Difference between revisions of "MPNP Ghost Ship"

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==Top Deck==
 
==Top Deck==
The party can die up it's boat and board on the port fordeck.  
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The party can die up it's boat and board on the port fordeck. On the mid-deck, they will be forced to fight a giant crab.
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The crab is 12 feet across and has 2 mighty pinchers. It begins combat with 25 DV and will not drop bellow 10 DV(because of it's thick shell). The crab gets 2 attacks per round and rolls 5 AV with 5 automatic successes. It deals 2d12 damage and can pin a target. The crab makes 2 attacks per round, but on every attack, flip a coin: if the grab looses, it gets it's pincher stuck on the ship's deck. The crab must then use one of it's attacks the next round to free itself.
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While the pincher is pinned, the characters can tie them shut. It may still attack but cannot pin characters. If both pinchers are tied, the team can "effect-kill" the crab by lifting up one side and flipping it into the ocean.
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Otherwise, the crab has 1,000 hit points and 50 AC.
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===If They Kill the Crab===
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If they persist and murder the grab with damage instead of going for the effect-kill, they will crack open it's shell and discover that it is actually a cursed mermaid princess whom they have now freed from her entrapment. Her name is Aubriel She implores the party desperately to help return her to her undersea kingdom, which will require them to go on a side-quest to find some sort of fantasy submarine. In the meantime, the princess is very whiny and needy and will mostly act like a little brat. She is about 11 years old. The party can rid themselves of her at any time by throwing her over the side of the ship. Its cool. She can swim. She's a mermaid.
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==The Hold==
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Once the party is past the giant grab, they can proceed bellow decks, where they will be assualted by skeletons. If they killed the grab, they will need to protect their NPC, who will scream constantly and cling to the youngest adult-male party member insesently, keeping him from attacking.
  
  

Revision as of 16:46, 10 May 2016

Whilst sailing on the open ocean, the party encounters a great ship adrift. It is beaten and worn, the timbers are black and covered in moss. The ship lists heavily to the port and looks like it may have already been sunk once. It was once a grand, 3-masted sailing ship, but the main mast is broken off near the deck, and the other two are taken out not much higher. What remains of the yards and the sails are moldy and ragged, and the entire ship is damp. For added bonus, find this at night.

The one think that can plainly be seen is a blue, lit lantern, the signal for a ship in distress.

As the party guides their small craft closer, they can see that the hull has several large breaches. Its a wonder the vessel is even afloat at all. If they take the time to sail around the ship, they will find a name printed on the side, but it is too degraded to read. They also hear sounds coming from the inside, scratches and tools being used.

Top Deck

The party can die up it's boat and board on the port fordeck. On the mid-deck, they will be forced to fight a giant crab.

The crab is 12 feet across and has 2 mighty pinchers. It begins combat with 25 DV and will not drop bellow 10 DV(because of it's thick shell). The crab gets 2 attacks per round and rolls 5 AV with 5 automatic successes. It deals 2d12 damage and can pin a target. The crab makes 2 attacks per round, but on every attack, flip a coin: if the grab looses, it gets it's pincher stuck on the ship's deck. The crab must then use one of it's attacks the next round to free itself.

While the pincher is pinned, the characters can tie them shut. It may still attack but cannot pin characters. If both pinchers are tied, the team can "effect-kill" the crab by lifting up one side and flipping it into the ocean.

Otherwise, the crab has 1,000 hit points and 50 AC.

If They Kill the Crab

If they persist and murder the grab with damage instead of going for the effect-kill, they will crack open it's shell and discover that it is actually a cursed mermaid princess whom they have now freed from her entrapment. Her name is Aubriel She implores the party desperately to help return her to her undersea kingdom, which will require them to go on a side-quest to find some sort of fantasy submarine. In the meantime, the princess is very whiny and needy and will mostly act like a little brat. She is about 11 years old. The party can rid themselves of her at any time by throwing her over the side of the ship. Its cool. She can swim. She's a mermaid.

The Hold

Once the party is past the giant grab, they can proceed bellow decks, where they will be assualted by skeletons. If they killed the grab, they will need to protect their NPC, who will scream constantly and cling to the youngest adult-male party member insesently, keeping him from attacking.


See Also: