“Chickening Out”- Out of the Box D&D Encounters #1
Chickening Out
Environment: Aquatic/ Ship bourne.
Suggested level: 3-4
While traveling at sea/large body of water, the watch aboard ship will spot an approaching vessel, which, by all estimates, will pass by the players ship very closely. Attempts to avoid a collision seems fruitless, as the approaching vessel seems to be weaving back and forth, almost as if anticipating the player’ s ship. The movements of the approaching ship will appear erratic and odd, as if the other vessel is not completely under control.
In the end, the approaching ship will veer at the last second and come alongside, grinding ship against ship in the process. Boarding grapnels will shoot forth from the deck of the “enemy ship”, and it will appear that the players’ ship is about to be boarded.
Once secured, the anticipated attack becomes a disorderly disembarking. The crew of the opposite ship will rush past any defenders, regardless of opportunity attacks. Their terror will be evident. The noise of panic mixed with squawking can be heard bellowing from below the decks of the other ship, with occasional loud thumps and a spray of feathers rising from the entrance to the hold below.
The ship is crewed by smugglers, hired to ship, among other things, a crate of live cockatrices. The cockatrices were in a magical stasis. What they did not know is that the crate had been weakened by mice who burrowed in search of food, who then mistakenly activated the monsters and were eaten by the cockatrices within. Awake, angry, and in full panic, these squawking monstrosities broke free of their confinement and took out their rage on the startled crew. Some of the crew have been petrified below decks.
Those that managed to escape have been desperate to escape their ship. When they saw the players vessel, they saw their chance to jump ship and escape a death by beak, claw, petrification or drowning. The crew have no interest in returning to their ship, and would rather hijack the players’ vessel and make their break for freedom.
Monsters:
Smuggler pirates (6): Use “Guard” as per Monster Manual, but change armor to Studded Leather and change weapons to Scimitar and Dagger
Smuggler captain(1): Use “Bandit Captain” as per
Monster Manual.
Cockatrices (4): Standard as per Monster Manual. Use as many as needed to create panic. Three or four is fair. More if needed.
Complications:
The cockatrices have laid eggs that could hatch at any time. The attacking ship, if abandoned, might well become a floating “island sanctuary” for a whole flock of cockatrices. This might become it’s own wandering encounter if left alone. The monstrosities will survive on the rats aboard ship at first, then seagulls and other waterfowl when those run out.
If the cockatrices pursue the escaping crew aboard the player’s vessel, an egg or two might be laid there as well for future encounters.
If the players’ vessel has food stores that would attract a cockatrice, there’s a decent chance that one or more might stow away aboard the players’ ship as well.
So there you have an encounter wrapped up and ready to use in your game when you might be on the waves.
Until Next Time, Stay Nerdy!
Garth Sketch
May 7, 2016 at 12:35 amfantastic start to a wonderful resource. i've been looking for just such a treasure — a quick place to grab a few motives, a few hooks, an purpose and a twist that i can drop into my own games. really excited to see you leap aboard the Nerdarchy Airship in this swashbuckling fashion, Mike.
i'm already looking forward to your next encounter.
may adventure & inspiration be with you, man.
David Friant
May 7, 2016 at 12:56 amWe are super excited to have Mike helping us out. He's been invaluable rsource for the Nerdarchy YouTube community.
Landon
August 29, 2017 at 11:09 amFIFY – “Cockatrices (4): Standard as per Monster Manual. Use as many as needed to create panic. Three or four is fair. More is FOWL.”