TEXT: LEGENDARY ADVENTURE5
  
  Islands of Plunder :
  Scourge of the 
  Ste aming iSle
  
  Authors: Matt Goodall with Joshua Root
  Artists: Ivan Dixon and William Hendershot
  CArtogrAphy: Pedro Coelho
  Design AnD LAyout: Daniel Marshall and BJ Hensley
  DeveLopment: RJ Gradv and Matt Kimmel
  LegenDAry gAmes teAm members: Alex Augunas, Clinton J. Boomer, Robert Brookes, 
  Benjamin Bruck, Paris Crenshaw, Matthew Goodall, Jim Groves, Amanda Hamon Kunz, 
  Thurston Hillman, Tim Hitchcock, Victoria Jaczko, Brian Jolly, Jonathan H. Keith, Michael 
  Kortes, Jeff Lee, Jen Page, Jenny Jarzabski, Michael Kortes, Nicolas Logue, Will McCardell, 
  Jason Nelson, Richard Pett, Tom Phillips, Alistair Rigg, David Ross, Amber Scott, Mark 
  Seifter, Tork Shaw, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, 
  Mike Welham, Linda Zayas-Palmer, and Clark Peterson
  pubLisher: Jason Nelson
  exeCutive pArtner: Neil Spicer
  Founder: Clark Peterson
  Art DireCtor: Rick Kunz
  business DireCtor: Rachel Ventura
  Islands of  Plunder: Scourge of  the 
  Steaming Isle (5E) © 2016, Legendary 
  Games; Author Matt Goodall with 
  Joshua Root, adapted by RJ Grady.
  ISBN-13: 978-1535225114
  ISBN-10: 1535225114
  First printing August 2016
  Printed in USA.  
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
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  Scourge of  the Steaming Isle (5E) © 2016, Legendary 
  Games; Author Matt Goodall, adapted by Jeff Ibach.
  System Reference Document. © 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
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  table of contentS
  Introduction ���������������������������������������������������������������������������������2
  Adventure Background ����������������������������������������������������������������2
  Approaching The Steaming Isle ���������������������������������������������������2
  The Inlets ������������������������������������������������������������������������������������2
  Parley ������������������������������������������������������������������������������������������4
  Ship to Ship! ����������������������������������������������������������������������������� 7
  Raider Base �������������������������������������������������������������������������������9
  Citadel of the Ancients ������������������������������������������������������������9
  H1� Entrance��������������������������������������������������������������������������������������������������11
  H2� Crystal Storage ����������������������������������������������������������������������������������12
  H3� Surgery and Meditation Room ����������������������������������������������������������12
  H4� Campsite �����������������������������������������������������������������������������������������������12
  H5� The Ioun Device �����������������������������������������������������������������������������������12
  Conclusion ����������������������������������������������������������������������������������14
  Scaling ���������������������������������������������������������������������������������������16
  
  1
  What you Will fin d inSi de 
  iSlan dS of Plun der: Scourge of the 
  Steaming iSle
  All pirates acquire enemies at some point, and pirate PCs are no exception. Whether they’ve 
  stolen a precious artifact or just because an old nemesis wants them dead, it makes little 
  difference. When a rival pirate lord calls in a large amount of favors and sets the fearsome 
  raiders of the Storm Wolf against the PCs, led by the vicious Captain Sculberd Craggs, nothing 
  they prize is truly safe. These marauding raiders cut a bloody swath through the heroes’ 
  holdings while they are away adventuring, setting off a feud that can have but one ending. 
  Such inexorable enmity can only be repaid in blood, and when the heroes discover the 
  location of the raiders’ base on the volcanic island known as The Steaming Isle, it is their 
  opportunity to turn the tables and unleash a roaring rampage of reaping revenge against 
  Captain Craggs and his crew of blackguards and scoundrels.
  Islands of Plunder: Scourge of the Steaming Isle is a 9th-level adventure for the 5th Edition of 
  the world’s most famous roleplaying game, full of mystery and peril upon the high seas, below 
  the waves, and on dangerous islands, incorporating investigation and negotiation alongside 
  deadly danger on board ship and among the deadly reefs below. It includes two sets of 
  maps, one for the GM and an unkeyed set for players. The Legendary Games tradition is to 
  combine rich story and background, innovative layout, beautiful aesthetics, and excellence 
  in design that is second to none. This product is the latest in that tradition, and we hope you 
  enjoy using it as much as we enjoyed making it. Game on! 
  1
  
  2
  Introduction
  All pirates acquire enemies at some point in their career, and 
  pirate PCs are no exception. Whether it’s because the PCs 
  stole a holy pirate artifact (such as in Islands of Plunder: Tarin’s 
  Crown from Legendary Games) or because an old nemesis 
  wants them dead, it makes little difference. A rival pirate lord 
  calls in a large amount of favors and sets a fearsome band 
  of raiders led by the vicious pirate captain Sculberd Craggs 
  against the PCs. 
  Perhaps these marauding raiders attack one of the PCs’ 
  holdings while the PCs are elsewhere. In whatever way the 
  feud escalates, soon there is an inexorable enmity between 
  the PCs and these raiders. The PCs discover the location of 
  the raiders’ base on the volcanic isle known as The Steaming 
  Isle and set out to reap a bloody vengeance against these 
  despised adversaries.
  Adventure Background
  The Steaming Isle has a far longer history than most suspect. 
  Tens of thousands of years ago it was a mountainous part of 
  the empire of the Ancients, the first human civilization. The 
  area was volcanically active even in those prehistoric times 
  and the Ancients used the volcano’s supernatural energy 
  combined with the rich gem deposits the volcano brought 
  to the surface to manufacture and power a device that could 
  create the crystalline magical items called ioun stones.
  A few of the Ancients escaped the cataclysm that dragged 
  their continent below the waves and were transformed into 
  an amphibious race called gillmen. The descendants of these 
  survivors still dwell in the ocean depths around The Steaming 
  Isle. These gillmen have little knowledge of their lost heritage 
  and are a simple tribe of underwater hunters. They venerate 
  the sunken crumbling remains of the Ancient’s empire and 
  avoid disturbing these sacred sites. 
  Recently a group of rapacious pirates came to The Steaming 
  Isle looking to establish a base. They deviously manipulated 
  the unsophisticated gillman chieftain by offering gifts of 
  weapons and proposing a treaty of mutual defense in return 
  for permission to build a small outpost on The Steaming Isle.
  Over time, the pirate’s base has grown far larger than was 
  ever agreed to and recently gillmen lookouts have spotted 
  the pirates unearthing ruins of the Ancients on the island. 
  The gillmen are sick of these piratical interlopers and chafe 
  at the way they are abusing the treaty. Akoria, the shaman 
  of the gillman tribe and sister of the current chieftain seeks 
  to end the pact and rid the island of these pirates but she 
  doesn’t want to start a war that would cost the lives of many 
  of her people. At present, Akoria’s brother, Erust, is away on 
  a lengthy migratory hunt, making her the current leader of 
  the tribe.
  Not long ago, the pirate raiders excavated and explored 
  the Ancient structure housing the ioun device. The 
  knowledgeable ship’s wizard was able to reactivate the device 
  and start it generating ioun stones. However, in the long ages 
  that the device has sat dormant, the volcano’s mystic energy 
  signature has altered, causing the device’s matrix array to 
  become misaligned. This is causing defects in many of the 
  created ioun stones but the pirate wizard may soon correct 
  this problem, and then the PCs will have to face foes who are 
  armed with powerful Ancient magic. 
  Approaching The Steaming Isle
  When the PCs draw near to The Steaming Isle, they see how 
  it got its name; clouds of steam and smoke rise from both 
  the rocky crags that make up the shattered caldera wall 
  and from the shallows of the natural harbor formed by the 
  volcano crater. Low scraggly vegetation grows on much of the 
  island and the largest animals are pods of seals on the rocky 
  coastline and a scattering of wild boars.
  The Inlets
  All three inlets leading into The Steaming Isle’s bay have 
  gillman scouts watching them, and unless the PCs’ ship is 
  concealed by magic or extremely inclement weather, these 
  scouts automatically spot the approaching ship. Mounted on 
  giant sea horses (SRD), these gillman scouts swim under the 
  PCs’ ship and observe that it isn’t an ally of the The Steaming 
  Isle pirates as it lacks the symbol engraved into its keel that 
  identifies the Steaming Isle raiders and their allies’ ships. The 
  scouts quickly report this to Akoria the shaman who orders 
  the tribe’s hunters to assemble and comes to investigate.
  Creatures: If the PCs sail straight in through the wide 
  northern inlet then Akoria admires their audacity and 
  attempts to parley with them (see below). However, if the 
  PCs attempt to pass through the south or west inlet, Akoria 
  honors the letter of her tribes’ agreement with the Steaming 
  Isle pirates to attempt to repel intruders and summons a 
  Huge water elemental using one of the tribe’s most sacred 
  relics, an oceanic bowl of commanding water elementals. Formed 
  from silvery nacre, this magical bowl is similar to a standard 
  bowl of commanding water elementals, but when filled with salt 
  water, it summons a Huge water elemental (as though conjure 
  elemental were cast with a 7th level slot). Akoria commands 
  the water elemental to try to dash the PCs’ ship onto the 
  rocky shallows of the inlet using its control over water.
  The Whirlpool and the Rocks
  The elemental tries to drag the PCs’ ship onto jagged rocks. 
  A successful DC 15 Wisdom (Perception) check notices the 
  odd currents the elemental makes in the water just before the 
  attack begins, giving those PCs a round to act. The elemental 
  uses its action to create a whirlpool like the spell control water, 
  with a saving throw DC of 15. The elemental can maintain the 
  whirlpool for up to 5 rounds, using its action. Have the ship’s 
  pilot make a Wisdom check each round, adding the pilot’s 
  proficiency bonus if they are proficient with water vehicles. 
  If the pilot fails 3 checks out of 5, then the PCs’ ship crashes 
  onto rocks dealing 22 (4d10) bludgeoning damage to the ship, 
  and all aboard must make a DC 15 Dexterity saving throw, 
  taking 11 (2d10) bludgeoning damage and falling prone on 
  a failure, and on a success, taking half the damage and not 
  falling prone. 
  
  3
  
  4
  huge WAter eLementAL
  Huge elemental, neutral
  Armor Class 14 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 30 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  20 (+5)
   5 (-3)
  10 (+0)
  8 (-1)
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan
  Challenge 7 (2,900 XP)
  Water Form. The elemental can enter a hostile creature’s 
  space and stop there. It can move through a space as narrow 
  as 1 inch wide without squeezing. 
  Freeze. If the elemental takes cold damage, it partially freezes; 
  its speed is reduced by 20 feet until the end of its next turn.
  ACtions
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 18 (3d8 + 5) bludgeoning damage.
  Whelm (Recharge 4–6). Each creature in the elemental’s space 
  must make a DC 15 Strength saving throw. On a failure, a 
  target takes 18 (3d8 + 5) bludgeoning damage. If it is Huge or 
  smaller, it is also grappled (escape DC 15). Until this grapple 
  ends, the target is restrained and unable to breathe unless it 
  can breathe water. If the saving throw is successful, the target 
  is pushed out of the elemental’s space. The elemental can 
  grapple one Huge creature, up to two Large creatures, or up 
  to four Medium or smaller creatures at one time. At the start 
  of each of the elemental’s turns, each target grappled by it 
  takes 18 (3d8 + 5) bludgeoning damage. A creature within 5 
  feet of the elemental can pull a creature or object out of it by 
  taking an action to make a DC 15 Strength and succeeding.
  Development: If the PCs’ ship runs aground then Akoria 
  sends a gillman scout to report this to the pirate raiders who 
  immediately set sail to attack the PCs while their ship is still 
  caught on the rocks. Proceed to the ‘Ship to Ship!’ section 
  below. If the PCs avoid being dragged onto the rocks (or 
  manage to defeat the water elemental) and make it through 
  the inlet, then this impresses Akoria and she seeks to parley 
  with the PCs.
  Parley
  Shortly after the PCs’ ship enters the The Steaming Isle bay, 
  Akoria seeks out the PCs and appears before them using a 
  levitate spell to rise up out of the water. Read or paraphrase 
  the following:
  Rising majestically out of the water to the starboard side of your ship 
  is a female of striking and unusual beauty. Her pale skin and dark 
  hair glows with a clean white light and water streams from her as 
  she ascends into the air. She wears a form-fitting outfit made from 
  sharkskin and carries a slim bone spear in one hand and a buckler 
  crafted from seashell on the other. Three gills mark either side of her 
  neck as she stares at your ship with bright purple eyes.
  After making this dramatic entrance, Akoria introduces 
  herself in exotically-accented Common and asks what the 
  PCs intentions are in coming to her tribe’s island. Akoria 
  may initially pretend to act a little naïvely but she quickly 
  demonstrates that she is an astute negotiator with shrewd 
  discernment. Akoria is initially hostile but if the PCs can 
  impress her, she might become less fearful, becoming 
  indifferent.  If the PCs engage in diplomacy, a reasonable 
  entreaty could succeed on a DC 15 Charisma (Persuasion) 
  attempt. Ideally, Akoria wants the raider pirates gone from 
  The Steaming Isle, and her tribe to regain control of the area. 
  However, she doesn’t want to exchange one group of pirate 
  interlopers for another and tries to ascertain whether the 
  PCs intend to occupy the raider’s base after defeating them. 
  A successful DC 15 Wisdom (Insight check) allows the PCs 
  to learn this, which can help considerably with improving 
  Akoria’s attitude. Apply disadvantage to a Charisma 
  (Persuasion) check if the PCs state that they do want to take 
  permanent possession of the base. 
  Akoria would also like the sacred Ancient ruins left alone, 
  but if the PCs have impressed her so far, either as friends 
  or useful pawns, she mentions that the raiders have recently 
  desecrated one of these ruins by excavating it. Akoria states 
  that she will understand if the PCs need to enter the ruins 
  to deal with any raiders there. If she is convinced the PCs 
  are both friendly and trustworthy, Akoria points out the 
  exact location of the raider’s base and explains that stealthily 
  approaching the base by land, rather than by sea, might give 
  the PCs the element of surprise. 
  If Akoria remains indifferent at the end of the negotiations, 
  she sinks back into the ocean and leaves the PCs and 
  the raiders to fight it out. If Akoria becomes offended or 
  suspicious, she orders the PCs to immediately leave the 
  area before diving underwater, or else face the enmity of 
  the gillmen. She doesn’t follow up on this threat but does 
  send a gillman scout to report the PCs’ presence to the pirate 
  raiders. If the PCs attack her or threaten her community or 
  the sanctity of the ruins, she dives underwater and orders 
  her warriors to attack the hull of the PCs’ ship to sink it. The 
  gillmen will use weapons and hand tools against the ship. If 
  the PCs attack directly, the gillmen will respond aggressively, 
  forming groups of four or so, with the war chief and heroes 
  attacking the front line and Akoria providing support and 
  attempting to neutralize casters. 
  Creatures: Gathered out of sight underwater is a large 
  company of gillman warriors, ready to defend Akoria and 
  sink the PCs’ ship if negotiations go badly. The company 
  consists of a gillman war chief, three gillman tribal heroes, 
  and twelve gillman tribal warriors. 
  
  5
  Milestone: If the party successfully parlays with Akoria, 
  avoiding bloodshed, and getting the information they need, 
  that is worthy of a major milestone. Distribute 6,400 XP 
  among the PCs. 
  AkoriA, giLLmAn shAmAn
  Medium humanoid (aquatic), neutral
  Armor Class 15 (leather armor, shield)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  16 (+3)
   10 (+0)
  18 (+4)
  10 (+0)
  Saving Throws Dex +5, Wis +7, Cha +3
  Skills Insight +7, Nature +6, Persuasion +6, Survival +7
  Senses passive Perception 14
  Languages Ancient, Common
  Challenge 5 (1,800 XP)
  Special Equipment. Akoria is carrying a holy symbol, an oceanic 
  bowl of commanding water elementals (described above), 300 gp 
  of diamonds (for revivify), and 100 gp of diamond dust (for 
  greater restoration)
  Aberrant Ancestry. Akoria has advantage on saving throws 
  against being charmed. 
  Amphibious. Akoria can breathe air and water.
  Empowered Healing (2/day). When Akoria casts a spell that 
  restores hit points, she can reroll a number of dice equal to 
  her Wisdom modifier. She must use the new rolls. 
  Spellcasting. Akoria is a 10th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  She has the following cleric spells prepared: 
  Cantrips (at will): guidance, light, mage hand, 
  mending, minor illusion, spare the dying, 
  thaumaturgy
  1st level (4 slots): bless, cure wounds, 
  detect evil and good, detect magic, 
  detect poison and disease, fog 
  cloud, sanctuary, shield of faith, 
  silent image
  2nd level (3 slots): hold person, 
  lesser 
  restoration, 
  levitate, 
  prayer of healing, protection 
  from poison
  3rd level (3 slots): revivify
  4th level (3 slots): death ward, 
  guardian of faith
  5th level (2 slots): greater 
  restoration, mass cure wounds, 
  telekinesis
  Water 
  Dependent. 
  Akoria’s 
  body 
  requires constant submersion in fresh or 
  salt water. Gillmen who spend more than 
  1 day without fully submerging themselves in 
  water risk internal organ failure, painful cracking 
  of the skin, and death, incurring a level of exhaustion every 
  hour.
  ACtions
  Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. and 
  range 20/60 ft., one target. Hit: 2 (1d6 - 1) piercing damage, or 
  3 (1d8 - 1) piercing damage if used with two hands to make a 
  melee attack. 
  Channel Divinity (2/day). Akoria can use either one of two functions:
  Turn Undead: Akoria turns undead like a cleric. Undead of 
  CR 1 or less are destroyed instead of turned.
  Preserve Life: Akoria presents her holy symbol and evokes 
  healing energy that can restore 50 hit points. She can 
  choose any creatures within 30 feet of her, and divide those 
  hit points among them. This feature can restore a creature 
  to no more than half of its hit point maximum. She can’t 
  use this feature on an undead or a construct.
  reACtions
  Combat Healing (2/day). When she takes damage, Akoria can 
  use a spell slot to cast cure wounds, prayer of healing, or mass 
  cure wounds. 
  giLLmAn WAr Chief
  Medium humanoid (aquatic), neutral
  Armor Class 14 (leather armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  16 (+3)
   11 (+0)
  11 (+0)
  16 (+3)
  Saving Throws Dex +4, Con +5, Wis +2
  Skills Nature +4, Perception +4, Stealth +4, Survival +4
  Senses passive Perception 14
  Languages Ancient, Common
  Challenge 3 (700 XP)
  Aberrant Ancestry. The war chief has 
  advantage on saving throws against 
  being charmed. 
  Amphibious. The war chief can 
  breathe air and water.
  Brave. The war chief has advantage 
  on saving throws against being 
  frightened. 
  Defense.  While wearing armor, 
  the war chief gains a +1 bonus to 
  AC, already included in his stats.
  Keen Hearing and Sight. The war 
  chief has advantage on Wisdom 
  (Perception) checks that rely on 
  hearing or sight.
  Powerful. Once per round, when the war 
  chief hits with a melee attack, he can roll 
  damage twice and take the better result. 
  
  6
  Water Dependent. The war chief’s body requires constant 
  submersion in fresh or salt water. Gillmen who spend more 
  than 1 day without fully submerging themselves in water 
  risk internal organ failure, painful cracking of the skin, and 
  death, incurring a level of exhaustion every hour.
  ACtions
  Multiattack. The war chief makes two melee attacks. 
  Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and 
  range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 
  7 (1d8 + 3) piercing damage if used with two hands to make a 
  melee attack. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). For 1 minute, 
  the war chief can utter a special command or warning 
  whenever a nonhostile creature that it can see within 30 feet 
  of it makes an attack roll or a saving throw. The creature can 
  add a d4 to its roll provided it can hear and understand the 
  war chief. A creature can benefit from only one Leadership 
  die at a time. This effect ends if the war chief is incapacitated.
  reACtions
  Parry. The war chief adds 2 to its AC against one melee attack 
  that would hit it. To do so, the war chief must see the attacker 
  and be wielding a melee weapon.
  giLLmAn tribAL hero
  Medium humanoid (aquatic), neutral
  Armor Class 14 (leather armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  16 (+3)
   10 (+0)
  11 (+0)
  11 (+0)
  Skills Nature +2, Perception +2, Stealth +4, Survival +2
  Senses passive Perception 12
  Languages Ancient, Common
  Challenge 2 (450 XP)
  Aberrant Ancestry. A gillman has advantage on saving throws 
  against being charmed. 
  Amphibious. A gillman can breathe air and water.
  Defense.  While wearing armor, the hero gains a +1 bonus to 
  AC, already included in his stats.
  Water Dependent. A gillman’s body requires constant 
  submersion in fresh or salt water. Gillmen who spend more 
  than 1 day without fully submerging themselves in water 
  risk internal organ failure, painful cracking of the skin, and 
  death, incurring a level of exhaustion every hour.
  ACtions
  Multiattack. The hero attacks twice with its trident. 
  Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and 
  range 20/60 ft., one target. Hit: 5 (1d6 + 3) piercing damage, or 
  6 (1d8 + 3) piercing damage if used with two hands to make a 
  melee attack. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 
  ft., one target. Hit: 6 (1d10 + 1) piercing damage. 
  giLLmAn tribAL WArrior
  Medium humanoid (aquatic), neutral
  Armor Class 11 (leather armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  14 (+2)
   8 (-1)
  11 (+0)
  9 (-1)
  Senses passive Perception 10
  Languages Ancient, Common
  Challenge 1/8 (25 XP)
  Amphibious. A gillman can breathe air and water.
  Aberrant Ancestry. A gillman has advantage on saving throws 
  against being charmed. 
  Pack Tactics. The warrior has advantage on an attack roll 
  against a creature if at least one of the warrior’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Water Dependent. A gillman’s body requires constant 
  submersion in fresh or salt water. Gillmen who spend more 
  than 1 day without fully submerging themselves in water 
  risk internal organ failure, painful cracking of the skin, and 
  death, incurring a level of exhaustion every hour.
  ACtions
  Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 
  ft. and range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage, or 5 (1d8 + 1) piercing damage if used with two 
  hands to make a melee attack. 
  Boring Details
  Each gillman is carrying hand tools that allow them to do 
  1d6 + Strength modifier piercing damage, using the same 
  modifier to hit as their melee weapon attack. This damage 
  ignores the damage threshold of wooden vehicles or 
  structures. 
  That’s a Lot of Gillmen
  It is possible the PCs could end up in a pitched 
  battle against the gillmen in the water. Probably 
  the easiest way to use the tribal warriors is to 
  group them into pods of four. This will simplify 
  combat order, while at the same time helping you 
  to bring their pack tactics trait into play. 
  
  7
  Creatures: If the PCs manage to board the Storm Wolf then 
  Captain Craggs and his boatswain take on the PCs, while the 
  Storm Wolf raiders fight the PCs’ crew. If, for some reason, 
  statistics are needed for the pirates, assume the pirate sailors 
  are mostly bandits (SRD) led by a handful of veterans 
  (SRD).
  Captain Sculberd 
  Craggs
  A lean man with olive skin, Sculberd 
  Craggs displays a menacing visage 
  with four glittering gemstones 
  implanted in his slab-like face, 
  each surrounded by swirling black 
  tattoos.
  As mean and ruthless as they 
  come, Sculberd rose from being a 
  simple deckhand to his position as 
  an up-and-coming pirate lord by 
  challenging and killing those who 
  stood in his way. Just smart enough 
  to know when to fight, when to talk, 
  and when to run, Craggs has collected 
  a crew of murderous cutthroats who 
  see him as their ticket to power and riches. 
  Craggs is unsophisticated and brutal but his crew 
  appreciates this harsh simplicity. Sculberd knows just 
  enough about magic to realize its strength and has employed 
  an amoral wizard named Yohannas Quay as his first mate. 
  Craggs is aware that Yohannas has his own agenda in the 
  Ancient ruins, but as long as he continues to supply the 
  floating magic gems, Craggs won’t kill him..., yet.
   Sculberd peppers his foes with arrows, focusing on any 
  officers present to disrupt his enemies’ chain of command. 
  Sculberd activates the shield spell stored in his cracked reserve 
  ioun stone if he comes under heavy fire or if enemies engage 
  him in melee. Sculberd didn’t get to where he is now by 
  backing down, he only surrenders if the PCs cripple his ship; 
  he fights to the death in personal combat.
  sCuLberD CrAggs
  Medium humanoid (human), neutral evil
  Armor Class 16 (breastplate)
  Hit Points 130 (20d8 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
   10 (+0)
  12 (+1)
  8 (-1)
  Saving Throws Str +5, Con +5, Wis +4, Cha +2
  Skills Athletics +6, Intimidation +5
  Senses passive Perception 11
  Languages Common
  Challenge 7 (2,900 XP)
  Special Equipment. Craggs has several ioun stones (cracked 
  protection, cracked sustenance, cracked ability – currently granting 
  +2 Intimidation, cracked reserve – currently storing shield) 
  Ship to Ship!
  The pirate raiders have several lookouts watching the bay so 
  unless the PCs are somehow able to disguise or conceal their 
  ship, the raiders spot it as it approaches their base. 
  They quickly launch their own ship to take the 
  battle to the PCs.
  Ship Combat: The The Steaming Isle 
  raiders’ ship, the Storm Wolf, is a 
  three-masted schooner which is 
  swift, agile, and heavily armed. The 
  raiders try to keep their distance 
  during any ship-to-ship battle 
  with the PCs. They would prefer 
  to sink the PCs’ ship and then 
  coerce their gillman allies into 
  recovering any valuables from the 
  ocean floor rather than attempt a 
  risky boarding action. 
  Each round, the pilot can use 
  their action to maneuver the ship. 
  On a failure, or if no one pilots 
  the ship, it drifts forward at half its 
  usual acceleration, with a 50% chance of 
  turning 45 degrees to the left or right (equal 
  chance of either). A sailing ship can easily turn 
  45 degrees as it moves, in good conditions, but a DC 15 
  Wisdom check is required to make it turn 90 degrees; on a 
  failure, it momentarily stalls and drifts with the wind. PCs, 
  NPCs, and the various crew act on their own initiative. The 
  crew members can fire siege engines at the enemy ship.
  Boarding requires keeping pace with the ship, then 
  making a DC 15 check to get the ships less than 30 feet away. 
  Boarders can then use grappling hooks and similar devices 
  to cross over with a DC 15 Strength (Athletics) check; failure 
  results in either falling into the water or being dangled over 
  the side of the ship (equal chance for either). Jumping across 
  is very difficult, requiring a Strength (Athletics) check with 
  a DC of 20, and the character lands prone unless they can 
  make a DC 15 Dexterity saving throw. Failing to jump across 
  usually means ending up in the water. 
  storm WoLf
  Colossal ship
  AC 15; Damage Threshold 15
  Hit points 300
  Speed 2 mph (sailing)
  Crew 20, plus 70 pirate marines
  Cargo 100 tons
  Weapons 6 ballistae port, 6 ballista starboard, 1 catapult fore, 
  1 catapult aft
  Ballista. Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage.  It requires one 
  action to load, one to aim, and one to fire. 
  Catapult.  Ranged Weapon Attack: +5 to hit, range 200/800 ft. 
  (minimum 60 ft.), one target. Hit: 27 (5d10) bludgeoning damage. 
  It requires two actions to load, two to aim, and one to fire. 
  
  8
  attuned to him.
  Action Surge (Recharges After a Short or Long Rest). On his 
  turn, he can take one additional action on top of his regular 
  action and a possible bonus action. 
  Brave. Craggs has advantage on saving throws against being 
  frightened. 
  Close Combat Archery. Craggs does not suffer disadvantage 
  when attacking with his longbow in close combat.
  Deadly Aim. A longbow deals one extra die of its damage 
  when Craggs hits with it (included in the attack).
  Indomitable (1/day). Craggs can reroll a saving throw that he 
  fails. He must use the new roll. 
  Second Wind (Recharges After a Short or Long Rest). As a bonus 
  action, Craggs regains 15 (1d10 + 10) hit points. 
  ACtions
  Multiattack. Craggs makes three longbow attacks or two 
  weapon attacks. 
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage. This attack is 
  magical. He carries 80 arrows. 
  Ioun Stone, Cracked
  Wondrous item, rarity varies
  These stones follow the usual rules for ioun stones, but may 
  have a reduced power because they are cracked and damaged. 
  Ioun Stone, Cracked Protection (uncommon). This cracked 
  dusty rose prism stone grants a +1 bonus to initiative checks. 
  Ioun Stone, Cracked Sustenance (uncommon). This cracked 
  iridescent spindle stone is partially effective, halving the 
  need to eat and drink. 
  Ioun Stone, Cracked Ability (uncommon). This cracked magenta 
  prism confers a +2 bonus to one skill of your choice, which 
  you my change as an action. You must finish a long rest 
  before you change the skill that receives the bonus. 
  Ioun Stone, Cracked Reserve (rare). This cracked vibrant purple 
  prism works like a normal reserve stone, but only stores 1 
  level of spells. 
  Boatswain Emilia Corantine
  An attractive auburn-haired woman, Emilia wears a 
  combination of gypsy silks and sailor’s garb onboard ship. 
  Emilia is a distant cousin of Sculberd’s and, like most in her 
  family, took to a life of piracy at a young age. She currently 
  serves as boatswain and master gunner on the Storm Wolf, 
  enjoying the authority and extra pay that being a ship’s 
  officer brings. A born manipulator, Emilia was the one who 
  duped the gillman chieftain into accepting the ambiguous 
  agreement for the raiders to establish a base on the island. 
  She avoids trying to influence Sculberd, as he has already 
  freely given her a favored position in his crew and she knows 
  that he’d execute her without a second thought if caught her 
  trying any of her usual machinations on him.
  Emilia starts combat by casting haste on Sculberd. She mostly 
  uses her magic and cutting words to avoid being injured, 
  supporting Sculberd. Emilia surrenders when her captain 
  does or if she is badly wounded (less than 17 hit points). 
  Treasure: Corantine carries a musical instrument (shawm) 
  and diamond earrings (500 gp).
  emiLiA CorAntine, humAn bArD
  Medium humanoid (human), lawful evil
  Armor Class 14 (mithral chain shirt)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  14 (+2)
   10 (+0)
  8 (-1)
  16 (+3)
  Saving Throws Con +4, Dex +3, Wis +1, Cha +5
  Skills Deception +8, Insight +2, Investigation +2, Perception 
  +1, Persuasion +8, Perform +5
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Special Equipment. Corantine carries a scroll of see invisibility 
  and a cracked friendship ioun stone (included in skill bonuses). 
  Action Surge (Recharges After a Short or Long Rest). On her 
  turn, she can take one additional action on top of her regular 
  action and a possible bonus action. 
  Bardic Inspiration (Recharges After a Short of Long Rest). 
  Corantine can inspire others through stirring words or music. 
  As a bonus action on her turn, she chooses one creature other 
  than herself within 60 feet of you who can hear her. That 
  creature gains one Bardic Inspiration die, a d8. Once within 
  the next 10 minutes, the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. The creature can wait until after it rolls the 
  d20 before deciding to use the Bardic Inspiration die. Once 
  the Bardic Inspiration die is rolled, it is lost. A creature can 
  have only one Bardic Inspiration die at a time.
  Dueling. When Corantine is wielding a melee weapon in one 
  hand and no other weapons, she gains a +2 bonus to damage 
  rolls, included in her attack. 
  Magic Weapons. Corantine’s weapon attacks are magical. 
  Spellcasting. Corantine is a 6th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 13). She has the 
  following bard spells prepared: 
  Cantrips (at will): light, mage hand, message, prestidigitation
  1st level (4 slots): cure wounds, detect magic, disguise self, 
  faerie fire, feather fall, heroism
  2nd level (3 slots): invisibility, mirror image, suggestion
  3rd level (3 slots): dispel magic, haste
  ACtions
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) slashing damage.
  Countercharm. Corantine has the ability to use musical notes 
  
  9
  or words of power to disrupt mind-influencing effects. As an 
  action, she can start a performance that lasts until the end of 
  her next turn. During that time, she and any friendly creatures 
  within 30 feet of her have advantage on saving throws against 
  being frightened or charmed. A creature must be able to hear 
  her to gain this benefit. The performance ends early if she 
  is incapacitated or silenced or if she voluntarily ends it (no 
  action required).
  reACtions
  Cutting Words (2/day). When a creature that she can see 
  within 60 feet of her makes an attack roll, an ability check, 
  or a damage roll, she can roll a 1d8 and subtract the number 
  rolled from the creature’s roll. The creature is immune if it 
  can’t hear her or if it’s immune to being charmed.
  Ioun Stone, Cracked Friendship (uncommon). 
  This cracked mulberry pentacle stone grants a +1 bonus to 
  Deception and Persuasion checks.
  Treasure: A number of the pirate crew have ioun stones 
  floating round their heads and many have ugly puckered 
  scars on their arms and faces where they have unsuccessfully 
  tried to implant ioun stones in their own skin. So far, only 
  Captain Craggs, aided by his wizard first mate, has managed 
  to successfully complete the lengthy ritual to embed these 
  stones in his flesh. Emilia has considered attempting this 
  process, but doesn’t trust the wizard Yohannas enough to ask 
  for his help. The crew’s ioun stones are inferior stones, usually 
  a cracked stone that gives a +1 competence bonus to a skill (a 
  common item) or a dull gray stone with no magical benefits 
  that simply floats in the air (worth 25 gp as a curiosity). There 
  are even a few cursed stones that give a penalty rather than a 
  bonus. You can roll 3d6 for the number of cracked, inferior 
  stones and 3d6 for dull gray ones, plus 1d4 cursed stones.
  Development: Sculberd keeps few secrets from his crew so 
  interrogating any prisoners reveals the reasons behind the 
  raiders’ attacks on the PCs. The PCs also find out that Captain 
  Cragg’s first mate, Yohannas Quay, is the one supplying the 
  ‘magic floating gems’. He has sequestered himself in the 
  Ancient ruins near the raiders’ base and is using something 
  in the ruins to create these magic crystals.
  Milestone: Getting this far and learning the location of the 
  base is an accomplishment, worthy of a minor milestone. 
  Distribute 2,200 XP to the party. 
  Raider Base
  Situated on the eastern edge of the bay, the raider’s base 
  consists of several single-story wooden buildings clustered 
  around a pier and dry dock. Behind the buildings are several 
  cultivated fields and an orchard. Off to the south stands a 
  circle of ghostly white stones. Nearby is a partly exposed 
  dome of the same pale stone. The partially buried dome 
  shows signs of recent excavation, with mounds of fresh 
  turned dirt and rock piled nearby.
  The PCs and the raiders are likely to battle each other on 
  the open ocean, but if the PCs manage to get close without 
  being detected, they can catch the raiders by surprise in their 
  own base. In this case, use the statistics from the section 
  above combined with the base descriptions below to play out 
  this encounter.
  A. Pier: This rough wooden jetty is where the raiders normally 
  dock their ship while in port. A small cutter is pulled up 
  beneath the jetty for short journeys around the bay.
  B. Dry dock: A wedge-like ramp rises out of the ocean into a 
  series of huge scaffolds. This primitive dry-docking facility 
  allows workers to haul a ship out of the water and then repair 
  or refit it.
  C. Plantations: The sheltered bay and fertile volcanic soil 
  here makes this a good area for growing crops. The raiders 
  use a small slave labor force to tend and harvest these fields. 
  The larger northern field (C1) is sugar cane, the middle field 
  (C2) is tobacco, and the southern field (C3) is a lime orchard.
  D. Warehouse: This large structure has room for the raiders’ 
  provisions, plundered goods, and nautical supplies. It serves 
  as quarters for the slaves (15 in total) who work on the raiders’ 
  plantations along with short-term storage of produce from 
  the plantations. Finally, it also has an area reserved for the 
  ever-important task of distilling rum from sugar cane. There 
  is 4 points of plunder in total here.
  E. Barracks: The barracks house all the pirate sailors. If the 
  Storm Wolf isn’t here, the barracks are mostly empty with only 
  five pirates staying behind to supervise the slaves.
  F. Officers’ Quarters: This building houses the captain and 
  his senior officers’ quarters. The captain’s room contains a set 
  of detailed nautical charts that count as masterwork tools for 
  Profession (sailor) checks to plan a route in the surrounding 
  ocean. These charts may also reveal other sites for adventure 
  that you as GM want the PCs to explore. There is a total of 5 
  points of plunder here.
  G. Standing Stones: Made of smooth, ghostly-white stone, 
  this ancient circle of pillars once served the Ancients as the 
  terminus of a teleportation circle. It still radiates a lingering 
  aura of conjuration magic even after all this time.
  H. Citadel of  the Ancients: This area is detailed below.
  Citadel of the Ancients
  The Ancients built this curved white stone structure for 
  an intriguing purpose. The entire edifice focuses the 
  supernatural thermal energy of the volcano below The 
  Steaming Isle into its crystalline matrix array which can 
  infuse this power into specially prepared crystal gemstones, 
  transfiguring them into ioun stones.
  Unless otherwise noted, each room has a 20-foot tall 
  domed ceiling, the corridors are circular in shape, and the 
  doors are iris mechanisms (AC 17; damage threshold 10, 
  hp 60, Strength DC 28 to force open) that open at a touch 
  and close a minute later provided there is nothing in the 
  way. Beyond area H1, the floors are clean, a subdued white 
  light comes from both the walls and ceilings providing dim 
  illumination, and the place feels as if it has been tightly 
  sealed away until very recently. 
  
  10
  
  11
  H1� Entrance
  A set of double doors stand half open allowing dirt and other rocky 
  rubble from the outside to litter the entrance of this round chamber. 
  Strange tessellating designs cover the curved pale walls and the thick 
  layer of dust on the floor shows signs of recent disturbance. Two 
  circular iris-like portals formed from dull coppery metal seal off exits 
  to the southeast and northeast.
  The tracks in the dust show signs of passage between the 
  entrance and the two portals. A DC 15 Wisdom (Survival) 
  check to follow tracks reveals that while several sets of 
  footprints lead up to the southeast door, none of those 
  who made these tracks actually went through the door. The 
  footprints to the northeast door, on the other hand, show 
  that several individuals have come and gone through that 
  portal multiple times.
  Both portals radiate a moderate magical aura of an 
  indeterminate school. Each portal has a small spiraling 
  indentation in its center. If a PC touches an indentation, that 
  PC hears a voice in their mind speaking in the Ancient tongue.
  The voice from the northeast portal says, “Custodian, 
  recite the penultimate manifestation from the twenty 
  seven measures of the ineffable to enter.” A DC 20 
  Intelligence (Arcana) or Intelligence (History) check reveals 
  that the answer to this age-old metaphysical conundrum 
  is “forever is nothingness, eternity is null.” Speaking this 
  answer aloud in Ancient, or thinking it in any language 
  while touching the indentation causes the iris to dilate, 
  revealing the circular passage beyond.
  The voice from the southeast portal states, “Diligent 
  servitor, proffer a crystal specimen for pellucidity 
  confirmation.” Inserting a gem, crystal, or ioun stone into the 
  indentation causes a brilliant light to fill the indentation 
  as the portal tests the stone to determine its suitability. 
  An undamaged ioun stone or a gem worth 500 gp or more 
  automatically passes this test; the stone floats back out of 
  the indentation and the aperture spirals open. A cracked, 
  flawed, or scorched ioun stone or a gem worth between 100 
  gp and 500 gp has a 50% chance to pass the portal’s testing. 
  If the stone fails, the portal’s testing process has a 50% 
  chance of causing an unexpected side effect in the stone (see 
  the Side Effect tables below). A gem worth less than 100 gp, a 
  cursed ioun stone, or a dull gray ioun stone automatically fails 
  the test and suffers a side effect.
  The PCs can also apply brute force to open either portal 
  (AC 21, hp 27, damage threshold 15; DC 30 Strength check 
  to shove it open), but see the Development section below 
  for the consequences.
  Roll on the appropriate table on the following page if a 
  stone suffers a side effect; white sparks coruscate around the 
  stone as this malfunction occurs.
  
  12
  Development: If the PCs fail the southeast portal’s test three 
  times or if they deal damage to a portal, the ioun device in 
  H5 displays alert notification symbols, warning Yohannas of 
  trespassers. 
  H2� Crystal Storage
  Decayed remnants of corroded metal and other crumbling debris line 
  the circumference of this circular room. Smashed shards of colored 
  crystal lie scattered in the dilapidated wreckage.
  This room once stored shelves and cases of delicate crystals 
  for use with the ioun device, but over the centuries, the 
  shelving decayed and collapsed, shattering most of these 
  crystals. Yohannas and other pirates took any crystals that 
  remained intact when they ransacked this room.
  H3� Surgery and Meditation Room
  Abstract pastel frescos seemingly formed from coral decorate the 
  walls of this chamber. A series of low stone slabs of bleached white 
  stone form a circle in the middle of this room. A wooden bench in the 
  center of the room looks to be a recent addition, as do the medical 
  supplies and polished surgical equipment neatly arranged on the 
  slabs nearby.
  Long ago, this room might have served as a meeting area 
  for Ancient scholars, but currently Yohannas has set it up as 
  an operating theater where he can surgically implant ioun 
  stones into a patient’s flesh. Yohannas has also found it a 
  Portal Side Effects Table: Gems
  Roll
  Result
  01-25
  The gem starts glowing. The stone has the equivalent of a continual flame spell placed on it.
  26-50
  The gem starts floating as if under a levitate spell  but it doesn’t orbit like an ioun stone. This 
  effect either lasts for 24 hours (50% chance) or is permanent (50% chance).
  51-75
  The gem suffers damage that halves its gp value.
  75-100
  The gem disintegrates.
  Portal Side Effects Table: Ioun Stones
  Roll
  Result
  01-20
  The stone starts glowing. A dull gray ioun stone shines with continual flame; other stones shine 
  like a torch for 24 hours.
  21-50
  Augments the stone’s power for 24 hours. A cracked stone increases its bonus by +1, or otherwise 
  has a modest increase in power. A scorched stone performs as an undamaged ioun stone of its 
  type with no chance of failure. Flawed stones halve or significantly reduce their penalty.
  51-65
  The stone stops orbiting for 24 hours: it must be carried in hand to gain its benefits.
  66-80
  Nullifies the stone’s powers for 24 hours; the stone can still orbit its user.
  81-90
  The stone burns out, turning it into a dull gray ioun stone.
  91-100
  The stone shatters, destroying it.
  useful place to have other pirates meditate and fast while they 
  attempt to attune an ioun stone as the first stage of embedding 
  it into their skin. So far, only Captain Craggs has successfully 
  completed the meditation ritual and survived the invasive 
  medical procedure. There are the equivalent of 3 healer’s kits, 
  a set of surgeon’s tools, and a glass bottle containing 4 doses 
  of restorative ointment.
  H4� Campsite
  This circular chamber has a pair of smooth curving staircases that 
  flow downward along the eastern wall. A cluttered pile of bedding 
  and other camping equipment is set up in the middle of the room.
  The original purpose of this hall has been lost to time. 
  Yohannas uses it as a sleeping area but leaves nothing of 
  great value here. A silent alarm cast by Yohannas covers the 
  room alerting him to intruders. The two sets of stairs circle 
  downward for around 60 feet, looping back on themselves 
  before winding back toward each other at the bottom.
  H5� The Ioun Device
  At the center of this high-ceilinged chamber stands a tall device 
  formed from delicately interwoven luminous crystals. Dozens of 
  sparkling stones, each imprinted with glowing runes and glyphs 
  orbit the towering structure in enigmatic patterns. High above the 
  chamber’s floor, a heavily tarnished metal gantry encircles the upper 
  portion of the crystalline edifice. Several corroded metallic ladders 
  ascend to the gantry.
  
  13
  The ceiling of the main chamber rises 50 feet above the floor 
  and the gantry is 35 feet up. The antechamber has a 25-foot 
  high roof. While the ladder and gantry look greatly corroded, 
  they still retain the vestiges of Ancient preservation spells 
  which have prevented them from oxidizing to dust. The 
  gantry and the ladder are still as strong as steel and safe to 
  ascend. The crystalline ioun device, however, is quite fragile; 
  if it takes over 20 points of damage it is irrevocably broken.
  Creatures: Yohannas Quay, the raiders’ first mate and ship’s 
  wizard, is up on the gantry studying the ioun device. Standing 
  near the entrance is an Ancient crystalline golem built to 
  protect the ioun device. Yohannas has already found the 
  crystal guardian’s control amulet (a series of crystal glyphs 
  that orbits around his neck) and the Ancient construct obeys 
  his commands.
  First Mate Yohannas Quay
  Yohannas is a thin man with a sharp nose and a bald pate. 
  He wears a long leather jacket along with knee high boots. 
  A wizard, scholar, and historian, Yohannas Quay has studied 
  magic and the prehistoric past for most of his life. An expert 
  on the written history of the civilization of the Ancients 
  and the Runic Empire, Yohannas realized that some of the 
  immense power wielded by these nations from antiquity 
  must still exist today and could become his to wield, if 
  only he could discover its location. Fragmentary notes and 
  incomplete clues led Yohannas to the Pirate Isles where, 
  untroubled by notions of morality, he saw that the best way 
  to continue his search was to become a pirate himself.
  Looking back, Yohannas sees the day he signed on as 
  part of Sculberd Craggs’ crew as a glorious stroke of good 
  fortune. Having heard rumors about the gillmen of The 
  Steaming Isle, Yohannas convinced Craggs that the island 
  might make a good location for a base. Yohannas had to bide 
  his time while Craggs and his raiders built and established 
  their base, but he was finally able to persuade the captain to 
  excavate the ruin, giving Yohannas access to this incredible 
  find. Yohannas currently works feverishly to understand the 
  device and manipulate it to create more powerful ioun stones.
  Yohannas casts alarm every day on area H4. During 
  combat, Yohannas casts disintegrate and flesh to stone on enemy 
  spellcasters while using flight and invisibility to keep away 
  from melee. Determined not to give up the find of a lifetime, 
  Yohannas only retreats by teleporting away if reduced to less 
  than 20 hit points or if the ioun device is destroyed.
  yohAnnAs QuAy, humAn trAnsmuter
  Medium humanoid (human), neutral evil
  Armor Class 14 (17 with mage armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  16 (+3)
   20 (+5)
  12 (+1)
  10 (+0)
  Saving Throws Str +0, Dex +6, Con +7, Int +9, Wis +5, Cha +4
  Skills Arcana +8, History +8, Investigation +8
  Senses passive Perception 11
  Languages Ancient, Abyssal, Common, Draconic, Infernal, 
  Runic Imperial
  Challenge 8 (3,900 XP)
  Special Equipment. Yohannas carries a potion of healing, ring 
  of protection (bonuses already added in), protection ioun stone, 
  and a sustenance ioun stone.
  Rituals. Quay has alarm in his spellbook and uses it as a 
  ritual. 
  Spellcasting. Quay is a 12th-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 16, +8 to hit with spell 
  attacks). He has the following wizard spells prepared: 
  Cantrips (at will): mage hand, message, minor illusion, 
  prestidigitation, shocking grasp
  1st level (4 slots):  detect magic, feather fall, mage armor, 
  magic missile, shield
  2nd level (3 slots): darkvision, see invisibility
  3rd level (3 slots): dispel magic, fireball, fly
  4th level (3 slot):  dimension door, greater invisibility, 
  phantasmal killer
  5th level (2 slots): telekinesis, wall of force
  6th level (2 slots): disintegrate, flesh to stone
  ACtions
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d8 - 1) bludgeoning damage.
  Enhancement (5/day). Quay casts enhance ability without 
  expending a spell slot. 
  The Crystalline Guardian
  The crystal guardian is a towering construct made of brilliant, 
  refractive crystal, engraved with runes of the Ancients. It 
  protects the wearer of the amulet (Yohannas). The guardian 
  has a complex series of standing orders encoded into it by 
  the Ancients and Yohannas has been unable to override any 
  of these commands. One of these built-in orders prevents 
  the golem from leaving the chamber, even to chase enemies. 
  Another Ancient directive that Yohannas isn’t even aware of 
  is that the guardian is programmed to fight to the death to 
  defend the ioun device. It continues attacking as long as there 
  are hostile foes in the chamber, even if Yohannas flees or tries 
  to order it to stand down. It considers any creature that has 
  attacked it to be hostile except for the creature wearing its 
  control amulet. The Ancients added a final fail-safe rune 
  to the crystal guardian to prevent the valuable ioun device 
  from falling into enemy hands. When destroyed, the crystal 
  guardian explodes in a powerful sonic blast that strikes the 
  delicate ioun device, utterly wrecking it. 
  It can be assumed that Yohannas has already been exposed 
  to the crystalline guardian’s dazzling brilliance earlier in the 
  day, doing his work. 
  
  14
  CrystALLine guArDiAn
  Huge construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 122 (12d12 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  7 (-2)
  18 (+4)
   3 (-4)
  11 (+0)
  1 (-5)
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 10 (5,900 XP)
  Bound. The crystalline guardian is magically bound to an 
  amulet. As long as the guardian and its amulet are on the 
  same plane of existence, the amulet’s wearer can telepathically 
  call the guardian to travel to it, and the guardian knows the 
  distance and direction to the amulet. If the guardian is within 
  60 feet of the amulet’s wearer, half of any damage the wearer 
  takes (rounded up) is transferred to the guardian. 
  Dazzling Illumination. If the crystalline golem is within an 
  area of bright light, it scatters the light and shines bright light 
  in a 30 feet radius. When a creature that can see starts its turn 
  within 30 feet of the crystalline guardian, the creature must 
  make a DC 16 Constitution saving throw; on a failed saving 
  throw, the creature is blinded until the beginning of its next 
  turn. Once a creature has made a saving throw against this 
  trait, it is immune to the dazzling illumination for 24 hours. 
  Immutable Form. The crystalline guardian is immune to any 
  spell or effect that would alter its form. 
  Magic Resistance. The crystalline guardian has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. The crystalline guardian’s weapon attacks 
  are magical.
  Radiant Absorption. Whenever the crystalline guardian is 
  subjected to radiant damage, it takes no damage and instead 
  regains a number of hit points equal to the radiant damage 
  dealt. 
  Rune of Retributive Reverberation. When the crystalline 
  guardian dies, a rune is triggered, causing a sonic explosion 
  in a 30 feet radius. Each creature in the area must make a DC 
  17 Dexterity saving throw, taking 35 (10d6)  thunder damage 
  and becoming deafened for 1 minute on a failed save, and 
  taking half as much damage and not being deafened on a 
  success. A creature made of inorganic material such as stone, 
  crystal, or metal has disadvantage on this saving throw.
  Reactive. The crystalline guardian can take one reaction on 
  every turn of combat. 
  Regeneration. The crystalline guardian regains 10 hit points 
  at the start of its turn if it has at least 1 hit point. 
  Spell Storing. A spellcaster who wears the crystalline 
  guardian’s amulet can cause the guardian to store one spell 
  of 4th level or lower. To do so, the wearer must cast the spell 
  on the guardian. The spell has no effect but is stored within 
  the guardian. When commanded to do so by the wearer or 
  when a situation arises that was predefined by the spellcaster, 
  the guardian casts the stored spell with any parameters set by 
  the original caster, requiring no components. When the spell 
  is cast or a new spell is stored, any previously stored spell is 
  lost. The guardian is currently storing wall of fire.
  Spell Turning. When the crystalline guardian is targeted by a 
  spell (not in an area of effect), if it rolls a 20 for the save and 
  the spell is 7th level of lower, the spell has no effect on it and 
  instead targets the caster, using the slot level, spell save DC, 
  attack bonus, and spellcasting ability of the caster. Spells cast 
  by its master cannot be turned. 
  ACtions
  Multiattack. The crystalline guardian makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  22 (4d8 + 4) bludgeoning damage.
  reACtions
  Rune of Fire (1/day). When hit by a melee attack, the crystalline 
  guardian activates a rune, scorching a 10 feet radius with fire. 
  Each creature in the area must make a DC 17 Dexterity saving 
  throw, taking 17 (5d6)  fire damage on a failed save, and half 
  damage on a success. 
  Rune of Shielding (1/day). When hit by an attack or targeted 
  by magic missile, the guardian activates a rune, gaining the 
  benefits of shield. 
  Shield. When a creature makes an attack against the wearer 
  of the guardian’s amulet, the guardian grants a +2 bonus to 
  the wearer’s AC if the guardian is within 5 feet of the wearer.
  Development: The ioun device is very likely to be destroyed by 
  the battle, but even if it somehow survives, the misalignment 
  of the focus of the device’s matrix array causes more and 
  more serious imperfections in any new ioun stones the 
  device creates, until all it can produce are dull gray stones. 
  All of this assumes that the PCs have the arcane skills and 
  detailed knowledge of the Ancient civilization to successfully 
  manipulate the ioun device in the first place. Whether the 
  PCs can activate or possibly even realign the ioun device is 
  up to you as GM. If Yohannas survives, he becomes a bitter 
  enemy who seeks to ally with the PCs’ enemies and bring 
  about their downfall.
  Milestone: Capturing or destroying the ioun device is a 
  minor milestone. Award the PCs 2,200 XP to distribute. 
  Conclusion
  The PCs have now vehemently delivered an object lesson 
  demonstrating the fate that befalls any bilge-swilling swine 
  who would have the temerity to oppose them on the high 
  seas. The PCs have also come away with a significant amount 
  of plunder, including valuable artifacts from a long-lost 
  empire. Tales of the PCs’ cold-blooded ruthlessness and fiery 
  
  15
  
  16
  wrath spread through the port-side taverns of the Pirate Isles. 
  They are well on their way to becoming notorious pirate 
  lords and may soon look to seize the mantle of Pirate King 
  for themselves.
  Scaling
  While the adventure is designed for 9th level characters, it can be 
  scaled for 8th or 10th level characters (or if the PCs are finding 
  the adventure too hard or too easy), by doing the following:
  Parley with Akoria
  Scale down: Remove the war chief from the encounter.
  Scale up: The war chief and heroes are mounted on giant sea 
  horses (SRD) who begin the combat by charging the ship. 
  Ship to Ship!
  Scale down: Discard Emilia’s stat block and give her the stat 
  block of a bandit captain.
  Scale up: Give Skulberd 10 arrows of slaying of various 
  humanoids common to the Pirate Isles, with around half of 
  these being dedicated to slaying humans. 
  The Ioun Device
  Scale down: Remove the runes of fire and shielding from the 
  crystal guardian, and the reactive trait. 
  Scale up: Increase the crystal guardian’s Challenge to 11 by 
  doing the following: increase its Strength to 21 (increasing 
  both its damage and to hit) and its hit points to 170 (16d12 + 
  64). Its dazzling brilliance causes blindness 1 minute.
  
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  21
  
  22
  
  All pirates acquire enemies at some point, and pirate PCs are no exception. Whether they’ve 
  stolen a precious artifact or just because an old nemesis wants them dead, it makes little 
  difference. When a rival pirate lord calls in a large amount of favors and sets the fearsome raiders 
  of the Storm Wolf against the PCs, led by the vicious Captain Sculberd Craggs, nothing they prize 
  is truly safe. These marauding raiders cut a bloody swath through the heroes’ holdings while 
  they are away adventuring, setting off a feud that can have but one ending. Such inexorable 
  enmity can only be repaid in blood, and when the heroes discover the location of the raiders’ 
  base on the volcanic island known as The Steaming Isle, it is their opportunity to turn the 
  tables and unleash a roaring rampage of reaping revenge against Captain Craggs and his crew 
  of blackguards and scoundrels.
  Islands of Plunder: Scourge of the Steaming Isle is a 9th-level adventure for the 5th Edition of the 
  world’s most famous roleplaying game, full of mystery and peril upon the high seas, below the 
  waves, and on dangerous islands, incorporating investigation and negotiation alongside deadly 
  danger on board ship and among the deadly reefs below. It includes two sets of maps, one for 
  the GM and an unkeyed set for players. Grab this 28-page 5E adventure today and Make Your 
  Game Legendary! 
  Price: $10.99
  makeyourgamelegendary.com
  LGP083PI045E
  Beware a Raider’s Revenge!
  LEGENDARY ADVENTURE5
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Pirate/Islands of Plunder - Scourge of the Steaming Isle.pdf