Huk, You Scoundrel

Assemble Your Crew

  Players should start with level 3 characters. This campaign comes with six pre-generated Level 3 pirates. When using these pre-gens, use the stat block with all its clickable buttons provided or copy the stat block information onto a character sheet.       This is an adventure on the high seas where our intrepid pirate heroes must hunt down the rival pirate ship Defiant Spar.  

IF YOU ARE A PLAYER, READ NO FURTHER!!

CALL TO SAIL

You are having a splendid time at the dockside tavern called the Rainy Dragon. Are you:
  • Playing Python, a gambling card game

  • Rolling Teeth, a gambling dice game
  • Chugging Ale, a gambling drinking game

  • Sitting At A Table, relaxing with a drink
DM: Allow each player to play out their choice once before continuing. Dice rolls for the games are provided at the bottom of the actions section for each Pre-gen Character.

Playing Python (placards)

If any of the PCs want to join the card game, they sit at the table and place a gold coin in the pile. The player then rolls 3d10s trying to get the best hand. After the roll, the player either places a bet in the pile or folds.
  • DM: Be sure to add 1 gold coin for each NPC at the table then roll for each them Roll For Cards . None of them will fold so toss in another gold coin again for each NPC
    • How To WIn
      A straight, three consecutive numbers (EX: 1-2-3), wins.
      If there is no straight then the highest 3-of-a-kind wins.
      If there is no 3-of-a-kind, then the highest pair wins.
      If the highest pair is a tie, then the winner is determined by the highest spare number.
      If there is no pair, the highest card wins.
      If there is a tie for highest number, the total of the dice wins.
      Any player who mentions 3 Card Monte or Monte Python gets a Luck point (a one time d20 re-roll)
     

    Rolling Teeth (dice)

    The dice player places any number of coins on the table. They then pick a number from 2 - 12. Once the number is chosen, they roll 2d6 Roll The Teeth and add the total.
    DM NOTE: YOU CAN HAVE NPCS BET ON WHETHER THE PLAYER ROLLING THE DICE WILL MAKE IT OR NOT AS BACKGROUND NOISE/FUN.
    • How To Win
      Roll the exact number: win triple your bet.
      Roll within 1 of the number guessed: they get to re-roll and not lose their bet.
     

    Chugging Ale

    To play, the PC sits at the table and places a copper coin into a pile. The DM places a copper coin for each of the 4 NPCs at the table. A server places a mug of ale before each contestant then yells DRINK! Everyone must chug their ale as fast as they can. Every drinker (npcs at the table plus each player competing) makes a 1d20 roll Chug Your Ale ... and the one with the smallest number is out of the contest. Those remaining toss another copper into the pile. A server refills their mugs then yells DRINK! And the rolls are made again.
    • How To Win
      This is repeated until there is only one person left at the table and they get to scoop up all the coins.
     

    Sitting At A Table Drinking

    Each pint of ale (watered down) costs 2 copper coins ... a bottle of rum (watered down) costs 2 gold coins.  

    The Call

    The swinging half-doors of the Rainy Dragon squeak and creak and the thud of heavy hooves pounds on the floor. A minotaur over 7 feet tall glares about the tavern with fisted hands at his hips, mere inches away from the handles of his blades. He lets out a snort that thunders.

    "MOONWAKER!" He bellows so deep it sets the benches and tables quivering. "Back to the ship! Now!"
    Oh no, It's the Moonwaker Bosun, Hornbarun! And he is yelling for each of you to get back to the ship.
    There is no escaping the call. If the PCs try to argue or run out the back or otherwise escape returning to the ship, other crewmen mixed in the crowd blackjack them and they pass out. Crewmen pick them up and Hornbarun marches everyone back to the ship.  

    BACK ABOARD MOONWAKER

    As the last of you come aboard the Moonwaker, crewman bring in the gangplank. Captain Tarheel steps out onto the poopdeck.   "All hands prepare to make sail!"   Hornbarun tosses a bucket attached to a rope over the side and hauls up water. He then pours filthy dock water over every crewman who was passed out drunk or blackjacked.
    The only way off the ship is to dive, but if anyone does "Merciless" Myra Thorpe, Moonwaker's Ship Wizard, hauls them aboard with a Telekinesis spell and they are tossed into the brig (ship jail).
    Within half an hour, the Moonwaker sets sail away from Swampshoal Point in the waning light of the setting sun.
    Each PC makes a Charisma roll. The two lowest rolls must work the night shift and the rest get to go down below to the crew quarters...and their hammocks.
    • The Night Crew On Deck

      One PC stands next to the helmsman holding a lantern while the First Mate uses the ship's compass. During the night shift, the PC must make 3 Dexterity Rolls: 13 to ensure no water sprays upon the lantern.   The other PC is sent to work to trim the sails. During the night shift, they must make 3 Strength Rolls: 13 to catch the wind properly.   Three turns happen during the night shift and the PCs make one roll each turn. If they fail 2 or more, they are tossed into the brig.

    • In The Brig

      Use this option only if any of the PCs were tossed in the Brig. There they meet Two-Teeth.
      Torr "Two-Teeth" Twineball
      • Occupation: Pirate

      • Goal: drink everything and never work
      • Attitude: grumpy

      • Stake: sobriety, he can't stand it
      You are tossed into a locked storeroom. The only comfort is a bucket on a hook for you to use as a chamberpot. Also in the room is a tall lanky pirate with a scraggley beard and hair as tangled as a beached fishing net. Soon as the door shuts, the pirate hurries over to you and begins sniffing.   "I smell booze."
      Two-Teeth is very eager to get some booze from his fellow inmate(s) and if he doesn't get any, he gets ornery, calling them pathetic pirates for not nabbing drinks.   Two-Teeth knows why the Captain has suddenly set sail when he had originally planned to stay in Swampshoal Point for two weeks. He will not reveal this tidbit unless he gets some booze or loses a fist fight.
      • Brig Fist Fighting Rules
        A PC can take 1 + Constitution Bonus of punches before they are knocked out. Their Fist Fight Attack is: Proficiency + Strength Bonus.   Two-Teeth will take 3 punches and surrender. A fourth punch will knock him out. His Fist Fight Attack: +4.
        Two-Teeth knows why Captain Tarheel has headed them back out to sea.
    • Crews' Quarters

      Their fellow crewmates can be talked to, but only one of them knows what's going on.
      Risy "Toxic" Trixter
      • Occupation: Pirate

      • Goal: she wants to be a Pirate Captain someday
      • Attitude: Spunky

      • Stake: lose her spunk
        Risy knows why Captain Tarheel has headed them back out to sea.
    The PCs can rest for the remainder of the night.  

    IT'S A STORM

    DM Optional Event. There are 3 rounds of fighting the storm.

    Morning dawns and you all trudge to the galley for breakfast, even the night crew. Everyone is served salted fish in beans, hard biscuits, and a mug of weak tea. The night crew is sent below for a rest as the rest of you are put to work. Those in the brig, are released and given a mug of tea but no breakfast. They are sent to swab the deck with buckets and brushes.   As you settle in to spending the day working the ropes and sails, clouds roll in on a strong wind. There is a shout from the crow's nest.   "Gale comin'!"   Captain Tarheel glares up at the pirate in the crow's nest who is pointing to the east. Snarling, he yells at the crew.   "Prepare for a blow!"
    Each PC either chooses where to go OR they must make a Charisma Roll.
    • 1-5 Climb to secure the topsail

    • 6-10 Work the main deck ropes to secure the big sails
    • 11-15 Help brace the ship's wheel
    • 16-20 Join the Coxwain in readying the pitch and tar to seal any potential leaks.
    • Round 1

      • Top Sails
        Each PC assigned here must make an Acrobatics Roll DC: 13 to reach the top sails. A fail means a fall to the deck taking 1d8 bludgeon damage. One Dexterity Save: 13 is allowed to catch a rope and not hit the deck.

      • Main Deck
        Each PC assigned here must make an Athletics Roll DC: 13 to steady their sail rope. On a fail their crossbar breaks loose and swings at them. The PC then must make a a Dexterity Save: 13 or be struck by the crossbar for 1d6 bludgeon damage.
      • At The Helm
        Each PC assigned here must make an Acrobatics or Athletics Roll DC: 13 to keep the bow of the ship cutting the waves just right. On a fail, the ship suddenly leans precariously and EVERYONE must make a Dexterity Save: 13 or fall, taking the damage for their assigned areas. Those in the Top Sails can roll a Dexterity Save: 13 to catch a rope and not hit the deck.
      • Coxwain Crew
        Each PC assigned here must make an Acrobatics or Athletics Roll DC: 13 or fall down the stairs to the next deck below taking 1d4 bludgeon damage.
    • Round 2

      • Top Sails
        Each PC assigned here must make an Acrobatic Roll DC: 13 to batton down their Top Sail. On a fail, a fold of the sail slaps at them and they must make an Acrobatic Roll DC: 13 to not fall to the deck and take 1d8 bludgeon damage.

      • Main Deck
        Each PC assigned here makes an Athletics Roll DC: 13 to haul their rope tight and secure it to a wooden lockpin. On a fail, their rope breaks and the crossbar swings loose. The PC then must make a a Dexterity Save: 13 or fall prone. On a Nat 1, the crossbar hits them as they fall, doing 1d6 bludgeon damage.
      • At the Helm
        Each PC assigned here must make an Acrobatics or Athletics Roll DC: 13 to keep the bow of the ship cutting the waves just right. On a fail, the bow of the ship cuts too deep and the wave crashes across the deck. All PCs assinged to the Main Deck an At The Helm must make an Acrobatics or Athletics Roll DC: 13 or be washed overboard. Anyone fallen onto the deck must also make this roll with Disadvantage.

      • Coxwain Crew
        Each PC assigned here must make an Investigation Roll DC: 13 to find and seal the leaks near them. If they fail, their area fills with 2 foot of water.
      • Fallen Overboard
        A PC swept overboard must make an Athletics Roll DC: 13 to swim. Failure means they go 5 feet under and begins to Drown. Those on board can try to save them by tossing a ring on a rope Life Ring Toss AC: 13 Life Ring Toss Attack: Proficiency + Dexterity Bonus. Each PC gets to make only one toss.   If the overboard PC is under water, they cannot be saved by the ring. Someone needs to make a Diving Rescue. The Diver must make a Perception Roll DC: 13 to spot them, Once they spot the underwater PC, theymake an Athletics Roll DC: 13 to successfully dive to the rescue. If they fail the dive, the rescuer must make a successful Athletics Roll DC: 13 to keep swimming. They then must make another successful Perception Roll befove making another dive attempt.
    • Round 3

      Suddenly the seas and winds for 50 feet all about the Moonwaker ease into gentleness. Beyond those 50 feet the gale howls and blows, churning the sea. Even the rain stops falling on the Moonwaker as it instead runs down a great invisible dome. On the poop deck, Ship's Wizard Merciless Myra stands with raised hands glowing with power as she holds the storm at bay.
      The rescue of anyone fallen overboard is much easier now ... reduce all DC to 10. This includes Athletics rolls for swimming.
     

    STEAM TURTLE!!

    DM Optional Event. Each PC makes a Charisma Roll. The one who rolls lowest, is assigned to the crow's nest.

    Three days have passed and (the low rolling PC) is up in the crow's nest with the captain's Glass looking for ships. Far ahead and a quarter turn off the left bow, a dark spot lays upon the sea. The Moonwaker will be near it in about 15 minutes.
    The PC in the crow's nest can raise the Captain's Glass for a better look at the spot by making a Perception Roll DC: 13. On a success, they see barrels, baled cargo, and planks floating on the the water. Signs that a ship was attacked and possibly sunk.
    • PC Succeeds Perception And Reports The Details Of The Spot

      Captain Tarheel orders the crew to furl the sails to half speed and man the starboard side with boathooks. All the PCs not in the crow's nest make a Charisma Roll. All those who rolled even numbers ... are sent to work the sails while those who rolled odd numbers take up boathooks.
      • Turtle Attack 1
        The PCs working the sails all make an Athletics Roll DC: 11.
        • As a group, if half or more of their rolls are successes, the ship slows smoothly.

        • As a group, if half of their rolls are failures the ship heaves then slows. All PCs must make an Acrobatics or Atheletics Roll DC: 13 or fall. If the PC in the crow's nest rolls a Nat 1 they do not fall to the floor of the crow's nest but towards the deck. They get to make one Dexterity Save DC: 13 to catch a rope and not fall.

        PCs still standing on the deck with their boathooks make Snatch Roll: Proficiency + Strength Bonus to catch Cargo AC: 13. On a success, They make a Strength Roll to haul in:
        • Nat 1 they catch an eel

        • 2-6 they catch a rope

        • 7-12 they catch a plank
        • 13-18 they catch a bale of silk
        • 19+ they catch a barrel or ale

        • Nat 20 they catch a treasure chest that was floating on a piece of hull
        Suddenly, the waters darken as something huge moves beneath. The water swells as the massive thing rises. A great turtle head, savage beak gaping open, splashes out of the water. It snaps at the starboard side of the Moonwaker, ripping off a chunk of rail.   "Hard to port!" Captain Tarheel shouts. "Make full sail! Fend off that turtle until we escape! Myra! On deck! NOW!"
        Great Steam Turtle AC: 18 requires 5 successful boathook hits to its head to make it stop biting at the ship. A spell attack spell will count as a hit. Non-damaging effects are also effective.
        Each PC working the sails makes an Athletics Roll DC: 13.
        • As a group, if half or more of their rolls are successes, the ship speeds up smoothly.

        • As a group, if half of their rolls are failures the ship heaves then speeds up. All PCs must make an Acrobatics or Atheletics Roll DC: 13 or fall. If any of the PCs on deck roll a Nat 1, they fall off the ship. If the PC in the crow's nest rolls a Nat 1 they do not fall to the floor of the crow's nest but towards the deck. They get to make one Dexterity Save DC: 13 to catch a rope and not fall. Crewmen will toss a life ring to anyone fallen overboard. The PC thatn must make an Acrobatics or Athletics Roll DC: 13 with advantage to catch it. If they catch the life ring, they water ski behind the ship until it escapes the turtle.
          Once the great turtle has taken 5 hits and pauses at biting the ship, she uses her magic to fill the sails and the Moonwaker safely races away. Those holding onto a lifering are brought aboard with Roll 1d4
        • 1- Nothing, just thoroughly drenched

        • 2- A starfish stuck to their face
        • 3- A crab clamped on an arm or wing

        • 4- A baby shark biting a butt cheek or tail doing 1 Piercing Damage
    • PC Fails Perception But Reports The Spot

      Captain Tarheel orders the crew to furl the sails to half-speed. All the PCs not in the crow's nest, are sent to work the sails.
      • Turtle Attack 2
        The PCs at the sails all make an Athletics Roll DC: 11.
        • As a group, if half or more of their rolls are successes, the ship slows smoothly.

        • As a group, if half of their rolls are failures the ship heaves then slows. All PCs must make an Acrobatics or Atheletics Roll DC: 13 or fall. If the PC in the crow's nest rolls a Nat 1 they do not fall to the floor of the crow's nest but to the deck. They get to make one Dexterity Save DC: 13 to catch a rope and not fall which will give them 1d8 bludgeon damage.
        Suddenly, the waters darken as something huge moves beneath. The water swells as the massive thing rises. A great turtle head, savage beak gaping open, splashes out of the water. It snaps at the starboard side of the Moonwaker, ripping off a chunk of rail.   "Hard to port!" Captain Tarheel shouts. "Make full sail! Fend off that turtle until we escape! Myra! On deck! NOW!"
        There is little time, the PCs choose who picks up boathooks and who works the sail.   Great Steam Turtle AC: 18 requires 5 successful boathook hits to its head to make it stop biting at the ship. A spell attack spell will count as a hit. Non-damaging effects are also effective.
        If the turtle bites the side of the ship 5 times, the Moonwaker is destroyed and sinks with no surviviors.
        Each PC working the sails makes an Athletics Roll DC: 13.
        • As a group, if half or more of their rolls are successes, the ship speeds up smoothly.

        • As a group, if half of their rolls are failures the ship heaves then speeds up. All PCs must make an Acrobatics or Atheletics Roll DC: 13 or fall. If any of the PCs on deck roll a Nat 1, they fall off the ship. If the PC in the crow's nest rolls a Nat 1 they do not fall to the floor of the crow's nest but towards the deck. They get to make one Dexterity Save DC: 13 to catch a rope and not fall which will deal 1d8 piercing damagel. Crewmen will toss a life ring to anyone fallen overboard. The PC thatn must make an Acrobatics or Athletics Roll DC: 13 with advantage to catch it. If they catch the life ring, they water ski behind the ship until it escapes the turtle.
          Once the great turtle has taken 5 hits and pauses at biting the ship, she uses her magic to fill the sails and the Moonwaker safely races away. Those holding onto a lifering are brought aboard with Roll 1d4
        • 1- Nothing, just thoroughly drenched

        • 2- A starfish stuck to their face
        • 3- A crab clamped on an arm or wing

        • 4- A baby shark biting a butt cheek or tail doing 1 Piercing damage
    • PC Fails To Report The Spot

      If the PC does not yell down what they have spotted, the Bosun Hornbarun will notice the debris field when the ship is within 100 feet of the spot. He orders the PC to get down from the crow's nest. Soon as the PC reaches the deck, the bosun takes the captain's glass and orders the PC tossed into the brig for failing their lookout duty. Hornbarun then bellows to Captain Tarheel that there is ship debris.
      • Turtle Attack 3
        Something slams into the bottom of the Moonraker, raising her up ten feet before she splashes back down into the water.
        Everyone makes an Acrobatics or Athletics Roll DC: 15 or fall prone. Anyone who rolls a Nat 1 falls over board, except for the PC still in the crow's next. They must make a Dexterity Save: 13 or fall to the deck taking 1d8 bludgeon damage. Crewmen will toss a life ring to anyone fallen overboard. The PC then must make an Acrobatics or Athletics Roll DC: 13 with advantage to catch it. If they catch the life ring, they water ski behind the ship until it escapes the turtle.
        A huge shell the size of the Moonwaker surfaces at the starboard side of the ship and a great turtle head lunges forward, beak agape. The monstrous turtle snaps off a piece of railing.   "Hard to port! Coxwain crew check the hull!" Captain Tarheel commands and keeps on shouting. "Boathooks to repel that turtle! Myra! On deck! NOW!"
        The PCs choose who will repel the turtle and who will join the Coxwain's crew.
        • COXWAIN CREW
          Each PC in the crew makes an Investiagate Roll DC: 13. Those who succeed find a hole in the hull under 1 foot of water. Those who fail arrive at the hole on the NEXT round. Those at the hole choose to place a plank Athletics DC: 13 or seal seams with pitch Acrobatics DC: 13. When 5 successes are made, the hole is fixed. Every fail adds another foot of water to work under. After 9 fails the ship will sink and be eaten by the turtle... no surviviors.
        • BOATHOOK CREW
          Each PC with a boathook makes a Boathook Attack: Proficiency + Strength Bonus to hit the turtle's head AC:18. It takes 5 successful hits to convince the turtle to stop biting the ship.   If the turtle bites the side of the ship 5 times, the Moonwaker is destroyed and sinks with no surviviors.
         
        • VICTORY Once the turtle has been paused in its attacks, Merciless Myra will use her magic to fill the sails with wind and the Moonwaker will escape the turtle (unless it sinks from the hole in the hull). Those holding onto a lifering are brought aboard with Roll 1d4
          • 1- Nothing, just thoroughly drenched

          • 2- A starfish stuck to their face
          • 3- A crab clamped on an arm or wing

          • 4- A baby shark biting a butt cheek or tail doing 1 Piercing damage
 

WRONG WAY

Two days pass and you spend another day on the deck under the blazing sun.
"Pirate, ho!" The shout comes from the crow's nest. There is a moment's pause, then. "It's the Salty Wave."
"Raise the colors... and the Parley!" A moment later the skull and crossbones is raised with the white parley flag beneath it.
It's a long, long moment before the lookout yells down, "She's matched the parley, cap'n!"
"Hornbarun, prepare to parley!" Captain Tarheel strides to his quarters as the bosun turns towards you.
"You lot are with me."
A long boat is lowered and the PCs must make either a Acrobatics or Athletics Roll DC: 13 to climb down a rope into it. A fail means they belly flop into the boat while a Nat 1 means they fall into the water, missing the boat.
If someone falls in, Hornbarun snorts in disgust but fishes them out with one of these conditions: Roll 1d4
  • 1- Nothing, just thoroughly drenched

  • 2- A starfish stuck to their face
  • 3- A crab clamped on an arm or wing

  • 4- A baby shark biting a butt cheek or tail doing 1 Piercing damage
Once everyone is on board, Hornbarun orders each of them to grab an oar and row tot he Salty Wave. If the party is an odd number, one work the rudder at the back of the boat to steer. If their numbers are even, Hornbarun steers. Each rowing PC must make an Athletics Roll DC: 11. If half or more succeed, they smoothly bring the captain's longboat beside the Salty Wave. If more than half are fails, they thud against the side of the Salty Wave whose crew laughs mockingly down at them.   Each Player makes a Charisma Roll. The one who rolls lowest is ordered to stay with the boat while everyone else goes aboard the Salty Wave. Ropes are lowered and, once Captain Tarheel and Hornbarun climb aboard, the PCs climb up the ropes. Each climbing PC must make an Athletics Roll DC: 13 to climb up. A fail means they slip but dont fall as the rope is tangled about an ankle and they now hang upside down. Another PC can pull them upright and they make it onboard. A Nat 1 means they belly flop back into the boat and must try and climb again, much to the amusement of the other crew.

The Pirate Parley

"Welcome aboard, Tarheel." The rotund captain of the Salty Wave greets from the poop deck.
"Glad to be aboard, Captain." Tarheel dofts his hat. "I've come hunting Huk-Ra-Char, Talon."
"Let's bandy words in my quarters." The rotund captain nods to his First Mate who nods to their bosun, a black-bearded dwarf. Captain Tarheel and Hornbarun leave with Captain Talon and his First Mate.
"Pirate Parley!" The dwarf shouts from the poopdeck.
Barrels are rolled out and planks set across them making a long table. Benches are added to each side and a number of the Salty Wave crew to match your numbers stand at one side of the table.
"Sit ye down!" At the dwarf's command, the Salty Wave crew waits for you all to sit down first.
PCs At The Table
Soon as all the PCs sit down:
Soon as you all sit at your side of the table, the Salty Wave crew take their seats. All of you await the traditional call to drink as mugs of ale are placed before everyone at the table. When the last mug is placed everyone goes still and the deck is silent. A moment passes then another before the dwarf barks out, "Drink!"
Everyone at the table must make a Constitution Check DC: 13. The crew at the table with the most successes gets to begin the talks while all the mugs are refilled. In the case of a tie, they all must repeat the Chugging Contest until one crew is the winner.
THINGS THE SALTY WAVE CREW KNOWS
  • Captain Huk-Ra-Char and his Defiant Spar are not welcome in Kar Nodge waters

  • Only the Kar Nodge Captains know why and they don't tell their crews

  • If they were hunting the Defiant Spar they would first look at Tangorray

  • Tangorray is the pirate town on the uncharted Crescent Isle that is neutral ground between all pirates

  • Its downright spooky that no one seems to know any other name for Captain Tarheel other than Tarheel
PC In The Boat
There is nothing to do in the captain's boat other than here the glorious drinking going on aboard the Salty Wave. They haven't even had the grace to send you down a mug in proper parley tradition. What a scurvy lot!
The PC must make a Perception Roll DC: 13 to notice one of the Salty Wave crew silently climbing down a rope towards the captain's boat.
SUCCESSFUL ROLL
The Salty Wave Pirate drops down into the boat with a sneer on his face.
"Permission to come aboard?"
Do you permit this betrayal of the parley by letting him stay on board or will you defend the honor of your crew and repel this boarder in a pirate duel of fisticuffs (no weapons)?
  • SALTY WAVE PIRATE
    AC: 13 Punch: melee att +4 Pirate Punch
    GP:3 SP: 6 CP: 12
If the PC says yes the Salty Pirate gets the initiative and swings a fist at the PC. Otherwise, the PC has the initiative. The first pirate to score five hits on their opponent wins.
FAILLED ROLL
  • SALTY WAVE PIRATE
    AC: 13 Punch: melee att +4 Pirate Punch
    GP:3 SP: 6 CP: 12
The Salty Wave Pirate sneaks a aboard the captain's boat and punchs the PC with advantage. If the attack hits, the Salty Wave Pirate gets the initiative and the counts as 1 of 5. If the Salty Wave Pirate misses, the PC gets the initiative. The first pirate to score 5 hits on their opponent wins.
The moment the fight ends, a hook snags the Salty Wave Pirate and hauls him aboard with the dwarf bosun snarling, "Never betray the parley!" He then orders a bucket down to the PC holding two full mugs of ale and the all the coins of the Salty Wave Pirate.

Return To The Moonwaker

Once the PCs at the table have asked 5 questions AND the fight in the captain's boat is concluded, Captain Tarheel and Bosun Hornbarun come back on deck everyone returns to the Moonwaker.
Climb Down To The Boat
The PCs must make either a Acrobatics or Athletics Roll DC: 13 to climb down a rope into it. A fail means they belly flop into the boat while a Nat 1 means they fall into the water, missing the boat. If someone falls in, Hornbarun snorts in disgust but fishes them out with one of these conditions: Roll 1d4
  • 1- Nothing, just thoroughly drenched

  • 2- A starfish stuck to their face
  • 3- A crab clamped on an arm or wing

  • 4- A baby shark biting a butt cheek or tail doing 1 Piercing damage
Climbing Aboard Moonwaker
Each climbing PC must make an Athletics Roll DC: 13 to climb up. A fail means they slip but dont fall as the rope is tangled about an ankle and they now hang upside down. Another PC can pull them upright and they make it onboard. A Nat 1 means they belly flop back into the boat and must try to climb again
 

THE CHASE

Each PC makes a Charisma Roll.
Ever since leaving the parley, Captain Tarheel has driven his ship, and crew hard. Sailing by day and night whether there were clouds or clear skies. (Low rolling PC) is up in the crow's nest searching for the Defiant Spar.
The PC in the crow's nest makes a Perception Roll DC: 13. On a fail, an hour has passed and they must roll again. Thery can make 8 rolls until their shift ends and the next PC must take their place (also chosen by lowest Charisma roll).
On a success:
Peering through the glass, you can see a ship on the horizon.
After every roll, whether they succeed or fail:
Down below, the impatient Bosun Hornbarun calls up:
"Report what ye'r spying on!"
Soon as there is a report of a ship ahead ("Ship, Yo!"):
From the poopdeck, Captain Tarheel starts shouting orders.
"Prepare the 'listas and make more sail!"
The PCs, including the one in the crow's nest, split themselves into two groups, one to work the sails and one to prepare the 'listas. A lista is a ballista with a rail that shoots sealed clay pots containing either acid or flameoil that ignites soon as the pot breaks. There are three 'listas on each side of the ship and each has a crate of 10 claypots 7 are acid and 3 are flameoil. Flameoil is only used if things get rough as pirates really dont want to burn potential loot.
SAIL CREW
Each PC in this crew must make an Athletics Roll DC: 13 to unfurl a trim sail. A failure means the sail flaps in the wind and the PC must make a Strength Save DC: 13 or knocked prone. They must then get up as try again until the succeed.   Once a PC has their trim sail unfurled, they need to make another Athletics Roll DC: 13 to steady it in place. On a fail, the crossbar swings and hits them dealing 1d6 bludgeon damage. The PC can then try again with advantage as an NPC pirate comes over, sneers at the PC, and helps.
'LISTA CREW
Each PC in this crew must make an Athletics Roll DC: 13 to move their 'lista carriage into place. On a fail, the carriage rolls over their foot doing 1d6 bludgeon damage. Another pirate laughs at them but comes to help and the PC makes the roll again with adventage.   Once the carriage is in place, the PC must make an Intelliegence Roll DC: 13 to set the rest of the lista on the carriage and string it. On a fail, the string snaps loose and the PC falls prone. If its a Nat 1, the PC is shot off the ship and into the water. All other PCs have on turn each to toss a life ring at the overboard PC. Lifering Toss: Proficientcy + Dexterity Bonus. On a success, the ring falls over the PC and they then are waterskiing behind the ship. If all tosses fail, the Moonwaker will not turn back and they are lost at sea.
  • Catching The Defiant Spar

    By the time the PCs have either succeeded or are overboard:
    With all your extra sails, the Moonwaker gains upon the ship ahead and it is indeed the Defiant Spar. Though she is a ship in sad repair, she is still seaworthy. Rather than raising more sails to runaway, the Defiant Spar has turned. She will fight!
    "Battle sails! Load the 'listas! Vengeance for Hawk and bring me that Map!" Pirates gleefully leap to obey Captain Tarheel's orders. Merciless Myra grins as she moves to the bow near two pirates load the grappling harpoon.
    The Moonwaker slows as her sails are changed from speed to maneuvering.
    There is now time for the PCs to haul in anyone waterskiing behind the ship. They are hauled in with: Roll 1d4
    • 1- Nothing, just thoroughly drenched

    • 2- A starfish stuck to their face
    • 3- A crab clamped on an arm or wing

    • 4- A baby shark biting a butt cheek or tail doing 1 Piercing damage
The PCs can choose where they want to be: 1 of the 3 'listas (there are 3 on each side of the ship but the ship can only present one side to the enemy and the 'lista 2-pirate crews simply run between the two sides as the ship maneuvers about), Starboard Battle Sail, Port Battle Sail.
  • Ship to Ship Battle

    Each PC must make an Initiative Roll DC: 13. If half or more succeed, the Moonwaker wins the initiative.
    DEFIANT SPAR AC: 14
    Battle Sails HP: Starboard=25/ Port=25, Hull HP: 100, 'Lista HP: 20
    MANEUVER +4 Manuever
    'LISTA ATTACK: requires two pirates to fire one ammo per round or one pirate can load the 'lista in one round then fire it the next round. +4 'Lista Attack
    Acid Ammo: 10 foot radius burst does 3d4 Acid Acid damage to the ship and Splash 1d4 acid Acid damage to pirates within the radius.
    Fire Ammo: 10 foot radius burst. 3d6 fire Fire damage to the ship and Splash 1d6 fire Fire damage to pirates within the radius
    MOONWAKER AC: 16
    Battle Sails HP: Starboard=25/ Port=25, Hull HP: 150, 'Lista HP: 20
    MANEUVER +4 Maneuver If a PC makes a successful Maneuver Roll DC: 15 they can add +2 to the Moonwaker's AC until the start of their next turn. This bonus can stack if both Battle Sails Manuever rolls are successful.
    'LISTA ATTACK: requires two pirates to fire one ammo per round or one pirate can load the 'lista in one round then fire it the next round. +4 'Lista Attack
    Acid Ammo: 10 foot radius burst does 3d4 Acid Acid damage to the ship and Splash 1d4 acid Acid damage to pirates within the radius.
    Fire Ammo: 10 foot radius burst. 3d6 Fire Fire damage to the ship and Splash 1d6 fire Fire damage to pirates within the radius
    A PC adds their Wisdom Bonus (to time shooting on the uproll of the waves) to the 'lista attack. Each Pre-Gen has a roll button in their action for shooting a 'lista.
    SHIP WIZARD SPELLS
    Ship Shield:
    This creates an invisible human-sized shield that will intercept one incoming attack targeting the ship then burst into a rainbow of sparks, ending the spell.
    Streak of Lightning:
    This spell creates a jagged streak of lightning that must target the Sails, Hull, Grappling Harpoon, or 'Lista of a ship dealing 3d8 lightning Lighting damage it then throws a static charges in a 10 foot radius dealing 1d8 lighting Lighting damage to pirates within the radius unless a Dexterity Save DC: 15 is made.
    Water Punch
    This spell creates a Large fist of water that punches a 10 foot radius. Pirates within the radius must make a Stregnth Save DC: 15 or be knocked prone. Once prone, they must make a Dexterity Save DC: 15 or be swept overboard.
    If swept overboard the pirate must make a Athletics Roll DC: 11 to swim and then an Acrobatics or Athletics Roll:13 to climb back on board with: Roll 1d4
    • 1- Nothing, just thoroughly drenched

    • 2- A starfish stuck to their face
    • 3- A crab clamped on an arm or wing

    • 4- A baby shark biting a butt cheek or tail doing 1 Piercing damage
  • Victory

    Once a ship's sails are reduced to 0, it cannot maneuver. The bosun of either ship will fire the Grappling Harpoon and then start turning the winch, pulling the two ships closer. In 3 rounds the two will be close enough for a Boarding Action. Continue on to CLASH OF PIRATES section.   Once a ship's hull is reduced to 0, it sinks and its pirates either become prisoners when fished out of the sea or left to die. Sinking the Defiant Spar, means the Moonwaker crew does not get The Treasure Map.
 

CLASH OF PIRATES

STAT BLOCKS

Captain Huk-Ra_char

Captain Huk-Ra-Char CR: 8

Medium human,
Armor Class: 15
Hit Points: 104
Speed: 30 ft

STR

0 -5

DEX

3 -4

CON

2 -4

INT

1 -5

WIS

0 -5

CHA

0 -5

Saving Throws: Str Dex Con Int Wis Cha
Skills: Acrobatics: +6 , Deception: +3
Perception: +3 , Stealth: +9
Languages: Common, Gheni, Dwarven, Thieves' Cant
Challenge Rating: 8

Actions

Multiattack: makes three Cutlass attacks   Vile Cutlass +2: +8 to hit Hit:1d6 +5 Slashing Damage Cutlass plus Poison: target makes a Constitution Save: 15 to take 1/2 2d4 Poison Damage Poison

Defiant Spar Officer

Defiant Spar Officer CR: 2

Medium human,
Armor Class: 15
Hit Points: 65
Speed: 30 ft

STR

15 +2

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

14 +2

Saving Throws: Str Dex Con Int Wis Cha
Skills: Athletics: +4
Deception +4
Perception +0
Languages: Common, Dwarven, Thieves Cant
Challenge Rating: 2

Actions

Multiattack: makes three melee attack: two with Cutlass and one with Dagger OR makes 1-2 Ranged Attacks with its daggers (has 2).   Cutlass:Melee Attack: +5 to hit, Hit: 1d6+3 Slashing Damage Cutlass   Dagger: Range Attack: 20/60 +5 to hit, Melee Attack: +5 to hit, Hit: 1d4+3 Piercing Damage Dagger

Defiant Spar Pirate

Defiant Spar Pirate CR: 1/8

Medium human,,
Armor Class: 12
Hit Points: 11
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Saving Throws: Str Dex Con Int Wis Cha
Skills: Perception +0
Languages: Common, Thieves Cant
Challenge Rating: 1/8

Actions

Cutlass:Melee Weapon Attack: +3 to hit Hit:1d6+1 Slashing Damage Cutlass

As the two ship come close, your fellow crewmates use grappling hooks to lash them together hull to hull. Merciless Myra lets out an ear-piercing war cry and flies across to the Defiant Spar's bow and engages another wizard in black robes.   Bosun Hornbarun turns to you. "You lot get over there to their captain's boat. Don't you DARE let Huk escape!" Stomping a hoof, he then turns and draws his blades and leaps aboard the Defiant Spar's poop deck with several Moonwaker pirates.

Wave 1

Soon as the PCs jump across they are surrounded by Defiant Spar Pirates (2 per PC). When they dispatch this wave they have a clear path to the captain's boat. They can make a stand with their backs portected.   There is a shout from the bow and each PC makes a Dexterity Save DC: 15 to get out of the way of a Streak of Lighnting that hits the deck. On a fail, the PC is within the radius and takes static damage Lightning .

Wave 2

The Defiant Spar's Coxwain charges the PCs with a handful of Defiant Spar Pirates (one for each PC).   Pick a point during this wave when another Streak of Lighting strikes the deck catching pirates from both crews in its radius doing Lightnitng to each. A Dexterity Save DC: 15 is allowed but at disadvantage as everyone is in the thick of combat.

Wave 3

Captain Huk-Ra-Char, the Defiant Spar's First Mate, and one Defiant Spar Pirate for each PC arrive, trying to reach the captain's boat. There is a vicious cry from the bow and a Streak of Lighting strikes the deck into the midst of the newly arrived wave of Defiant Spar enemies, dealing Lightning to each of them.   DM Option: Whenever a PC is dropped to 0, a Moonwaker Pirate joins the party (use the Defiant Spar Pirate stat block).   On Round two Bosun Hornbarun charges in horns first into Captain Huk-Ra-Char, dealing 12 points of piercing damage, disarming Huk then knocking him prone. The dawrf bosun shouts a challenge to Hornbarun and he steps just far enough away to be out of the rest of the Wave 3 fight as he engages in a savage duel with the dwarf. (If the PCs are victorious, Hornbarun kills the dwarf, if the PCs fail, the dwarf kills Hornbarun)   Soon as Captain Huk-Ra-Char is reduced to 0 HP, the rest of the Wave 3 enemies surrender to the PCs.   A search of the Captain's Quarters (Investigate DC: 15) finds The Treasure Map, a coffer with 80 GP, 165 SP, and 281 CP, and (1 per PC) bottles of Hotbark Whiskey.  

EPILOGUE

Battered but victorious, you return to the Moonwaker and hand Captain Tarheel The Treasure Map.   "Well done," he growls. "Now get back to work."
If you enjoyed this adventure please click the like down below or leave a comment so I know to continue making these adventures. Suggestions/corrections are welcome.
This is a high seas adventure designed for 4 characters of 3rd level and is 5E compatible. It can be readily adjusted for any number of players.  
 

Adventure Background

Captain Huk-Ra-Char did not want to spend any of the meager remains of his pirate booty on a treasure map. Instead, he sent his crew to murder the Swampshoals fence, Ymira 'The Hawk' Iceshore. They did not steal just any treasure map, they stole The Treasure Map. This map is the most infamous map ever made. Rumours abound of the fantastical treasures of the mysterious island called misty Isle. The Treasure Map is the only one know to show the way to the island and its treasures. Fortune seekers of all kinds yearn to possess the map and find its treasures. Unfortunately, the maker of the map, one Ythir McSchooner, did not live long enough to sell it for the fortunes he dreamed of. Since his murder, the map has changed hands from one soon-to-be-murdered mapholder to the next.
  Tarheel, the dread pirate captain of the Moonwaker, is furious to discover his favorite fence known as "The Hawk" is dead. He is outraged to learn that Captain Huk-Ra-Char is the one responsible. Through bribes and strongarm tactics, Tarheel finds out that Huk has sailed towards the Spice Isles, looking for the rumored pirate-sage, Cold-Heart to translate the cypher on The Treasure Map.   Armed with these rumors, Captain Tarheel calls for his crew. This includes the players as they are all pirates on the Moonwaker.

Captain Huk-Ra-Char

Pirate Captain of the Defiant Spar
Captain Huk wants to rule a fleet of pirate ships someday but he is too lazy to force other captains to bow to his command via the cutlass. Instead, he intends to buy their loyalty with the great treasures from The Treasure Map. Currently, he is nearly destitute and his crew is whispering mutiny if he cannot get them a great bounty soon.  

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Rumble In The Jungle
Plot | Sep 1, 2023


Cover image: by thommas68

Comments

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Apr 25, 2023 23:50 by Devin

I love all of the detail you've put into this already! I can't wait to see it finished.

Apr 27, 2023 02:39 by K.S. Bishoff

thanx!

Come vist my worlds
PANGORIO
and
HYPNOSIUM
Apr 30, 2023 12:02 by Nathalia Books

It looks amazebels dazz, like always

Every story starts with a dream, so start dreaming
Apr 30, 2023 12:18 by K.S. Bishoff

Thank you!

Come vist my worlds
PANGORIO
and
HYPNOSIUM
May 4, 2023 04:59

Great job and Adventure April Dazzlinkat! And as always you do amazing things with HeroForge.

Check out some of my summer camp articles, like the dangerous flying jackalope or dragon wasps. Or, for something more light-hearted, there is the whimsical language Gobbledygook and Jaden's interesting job as a guano polisher.
May 4, 2023 12:54 by K.S. Bishoff

Thanx

Come vist my worlds
PANGORIO
and
HYPNOSIUM