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Good luck me hearties!

lay claim to your only hope of escape.


Stinkbeard and their motley pirate crew can
find the treasure before the dreaded Captain
ones looking for it. You will need to race to
The only problem is, you aren’t the only
used to control the immortal Leviathan.
of great power - a Sea Amulet that can be
was rumoured to contain an ancient artefact
the famed Captain Durf, whose lost treasure
Lucky for you, this island was once home to
by it’s colossal guardian.
to get off the island without being devoured
It’s now up to you and the crew to find a way
CREATE A CREWMATE YOU AND THE CREW PIRATE GEAR
To create a crewmate, follow the Creating A You start with 10 Crew per player, making up 1 Broken compass.
Character section in DURF, replacing the a shared resource available to everyone. 2 Pocket gunpowder barrel.
Belongings section with the below: 3 Tattoo equipment.
A DANGEROUS PROFESSION
You start with Two Supplies (see the DURF Your crew is your most valuable and 4 An angry crab in a jar.
Equipment section), a cutlass, a pistol and expendable asset. Put them to good use. 5 Bag of rope.
some ammo. 6 Portable cannon + ammo.
For any roll, a player can spend Crew in
exchange for one Buff per crew mate. 7 Healing grog, heals 6 health.
Roll a d20 twice on the Pirate Gear table to
determine your other belongings. 8 Engraved Spyglass.
SHANTIES 9 Fancy hat, with a big feather.
Re-roll identical results. Pirates don’t know magic, but they can sing.
10 Axe.
If there are at least 5 Crew left, they can sing 11 Bomb, 9 dmg in a small area.
you a Shanty. They know 3 Shanties and can 12 Anti-scurvy kit (bag of limes).
sing each of them once per game. They are:
13 A souvenir from the ship.
Don't Stop A-Heavin 14 Fancy clothes.
Everyone heals 3 wounds. 15 Hurdy-gurdy.
16 Pirate Coat (Medium armour).
Nautical Rhapsody 17 A foul-mouthed parrot.
Reduce your enemies Morale by 5.
18 The ships log.
Pirates Just Want To Have Fun 19 Ruby Eyepatch (night vision).
Recover 5 lost crew (Skeleton Crew). 20 Bottle, quill, and parchment.

Castaway Camp 6
THE ISLAND
A small encampment, surrounded in failed attempts to
The Crew (Players) start off at The Beach. They will need build a raft. The camp is home to a shipwrecked sailor
to venture across the island, find the Sea Amulet, and named Salty Sam, who knows a lot about the island.
face their rival, Captain Stinkbeard.
HAZARDS: Salty Sam (Pirate Crew), if provoked. Scary
A monstrous Guardian patrols the waters around the Seagulls.
Island and any attempt to leave will be thwarted.
TREASURES: Sam knows that Captain Durf is buried in
The Crew can only escape once they have obtained the The Shivering Cliffs. Sam knows that a Pirate Crew have set
Sea Amulet and gained control of the monster. up traps in the Pirate Hideout. Salty Sam is wearing
Captain Durf’s Scarlett Coat of Billowing.
The Island is also the final resting place of an infamous
pirate, Captain Durf, who’s many possessions can be Shark Lagoon 7
found all over the map.
A sheltered pool of shark infested waters. Swimming is
not recommended. It is said that Captain Durf ordered
their crew to throw a chest into the centre of the lagoon.
LOCATIONS
HAZARDS: Sharks.
The Beach 1
TREASURES: Fish. A small chest containing Captain
The scenic shores of a strange and remote island, said to Durf’s teddy bear.
be the home of the infamous Captain Durf. The crew are
washed up here as their ship is dragged under the waves. 8
Shifting Sands
HAZARDS: Angry Crabs. Scary Seagulls. A barren plane of dust and heat - an unforgiving desert at
the islands centre. The Crew doesn’t like sand. It’s coarse,
TREASURES: Ship debris. Fish. and rough, and it gets everywhere.
2
HAZARDS: Quicksand. Shimmering mirages & blistering
The Smokey Volcano heat. Snakes!
An active volcano consistently billows smoke into the
sky, creating an ominous darkness around it’s peak. TREASURES: Pocket sand.
HAZARDS: Scary Seagulls. Lava & intense heat. Falling. 9
Pirate Hideout
TREASURES: Lava rock. Mountain Flowers. Captain A rickety ghost town made of ship wrecks and driftwood. THE ISLAND GUARDIAN Skill 99 HD 99 ML 99
Durf’s Kaleidoscopic Spyglass. It was once the hideout of Captain Durf’s infamous crew NON-PLAYER CHARACTERS The ancient protector of the island. Good Luck.
Tentacles: 100 dmg. Devour: You are dead.
3
HAZARDS: Gunpowder barrels & slow burning fuses. Controlled: Must obey the wearer of the Sea Amulet.
Skull Cave Pirate Crew. SCARY SEAGULL Skill 3 HD 2 ML 1
They are always watching, always waiting, always hungry.
A cave that descends into a network of tunnels beneath Peck: 1 dmg. Steal: Steal 1 Supply.
the island (exits at Locations 1, 2, 4 ,5). Many have got TREASURES: Gunpowder barrels & slow burning fuses. PIRATE CREW Skill 4 HD 4 ML 7
lost in the pursuit of the rich ore and precious stones The logbook of Captain Durf’s ship - It’s on DEATH REEF! Cutthroats and crooks the lot of ‘em.
that can be found deep below. CROCODILE Skill 3 HD 1 (3 Armour) ML 5 Sword: 2 dmg. Pistol: 5 dmg, takes an action to reload.
Beware the “logs” in the lake. Shanty: 2+ Pirate Crew can sing a Shanty and choose to
10 either; recover 3 Morale or upset 3 Scary Seagulls.
HAZARDS: Skeleton Crew. Pirate Crew. Pitfalls. The Shivering Cliffs Snap: 2 dmg. Clench: It won’t let go.
Windswept cliffs tower over crashing waves. A fall from
TREASURES: Mining equipment. Precious stones. here would be fatal. The site of Captain Durf’s grave. ANGRY CRAB Skill 1 HD 1 ML 10 CAPTAIN STINKBEARD
They are always angry. Can be jar-ed. Skill 10 HD 4 (3 Armour) 8 ML
4
HAZARDS: Strong winds. Dangerous drops & tumbling Pinch: 1 dmg. Climb: It’s in your clothes.
Murky Lake rocks. Skeleton Crew. A skilled swashbuckler, beard enthusiast, and your rival.
A vast expanse of grey water and wetlands. Home to all JUNGLE CAT Skill 3 HD 2 ML 6 They’ll stop at nothing to claim the treasure for their own.
sorts of reptiles, fish, and the restless dead. TREASURES: Captain Durf’s Peacock Feathered Hat. Not the ships cat. Do not pet.
From the heights, a Pirate Crew can be seen preparing Bite: 3 dmg. Scratch: 2 dmg. Stalk: Attack, flee, repeat. Pistol: 5 dmg, takes an action to reload.
HAZARDS: Crocodiles. Snakes! Skeleton Crew. boats down by DEATH REEF.
SHARK Skill 3 HD 2 ML 5 Cutlass: 3 dmg
TREASURES: Fish. Captain Durf’s Ruby Hilted Cutlass. 11 Dun, dun… Dun, dun…
DEATH REEF Swashbuckle: Fancy footwork
Sharp coral pillars protrude from the sea, penetrating the Jaws: 3 dmg. Sink: Hates boats.
5
and casual acrobatics.
The Dank Jungle wreck of Captain Durf’s ship, The TPK. The Crew will need
An area of dangerous creatures and thick trees - it’s easy to get to the wreck and retrieve the Sea Amulet before SNAKES! Skill 2 HD 2 ML 5 Commander: Order 3 Pirate
to get lost beneath the dense canopy and even easier Captain Stinkbeard can claim it. The eels of the land. Crew to their aid. 3 Uses.
for something hungry to find you. Bite: 2 dmg. Poison: STR save or take 1 Wound.
HAZARDS: Spiky Coral. Dangerous seas & rickety boats. Mutiny: Steal 3 of your Crew
HAZARDS: Poisonous plants. Jungle Cats. Snakes! Captain Stinkbeard & their Pirate Crew. SKELETON CREW Skill 1 HD 4 ML 7 from you. 1 Use.
Skulls and very cross bones.
TREASURES: Tasty Fruits. Captain Durf’s Golden TREASURES: The Sea Amulet and the treasure trove. Rusty Sword: 2 dmg Scratch: 1 dmg. Stinkbeard: WIL save or become
Compass, which always points to the islands centre. Friendship. Freedom Spooky: WIL save or become Paralysed for 1 turn. Stunned for 1 turn.

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