Fun On The Beach Plot in Pangorio | World Anvil

Fun On The Beach

Tired of always starting an adventure in ye old tavern? Why not start with a day at the beach or a beach party?   Here is a collection of mini games to keep your players distracted with having fun so they don't notice the trouble closing in. Use any or all of these in your next adventure!
Shark Hunt
Drinking With Dwarves
Under The Boardwalk
Sand Dancing
Sand Wars
Fish Slap Melee

Shark Hunt

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>HOW TO PLAY<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Take up a harpoon with sharkline rope, buckle the belt about your waist, and go wading out into the water. To hunt for a shark, grab a D6 and roll for a result on the Begin Here list.
If more than one player, the one with the highest Finale roll wins. In the case of a tie, they must each hunt another shark for another Finale roll.
<><><><><>BEGIN HERE<><><><><>

1d6

  • 1. You see nothing. Suddenly a tail slaps your ankles and you fall down with a splash! Roll again.
  • 2. You see a shark, toss you harpoon and... its a hit! Roll on Second Action list.
  • 3. You see a shark, toss your harpoon and... miss. Roll again.
  • 4. You see nothing. Roll again.
  • 5. You see a shark, toss you harpoon and... its a hit! Roll on Second Action list.
  • 6. You see a shark, toss your harpoon and... perfect hit! Skip to Finale List and roll!
<><><><><>SECOND ACTION<><><><><>

1d6

  • 1. You are water skiing behind the shark! Roll again!
  • 2. The shark breaks free, circles around and bites you! Your hunt is over.
  • 3. You brace and set the harpoon's barb. Drag your shark to the Finale List!
  • 4. You are dragged along the bottom! Get a crab stuck to your beard/hair/ nose. Roll again!
  • 5. You are dragged across the water and get a fish stuck inside your clothes Roll again!
  • 6. You brace and set the harpoon's barb. Drag your shark to the Finale List!
<><><><><>FINALE<><><><><>

1d6

  • 1. "You call that a shark? My cat drags home bigger minnows!"
  • 2. "Ugh. Too small for steaks. Might get some fish sticks out of it, though."
  • 3. "Guess it'll feed a couple folks.
  • 4. "Shark steaks for everyone!"
  • 5. "Well done! You're a winner!"
  • 6. "Biggest shark we've seen in years! You're a Champion!"
 

Drinking WIth Dwarves

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1d6

Each player tosses a coin into a pile.   *GM: toss one in for each dwarf joining the contest. Stand round the barrel of ale with your mug at the ready.*   When a dwarf yells, "Drink!", everyone dips their mug in the barrel and chugs it down.
<><><><><>How To Win<><><><><>
Roll 1D6 and read from the list provided. The one with the lowest roll is out of the game. In the case of a tie, they must roll again until one of them is out of the game.   Everyone who remains in the game tosses another coin into the pile and rolls are made again.   This repeats until there is only one person is left and they get to scoop up all the coins.
  • 1. You tilt your head back, pour the ale into your mouth, and gulp it down as fast as you can. Half of the ale runs down your face.
  • 2. You tilt back and guzzle down all your ale.
  • 3. You drink down your ale and belch.
  • 4. You down your ale in four swigs and manage to dip you mug in and half-fill it. You gulp this half down, too.
  • 5. You down your ale, scoop out another full pint. Gulping the second mug, you splash ale all over your facce.
  • 6. You gulp down your ale in a single breath, scoop out another full mug, and guzzle it down. Swiping a sleeve across you mouth, you belch out the alphabet.
 

Under The Boardwalk

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<><><><><>Playing Python<><><><><>

1d10

Each participant (including NPCs) tosses a coin in the pile. The player(s) then roll 1D10 three times. The players can then pay a coin to discard a number and roll another D10. They can only replace two numbers. The one with the best hand wins!    
<><><><><>How To Win<><><><><>
   
Hands From Best to Worst
  • A straight (EX: 1-2-3) wins is the top hand.
  • Three-of-a-kind (EX: 4-4-4) is second best hand.
  • A pair (EX: 5-5-1) is the third best hand. The third number counts as a tie-breaker with the highest one winning.
  • If no one has one of the top three hands, then the hand with the highest combined numbers (EX: 6-7-9 = 22) wins. If there is a tie, each one tosses in a coin to roll again until there is one winner.
<><><><><>Rolling Teeth<><><><><>

2d6

The player chooses a number from 2 - 12. Once the number is chosen, they roll 2d6 and add the total.      
<><><><><>How To Win<><><><><>
 
  • Roll the exact number: win triple your bet. This also counts as 3 Wins in the Black Market!
 
  • Roll within 1 of the number guessed: they get to re-roll and not lose their bet.
  *DM NOTE: You can have NPCs bet on whether the player rolling the dice will make it or not as background fun.*          
<><><><><>Black Market<><><><><>
Under The Boardwalk wins can be used to purchase items!
  • GREASE STICK makes any door or lid open and close in silence. 4 uses. COST: 1 Win
  • SLEEP DART automatically puts the target to sleep until they are touched. COST: 1 Win
  • SNEAKY DRINK this potion renders the drinker totally silent (verbal spells CANNOT be cast), odorless, and traceless (leaves no tracks) for 10 turns. 1 Use. COST: 2 Wins
  • CAMO CLOAK blend into ANY background while wearing this cloak. Any attacks or spells that successfully target the wearer must be re-rolled. Last 2 turns when activated. 10 Uses. COST: 3 Wins
  • SKELETON KEY successfully opens any untrapped/non-magical lock constantly. Will open any blocked/trapped/condition (magical or mechanical) lock ONCE. COST: 4 Wins
 

Sand Dancing

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<><>How To Win<><>
Players wanting to compete toss a coin in a pile. Each dancer then rolls one D6 and compares it to the first list to determine which dance they have chosen.   Everyone then rolls one D6 to determine how well they did. Compare the roll to the second list. The lowest roll is out of the contest. In the case of a tie, the rolls are repeated until someone loses and is eliminated.   The remaining dancers toss a coin into the pile and roll to choose their new dance before rolling on the second list until one of them is eliminated.   This continues until there is only one winner who gets all the coins in the pile.
<><>Choose The Dance<><>

1d6

  • 1. Tango With A Tiki Torch
  • 2. War Dance
  • 3. Break Dance
  • 4. Ballet
  • 5. The Shuffle
  • 6. Macarena
<><>The Performance<><>

1d6

 
  • 1. You trip and fall. A tiki torch sets you on fire!
  • 2. You are dancing just fine until an angry crab latches onto your foot/tail!
  • 3. You stagger on the shifting sand but manage to finish your dance.
  • 4. Your dance earns a quiet clap from onlookers.
  • 5. You dance so well onlookers raise their drinks and cheer.
  • 6. Your dance was so fantastic a good looking onlooker joins you!
 

Sand Wars

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1d20

Magic-users toss a coin into a pile and are given a flag. They use their apprentice magic (cantrip level) magic abilities to manipulate the sand into a castle to place their flag upon and make several pint-sized sand golems to defend it. The last castle standing WITH ITS FLAG wins.   All players toss a coin into the pile and roll one D20 to battle. The one who rolls the lowest number gives up their flag to the one who rolls the highest and are out of the Sand War.
All remaining players toss in a coin and roll again. The one who rolls lowest gives up A flag to the one who rolled the highest. If this was the player's own flag and not one they managed to win, they are out of the Sand Wars.   The above is repeated until someone has three flags. To play hard-core, play until there is only one left with a flag. The winner gets all the coins.
 

Fish Slap Melee

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Each player tosses a coin in the pile then reaches into a barrel to grab their fish.    
<><> The Fishy Weapon<><>

1d10

   
  • 1 Jelly Fish It stings everything, including you. You get a -2 to your rolls.
  • 2-3 Lobster It's grumpy. It claws you, too. -1 to your rolls
  • 4-7 Mackeral It doesn't care. Neither subtracts nor adds to your rolls.
  • 8-9 Electric Eel Its eager to fight. +1 to your rolls
  • 0 Sword Fish It guides your hand. +2 to your rolls

1d20

Each fighter rolls one D20. Add or subtract for your chosen fish. The one with the lowest total loses and is out of the melee.   All remaining fighters toss another coin into the pile and roll again.   This is repeated until there is only one fighter left. They scoop up all the coins.


Cover image: by deMysticWay

Comments

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Dec 28, 2023 19:39 by Dr Emily Vair-Turnbull

This is so much fun. Definitely some fun ideas to start off an adventure. :D I think my favourite is the fish slap melee. I rolled for that one and got a mackerel. :D

Emy x   Etrea | Vazdimet
Dec 28, 2023 20:01 by K.S. Bishoff

glad you enjoyed it. Engard, mackerel! lol

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Jan 27, 2024 12:31 by Tara Fae Belle

Very fun ~ (I appreciate that each game is in its own separate box. Makes it easy & clear to see/read them.) ... Shark steaks for everyone!

My current passion is Shroom People. I still don't know much about them yet. But as I do, it will be updated here:
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Species | Apr 26, 2024
~ Happy wording!
Jan 27, 2024 18:06 by K.S. Bishoff

thanx!

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