TEXT: DEAD MEN’S TREASURE
  Part Two of the Dead Men Series
  A map with an “X marking the spot” has been found in a recently uncovered tomb 
  located in the small fishing village of Abigail’s Cove. The village’s mayor has sent out 
  a secret call to trusted adventurers; offering a split of whatever treasure they can 
  recover. Success means fortune for Abigail’s Cove, its villagers, and the adventurers.
  A Four-Hour Adventure for 5th–10th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  Jeff C. Stevens
  Adventure Designer
  Adventure Code: CCC-TRI-25-DEAD1-2
  Optimized For: APL 8
  Version: 1.1
  Editor: Jared Zeiders
  Formatting and Layout: Derek Ruiz
  Play Testing: Cody Garcia, Neil Tozier, Sean Finn, Mikayla Toy-Tozier, Dano Knobel, Daniel Pyles
  Artists: Luis Prado, Nathalie Lehnert
  Dead Men Sigil: Jay Africa
  Cartography: Elven Tower RPG Maps, Glen Cooper, Jeff C. Stevens
  Senior Editor: David Jedlinsky
  Special Thanks: Al Spader
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Lysa Chen
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast.
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  2
  Introduction
  Welcome to Dead Men’s Treasure, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and The Role Initiative’s Dead Men series.
  The adventure begins in a fishing village just 
  south of Hulburg named Abigail’s Cove. From there, 
  the adventurers travel across the Moonsea to a 
  location marked on a treasure map.
  This adventure is designed for three to seven 
  5th–10th level characters and is optimized for five 
  characters with an average party level (APL) 
  of 8. Characters outside this level range cannot 
  participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these adjust-
  ments; they’re here for your convenience.
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength for the adventure, consult the 
  following table.
  Determining Party Strength
  Party Composition Party   
  Strength
  3–4 characters, APL less than  
  Very weak
  3–4 characters, APL equivalent  
  Weak
  3–4 characters, APL greater than  Average
  5 characters, APL less than  
  Weak
  5 characters, APL equivalent  
  Average
  5 characters, APL greater than  
  Strong
  6–7 characters, APL less than  
  Average
  6–7 characters, APL equivalent  
  Strong
  6–7 characters, APL greater than  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic-
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Party Strength: Deadly. Many Adventurers 
  League groups turn out to be stronger than the 
  Party Strength listed above would suggest. In such a 
  case, the DM and players should feel empowered to 
  raise the difficulty. To that end, a new party strength 
  of “Deadly” has been added to the final encounter 
  for Very Strong parties whose players would like an 
  additional challenge.
  Before Play at the Table
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char-
  acter information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.)
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard.
  Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine.
  Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over 
  a lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience.
  
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  CCC-TRI-25 Dead Men’s Treasure
  3
  Adventure Primer
  “Yet it isn’t the gold that I’m wanting, so much as 
  just finding the gold.”
    
   
   
  –Robert W. Service
  Adventure Background
  Dead Men’s Treasure begins in the small fishing 
  village of Abigail’s Cove, where Dead Men’s Tales 
  previously occurred.
  In Dead Men’s Tales, a tomb was found and the 
  bones of Abigail were returned to her pirate lover, 
  named Dread Red. Within that tomb, a pirate map 
  was discovered that leads to a treasure Dreadarious 
  Redvane left for his beloved Abigail; a tribute to both 
  her and his love for her.
  Location and NPC Summary
  The following NPCs and locations feature prominently in this 
  adventure.
  Locations
   Abigail’s Cove. A small fishing village just south of 
  Hulburg.
   Abigail’s Cave. A small cave that held the remains of 
  Abigail (from Dead Men’s Tales).
  NPCs
   Bigby Soths. A teenage human boy, son of Clarence Soths, 
  and friends with Angst and Liam Kribs.
   Beatrice Bandi. A dwarf fisherwoman with a small 
  knowledge of arcane magic, and mayor of the village.
   Angst and Liam Kribs. Twin brothers and friends with Bigby 
  Soths.
   Delphina Soths. Owner of Delphina’s Bakery and mother to 
  Bigby.
   Ike the Blacksmith. Hill-dwarf blacksmith.
   Jesper. Gnome fisherman found at the docks.
   Jimbo Teether. Gnome owner of the general store.
   Old Fish Eye. An old fisherman with information to share.
   Angry Adrik. A mean-looking pirate captain who happens 
  to be very friendly and jovial. He wears a constant snarl due 
  to a fishing accident.
   Pip Sterling. A debonair pirate who considers himself more 
  of a merchant.
   Kiya “Spider of the Sea”. A pirate captain who will do 
  whatever she must to get what she wants. Her ship and crew 
  are the most important things to her.
  Other NPCs are listed in “The Crew,” page 10.
  Adventure Overview
  A map leads to a treasure hidden in a small cave 
  on the east banks of the Moonsea. Several pirate 
  captains have learned of this map and have offered 
  their crew and ship for a share of the treasure.
  The first half of the adventure is role play heavy 
  and it would be best if you read the entirety of the 
  adventure before running it at a table.
  The last half of the adventure is a dungeon-crawl 
  through a cave system and does not require as 
  much preparation as it is mostly linear. There is the 
  possibility the party may become split.
  The adventure is broken down into five parts:
  Part 1. The adventurers enter Abigail’s Cove, 
  speak with a villager or two, and then meet with 
  Beatrice Bandi—the village’s mayor. Beatrice 
  explains the situation and has the adventurers sign 
  contracts before the adventure proceeds further.
  Part 2. The adventurers meet the pirate captains 
  and their crew, who happen to be relaxing in a large 
  tent set up along the shoreline of Abigail’s Cove. 
  During part 2, the adventurers can participate in 
  pirate games and choose which captain will take 
  them across the Moonsea.
  Part 3. Having chosen their captain, the adven-
  turers interact with the crew and perform special 
  duties when asked.
  Part 4. Having reached their destination, the 
  adventurers must trek through a hazardous cave 
  system to reach the guarded pirate treasure.
  Part 5. After completing their quest, the party 
  returns to Abigail’s Cove and splits the treasure with 
  the village.
  Adventure Hooks
  Story Hook. Beatrice Bandi is trying to keep the 
  treasure map a secret. She has sent messengers to 
  several trusted adventurers who she knows from 
  Dead Men’s Tales, or those whose factions have 
  suggested as trusted members.
  All Factions (Faction Assignment). Beatrice 
  Bandi, the mayor of the small fishing village known 
  as Abigail’s Cove, has asked us for the name of 
  a trusted member or two. Your name was one of 
  the first I thought of when asked. I don’t know the 
  specifics of the mission, but it should prove fruitful 
  for you.
  Participants of Dead Men’s Tales. Greetings! 
  Your courage and professionalism were noted 
  when you saved our fishing village, Abigail’s Cove. 
  Something special has come up and I’d like to meet 
  with you there. I can’t give you the specifics, but let’s 
  just say it will be an adventure.
   
   
   
   
  Beatrice Bandi
  
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  CCC-TRI-25 Dead Men’s Treasure
  4
  Part 1. Abigail’s Cove
  Estimated Duration: 15 minutes
  The adventure begins with the party entering 
  Abigail’s Cove. They’ve each received a summons of 
  some sort and travel together. Have characters do 
  introductions as their party moves toward the cove.
  General Features
  Abigail’s Cove is made up of several small houses and 
  buildings, and it has these general features.
   Terrain. The village lies on a hill that gently slopes down to 
  the waterfront. Though the village terrain is mostly dirt, the 
  shoreline is a grainy sand.
   Weather. Cold, but bearable without extra garments. 
  Though heavy clouds can be seen hanging over the Moonsea, 
  sunlight beams down on the village.
   Light. Brightly lit. Ample sunlight breaks through during 
  the day.
   Smells and Sounds. A slight breeze from the sea carries 
  with it the smells of moss, fish, and damp air.
   Residences. Unless otherwise noted, the homes in Abigail’s 
  Cove have three rooms—two bedrooms and a living area/
  kitchen with a stone fireplace. In addition, each home has an 
  outhouse in the backyard.
  Entering Abigail’s Cove
  Consult the “Abigail’s Cove Map” for locations in 
  the village. As the adventurers enter Abigail’s Cove, 
  read or summarize:
  A cool breeze from the Moonsea slips up and over the 
  small hillside you’ve been traveling along. The road 
  makes a slight bend, taking you to the top of the hill. 
  From here you take in quite a view. 
   A quaint fishing village, complete with several medi-
  ocre fishing boats attached to small docks, rests along 
  the hillside. The road continues down the hill, dividing 
  the hamlet into two halves: a bevy of small houses to 
  the west and a few larger establishments and dwellings 
  to the east. 
   The village appears bustling yet peaceful. All would 
  appear to be quite normal indeed, save that there 
  appears to be three pirate ships anchored outside the 
  cove.
  Resources in Abigail’s Cove
  There are several locations in Abigail’s Cove where 
  additional items may be procured. The party may 
  also with to speak with the proprietor.
  Jimbo’s Store. Jimbo Teether runs this general 
  store. Characters may find items in the Player’s 
  Handbook valued at 4 gp or less available for 
  purchase here. Jimbo also has three potions of 
  healing on hand which he will sell for the price of 
  75 gp each.
  Ike the Blacksmith. Ike has on hand all mundane 
  weapons found in the Player’s Handbook valued at 
  25 gp or less. Ike can also silver a weapon for the 
  price of 125 gp. In addition, he has enough silver 
  on hand to silver two weapons or 20 pieces of 
  ammunition.
  Delphina’s Bakery. A small but quaint bakery run 
  by Delphina Soths, where one can get a Gooey Roll 
  and a hot drink for 5 cp.
  Residents of Abigail’s Cove
  The residents of Abigail’s Cove appear very happy 
  and excited. They do not seem worried in the least 
  about the three pirate ships resting outside the 
  cove. The village is bustling with activity, as if a 
  celebration is about to be had.
   If spoken to, any resident of Abigail’s Cove has the 
  following information to share:
  • “It’s quite exciting, isn’t it? The possibility of a lost 
  treasure! Oops . . . I shouldn’t have said that . . .”
  • “The pirate ships are magnificent, but the crews 
  are a bit odd.”
  • “The ship captains are very intriguing.”
  • “There’s a dwarf and two human pirate 
  captains!”
  • “The dwarf is a bit mean-looking.”
  • “The human woman . . . she’s just beautiful.”
  • “The man . . . he’s rather handsome,” said with a 
  giggle.
  • “Are you the adventurers Beatrice Bandi sent 
  for?”
  Developments
  After a few NPCs are spoken to, have one of them 
  escort the party to Beatrice Bandi’s home.
  Meeting Beatrice Bandi
  Beatrice Bandi, the dwarf mayor of Abigail’s Cove 
  and the individual who summoned the adventurers, 
  is found in her home. When the party meets 
  Beatrice Bandi, read or summarize:
  In the center of a living room, an older dwarf leans 
  over a table covered in scrolls, parchments, and maps. 
  She dips the tip of a quill into a small pot of ink, writes 
  something on a piece of parchment, and then stands 
  up while looking satisfied with her work. 
   “Oh,” she says when she notices you. “You’ve arrived 
  just in time. Here, sign these contracts.” She hands 
  you each a piece of parchment. “Once you do, we can 
  get down to business!”
  Beatrice has been hard at work preparing contracts 
  for both the adventurers and the pirate captains. 
  The adventurers must sign the contracts before they 
  are allowed to hear anything more.
  
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  CCC-TRI-25 Dead Men’s Treasure
  5
  The Adventurer’s Contract
  The Adventurer’s Contract has only a few clauses. 
  Give the player’s Player Handout 1 and allow them 
  to review it and sign it “in character”. The players 
  may keep the contract if they wish. The important 
  things of note in the contract are:
  • If you die, you are dead. Resurrection services are 
  at your own expense and will not be covered by 
  your employer.
  • You are to respect your ship’s crew and captain. 
  Disrespect will not be tolerated, and the ship’s 
  captain has the right to deal with you as if you 
  were a normal crew member.
  • Your payment depends on your success, and you 
  will be given a share of all recovered treasure.
  • The share breakdown is as follows:
  • 20% goes to the village of Abigail’s Cove.
  • 30% goes to the ship’s captain and its crew.
  • 50% goes to those who sign the Adventurer’s 
  Contract, to be divided however they wish 
  between all survivors.
  • If for some reason you exit the adventure or are 
  unsuccessful in finding the treasure, all informa-
  tion you have gathered from our discussions is 
  considered confidential.
  • It is in your best interest to be honest about all 
  found treasure. Any discovered thievery of coin, 
  gems, or items will be dealt with posthaste.
  Negotiations
  The characters may have a few questions about 
  the contract. Use the below information to answer 
  questions and negotiate if needed:
  • Why does Abigail’s Cove receive 20% of the 
  treasure? It’s our map! 10% of that amount is 
  being divided between the families of Abigail’s 
  Cove, with the other 10% going to the village 
  coffers to pay for village upgrades, repairs, and 
  celebrations.
  • Who are the ship captains? You’ll meet them 
  shortly. Unfortunately, even secrets aren’t secret 
  these days. It appears we couldn’t keep loose 
  mouths away from listening ears, and word of our 
  map spread. The ships arrived a few days ago and 
  the captains have offered their services for the 
  adventure.
  • Which captain/ship will we use? Oh! You get to 
  choose that. You’ll have the opportunity to inter-
  view each captain and then choose who will steer 
  you on this adventure. Each has already signed a 
  contract which states they understand they may 
  not be chosen.
  • Why do we have to respect the captain and 
  crew? Because it’s their ship and their home! I 
  for one would not want to be in the middle of the 
  Moonsea when I upset a ship’s crew.
  • How far away is the treasure? You’ll leave 
  tomorrow morning. I’m told you should reach the 
  site sometime during your second day at sea.
  Contracts Signed
  Once signed, Beatrice Bandi takes the contracts, 
  rolls them up, ties them with a small ribbon, and 
  then places them on the table. She then shows the 
  party to the map and pendant that were found.
  “Good! Good!” says the dwarf as she places the con-
  tracts together, rolls them up, and ties them with a red 
  ribbon. “Now . . . let me show you what was found!” 
   She lifts a leather scroll case from the table, opens it, 
  and withdraws a map and a small ruby which has been 
  cut in the shape of a heart. 
  “These were found in the old tomb of Abigail. It clearly 
  looks like a treasure map to me,” she says with a hint 
  of excitement in her voice. “Some of the villagers 
  wanted to sell the ruby but I thought it might have 
  some hidden meaning since it was found with the 
  map.” 
   She then places the map and ruby back in the scroll 
  case and hands it to you. “Here, these are yours now. 
  Give the map to the captain you choose. They don’t 
  know the exact location marked on there, probably 
  because I only told them the general area.” 
   She smacks your shoulder with a wink. “Come on 
  now, let’s go!”
  Heart-shaped Ruby
  The heart-shaped ruby can be used to open the door 
  of the vault at the end of the adventure.
  Developments
  Beatrice Bandi shows the party to the door and tells 
  them to go to the tent and choose their captain. She 
  doesn’t want to interfere with their decision.
  
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  CCC-TRI-25 Dead Men’s Treasure
  6
  Part 2. Pirates in the Cove
  Estimated Duration: 45 minutes
  The adventurers have the opportunity to interact 
  with some of the pirates, play some games, and 
  meet the captains of the ships. They must choose a 
  captain to take them across the Moonsea.
  A Tent Full of Pirates
  Location “PT” on the “Abigail’s Cove Map” rep-
  resents a large shelter that has been constructed to 
  appease the pirates. It provides a place for them to 
  rest, relax, and mingle in Abigail’s Cove while they 
  wait to hear if their captain has been chosen to lead 
  the expedition.
  The pirates have found several ways to entertain 
  themselves. Although gambling is not permitted 
  in Abigail’s Cove, some of the pirates are secretly 
  placing wagers during activities and events. Others 
  participate just for the fun of it.
  As the party approaches or enters the large pirate 
  tent, read or summarize:
  A giant tent, constructed from what must be a sail, held 
  up by several fresh timbers, stands along the shoreline 
  of the cove. Two sides of the tent are closed as the 
  white canvas spills over the standing “poles.” The other 
  sides of the tent are open, allowing the occupants a 
  view of the cove, their ships, and the village’s main 
  street. 
   Inside, a multitude of humanoids laugh and cheer 
  while standing around large wooden tables. There 
  seems to be several events taking place in the tent.
  Pirate Events
  The pirates are competing against one another in 
  several events, with each ship’s crew having one 
  reigning champion in each event.
  Gambling
  Although gambling isn’t permitted in Abigail’s Cove, 
  the pirates have found a way around this. They use 
  thieves’ cant to place their wagers with one another. 
  A creature with a passive Perception (Wisdom) of 
  13 or higher notices several of the pirates making 
  hand gestures and speaking strange-sounding 
  sentences. Examples include:
  • I’d like an egg yolk in the morning. . . say around 5 
  am before I go fishing. 
  (Translation: I’ll bet 5 gold on the underdog.)
  • I’ll take the same and add a side of ham. 
  (Translation: I raise you 5 gold.)
  • It’ll be a cold day on the Moonsea when I give up 
  my sword. 
  (Translation: Deal!)
  • I’m sleeping in tomorrow. 
  (Translation: I’ll not take that wager.)
  If an adventurer partakes in one of the games, the 
  pirates begin betting:
  • I saw a big fish in the cove this morning. 
  (Translation: This one’s an easy target.)
  • Think it weighed around 10 pounds? 
  (Translation: I bet 10 gold against the new guy.)
  • 10? Nah, more like 20! 
  (Translation: I’ll raise you to 20 gold!)
  • That fish sounds like a lunker! 
  (Translation: I’m betting on the new guy!)
  If a player understands thieves’ cant, they may 
  partake in the betting. They may also win or lose 
  their gold pieces if they wager.
  Arm Wrestling
  The event involves contested Strength (Athletics) 
  checks. Three successful contested checks in a 
  row results in a win, with the third check having 
  advantage due to the position of the arms.
  Example:
  • Check one, player wins (1 success)
  • Check two, player loses (restart win tracking)
  • Check three, player wins (1 success)
  • Check four, player wins (2 successes)
  • Check five (rolled with Advantage), player 
  wins—WINNER!
  The current champion is Big’Ox, a brawny female 
  minotaur (Strength 18, +6 Athletics).
  Dagger Throwing
  A participant gets three daggers, throwing each 
  dagger at a target (the skull of a mind flayer). After 
  all daggers have been thrown, the participant who 
  stuck a dagger between the eyes of the skull is 
  deemed the winner. If both players accomplished 
  this, then the result is a tie and there is no winner. 
  If the participants stuck many daggers between the 
  eyes, then the participant with the most daggers in 
  that area wins the match.
  Thrown Dagger Result
  Attack Roll
  Effect
  1–8
  Miss (describe as you wish)
  9–10
  Hits between the eyes, but the hilt hits and 
  the dagger doesn’t stick
  11–13
  Hits left of face, and dagger sticks
  14–16
  Hits right of face, and dagger sticks
  17–18
  Hits the forehead, and dagger sticks
  19+
  Hits between the eyes, and dagger sticks
  The current champion is Two Fingers of Rum, a 
  slender male tabaxi who is quite sure of himself 
  (Dexterity 16, +5 to hit).
  
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  CCC-TRI-25 Dead Men’s Treasure
  7
  Beadwork
  Either because they’ve developed a skill for knitting 
  while mending sails or clothing, or because they 
  merely prefer the quiet of knitting and beading, 
  several crew members sit at a table with needles, 
  threads, and a bowl of beads made from shells, 
  small stones, bits of bone, dried fruits, and seeds. 
  They work quietly while enjoying their mugs of ale 
  and listening to the entertainment.
  An adventurer may attempt to create their own 
  beadwork art piece. Successfully creating a bead-
  work item requires a DC 15 Intelligence (Insight) 
  check. The character may describe the colors and 
  beads they would like to use, many different colors 
  are available, and each item created has a value of 
  6 sp. The item options include:
  • A necklace
  • A bracelet
  • A hatpin
  Entertainment
  One young pirate has been assigned the task of 
  entertaining the crowd. He (Bibby, teenage human) 
  plays a fife while standing on a crate in the center of 
  the tent, but the notes are often off key and the fife 
  squeaks when he changes notes. The pirates endure 
  the squeaks, but often cry out if Bibby hits a wrong 
  note, sometimes throwing what is close to hand at 
  him (piece of bread, empty mug).
  Bibby’s Songs (which he sings off key):
  1. It’s a pirate’s life for me oh boy, 
  It’s a pirate’s life for me. 
  By golly, by Jilly, By Jenny, By Jen, 
  It’s a pirate’s life for me . . .
  2. There was once a man who tried to walk on 
  water, 
  Sported a pipe and a hat with three corners. 
  Took a wager that he prove what he’d been 
  boastin’, 
  Now his name’s spoken whenever we be toastin’.
  3. The Moonsea is my home, 
  The Moonsea is my life, 
  I don’t need nothin’ more, 
  Not even a wife.
  An adventurer may attempt to entertain the crowd. 
  If they do, use Performance (Charisma) checks to 
  determine how well they entertain the jovial, yet 
  hard-to-please, pirates.
  Performance Critique
  Result
  Crowd Reaction
  1–10
  “You get paid for this?”
  12–13
  Golf claps—several pirates tap their feet, softly 
  clap, and smile
  14–16
  Very nice—character receives a solid round of 
  applause
  17–19
  Impressive performance—character receives a 
  solid round of applause and 2d6 silver pieces 
  are tossed from the crowd
  20+
  Character receives a standing ovation, 4d6 silver 
  pieces tossed from the crowd, an shouts of 
  “Encore! Encore!” from the crowd. If an encore 
  is performed, reward an additional 2d6 silver 
  pieces, with no additional roll.
  Captains in the Tent
  The captains of the three ships all sit around a 
  table in the center of the tent. They are each in the 
  running for the job, and each has promised to be 
  civil to one another while they await the decision of 
  who is to be the captain of the adventure.
  Each captain has its own write up and brief his-
  tory located at the end of this adventure. In addition, 
  each captain has its own supplemental encounter 
  found on that sheet.
  Angry Adrik
  Dwarf swashbuckler, lawful neutral
  Ship: Blue Fin
  Demeanor: Happy and Jovial. Ready to set sail!
  Quote: “I don’t go on many dates; there’s too many 
  fish in the sea!”
  Adrik isn’t really angry; he just had a freak accident 
  while fishing one day. The line snapped, came 
  across his face, severed some muscles and nerves, 
  and left him with a constant snarl.
  
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  Pip Sterling
  Human swashbuckler, chaotic good
  Ship: Silver Corsair
  Demeanor: Confident, Charismatic, a Charmer
  Quote: “Hello there lass! Aren’t you just prettier 
  than a Chultan diamond.”
  Pip Sterling has always fancied himself a pirate. 
  Ever since he was kidnapped to work as a swabby 
  for Captain Lorne Muldune, Pip has sworn to 
  recruit his own crew in order to get revenge on 
  Captain Muldune and his ship the Bloody Dagger.
  Kiya—The Spider of the Sea
  Human swashbuckler, chaotic neutral
  Ship: Recluse
  Demeanor: Pompous, Arrogant, yet flirty
  Quote: “I’ll flirt with anyone to get my way, then I’ll 
  walk away.”
  Kiya, also known as the “Spider of the Sea,” is the 
  daughter of a pirate. Kiya’s mother passed during 
  childbirth, leaving Kiya’s father to raise her on the 
  Moonsea. She learned how to handle the crew 
  members quickly, giving orders—correct orders at 
  that—and setting the crew straight when necessary.
  A Captain is Chosen
  Once a captain is chosen, take a moment to review 
  their history. The crew members may be asked 
  questions about the captain during the voyage and 
  this may help with the roleplay.
  Preparing for Sea
  After the captain is chosen, the remaining captains 
  and their crews board their ships and set sail, 
  there’s no reason for them to stay in Abigail’s cove 
  any longer. They each understood that they may 
  not be selected, and although sad that they weren’t, 
  there’s no ill will. They do have a parting word for 
  the adventurers.
  Pip Sterling. “Good luck on your voyage. May 
  your Moonsea travels be fruitful!”
  Angry Adrik. “Aarr . . . I’d have been the better 
  choice, but you’re in good hands.”
  Kiya. “I’m not sure what to make of your decision. 
  I’m certain you’ll realize it wasn’t the best choice 
  later.”
  Developments
  After the captain is selected, the following events 
  occur:
  • The chosen captain gathers their crew, who then 
  begin prepping the ship for the journey.
  • Beatrice Bandi offers the adventurers shelter in 
  her home. It’s a small house, but the party may 
  camp out in her living room.
  • The merchants stay open for one hour after the 
  captain is selected, allowing the adventurers time 
  to purchase any supplies they might need.
  • The expedition begins at sunrise the next day. 
  Beatrice gives them each a Gooey Roll from 
  Delphina’s Bakery and then pushes them out the 
  door.
  
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  Part 3. A Pirate’s Life for Me!
  Estimated Duration: 60 minutes
  The adventurers have chosen their captain and 
  ship and will now travel on the Moonsea for two 
  days, reaching their destination at the end of the 
  second day. Note that each captain has an optional 
  encounter during the voyage—be sure to include it 
  at the right time!
  Sea Legs
  After a few hours of sailing on the Moonsea, there’s the 
  possibility of the adventurers getting seasick. Each character 
  must pass a DC 15 Constitution saving throw or be poisoned. 
  Symptoms include a churning stomach, cold sweats, and 
  vomiting. Characters with a seamanship background or 
  history (i.e., pirate, fisherman) or one proficient in sea vessels 
  are immune to seasickness.
   A character can repeat the saving throw after a long or 
  short rest, with a success causing them to be immune to the 
  effects of the rolling sea for the duration of the adventure. 
  Casting lesser restoration or a similar spell on the afflicted 
  creature cures it of its sickness until the end of the adventure.
  Pieces and Parts of the Ship
  To make DMing easier, the following locations are 
  found on each of the ships:
  General Features of the Ship
   Terrain. Wooden planks, steps, and doors.
   Weather. Damp and cool.
   Light. Ample light comes in through porthole windows in 
  each of the rooms. The lowest deck has no windows and is 
  considered dark.
   Smells and Sounds. A slight breeze from the sea carries 
  with it the smells of moss, fish, and damp air.
  The Main Deck
  The crew is generally found here during the day 
  tending to sails, cleaning the deck, checking the 
  rigging, and keeping watch.
  A. Main Deck Bell
  A medium-sized brass bell with a ringer hangs on a 
  pole near the center of the ship. The bell is used to 
  warn the crew of immediate danger. Whenever the 
  bell is rung the crew rush to the deck, make their 
  way to the railing, and ready their weapons.
   B. Main Deck Railing
  Fastened to each side of the railing are unloaded 
  heavy crossbows with a quarrel of 3 bolts for each 
  which may be removed and used for ranged attacks 
  in the event of a battle at sea.
  C. Top Deck Harpoon Gun
  A harpoon gun (use ballista statistics) is attached to 
  the top deck and has the ability to pivot 180 degrees 
  side-to-side and 80 degrees vertically, covering the 
  front of the ship.
  Three creatures can man the harpoon gun, with 
  each using their action to accomplish one of the 
  above required actions. If an adventurer mans the 
  harpoon gun, two of the ship’s crew assist in the 
  loading and aiming, but they do not grant advantage 
  on attack rolls for assisting.
  D. Captain’s Quarters
  A small bed and desk adorn this room. Although 
  the captains often eat with the crew, there are times 
  when they want a little peace and quiet, or to dine 
  with a few guests for an evening. In this case, the 
  bed is leaned against the wall, the desk is moved 
  further back and a table is brought in to accommo-
  date up to six guests.
  Treasure. Searching the desk reveals a few 
  notebooks filled with nautical terms, a skeleton key 
  (which has no use), a quill, an ink pot, and a pearl 
  necklace worth 50 gp.
  Below Deck
  The below deck features:
  E. Cook’s Quarters
  A small room containing a straw bed and a table. 
  Searching the table reveals a quill, a pot of ink, and 
  a small diary filled with different recipes. The first 
  page of the diary reads, “Whipping and Cooking 
  with Whisk.”
  F. Galley
  A small galley where the crew eat and entertain 
  themselves with games, songs, and whatever else 
  they can think of.
  
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  G. Crew Quarters
  A small living quarters for the crew made up of 
  swinging hammocks.
  H. Guest Quarters
  A guest quarters featuring a small feather bed and 
  four swinging hammocks
  I. The Head
  Because the weather isn’t always nice enough to 
  relieve oneself above deck, an interior watershed 
  has been added to the ship, complete with two 
  buckets, each possessing a lid with a 10-inch round 
  hole.
  The Lower Deck
  The lower deck is used to secure cargo, extra weap-
  ons, freight, and extra food. This area is searched 
  once a day for rats and other vermin. The exception 
  would be the encounter “Stowaway.” The first time 
  this area is entered, choose one of the following for 
  the adventurers to encounter.
  • Four swarms of rats
  • One mimic has snuck onto the ship and is hiding 
  in this area. It’s hungry and needs to eat. It attacks 
  the first creature that comes within range (place 
  the mimic wherever you like).
  • Whisk’s shipment has gotten loose and now 
  roams this area. Four constrictor snakes are 
  hiding within the barrels and crates, each in 
  separate locations placed as the DM wishes. If the 
  snakes aren’t found and dealt with, they appear in 
  area H, “Guest Quarters” later that night.
  J. Whisk’s Hiding Spot
  The cook, Whisk, has uses the large crate in this 
  area as a place to hide, smuggle, and transport 
  precious cargo. He has his own side business, 
  which may be encountered later.
  The Crew
  To make DMing easier, the following crew members 
  are found on each of the ships:
  The Captain
  Refer to the appropriate summary sheet for the 
  captain whom the adventurers have chosen.
  The First Mate—JimJim
  JimJim is a young human who appears very anxious. 
  He’s new to his post, but not to the ship. He’s been 
  appointed to fill the recent vacancy created when 
  a wyvern snatched the previous first mate from the 
  ship. If you use the wyvern attack, JimJim drops 
  to the deck, covers his head with his hands, and 
  whimpers when the wyvern is spotted. JimJim could 
  also be the crewmember snatched up by the wyvern, 
  in which case, JimJim screams and cries, flailing his 
  arms and legs wildly while being clutched by the 
  wyvern.
  The Bosun—Big’Ox
  Big’Ox is a female minotaur who has traveled the 
  Moonsea and other waterways since she was just a 
  calf. She has a strikingly tough build, sports battle 
  scars across her face and shoulders, and is missing 
  the pinkie and thumb of her left hand, which were 
  lost during a battle with some pesky deep scion 
  several years ago.
  The Cook—Whisk
  Whisk is a middle-aged male halfling who acts as 
  the ships cook. He’s not very handy with a weapon, 
  but he wields his cooking utensils beautifully—toss-
  ing and flipping them in air then catching them 
  behind his back or between his teeth.
  Sometimes, his creations are not to the crew’s 
  liking as they are a “beef and potatoes” people, and 
  Whisk prefers to cook obscure roots, vegetables, 
  and meats, often adding foreign and exotic spices.
  Whisk also has a side-scheme going—he has 
  a secret area in the lower deck which he uses to 
  smuggle items and people.
  The Red Shirts
  The remainder of the crew consist of several 
  average pirates. They perform the necessary duties 
  on the ship and hope to someday be promoted. You 
  may improvise crew as needed, or use the following 
  suggestions:
  Eve. A human woman with a quick wit. She does 
  what she’s told and is often found helping Bub.
  Two Fingers of Rum. A tabaxi woman who is in 
  charge of maintaining the sails and rigging. She 
  checks it several times throughout the day, quickly 
  climbing the masts and beams and swinging effort-
  lessly from the ropes.
  Bub. A half-orc in charge of cleaning the deck and 
  maintaining the anchor. Bub doesn’t speak much, 
  offering only grunts, shoulder shrugs, and hand 
  gestures as responses to questions.
  Sailing Encounters
  Depending on the time your players spend role 
  playing with the crew and areas of the ship, you may 
  wish to add one or two of the following encounters.
  Wyvern Attack (Combat)
  Estimated Duration: 20 minutes
  A wyvern swoops down using the cover of the 
  blinding sun and grabs a crew person. To begin the 
  encounter, have a crew member ring the warning 
  bell while yelling “Wyvern!”
  If the adventurers are below deck (either level) it 
  takes them one round to reach the main deck. They 
  
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  may then attack with ranged weapons, man the 
  harpoon gun, attack with spells, or grab a crossbow 
  from the railing.
  The Wyvern. The wyvern has a fly speed of 80 
  feet and will be out of range of the harpoon gun in 6 
  rounds. If the adventurers are below deck when the 
  bell is rung, the wyvern is 20 feet above the water 
  and 60 feet away from the ship.
  Saving the Pirate. If the wyvern is reduced to one 
  half its original hit points before it is out of range, 
  it drops its prey and flies off. The ship then turns to 
  rescue the pirate from the sea.
  The pirate is severely wounded, his or her skin 
  punctured from the wyvern’s talons. He or she has 
  3 hit points remaining, and the wounds continue 
  to bleed. Unless tended to, the pirate dies in two 
  hours. The pirate may be healed with a cure 
  wounds spell, a potion of healing, a DC 15 Wisdom 
  (Medicine) check, or similar action.
  Lost Pirate. If the wyvern flies out of range, it is 
  quickly out of sight and the pirate is lost. At dinner, 
  the crew give a toast to the lost crew member and 
  then return to their normal activities. After all, life 
  on the Moonsea is dangerous.
  Setting up the Encounter
  Very Weak
  • Wyvern: AC 13, 95 hp, Init +0
  Weak
  • Wyvern: AC 13, 105 hp, Init +0
  Average & Strong
  • Wyvern: AC 13, 130 hp, Init +0
  Very Strong
  • Wyvern: AC 13, 169 hp, Init +0
  Stowaway (Role Play)
  Estimated Duration: 20 minutes
  A young halfling girl is hiding in the lowest deck of 
  the ship and may be noticed if the party help hunt 
  for vermin. The girl’s name is Eileen and she is 
  being helped by the cook named Whisk who has 
  created a side business of transporting goods and 
  people unnoticed across the Moonsea.
  While the party is hunting for vermin, they find 
  the girl hiding behind a pile of crates, one of which 
  has a false panel which allows Eileen to easily stay 
  hidden from the crew. Currently, the panel is stuck, 
  and poor Eileen is visible.
  If a crew member is with the party when Eileen 
  is found, and if the crew member sees Eileen, he or 
  she states the captain must be informed. Successful 
  DC 12 Charisma (Intimidation or Persuasion) 
  checks are required to keep the pirate from telling 
  the captain about the stowaway. A bribe of 10 gold 
  pieces will do the trick, too.
  Eileen has paid Whisk 50 gold pieces to transport 
  her to Abigail’s Cove. Unfortunately, Whisk was 
  unable to find the opportunity to secretly move 
  Eileen from her hiding place before they set out on 
  this journey.
  Eileen prefers to stay hidden in the hull, but will 
  accept help from the adventurers if they promise 
  they can help her quietly leave the ship when they 
  return to Abigail’s Cove.
  Eileen prefers not to talk about her reasons for 
  being a stowaway. She’s leaving some troubles 
  behind and wishes to start a new life without anyone 
  knowing her sad history.
  Treasure. If the party is successful in helping 
  Eileen exit the ship, she gives them each a peck on 
  the cheek and a warm thank you.
  Ship with No Crew (Combat)
  Estimated Duration: 20 minutes
  A medium-sized fishing boat, complete with a large, 
  sealed cabin area on the top deck, floats on the 
  Moonsea. No crew is present on the top deck and, if 
  the adventurers or crew members hail the ship, no 
  answer is received.
  The captain suggests the party stretch their legs, 
  board the ship, and investigate.
  The ship was attacked by vargouilles in the 
  middle of the night. The creatures flew in through 
  the open cabin door while the crew of six were 
  playing cards around a small table. During the 
  attack, one of the crew members attempted to flee 
  but was unsuccessful. His mal-efforts locked himself 
  and the crew in the cabin with the vargouilles, 
  which attacked and turned the crew members into 
  vargouilles also.
  Vargouilles are locked in the cabin. They cling to 
  the walls near the cabin door, waiting for someone 
  to enter.
  Treasure. If the ship is searched, the party finds 
  50 gp worth of coin in a small, unlocked wooden 
  chest.
  Setting up the Encounter
  Very Weak
  • Vargouille (4): AC 12, 13 hp, Init +2
  Weak
  • Vargouille (5): AC 12, 13 hp, Init +2
  Average & Strong
  • Vargouille (8): AC 12, 18 hp, Init +2
  Very Strong
  • Vargouille (8): AC 12, 18 hp, Init +2 
  Add Pack Tactics
  Pack Tactics. The vargouille has advantage on attack rolls 
  against a creature if at least one of the vargouille’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  
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  Part 4. “X Marks the Spot”
  Estimated Duration: 90 minutes
  The adventurers have located the entrance to the 
  cave holding the presumed lost treasure. From here, 
  they must enter by rowboat and journey through 
  a series of caves and caverns filled with puzzles, 
  traps, and creatures.
  General Features
  The general features of the cave are as follows:
   Terrain. Cave-like tunnels ranging from 5-feet to 10-feet 
  wide.
   Weather. Cold and damp.
   Light. Unless otherwise noted, all areas of the cave are 
  dark.
   Smells and Sounds. A fast-moving stream and a few 
  waterfalls are found in this cave system, which create a soft 
  “roar” as the sound of the falls echo throughout the tunnels.
  Climbing, Swimming, and Crawling
  While climbing, swimming, or crawling, each foot of 
  movement costs 1 extra foot, unless a creature has a climbing 
  or swimming speed. Each foot of movement across difficult 
  terrain costs an extra 2 feet. —Player’s Handbook, page 182
  Split the Party
  During the course of this part of the adventure, it is possible 
  members of the party become swept away by the stream 
  hazard, finding themselves in another area and engaged in 
  combat. If this occurs, try to give ample time to each of the 
  groups by allowing each group one or two turns between one 
  another.
  A. Entering the Cave
  The cave is located along a short cliff in water too 
  shallow for the large ship, with only a small opening 
  at the waterline—just large enough for a single 
  rowboat to enter. It must be accessed by one of the 
  ship’s rowboats which are large enough to carry 8 
  medium-sized humanoids.
   The cave entrance is 10 feet wide and 3 feet tall. 
  These dimensions continue for 25 feet before the 
  tunnel opens to a large cavern.
  As the adventurers enter the cave, read or 
  summarize:
  Two pirates expertly steer the rowboat as it dances on 
  the waves of the Moonsea, carrying you closer to the 
  entrance. Before too long, the rowboat reaches the 
  entrance, slips into the tight cave, and slowly carries 
  you into the darkness.
  B. The Caverns
  After traveling 25 feet into the main entrance, the 
  narrow cave opens to a large cavern with a shore-
  line. The adventurers must land their rowboat(s) 
  and trek further into the cave by foot. The pirates 
  have been instructed to stay by the rowboats. The 
  adventurers were hired for this part of the mission, 
  so the pirates are not to assume any additional risk.
  The narrow cave opens to an enormous cavern with 
  moisture glistening on the walls and high, vaulted 
  ceiling. A small shoreline, just large enough to land 
  four rowboats, appears to allow access deeper into the 
  caves and caverns. 
   A skeleton wearing a black eyepatch sits and leans 
  against a sign attached to a post. The sign reads ‘Only 
  Dead Men Leave.’
  Treasure
  There is nothing special about the skeleton, though 
  treasure is found behind his eye patch. An emerald 
  worth 50 gp is tucked behind the skeleton’s eye 
  patch.
  C. Meeting Jolly Jim
  The cave continues 150 feet before it reaches a “Y.” 
  Each of the tunnels ends at a circular room: one 
  with an empty pedestal and one with a statue of a 
  pirate.
  After a few minutes of travel, the cave splits into two 
  new tunnels.
  
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  The Left Tunnel
  The left tunnel leads to the circular room containing 
  the statue of Jolly Jim (Star)—a prankster in real life 
  who often tried to scare his fellow shipmates.
  The tunnel opens to a circular-shaped room. In the 
  center of the room, standing on a pedestal, is a statue 
  of a man wearing a leather three-cornered hat. The 
  statue is carved with a dagger held between his teeth, 
  his hands resting on his hips, and his chest puffed 
  confidently. He is posed with the right foot resting atop 
  a humanoid body which lays at his feet.
  The Right Tunnel
  The right tunnel leads to the circular room contain-
  ing an empty pedestal. When this room is entered, 
  read or summarize:
  The tunnel opens to a circular-shaped room with an 
  empty 5-foot-diameter, 5-inch-tall round pedestal in the 
  center.
  The Three-Cornered Hat
  The three-cornered hat does not belong here. It was 
  added as a prank by one of the pirates who helped 
  construct this vault. Jolly Jim hated hats.
  Solving the Puzzle
  To solve the puzzle and open the secret door, one 
  adventurer must recreate the pose and appearance 
  of Jolly Jim. The below is required to successfully 
  recreate the pose:
  • A dagger held between the teeth.
  • Hands on hips.
  • Chest puffed out.
  • Right foot raised (preferably resting on a compan-
  ion who volunteers to lie on the ground).
  • No hat. Jolly Jim does not like hats!
  Mirror Image
  If the adventurers return to the statue of Jolly Jim 
  and have removed the three-cornered hat, read or 
  summarize the following:
  You see a statue of a man wearing holding a dagger 
  between his teeth. His hands rest on his hips and his 
  chest is puffed triumphantly as his right foot rests on 
  the body of a fallen enemy whose face has not been 
  carved.
  If the adventurers return to the statue of Jolly Jim 
  and have NOT removed the three-cornered hat, read 
  or summarize the following:
  Standing in the room is a statue of a man holding a 
  dagger between his teeth. His hands rest on his hips 
  and his chest is puffed triumphantly as his right foot 
  rests on the body of a fallen enemy whose face has not 
  been carved. The statue is topped with a brown leather 
  three-cornered hat.
  Tips and Tricks
  The majority of this puzzle should be easy, but if the 
  players get stumped, and the hat is the issue, you 
  may allow DC 12 Intelligence (Investigation) checks 
  to help the player discern the hat appears to be the 
  issue—it’s the only real object.
  The Secret Passage
  A secret passage has been constructed in the room 
  with the empty pedestal. Successfully reenacting 
  the statue of Jolly Jim causes the rock and stone 
  concealing the passage to crumble away, revealing a 
  tunnel that continues deeper into the cave system.
  The passage can be found with a successful DC 
  18 Intelligence (Investigation) check. This check 
  also reveals that the opening is somehow linked to 
  the empty pedestal. If attacked, the secret entrance 
  has AC 15 and 80 hit points.
  D. The Bucket Room
  The tunnel continues for 200 feet before it opens to 
  a small room with a fast-moving stream. When the 
  party enters this room, read or summarize:
  The tunnel opens to a small room. A fast-moving 
  stream flows from the north, spans the far wall, and the 
  continues through a small opening at the south. 
   A small waterfall spills from an opening 30-feet 
  above the stream on the far wall. The waterfall fills a 
  bucket attached to an angled beam set to a post in the 
  middle of the stream. As the bucket fills, it lowers the 
  beam on its end, but raises the beam in front of you. 
   The bucket empties just before it touches the stream, 
  causing the beam to return to its first position, restart-
  ing the process.
  The Bucket Beam
  A thick timber stands in the middle of the stream 
  Attached to it is a 45-foot-long beam which teeters 
  up and down as the bucket fills with water. The 
  bucket takes 3 rounds to fill:
  Round 1. The beam is angled at 15 feet below the 
  edge of the shore.
  Round 2. The beam raises 15 feet and is flush 
  with the shore.
  Round 3. The beam raises an additional 15 feet, 
  revealing a dark (darkness spell) open section of 
  cave above the entrance (see area E).
  
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  To access the second level of the cave (area E), a 
  creature must use its reaction to jump from the 
  beam before the bucket empties.
   If a creature is on the beam when the bucket 
  empties at the end of its third round, the beam 
  quickly drops and the creature on the beam must 
  succeed on a DC 15 Dexterity saving throw or fall 
  into the water. If this occurs, roll 1d8 to determine 
  where the creature lands, with 1 being the tip of the 
  beam. If a creature fails its check and lands on the 
  beam, it receives 3 (1d6) bludgeoning damage from 
  the impact and falls prone.
  Perception Checks
  While in this room, when the bucket empties and 
  the beam returns to position 1, have the characters 
  make DC 15 Wisdom (Perception) checks. On a 
  success, they hear a ‘whoosh’ from somewhere 
  overhead.
  Falling into the Stream
  If a creature falls into the stream, the current 
  pushes it downstream and into the underground 
  portion of the stream, dumping it into area G. A 
  successful DC 15 Strength (Athletics) check is 
  required to swim to shore before it is swept away.
  E. The Whoosh Room
  This room is 45 feet deep and 20feet wide. The 
  radius of the swinging timber trap takes up the 
  width of the room, preventing safe passage unless 
  the adventurer can time their movement. The 
  swinging timber is two feet off the ground, so it is 
  possible that a smaller creature, or one crawling, 
  might be able to navigate the room.
   A darkness spell, created as a 20-foot cube and 
  enhanced to last indefinitely until targeted by 
  a dispel magic spell, has been cast in this area, 
  concealing the rotating timber that may strike a 
  character. Until the spell is negated, all checks 
  and saving throws in this room are made with 
  disadvantage.
  This area is pitch black, as if a wall of darkness has 
  been created.
  Swinging Timber Trap
  Simple trap (level 5–10, moderate threat)
  A thick wooden beam attached to a metal pole in 
  the center rotates in a 180 degree arc with a 10-foot 
  radius every three rounds.
   Trigger. When the bucket beam in area D resets 
  every three rounds, the timber quickly rotates 180 
  degrees.
   Effect. A creature within the trap area must 
  succeed on a DC 15 Dexterity saving throw or take 
  5 (1d10) bludgeoning damage and be pushed 15 
  feet away. On a successful save, the creature takes 
  no damage and is not pushed.
   Countermeasures. A creature passing a DC 15 
  Intelligence (Investigation) check while inspecting 
  the base of the metal pole believes they can disarm 
  the mechanism. To do so, they must also succeed 
  on a DC 15 Dexterity (Thieves’ Tools) check using 
  thieves’ tools. Once disabled, the mechanism does 
  not work until it has been repaired.
  Development
  A tunnel in the far wall continues further into the 
  cave system.
  If a player is knocked backwards into the water 
  and swept downstream, they are directed to area 
  G by a series of tunnels, much like a waterslide 
  at an amusement park. They are in no danger of 
  drowning until they reach area G.
  
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  F. The Crossing
  When a creature enters this room, read or 
  summarize:
  The tight tunnel opens to a larger room. The rushing 
  water of a waterfall has cut a 20-foot deep swath into 
  the stone; in which runs a fast-moving stream. 
   Three stone pedestals stand in the stream, creating 
  steppingstone-like platforms which might be used to 
  cross to the other side. The pedestals stand at a height 
  equal to that of the ledge on which you stand.
  The Pedestals
  The pedestals are connected to pressure plates 
  under the stream. Stepping on a pedestal activates 
  the pressure plate and causes panels to cover 
  sections of the waterfall, creating a powerful jet of 
  water that may knock a creature from its perch.
  A distance of 5 feet is between each of the pedes-
  tals and the shorelines, meaning the total distance 
  between the shorelines is 35 feet.
  Stepping on the Pedestals
  When the pedestals are stepped on, panels are 
  activated.
  A—panels cover sections 2 and 3 of the waterfall, 
  creating a jet of water that streams directly at A.
  B—panels cover sections 1 and 3, creating a jet of 
  water that streams across the front of the shoreline.
  C—panels cover sections 1 and 2, creating a jet of 
  water that streams directly at C.
  Hit with Water!
  A creature hit by a jet of water must succeed on a 
  DC 18 Strength saving throw or be pushed 10 feet 
  and knocked prone. Creatures finding themselves 
  in the water must immediately succeed on a DC 18 
  Strength (Athletics) check or be swept downstream, 
  finding themselves in Area G. A success means the 
  creature was able to swim to the shoreline closest to 
  the pedestal it was knocked from.
  Development
  A tunnel on the other side of the stream continues 
  further into the cave system.
   Once the party leaves area F, it takes three 
  rounds for them to reach area G using normal walk-
  ing speed. After the first round of travel, they are 
  within hearing distance of activity occurring in area 
  G. Describe the events the best you can, but don’t 
  give away too much detail. Suggestions include:
  • Loud shouts from the characters in area G
  • Splashing sounds
  • Sounds of combat
  If a player was swept downstream, they are directed 
  to area G by a series of tunnels, much like a water-
  slide at an amusement park. They are in no danger 
  of drowning until they reach area G.
  G. The Underwater Dead
  This room is either accessed by the main tunnel or 
  by the stream from area D or F.
  Entrance from the Waterslides
  When a creature enters this room via the water-
  slides, read or summarize:
  Your body tumbles and jerks through a series of 
  dark, underwater tunnels for what seems an eternity. 
  Suddenly, the bottom of the tunnel opens underneath 
  you and you find yourself falling. You watch as a 
  wooden hatch closes above you, its shape becoming 
  smaller as you plummet. 
   Your body smacks against a cool surface and you 
  find yourself underwater again. This time, however, the 
  water is still.
  Creatures entering the pool via the waterslides draw 
  the attention of the zombie reef sharks in the water.
  DMs Note: If a creature entered via the water-
  slides, that creature does not know which side of 
  the pool is the correct exit. Be sure to ask to which 
  side they swim toward so you know where they are 
  when the remaining party members arrive.
  Entrance from the Main Tunnel
  When a creature enters this room via the main 
  tunnel, read or summarize:
  The tunnel opens to a large room, but further progress 
  is blocked by a wide pool of water.
  A. The Pool
  The edges of the shore and ledges extend 1 foot 
  above a 15-feet-deep pool which must be crossed if 
  the party wishes to continue.
  
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  CCC-TRI-25 Dead Men’s Treasure
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  Zombie Patrol
  Zombie reef sharks (use reef shark statistics and 
  add Undead Fortitude) patrol the dark waters of the 
  pool, attacking whatever enters it or travels across 
  it.
  Water Walk
  Zombie reef sharks attack anyone attempting to walk on the 
  water’s surface. The zombie beholders notice creatures using 
  water walk to cross the water.
  B. The Pedestal
  A thin stone pedestal rises 4 inches out of the water, 
  atop which protrudes a 1-foot-long brass lever. 
  The lever is not trapped, but a successful DC 13 
  Intelligence (Investigation) check reveals it is some 
  type of mechanism.
   When the lever is pulled, the sound of clanking 
  metal and clanging chains is heard throughout the 
  cave as the mechanism causes the gate (D) to slowly 
  open.
  Pulling the lever also releases the zombie 
  beholders that are currently trapped under wooden 
  boxes (C) safely under the water.
  C. Hidden Guardians
  Zombie beholders also guard this room, secured 
  under by wooden crates which are lifted as the lever 
  is pulled, releasing the zombie beholders.
  When the zombie beholders are released, read or 
  summarize:
  Strange-looking round objects float to the surface, 
  bobbing up and down and creating ripples across the 
  pond. Then, they rise from the water, hovering 20 feet 
  about the surface, while bizarre snake-like tendrils flop 
  around a large eye.
  D. The Gate
  A rusty, iron gate blocks further access. There is no 
  lock on the gate, nor is there a handle. Several gears 
  and pulleys are attached to chains which lead into 
  the cave wall. A creature which succeeds on a DC 
  12 Intelligence (Investigation) check believes the 
  gate is opened when the chains cause the pulleys 
  and gears to move. The gate has an AC 20 and 25 
  hit points.
  E. The Ledges
  A three-foot wide ledge, broken in several sections, 
  lines the wall of the cavern. The ledge, covered in 
  smooth, damp pebbles, is considered difficult ter-
  rain and any creature jumping from one section of 
  the ledge to another must make a DC 15 Strength 
  (Athletics) check. On a failure, the creature slips, 
  falls 5 feet in a random direction determined by a 
  d8, and lands prone. A creature landing in the water 
  draws the attention of the undead creatures.
  Underwater Combat
  Underwater, the following rules apply.
   Melee Weapon Attacks. If the creature doesn’t have a swim 
  speed, attack rolls are made with disadvantage unless the 
  weapon is a dagger, javelin, shortsword, spear, or trident. 
   Ranged Weapon Attacks. Ranged weapon attacks 
  automatically miss a target beyond the weapon’s normal 
  range. Even against a target within normal range, the attack 
  roll has disadvantage unless the weapon is a crossbow, a net, 
  or a thrown weapon (javelin, spear, trident, or dart). 
  Creatures that are fully immersed in water have resistance to 
  fire damage. —Player’s Handbook, page 198 
   Each foot of movement costs 1 extra foot, unless the 
  creature has a swim speed.
  Setting up the Encounter
  Very Weak & Weak
  • Reef Shark (2): AC 12, 22 hp, Init +1
  • Spectator: AC 14, 39 hp, Init +2 
  Undead Fortitude
  Average
  • Reef Shark (3): AC 12, 22 hp, Init +1 
  Undead Fortitude
  • Zombie Beholder (2): AC 15, 80 hp, Init −1
  Strong
  • Reef Shark (4): AC 12, 22 hp, Init +1 
  Undead Fortitude
  • Zombie Beholder (2): AC 15, 90 hp, Init −1
  Very Strong
  • Reef Shark (6): AC 12, 22 hp, Init +1 
  Undead Fortitude
  • Zombie Beholder (2): AC 15, 115 hp, Init −1
   Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 
  5 + the damage taken, unless the damage is radiant or from 
  a critical hit. On a success, the zombie drops to 1 hit point 
  instead.
  
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  CCC-TRI-25 Dead Men’s Treasure
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  Development
  A tunnel on the opposing side continues deeper into 
  the cave system and leads to area H.
  H. The Vault Door
  When a creature enters this room, read or 
  summarize:
  The tunnel opens to yet another room. A set of large, 
  reinforced wooden doors with no visible handles is 
  built into the far wall. There is writing ornately inscribed 
  across the front of the doors.
  Give them Player Handout 3.
  The Door
  The door is magically trapped. A small heart is 
  engraved in the door next to the name Dreadarious. 
  Placing the heart-shaped ruby in the door, which 
  was found with the map, opens the door and 
  negates the magical trap.
  • The doors have no handles. To open them, a 
  creature simply needs to push them open.
  • A creature attempting to open the door without 
  using the heart-shaped ruby activates the magical 
  trap.
  The door and trap won’t be a challenge for a party 
  who carry and use the heart-shaped ruby. The real 
  challenge is the next room.
  Thunder Door
  Simple trap (level 5–10, moderate threat)
  The door is magically trapped.
   Trigger. A living creature attempting to open the 
  door without first placing the heart-shaped ruby in 
  the door.
   Effect. A creature within the trap area must 
  succeed on a DC 16 Constitution saving throw or 
  take 22 (4d8) thunder damage and be pushed 10 
  feet away. On a successful save, the creature takes 
  half as much damage and is not pushed.
   Countermeasures. A creature using its action 
  to make a successful DC 18 Intelligence (Arcana) 
  check notices the magical trap and reveals its 
  effects. A dispel magic (DC 15) or similar magic 
  disables the trap for 24 hours.
  Development
  Opening the door grants access to area I, “The 
  Treasure Room.”
  I. The Treasure Room
  When a creature enters this room, read or 
  summarize:
  The reinforced doors open, revealing a large room 
  illuminated by a magical light source 30 feet overhead. 
  Near the center of the room, steps lead up to a wide 
  pedestal. Chests and crates filled with glistening 
  treasure surround a golden lyre.
  A. The Treasure
  In total, the treasure hoard contains:
  • cli lyre
  • 2,000 gp worth of gems and coin
  • potion of superior healing
  • potion of climbing
  • spell scroll of stinking cloud
  B. The Guardians
  The room is guarded by rare shield guardians, 
  which have been created to mimic the stone in 
  the room, giving them camouflage. Each guardian 
  rests in an alcove created to fit its form. The first 
  guardian (location B1) doesn’t activate until the lyre 
  on the pedestal is touched.
  
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  CCC-TRI-25 Dead Men’s Treasure
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  Once activated, the shield guardian initiates 
  combat, possibly gaining surprise. On its first turn, 
  if it has the haste spell stored, it casts it on itself. 
  The guardian’s amulet is not in this room, but rests 
  at the bottom of the Moonsea, still intact, around 
  the neck of its dead owner who yet may rise another 
  day.
  Depending on party strength, additional shield 
  guardians are hidden in the room, marked as B2 
  and B3. They remain hidden until activated. The 
  activation trigger occurs when the prior shield 
  guardian is reduced to half its hit points, or if it is 
  removed from the current plane of existence.
  Setting up the Encounter
  Very Weak
  • Shield Guardian: AC 17, 130 hp, Init −1 
  Shield Guardian has no stored spell.
  Weak
  • Shield Guardian: AC 17, 142 hp, Init −1 
  Shield Guardian has spirit guardians stored.
  Average
  • Shield Guardian: AC 17/19*, 142 hp, Init −1 
  Shield Guardian has haste* spell stored.
  • Shield Guardian B2: AC 17, 130 hp, Init −1
  Strong
  • Shield Guardian: AC 19*,172 hp, Init −1 
  Shield Guardian has haste* spell stored. 
  Shield Guardian has Magic Resistance.
  • Shield Guardian B2: AC 17 130 hp, Init −1 
  Shield Guardian has slow spell stored.
  Very Strong
  • Shield Guardian: AC 17/19*, 210 hp, Init −1 
  Shield Guardian has haste* spell stored. 
  Shield Guardian has Magic Resistance and Spell Reflection
  • Shield Guardian B2: AC 17 150 hp, Init −1 
  Shield Guardian has slow spell stored.
  Deadly
  • Shield Guardian: AC 19*, 210 hp, Init −1 
  Shield Guardian has haste* spell stored.
  • Shield Guardian B2: AC 17 170 hp, Init −1
   Shield Guardian has fireball spell stored.
  Shield Guardian has Magic Resistance and Spell Reflection
  • Shield Guardian B3: AC 17 130 hp, Init −1
   Shield Guardian has slow spell stored.
  Spell Adjustments
  A DM may choose to change the Shield Guardian’s stored 
  4th level or lower spell.
  Suggestions include:
  • Banishment. Concentration up to 1 minute, Charisma save 
  DC 15.
  • Fireball. Centered on itself, 20-foot radius, Dexterity save 
  DC 15, 8d6 fire damage.
  • Fire shield. Chill shield, resistance to fire damage, 2d8 cold 
  damage from melee hit.
  • Haste. Cast on itself, Concentration up to 1 minute, speed 
  60 ft., AC 19, advantage on Dexterity saving throws, 
  additional action each turn (one weapon attack, Dash, 
  Disengage, Hide, Use an Object).
  • Slow. Cast on a creature which damaged it. Concentration 
  up to 1 minute, Wisdom save DC 15.
  • Spirit guardians (4th level). Concentration up to 10 minutes, 
  15-foot radius, Wisdom save DC 15, 4d8 radiant damage.
  Additional Special Traits
  Some of the shield guardians have one or more of these 
  traits, as specified in the Setting up the Encounter sidebar:
  Magic Resistance. The shield guardian has advantage on 
  saving throws against spells and other magical effects.
  Spell Reflection. If the shield guardian makes a successful 
  saving throw against a spell, or a spell attack misses it, the 
  shield guardian can choose another creature (including the 
  spellcaster) it can see within 30 feet of it. The spell targets 
  the chosen creature instead of the shield guardian. If the 
  spell forced a saving throw, the chosen creature makes its 
  own save. If the spell was an attack, the attack roll is rerolled 
  against the chosen creature.
  C. The Exit
  A teleportation circle, which is activated by the 
  words “Dead Men,” is located along the far wall. A 
  creature standing on the circle and saying “Dead 
  Men” out loud is transported to the entrance, in an 
  empty square and next to the sign that reads “Only 
  Dead Men Leave.”
  Arcane runes are inscribed along the teleportation 
  circle which leave a clue for those who wish to use 
  it. A creature succeeding on a DC 15 Intelligence 
  (Arcana) check translates the runes to “Only We 
  May Leave.” This clue refers to the sign at the open-
  ing of the cave which reads “Only Dead Men Leave.”
  Developments
  If the adventurers don’t figure out the teleportation 
  circle, they must trek back through the cave system. 
  If this occurs, you may hand wave most of the 
  rooms, assuming the characters’ knowledge helps 
  them navigate their return without incident.
  
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  CCC-TRI-25 Dead Men’s Treasure
  19
  Part 5. Returning to Abigail’s Cove
  Estimated Duration: 30 minutes
  After an uneventful return trip across the Moonsea, 
  the adventurers arrive in Abigail’s Cove with the 
  treasure.
  DMs Note: If you find you have reached this sec-
  tion and still have an ample amount of game session 
  time, feel free to add an encounter from “Sailing 
  Encounters,” page 10, to the return trip.
  A Hero’s Welcome
  As the ship anchors outside Abigail’s Cove, read or 
  summarize:
  The villagers stand along the shoreline, cheering for 
  your return and yelling your names. They wave make-
  shift flags in the air and jump with joy.
  The Arrival
  As the party reaches the shoreline, the crowd begins 
  to chant, “SHOW US! SHOW US!” They want to 
  see the riches the adventurers returned with. Refer 
  to “Mission Successful” or “Mission Unsuccessful” 
  to determine what the crowd does from this point.
  Mission Successful
  If the crowd is shown a piece of treasure, they cheer 
  loudly! A number of the villagers gather around the 
  heroes, jumping up and down while clapping. They 
  also escort the adventurers to the mayor’s home, 
  where Beatrice Bandi awaits.
  Beatrice Bandi. The mayor waits for the adven-
  turers in her home. When they enter, she assumes 
  they have been successful in their quest, read or 
  summarize:
  The excitement of the villagers continues as you 
  approach the mayor’s home. The mayor opens the 
  door, claps her hands together, and says, “Praise 
  Tymora! You’ve returned! And it sounds like you’ve 
  been successful. Come inside and show me what 
  you’ve brought back. We’ll divvy up the shares right 
  away!”
  Mission Unsuccessful
  If the party was unsuccessful with their mission, 
  once the party arrives on land, and once the 
  villagers learn of the failure, the crowd begins to 
  disperse, whispering under their breath.
  • “I didn’t think they looked smart enough.”
  • “I’m stronger than the fighter type.”
  • “Heroes? Ha!”
  • “Beatrice got some bad information.”
  • “I hope they never come back here.”
  Beatrice Bandi. The mayor waits for the adven-
  turers in her home. When they enter, she is unsure 
  if the party have been successful in their quest, read 
  or summarize:
  The crowd continues to dissipate, the villagers pay you 
  no mind as they pass you. Some continue to whisper 
  slight jabs as they glare in you direction. 
   The dwarf opens the door as you approach her home. 
  She folds her hands together and says, “Praise Tymora 
  you have returned; although, based on the reaction of 
  the villagers, I assume you were unsuccessful in your 
  mission. 
   “Come inside. Tell me of your journey and what went 
  wrong.”
  Conclusion
  The treasure is divided per the signed contract. The 
  players’ share is listed below and is to be split per 
  their discretion.
  The party is allowed to keep any magical items 
  they collected. These are not included in the total 
  below. The village and pirates are only concerned 
  with the coin and gems.
  Party share of gold and gems: The party’s share 
  of the treasure is 2,000 gp, which has already been 
  calculated in the Rewards Section. All treasure 
  accumulated from the adventure is not included in 
  the 50% share and may be kept by the adventurers.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  20
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Swarm of rats 
   
   
  50
  Constrictor snake 
   
  50
  Mimic  
   
   
  450
  Wyvern  
   
   
  2,300
  Vargouille 
   
   
  200
  Reef shark 
   
   
  100
  Spectator 
   
   
  700
  Beholder zombie  
   
  1,800
  Shield guardian  
   
  2,900
  Sea lion  
   
   
  1,800
  Kraken priest 
   
   
  1,800
  Malformed kraken 
   
  5,900
  Sahuagin 
   
   
  100
  Non-Combat Awards
  Task or Accomplishment  
  XP Per Character
  Helping Eileen 
   
   
  200
  The minimum total award for each character 
  participating in this adventure is 4,500 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 6,000 experience 
  points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.
  Treasure Awards
  Item Name 
   
   
   
  GP Value
  Emerald behind eyepatch  
   
  50
  Five pink pearls (Kiya, 100 gp each) 
  500
  One white & one pink pearl (Adrik) 
  100 each
  Two coral gemstones (Adrik) 
   
  100 each
  50% of Gold & Gems in Treasure Room
   1,000 gold pieces 
   
   
  1,000
   2 large diamonds  
   
   
  100 each
   2 bags of powdered diamond 
   
  100 each
   3 jade gemstones 
   
   
  100 each
   3 amethyst gemstones  
   
  100 each
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Cli Lyre
  Wondrous item, rare
  An expertly crafted lyre embossed with dark 
  mother-of-pearl stingrays.
  This item can be found in Player Handout 4.
  Potion of Superior Healing
  Potion, rare
  This item can be found in the Dungeon Master’s 
  Guide.
  Potion of Climbing
  Potion, common
  This item can be found in the Dungeon Master’s 
  Guide.
  Spell scroll of Stinking Cloud
  Scroll, uncommon
  This item can be found in the Dungeon Master’s 
  Guide.
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure.
  DM Reward
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
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  CCC-TRI-25 Dead Men’s Treasure
  21
  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  Villagers
  Bigby Soths. A teenage human boy, son of 
  Clarence Soths, and friends with Angst and Liam 
  Kribs.
  Beatrice Bandi. Dwarf fisherwoman with a 
  small knowledge of arcane magic, and mayor of the 
  village.
  Angst and Liam Kribs. Twin brothers and friends 
  with Bigby Soths.
  Delphina Soths. Owner of Delphina’s Bakery and 
  mother to Bigby.
  Ike the Blacksmith. Hill dwarf blacksmith.
  Jesper. Gnome fisherman found at the docks.
  Jimbo Teether. Gnome owner of the general 
  store.
  Old Fish Eye. An old fisherman with a little 
  information to share.
  Ship Captains
  Angry Adrik. A mean-looking pirate captain who 
  happens to be very friendly and jovial. He wears a 
  constant snarl due to a fishing accident.
  Pip Sterling. A debonair pirate who considers 
  himself more of a merchant.
  Kiya ‘Spider of the Sea’. A pirate captain who 
  will do whatever she must to get what she wants. 
  Her ship and crew are the most important things to 
  her.
  Ship’s Crew
  The First Mate—JimJim. A young human who 
  appears very anxious. He’s new to his post, but not 
  to the ship. He’s been appointed to fill the recent 
  vacancy created when a wyvern snatched the previ-
  ous first mate from the ship. If you use the wyvern 
  attack, JimJim drops to the deck, covers his head 
  with his hands, and whimpers when the wyvern 
  is spotted. JimJim could also be the crew member 
  snatched up by the wyvern, in which case, JimJim 
  screams and cries, flailing his arms and legs wildly 
  while being clutched by the wyvern.
  The Bosun—Big’Ox. A woman minotaur who has 
  traveled the Moonsea and other waterways since 
  she was just a minotaur calf. She has a strikingly 
  tough build, sports battle scars across her face and 
  shoulders, and is missing the pinkie and thumb of 
  her left hand, which were lost during a battle with 
  some pesky deep scion several years ago.
  The Cook—Whisk. A middle-aged male halfling 
  who acts as the ships cook. He’s not very handy with 
  a weapon, but he wields his cooking utensils beauti-
  fully—tossing and flipping them in air then catching 
  them behind his back or between his teeth.
  Sometimes, his creations are not to the crew’s liking 
  as they are a “beef and potatoes” people, and Whisk 
  prefers to cook obscure roots, vegetables, and 
  meats, often adding foreign and exotic spices.
  Whisk also has a side-scheme going—he has 
  a secret area in the lower deck which he uses to 
  smuggle items and people.
  The Red Shirts
  The remainder of the crew consists of several 
  average pirates. They perform the necessary duties 
  on the ship and hope to someday be promoted. You 
  may improvise crew as needed, or use the below 
  suggestions:
  Eve. A human woman with a quick wit. She does 
  what she’s told and is often helping Bub.
  Two Fingers of Rum. A tabaxi woman who is in 
  charge of maintaining the sails and rigging. She 
  checks it several times throughout the day, quickly 
  climbing the masts and beams and swinging effort-
  lessly from ropes.
  Bub. A half-orc in charge of cleaning the deck and 
  maintaining the anchor. Bub doesn’t speak much, 
  offering only grunts, shoulder shrugs, and hand 
  gestures as responses to questions.
  
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  CCC-TRI-25 Dead Men’s Treasure
  22
  Appendix. Monster/NPC Statistics
  Swarm of Rats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 10
  Hit Points 24 (7d8 − 7)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  11 (+0) 
  9 (−1) 
  2 (−4) 
  10 (+0) 
  3 (−4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The swarm has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny rat. The swarm 
  can’t regain hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piercing damage if the swarm has 
  half of its hit points or fewer.
  Constrictor Snake
  Large beast, unaligned
  Armor Class 12
  Hit Points 13 (2d10 + 2)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  1 (−5) 
  10 (+0) 
  3 (−4)
  Senses blindsight 10 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage.
  Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 6 (1d8 + 2) bludgeoning damage, 
  and the target is grappled (escape DC 14). Until this 
  grapple ends, the creature is restrained, and the snake 
  can’t constrict another target.
  Mimic
  Medium monstrosity (shapechanger), neutral
  Armor Class 12 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 15 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  5 (−3) 
  13 (+1) 
  8 (−1)
  Skills Stealth +5
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Shapechanger. The mimic can use its action to 
  polymorph into an object or back into its true, 
  amorphous form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Adhesive (Object Form Only). The mimic adheres to 
  anything that touches it. A Huge or smaller creature 
  adhered to the mimic is also grappled by it (escape DC 
  13). Ability checks made to escape this grapple have 
  disadvantage.
  False Appearance (Object Form Only). While the mimic 
  remains motionless, it is indistinguishable from an 
  ordinary object.
  Grappler. The mimic has advantage on attack rolls 
  against any creature grappled by it.
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the 
  mimic is in object form, the target is subjected to its 
  Adhesive trait.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) 
  acid damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
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  Balllista
  Large Object
  Armor Class 15
  Hit Points 50
  Damage Immunities poison, psychic
  A ballista is a massive crossbow that fires heavy bolts. 
  Before it can be fired, it must be loaded and aimed. It 
  takes one action to load the weapon, one action to aim 
  it, and one action to fire it.
  Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 
  ft., one target. Hit: 16 (3d10) piercing damage.
  Source: Dungeon Master’s Guide
  Wyvern
  Large dragon, unaligned
  Armor Class 13 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 20 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (−3) 
  12 (+1) 
  6 (−2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The wyvern makes two attacks: one with 
  its bite and one with its stinger. While flying, it can use 
  its claws in place of one other attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage.
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one creature. Hit: 11 (2d6 + 4) piercing damage. The 
  target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or half 
  as much damage on a successful one.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
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  Vargouille
  Tiny fiend, chaotic evil
  Armor Class 12
  Hit Points 13 (3d4 + 6)
  Speed 5 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  14 (+2) 
  4 (−3) 
  7 (−2) 
  2 (−4)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Abyssal, Infernal, and any 
  languages it knew before becoming a vargouille but 
  can’t speak
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) 
  poison damage.
  Kiss. The vargouille kisses one incapacitated humanoid 
  within 5 feet of it. The target must succeed on a DC 12 
  Charisma saving throw or become cursed. The cursed 
  target loses 1 point of Charisma after each hour, as 
  its head takes on fiendish aspects. The curse doesn’t 
  advance while the target is in sunlight or the area of a 
  daylight spell; don’t count that time. When the cursed 
  target’s Charisma becomes 2, it dies, and its head tears 
  from its body and becomes a new vargouille. Casting 
  remove curse, greater restoration, or a similar spell on 
  the target before the transformation is complete can 
  end the curse. Doing so undoes the changes made to 
  the target by the curse.
  Stunning Shriek. The vargouille shrieks. Each 
  humanoid and beast within 30 feet of the vargouille 
  and able to hear it must succeed on a DC 12 Wisdom 
  saving throw or be frightened until the end of the 
  vargouille’s next turn. While frightened in this way, 
  a target is stunned. If a target’s saving throw is 
  successful or the effect ends for it, the target is 
  immune to the Stunning Shriek of all vargouilles for 1 
  hour.
  Source: Volo’s Guide to Monsters
  Zombie Beholder
  Large undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 0 ft., fly 20 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  8 (−1) 
  16 (+3) 
  3 (−4) 
  8 (−1) 
  5 (−3)
  Saving Throws Wis +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Deep Speech and 
  Undercommon but can’t speak
  Challenge 5 (1,800 XP)
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 14 (4d6) piercing damage.
  Eye Ray. The zombie uses a random magical eye ray, 
  choosing a target that it can see within 60 feet of it.
  1. Paralyzing Ray. The targeted creature must 
  succeed on a DC 14 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success.
  2. Fear Ray. The targeted creature must succeed on 
  a DC 14 Wisdom saving throw or be frightened for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  3. Enervation Ray. The targeted creature must make 
  a DC 14 Constitution saving throw, taking 36 (8d8) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one.
  4. Disintegration Ray. If the target is a creature, it 
  must succeed on a DC 14 Dexterity saving throw or 
  take 45 (10d8) force damage. If this damage reduces 
  the creature to 0 hit points, its body becomes a pile of 
  fine gray dust. 
   If the target is a Large or smaller nonmagical 
  object or creation of magical force, it is disintegrated 
  without a saving throw. If the target is a Huge or larger 
  nonmagical object or creation of magical force, this ray 
  disintegrates a 10-foot cube of it.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
  25
  Spectator
  Medium aberration, lawful neutral
  Armor Class 14 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 0 ft., fly 30 ft. (hover)
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (− 1) 
  14 (+2) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  11 (+0)
  Skills Perception +6
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 16
  Languages Deep Speech, Undercommon, 
  telepathy 120 ft.
  Challenge 3 (700 XP)
  Actions
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 − 1) piercing damage.
  Eye Rays. The spectator shoots up to two of the 
  following magical eye rays at one or two creatures it 
  can see within 90 feet of it. It can use each ray only 
  once on a turn.
  1. Confusion Ray. The target must succeed on a DC 
  13 Wisdom saving throw, or it can’t take reactions until 
  the end of its next turn. On its turn, the target can’t 
  move, and it uses its action to make a melee or ranged 
  attack against a randomly determined creature within 
  range. If the target can’t attack, it does nothing on its 
  turn.
  2. Paralyzing Ray. The target must succeed on a 
  DC 13 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  3. Fear Ray. The target must succeed on a DC 13 
  Wisdom saving throw or be frightened for 1 minute. 
  The target can repeat the saving throw at the end of 
  each of its turns, with disadvantage if the spectator 
  is visible to the target, ending the effect on itself on a 
  success.
  4. Wounding Ray. The target must make a DC 13 
  Constitution saving throw, taking 16 (3d10) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.
  Create Food and Water. The spectator magically 
  creates enough food and water to sustain itself for 24 
  hours.
  Reactions
  Spell Reflection. If the spectator makes a successful 
  saving throw against a spell, or a spell attack misses it, 
  the spectator can choose another creature (including 
  the spellcaster) it can see within 30 feet of it. The spell 
  targets the chosen creature instead of the spectator. 
  If the spell forced a saving throw, the chosen creature 
  makes its own save. If the spell was an attack, the 
  attack roll is rerolled against the chosen creature.
  Reef Shark
  Medium beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 0 ft., swim 40 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   14 (+2)  
  13 (+1)  
  13 (+1)  
  1 (−5)  
  10 (+0)  
  4 (−3)
  Skills Perception +2
  Senses blindsight 30 ft., passive Perception 12
  Languages —
  Challenge 1/2 (100 XP)
  Pack Tactics. The shark has advantage on an attack 
  roll against a creature if at least one of the shark’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Water Breathing. The shark can breathe only 
  underwater.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  26
  Shield Guardian
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (−1) 
  18 (+4) 
  7 (−2) 
  10 (+0) 
  3 (−4)
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Languages understands commands given in any 
  language but can’t speak
  Challenge 7 (2,900 XP)
  Bound. The shield 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.
  Regeneration. The shield 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 shield 
  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.
  Actions
  Multiattack. The guardian makes two fist attacks.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Reactions
  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.
  Sea Lion
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 10 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  8 (−1)
  Skills Perception +4, Stealth +5
  Senses passive Perception 14
  Languages —
  Challenge 5 (1,800 XP)
  Amphibious. The sea lion can breathe air and water.
  Keen Smell. The sea lion has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The sea lion has advantage on an attack 
  roll against a creature if at least one of the sea lion’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Swimming Leap. With a 10-foot swimming start, the 
  sea lion can long jump out of or across the water up to 
  25 feet.
  Actions
  Multiattack. The sea lion makes three attacks: one bite 
  attack and two claw attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage.
  Source: Tales from the Yawning Portal
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
  27
  Kraken Priest
  Medium humanoid, any alignment
  Armor Class 10
  Hit Points 75 (10d8 + 30)
  Speed 30 ft. (swim 30 ft.)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  15 (+2) 
  14 (+2)
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses passive Perception 15
  Languages any two languages
  Challenge 5 (1,800 XP)
  Amphibious. The priest can breathe air and water.
  Innate Spellcasting. The priest’s spellcasting ability is 
  Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  It can innately cast the following spells, requiring no 
  material components:
  At will: command, create or destroy water
  3/day each: control water, darkness, water breathing, 
  water walk
  1/day each: call lightning, Evard’s black tentacles
  Actions
  Thunderous Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one creature. Hit: 27 (5d10) thunder 
  damage.
  Voice of the Kraken (Recharges after a Short or Long 
  Rest). A kraken speaks through the priest with a 
  thunderous voice audible within 300 feet. Creatures 
  of the priest’s choice that can hear the kraken’s words 
  (which are spoken in Abyssal, Infernal, or Primordial) 
  must succeed on a DC 14 Charisma saving throw or be 
  frightened for 1 minute. A frightened target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on a success.
  Source: Volo’s Guide to Monsters
  Malformed Kraken
  Huge monstrosity, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  11 (+0) 
  20 (+5) 
  11 (+0) 
  15 (+2) 
  15 (+2)
  Saving Throws Str +11, Con +9, Int +4, Wis +6, Cha +6
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities lightning
  Condition Immunities frightened, paralyzed
  Senses truesight 60 ft., passive Perception 12
  Languages understands Common but can’t speak; 
  telepathy 60 ft.
  Challenge 10 (5,900 XP)
  Amphibious. The kraken can breathe air and water.
  Siege Monster. The kraken deals double damage to 
  objects and structures.
  Actions
  Multiattack. The kraken makes three tentacle attack. 
  One of them can be replaced with a bite attack, and any 
  of them can be replaced with Fling.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 16 (2d8 + 7) piercing damage.
  Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., 
  one target. Hit: 14 (2d6 + 7) bludgeoning damage, 
  and the target is grappled (escape DC 16). Until this 
  grapple ends, the target is restrained. The kraken has 
  ten tentacles, each of which can grapple one target.
  Fling. One Medium or smaller object held or creature 
  grappled by the kraken’s tentacles is thrown up to 60 
  feet in a random direction, and knocked prone. If a 
  thrown target strikes a solid surface, the target takes 
  3 (1d6) bludgeoning damage for every 10 feet it was 
  thrown. If the target is thrown at another creature, that 
  creature must succeed on a DC 16 Dexterity saving 
  throw or take the same damage and be knocked prone.
  Lightning Storm. The kraken creates three bolts of 
  lightning, each of which can strike a target the kraken 
  can see within 150 feet of it. A target must make a DC 
  16 Dexterity saving throw, taking 16 (3d10) lightning 
  damage on a failed save, or half as much damage on a 
  successful one.
  Source: Tales from the Yawning Portal
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
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  Sahuagin
  Medium humanoid (sahuagin), lawful evil
  Armor Class 12 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (−1)
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 1/2 (100 XP)
  Blood Frenzy. The sahuagin has advantage on melee 
  attack rolls against any creature that doesn’t have all its 
  hit points.
  Limited Amphibiousness. The sahuagin can breathe air 
  and water, but it needs to be submerged at least once 
  every 4 hours to avoid suffocating.
  Shark Telepathy. The sahuagin can magically command 
  any shark within 120 feet of it, using a limited telepathy.
  Actions
  Multiattack. The sahuagin makes two melee attacks: 
  one with its bite and one with its claws or spear.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or 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.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
  29
  Appendix. Encounter Setup
  Wyvern Attack
  Very Weak Party Strength (2,300 XP)
  • Wyvern: AC 13, 90 hp, Init +0
  Weak Party Strength (2,300 XP)
  • Wyvern: AC 13, 105 hp, Init +0
  Average & Strong Party Strength (2,300 XP)
  • Wyvern: AC 13, 130 hp, Init +0
  Very Strong Party Strength (2,300 XP)
  • Wyvern: AC 13, 169 hp, Init +0
  Ship with No Crew
  Very Weak Party Strength (800 XP)
  • Vargouille (4): AC 12, 13 hp, Init +2
  Weak Party Strength (1,000 XP)
  • Vargouille (5): AC 12, 13 hp, Init +2
  Average & Strong Party Strength (1,600 XP)
  • Vargouille (8): AC 12, 18 hp, Init +2
  Very Strong Party Strength (1,600 XP)
  • Vargouille (8): AC 12, 18 hp, Init +2 
  Add Pack Tactics
  Vargouille Pack (Optional)
  • Add: 
  Pack Tactics. The vargouille has advantage on attack rolls 
  against a creature if at least one of the vargouille’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  30
  The Underwater Dead
  Very Weak & Weak Party Strength (900 XP)
  • Reef Shark (2): AC 12, 22 hp, Init +1
  • Zombie Spectator: AC 14, 39 hp, Init +2 
  Each have Undead Fortitude
  Average Party Strength (3,900 XP)
  • Reef Shark (3): AC 12, 22 hp, Init +1 
  Each have Undead Fortitude
  • Zombie Beholder (2): AC 15, 80 hp, Init −1
  Strong Party Strength (4,000 XP)
  • Reef Shark (4): AC 12, 22 hp, Init +1 
  Each have Undead Fortitude
  • Zombie Beholder (2): AC 15, 90 hp, Init −1
  Very Strong Party Strength (4,200 XP)
  • Reef Shark (6): AC 12, 22 hp, Init +1 
  Each have Undead Fortitude
  • Zombie Beholder (2): AC 15, 115 hp, Init −1
  Zombie Reef Shark (Reef Shark)
  • Add: 
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the zombie drops to 1 hit 
  point instead.
  Zombie Spectator (Spectator)
  • Add: 
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the zombie drops to 1 hit 
  point instead.
  The Treasure Room
  Very Weak Party Strength (2,900 XP)
  • Shield Guardian: AC 17, 130 hp, Init −1 
  Shield Guardian has no stored spell.
  Weak Party Strength (2,900 XP)
  • Shield Guardian: AC 17, 142 hp, Init −1 
  Shield Guardian has spirit guardians stored.
  Average Party Strength (5,800 XP)
  • Shield Guardian: AC 17/19*, 142 hp, Init −1 
  Shield Guardian has haste* spell stored.
  • Shield Guardian B2: AC 17, 130 hp, Init −1
  Strong Party Strength (5.800 XP)
  • Shield Guardian: AC 19*,172 hp, Init −1 
  Shield Guardian has haste* spell stored. 
  Shield Guardian has Magic Resistance.
  • Shield Guardian B2: AC 17 130 hp, Init −1 
  Shield Guardian has slow spell stored.
  Very Strong Party Strength (5,800 XP)
  • Shield Guardian: AC 17/19*, 210 hp, Init −1 
  Shield Guardian has haste* spell stored. 
  Shield Guardian has Magic Resistance and Spell 
  Reflection
  • Shield Guardian B2: AC 17 150 hp, Init −1 
  Shield Guardian has slow spell stored.
  Deadly Party Strength (8,700XP)
  • Shield Guardian: AC 19*, 210 hp, Init −1 
  Shield Guardian has haste* spell stored.
  • Shield Guardian B2: AC 17 170 hp, Init −1 
  Shield Guardian has fireball spell stored. 
  Shield Guardian has Magic Resistance and Spell 
  Reflection
  • Shield Guardian B3: AC 17 130 hp, Init −1 
  Shield Guardian has slow spell stored.
  Spell Adjustments
  A DM may choose to change the Shield Guardian’s stored 
  4th level or lower spell.
  Suggestions include:
  • Banishment. Concentration up to 1 minute, Charisma save 
  DC 15.
  • Fireball. Centered on itself, 20-foot radius, Dexterity save 
  DC 15, 8d6 fire damage.
  • Fire shield. Chill shield, resistance to fire damage, 2d8 cold 
  damage from melee hit.
  • Haste. Cast on itself, Concentration up to 1 minute, speed 
  60 ft., AC 19, advantage on Dexterity saving throws, 
  additional action each turn (one weapon attack, Dash, 
  Disengage, Hide, Use an Object).
  • Slow. Cast on a creature which damaged it. Concentration 
  up to 1 minute, Wisdom save DC 15.
  • Spirit guardians (4th level). Concentration up to 10 minutes, 
  15-foot radius, Wisdom save DC 15, 4d8 radiant damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
  31
  Additional Special Traits
  Some of the shield guardians have one or more of these 
  traits, as specified in the Setting up the Encounter sidebar:
  Magic Resistance. The shield guardian has advantage on 
  saving throws against spells and other magical effects.
  Spell Reflection. If the shield guardian makes a successful 
  saving throw against a spell, or a spell attack misses it, the 
  shield guardian can choose another creature (including the 
  spellcaster) it can see within 30 feet of it. The spell targets 
  the chosen creature instead of the shield guardian. If the 
  spell forced a saving throw, the chosen creature makes its 
  own save. If the spell was an attack, the attack roll is rerolled 
  against the chosen creature.
  Angry Adrik—Sea Lions
  Very Weak & Weak Party Strength (1,800 XP)
  • Sea Lion: AC 15, 130 hp, Init +2
  Average Party Strength(3,600 XP)
  • Sea Lion (2): AC 15, 120 hp, Init +2
  Strong & Very Strong Party Strength (3,600 XP)
  • Sea Lion (2): AC 15, 144 hp, Init +2
  Pip Sterling—Hank, the Kraken Priest
  Very Weak & Weak Party Strength (7,700 XP)
  • Kraken Priest: AC 10, 75 hp, Init +0 
  Swims away the first round of combat
  • Malformed Kraken: AC 17, 115 hp, Init +0
  Average (7,700 XP)
  • Kraken Priest: AC 10, 75 hp, Init +0 
  Swims away the second round of combat
  • Malformed Kraken: AC 17, 140 hp, Init +0
  Strong & Very Strong Party Strength (7,700 XP)
  • Kraken Priest: AC 10, 75 hp, Init +0
  • Malformed Kraken: AC 17, 172 hp, Init +0
  Kiya—Sah-ooligans
  All Party Strength (600 XP each)
  • Sahuagin (6): AC 12, 22 hp, Init +0
  
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  CCC-TRI-25 Dead Men’s Treasure
  32
  Appendix. Abigail’s Cove Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
  33
  Appendix. Ship Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  34
  Appendix. Jolly Jim Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
  35
  Appendix. The Bucket Room Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  36
  Appendix. Whoosh Room Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
  37
  Appendix. Pedestal Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  38
  Appendix. Underwater Dead Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
  39
  Appendix. Vault Door Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  40
  Appendix. Treasure Room Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-25 Dead Men’s Treasure
  41
  Angry Adrik
  Dwarf Swahsbuckler, lawful neutral
  Ship: Blue Fin
  Poor Adrik is seldom angry. He loves the sea 
  and fishing, but it was the latter that created his 
  infamous snarl when a large fish jumped from the 
  Moonsea and threw the line and lure which impaled 
  Adrik in the face.
  Magic could correct the issue, but he wears the 
  snarl like a badge of honor, a constant reminder of 
  the big one that got away.
  Angry Adrik
   Personality Trait. There’s never a bad day for fishing.
   Ideal. I believe in supporting the little people in the world. I 
  share my treasure when I can.
   Bond. I owe everything to the sea and my crew. I’d die 
  protecting them.
   Flaw. I can’t go a day without fishing.
   Famous Quotes. Adrik often adds ‘Hook, line, and sinker’ 
  to the end of a sentence, even if it doesn’t make sense to do 
  so.
  Hook, Line, and Sinker
  While passengers on Angry Adrik’s ship (Blue Fin), 
  the adventurers have to opportunity to go fishing!
  The grinning Angry Adrik walks up to you and says, 
  “Hey, who here wants to go fishin’?”
  Adrik is fishing with or without the adventurers; it’s 
  part of his daily routine. The encounter continues if 
  he fishes alone, with the sea lions leaping from the 
  sea and landing on the deck. If the adventurers are 
  below deck, one of the crew rings the warning bell 
  when the predators board the ship.
  If the adventurers accept the offer, Adrik takes 
  them to the back of the ship, to the deck above his 
  quarters. Here he’s constructed a large fishing pole 
  that rests in a cradle and is attached to a wench. 
  The line on the pole is nearly as thick as a normal 
  rope.
  The Bait
  Adrik uses a custom-made lure he calls The Flash 
  which is fashioned with two large hooks and 
  attached to three 6-inch silver leaves which catch 
  the sunlight and flash as they swivel and rotate in 
  the water.
  Fishin’ Time
  After a bit of role play, as Adrik tells the adventurers 
  a fishing story or answers questions, a fish strikes 
  the lure. If none of the adventurers offer to help, 
  Adrik selects one, telling her to grab on and start 
  cranking!
  After a short time, the fish is hauled up. It’s a 
  grand fish and will make a fine dinner for the party 
  and Adrik.
  The Predators
  A pair of sea lions, which were chasing the very 
  same fish, take the opportunity to jump on to the 
  ship, leaping out of the water only a couple of 
  rounds after the fish is hauled in.
  One sea lion lands on the top deck, where the 
  fishing has taken place. The other lands on the main 
  deck and attacks Bub as he cleans the deck of the 
  ship.
  Sea Lions Retreat
  Should one of the sea lions die, the other disen-
  gages and heads for the ship’s railing, attempting to 
  return to the Moonsea.
  Setting up the Encounter
  Very Weak & Weak
  • Sea Lion: AC:15, 130 hp, Int +2
  Average
  • Sea Lion (2): AC 15, 120 hp, Int +2
  Strong & Very Strong
  • Sea Lion (2): AC 15, 144 hp, Int +2
  Treasure
  Each of the bellies of the sea lions contains a 
  dissolving body of a sahuagin (cannot be raised 
  or healed) and a leather pouch. The first pouch 
  contains one pink and one white pearl worth 100 gp 
  each. The other pouch contains two pieces of coral 
  worth 100 gp each.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  42
  Pip Sterling
  Human Swashbuckler, chaotic good
  Ship: Silver Corsair
  Pip Sterling has always fancied himself a pirate. 
  Ever since he was kidnapped as a swabby for 
  Captain Lorne Muldune, Pip has sworn to recruit 
  his own crew to get revenge on Captain Muldune 
  and his ship, the Bloody Dagger.
  Using what he learned aboard the Bloody Dagger, 
  Pip has now become a confident and intelligent ship 
  captain. Pip is extremely prideful and fun and hopes 
  that by treating others as friends, they will help him 
  someday in killing Captain Muldune and scuttling 
  his ship.
  Pip Sterling
   Personality Trait. I trust anyone as a friend until they cross 
  me.
   Ideal. I believe that having their name etched into the 
  history books is the greatest accomplishment a person can 
  achieve.
   Bond. I will get my revenge on Captain Muldune.
   Flaw. My pride will lead to my undoing.
   Famous Quotes. “Heeeyyy paaaaaaal, looking for some 
  adventure?”
  An Old “Friend”
  While passengers on Pip Sterling’s ship (Silver 
  Corsair), the adventurers have the opportunity for 
  the following encounter.
  The high sun beats on your skin as your captain skill-
  fully navigates the Silver Corsair across the Moonsea. 
  The jovial man often rushes about offering to teach you 
  what the different ropes do or even how to steer the 
  ship. 
   A few hours into your trip, Pip shouts to you, “We 
  should be there soon, the sea is the calmest I’ve seen it 
  in a long time!”
  Anyone who is on watch at the bow of the boat or 
  in the crow’s nest can attempt a DC 13 Intelligence 
  (Investigation) check. If they succeed, they notice 
  what looks like a patch of ice about 300 yards away.
  Closer inspection with a spyglass reveals that the 
  ice looks grainy and the small mass has a spire in 
  its center. It looks as though a man is sitting atop 
  the spire.
  Pip starts darting about trying to maneuver the sails to 
  try to avoid the ice mass. He shouts to you, “Everyone 
  help with the lines!” 
   Oddly, with the sails fully extended, the ship’s speed 
  starts to decrease. Even more curious, the heading 
  won’t change. “Drop the anchors!” Pip yells at you as 
  he is clearly panicked and confused.
  The Silver Corsair has two anchors, one on the 
  port bow and the other on the starboard bow. 
  Dropping the anchors requires a DC 12 Strength 
  (Athletics) check. If this isn’t completed in 1 round, 
  the ship crashes into the ice pack. If this happens, 
  each player must succeed on a DC 14 Dexterity 
  (Acrobatics) check or be flung 15 feet toward the 
  bow. Characters at the anchors will be flung over 
  the bow and take 10 (3d6) falling damage before 
  landing prone.
  Dropping the anchors slows the ship down 
  enough so that it stops just before the ice pack. 
  After the ship has stopped or run aground, read the 
  following:
  Pip asks for help pushing a large wooden plank 
  down to the ground. As you descend to the pack, you 
  realize that this substance isn’t like any snow you’ve 
  seen before. In fact, you realize that the pack is made 
  completely out of salt.
  At this point the party should want to check out the 
  spire towards the center of the salt pack. If someone 
  noticed a person using a spyglass, Pip almost runs 
  in that direction.
  Sitting atop a mound of salt is a man with tentacles 
  growing from atop his head. Pip turns to you and says, 
  “Wow! It’s my old friend Hank, don’t worry, I got this!” 
  Pip turns to Hank, “Heeeyy paaaal how ya been?” 
  Upon finishing his sentence, salt erupts from the pack, 
  completely enveloping Pip. Hank looks at you and 
  says, “What fools are stupid enough to travel with this 
  scoundrel?”
  
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  CCC-TRI-25 Dead Men’s Treasure
  43
  Allow the party to introduce themselves if they wish. 
  If the party wishes to ask questions, they may. Here 
  are some common questions and responses.
  Did you cause the ship to run aground?
  Yes, yes I did. I believe that Pip’s Silver Corsair owes 
  me a toll. Perhaps you would like to pay it for him?
  What do you have against Pip?
  You see, I used to be a crewman aboard the Silver 
  Corsair, not this one of course, lord knows how 
  many Pip has gone through. Anyway, I heard a voice 
  that revealed itself as a Kraken. When I told Captain 
  Sterling he scoffed at me like I was joking. I became 
  the laughing stock of the ship. The men treated me 
  like garbage, so I left.
  You heard a Kraken speaking to you?
  Yes, and since then it has given me fantastic powers. 
  I guess Pip is the laughing stock now, huh?
  Allow the party to go back and forth with Hank 
  and if they wish to attempt a DC 15 Wisdom 
  (Insight) check they may. No matter what they roll, 
  the party feels he is telling the truth, but a success 
  also reveals he isn’t telling the party everything. A 
  DC 20 Charisma (Persuasion) check causes Hank 
  to reveal that he tried to mutiny aboard the Silver 
  Corsair and was made to walk to the plank, at which 
  point the Kraken saved him.
  So then, shall we settle this? It is clear that you want 
  your captain back, though I’m not sure why. Let us 
  work out a trade. I’ll accept payment in gold or brawn. 
  It’s easy, you give me three thousand gold or a fight 
  worthy of our ancestors. Well, which do you choose?
  Gold
  If the party decides to pay Hank, the salt disinte-
  grates, and the party falls into the Moonsea. Hank 
  escapes and swims away. The party must succeed 
  on DC 15 Strength (Athletics) checks to climb back 
  onto the Silver Corsair.
  Parley
  If the party wishes to try and talk their way out of 
  this, they may try though it is quite challenging as 
  Hank’s need for revenge is strong. They can attempt 
  a DC 20 Charisma (Persuasion) check. Feel free to 
  offer advantage for clever roleplaying or an interest-
  ing argument. If the party fails, Hank will still take 
  the gold to leave or will attack them if he has been 
  angered.
  Combat
  The salt island dissolves with the exception of the 
  pile Pip is encased in. The party is then attacked by 
  a malformed kraken and Hank the Kraken Priest.
  After casting a spell the first round of combat, Hank 
  swims away from the battle and can’t be found. 
  Once the malformed kraken is defeated, Pip’s salty 
  tomb dissolves and he is unharmed.
  Setting up the Encounter
  Very Weak & Weak
  • Kraken Priest: AC:10, 75 hp, Int +0 
  Swims away the first round of combat.
  • Malformed Kraken: AC 17, 115 hp, Int +0
  Average
  • Kraken Priest: AC:10, 75 hp, Int +0 
  Swims away the second round of combat.
  • Malformed Kraken: AC 17, 140 hp, Int +0
  Strong & Very Strong
  • Kraken Priest: AC:10, 75 hp, Int +0
  • Malformed Kraken: AC 17, 172 hp, Int +0
  Conclusion
  Once the party has completed this task, read the 
  following:
  Pip looks at you and says, “Well, didn’t think we’d be 
  having that kind of fun today huh? I truly don’t know 
  what happened to Hank, he used be such a great guy. 
  Anyway, I promise there will be no more distractions. 
  That is unless you’d like me to find some for us?”
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  44
  Kiya ‘Spider of the Sea’
  Human Swashbuckler, chaotic neutral
  Ship: Recluse
  Kiya, also known as the “Spider of the Sea,” is the 
  daughter of a pirate. Kiya’s mother passed during 
  childbirth, leaving Kiya’s father to raise her on the 
  Moonsea. She learned how to handle the crew 
  members quickly, giving orders–correct orders at 
  that–and setting the crew straight when necessary.
  Her father passed away several years ago, shortly 
  after Kiya turned 23. A rival crew boarded the 
  Recluse at night in an attempt to take over the ship. 
  A battle broke out, with the Recluse floating and the 
  rival ship sunk, but leaving Kiya’s father dead.
  Kiya stepped into her father’s role with ease; she’d 
  been training for it all her life. The crew knew her 
  and respected her, but they noticed a change in her. 
  Gone was the kind and caring Kiya—replaced by a 
  woman who loved her crew yet despised the vicious 
  and treacherous acts of others.
  Kiya
   Personality Trait. I speak slowly when talking to idiots.
   Ideal. The path to power is through deceit and 
  manipulation.
   Bond. It is my duty to protect myself and my crew, no 
  matter what obstacle we face.
   Flaw. I’ll flirt with anything if I think it will help my cause.
   Famous Quotes. “Hello gorgeous!”, “My, my”, “Let’s put a 
  pin in that”.
  Sah-ooligans
  While passengers on Kiya’s ship the Recluse, the 
  adventurers have to opportunity for the following 
  encounter, which occurs while the party is eating 
  dinner with Kiya in her stateroom.
  While you sit around the table enjoying the last bits of 
  your meal, the warning bell rings once. 
   “That’s odd,” says Kiya with a raised eyebrow. 
  “Perhaps it was just the wind. __________, would you 
  be a dear and take a quick peek outside?”
  Outside
  The first adventurer to look outside sees a young 
  sahuagin holding a hand over Eve’s mouth. Eve was 
  on watch and was trying to ring the warning bell 
  when the sahuagin grappled her.
  What’s Going On?
  A group of teenage sahuagin have accepted a 
  dare from a rival clan—deface a ship that sails the 
  Moonsea!
  The Sahuagin
  A total of six sahuagin are on the main deck of the 
  ship.
  • Three are at the front of the ship, using daggers to 
  carve their names into the deck.
  • One has climbed the main mast and is splashing 
  the sail with octopus ink.
  • One is relieving itself all over the Harpoon gun.
  • One has Eve grappled and is covering her 
  mouth. This juvenile speaks broken common and 
  attempts to communicate with the party.
  A successful DC 12 Intelligence (Insight) or 
  Perception (Wisdom) check reveals the Sahuagin 
  appear to be young and in their teens. They don’t 
  carry spears as they are known to do.
  Sahuagin Explanation
  Glick’Glak—the juvenile holding Eve—tries to 
  explain why they are on board the ship.
  The young Sahuagin looks nervous and frightened but 
  continues to hold the crew member hostage. “Only 
  yolk. No pain,” it says as its eyes dart around.
  Glick’Glak is trying to say ‘Only joke. No harm 
  meant’, but sadly his vocabulary isn’t very large. If 
  the adventurers use magic to communicate with 
  Glick’Glak, he explains why they were on the ship 
  and that he realizes it was a mistake.
  Peaceful Resolution?
  The juveniles know they are in trouble, but they are 
  scared. Those at the front of the ship leap from the 
  deck and into the Moonsea, where they watch from 
  a distance to see what happens to their companions.
  
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  CCC-TRI-25 Dead Men’s Treasure
  45
  If the party agrees to let them go, the juveniles 
  release Eve, run to the ship’s rail, and jump into the 
  Moonsea.
  Combat
  If attacked, the remaining juveniles defend them-
  selves, but take every opportunity to jump from the 
  ship.
  Setting up the Encounter
  All
  • Sahuagin (6): AC:12, 22 hp, Int +0
  Kiya and Eve
  Both ladies want the sahuagin punished. Eve 
  constantly spits on the deck, she’s disgusted that 
  the creature covered her mouth with its nasty, fishy 
  hand.
  Kiya is infuriated that the creatures have defaced 
  her ship. She demands they be punished, and she 
  suggests they be killed.
  The party may attempt to persuade Kiya and Eve 
  to release the juveniles. Three successful DC 15 
  Persuasion (Charisma) checks before three failures 
  convinces Kiya and Eve to release the sahuagin. 
  Feel free to grant advantage for good role play or 
  intriguing arguments.
  Conclusion
  If the result is peaceful, with the juveniles being 
  released unharmed, a small pouch containing 
  five pink pearls is found on the ship’s deck the 
  next morning, which is the juveniles attempt at an 
  apology.
  If the confrontation results in combat, no reward 
  is found in the morning.
  Treasure
  A leather pouch containing five pink pearls worth 
  100 gp each.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-25 Dead Men’s Treasure
  46
  Player Handout 1. Contract
  Abigail’s Cove Adventurer Contract
  This is a legal and binding contract between the two signed parties. No modifications may be 
  made to this contract after it has been signed, unless both parties agree to the modifications and 
  acknowledge the listed modifications by initialing next to said modification.
  The village of Abigail’s Cove hereby employs the undersigned to perform the following task: 
  recover and return any treasure found using the recently procured treasure map.
  If you die, you are dead. Resurrection services are at your own expense and will not be 
  covered by your employer.
  You are to respect your ship’s crew and captain. Disrespect will not be tolerated, and the 
  ship’s captain has the right to deal with you as if you were a normal crew member.
  Your payment depends on your success, and you will be given a share of all recovered 
  treasure.
  The share breakdown is as follows:
  20% goes to the village of Abigail’s Cove. 
  30% goes to the ship’s captain and its crew. 
  50% goes to those who sign The Adventurer’s Contract, to be 
  divided however they wish between all survivors.
  If for some reason you exit the adventure or are unsuccessful in finding the treasure, all 
  information you have gathered from our discussions is considered confidential.
  It is in your best interest to be honest about all found treasure. Any discovered thievery of 
  coin, gems, or items will be dealt with posthaste.
    
  Signed: 
  Signed:
    
   
   
   
   
   
   
   
  
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  CCC-TRI-25 Dead Men’s Treasure
  47
  Player Handout 2 . The Ship Captains
  Angry Adrik
  Ship: Blue Fin
   Pip Sterling
  Ship: Silver Corsair
   Kiya ‘Spider of the Sea’
  Ship: Recluse
  
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  CCC-TRI-25 Dead Men’s Treasure
  48
   Player Handout 3. The Writing on the Door
  My dearest Abigail,
  This was to be our fortune, our future, a means 
  for us to be together.
  Fate took you from me but, as a symbol of my 
  love, the treasure remains yours, safely kept 
  within this room.
  Perhaps someday the gods will find a way to 
  restore us to this realm. If we should be so lucky, 
  we have the means to build a fantastic life.
  I miss you and will always love you,
  Dreadarious
  
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  CCC-TRI-25 Dead Men’s Treasure
  49
  Player Handout 4. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item:
  Cli Lyre
  Wondrous item, rare
  A cli lyre is an exquisite example of its kind, supe-
  rior to any ordinary lyre in every way. A creature 
  that attempts to play the instrument without being 
  attuned to it must succeed on a DC 15 Wisdom 
  saving throw or take 2d4 psychic damage.
  You can use an action to play the instrument and 
  cast one of its spells. Once the instrument has been 
  used to cast a spell, it can’t be used to cast that 
  spell again until the next dawn. The spells use your 
  spellcasting ability and spell save DC.
  When you use the instrument to cast a spell that 
  causes targets to become charmed on a failed save, 
  the targets have disadvantage on the saving throw. 
  This effect applies whether you are using the instru-
  ment as the source of the spell or as a spellcasting 
  focus.
  The lyre can cast each of the following spells once 
  per day: fly, invisibility, levitate, protection from evil 
  and good, stone shape, wall of fire, wind wall.
  An expertly crafted lyre embossed with dark 
  mother-of-pearl stingrays.
  This item can be found in the Dungeon Master’s 
  Guide.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-25 - Dead Mens Treasure Version v1.1.pdf