The Pirate Attack Plot in Parr | World Anvil
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The Pirate Attack

The Scene:

The adventurers have joined the party, including Baroness Korma and company, at the harbor. Total about 80 people. The winner of the competition is loading barrels of his wine onto a small boat. Docked next to the skiff is the official naval vessel of the island, the Vintner’s Paradise, and in the harbor are anchored the two “party ships” that brought the guests to the island. The beach to the right has 6 row boats beached high on the sand. It is early dusk.

Plot points/Scenes

Read to the Players:

There is a lot of hoopla, people are cheering and having a great time, no one seems to notice a fairly large unmarked ship sail swiftly into the harbor. A second later two ice shards shoot from the ship. One tears through one of the party ships hulls and it sinks immediately. The other shard skims the wine skiff and it starts to sink swiftly. The vintner is freaking out and ordering his men to take the wine off of the ship even though there isn’t anything that can be done. The shock has just ended after a moment and you can see sailors from the mystery ship loading into row boats. The Baroness freaks out and grabs the person closest to her’s shoulders and yells “Run!” Looks around “Hide! I will be back!” and she bolts towards the island estate. There is screaming and a whirlwind of people, after a moment the shreeks die down.

 

There are now a dozen townsfolk still in the harbor area, some look familiar from the party ship. They are confused and seem like they are still a few moments from deciding where to go. The vintner and his guys are still watching their wine sink in awe. There are already two rowboats heading to the beach from the ship, they should arrive in mere minutes. Each boat has 6 passengers, all are about human sized except one who is quite small looking.

Allow the players to take actions for a couple of minutes.

Continue Reading:

A few minutes later the row boats should land. Also, Korma should take off from the estate on a stark white Pegasus. The ship shoots two ice shards at her. They must succeed a dc save of 10 or higher with advantage to hit the Pegasus. The Pegasus disappears and she falls to the ground to the west. Vent Stand grabs two villagers and heads off in that direction.


The Pirates:

Ship 1 contains 1 Necromancer and 5 half-orcs, Ship 2 contains 1 goblin, 1 necromancer, and 4 half-orcs. The necromancers, accompanied by 2 half-orcs each should head towards the estate. 2 half-orcs are carrying a chest. The goblin is the leader of the half-orc “muscle” but not the leader of the necromancers. Goblin boy stations himself in the town center with 1 half-orc. Two teams of two half-orc head east and west patrolling and getting all villagers to board themselves in their homes. They “don’t want trouble. Just stay inside and out of our way and everything will go back to normal once we get what we came for and leave.”


The ship:

In addition to the troops on the ground, there is the Captain, 2 half-orcs, and a sorcerer “boy” (who has been shooting the ice shards).   If the adventurers try to board the ship then the sorcerer will shoot two more shards with dc saving throw 12 with advantage on the ship.

Plot type
Conflict

Pirate Mercenary

Medium half-orc, neutral evil
Armor Class 16
Hit Points (4d8 + 8) 4d8+8
Speed 30ft

STR
16 +3
DEX
11 0
CON
15 +2
INT
9 -1
WIS
8 -1
CHA
13 +1

Skills Athletics +5, Intimidation +3
Senses Passive Perception 10
Languages Common, Orc, Undercommon
Challenge 1


Sea Legs. The Pirate Mercenary has advantage on ability checks and saving throws to resist being knocked prone.


Actions

Multiattack. The Pirate Mercenary makes two attacks with its cutlass.

Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 1d8+3 slashing damage.


 

Goblin Pirate

Small goblin, chaotic neutral
Armor Class 14
Hit Points (4d10 +14) 4d10+14
Speed 30ft Swim: 10ft

STR
16 +3
DEX
16 +3
CON
15 +2
INT
11 0
WIS
10 0
CHA
14 +2

Skills Athletics +5, Intimidation +4
Senses Passive Perception 10
Languages Common, Goblin
Challenge 2


Flourish. The Goblin Pirate adds its Charisma modifier to the damage roll for its cutlass attacks. (included in the attack).

Sea Legs. The Pirate Mercenary has advantage on ability checks and saving throws to resist being knocked prone.


Actions

Multiattack. The Pirate Mercenary makes two attacks: one with its cutlass and one with its magic flintlock.

Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) 1d8+5 slashing damage.

Arcane Flintlock Ranged weapon attack: +3 to hit, range 40 ft. one target. Hit: 6 (1d6 +3) 1d6+3 force damage. The flintlock is arcanely powered. As it fires a small explosion of purple and orange blasts a purple ball of energy the size of a bullet at the target.


 

Necromancer

Medium human (pirate), lawful evil
Armor Class 11
Hit Points (4d8 + 6) 4d8+6
Speed 30ft Swim: 10ft

STR
11 0
DEX
10 0
CON
12 +1
INT
16 +3
WIS
14 +2
CHA
11 0

Skills Arcana +6, Religion +4
Senses Passive Perception 12
Languages Common, Elven, Undercommon, Abyssal
Challenge 1

Necrotic Orb Ranged Spell Attack: +6 to hit, range 120/200, one target.hit: 11 (2d10) 2d10 necrotic damage.

Unholy Frenzy. One creature the necromancer can see within 60 feet becomes frenzied. While frenxied, the creature can make a weapon attach as a bonus action on its turn. The frenzied creature takes 5 necrotic damage at the end of each of its turns. The necromanter must concentrate on this abbility as if concentrating a spell. The frenzied state lasts for up to 1 minute.

Cripple. One creature the necromancer can see within 100 feet must make a DC 14 Constitution saving throw. On a failed save the target's speed is reduced by half, it has a disadvantage on attacks and ability checks, and it deals half damage. The creature can repeat the saving throw at the end of each of its turns to end this effect. The necromancer can only affect one creature with this ability at a time.

1/day:

Animate Dead. x2 This spell creates two undead servants. Choose two piles of bones or corpses of Medium or Small size within range. Your spell imbues the targets with a foul mimicry of life, raising them as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse.

https://www.dndbeyond.com/monsters/zombie
https://www.dndbeyond.com/monsters/skeleton


Actions

Cutlass Melee Weapon Attack: +3 to hit. Hit: 5 (1d8 Slashing Damage) 1d8


 

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