Dark Tides of Bielgewater
Dark Tides of Bielgewater
Dark Tides of Bielgewater
OF BILGEWATER
Start your adventure in a scoundrel's paradise. In Bilgewater, everything is for sale, and
fortune favors the bold.
Table Of Contents
W
elcome to Bilgewater, the most remarkable like the armored Nautilus and occult powers like the kraken
port in the world of Runeterra! D&D Beyond is priestess Illaoi and the eldritch River King Tahm Kench pay
thrilled to bring this renowned city to life, frequent visits to the grimy shores of Bilgewater.
giving you the tools to create your own
Legends of Runeterra-inspired Dungeons & These champions are far from the only people making waves
Dragons campaign. in Bilgewater, however. You now have the chance to create
your own characters and explore Runeterra’s most
This is a world of champions and monsters, of nations rising remarkable port, going on grand nautical adventures on
and falling in wars of conquest and magic. The many lands of galleons, exploring the unforgiving depths of the sea, or
Runeterra are bursting with adventures of all kinds, from delving into the unknown mysteries of the dark magic that
gritty street-level brawls to epic battles between supernatural lurks in Bilgewater’s shadows. If you’re a player, start by
powers, and Bilgewater is no exception. Packed to the gills reading the introduction of chapter 2: Heroes and Scoundrels
with smugglers, scofflaws, and scoundrels, Bilgewater is of Bilgewater and start making your character.
more than a common pirate haven, though it has more than
its fair share of pirates, too! Once you have your characters, your Dungeon Master (DM)
can use chapter 3: Herald of the Harrowing to start your
Even though this version of Bilgewater is described in great heroes’ adventures in Runeterra. This adventure is a pre-
detail, and adheres to Runeterra canon as frequently as made story set in Bilgewater to start your group’s stories.
possible, the adventures and story hooks in this source aren’t This adventure assumes that your characters are mercenary
canon. Let this free you from the need to create stories that adventurers seeking profit and excitement among the waves.
stick to canon details. Make up as many new stories, dangers,
and characters as you please! Your version of Bilgewater is
the only one that’s important, so long as you and your friends After you complete this adventure, your DM can use the rest
are having fun. of this source to create brand-new adventures for your group.
Once your first adventure is over, start thinking of a backstory
A number of Runeterra’s mightiest champions call Bilgewater and traits for your character and show that to your DM.
their home. The gunslinging pirate legends Miss Sarah Those will help your DM create a story that positions you and
Fortune and Gangplank have famously battled for control of your friends’ characters as the story’s heroes, not just
Bilgewater, and countless scoundrels have aligned glorified errand-runners for high-level NPCs.
themselves with these warring powers, seeking to wind up on
top when the gunsmoke clears. Masters of the ocean depths
Chapters Using this Source
This source is your portal to Bilgewater, allowing you to tell To use this book, you need a free copy of the D&D Basic
your own tales of high adventure with your friends. It’s split Rules. Your D&D games will be enhanced by owning the
into five chapters: D&D fifth edition core rulebooks: Player’s Handbook,
Dungeon Master’s Guide, and Monster Manual, but they
Chapter 1: Bilgewater Setting aren’t necessary.
Guide
Text that appears in a box like this is meant to be read aloud or
This guide breaks down the history, factions, and politics of paraphrased for the players when their characters first arrive at
Bilgewater to give players and Dungeon Masters all the
backstory they need to play characters and NPCs from this a location or under a specific circumstance, as described in
scurvy port. Beyond this, all of the city’s districts are the text.
described in enough detail to create their own NPCs and
locations within them. Finally, a bounty of plot hooks and Abbreviations
small encounters are placed here for DMs to plunder and
adapt to their own stories. The following abbreviations appear in this book:
Chapter 2: Heroes and Scoundrels hp = hit points
of Bilgewater AC = Armor Class
DC = Difficulty Class
This chapter describes how to quickly create a character that XP = experience points
you can use to adventure in Bilgewater, starting at 3rd level NPC = nonplayer character
(the right level for the “Herald of the Harrowing” adventure). DM = Dungeon Master
Three new subclasses are also presented here: the pp = platinum piece(s)
barbarian’s Path of the Depths, the fighter’s Renegade gp = gold piece(s)
archetype, and the rogue’s Wild Card archetype. ep = electrum piece(s)
sp = silver piece(s)
Chapter 3: Herald of the cp = copper piece(s)
Harrowing (For the Dungeon
Master’s Eyes Only!)
Defend Bilgewater from the Harrowing as a mighty specter of
the Shadow Isles attempts to shroud all of Bilgewater Bay in
the deadly Black Mist. This adventure is everything a
Dungeon Master needs to play a one-shot set in Bilgewater.
It’s also the perfect starting point for a longer campaign set in
Bilgewater.
Chapter 4: Beasts of Bilgewater
(For the Dungeon Master’s Eyes
Only!)
This chapter includes the game statistics for all of the
monsters used in “Herald of the Harrowing", plus a few
extras. Dungeon Masters can use these monsters and NPCs
in conjunction with the monsters found in the free D&D
Basic Rules to put their players in grave, nautical peril!
Chapter 5: Booty of Bilgewater
No adventure is complete without magical treasure. Dungeon
Masters can give out the treasures described in this chapter
as rewards to their players as described in “Herald of the
Harrowing”, and as they complete their own homebrew
adventures.
Chapter 1: Bilgewater Setting Guide
B
ilgewater is an independent port city founded by Fall of the King
sea-monster hunters, smugglers, and pirates. It
is a haven where those fleeing debt, justice, or In the years that followed, a pirate captain named Gangplank
persecution can start over, without the burdens came to serve as the unofficial ruler of Bilgewater crowning
of a haunted past. This city of opportunity is himself the Reaver King. He held this position of influence for
also rife with dangers, surrounded by years until an attempted assassination on his life by a bounty
treacherous landscapes and seas teeming with hunter named Sarah Fortune. While Gangplank managed to
monsters. Despite its dangers, however, Bilgewater is a survive the attempt, his ship, and his most faithful followers
paradise where everything is for sale, and fortune favors the were destroyed, forcing him to disappear from public view.
bold. In the power vacuum following Gangplank's supposed
death, a ruling body called the Corsair's Conclave formed.
The Conclave was composed of the four most influential
History of Bilgewater captains in Bilgewater (including Sarah Fortune), and they
The city of Bilgewater began as an inhospitable stretch of divided Bilgewater into territories to enforce their rule.
land begrudgingly gifted by the Buhru to a group of refugees.
These refugees sought to escape the oppressive rule of the Fickle Fortune
mainland factions, wishing to start anew. Through luck and After some peaceful years, three members of the Corsair's
tenacity, these refugees built a life for themselves, and news Conclave decided to band together and eliminate Sarah from
of their new settlement began to spread. The cove that now their ranks. Following this betrayal, Miss Fortune staged a
forms Bilgewater was well hidden, dotted with spots to dock coup where she successfully murdered or banished the
vessels, and better yet covered in abandoned ruins for shelter. traitorous captains. Following this bloody event, Sarah
These qualities made it an ideal hiding place for ships, and became the only power remaining to control Bilgewater.
the settlers' resentment of mainland law made it an attractive As of late, Gangplank has begun to make his presence
port for pirates. As piracy ebbed and flowed in Runeterra known in the city. He has garnered the support of the Buhru
with the rise and fall of factions, the cove remained a safe in Bilgewater and grows his supporters aiming to claim his
base for those evading the iron fist of naval forces. throne from Miss Fortune once again.
Inevitably, as more crews began to use the cove, the
settlement began to expand. Traders willing to deal in stolen
wealth, and entrepreneurs ready to cater to these crews set Bilgewater Today
up shop amidst the ruins of the cove. The hardy settlers Bilgewater is a free city, flourishing with opportunity. These
began to construct more permanent buildings, using found opportunities have given rise to a great many parties
materials to build on top of the ruin foundations. interested in controlling what Bilgewater has to offer.
As the population of Bilgewater began to grow, the Buhru
natives, once again, were forced to act. They approached the
people of Bilgewater and held council with those most
influential in the settlement. The Buhru agreed to allow the
expansion of Bilgewater, on the condition that the city would
never expand beyond the bay's confines. The people agreed
to the terms, and with this victory in hand, Bilgewater began
to flourish.
Factions These black mists thicken and travel across the ocean,
flooding the Serpent Isles with undead spirits hungry for
While there is no formal government established in victims. This event has become known as 'The Harrowing,'
Bilgewater, it is a city teeming with factions, each looking to and the power of the Buhru is the only thing that can keep its
further their own goals and agendas. Some of the active might at bay.
powers that shape life in Bilgewater are presented below.
Noxus
Soldiers of Fortune Located Northwest of the Serpent
After a bloody coup, Sarah Isles, is the evergrowing empire of
Fortune (colloquially known as Noxus. Noxians are determined to
'Miss Fortune') is the de facto conquer Runeterra with aggressive
ruling force in Bilgewater. expansionist action and have set
Though she holds no official their sights on Bilgewater as a
title, her allies and crew potential resource for their naval
members enact her will in the campaigns. Noxus has not made any
city, applying pressure as needed hostile action towards Bilgewater,
to achieve her goals. She currently fixates on finding and but they have placed key soldiers in the port city, hoping to
killing Gangplank, who previously ruled Bilgewater. curry favor with the powers that struggle to control it.
The Jagged Hooks
Gangplank is the first and only Economy and Trade
captain to crown himself the Bilgewater is a city teeming with wealth and opportunity.
Reaver King of Bilgewater. At the Residents can make their fortunes scouring the seas, hunting
height of his power, he was those who flee justice or catering to those who do.
deposed by Miss Fortune, and he
now collects allies from the Bounty Hunting
shadows of Bilgewater. His
growing band of allies seeks to Bilgewater is a lawless city, far from the reaches of the other
kill Miss Fortune and restore factions of Runterra. Consequently, it attracts plenty of
Gangplank to his place as Reaver King. criminals aiming to flee justice. The presence of so many
wanted criminals has given rise to a burgeoning population of
Buhru bounty hunters. Bilgewater has several bounty boards, where
The Buhru inhabited the new bounties are posted daily by pursers who pay out the
Serpent Isles for thousands of hunters returning their targets dead or alive. With so many
years before mainlanders pirates, assassins, and criminals operating in and around
founded Bilgewater. The Buhru Bilgewater, bounty hunting is an incredibly lucrative
still dominate the isles, and profession.
foreigners to their shores are
only allowed to settle in Monster Hunters
Bilgewater. The Buhru have their Bilgewater is famous for its monster-hunting trade, with its
language, capital city, and religion centered around the economy built around this burgeoning industry. The seas that
worship of the great Kraken Nagakabouros. The culture of surround the Serpent Isles are teeming with sea-monsters of
the Buhru influences much of Bilgewater, and a healthy every size and description. These monsters make travel
population of Buhru live in the city. While Buhru tolerate the around the city quite dangerous, but crews of monster
settlement, the majority of them consider it to be a stain on hunters have turned this peril into profit. These individuals,
their island. sometimes referred to as 'serpent hunters,' embark on
missions to hunt these monsters, slay them, then bring their
Enemies and Allies corpses back to Bilgewater to sell to the highest bidder.
Across the seas from the Serpent Isles, the many factions of Entire regions of Bilgewater host facilities built to process
Runeterra struggle against one another for control. Some of these corpses into food, treasures, and other sellable
these factions have chosen to ally themselves with resources. A comfortable living can be made by hunting these
Bilgewater, while others seek to consume the city entirely. monsters, or by working amongst the docks that process
them.
Shadow Isles
Southeast of the Serpent Isles lies the
horrifying region known as the Shadow
Isles. Since its corruption during a
magical tragedy, the Shadow Isles emit
dangerous black mists that routinely
threaten the people of Bilgewater.
Salvage Divers Buhru Religion
If the swarms of sea monsters don't deter voyages to The Buhru religion is the main religion of the Buhru people
Bilgewater, then the brutal terrain certainly does. The seas native to the Serpent Isles. This religion centers around the
around the Serpent Isles are dotted with rock formations and worship of Nagakabouros, a god often depicted as a colossal
coral reefs that can destroy a ship before the crew realizes kraken. Followers of the Buhru religion believe that every
what they've hit. Many ships carrying valuable cargo have spirit was born to serve the universe, and the best way to
sunk to the ocean floor surrounding Bilgewater Bay, and fulfill personal destiny is to pursue one’s inherent desires.
retrieving these lost goods has become a profession. Treasure
hunters and salvagers strike rich daily as they mine the ship Nagakabouros
graveyards just off of the coast. Traversing the ocean is Nagakabouros is the deity that presides over life, the ocean,
incredibly dangerous, so skilled salvage divers can sell their storms, and motion. While her true form is unknown, the
services for extraordinary fees. Those with the stomach for image of the kraken most often represents her in religious
the profession, make their fortunes retrieving lost treasures iconography. The god is called the ‘Mother Serpent,’ and the
for merchants, for pirates, and by leading their private mass of sea monsters that fill the nearby oceans are known
expeditions. as the children of Nagakabouros.
Nagakabouros is a god that prefers action over words and
Piracy has little patience for weakness or failure. One of the Buhru’s
Piracy has been historically tied to the legacy of Bilgewater, religious rites is called the ‘Test of Nagakabouros,’ in which
and it remains an active portion of the city's economy today. an individual submits to vicious psychic assault from the
Because Bilgewater operates outside of the law, it is one of god’s spectral tentacles. Partakers who fail perish, but those
the only places pirate crews can safely sell stolen goods for who survive have demonstrated they possess the favor of the
profit. Many of the businesses in the city cater specifically to Mother of Serpents.
these crews, who return after laborious stints at sea with Buhru in Bilgewater
pockets full of coin seeking revelry. Pirate crews can return to Several temples to Nagakabouros have been built in
the bay without real fear of persecution since natural hazards Bilgewater, though priests strictly limit which residents are
surround the Serpent Isles. The best navigators jealously allowed inside them. Even with these restrictions, the Buhru
guard knowledge of safe routes to the Isles, which forces religion is growing in popularity amongst all the peoples of
larger navy vessels to abandon hopes of landing on its shores. the city. This popularity has a great deal to do with the
The only real threats to pirates in Bilgewater come from current spiritual leader of the Buhu, a priestess named Illaoi,
other stronger crews and the occasional bounty hunter. who bears the honored title of Truth Bearer. Illaoi has been a
staunch ally in protecting Bilgewater against the harmful
Religion in Bilgewater effects of the Harrowing and is well regarded by the citizenry.
When Gangplank ruled Bilgewater, Illaoi and the Buhru were
While Bilgewater is home to a vast collection of cultures and close allies. With Gangplank’s fall from grace, it remains
faiths, there are two beliefs of note that are unique to the unclear what role the Buhru will play in the politics of
Serpent Isles. leadership.
The Tithe Iron Wills (Low-Level)
‘The Tithe’ is a superstition as opposed to a full system of Eager to show their prowess to potential
belief, but most sailors religiously observe it in Bilgewater. It employers, two raucous ironbacks have engaged in
is said that when a ship sets out to sail, the captain must various tavern games, including arm-wrestling,
make an offering to the sea (or some say to Nagakabouros) or darts, and shouting matches. But their friendly
risk the sea claiming the ship. Sailors usually keep a coin on competition is quickly devolving into more
their person just in case a tithe needs paying. aggressive attacks, and the nervous tavern
managers of Fleet Street are asking for someone to
Cautionary tales warn of a salvage diver named Nautilus, intervene before the competition brings down the
who was dragged under the ocean and transformed into a house—literally.
monster when his captain refused to pay the tithe.
Slaughter Docks
Raider’s Hold The Slaughter Docks form one of the coastal districts of
If you’re looking for a place to sleep and keep the greedy Bilgewater. This area is composed of carving bays, killhouses,
wharf rats at bay, Raider’s Hold is your inn. While not one of butcheries, and other places that service the booming
the nicest flophouses in Rat Town, Raider’s Hold is infamous monster-hunting industry. The streets of the slaughter docks
for its more flexible housing rates. The elderly pirate who often run with blood and other viscera following productive
runs the place, Captain Breanna Zyll (chaotic neutral, female days of work, and its stench is infamous.
human veteran), is well-known throughout Bilgewater for
dealing in favors instead of silver serpents. She will gladly The buildings themselves are a testament to their trade,
provide you room and board for a week in exchange for usually designed to resemble fearsome sea-beasts and built
hunting down a debtor or ensuring one of her rivals falters on using the skins and bones of their likenesses.
their next voyage. Because of this, Breanna’s bounty is one of
the highest listed on the Bilgewater notice boards, and yet, The waters surrounding the docks are tinged with red and
none seem keen to take up arms against her, as everyone poisoned by runoff, which drives any passing sea monsters
knows she has many powerful figures in her debt. away from Bilgewater’s shores. This fact has increased
A few residents claim to have spotted the tidal trickster Fizz tensions with the Buhru of Bilgewater, who depend on the
haunting the flophouse’s halls some nights, but none have sea monsters to provide aid when the Harrowing threatens
ever produced any evidence beyond their tall tales of his the Serpent Isles.
presence. Carving Bays
These massive docks are equipped with cranes and towers
capable of hoisting even the most colossal monsters from the
water. Captains with corpses to sell can expect to haggle
fiercely for the service of a trustworthy bay before their
catches rot in the water. Since profit depends on fresh
material, the carving bays often boom with activity both day
and night.
Random Encounters in
Floating Spirits (Mid-Level) Bilgewater
Over the past few nights, many residents of Bilgewater is host to a colorful collection of people and
Bilgewater have claimed to spy the glowing blue dangers. This section describes some encounters that may
forms of ghosts rising from the floating graveyards
scattered along the edges of the bay. The dead
occur while spending time in Bilgewater. While the party
ought to rest peacefully—so what is rousing these
travels through the city, you may choose to roll on the below
spirits from their slumber? Could the Shadow Isles table to determine a random event that occurs.
be making another attempt on Bilgewater, or is
another faction to blame? City Encounters
A crossbow bolt whizzes above your head, and someone calls: The toe of a leather boot peeks A street vendor calls out to
"Stop right there, Kendrick! Your reign of terror ends now!" your party, “You look like people of fine taste! I’ve got a
treasure you can’t afford to miss.”
A human bounty hunter (veteran) named Westley Graves has
mistaken one of the characters for a petty criminal named The vendor is an exotic pet dealer named Thea Brown. Cages
Kendrick. A successful DC 15 Charisma (Persuasion) check filled with beautiful songbirds hang from her rolling cart
convinces Westley that he has made a mistake. Otherwise, display, along with several tanks occupied by rare types of
the bounty hunter continues to attack. lizards. Thea recently came in possession of a monster egg
and is offering to sell it. If a character purchases the egg, it
Crossfire hatches in 1d4 days. Roll to determine what kind of egg it is,
and Thea’s asking price.
A shower of sparks explodes just above you as a monkey 1d4 Egg type (and price)
swoops down from a rooftop towards a cluster of ruffians in 1 A giant sea horse (200 gp)
the street. The people around you begin to stampede to get
2 A giant toad (350 gp)
away from the conflict.
3 A pseudodragon (3000 gp)
The party is caught in the crossfire of a fight between six of 4 A dragon shark (15,000 gp)
Miss Fortune’s powder monkeys and six thugs loyal to
Gangplank. If the party decides to avoid the battle, they must Graffiti
succeed on a DC 13 Strength (Athletics) or Dexterity
(Acrobatics) check to successfully make their way out of the
panicking crowd. If the party decides to intercede in the fight, A mysterious masked figure hovers strangely over a nearby
they might gain favor with either Miss Fortune or Gangplank, bounty board.
depending on which side they fight alongside.
If the characters confront the figure, the masked person runs
Finders Keepers away with surprising agility, calling out, 'my brush will never
be silenced!' If the party examines the board, they see large
The toe of a leather boot peeks out from behind a pile of
mustaches drawn on all the bounty posters.
crates.
Grift
A wizard in a golden sequined robe starts a fire-eating act. If
An unfortunate merchant has been murdered, and his body any characters stop to watch, they become marks for a team
hastily stashed behind a pile of crates. A Wisdom (Medicine) of three young pickpockets (human commoners). Any
check reveals the merchant has been dead for less than an characters with a passive perception of 14 or higher notice
hour. A character who searches the corpse finds no money, the thieving attempt.
but the merchant wears a banshee’s veil around his neck.
Mob Mentality
Fortune Smiles Loud yells sound from a nearby alley. A group of rowdy
The party is approached by a human scout named Reggie pirates has cornered two soldiers wearing the colors of
Mott, who is loyal to Miss Fortune. Reggie has noticed the Noxus.
party's capabilities and wants to gauge if they would be A group of eight pirates (use bandit stats) has spent the
interested in joining the bounty hunter's supporters. night drinking and celebrating their fresh return to port.
If the party expresses interest, Reggie promises to contact While out on the town, they spotted two knights from Noxus,
them soon with some “business” opportunities. and are now threatening a fight. If the party does not
intervene, the two knights are slaughtered.
Nightlife
A charismatic performer named Kiki Summers is standing
on the street corner, offering coupons for a free drink at the
famous Garnay nightclub in Songbird’s Row.
Not-Dead-Yet
A giant octopus has escaped one of the killhouses and is
attacking people in the streets.
Encounters O - S
One of the Gang The party has attracted the attention of a pair of pool sharks.
The party is approached by a bandit named Ophelia Landry, The pool sharks have been tracking the party and wait for an
who is loyal to Gangplank. Ophelia has noticed the party's opportune moment to approach. The sharks demand either
capabilities and wants to gauge if they would be interested in 200 gold pieces or an item of equal value. If the party pays,
joining the captain's supporters. the sharks leave them in peace. If the party refuses, the pool
If the party expresses interest, Ophelia promises to contact sharks attack.
them soon with some “business” opportunities.
Surprise Inside
Penny Dreadful
A cluster of sailors is gathered around a large wooden crate.
A huddled beggar calls out, "Just a penny please good people. They look at it nervously as loud, erratic knocking comes from
For just a penny I'll tell your fortune." inside it.
If the characters give her a coin, the beggar rolls a cup of Unbeknownst to the sailors, this freshly unloaded crate has
chicken bones onto the ground. After considering the bones, six zombies crammed inside. If no one opens the box, a
she tells them her prediction. Roll to determine what fortune zombie punches through the wood after one minute of
she tells: knocking.
1d4 Fortune
Street Rats
1 You have a secret twin. This twin is currently trying to
find and kill you.
A high pitched wail turns your attention towards a young man
2 A remarkable treasure will fall from the sky very soon.
It might be a sword, though, so if you aren't careful, it running up the street. A cluster of grey-furred bodies follows
will kill you. close at his heels.
3 Your next birthday is going to be incredible. The
amount of fun will kill you. Three wharf rats pursue a commoner named Billy Brigs
4 The next tavern you visit will unknowing be serving through the streets of Bilgewater. If the party does not
tainted food. If you eat it, it will kill you. interfere, the rats catch up to Billy and attack him.
Rotten Core Encounters T - Z
The support beams of a wooden walkway have rotted to ruin. This Sucks
All creatures standing on the section must succeed on a DC
13 Dexterity saving throw to jump out of the way or fall 20
feet, taking 2d6 bludgeoning damage. A buzzing fills the air as a swarm of flying creatures burst from
under the boardwalk.
Serpent Spectacle
The party's passing dislodges a hive of biting beetles, and
The people around you begin to murmur, and part as a group three swarms of insects (beetles) surge out, attacking all
of Buhru move down the street. This collection of warriors are
creatures within 60 feet—possibly even innocent bystanders!
dressed in impressive suits of armor modeled to look like sea
Tough As Nails
monsters.
A group of five Buhru serpent callers (use gladiator stats) A crowd of spectators cheer as a turtle-like creature
have just arrived in Bilgewater, and are heading to the Temple victoriously slams down the arm of a muscled sailor. The
of Nagakabouros. They are quick to deal justice to any who creature waves its arms in victory and yells, "Anyone else have
interfere with their passage through the city. the guts to face me?"
17 A pair of giant boars 17 A ship run by a crew of 2d6 pirates (use bandit stat
block)
18 A friendly blink dog
18 1d4 killer whales
19 1d6 giant wolf spiders
19 A deserted ship infested by 3d6 wharf rats
20 1 shambling mound
20 1 dragon shark
Chapter 2: Heroes and Scoundrels of
Bilgewater
T
here are twelve classes in D&D, and three of
them have Bilgewater-specific subclasses. You Character Options
can find all these classes in the D&D Basic Below are three subclasses which give the barbarian, fighter,
Rules. There are even more subclasses for all and rogue classes powers that make them particularly well-
twelve classes in the Player’s Handbook, some suited to the aquatic, black powder-choked, and high-rolling
of which would fit Bilgewater perfectly, like a atmosphere of Bilgewater. It’s highly recommended that new
Tempest domain cleric, or a warlock whose D&D players choose one of these subclasses.
patron is a Great Old One (like Tahm Kench). Be careful if
you want to play a class that casts spells, like a bard, cleric, Barbarian: Path of the Depths
druid, sorcerer, wizard, or warlock. Spellcasting is one of the
more complicated parts of D&D, so it’s easier to learn the Encounters with the terrors of the deep can break the minds
basic rules first before adding the spellcasting rules on top of of the weak-willed, but some forge their trauma into weapons
that. never seen above the waves. The barbarian who walks this
path has survived such an encounter and has gained
extraordinary abilities from the experience.
Races of Runeterra
There are beings of all shapes and sizes that live across Gift of the Drowned Ones
Runeterra. While most of the common D&D races don’t At 3rd level when you adopt this path, you gain a swimming
perfectly fit these varied peoples, you can use these races as a speed equal to your walking speed and gain the ability to
starting point. A dragonborn might be a good template for a breathe underwater.
character that’s half-dragon, half-human. Most of the magical
beings of Runeterra vary widely in form, so you can use the Dredge Line
game statistics of any of these races to create any sort of Starting when you choose this path at 3rd level, you manifest
character you want, with any appearance—as long as your an extra appendage when you enter your rage. This weapon
Dungeon Master says it’s okay in their campaign. can appear as a kraken tentacle, a giant anchor, preternatural
Other than humans, there is one other race that appears all jaws, or something else based on your history.
across Runeterra: the strange and unpredictable spirit As a bonus action, you can use this appendage to strike at
creatures called yordles. Usually covered in thick fur and one creature of your choice that you can see within 15 feet.
standing about three feet tall, and filled with otherworldly The target must succeed on a Strength saving throw (DC
caprice, the gnome race in D&D is a great fit for yordles. equal to 8 + your proficiency bonus + your Strength modifier)
or be pulled up to 10 feet in a straight line towards you.
Ghostwater Dive
Beginning at 6th level, you can burst into water then
materialize somewhere else as an action. You magically
teleport along with any equipment you are wearing or
carrying, up to 30 feet to an unoccupied space you can see.
Before or after teleporting, you can make one attack, as part
of your action. Moving in this way does not provoke
opportunity attacks.
Manifestations of the Deep
At 10th level, you can manifest additional adaptations of the
deep. Select one of the below adaptations you manifest,
during a long rest you may replace your chosen manifestation
with a new option from this list.
Eyes of the Deep. You gain the ability to use echolocation.
When you do so, you cast the true seeing spell, without using
a spell slot or material components. After you cast a spell in
this way, you can’t use this feature again until you finish a
short or long rest.
Arms of the Deep. While raging, you now manifest two
magical appendages, which may be tentacles, chains and
anchors, animated rigging, or another grasping arm of your
choice. When you use your dredge line ability, you can
attempt a grapple with each of your appendages.
Heart of the Deep. Now on your turn, you can use a bonus Pistoleer
action to gain temporary hit points equal to 1d12 + your Favoring speed and style over raw power, a renegade who
barbarian level. Once you use this feature, you must finish a adopts the Pistoleer form wields a small flintlock handgun.
short or long rest before you can use it again. As an action on your turn, you can target a creature within 30
Soul of the Deep. You are now immune to all effects that feet and shoot. Make a ranged attack roll against the target.
would cause you to be charmed or frightened. You are proficient with the attack, and on a hit, the attack
Armor of the Deep. Your skin hardens increasing your deals piercing damage equal to 1d6 + your Dexterity modifier.
Armor Class by 1. The number of shots you can fire during a single action
increases when you reach higher levels in this subclass: two
Depth Charge shots at 5th level, three shots at 11th level, and four shots at
At 14th level, when you use your ghostwater dive ability, you 20th level. The shots can target the same creature or different
can choose to appear with a wave of tidal force. When you creatures. Make a separate attack roll for each shot.
appear all creatures within 10 feet of you must make a
Strength saving throw. On a failed save a creature takes 3d6 Sniper
force damage and is knocked prone. On a successful save, a Armed with a large two-handed firearm, a renegade who
creature takes half damage and is not knocked prone. adopts the Sniper form can inflict massive damage in a single
shot. As an action on your turn, you can target a creature
Martial Archetype: Renegade within 120 feet and shoot. Make a ranged attack roll against
What defines a Renegade is not simply the weapon they the target. You are proficient with the attack, and on a hit, the
wield, or the ways they fight. A renegade, above all else, is a attack deals piercing damage equal to 1d10 + your Dexterity
fighter of sly charm and swagger. With brash cockiness in modifier.
spades, renegades build their own custom firearms to You deal extra damage while using this form when you
perfectly suit their own larger-than-life personalities. reach higher levels, dealing damage equal to 2d10 + your
Particularly well-funded renegades may even have Dexterity modifier at 5th level, 4d10 at 11th level, and 6d10 at
personalized Hextech weapons, but such folk are rare among 20th level.
the scoundrels of Bilgewater. Weapon of Choice
Don’t mistake their boasting for an empty facade—folk who Through a combination of salvaging stolen pieces of arcane
underestimate a renegade’s flashy gunplay tend to wind up technology and sheer rakish ingenuity, you can customize
dead. your firearm with various upgrades. When you choose this
Scoundrel’s Wit archetype at 3rd level, pick one minor upgrade and one major
Starting at 3rd level, you gain proficiency with the two of the upgrade from the Firearm Upgrades list at the end of this
following skills: Deception, Persuasion, or Sleight of Hand. subclass. If an upgrade has a prerequisite, you must meet
that prerequisite in order to benefit from the upgrade.
Gunfighter Form You gain one additional minor upgrade at 5th level, and one
Additionally, when you choose this archetype at 3rd level, you additional major upgrade at 10th level.
begin constructing a custom firearm that suits your unique Cunning Shot
brand of renegade style. This process begins by selecting the Starting at 7th level, you learn to exploit a foe’s weak spots,
form upon which to base your weapon. Choose one of the even if they appear to have none. The damage dealt by your
following options; each form grants you a new ability and firearm, including damage dealt via Firearm Upgrades,
unlocks certain upgrades you can add to your weapon at ignores resistances and immunities.
higher levels.
Grin and Bear It
At 10th level, you can brace yourself in the heat of battle, even
when gravely wounded. When you use your Second Wind
feature, your AC gains a +1 bonus and your movement speed
increases by 10 feet until the start of your next turn.
Right Gun for the Job
At 15th level, your skill with your firearm can adapt to any
situation. When you finish a long rest, you can replace any
of your Firearm Upgrades with a different one, though
you cannot have more than two major upgrades
equipped at a time. You must still meet the
prerequisite of an upgrade in order to
benefit from it.
Light ‘Em Up Crosshairs
At 18th level, you learn to channel the volatile force of your Prerequisite: 5th level
firearm’s black powder into a single concussive blast. As a You equip your firearm with a targeting mechanism. If you
bonus action, you can either throw or set down a small haven't moved this turn, you can aim down your sights as a
explosive. If thrown, the explosive has a range of 30 feet and bonus action, reducing your speed to 0 and granting you
detonates immediately on impact; if set down, the explosive advantage on all attacks you make using your Gunfighter's
can be detonated remotely from up to 60 feet away as Form feature until the end of your turn.
another bonus action.
When detonated, each creature within a 15-foot radius of Double-Barrel
the explosive must make a Dexterity saving throw, taking Prerequisite: Sniper Form, 5th level
12d6 force damage on a failure and half as much on a You add a second barrel to your firearm. When you use your
success. The DC for this saving throw is equal to your Gunfighter Form, you can shoot twice during a single action,
Firearm Upgrade DC. instead of once. The shots can target the same creature or
Once you use this feature, you cannot use it again until you different creatures. Make a separate attack roll for each shot.
complete a short or long rest.
Smoke Screen
Firearm Upgrades As an action, you alter the firing mechanism of your gun to
Renegades alter their weapons to suit their personal knavish release a burst of ash and smoke. This cloud forms a 10-foot
swagger. The following list provides various options to cube centered on a point of your choice within the firearm’s
enhance your firearm’s capabilities. These upgrades may be range, spreading around corners, and the area covered by
personal touches you put on your weapon, or scavenged bits this cube is considered heavily obscured. This smoke lasts for
of Hextech that you’ve discovered and rigged to work with 10 minutes and cannot be dispersed. Once you use this
your weapon. feature, you cannot use it again until you finish a short or
Saving Throws. Some of these upgrades require your long rest.
targets to make a saving throw to resist the effect. The saving Major Firearm Upgrades
throw DC is calculated as follows:
Firearm Upgrade save DC = 8 + your proficiency bonus + Barrage
your Charisma modifier As an action, you can fire a barrage of bullets. Each creature
in a 15-foot cone originating from yourself must make a
Minor Firearm Upgrades Dexterity saving throw, taking piercing damage equal to 3d10
Blade and Black Powder
+ your Dexterity modifier on a failure and half as much on a
Prerequisite: Pistoleer Form success. Once you use this feature, you cannot use it again
You create a matching blade to accompany your firearm, until you finish a short or long rest.
rendering you a deadly opponent in both melee and ranged Double Up
combat. Being within 5 feet of a hostile creature doesn’t When you hit a creature with a successful ranged weapon
impose disadvantage on your ranged attack rolls. attack with a firearm, you can immediately cause the bullet to
Additionally, when you use your action to shoot using your hit another creature within 15 feet of the original target. The
Gunfighter Form, you can use your bonus action to strike at a second target takes piercing damage equal to your Dexterity
creature within melee range. Make a melee attack roll. The modifier (minimum of one). You can redirect a bullet in this
attack roll uses your Dexterity modifier, and you are way a number of times equal to your Charisma modifier, and
proficient with the attack. On a hit, the attack deals slashing regain all expended uses after a short or long rest.
damage equal to 1d6 + your Dexterity modifier.
Caliber Net Lightning Round
By repurposing some salvaged Hextech parts, you equip your You equip your firearm with a volatile piece of stolen
gun with an arcane net meant to trap opponents. As an Hextech, allowing you to release a piercing bolt of electricity
action, choose a creature within range of your firearm. The as an action on your turn. The lightning fires from you in a
creature must succeed on a Strength saving throw or be straight line that is 1 foot wide and 30 feet long. Each
restrained. At the end of each of its turns, the target can creature in the line must make a Dexterity saving throw,
repeat this saving throw, ending the effect on a success. Once taking 3d8 lightning damage on a failure and half as much on
you use this feature, you cannot use it again until you finish a a success. Once you use this feature, you cannot use it again
short or long rest. until you finish a short or long rest.
A
s the saying goes—there’s never a dull day in The adventurers are recruited by either Sarah Fortune,
Bilgewater. From daring smuggler’s runs to the current leader of Bilgewater, or Gangplank, the city’s
legendary monster hunts on the high seas, this former Reaver King, to travel to Bilgewater’s salvage
port city thrums with adventure. docks and scuttle the ship at the epicenter of this
Harrowing.
At the salvage docks, the adventurers confront the
This chapter presents “Herald of the Harrowing,” a short Shadow Isles’ Commander Ledros and must destroy the
adventure to help adventurers get their campaign started in shipwreck before the Harrowing consumes the city in its
Bilgewater. When a night out at a tavern turns dark, the entirety.
adventurers find themselves fighting shadows and If your players would like to level up over the course of the
investigating ghostly harbors, entrenched in a battle for the adventure, it’s recommended that they level at the end of Part
city itself. If you’re planning on experiencing the adventure as 1.
a player, stop reading now!
T
his chapter is for the Dungeon Master’s eyes Sea Bullies. Abyssal eyes are incredibly territorial and
only, and contains a short bestiary of iconic always hunt alone. They use their eye to drive away any other
monsters unique to Bilgewater and the world creatures that dare to occupy their hunting grounds.
of Runeterra. Many other monsters, including Occasionally another abyssal eye infringes on the territory of
some referenced in encounters in chapter 1 of another, and these encounters usually end with one eaten
this source, can be found in the free D&D alive.
Basic Rules. You can use the game statistics in
this book and the Basic Rules to create exciting stories and
combat encounters for your continuing adventures on the Abyssal Eye
high seas of Runeterra.
This chapter also includes game statistics for two famous Large aberration, unaligned
NPCs in Bilgewater: Miss Fortune and Gangplank. Armor Class 13 (natural armor)
Characters aren’t expected to fight these mighty champions, Hit Points 42 (5d10 + 15)
but the DM is encouraged to use these statistics to adjudicate Speed 5 ft., swim 50 ft..
how they might react if they were suddenly attacked by
murderous adventurers, or if they decided to temporarily ally
with the heroes. STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 5 (-3) 14 (+2) 3 (-4)
How to Use Monster Stat Skills Perception +4
Blocks Senses blindsight 60 ft. (blind beyond this radius),
A monster’s game statistics, also known as its stat block, passive Perception 14
Languages understands Deep Speech but can’t
provide all the information a Dungeon Master needs to speak
portray the monster in combat. Its narrative description also Challenge 3 (700 XP)
provides all the information on how to play it in scenes
without combat. A full description of how monster statistics Vigilant. The abyssal eye can’t be surprised.
work can be found in Chapter 12: Monsters of the D&D Basic
Rules. Water Breathing. The abyssal eye can breathe only
underwater.
Abyssal Eye
The abyssal eye is a monstrous fish-like aberration with Actions
razor-sharp teeth and a single violet eye in its skull. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) piercing damage.
Fearless Scavengers. Though born from the deepest and
darkest trenches of the sea, abyssal eyes hunt closer to the Evil Eye. The abyssal eye uses its eye to create an
surface of the ocean than most sea-monsters. They use aura of fear. Each creature in a 30-foot cone must
powerful leaps to grab unsuspecting prey from the shore,
then drag them into the water to finish the fight. There are succeed on a DC 13 Wisdom saving throw or be
reports of particularly aggressive abyssal eyes snatching frightened for 1 minute. The target can repeat the
victims from active shipyards or urban waterways. saving throw at the end of each of its turns, ending
The remains of these unfortunate victims the effect on itself on a success.
are rarely found, for the abyssal eye drags Go Fish. The abyssal eye uses an action leaps from
them back to their deep-sea lairs. the water and lands at another point in water up to
30 feet away, this path must follow a straight line.
During this leap, it can make a bite attack on one
target in its path. If the attack is successful, the
target is grappled (escape DC 13) and carried by
the abyssal eye to its landing point. Until this
grapple ends, the target is restrained, and the
abyssal eye can’t use its bite on another target.
Barkbeast
Medium undead, chaotic evil
Skills Stealth +4
Damage Vulnerabilities fire, radiant Dragon Shark
Damage Resistances bludgeoning, piercing, and Huge dragon, unaligned
slashing from nonmagical attacks; necrotic,
poison Armor Class 13 (natural armor)
Condition Immunities exhaustion, poisoned Hit Points 126 (11d12 + 55)
Senses darkvision 60 ft., passive Perception 10 Speed 0 ft., swim 60 ft.
Languages —
Challenge 1/2 (100 XP)
STR DEX CON INT WIS CHA
Pack Tactics. The barkbeast has advantage on an 23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)
attack roll against a creature if at least one of the
barkbeast’s allies is within 5 feet of the creature Skills Perception +3
and the ally isn’t incapacitated. Senses blindsight 60 ft., passive Perception 13
Soul Feast. When the barkbeast reduces an enemy Languages —
to 0 hit points, the barkbeast gains 5 temporary hit Challenge 5 (1,800 XP)
points.
Water Breathing. The dragon shark can breathe only
Actions underwater. than you.
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 7 (2d6) necrotic damage. The Actions
target must succeed on a DC 10 Constitution Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
saving throw or its hit point maximum is reduced one target. Hit: 22 (3d10 + 6) piercing damage and
by an amount equal to the damage taken. This the target must make a successful DC 15 Strength
reduction lasts until the creature finishes a long saving throw or be thrown 20 feet in a direction of
rest. The target dies if this effect reduces its hit the dragon shark’s choice.
point maximum to 0.
Fin Rays. Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 22 (3d10 + 6) piercing damage.
The target must make a DC 15 Constitution saving
Barkbeast throw, taking 24 (6d6) poison damage on a failed
save, or half as much damage on a successful one.
Undead servants formed from petrified bark and necrotic
mist, barkbeasts are spawned by the Harrowing to consume
the souls of the living. Apex Predators. Due to their size and poisonous natures,
Twisted Nature. Barkbeasts are manifestations of the dragon sharks are uncontested predators of the reefs and
trauma that resulted when an arcane disaster warped the coastal waters they choose to inhabit. A single bite from a
forests of the Shadow Isles. Their bodies are shards from dragon shark can sink most vessels in a matter of minutes.
these tortured woods, bound together by the carnivorous will The only real threat to dragon sharks are the enormous
of the Harrowing mists. krakens that haunt the ocean depths, and the two species
Will to Live. Driven by an eternal hunger for life, violently oppose one another whenever possible.
barkbeasts siphon the life force from all living beings they The only being ever known to have tamed a mighty dragon
encounter in hopes that their life force will heal their shark is the champion Fizz, an aquatic yordle with an
unnatural wounds. While their consumption temporarily unusual connection to the beasts of the deep. In fact, Fizz
repairs their physical forms, the hunger of the Harrowing may not have tamed his companion dragon shark, so much as
never subsides. he formed a bond of friendship with it.
Draconic Ancestry. The evil-temper and boney fin
Dragon Shark protrusions of dragon sharks have led some to speculate they
Cousins to aquatic dragons, dragon sharks are massive are early ancestors to dragons who never evolved to walk on
creatures with poisonous fin rays that prowl the shores of land.
Bilgewater.
Ironback Pool Shark
Ironbacks are tanky, turtle-like humanoids that sell their A common feature of Bilgewater’s taverns and casinos, the
impressive destructive capabilities to the highest bidder. pool shark delights in games of skill. They don’t fear a good
Rock Solid. An ironback’s shell and scales are made of an old-fashioned brawl; to them, combat is the most skillful
incredibly hard substance similar to steel. This plating makes game of all.
them nigh impervious to physical harm but is light enough to Risky Business. A pool shark makes a living navigating
allow them to swim effortlessly. the whims of chance, and are skilled at tipping odds in their
Mercenary Culture. An ironback’s ability to decimate favor. Getting caught running cons or cheating at cards can
structures with bare fists is legendary. Sailors, pirates, and result in death in the lawless streets of Bilgewater, so
merchants scramble to employ these creatures to decimate deception and charisma are integral to a pool shark’s survival.
rival vessels or to protect their own. This popularity has Face Cards. To protect their interests, pool sharks often
shaped the ironback people into a culture of mercenaries, work for the movers and shakers of Bilgewater. An employed
with most young being trained from birth to serve as soldiers pool shark might scope out a particular tavern for
for hire. information, or con a specific mark out of ill-gotten riches.
Whatever the job, if the money is right, a pool shark will sign
up.
Ironback
Medium humanoid, any alignment
Pool Shark
Armor Class 17 (natural armor) Medium humanoid (any race), any non-lawful
Hit Points 26 (4d8 + 8) alignment
Speed 20 ft., swim 40 ft.
Armor Class 15 (studded leather)
Hit Points 52 (8d8 + 16)
STR DEX CON INT WIS CHA Speed 30 ft.
15 (+2) 10 (+0) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
STR DEX CON INT WIS CHA
Skills Athletics +4, Survival +3
Senses darkvision 60 ft., passive Perception 11 14 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Languages Aquan, Common
Challenge 1 (200 XP) Skills Deception +4, Sleight of Hand +5
Senses passive Perception 10
Amphibious. The ironback can breathe air and water. Languages any two languages
Challenge 2 (450 XP)
Siege Monster. The ironback deals double damage
to objects and structures. Gambler’s Luck. When the pool shark rolls a 1 on
the d20 for an attack roll, ability check, or saving
Actions throw, reroll the die and use the new roll (even if
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., that roll is also a 1).
one target. Hit: 9 (2d6 + 2) bludgeoning damage.
*Sharking (2/Day). The pool shark can use a bonus
Harpoon. Melee or Ranged Weapon +4 to hit, reach action on its turn to target one creature within 30
5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + feet of it. If the target can hear the pool shark, the
4) piercing damage. If the target is a Large or target must succeed on a DC 12 Charisma saving
smaller creature, it must succeed on a Strength throw or have disadvantage on ability checks, attack
contest against the ironback or be pulled up to 20 rolls, and saving throws until the start of the pool
feet toward the ironback. shark’s next turn.
Reactions Actions
Iron Plating. The ironback adds 2 to its AC against Multiattack. The pool shark makes two cue stick
one melee attack that would hit it. To do so, the attacks. One of these attacks can be replaced with
ironback must be able to see the attacker. improvised weapon.
Cue Stick. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 6 (1d6 + 2) piercing damage.
Improvised Weapon. Ranged Weapon Attack: +5 to
hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2)
bludgeoning damage.
Powder Monkey Wharf Rat
These elemental minions of Miss Fortune make life difficult Vicious monsters that stalk Bilgewater, wharf rats combine
for her enemies, hurling explosives around to cause chaos. the deadliest qualities of rats and sharks to make a fearsome
Strange Appetites. At their core, powder monkeys hunter.
smolder with a spark of elemental fire. They delight in eating Constant Menace. Even a solitary wharf rat can cause a
gunpowder by the handfuls to fuel explosive reactions in their significant threat to a community, but when one is spotted, an
elemental bowels. Anyone who provides a continuous supply infestation isn’t far behind. Because these creatures can move
of gunpowder is likely to earn the loyalty of these creatures. through water, they often set up nests in hard to access
Constant Motion. Powder monkeys exist in continual sewers, docks, or caves. Unless destroyed, wharf rats
motion, just like the fire that spawned them. These creatures continue to spawn from these nests unchecked.
scamper, teleport and climb at rapid speeds that make them Blood Hunters. Wharf rats can smell fresh blood from
difficult to hit. vast distances, and quickly swarm on any injured creature
they detect. Particularly cruel captains have bound, cut, and
left traitors in the streets to be eaten by wharf rats.
Powder Monkey
Small elemental, chaotic neutral
Wharf Rat
Armor Class 13 Small beast, unaligned
Hit Points 22 (5d6 + 5)
Speed 40 ft., climb 40 ft. Armor Class 12
Hit Points 11 (3d6 + 1)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Skills Acrobatics +5 7 (-2) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 4 (-3)
Damage Vulnerabilities cold
Damage Immunities fire, poison Languages —
Condition Immunities poisoned Challenge 1/4 (50 XP)
Senses darkvision 60 ft., passive Perception 10
Languages understands Common and Ignan, but Keen Smell. The wharf rat has advantage on Wisdom
can’t speak (Perception) checks that rely on smell.
Challenge 1/2 (100 XP)
Blood Frenzy. The wharf rat has advantage on melee
Animalistic Elemental. The speak with animals and attack rolls against any creature that doesn’t have
locate animals or plants spells treat the powder all its hit points.
monkey as a beast.
Actions
Evasion. When the powder monkey is subjected to
an effect that allows it to make a Dexterity saving Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
throw to take only half damage, it instead takes no one creature. Hit: 4 (1d4 + 2) piercing damage.
damage if it succeeds on the saving throw, and only
half damage if it fails.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 3 (1d4 + 1) slashing damage plus
2 (1d4) fire damage.
Explosive Excretion. The powder monkey conjures
gunpowder and throws it at a point up to 60 feet
away. Each creature within 5 feet of that point must
make a DC 12 Dexterity saving throw, taking 3d6
bludgeoning damage on a failed save, or half as
much damage on a successful one.
Flash Powder (Recharge 4–6). With a bright flash,
the powder monkey magically teleports along with
any equipment it is wearing or carrying up to 40
feet to an unoccupied space it can see. Before or
after teleporting, the powder monkey can reload
one weapon it can reach with the reload property.
NPCs
Commander Ledros
When a tendril of the Black Mist stretched from the Shadow Harrowing, this accursed specter has claimed the salvage
Isles to ensnare the Phantom’s Ire, it brought with it the docks for the Shadow Isles and, along with the rest of the
undead Commander Ledros. Bound in service to the Shadow Isles’ undead legion, aims to ravage all of Bilgewater.
Gangplank Actions
Medium humanoid (human), chaotic neutral Multiattack. Gangplank makes two flame blade attacks.
One of these attacks can be replaced by a rifle attack.
Armor Class 18 (plate)
Hit Points 190 (20d8 + 100) Flame Blade. Melee Weapon Attack: +9 to hit, reach 5
Speed 30 ft. ft., one creature. Hit: 6 (1d8 + 5) slashing damage, plus
7 (2d6) fire damage.
STR DEX CON INT WIS CHA Rifle. Ranged Weapon Attack:+6 to hit, range 60/150
ft., one target. Hit: 8 (1d12 + 2) piercing damage.
20 (+5) 14 (+2) 20 (+5) 16 (+3) 12 (+1) 18 (+4)
Legendary Actions
Saving Throws Str +9, Con +8
Gangplank can take 3 legendary actions, choosing from
Skills Athletics +9, Intimidation +8, Perception +5,
the options below. Only one legendary action option
Sleight of Hand +6
can be used at a time and only at the end of another
Senses passive Perception 15
creature’s turn. Gangplank regains spent legendary
Languages Common
actions at the start of his turn.
Challenge 12 (8,400 XP)
Parrrley. Gangplank makes an attack with his rifle.
Indomitable (3/day). When Gangplank makes a failed
saving throw, he can choose to reroll it. He must use Dead Man’s Plate (Costs 2 Actions). Gangplank attempts
the new roll. to shove a creature within 5 feet of him (see “Shoving
a Creature” in chapter 9 of the D&D Basic Rules). The
Remove Scurvy. Gangplank regains 10 hit points at the shoved creature takes 4 (1d8) piercing damage, in
start of his turn as long as he has at least 1 hit point. addition to either being knocked prone or pushed.
Cannon Barrage (Costs 3 Actions). Gangplank fires a
magic bullet that explodes into a rain of cannon balls.
Gangplank chooses a point within 60 feet of him and
each creature in a 20-foot-radius sphere centered on
that point must make a DC 17 Dexterity saving throw.
On a failed save a target takes 11 (2d10) bludgeoning
damage and is knocked prone. On a successful save, a
target takes half damage and is not knocked prone.
Chapter 5: Booty of Bilgewater
T
here’s nothing better than getting to the end of When you hit a humanoid with this weapon, the humanoid
a dangerous adventure and finding a hoard of takes an extra 3d6 damage.
gold and jewels. Except, of course, finding Curse. This weapon is cursed, and becoming attuned to it
magic items mixed in with the loot. This extends the curse to you. Until the curse is broken with
source’s adventure, “Herald of the Harrowing,” remove curse or similar magic, you are unwilling to part with
includes several of these magic items
scattered throughout. Beyond that adventure, the weapon, keeping it within reach at all times. In addition,
the Dungeon Master can place these magic items throughout you have disadvantage on attack rolls made with weapons
their own homebrew adventures as rewards for the other than this one.
characters. While you are attuned to the sword, once a day at midnight,
you must succeed on a DC 17 Constitution saving throw
unless you are undead. On a failed save, your maximum hit
Magic Items points are reduced by 10. Hit points lost in this way can only
More magic items, as well as the rules for how to use magic be restored by a wish spell. If your maximum hit points are
items, can be found in chapter 14 of the D&D Basic Rules. reduced to 0 in this way, you die and immediately rise as a
wraith.
Adaptive Helm
Wondrous Item, uncommon (requires attunement) Boots of Swiftness
Wondrous Item, rare (requires attunement)
This metal helmet is set with crystals that change color when
exposed to elemental energy. While wearing this helm, if you These fashionable boots are adorned with small white wings.
are the target of an attack which would deal acid, cold, fire, While you wear these boots your base walking speed
lightning, or thunder damage you can use a reaction to adapt increases by 10 feet. In addition, your movement is
to that damage type. While adapted, you have resistance to unaffected by difficult terrain, and spells and other magical
that damage type. The helm returns to its normal state after effects can neither reduce your speed nor cause you to be
ten minutes. restrained.
Banshee’s Veil Dead Man’s Plate
Wondrous item, uncommon (requires attunement by a Armor (medium or heavy), rare
spellcaster)
This jagged armor is made of castaway hooks and barbs.
This amulet is shaped like a sword with a small ruby set in While wearing this armor, if you take the Attack action on
the crossguard. Once per day when you are the target of a your turn, you can use a bonus action to try to shove a
spell you can use a reaction to cast counterspell (using your creature within 5 feet of you (see “Shoving a Creature” in
spellcasting ability). Casting counterspell in this way does not chapter 9 of the D&D Basic Rules). The shoved creature
expend a spell slot. takes 1d8 piercing damage, in addition to either being
knocked prone or pushed.
Bilgewater Cutlass
Weapon (scimitar), uncommon Powder Keg
Wondrous Item, common
These curved blades trail golden light when swung through
the air. You have a +1 bonus to attack and damage rolls made These small wooden barrels are filled with highly volatile gun
with this magic weapon. On a successful hit with the cutlass powder, then magically sealed for easy transport. Setting fire
the target’s speed is reduced by 10 feet until the start of your to a keg requires one action and a lit torch, match, or similar
next turn. magical effect. Once set on fire, a powder keg explodes at the
end of the round it is lit, dealing 1d10 fire damage to
Blade of Ledros creatures and objects within 10 feet of it. A successful DC 12
Dexterity saving throw halves the damage.
Weapon (longsword), rare (requires attunement)