 
  as a guest chamber for paying passengers or as servants’ 
  quarters when the forward stateroom is occupied by a 
  powerful aristocrat.
  6. Forward Stateroom: This opulent chamber serves as 
  guest quarters for any high-ranking noble who wishes to 
  travel aboard the Hand. Paintings of seascapes and noble 
  imperial explorers decorate the walls and a long mahogany 
  table takes up the center of the room. A large teak cabinet 
  sits in one corner, and a lavish four-poster bed rests near a 
  glass-framed window.
  Ransack: Many of the smaller furnishings are valuable, 
  but a DC 16 Intelligence (History) check or a character 
  proficient with painter’s supplies picks out one of the 
  smaller, less extravagant paintings as being the work of 
  an obscure imperial master; it is worth more than all the 
  larger works combined. Taking this painting gives a +3 
  bonus to the Ransacking check.
  7. First Mate’s Cabin: This cabin belongs to Marten Furey, 
  first mate of the Emperor’s Hand. The place is militarily 
  tidy and the desk has a few papers including a journal 
  of Marten’s journeys onboard the Hand. This journal 
  provides details from the adventure background as well as 
  
  7
  
  8
  
  9
  Marten’s and Alban’s personal backgrounds. At the GM’s 
  discretion, the journal could also contain valuable secrets 
  such as details of Empirical shipping schedules that can 
  be exploited by the PCs.
  8. Senior Officers’ Quarters: Each of these private quarters 
  can be locked with a simple lock (AC 14, 10 hp, immune 
  to poison & psychic damage) and has a bunk and a desk 
  for storing personal effects. A character using thieves’ 
  tools can try to pick a lock, which requires 2 turns and a 
  successful DC 18 Dexterity check.
  Ransack: Searching all three officer’s quarters only 
  counts as searching one area. In the quartermaster’s cabin 
  (8a) there is a hidden cache of pearls worth a +3 bonus to 
  the Ransacking check, which can be found with a DC 24 
  Wisdom (Perception) check.
  8a. Quartermaster’s Cabin: This cabin has the small 
  luxury of a large porthole to let fresh air in. The 
  quartermaster bunks here.
  8b. Masters’ Quarters: This cabin has two beds and the 
  master gunner and sailing master bunk here.
  8c. Boatswain’s Quarters: These quarters have a little extra 
  room in the form of a large closet. The Hand’s current 
  cabin boy (secretly the boatswain’s cousin) has set up a 
  sleep pallet in the closet.
  9. Captain’s Lounge: This sumptuous room is where the 
  captain has dinner parties with guests, holds meetings 
  with his senior officers, and performs much of the 
  paperwork that comes with being an imperial ship’s 
  captain. A polished hardwood table dominates the center 
  of the room and a cupboard holds fine porcelain dishes 
  and silverware. A long closet stores a cluttered collection 
  of trade ledgers, maps, paperwork, and a number of bottles 
  of imperial brandy.
  Ransack: Among the clutter in the closet there are many 
  nautical charts, but a DC 20 Wisdom (Perception) check 
  followed by a DC 16 Wisdom (Survival) check recognizes 
  part of a detailed but unlabeled old and worn map as 
  part of the coastline of the southern continent. Marked 
  on it are several small islands and even a city unknown 
  to modern sailors. Notes on the map claim it is a copy of 
  a copy but even still, it can be sold for a substantial price 
  giving the PCs a +3 bonus on the Ransacking check.
  10. Captain’s Cabin: This large luxuriously appointed 
  cabin has a large double bed in the corner and four large 
  glass windows offer views astern of the ship. A polished 
  marble table sits in the middle of the room and a small 
  door to one side reveals a sizable wardrobe of clothing.
  Ransack: While most of the wealth here is openly on 
  display, a DC 15 Intelligence (History) check notices a 
  small bronze plaque with the imperial seal. Only the hand 
  of the Emperor himself can give this mark of distinction 
  and even a stolen one is worth a significant amount: add a 
  +1 bonus to the Ransacking check.
  battLe deCk
  This deck holds much of the ship’s armament.
  11. Battle Deck: There are 26 ballistae here, 11 each side 
  running the length of the ship for its powerful broadsides 
  and pairs of ballistae facing both forward and aft as chasers. 
  In between the masts are large trunks that hold reserves of 
  ballista bolts and other ship’s munitions. 
  11a. Whipstaff  Steerage Assembly: Behind paneled 
  partitions is a series of chains, fulcrums, and other 
  apparatus designed to transfer the force from turn of the 
  ship’s wheel to the Hand’s massive tiller. 
  beRth deCk
  This deck contains the crew’s quarters, ship’s supplies, and 
  quartermaster’s store. It continues the series of hatches for 
  getting heavy cargo to the reinforced hold below.
  12. Gunners’ Quarters: Lines of hammocks hang between 
  support poles crowding this large crew quarters. The ship’s 
  gunners rest and sleep here.
  13. Main Crew Quarters: The two cargo hatches take 
  up the center of this area leaving only limited room for 
  hammocks around the edges. Piles of sleeping pallets are 
  stacked to either side of the stairs at the aft of the room.
  14. Galley: A long bench between the two doorways on the 
  port side of this cooking area allows for fast service of food 
  to the large crew.
  15. Quartermaster’s Workroom: This workshop contains 
  benches and shelves holding wood and metalworking 
  tools used to repair the ship.
  16: Ships Stores: This room contains spare seafaring 
  equipment and raw materials to repair or manufacture 
  replacements for lost or broken ship’s gear.
  17: Larder: Fruit, fresh food, water, and other perishables 
  are stored here.
  18: Food Stores: Barrels and sealed containers hold salted 
  meat and other preserved foodstuffs here.
  Ransack: A DC 25 Intelligence (Investigation) check 
  finds a stash of narcotics hidden in the bottom of a 
  small cask of dried peppers. This adds a +4 bonus to the 
  Ransacking check.
  19: Grog Storage: This small space in the innards of the 
  ship holds supplies of wine, rum, and other drink. The 
  door is locked (AC 16 14 hp, immune to poison & psychic 
  damage) but several of the ship’s officers have the key. A 
  character using thieves’ tools can try to pick a lock, which 
  
  10
  requires 3 turns and a successful DC 20 Dexterity check.
  Ransack: Anyone proficient with the brewer’s 
  supplies or a DC 15 Intelligence check reveals bottles of 
  potent and valuable liquor in one corner worth +2 to the 
  Ransacking check.
  20: Armory: Rows of well-oiled weapons and trunks of 
  armament for the crew fill this curved room.
  Ransack: A DC 16 Wisdom (Perception) check or a 
  character proficient with smith’s tools turns up a stockpile 
  of excellent weapons at the back of a weapon’s locker. This 
  adds +2 to the PCs’ ransacking check.
  oRLop deCk
  This deck is half under the water line when the ship is 
  unladen and beneath the water line when fully laden.
  21: Petty Officers’ Quarters: These quarters offer some 
  privacy and slightly more room for the ship’s junior 
  officers. The hammocks are more comfortable and have 
  more room between them.
  22: Surgeon and Carpenter’s Quarters: This cramped 
  area holds bunks and sleeping pallets for the Hand’s 
  surgeon, healers, and master carpenter. The two ship’s 
  healers are non-combatant clerics (stats as a Commoner 
  but with a Wisdom of 15) but can use their spells and 
  channeling to heal some of the captain’s or crew’s 
  wounds if they retreat here. 
  Spellcasting. The clerics are 3rd-level spellcasters. 
  They’re spellcasting ability is Wisdom (spell save DC 12, 
  +4 to hit with spell attacks). The clerics have the following 
  spells prepared: 
  Cantrips (at will): light, mending, resistance 
  1st level (4 slots): cure wounds, healing word, inflict wounds
  2nd level (2 slots): hold person, silence
  23: Infirmary: Two cots and a table for treating patients furnish 
  this room as well as a large cabinet of medical supplies.
  Ransack: A successful DC 20 Wisdom (Medicine) check 
  identifies valuable healing herbs and medicines as well 
  as sets of excellently made medical tools. This adds a +1 
  bonus to the Ransacking check. Also, a DC 25 Wisdom 
  (Perception) check or detecting magic in this area reveals 
  a hidden reserve of healing potions and alchemical 
  antidotes worth a +2 bonus to the Ransacking check.
  24: Cargo Storage: Bulkheads partition this large area 
  giving the ship extra structural support and providing 
  additional means of securing cargo to prevent slippage in 
  rough seas. The area currently holds hides and furs from 
  the tropical south, a huge shipment of fibrous jute, and a 
  large quantity of grain. Buried in among these bulk goods 
  are more valuable commodities, including several crates 
  of ivory, reams of fine cloth, well-sealed containers of salt, 
  and cases of tobacco.
  Ransack: PCs can make four DC 18 Wisdom (Perception) 
  checks to find the valuable commodities, with each 
  successful check adding a +1 bonus to the Ransacking 
  check (maximum of a +4 bonus). A DC 20 Wisdom (Survival) 
  check also finds a selection of high-quality furs in the 
  midst of some unexceptional hides giving a +3 bonus to 
  the Ransacking check. 
  25: Private Storeroom: The cargo doors to this area 
  are locked (AC 15, 20 hp, immune to poison & psychic 
  damage). A character using thieves’ tools can try to pick 
  a lock, which requires 4 turns and a successful DC 25 
  Dexterity check. The only key is in the captain’s cabin. This 
  storeroom is used to transport important merchandise 
  directly for the crown or for highly confidential cargoes, 
  but is currently empty.
  Ransack: If the PCs spend more than 1–1/2 minutes 
  breaking into this area, then this counts toward the 
  number of areas they can search. Otherwise, they search 
  this area for free, but find nothing that helps with the 
  Ransacking check.
  hoLd
  This hold is under the water line, even when the ship is 
  completely unladen.
  26: Brig/Secure Compartments: These two small 
  compartments in the bowels of the ship have reinforced 
  doors set with heavy bars and solid locks leading into 
  each of them. A small metal grille set in each door allows 
  observation from the outside. Both doors are currently 
  unlocked. Designed to hold prisoners or punish sailors, 
  the compartments can also serve as secure storage areas. 
  Both compartments have piles of rough bedding and the 
  starboard one holds an impressive amount of broken 
  furnishings, discarded empty boxes, and other junk.    
  Ransack: A DC 20 Wisdom (Perception) check turns 
  up a heavy chest buried under the junk in the starboard 
  compartment. This is the Hand’s pay chest concealed here 
  by one of the senior officers while the PCs’ ship approached. 
  It is worth a +6 bonus to the Ransacking check. 
  27: Main Hold: This area is reserved for ballast and the 
  heaviest cargo which helps keep the ship stable in even 
  the worst storms. Even when not carrying cargo, the 
  sheer size of the ship makes it very difficult to capsize. 
  The forward storage area holds spare ship’s supplies and 
  basic materials used to maintain the Hand. The cargo 
  here consists of iron and copper ingots, lumber, stone 
  bricks, and barrels of tar and pitch.
  Ransack: A DC 16 Intelligence (Nature) check can identify 
  the rarer woods adding a +2 bonus to the Ransacking check 
  and a character proficient with alchemist’s supplies reveals 
  high quality oils worth a +3 bonus to the Ransacking check. 
  
  11
  biLges
  Since the Emperor’s Hand is still a new ship, the bilges are 
  not yet as unpleasant as other ships. Having been properly 
  built and sealed, there is very little leakage and the size of 
  the ship means there is usually only a couple of inches of 
  water. In the center of the bilges is a large pump next to 
  stairs leading up to the cargo hold.
  Captain oF the empeRoR’s han d
  Born the illegitimate son of the head of a major noble 
  house, Alban Thekros was raised at a cloister devoted to 
  the goddess of valor. He found out his heritage while 
  still a small child and dreamed while growing up of one 
  day being acknowledged as a dignified and powerful 
  aristocrat. He has ambitiously spent much of his 
  youthful life seeking a way to obtain his own noble title 
  to receive what he considers his birthright. Incredibly 
  gifted at swordplay and with a passing fancy for sailing, 
  Alban leapt at the opportunity when it was announced 
  that the Emperor sought a talented sea captain for a new 
  government-sponsored merchant vessel. He considers 
  this position a significant step on the way to achieving his 
  lifelong ambition as well as the lands and riches that go 
  with it. A flamboyant fellow, Alban dresses in loose silk 
  shirts accented with stylish jewelry while onboard ship.
  ALbAn thekros, ship’s cAptAin
  Medium humanoid (human), lawful neutral
  Armor Class 17 (+1 studded leather jacket)
  Hit Points 135 (18d8 +54)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  16 (+3)
   16 (+3)
  10 (+0)
  12 (+1)
  Saving Throws Dexterity +8, Wisdom +4
  Tools navigator’s tools and water vehicles
  Skills Acrobatics +8, Deception +5, Perception +4
  Damage Resistances poison
  Senses passive Perception 14
  Languages Common, Aquan
  Challenge 9 (5,000 XP)
  All in the Wrist. Alban doubles his damage dice and 
  Dexterity bonus to damage with his rapier or dagger 
  (included in his attacks).
  Evasion. If Alban is subjected to an effect that allows him to 
  make a Dexterity saving throw to take only half damage, 
  he instead takes no damage if he succeeds on the saving 
  throw, and only half damage if he fails.
  Riposte. When a creature makes a melee attack against 
  Alban, he can use his reaction to make his AC against the 
  attack equal to 1d20+8. If this causes the attack to miss, 
  Alban can immediately make a Scimitar of Speed attack 
  against the creature.
  Sneak Attack. Once per turn, Alban deals an extra 21 (6d6) 
  damage when he hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of Alban that isn’t incapacitated 
  and Alban doesn’t have disadvantage on the attack roll.
  Walk the Plank. As a bonus action Alban can Shove a creature.
   
  ACTIONS
  Multiattack. Alban makes three attacks with his Scimitar of 
  Speed, or twice with his dagger.
  Scimitar of Speed. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 19 (2d8 + 10) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 13 (2d4 + 8) 
  piercing damage.
  Gear: Potion of greater healing, masterful sextant (worth 
  250 gp), gold plated spyglass (worth 1,000 gp), family 
  signet ring (worth 150 gp), personal jewelry worth 200 gp.
  
  12
  FiRst mate
  A waif who never knew his parents, Marten Furey grew up in 
  a cloister orphanage with Alban Thekros as his childhood 
  playmate. When Marten and Alban reached adulthood, 
  they each sought different paths, Marten joining the 
  Imperial Army and then the Navy, learning the trades of 
  guardian, marine, scout, and seafarer, but both young men 
  remained very close friends. Now having rejoined forces to 
  take command of the prestigious Emperor’s Hand, Marten 
  happily serves as Alban’s first mate and bodyguard. An 
  accomplished warrior in his own right, Marten tends to 
  wear heavier armor and take blows aimed at his captain.
  mArten Furey, First mAte 
  Medium humanoid (human), lawful neutral
  Armor Class 18 (breastplate + shield)
  Hit Points 152 (16d8 +80)
  Speed 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  14 (+2)
   10 (+0)
  12 (+1)
  8 (-1)
  Tools navigator’s tools and water vehicles
  Skills Athletics +7, Nature +4, Survival +5
  Senses passive Perception 11
  Languages Common
  Challenge 8 (3,900 XP) 
  Bodyguard. When a creature Marten can see attacks a target 
  other than him that is within 5 feet of him, he can use 
  his reaction to impose disadvantage on the attack roll. 
  Marten must be wielding a shield.
  Loyal and Brave. Marten has advantage on saving throws 
  against being charmed or frightened. 
  Leg Sweep. Matren does an extra die of damage on any 
  weapon attack (included in the attacks). Marten can also 
  force one creature he attacks make a DC 15 Dexterity 
  saving throw or be knocked prone (whether or not the 
  attack hits).
  Mobile. Marten’s speed increases by 10 feet (included in 
  his speed), and when he makes a melee attack against a 
  creature, he doesn’t provoke attacks of opportunity from 
  that creature for the rest of the turn. 
  Tough. Marten gains 2 extra hit points per hit die.
  ACTIONS
  Multiattack. Marten makes three attacks, two with his 
  greatsword and one with his shield.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. 
  Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage.
  gunnery “swArm” 
  Gargantuan swarm of Medium humanoids (human), lawful 
  neutral
  Armor Class 16 (breastplate)
  Hit Points 130 (20d8 +40)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
   10 (+0)
  10 (+0)
  8 (-1)
  Saving Throws Dexterity +4
  Skills Athletics +6, Survival +4
  Damage Resistances bludgeoning, piercing, and slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses passive Perception 10
  Languages Common
  Challenge 8 (3,900 XP) 
  Disciplined Rage. The Gunnery Vanguard group launches 
  a formidable offense. For one minute they are resistant 
  to bludgeoning, piercing, and slashing damage from 
  nonmagical weapons (included in its stats) and deal double 
  their Strength bonus in damage (also included in attacks).
  Swarm (Group). The group can occupy another creature’s 
  
  13
  space and vice versa, and can move through any opening 
  large enough for a Medium creature. The group can’t 
  regain hit points or gain temporary hit points.
  ACTIONS
  Multiattack. The group makes two attacks with its saber 
  flurry or one attack with saber flurry and one with its 
  heavy crossbow volley.
  Saber Flurry. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 19 (2d12 + 6) slashing damage. 
  Heavy Crossbow Volley. Melee Weapon Attack: +5 to hit, range 
  100/400, one target. Hit: 13 (2d0 + 2) piercing damage.
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP) 
  Blademaster. When a ship’s gunner engages in two-weapon 
  fighting, it can add its ability modifier to the damage of 
  the second attack.
  Military Defense. While wearing armor a ship’s gunner has 
  a +1 to AC.
  Sworldlord Training. A ship’s gunner has a +1 to hit with 
  longswords.
  Actions
  Multiattack. A ship’s gunner makes two attacks, one with 
  its longsword and one with its dagger.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage. 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Light Crossbow. Melee Weapon Attack: +7 to hit, range 80/320, 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  sAiLors (90) 
  Medium humanoid (human), lawful neutral
  Armor Class 12 (padded armor)
  Hit Points 11 (2d8+2)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  12 (+1)
   10 (+0)
  10 (+0)
  10 (+0)
  Tools choose one from gaming set, carpenter tools, 
  musical instrument, navigator’s tools, water vehicles or 
  weaver’s tools
  vehicles
  Skills Athletics +2
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP) 
  Sure Footed. The sailor has advantage on Dexterity saving 
  throws against attacks originating on other ships, and to 
  Dexterity skill checks made while on deck.
  ACTIONS
  Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Melee Weapon Attack: +3 to hit, range 80/320, 
  one target. Hit: 5 (1d8 + 2) piercing damage.
  SWARM OF SOLDIERS?!
  Having the group of soldiers that fight with Captain 
  Alban and Marten Furey statted up as a swarm alleviates 
  some of the issues of having a large amount of low level 
  NPCs in a higher level encounter. It speeds up combat 
  because the GM doesn’t have to make dozens of attack 
  rolls every round and makes the gunnery vanguard 
  group a more appropriately challenging opposition 
  for high level PCs. Note that is using miniatures, the 
  swarm can exist in any contiguous configuration, not 
  just 4x4. The attacks represent a disciplined crew’s 
  many attacks during a round as swords slash and 
  crossbow bolts fly overhead, not just one sword attack. 
  However, as a GM you should be wary of having this 
  group attack or interact with the PCs’ crew of lower 
  level NPCs. This is because the group is essentially 
  the equivalent of a CR 8 swarm and can easily kill 
  multiple lower level characters, which is unfair to the 
  PCs’ crew, unless you convert them into a swarm as 
  well. Use the individual ship’s gunner and sailors stat 
  blocks (below) if you need to play out a fight between 
  members of the two crews.
  ship’s gunners (60) 
  Medium humanoid (human), lawful neutral
  Armor Class 15 (studded leather)
  Hit Points 15 (2d10 +4)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2)
   10 (+0)
  10 (+0)
  10 (+0)
  Tools choose two from gaming set, carpenter tools, 
  musical instrument, navigator’s tools, water vehicles or 
  weaver’s tools
  Skills Athletics +4
  
  14
  sCaLing
  While Raid on the Emperor’s Hand is designed for 8th level 
  characters, it can easily be scaled if the GM feels that the 
  PCs will find the adventure too hard or too easy. Also, some 
  groups of PCs are likely to want to have to fight their way 
  down each deck in an extended series of battles to secure 
  the Emperor’s Hand, rather than simply forcing a surrender 
  by defeating the ship’s captain.
  Scale down: Have Marten arrive on the top deck two 
  rounds after the PCs start fighting the captain.
  Scale up: Use the following NPCs to provide support for 
  Alban and Marten during the initial battle on deck and 
  have Alban and Marten retreat below deck when they are 
  reduced below half hit points. Also, have a second gunnery 
  troop assemble on the berth deck to defend the ship. If the 
  troop has time, they make their way to the battle deck and 
  reposition many of the ballistae to fire at the entranceways 
  down from the top deck.
  shi p’s pRiests
  The two ship’s priests, named Malthin and Cersia, both 
  worship the god of cities and wealth, and they have 
  received ample remuneration for their term of service 
  onboard the Hand. Replace the two healers in area 22 with 
  these two clerics.
  imperiAL priests (2) 
  Medium humanoid (human), lawful neutral
  Armor Class 19 (half plate and shield with shield of faith) 
  Hit Points 50 (9d8 + 10)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
   12 (+1)
  18 (+4)
  14 (+2)
  Skills Medicine +6, Religion +3 
  Senses passive Perception 14 
  Languages Common
  Challenge 4 (1,100 XP) 
  War Priest (3/day). When using the Attack action, the priest 
  can make one weapon attack as a bonus action.
  Channel Divinity. Once per day, the priest may choose 
  to use the following ability: Guided Strike: add +10 to a 
  single attack roll when making an attack. 
  Spellcasting. The priest is a 5rd-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). The priest has the following spells 
  prepared: 
  Cantrips (at will): light, sacred flame, spare the dying, 
  thaumaturgy 
  1st level (4 slots): cure wounds, healing word, inflict 
  wounds, shield of faith* 
  2nd level (3 slots): hold person, lesser restoration, silence 
  3rd level (2 slots): dispel magic, mass healing word 
  *The priest casts this spell on itself before combat. 
  ACTIONS
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage. 
  
  15
  Light Crossbow. Melee Weapon Attack: +2 to hit, range 80/320, 
  one target. Hit: 4 (1d8) piercing damage.
  Gear. One each: potion of invisibility, scroll of protection from 
  poison, scroll of see invisibility.
  shi p’s soRCeReR
  Galtus Ossian serves as a Master on the Emperor’s Hand. 
  With the sea in his blood, Galtus expects to spend the rest 
  of his career on the Emperor’s Hand. He bunks in area 21.
  gALtus ossiAn 
  Medium humanoid (human), neutral
  Armor Class 16 (coral armor) 
  Hit Points 108 (16d8 + 36)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  14 (+2)
   12 (+1)
  12 (+1
  18 (+4)
  Skills Arcana +5, Nature +5, Perception +3
  Senses passive Perception 13
  Languages Common, draconic
  Challenge 5 (1,100 XP) 
  Wind Lash (3/day). As a reaction Galtus can whip up a 
  gust of wind causing all attacks against him to have 
  disadvantage. This remains in effect until the end of his 
  next turn.
  Wind Ritual. While on deck, Galtus can cast gust of wind as 
  a ritual, and can sustain it for up to 10 minutes.
  Spellcasting. Galtus casts spells as a 8th level sorcerer 
  (save DC 15, spell attack +7). His spellcasting ability is 
  Charisma, and he has the following spells prepared:
  Cantrips: fire bolt, mage hand, message, prestidigitation
  1st-level (4 slots): detect magic, fog cloud, grease, shield
  2nd-level (3 slots): flaming sphere, gust of wind, misty step
  3rd-level (3 slots): lightning bolt, sleet storm, water 
  breathing
  4th-level (2 slots): blight, stoneskin*
  *Galtus casts this spell on himself before combat. 
  ACTIONS
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4+1) piercing damage.
  Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one 
  target. Hit: 11 (2d10) fire damage, and a flammable object 
  ignites if it isn’t worn or carried.
  
  16
  Amount of Crew
  Modifier
  The PCs have all or nearly all their crew searching and plundering (leaving at most 
  only a couple of lookouts on their own ship)
  +6
  The PCs have around two-thirds of their crew searching and plundering (leaving 
  a skeleton crew on their ship)
  +4
  The PCs have a boarding party of around a third of their crew searching and 
  plundering
  +0
  The PCs are searching and plundering by themselves
  -8
  Extradimensional Storage
  Modifier
  bag of holding
  +2
  handy haversack
  +1
  portable hole
  +5
  Magical Carrying Capacity
  Modifier
  floating disk
  +1
  enlarge/reduce
  +2
  Moving the Loot
  Modifier
  For each ship’s boat less than three used
  -4
  Using a rope line
  +2
  Flying Creature
  + ½ Str bonus
  - is a quadruped
  +1
  - Large size or larger
  +2
  Swimming creature
  Teleport or dimension door
  Searching
  Modifier
  Searching areas of the Hand
  Total bonus from 
  all areas searched
  Ransacking Final Result
  Plunder Acquired
  16 or less
  1,000 gp
  17-20
  1,500 gp
  21-24
  2,000 gp
  25-28
  2,500 gp
  29-32
  3,000 gp
  33-36
  3,500 gp
  37-40
  4,000 gp
  41-44
  4,500 gp
  45-48
  6,000 gp
  50 or more
  7,000 gp*
  RansaCking summaRy
  
  17
  
  18
  
  19
  
  20
  
  A richly laden imperial merchant ship caught on a sandbar presents a tempting target to a 
  crew of daring pirates. Her hold may be bursting with swag, but it is also laden with soldiers 
  and a cruel captain at the helm. At any moment the sails of her imperial escorts may appear on 
  the horizon, but your scurvy scalawags have found her first (the story assumes you are playing 
  seafarers of a questionable moral bent, pirates or privateers anyone?). A daring assault might 
  bring you more plunder than you’ve seen in a year, but many pirates greedy for gold have 
  lingered too long over a prize they thought safe, until an enemy fleet sent them to a watery 
  grave. Can the PCs stage a lightning raid on the immobilized ship and get away with their ill-
  gotten gains? Dare they risk a Raid on the Emperor’s Hand?
   
  Raid on the Emperor’s Hand is a 5E adventure for 8th level characters and is the latest in our 
  series of pirate-themed Islands of Plunder adventures for the 5th Edition of the world’s most 
  famous roleplaying game. This adventure is easily dropped into any ocean voyage or as part of 
  a full-fledged seafaring pirate campaign, and it can be used on its own or with the companion 
  adventures in this series like Spices and Flesh, Tarin’s Crown, and Scourge of the Steaming Isle! 
  Grab this 24-page pirate adventure today and Make Your Game Legendary!
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  A Great Prize and Great Peril!
  LEGENDARY ADVENTURE5
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Pirate/Islands of Plunder - Raid on the Emperors Hand.pdf