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.
“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.
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
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
Note: After the battle, the ropes can
be climbed up to board the ship.
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
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
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
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.
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.
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
The globe, if broken, contains a silver key. Note:
The key does nothing and is only a red herring.
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:
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.
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
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.
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.
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
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.
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
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
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.
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