monkey leap

3

For: Anon

Imagine: Being saved by Finnick during the Quarter Quell games.

You back away, fear in your eyes, you stumble over your own feet, falling over, this is it, the mutant monkey leaps at you, the world feels as if it’s in slow motion as you life flashes before your eyes, your parents, your siblings, your district, getting chosen for the Quarter Quell, meeting Finnick, and Katniss, and Peeta. You let out an agonizing scream as the monkey claws at your face and neck; you know that this evil creature isn’t going to give you a quick and easy death. 

You hear Finnick’s voice, but you can’t make out what he’s saying, you think he may have said your name, but you’re not sure. 

You make one more pathetic attempt at pushing the monkey off you, but once again, you fail. You let out another strangled scream and silent beg the Capitol to just let you die already. You squeeze your eyes shut and suddenly you feel the monkey being lifted off you. You struggle to get up, but once you do, you see Finnick wrestling with it, and finally getting rid of it. 

He helps you up and along with Katniss and Peeta, you leave the section, making your way back to the beach. Once you’re finally out you collapse onto the sand, Finnick comes and sits next to you, “You alright?”

“Why did you do that?” You ask.

“Do what?”

“Pull that monkey off me.”

“Because we’re allies, I had you save you,” He says as if it was no big deal.

“We’re allies Finnick, that means you help me, it doesn’t mean that you risk your life to save mine, I’m gonna die anyways, what were you thinking?!” You ask, keeping your voice from shaking.

“I was thinking, that if I kept you from dying, I’d get to spend more time with you Y/N,” He answers sadly, his voice strong, you look up at him in shock.

“W-what?” Instead of answering he leans in and gives you a small peck on the lips before walking away, leaving you there, in shock but strangely happy.

Masterlist // Rules List // To-Do List

Phantasmal Pirates

What you need to know:

A pirate ship of phantom pirates is sailing through the clouds over land instead of water looking for adventurers to attack and steal their treasure.

Note: this is for any DM who wants to do a short pirate or sea adventure but the campaign makes this option inconvenient.

How it began:

In front of an incoming storm, a pirate ship with black tattered sails rides the clouds like oceans waves and descends towards the players. When only a few meters above the ground, ropes sling over the side of the ship and skeletons dressed as pirates slide down.

The skeletons have the stats of undead but can have added levels for challenge.

Most of the pirates are armed with clubs, swords and axes but a few have special attacks:
Anchors: a small anchor the size of a rock is hooked to a chain. The skeleton swings this weapon overhead and throws it at a player. If the player is hit, they must roll a save or become anchored to the ground as if under the effects of a hold spell.
Peg leg morning stars: a large spiked ball is attacked to an iron peg leg. The skeleton kicks the spiked ball into a player’s face dealing 2 D6 damage plus 1 CON loss. This represents the player’s body being crushed by a giant iron ball.
Hooks: a large 30 centimeter serrated rusty hook is attatched to a skeleton’s arm. If a player is hit by a hook, they suffer 1 D6 damage plus 2 damage a round from bleeding for D6 rounds only prevented by bandaging or a healing spell.

Note: After the battle, the ropes can be climbed up to board the ship.


–SHIP DECK–

The deck is typical of a galley except the floor is covered in oil and pitch. One hatch in the center of the ship leads below deck and a door near the back of the ship leads to the captain’s quarters. Near the back of the ship is the ship’s wheel locked into place with a rusty iron chain. A 3 meter plank extends outwards from the center of the deck over the air. A monkey can be seen with a key around its neck sitting atop the crow’s nest.

  • -A- Once the players all board the ship, it begins to move flying into the storm heaving side to side as the wheel bangs against the chain. The thick rolling clouds pound against the side of the ship like ocean waves and a heavy rain pours over the deck.
    Note 1: While the ship is out of control, each player loses D6 DEX as they try to keep their footing on the deck. The loss represents the player’s focus on keeping stable rather than rolling a check each round. This effect is similar to writing or tying a knot in a moving vehicle, should a player argue their case.
  • This loss of DEX will effect a player’s armor class, climbing rolls, lock picking and any DEX based abilities or skills.
  • Every 10 minutes the players are unable to take control of the ship, they lose another DEX point. Once any player reaches 0, they fall off the ship unless they are strapped in or held by another player.
    Note 2: The players will regain full dexterity the moment they are on stable ground.
  • -B- Any player attempting to catch the monkey must first roll a climb check to reach the crow’s nest.
  • Once in arm’s reach of the monkey, the player and monkey have a DEX roll-off. If the player does not win, the monkey leaps away, climbs higher or dodges. If the player wins the roll-off, they can make one attempt to grab the monkey or the key with an attack roll.
    Note 1: Each round the players must roll climb to keep from failing off the rigging, regardless if moving or not. This represents the players being tossed about by the storm or their attempts at holding while chasing the monkey.
    Note 2: The key around the monkey unlocks the chain to the ship’s wheel.
    Note 3: The monkey stats can come right out of the book or be increased for added difficulty.
  • -C- The door to the captain’s quarters is locked but can be picked or brute forced to open.
    Note 1: The door is trapped and once opened, a clay pot of greek fire falls to the floor from the other side igniting the entire deck in flames.
  • The effects lasts X rounds till the rain puts out the fire.
  • Any player on the deck receives D6 fire damage a round till the fires are extinguished.
    Note 2: The fire does not burn the wood or sails as they are both technically ghostly and unaffected.
  • -D- The hatch to below deck is magically sealed and can only be opened with a captain’s key.
  • -E- The ship’s wheel is locked into place with rusty chain.
  • The lock to the chain is magically locked and only opens with the monkey key.
  • The chains and the wood it’s bolted to is magical and cannot be destroyed or cut by normal means. If a player insists on destroying the wood or chain, allow them to deal 1 damage a turn with magic weapons and 1 damage per dice for magic spells, but give the wood or chains dozens of hit points. Describe their first few attempts as leaving only dings and dents.
    Note 1: Once the chain is removed, any player can take the wheel and stir the ship.
    To regain control of the ship, a player must roll a DEX check, the challenge is based on how far out of control the ship has become at this point. If a player succeeds, the ship no longer heaves violently and the players regain their full DEX.
    Note 2: The wheel will not let player descend or ascend. To go back to the ground or leave the storm, the players must fight the captain first.
  • -F- Any player who walks the plank and jumps off gains flying as per the spell for X rounds.
  • This spells only effects each player once.
    Note 1: Any player who is flying regains full DEX as they are unaffected by the ship’s movements.
    Note 2: This is a Peter Pan reference for when he walked the plank and flew above the water.

–CAPTAIN’S QUARTERS–

A shelf of books is built behind a large wooden table of charts, navigation equipment and one empty bottle. Near the edge of the table is a globe, or any world shape, with a red parrot perched on top and near the back wall is a simple bed and chest.

  • -A- The shelf of books contains stories of pirates and tales of the ocean.
    Note: they can be worth a few coins or worth nothing at all.
  • -B- The charts on the table consist of several ocean maps and a few Xs dotting some islands.
    Note 1: The Xs can represent places of buried treasure, dungeons or ruins luring players to their next adventure.
    Note 2: If any player with navigation charts a course using the ink and quill pen, the paper will burn away and in its place a scroll or scrolls of the players choosing will be revealed - the scrolls were disguised as maps and the ink magically used for scribing spells, so when a player charted a course, they unknowingly created a spell by mistake.
  • -C- The chest is locked and needs to be picked or brute forced to open.
  • The chest is trapped with poison needles dealing stat damage.
  • The chest is empty. This is a red herring.
  • -D- The globe, if broken, contains a silver key.
    Note: The key does nothing and is only a red herring.
  • -E- The parrot keeps repeating over and over, “The world only knows where the captain’s key is hidden.”
    Note 1: If any player feeds the parrot a cracker, it transforms into a genie and the empty bottle on the table transform into a lamp. The genie states, “This ship is cursed. Any who board the vessel are transformed into a cliché pirate crew till replaced by someone else.”
    The genie will assume since it is free, the players are now cursed, but in truth has no idea. The genie knows little else of the crew or ship as once it was brought aboard, it turned into a parrot.
    The genies homeland can be from anywhere fitting and from any time point you desire as this ship could have been in flight for 100s of years. It may not even be of this world or plain should you choose
    Note 2: The genie in return for its freedom will grant the party one wish before departing. After the wish is granted, the genie and the lamp disappear in a wink of white light.
  • -F- The sexton if broken apart will reveal a small slender brass key.
    Note: This is the captain’s key and used to open the hatch on the deck.

–THE SKY KRAKEN–

At a random point in flight, a giant Kraken that surfs the storm attacks the ship. It latches onto the bow and swings its tentacles, attacking the players. Instead of the players having to fight off an entire kraken, they should only do battle with the 8-12 tentacles. Each tentacle will have a set of hit points and one attack. Each time a player is hit by an attack, it deals 2 D8 damage and requires one roll on the chart below:

  • 1-50: Nothing happens.
  • 51-75: The player gets caught on the suckers of the tentacle. Next round, while the player can still attack as normal, they are automatically hit as they are pounded against the boat. The player must then roll on the chart and add 10 to the roll. If the player rolls below 40, it is assumed they have fallen off the suckers and can act as normal next round.
  • 76-95: The player is caught in the tentacle suckers and tossed overboard. A player can roll a climb check to hang onto the tentacle, but is auto-hit next round and adds 20 to their next roll on the chart.
  • 96-100: The player is caught in the tentacle suckers and eaten whole. The player can either die outright or suffer 2 D6 damage from being digested as they fight their way out.

The sky kraken releases the ship and flies away once all its tentacles have been destroyed.


–BELOW DECK–

The hatch opens to a set of wooden stairs leading into a hall. The players are assaulted with the smell of mead, sweat and powder.


–CANNON HALLS–

At the foot of the stairs is a long hallway. As the players walk the corridor, sounds of the cannon fire and yelling come from beyond the walls emanate. The hall then opens into a room with several doors.

  • -A- One door leads to the crew quarters.
  • -B- The other doors open to a small chamber thick with smoke. A cannon head peaks through the smoke with the sound of burning fuse.
  • Any players standing in front of the door must roll a save or be hit by the cannon blast for X D10 damage and lose X points of CON as their body is crushed by a cannon ball.
    Note 1: The CON can be restored with rest or healing.
    Note 2: The room is only large enough for the cannon and contains no visible way for it to be loaded and fired.

–CREW QUARTERS–

Several glowing blue pirate phantoms laugh and drink while playing music and rolling dice. They are sitting on several sacks of potatoes near a few barrels of mead.

  • -A- The pirates are friendly and insist the players share a drink and play some dice.
  • They share tales of time aboard the ship and have grown quite fond of the raiding. Technically they are required to trade places with the players and go free, but are willing to stay in the players stead on two conditions:
    1- The players out-drink the pirates.
    Each round players roll a CON check starting at 2, but the challenge is rising by 2 each round. Failing a CON check results in D6 CON loss. Any player who reaches 0 will pass out and be out of the game.
    2 - The players win a game of dice against the pirates.
  • Players each put in up to 100 gold, then each round  roll an INT/WIS or gaming check starting at 2, but the challenge is rising by 2 each round. Failing a check results in 2 D6 gold lost. Any player who reaches 0 will be out of the game.
  • If the players fail any challenge, they will receive no experience for this encounter. The pirates will then still offer to stray in their stead but at a steep price. This should require 25% or more of the players’ wealth.
  • Once the players either win both challenges or pay off the pirates, they fade away and a door appears.
  • -B- The door leads to the captain.

–THE CAPTAIN–

The door opens to a chamber of chests overflowing with gold coins, jewelry and magic weapons. Upon a throne sits an ethereal pirate captain. He will look similar to Blackbeard or another cliché type.

  • -A- The captain greets the players and engages in idle chitchat, even sharing tales of plunder and conquest. With each attack his fortune grows more massive.
  • The captain has no intention of attacking the players, noting their strength of surviving this far and even offers to land the ship.
  • At this point the players have two options: to leave or to attack.
  • -B- If they players leave, they let a villain escape and suffer all the consequences that implies.
  • If they attack, the captain has the stats of a ghost plus several character levels.
    Note: the treasure can be entirely real or part of the ship’s illusion or even large amounts of fool’s gold. Tailor it as needed for your player’s level.

Once the captain dies, the curse of the ship fades. All the remaining pirates transform back to the people and races they once were, including the monkey outside. The ship will then land as the storm dissipates and breaks apart into dust, leaving only the treasure, or does it?

Maybe the ship crashes to the ground and the pirates are not released, instead they are cursed to remain undead forever and attack the players in hatred.
Maybe one of the players becomes the captain instead and the cycle starts again forcing the players to find a way to end the curse.
Maybe the ships returns home to some far off place before turning to dust.

Either way, have fun and hope to see you again.

Kings Row is such an accurate depiction of London during the Winter, only a slight bit of snow and the entire fucking place grinds to a halt, all out war breaks out and a leaping monkey/yeti/scientist can be heard electro shocking a festive cockney to death in the distance