TEXT: 1
  
  2
  Credits
  Authors: Matt Goodall, Geoffrey Roy, and John Lynch
  Artists: Ivan Dixon, Bob Greyvenstein, Michael Jaecks, Jason Juta, Chris McFann, and Nick Russell
  Cartography: Pedro Coelho
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. Boomer, Robert Brookes, Benjamin Bruck, Dan Dillon, Matthew Goodall, Jim Groves, 
  Steve Helt, Thurston Hillman, Tim Hitchcock, Rich Howard, Victoria Jaczko, Jonathan H. Keith, Jeff Lee, Nicolas Logue, John Lynch, 
  Will McCardell, Julian Neale, Jason Nelson, Jen Page, Richard Pett, Tom Phillips, Alistair Rigg, Alex Riggs, Amber Scott, Mark 
  Seifter, Tork Shaw, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, and 
  Clark Peterson
  Editing: Alistair Rigg and Rich Howard
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open 
  Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the 5e System Reference Document) as defined in the 
  Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts of this 
  product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and 
  are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Islands of Plunder: Tarin’s Crown (5E), as well as 
  all trademarks, registered trademarks, proper names (including the names of each character, location, item or monster unique to this product), 
  dialogue, plots, storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of Wizards of the 
  Coast. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge 
  to their ownership and is used under Fair Use. 
  Islands of Plunder: Tarin’s Crown 
  (5E) © 2016, Legendary Games; 
  Authors Matt Goodall, Geoffrey 
  Roy, and John Lynch.
  ISBN 978-1523994724 
  ISBN-10: 152399472X
  First printing February 2016.
  Printed in USA. 
  Legendary Games
  3734 SW 99th St. 
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  
  3
  Welcome to Legendary Adventures
  This adventure is a part of our line of support materials for the 5th Edition of the world’s most 
  famous roleplaying game! This adventure doesn’t feature any dungeons, nor any dragons for that 
  matter, but it provides an excellent opportunity to set sail for adventure where the trade winds 
  and sea breezes carry precious cargo and terrible danger from the spice islands to the farthest 
  shore! It is an adventure that can easily stand on its own as a side-trek in any coastal area, bowing 
  to classic tropes both nautical and piratical, or as part of a more extensive pirate saga in any kind 
  of published campaign setting. 
  The all-star team of designers here at Legendary Games is committed to bringing you—the busy 
  GM or player—the absolute best third party support for your 5th Edition campaign. To deliver on 
  that commitment, we’ve assembled the best of the best of current gaming authors, designers, 
  artists, and layout experts so that you can feel comfortable that Legendary Games products will 
  be the most creative and innovative adventures and support material you can find. 
  About Legendary Games
  Legendary Games is an all-star team of award-winning veteran authors and designers, founded by 
  Clark Peterson of Necromancer Games and coordinated by Jason Nelson. Legendary Games uses a 
  cooperative, team-based approach to bring you the best expansion material for your game. We are 
  gamers and storytellers first, and we believe that passion shows in our products. So check us out, and 
  Make Your Game Legendary! 
  Visit us on Facebook, follow us on Twitter, and check out our website at 
  www.makeyourgamelegendary.com.
  
  4
  Contents
  Adventure Background 
  6
  Recent Events 
  7
  Introduction 
  7
  Crown Island 
  8
  Mangonel Defenses 
  8
  Parley 
  8
  A. The Seawall Trap 
  10
  B. The Silver Narwhal  
  10
  C. The Voracious Jungle  
  11
  D. The Jungle Path 
  12
  E. Tarin’s Tower 
  12
  Conclusion 
  15
  The Crew Of The Silver Narwhal 
  16
  Captain Jared ‘Red Skewer’ Tarin 
  16
  First Mate Alsindra Devrol 
  17
  Ship’s Navigator Gren Trevak 
  18
  Crewmembers 
  18
  Pirate Queen’s Pearl 
  20
  Player Maps   
   
   
   
   
   
   
   
   
   
              22
  
  5
  What You Will Find Inside               
  Islands of Plunder: Tarin’s Crown
  A life spent at sea is a life of adventure even in the real world, and in a fantasy campaign a 
  voyage beyond the horizon brings dangers and wonders undreamed of by those that never 
  venture out of sight of land. Of course, “Here there be monsters” is more than just a scrawled 
  note on a fragment of map when you sail the seven seas. However, the beauty of a nautical 
  campaign is also the way that every island you visit and every stretch of open water in between 
  can become its own unique location for adventure. You’re not camping out in town and heading 
  down to the local dungeon; you are setting sail on the lookout for long-buried riches, keeping a 
  weather eye on the horizon for the danger you know is coming. 
  The Islands of Plunder series is designed to populate that ocean with adventure! Superstar 
  author Matt Goodall brings you a succession of adventures that you can drop into any seagoing 
  campaign to enliven the action in a way no random encounter ever could. These may serve as 
  ideal side-treks during a longer campaign or can serve as standalone adventures on their own, 
  with innovative encounters and exotic locales that will leave your players relishing the discovery 
  of the next treasure map that might lead them onward toward the horizon. We hope they spice 
  up your nautical campaign with the rich story and background, innovative layout, beautiful 
  aesthetics, and excellence in design that is the hallmark of Legendary Games. We hope you enjoy 
  using it as much as we enjoyed making it. Game on! 
  ~  Jason Nelson
  
  6
  Tarin’s Crown
  Islands of Plunder: Tarin’s Crown is an island-
  based adventure for 6th-level characters. 
  For players who are part of a nautically-
  themed campaign or who have played other 
  adventures in the Islands of Plunder series, 
  Tarin’s Crown can represent the latest of a 
  string of adventures. For other groups, Tarin’s 
  Crown can be used as a side-trek whenever the 
  PCs are near a coastal settlement.
  Adventure Background
  The island now called Tarin’s Crown was 
  originally known as Crown Island. Named 
  for its three low peaks resembling a three 
  pointed tiara from a distance, local pirates 
  often simply refer to it as “the Crown”. With 
  its lush jungle and beautiful lagoon harbor on 
  the northern side of the island, it seemed to 
  be an inviting and picturesque spot for a pirate 
  lord’s lair. The island attracted many a pirate 
  crew looking to carve out a base of operations. 
  Yet each attempt met with failure as the 
  aggressive carnivorous plant life and sentient 
  vegetation native to the island destroyed 
  anyone foolish enough to try. Survivors of 
  unsuccessful attempts spread word of these 
  dangers, and aside from the occasional crew 
  desperate for fresh water, the island remained 
  unoccupied; most considered the Crown a 
  good navigational landmark and little else, 
  until recent times.
  For Captain Jared “Red Skewer” Tarin of the 
  Silver Narwhal, however, this deadly isle was 
  merely another challenge to overcome. The 
  vicious pirate had decided that he needed 
  an island fortress which would be all but 
  impenetrable, and an island as dangerous as 
  Crown Island was exactly what he was looking 
  for. Three years ago, Tarin landed on the Crown 
  and began clearing a path from the lagoon 
  to the highest peak using a large number 
  of slaves as a workforce. The sentient plant 
  creatures that flourish on the isle usually fed 
  on wild boars and seals, but didn’t overlook 
  such a bountiful offering. Casualties among the 
  labor force were high, but by sacrificing a large 
  number of slaves and livestock to satisfy the 
  vegetation’s appetite, Tarin kept his own crew 
  from being eaten. Whenever Tarin experienced 
  significant losses due to predation, the Silver 
  Narwhal would leave port and return with 
  more animals and slaves.
  Soon a dock was built and a solid path 
  led to the bare peak above the jungle. Here 
  Tarin built what he intended to be the first 
  tower of a significant fortress, overlooking a 
  sheer hundred foot cliff to the south, using 
  stone quarried from the eastern peak of the 
  island. As the tower was being constructed, 
  Tarin looked out over the lagoon with his ship 
  docked there and was struck by an inspiration. 
  Using more rock from the quarry, he had slaves 
  build rough seawalls across the entrance of the 
  lagoon. This created a single winding passage 
  that any ship entering the harbor would have 
  to follow. Ships of significant size (including the 
  Silver Narwhal) would have to slow and make 
  hard turns to successfully navigate it. He then 
  had two mangonels laboriously transported up 
  next to the tower and carefully calibrated so 
  they fired into this narrow passage. Now Tarin 
  could easily disable any ship attempting to 
  enter the lagoon. 
  His ‘impenetrable’ base complete to the first 
  tower, Tarin returned to raiding and pillaging. 
  Red Skewer Tarin added much to his reputation 
  by taming the island, and people began 
  referring to it as Tarin’s Crown. Whenever the 
  jungle became too aggressive, Tarin would 
  sacrifice sheep, or some of the slaves he now 
  kept as domestic servants; he knew he could 
  always get more on the next raid.
  Tarin’s renown grew, and so did the envious 
  greed of his fellow pirates. A number of them 
  then did exactly what Tarin expected and tried 
  to loot his base, and one by one, they fell into 
  
  7
  his trap. These pirates tried to cut through 
  the jungle and were destroyed by the plant 
  creatures, or sought to scale the sheer cliff 
  only to be picked off by crossbow bolts from 
  laughing pirates, or even actually attempted 
  to sail into the lagoon. This last was the best 
  of all for Tarin and his crew. Once the ship was 
  in range, his mangonels would rain hell upon 
  the ship, disabling it in the tight waterway. 
  The Narwhal’s crew then moved along the 
  rough seawalls and took the ship, along with 
  whatever gold and plunder it had aboard.
  Recent Events
  Not long ago, Tarin stole a valuable treasure 
  called the Pirate’s Queen’s pearl from a pirate 
  lord during a treacherous raid. This magical 
  statue of pearl is a blessed object, sacred to 
  the Goddess of Piracy. Many pirate crews, 
  including the pirate lord Tarin stole it from, 
  dearly want this prize.
  An alliance of several pirate captains has 
  decided to retrieve the Pirates Queen’s pearl. 
  Rather than assault the island directly, their 
  strategy has been to anchor just in sight of 
  Tarin’s Crown and embargo the island, waiting 
  for the Silver Narwhal to run or be forced to 
  leave to obtain supplies. Although the crew 
  of the Narwhal are experienced, they are 
  heavily outnumbered by these latest foes. This 
  blockade has now been going on for months 
  and the Narwhal’s crew are getting desperate.
  Tarin has become paranoid and now refuses 
  to leave his tower for any reason. Food storage 
  is low, the supply of slaves is gone, and a few 
  of the crew have already been taken by the 
  jungle. Alsindra Devrol, Tarin’s first mate, has 
  tried to persuade the captain to give up some 
  of his treasure to pay off the besiegers or 
  to buy allies to help. Gren Trevak, the ship’s 
  navigator, secretly desires the captaincy and 
  has spread malicious lies throughout the crew, 
  manipulating Tarin against Alsindra. In his 
  paranoia, Tarin now sees Devrol as a conspirator 
  with his enemies and has banned her from his 
  tower. She now remains on the ship with those 
  of the crew that believe as she does. 
  Introduction
  There are a number of ways the PCs could 
  become involved in the events surrounding 
  Crown Island. The Pirate Queen’s pearl could 
  be known by another name and could be the 
  sacred relic of a nearby kingdom or religion. 
  Word of the battle between the pirates may 
  have filtered out to the nearby lands and so 
  the PCs are now on a quest to retrieve this 
  long lost heirloom.
  The PCs may have been hired by the relative 
  of someone who was press-ganged into 
  working on the Silver Narwhal. The PCs could 
  be hired to sneak onto the Silver Narwhal and 
  rescue the poor soul but now an embargo 
  is in place, the PCs find themselves needing 
  to navigate the treacherous waters of pirate 
  society and a tense military stand-off.
  The PCs could be pirates themselves, or 
  at least adventurers of questionable ethics, 
  and have decided to steal the Pirate Queen’s 
  pearl for themselves. It may be an important 
  component in creating a powerful magic item 
  that will help thwart a great danger or the PCs 
  could simply want it because it’s valuable.
  The PCs could be hired by the pirate lord that 
  Tarin stole the pearl from to get it back. The PCs 
  could choose to cooperate with the pirate crews 
  currently embargoing the island, or they could 
  decide to brazenly raid Tarin’s Crown and claim 
  the sacred pearl for themselves.
  Regardless of the reasons the PCs are 
  going on this adventure, if they choose to act 
  independently, the pirate crews besieging the 
  island choose not to interfere as the PCs’ ship 
  approaches the Crown. They would rather 
  wait and see if the PCs’ ship can break the 
  stalemate before confronting the PCs’ ship as 
  it tries to leave and then demand the PCs hand 
  over the Pirate Queen’s pearl.
  
  8
  Crown Island
  Crown Island is a dangerous place to assault 
  or explore. The threats of the island form an 
  obstacle that should prevent the PCs from 
  resting or becoming complacent. If the PCs 
  attempt to rest while on the island then assassin 
  vines, vegepygmies, or pirates are almost 
  certain to attack them. Barring magic, there 
  are only a few alternatives to reach the island’s 
  interior. The PCs can land on the island’ shore 
  and hack their way through the unforgiving 
  jungle, or attempt to get through the guarded 
  channel into the lagoon.
  Mangonel Defenses
  There are two mangonels positioned next 
  to the tower on the summit, both aimed to 
  fire northward toward the lagoon. The Silver 
  Narwhal’s mangonel crews have trained hard 
  and have had much practice hurling rocks 
  into the channel between the sea walls. 
  Aided by this practice and a detailed series 
  of ranging markings on both mangonel, the 
  mangonel crews can fire with great accuracy 
  at any point in the channel. Both crews gain 
  advantage when aiming at targets anywhere 
  in the channel. All mangonel crews make 
  attacks with the mangonels at +5 to hit and 
  deal 5d10 (27) bludgeoning damage on a 
  hit. The mangonels can reach as far as the 
  entrance to the lagoon, but everything off 
  the island is at the mangonel’s second range 
  increment, which incurs disadvantage on 
  the attack rolls (cancelling out the crew’s 
  advantage).
  Each mangonel fires in turn, but all must 
  be aimed and loaded for each shot.. Once a 
  ship is disabled, the mangonel crews change 
  ammunition to a form of shrapnel ammunition 
  that deals 4d6 bludgeoning and piercing 
  damage in a 20-foot radius burst centered on 
  its target (DC 15 Dexterity save for half). The 
  mangonels can also fire at targets on the beach 
  of the lagoon or at the Silver Narwhal, but only 
  target the Narwhal if the ship is under attack 
  and the crew onboard signals them to do so. 
  Parley
  The PCs may choose to not go ashore 
  immediately. If they drop anchor off the island 
  and study the situation for at least half an 
  hour, or attempt to communicate with the 
  pirates on the island, Alsindra and five of her 
  crew row out under a flag of truce to parley. 
  She is willing to negotiate and seeks to have 
  the PCs to form an alliance or partnership with 
  her and those on the Silver Narwhal. Alsindra 
  relates the information in the Recent Events 
  section above and asks for their aid. She hopes 
  that by offering a substantial reward she can 
  convince the PCs to do one or more of the 
  following: bring much needed provisions to 
  the island, aid the Narwhal in making a run 
  from the island, help the Narwhal fight the 
  besieging pirates, and finally, discover the 
  current location of the enemy pirate lord that 
  Tarin stole the pearl from and deal with him. 
  Depending on how much the PCs agree to 
  help, Alsindra offers up to 4,000 gp worth of 
  silver and gems. Alsindra is even willing to 
  offer the PCs the Pirate Queen’s pearl if the 
  PCs agree to defeat the pirate lord.
  Alsindra fully intends to honor the deal but 
  her current standing with Tarin makes payment 
  somewhat of a problem. Indeed, the PCs may 
  return to Tarin’s Crow to find Gren in charge of 
  the Narwhal and Alsindra’s crushed corpse on 
  display beside the trail up to the tower.
  Alsindra isn’t willing to directly betray her 
  crewmates in the tower, but she could be 
  persuaded to let the PCs ascend the trail to the 
  tower, if they can sway her with a scenario that 
  removes Gren (and possibly even Tarin) from the 
  picture without too much bloodshed and she 
  remains in control of the Narwhal.
  
  9
  
  10
  A. The Seawall Trap (Hard – 7,200 XP)
  Any ship trying to navigate the passage 
  through the seawall is in for a tough battle. 
  The mangonels on the summit fire down on 
  the invaders, while the PCs’ ship needs to 
  slow and make several sharp turns to navigate 
  through the channel. This can be handled 
  through a series of ability checks. PCs who have 
  backgrounds that would give them proficiency 
  in such checks can add their proficiency bonus 
  to the rolls. Alternatively this can simply be 
  narrated by the GM.
  Creatures: Alsindra and the crew assigned 
  to the Narwhal attempt to board the PCs’ ship 
  after the mangonels disable it, or as it nears 
  the end of the channel. They use the rocky 
  outcroppings of the sea walls as cover as they 
  approach the ship. Alsindra and her band have 
  trained to deal with the shrapnel ammunition 
  from the mangonels and can use a reaction to 
  gain advantage on the Dexterity saving throw 
  from the mangonels. This enables them to 
  board a vessel and fight in areas targeted by 
  the mangonels with little concern.
  The boarding party concentrates on officers, 
  counting on the shrapnel shots to handle 
  the regular crew. Each round after boarding, 
  Alsindra demands surrender. If this happens, 
  she signals the mangonels with a bright orange 
  flag swung in a particular pattern to stop the 
  bombardment.
  One of the crew, Erling Pennington, was 
  recently held prisoner by Shayonna the Gaunt. 
  If the PCs experienced the events of Islands 
  of Plunder: Spices and Flesh and rescued Erling, 
  he may be willing to speak up in favor of them 
  depending on how the PCs dealt with him. If 
  they left him to rot in Shayonna the Gaunt’s 
  grotto, on the other hand, then Erling will not 
  be present and will have since been replaced 
  on the Silver Narwhal.
  Alsindra Devrol 
  CR 5
  XP 1,800
  hp 143 (see page 17)
  Silver Narwhal Crew (4) 
  CR 2
  XP 450 each
  hp 99 each (see page 18)
  Development: If the PCs surrender, Alsindra 
  offers them a simple deal, they go and defeat 
  the pirate lord (as described in the Parley 
  section above) while she keeps the PCs’ ship 
  and crew as hostages. If the PCs succeed, 
  Alsindra promises to return both their ship and 
  crew to them. She lets the PCs take a longboat 
  (if the PCs’ ship has one), or use a small cutter 
  stored on the Silver Narwhal (if they don’t).
  B. The Silver Narwhal 
  The Silver Narwhal, a two-masted sailing 
  ship with her infamous silver-inlaid horn 
  figurehead, sits docked here as she has been 
  now for some three months. There is no cargo 
  or treasure on the Narwhal herself; the pirates 
  have taken that to the tower or distributed it 
  to the crew. The ship itself is worth 10,000 gp.
  Creatures: Alsindra and her band reside on 
  board the Narwhal, maintaining the ship and 
  keeping it seaworthy. If the PCs manage to 
  circumvent the seawall passage and approach 
  the ship or the trail to the tower then this 
  group of pirates shoots volleys of crossbow 
  bolts at them, while using the ship’s gunwales 
  for cover. If the PCs try to fight their way 
  onboard, the crew attempts to bottleneck 
  them at the single gangplank and signal the 
  mangonels on the summit to fire shrapnel 
  ammunition at the attackers. Alsindra uses her 
  Swinging Reposition ability to great advantage 
  on the ship’s familiar terrain.
  One of the crew, Erling Pennington, was 
  recently held prisoner by Shayonna the Gaunt. 
  If the PCs ran through Islands of Plunder: Spices 
  and Flesh and rescued Erling he may be willing 
  to speak up in favor of them depending on how 
  the PCs dealt with him. Otherwise if they left 
  him to rot in Shayonna the Gaunt’s grotto then 
  Erling will not be present and will have since 
  
  11
  been replaced on the Silver Narwhal.
  Alsindra Devrol 
  CR 5
  XP 1,800
  hp 143 (see page 17)
  Silver Narwhal Crew (4) 
  CR 2
  XP 450 each
  hp 99 each (see page 18)
  C. The Voracious Jungle 
  If the PCs attempt to approach the pirates’ 
  lair through the jungle or leave the trail 
  leading up to the summit, they find the thick 
  tropical forest stiflingly humid with a dense 
  canopy of leaves overhead that filters out light 
  from above. The tangled undergrowth slows 
  travel speed to one quarter and thick foliage 
  overhead reduces lighting conditions to normal 
  illumination during the day and complete 
  darkness at night.
  Creatures: Two species of vegetal predators 
  flourish on this island, a large but scattered 
  tribe of vegepygmies and numerous patches 
  of assassin vines. These two species coexist 
  on the island, both consuming wild boars and 
  seals, with the vegepygmies maintaining a 
  respectful distance from the assassin vines.
  The vegepygmy tribes have many well-
  camouflaged solitary scouts hunting in 
  the jungle for food, so unless the PCs are 
  extremely stealthy, the vegepygmies are 
  very likely to quickly become aware of the 
  PCs moving through their territory. The PCs 
  hear the strange unsettling sounds of the 
  vegepygmies communicating using clicking, 
  tapping, and drumming all around them as 
  they move through the jungle. A tribal gang of 
  vegepygmies led by a warrior chieftain with 5 
  vegemygy warriors ambushes the PCs as they 
  pass through a dank thicket full of leafy plants 
  and winding creepers. These ambushers lie in 
  wait right next to a large patch of russet mold.
  Vegepygmy chieftain
  Small plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 110 (17d6+51)
  Speed 30 ft.
  STR 17 (+3) 
  DEX 14 (+2) 
  CON 16 (+3) 
  INT 13 (+1) 
  WIS 14 (+2) 
  CHA 12 (+1)
  Immune (damage) electrcity.
  Senses darkvision 60 ft., passive Perception 12
  Languages Undercommon, Vegepygmy (non-verbal).
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The vegepygmy can make two claw 
  attacks as an action.
  Claw. melee 5 ft., 1 target. +5 to hit, 1d4+3 (5) 
  slashing damage and 2d10 (11) poison damage and on 
  a failed Constitution Save (DC 14) becomes infested 
  with russet mold.
  Vegepygmy
  Small plant, unaligned
  Armor Class 11 (natural armor)
  Hit Points 66 (11d6+16)
  Speed 30 ft.
  STR 12 (+1) 
  DEX 11 (+0) 
  CON 14 (+2) 
  INT 11 (+0) 
  WIS 12 (+1) 
  CHA 12 (+1)
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 11
  Languages Undercommon, Vegepygmy (non-verbal).
  Challenge 2 (100 XP)
  Actions
  Multiattack. The vegepygmy can make two claw 
  attacks as an action.
  Claw. melee 5 ft., 1 target. +3 to hit, 1d4+1 (3) 
  slashing damage.
   
  Russet Mold (contact): This patch of orange-
  brown fungus is 9 foot in diameter. When a 
  creature approaches to within 5 feet, the patch 
  of russet mold releases a cloud of spores in 
  10-foot radius burst. Everyone in the area must 
  make a DC 15 Constitution save or the spores 
  quickly take root in their victims, inflicting 
  2d10 (11) damage and becomes poisoned. 
  While poisoned, the victim suffers 1d10 (5) 
  poison damage on their turn, but they can 
  also repeat the Constitution saving throw and 
  end the effect with a successful save. Plants 
  are immune to russet mold spores. Exposure 
  
  12
  to direct sunlight halts the spores’ growth 
  and temporarily stops the poison damage. A 
  patch of russet mold is immune to all damage 
  except for acid and alcohol which instantly 
  kills a single patch of russet mold on contact. 
  Direct sunlight doesn’t kill the mold, but does 
  render it dormant and harmless as long as the 
  sunlight persists.  If someone dies from russet 
  mold their body begins transforming. After 1 
  week the corpse turns into a vegepygmy.
  D. The Jungle Path
  This winding trail is barely four feet wide at 
  most, cutting through the jungle and climbing 
  steadily upward, switching back and forth to 
  reach the summit of the middle peak of Tarin’s 
  Crown. Along the path, humanoid skeletons 
  can be seen here and there, often with many 
  of their bones broken and crushed. These 
  are the remains of slaves, left behind by the 
  carnivorous jungle vegetation.
  Creatures: Midway along the track, the 
  PCs encounter a patch of four assassin vines 
  looking for a meal. The vines use the heavy 
  foliage undergrowth to hide, and attack as 
  soon as the party comes close enough.
  Assassin Vine
  Large plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 52 (7d10+14)
  Speed 30 ft.
  STR 17 (+3) 
  DEX 10 (+0) 
  CON 14 (+2) 
  INT 2 (-4) 
  WIS 13 (+1) 
  CHA 9 (-1)
  Resistances cold and fire.
  Senses darkvision 60 ft., passive Perception 11
  Languages None.
  Challenge 2 (450 XP)
  Camouflage. Assassin vines have advantage when 
  hiding amongst foliage.
  Actions
  Slam. melee 5 ft., 1 target. +5 to hit, 2d10+3 (14) 
  bludgeoning damage. If the target is Medium or smaller, 
  it is grappled (escape DC 13) and restrained until the 
  grapple ends.
  E. Tarin’s Tower
  This small two story square tower sits atop 
  the summit of the central peak. To the south, 
  the tower overlooks a sheer 100 foot cliff 
  that drops down into the jungle below. From 
  the exterior, it is readily apparent that the 
  tower was originally designed to be part of a 
  much larger fortress. A small empty enclosure 
  nearby once held sheep and goats, but these 
  had be slaughtered by the pirates for food. 
  During the day, two pirate crewmembers 
  stand watch outside the tower (these sentries 
  are in included in the number of crew in E3), 
  scanning the surrounding ocean for ships and 
  keeping an eye on the trail leading back down 
  to the dock. At night, the pirates stay inside the 
  tower and bar the entry door shut.
  E1. Cliff: The cliff face has few footholds 
  and the surface is fairly smooth, requiring DC 
  20 Strength (Athletics) checks to scale. There 
  are three magic mouth spells set to shout a 
  
  13
  warning to alert the pirates in the tower if a 
  Tiny or larger humanoid climbs within 40 feet 
  of the top of the cliff. Each magic mouth spell 
  is positioned 30 feet below the cliff top and 
  they are 80 feet apart horizontally. They can 
  each detect creatures up to 45 feet away, so 
  together the three spells cover an area 250 
  feet across the cliff face.
  E2. Mangonels: The Narwhal’s crew keeps 
  these mangonels covered with oiled canvas 
  during inclement weather. Each has 25 
  stone projectiles and 10 pieces of shrapnel 
  ammunition stacked nearby.
  E3. Common Room: This area is detailed 
  below.
  E4. Bunk Room: These rooms are crowded 
  with double bunks and the crew’s belongings. 
  The untrusting pirate crewmembers carry 
  anything of value on their person so there is 
  little of real value here.
  E5. Armory: This small area extends under 
  the stairs to the east and holds 800 spare 
  crossbow bolts and around 250 gp worth of 
  pirate weapons such as boarding axes (1d6 
  slashing damage), boarding pikes (1d8 piercing 
  damage), and cutlasses (1d6 slashing damage 
  with the finesse and light properties).
  E6. Officers’ Quarters: This bedroom has 
  two beds, each with a sea chest at its foot. If 
  the alarm hasn’t been raised, Gren (area E3) 
  is here, studying his spellbook. The southern 
  chest holds several bottles of cheap cologne 
  and a selection of gaudy clothing, mismatched 
  combinations of pieces from couriers’ and 
  nobles outfits. These belong to Gren and are 
  worth 350 gp in total. The other chest belongs 
  to Alsindra and is empty.
  E7. Upper Hallway: In addition to arrow slits 
  in the walls, this long wide hall has a series of 
  narrow holes in the floor allowing defenders 
  in the hallway to shoot down at creatures in 
  squares adjacent to the holes in the common 
  room below (area E3). A ladder leads up to 
  battlements atop the tower. Normally two 
  crewmembers (see area E8) stand outside the 
  door to Tarin’s quarters as personal guards. 
  They warn Tarin of invaders, fire down at 
  enemies in the common room, and then 
  withdraw into their captain’s quarters to make 
  a stand there.
  E8. Captain’s Quarters: This area is detailed 
  below.
  E3. Common Room
  A large wooden bench is the central feature of 
  this well-used living area. Plates and utensils are 
  stacked on a small stand in one corner and sailor’s 
  clothes hang from lines tied to the ceiling. Wooden 
  stools and tankards are scattered about the place.
  The set of stairs in the southeast corner leads 
  down to a cellar that stores food and other 
  
  14
  supplies as well as a series of empty cages that, 
  in the past, held slaves.
  Creatures: The portion of the crew not 
  assigned to the Narwhal spend most of their 
  time here. If alerted by the magic mouth spells 
  or by the two sentries outside, Gren (area E5) 
  and these pirates assemble then move to deal 
  with the intrusion. If the tower comes under 
  direct attack, two pirates flank the entry door 
  to ambush invaders while the remaining pirates 
  push over the bench to provide cover and get 
  ready to fire their crossbows at anything coming 
  through the door. If the PCs manage to make 
  it up to the tower undetected, the pirates are 
  gambling and drinking the common room, or 
  resting in the bunk rooms.
  Gren Trevak 
  CR 5
  XP 1,800
  hp 126 (see page 18)
  Silver Narwhal Crew (3) 
  CR 2
  XP 450 each
  hp 99 each (see page 18)
  E7. Captain’s Chamber
  This large chamber holds an opulent four-poster 
  bed and several other once-fine furnishings that 
  look to have been looted from captured merchant 
  ships, but the place is a filthy squalid mess.
  Creatures: This is Captain Tarin’s personal 
  quarters, where he spends much of his time 
  obsessively brooding and smoking dried 
  narcotic jungle leaves in a wooden pipe. If 
  Tarin becomes aware of an assault on the 
  tower, he orders Gren and his crew to repel 
  the attack. If alerted to intruders inside the 
  tower, Tarin calls his personal guards into his 
  room and positions them on either side of the 
  door while he lurks behind the cabinet.
  
  15
  Captain Jared Tarin 
  CR 6
  XP 2,300
  hp 172 (see page 16)
  Silver Narwhal Crew (2) 
  CR 2
  XP 450 each
  hp 99 each (see page 18)
  Treasure: The cabinet contains Tarin’s clothes 
  and personal possessions. A large locked 
  sea chest (Thieves Tools DC 25) contains the 
  undistributed portion of the Silver Narwhal’s 
  plunder. All told, the gold coins, silver, gems, 
  jewelry, and art objects in the room add up 
  to 12,000 gp worth of loot. There are also 3 
  potions of greater healing and 8 potions of 
  healing in the sea chest.
  Conclusion
  Once the PCs defeat Tarin and obtain the Pirate 
  Queen’s pearl, they should decide what to do with 
  this holy treasure. They may do the right thing 
  and give it to their employer if they were hired 
  to do so, or they might sell it to the many other 
  pirates who covet the pearl. However, finding a 
  buyer willing and able to pay a good price for it, 
  and then ensuring they aren’t double crossed 
  during the deal should be a significant challenge 
  for the PCs. If the PCs decide to keep the pearl, 
  then the continued attempts of other pirates and 
  even other adventurers to relieve them of it will 
  become adventures in themselves.
  The PCs might consider taking over Crown 
  Island and using it as a base of their own. The 
  isle may serve them in the short term but its 
  dangerous nature, small size, and considerable 
  distance from other settlements means that the 
  PCs are likely to tire of it as their adventures take 
  them further and further away.
  
  16
  The Crew Of The 
  Silver Narwhal
  Captain Jared ‘Red Skewer’ Tarin
  At 34 years of age, Tarin is tall, lean, and 
  athletic. Gray hairs pepper his black hair and 
  beard and his skin is coarse and tanned. He 
  dresses in finery, but without care and in a 
  haphazardly manner.
  In his youth, Jared Tarin was apprenticed 
  to a locksmith in a port town, but he gave in 
  to temptation and began using his abilities to 
  steal from his master’s clientele. Arrested and 
  scheduled to hang for his crimes, Tarin escaped 
  and fled town by signing on to a sailing vessel 
  departing the port. Gifted at persuading 
  people with his bluster and bravado, he 
  managed to induce the crew to mutiny and 
  turn pirate within a month of their departure. 
  Tarin gained the nickname “Red Skewer” from 
  his practice of impaling his victims on the 
  narwhal horn of his ship’s figurehead. 
  Tarin’s bluster and swagger were 
  impressively showy, and backed up by his 
  experienced crew, Tarin’s fame grew, as did his 
  arrogance. His flag—a black field with a red 
  cutlass piercing three white skulls—became 
  a dreaded sight on the high seas. His success 
  at sea soon convinced him that he was the 
  greatest of pirate captains. When he ‘tamed’ 
  Crown Island as his base and stole the Pirate 
  Queen’s pearl by raiding a rival pirate lord’s 
  ship, many of his crew were convinced that he 
  had the Goddess of Piracy’s blessing.
  Red Skewer Tarin’s recent reversals of 
  fortune have left him somewhat shocked. He 
  had everything planned out so carefully; this 
  shouldn’t be happening. Now he refuses to 
  leave his rooms in his tower, where he plots 
  outlandish schemes to escape and mulls over 
  his paranoid suspicions. His first mate, Alsindra 
  Devrol has tried to confront Tarin about the 
  situation, but he has begun to believe the 
  lies that the ship’s navigator, Gren Trevak has 
  been spreading and recently banned Alsindra 
  
  17
  from the tower completely. Thanks to Gren’s 
  manipulations, Tarin now believes his plans 
  backfired due to internal betrayal. Should he 
  obtain ‘proof’ of this, he would gladly sacrifice 
  Alsindra as well as any other conspirators to 
  the jungle without mercy.
  Captain Jared Tarin
  Medium humanoid, chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 172 (23d8+69)
  Speed 30 ft.
  STR 12 (+1) 
  DEX 20 (+5) 
  CON 16 (+3) 
  INT 14 (+2) 
  WIS 8 (-1) 
  CHA 10 (+0)
  Senses passive Perception 9
  Languages Common
  Challenge 6 (2,300 XP)
  Evasion. On a successful Dexterity saving throw Tarin 
  takes no damage or half damage on a failed Dexterity 
  saving throw.
  Sneak Attack. Once per turn when either Tarin has 
  advantage on an attack or when an ally is adjacent to 
  the enemy that Tarin is attacking, Tarin can deal an 
  additional +3d6 (10) damage on a hit.
  Two-Weapon Fighting. When Tarin attacks with his 
  rapier he can also make an attack with his dagger as a 
  bonus action.
  Actions
  Rapier. melee 5 ft., 1 target. +8 to hit, 
  1d8+5 (9) piercing damage.
  Dagger. melee 5 ft., 1 target. +8 to 
  hit, 1d4+5 (7) piercing damage.
  Hand Crossbow. ranged 5 ft., 1 
  target. +8 to hit, 1d4+5 (7) piercing 
  damage.
  First Mate Alsindra 
  Devrol
  Alsindra is a plain-looking 
  woman in her late twenties, 
  with light brown skin, dark hair, 
  and brown eyes, who serves as 
  first mate of the Silver Narwhal. 
  While Alsindra is among the least 
  cruel of Tarin’s crew, she is nonetheless 
  amorally indifferent to the plight of those who 
  aren’t her friends. She has enjoyed the good 
  times with the Narwhal as much as anyone 
  and is sad to see them end. She wants to have 
  Tarin spend some plunder to gain allies against 
  these blockading pirates or simply give up the 
  Pirate Queen’s pearl to them so that things can 
  return to the old ways, but Tarin’s paranoia has 
  resulted her being banished to the ship and she 
  has no influence over him. She knows that Gren 
  Trevak has been spreading rumors and lies, but 
  is almost powerless to do anything about it. She 
  is looking to negotiate a way out of the current 
  troubles and stop Trevak before he goes too far.
  Alsindra Devrol
  Medium humanoid, chaotic neutral
  Armor Class 14 (hide)
  Hit Points 143 (23d8+46)
  Speed 30 ft.
  STR 20 (+5) 
  DEX 14 (+2) 
  CON 14 (+2) 
  INT 13 (+1) 
  WIS 10 (+0) 
  CHA 8 (-1)
  Senses passive Perception 13
  Languages Common
  Challenge 5 (1,800 XP)
  Action Surge. Once per short rest Devrol can make a 
  second action on her turn.
  Dueling. Devrol gains a +2 bonus to 
  damage with her cutlass when she isn’t 
  wielding a weapon in her off-hand.
  Evasion. On a successful Dexterity 
  saving throw Devrol takes no damage 
  or half damage on a failed Dexterity 
  saving throw.
  Actions
  Multiattack. As an action Devrol can 
  make two cutlass attacks.
  Cutlass. melee 5 ft., 1 target. +8 to hit, 
  1d6+7 (10) slashing damage.
  Hand Crossbow. ranged 30/120 
  ft., 1 target. +5 to hit, 1d6+5 (8) 
  piercing damage.
  
  18
  Ship’s Navigator Gren Trevak
  Gren Trevak is a lanky, white haired 
  half-elf with a hazel eyes and a sardonic 
  grin. He purposefully dresses like 
  a foppish aristocratic popinjay, 
  fully aware that this often 
  causes people he meets to 
  underestimate him.
  Gren serves as 
  the Silver Narwhal’s 
  quartermaster, but he secretly 
  desires captaincy of the ship and is 
  carrying out a treacherous scheme 
  to accomplish this goal. As the 
  situation recently deteriorated, Gren 
  started telling Tarin that his first 
  mate, Alsindra Devrol, was secretly 
  in league with the besieging 
  pirates. Tarin refused to believe 
  it at first but Gren told him 
  that she was after Tarin’s rightful 
  property, the Pirate Queen’s pearl, and that 
  sooner or later she would ask him to give it up.
  When that day finally came, Gren’s plan 
  worked perfectly. The split between Alsindra 
  and the Captain places Gren right where 
  he wants to be, with most of the crew of 
  questionable loyalty down on the ship with 
  Alsindra. Morale is slipping as the situation 
  grows worse and more pirates join the 
  debate and argue over what should be done. 
  When Gren feels that the numbers are in 
  his favor, he intends to lead the mutiny and 
  take command. He plans to sacrifice Alsindra, 
  Tarin, and any pirates still loyal to Tarin to the 
  jungle. This should temporarily appease its 
  appetite, making it safe to travel from tower 
  to ship. Then he intends to give up the Pirate 
  Queen’s pearl—just like Alsindra suggested—
  and rule over the Silver Narwhal and Crown 
  Island unchallenged.
  Gren Trevak
  Medium humanoid, chaotic evil
  Armor Class 15 (leather)
  Hit Points 126 (23d8+23)
  Speed 30 ft.
  STR 10 (+0) 
  DEX 20 
  (+4) 
  CON 12 (+1) 
  INT 15 (+2) WIS 8 (-1) 
  CHA 13 (+1)
  Senses passive Perception 9
  Languages Common
  Challenge 5 (1,800 XP)
  Evasion. On a successful Dexterity 
  saving throw Trevak takes no damage or half 
  damage on a failed Dexterity saving throw.
  Sneak Attack. Once per turn when either 
  Trevak has advantage on an attack or 
  when an ally is adjacent to the enemy 
  that Trevak is attacking, Trevak can deal 
  an additional +3d6 (10) damage on a 
  successful attack with a weapon.
  Two-Weapon Fighting. When Trevak 
  attacks with his rapier he can also make an attack with 
  his dagger as a bonus action.
  Spellcasting. Trevak can cast spells using Intelligence 
  (save DC 15 for spells and +7 to hit with spells). He can 
  cast the following spells:
  At will: mage hand, shocking grasp, true strike.
  3/Day: color spray, hideous laughter, shield.
  Actions
  Rapier. melee 5 ft., 1 target. +7 to hit, 1d8+4 (8) 
  piercing damage.
  Dagger. melee 5 ft., 1 target. +7 to hit, 1d4 (2) 
  piercing damage.
  Hand Crossbow. ranged 5 ft., 1 target. +7 to hit, 
  1d6+4 (7) piercing damage.
  Crewmembers
  The crew of the Silver Narwhal have been 
  well equipped by their captain with high 
  quality weaponry and gear. This combined 
  with the security of Tarin’s Crown and the 
  plunder they’ve received in the past have 
  kept the crew content… up until recently. 
  At present, the crew haven’t had a chance 
  gaining plunder (or spending it) for months, 
  the ravenous island vegetation is getting out 
  of hand, and several crewmates have been 
  
  19
  lost to the jungle. The grumbling has more 
  than begun; many are beginning to think that 
  Gren Trevak’s intimations that they have a new 
  captain are not such a bad idea.
  Silver Narwhal Crew
  Medium humanoid, chaotic evil
  Armor Class 14 (studded leather)
  Hit Points 99 (18d8+18)
  Speed 30 ft.
  STR 17 (+3) 
  DEX 14 (+2) 
  CON 13 (+1) 
  INT 10 (+0) 
  WIS 12 (+1) 
  CHA 8 (-1)
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Evasion. On a successful Dexterity saving throw the 
  Crew member takes no damage or half damage on a 
  failed Dexterity saving throw.
  Actions
  Multiattack. As an action Crew members can make two 
  cutlass attacks.
  Cutlass. melee 5 ft., 1 target. +5 to hit, 1d6+3 (6) 
  slashing damage.
  Hand Crossbow. ranged 5 ft., 1 target. +4 to hit, 
  1d6+2 (5) piercing damage.
  
  20
  Pirate Queen’s 
  Pearl
  The continent that held the first human 
  empire sank beneath the waves countless 
  millennia ago. The antediluvian people of 
  this great empire were renowned for their 
  mastery of many types of magic, one of the 
  most distinctive being the arcane crystals 
  known today as ioun stones. Long ago, a rare 
  crystalline masterpiece, unheard of by modern 
  scholars, survived the fall of the first empire. It 
  lay buried for untold centuries under an island 
  that was once part of the lost continent. An 
  underwater earthquake dislodged the long-
  hidden stone and it sank down into the depths 
  of the ocean. The Goddess Queen of Piracy 
  became aware of this remarkable underwater 
  treasure and a giant mollusk swallowed the 
  stone. The divine influence of the Pirate 
  Queen intermixed with the magic of the stone, 
  working to create an odd-shaped pearl of great 
  size.
  When the Pearl was fully formed, the 
  Goddess sent holy visions of it to many of her 
  faithful followers. One of these devoted pirates 
  retrieved the blessed pearl, but died bringing 
  it to the surface. The Pirate Queen’s pearl, a 
  lustrous pearl figurine shaped in the image of 
  the Goddess herself, became a legendary prize 
  of the Pirate Isles, passing from the hands of 
  pirate to pirate, usually with violence. The 
  Pirate Queen does not play favorites and if 
  a pirate cannot keep ahold of a plundered 
  treasure, then that is hardly her concern.
  The Pearl eventually ended up in the 
  hands of a pirate captain named Malika who 
  possessed a  breathless ioun stone (rare) of 
  an iridescent color which removed the need 
  for her to breathe, allowing Malika to dive 
  down and loot sunken ships. The first night 
  Malika held the Pirate Queen’s pearl, she felt 
  a strange compulsion to orbit her ioun stone 
  around the figurine’s head. The stone was 
  absorbed into the statuette, which took on an 
  iridescent shine and conveyed the ioun stone’s 
  power to whoever carried the pearl. Excited by 
  this discovery, Malika began looking for more 
  ioun stones in earnest, but only found one 
  more stone—awareness—to add to the pearl, 
  before being killed and the pearl claimed by a 
  new owner.
  Pirate Queen’s Pearl
  Wondrous item, artifact (requires 
  attunement)
  Formed from shimmering pearl, this 1-foot 
  tall statuette has the smooth stylized form 
  of a female human (or possibly half-elven) 
  pirate. The Pirate Queen’s pearl functions as a 
  holy symbol of the Goddess of Piracy, usable 
  for spells and class features requiring a divine 
  focus. 
  Random Properties. The Pirate Queen’s Pearl 
  has the following random properties:
  • 2 minor beneficial properties.
  • 1 major beneficial property.
  • 2 minor detrimental properties.
  • 1 major detrimental property.
  Augury. Once per day the statue’s holder 
  can ask whether taking a particular ship by 
  force is worth the effort. If the holder and her 
  crew could defeat the ship, and it is a valuable 
  enough prize to be worth the risk, the statue 
  glows a bright white for several seconds. If the 
  ship meets neither of these criteria, then the 
  pearl turns black as pitch for the same length 
  of time, and if the ship only meets one of the 
  criteria then the pearl does nothing.
  Blending. If the pearl’s possessor attempts 
  to orbit an ioun stone around the statue’s 
  head, the stone spirals inward and sinks into 
  the Pirate Queen’s pearl. The statuette takes 
  on a color tone reminiscent of the color of the 
  absorbed stone, blending with any other colors 
  already present. The Pirate Queen’s pearl can 
  
  21
  absorb up to six stones in this manner. Anyone 
  with the statuette on her person gains the 
  benefits of all these ioun stones. The pearl’s 
  possessor can remove a blended ioun stone 
  as an action by holding the statuette and 
  touching it to her forehead or equivalent body 
  part. The absorbed stone comes out of the 
  pearl and takes up orbit around the possessor. 
  The Pirate Queen’s pearl currently has an 
  awareness and breathless ioun stone inside, 
  giving it a glittering sheen and a cerulean tinge.
  Destroying the Pearl. The Pirate Queen’s 
  pearl is destroyed if a pirate captain who, of 
  her own free will, truly renounces her piratical 
  ways, surrenders her ship and crew, and gives 
  the pearl to a lawful authority opposed to 
  piracy. The pearl cracks apart when this occurs, 
  releasing any absorbed ioun stones.
  
  22
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  25
  
  26
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Pirate/Islands of Plunder - Tarins Crown.pdf