Hey shields!
Some days ago I ran a pirate-themed oneshot using (pre-selected) Index Cards. Since it was a blast, I’d like to share my prep-notes with you. Maybe this turns to be useful for some of you. Others might have ideas to improve on my notes My players were: a dual-wielding saber-swinging pirate, a heavy-armed gunner (flintlock stuff), a bad cook and a voodoo-priest (with a voodoo doll on a CHA roll). Have my prep went as planned, the other half was freestyled by the players.
The only rule-change I applied was to use guns with 1d6+6+weapon effort to bump up their damage (reloading can be done instead of moving). Feel free to go wild!
Scene 1: Boozy session under deck of the “Bloody Spearhead” … DC 10
- Captain SILVERBEARD in charge of pirate crew
- will TREASURE HUNT when they arrive the island TOMORROW
- gamble: RUM DRINKING, 3 coins per round, CON-save vs. 1d4 damage
- Timer: 1d4 ROUNDS until crow’s nest reports “GALLEON!”
Scene 2: Boarding sea fight … DC 11
- encountering royal captain CHESTER SYKES and his crew
- 4 CANNONS (2d12, reload 2 rounds) per ship
- ship CHUNKS (deck , mast , hull ), mast is hard to hit
- Timer: 1d4 ROUNDS until SILVERBEARD commands to ENTER the GALLEON
- Royal soldier: musket, bayonet, , Stats +2
- Royal captain: saber, musket, , Stats +4, Effort +2
- LOOT:
- black-stone pendant (CHA-curse: blind target)
- pipe (CON: 1d4 healing, else dazed)
- elegant boots (DEX +1)
Scene 3: Seaching the jungle … DC 14
- SILVERBEARD commands PCs to search for treasure (1 day long)
- treasure is located in a CAVE, which is hidden in the JUNGLE near the MOUNTAINS
- dense vegetation, HEAT, muggy weather
- Timer: each 1d4 ROUNDS, con-save 1d4 damage
- finding CAVE entrance is -CHALLENGE
- possible encounters:
- SPIKED HEADS foreshadowing CANNIBALS
- CARELESS progress triggers NET-TRAP, luring some CANNIBALS
- SNAKE hanging down a tree, CHOKE a PC (STR-save vs. drop-to-zero)
Optional Scene 4: Cannibal village … DC 11
- if cannibals CAPTURE and DISARM PCs (see chest inside hut)
- PCs BOUND to rotary spit, -challenge each
- Timer: 1d4 TURNS while roasting over fireplace, CON-save vs. 1d4 damage
- Common cannibal: simple spear, protects shaman, , Stats +2
- Shaman: bag of herbs (3x, 1d8 healing), slingshot, strange dancing (PCs in sight CHA-save vs. join dance), , Stats +4, Effort + 2
- Shaman partially speaks PCs’ LANGUAGE, negotiate is -challenge
- PCs must LEAVE ISLAND by evening
Scene 5: Treasure Cave … DC 12
- piles of BONES and rusted swords at ENTRANCE
- natural CAVE with CHASM (water flowing towards a WATERFALL)
- heavy CHEST beyond CHASM, rickety BRIDGE (DEX-save vs. falling)
- -number of SNAKES populate the CHASM, biting, choking
- bones REANIMATE to SKELETONS if CHEST or BONES touched
- Skeleton: Rusty sword, wooden shield, reanimate (1 round after defeat, with single hitpoint), , Stats +4, Effort + 2
- WATERFALL leads to cannibal VILLAGE
Optional Scene 6: Chase returning to the ship … DC 15
- Skeletons will CHASE if PCs took the CHEST
- Chase is -challenge with random obstacles (cannibals, snakes etc.)
- Pushing rowboat back to water is -challenge, SKELETONS catch up in 1d4 TURNS