Check below the list for the story with each prompt as well as an interactive element to the story.
A Grave Not Your Own - a book that centers on someone on a journey
Trust & Treachery - a book involving betrayal, loyalty, or testing alliances
Captain’s Orders – a book someone else picked for you
Dead Men Tell No Tales - a mystery, thriller, or dark fantasy
5. Sea Legends - a book based on/has myths or fairytales
6. Dragon's Breath - a book that has red and orange on the cover
7. Siren's Song - a book with a beautiful cover
8. Cursed Waters - a book that has an unreliable narrator
9. Seeing Double - a book by an author who shares your first initial
10. At World's End - a book about isolation or survival
11. Mutiny - a book with a rumored plot twist
A. Assessing The Booty - a recently hauled book
B. Lost at Sea - a book that has a light source on the cover
C. Davy Jones Locker - a book with a non-human horror
D. Taking on Water - a book that is over 400 pages
E. Skeleton Crew - a book set in the past
F. Walk The Plank - a book you've seen someone unhaul
G. Fairies Stage - a book that is sporror (spore-horror)
Lost City (pick one or use the one that corresponds to your starting #)
Fate's Desire - a book that was gifted to you
Buried Treasure - a book on your TBR that you think will be 5 stars
3. Raise Your Flag - a book that makes you feel powerful
1. A Grave Not Your Own - a book that centers on someone on a journey
You kneel at the base of a headstone on Weeping Walls, placing a token: a rusted compass that no longer points north, but once led you both through storms and blood. It’s all that’s left of them. That, and the secret they carried to their grave, whispered with their final breath:
“The Lost City… it’s real.”
They died for that truth. Now, you carry it. You press your hand to the stone. You swear an oath.
And your next voyage begins.
2. Trust & Treachery - a book involving betrayal, loyalty, or testing alliances
You’ve spent months hiding in the shadows of Shattered Mast, haunted by the failure that cost your fellow crew dearly. After your captain’s death, you wandered into his quarters, once forbidden, then too silent. Upon collapsing in grief to the floor, the floorboard shifted, revealing something impossible: the map to the Lost City.
But you haven't just been hiding; you’ve been planning. Months gathering your crew, rallying those willing to chase legends and face the unknown. This isn’t just about treasure anymore. It’s your chance to prove yourself, honor your captain’s final secret, and claim what the sea has long kept hidden.
3. Captain's Orders - a book someone else picked for you
You were born below deck, raised on salt, smoke, and the scrape of a blade. But the Drifted World doesn’t care where you came from, only how far you’re willing to go.
Now, you walk the marble halls of Orchard Crown not as a pirate, but as a soldier in borrowed colors, a name forged in ink and lies. The kingdom may have won the Blood War, but beneath the harvest and gold lies something far older, something your late captain swore was real: the Lost City.
Rumors swirl in the court like smoke from a cannon, of vaults buried in time, of ancient maps locked in military archives, of officials who speak of the city only behind closed doors. When the Crown needed someone expendable, someone bold (or foolish) enough to chase a myth, they looked to you.
You’ve been given the quest. A royal seal. A ship. And a crew that doesn't know you're more cutthroat than commander.
You’ll find the Lost City, but not for the Crown.
For yourself.
4. Dead Men Tell No Tales - a mystery, thriller, or dark fantasy
Sailors say you can’t reach the Lost City without giving up an offering.
The Temple of the Silent God is not a place of worship. It’s a place of warning. The priests there speak no words. They ask none in return. But they know things, things buried in your past, and things that may bury you if left unanswered.
You stop there not for prayer, but for permission. To receive the mark that lets you pass the sealed waters. To leave behind something precious, a memory, a vow, or a name, as tribute.
No one reaches the Lost City whole.
👁️🗨️ Learn what you left behind:
Success Roll
your favorite trinket, a worn story book gifted to you by your late parents
Adequate Roll
your true name is erased from everyone's memory & can not be spoken to you again
Failed Roll
your happiest memory is given and erased from your mind & any who share it
5. Sea Legends - a book based on/has myths or fairytales
The path to the Lost City is said to be veiled in enchantments older than any kingdom. And you don't have the means to break the wards guarding it...
But myth has it that Veilstone Monastery does.
Buried in its unwelcoming halls might be the secrets of unbinding magic, masked as scripture, guarded by monks who serve something far older than the crowns of men.
They don’t take visitors. They certainly don’t help pirates.
You seek another myth: a forgotten cave said to house a sharp-toothed pixie who prowls the hidden halls in search of what you desire. But beware: her price is rarely measured in coin, and often paid in bone and blood.
But if you can’t break the magic protecting the Lost City, you’ll never reach it.
👁️🗨️ Learn what you paid the pixie:
Success Roll
a vial of your blood
Adequate Roll
a small section of your left ear
Failed Roll
your right pinky finger
6. Dragon's Breath - a book that has red and orange on the cover
Your crew set out with little more than daggers and bravado (which might be enough for tavern brawls and back-alley skirmishes, but not the unknown cursed islands you'll be passing).
Your journey winds through haunted waters and ruins laced with ancient magic; steel alone won’t save you when the dead don’t bleed and shadows strike first.
Burning Crown is the only place that forges weapons meant to wound the unnatural. Here, blacksmiths are taught the craft with dragons at their sides: blades, pistols, and bullets meant to tear through spell and shadow alike.
You stop here because going forward without weapons born of fire would be suicide.
But Burning Crown doesn’t welcome pirates with open arms. To get what you need, you’ll have to slip through smoke-choked alleys, barter in whispers and favors...
👁️🗨️ You leave the Cradle of Cinders with weaponry and:
Success Roll
a new crew member, a Flamechosen and their bonded dragon, blood-bound to you
Adequate Roll
a half burned map that might lead to ancient magical weapons
Failed Roll
a bounty on your head
(looks like you won't be returning to Burning Crown any time soon...)
7. Siren's Song - a book with a beautiful cover
You didn’t mean to come to Blackwater Bog. No one does willingly.
The fog rolled in fast. The stars vanished. Then came the singing.
Your crew swore they saw lights in the water, familiar voices whispering promises. By the time you realized what was happening, it was too late to turn back. The sirens had already wrapped their song around your sails.
You tied half the crew down, ordered the others to plug their ears, but you weren’t so lucky. The song had gripped you.
Whether by fate or accident, you stumble through the roots of ancient tress, landing across a half-sunken shrine. A stone is broken loose, revealing a wrapped item buried inside. It hums when you touch it.
The sirens stop singing and you hear a hiss beside your ear: "The old gods have claimed you."
You run back to the ship before they change their mind.
👁️🗨️ What did the Mistbinders bury long ago:
Success Roll
Mistbinder's Compass: this compass doesn't point north, instead guiding safe passage through enchanted waters
Adequate Roll
Amulet made of siren teeth: more of a superstition piece than a real safeguard, it is claimed to repel minor curses (hopefully!)
Failed Roll
A finger bone that seems to be just that. But carrying it makes you feel paranoid and fearful. Are those whispers you are hearing real or imagined? Why is everyone looking at you funny? Yes voice # 3, the bog does seem like a great place to live actually...
8. Cursed Waters - a book that has an unreliable narrator
You sailed a little too far east and managed to stir the waters of Leviathan's Rest...
You barely escaped the jaws of Friday*, the sea serpent whose name sends shivers through every captain’s crew. Your ship limps onto the shores of the Isle of Thorns & Rain, battered by salt spray and thunderous waves. You feel compelled to leave immediately. If only you didn't need supplies after the attack.
The island is a tangled nightmare, thick with sharp brambles and twisted vines that drip perpetually with endless rain. The air is heavy, thick with the scent of wet earth and something older, almost like sorrow.
But the worst part? The silence. It’s broken only by the rustle of unseen things moving just beyond sight, reminders that you’re not alone. Legends tell of cursed guardians, creatures bound by ancient pacts, waiting for trespassers.
Lost City forgotten, your only goal in the moment is to survive the night.
*Friday - named after FridayThing after charity incentive met. In Lore, Friday is a day steeped in bad luck and ill omens, when deals go sour, storms gather, and fate turns cruel. This black and yellow streaked serpent earned its name for striking ships almost exclusively on Fridays, dragging entire crews beneath the waves just as the sun began to set.
👁️🗨️ What do you leave in the morning with:
Success Roll
A fully supplied ship! One of the island dwellers makes himself known and shows you mercy (and a blood promise you will never return)
Adequate Roll
Food poisoning. Those berries definitely weren't for eating... but at least you have your ship and your crew.
Failed Roll
Only three quarters of your crew. The rest have been claimed by the land, impaled upon the thorned plants, their corpses looking as if they wave farewell as you sail away.
9. Seeing Double - a book by an author who shares your first initial
You don’t just arrive at the Mirage Crown. You have to earn your way in.
From the outside, it looks like a small run-down city, but those who carry an invitation know better. Only then does the illusion peel back, revealing the true city of gilded streets, glowing halls, and merchants who trade in magic, mirrors, and things that shouldn’t exist.
The problem? You don't have an invitation and you aren't even sure what it looks like. Is it a riddle, a mark, or a plain ticket?
Whispers on the wind lead you to a woman wearing a silver mask. She gives only her name, Chelsae*, and claims to put you through the trials. Upon completion, she hands you a glass coin, the symbol shifting in the light, bouncing between your worst fear and greatest desire. She tells you this will grant you lifetime access to the city before disappearing into the dunes.
*Chelsae - named after caffinatedsanity after being the largest donor for charity event. In Lore, Chelsae is one of the three Faceless Keys. They are the only ones who can craft the invitations to Mirage Crown. They wear silver masks to protect their identities, given their large power and duty.
👁️🗨️ You peer through the coin and:
Success Roll
the illusion dissolves around you and you pass through the veil into the true city, alive with light, trade, and forbidden magic.
Adequate Roll
you see a city in the distance. You travel to it and can't help but think you haven't earned a true invite. But you gain access to a few merchants and magical goods, enough to aid your journey.
Failed Roll
step into the “city,” only to find yourself trapped in an illusion, caught in a new trial. You escape, days later, but now you see things you aren't sure are real or false...
10. At World's End - a book about isolation or survival
Even sailing near the Howling Sea invites trouble. The waters twist, the sky darkens, and before you can turn back, you're caught in a storm.
With no other choice, you steer your ship toward Howler’s Rest Ruins. You fight the current into the ruins of a once-proud city.
The crew lit no fires. No one spoke above a whisper. The ruins loomed in the mist like broken teeth, jutting from now overgrown streets.
Sometime past midnight, you heard it: howling. Far off, then closer.
Your crew clutched weapons, wide-eyed and pale. One of them started crying. Another swore he saw his mother (dead ten years at least) standing in the doorway, smiling.
You lasted the night but not without something to show for it...
👁️🗨️ What happened at Howler's Rest:
Success Roll
After surviving the night, each sailor finds a faint, silvery scar burned into the skin of their right hand, old and healed, as if it had always been there. No one remembers how they got it. It hums with power waiting to be learned.
Adequate Roll
Surviving the night has shaken you in a way nothing else ever has and from this night on, true rest will never find you again.
Failed Roll
You woke in the dead of night to a searing pain in your right leg. Through the haze, you caught a glimpse: a creature, hunched and snarling, its body matted with what might’ve been fur… BITING YOUR LEG!
Superstitious and afraid of what the bite might carry, your crew didn’t hesitate. By sunrise, your leg is cut off below the knee “just in case.”
11. Mutiny - a book with a rumored plot twist
After weeks of storms, monsters, and salt-rationed meals, Hollow Crown rose on the horizon like a promise kept.
The city of golden arches and velvet streets, where merchants trade in silk and candied rosefruit, and music spills from every window like a spell. Tonight, you intended to feast like a legend. You've earned it after all!
You docked with coin in hand, boots polished, and crew eager to drown their fears in wine and excess. The city welcomed you. It always does.
But back at the docks, someone else had their own celebration planned. You’d trusted them. A quiet deckhand. Good with knots. Always first to volunteer, always last to speak. You shouldn't have trusted their quiet manner...
By the time you stumbled back to the pier, belly full and boots soaked in spilled wine, the ship was full of activity: sails wide, the wake carving into the moonlit harbor, anchor being pulled up. They were leaving without you!
Panic turned to fury. MUTINY ON YOUR SHIP?!!?!
👁️🗨️ What happens upon seeing the mutiny:
Success Roll
You watch as the ship tries to sail away with a smirk. The ship halts. Mid-harbor. Silent.
She remembers who she belongs to. Your secret of having a magical ship is revealed, but that is fine by you. Let the others know the ship is loyal to you alone.
You leap aboard with the help of loyal crew. The traitor is caught and you toss their silver tongue to the sea.
Adequate Roll
You sprint down the dock, cursing, and fling a dagger straight through the halyard line. The sail snaps loose, jerking the ship sideways, forcing the traitorous leader to fumble at the wheel.
Your loyal crew storms aboard just in time. There’s a short fight, but no loyal blood spilled.
The traitors are taken by Hollow Crown guards for trial, the ship freed, and the voyage continues.
Failed Roll
You reach the ship too late. The sails are full. The traitor sees you on the dock and smirks. You dive into the harbor, swim furiously, and haul yourself up the side of the ship.
A brawl erupts below deck and pistols crack. A fire starts in the galley.
By the time it’s over, the mutineer is dead… but so is your cook. The galley’s scorched. The ship’s wounded. The crew is shaken.
You’ve reclaimed the helm, but at a cost.
A. Assessing the Booty - a recently hauled book
The Red Market isn’t marked on maps. It doesn’t keep hours. It shifts location like it’s trying to outrun something. But pirates whisper of it in hushed tones: a place where the rare, the outlawed, and the impossible are traded.
Which is fortunate for you because you’ve found yourself in a bit of a bind...
A tavern brawl turned dice game turned "I-owe-you-how-much?" situation.
And because you couldn't pay your debt, you were given a task instead: Find a vial of Moonbound Ink.
The stuff is basically a myth. Said to vanish from sight unless touched by the skin of the one who placed it. Your debtor wants it for a very specific purpose: to tattoo maps onto pirates at Shattered Mast, visible only to the ones who paid for them.
It’s genius. It’s lucrative. And it’s damn near impossible to find.
But the Red Market might have it.
If you pull this off, your debt is cleared. Maybe you even turn a profit. If you fail? Well... better to vanish into the fog than face the collector again.
👁️🗨️ Do you find the Moonbound Ink?:
Success Roll
You find the stall at the edge of the market and the vendor knows what you're after before you speak. They give you a price: a memory of your first love.
You give it up. It hurts, but only for a moment.
You walk away with not just the Moonbound Ink, but a second, hidden vial with a note revealing how the ink itself is made.
Adequate Roll
You find the ink after trading two things you hadn’t planned to:
The very coat off your back
And your shadow, which the market claims will return… eventually
Failed Roll
You find a vial labeled Moonbound Ink but the vendor knew you were desperate.
The ink is real, but tainted, cursed to slowly erase the memories of those who wear it, leaving the very thing they wanted tattooed completely forgotten.
You don’t find out until it’s too late after testing it on a crew member.
At least you hadn't given it to the debtor.
B. Lost at Sea - a book that has a light source on the cover
Weeks ago, buried in the folds of a dying man’s coat you found a half-burned map, drawn in faded black ink and sealed with wax.
Scrawled beside Widow's Flame on the map:
“The Widow grants sight to those who know where not to step.”
And now you're nearing the very isle that houses the lone lighthouse. Surrounded by a whirling sea, there is no way to it. Except, that isn't what the map is showing. There, a narrow, shifting seam in the funneling waters.
Part of you knows it is a mad man's quest. Is there truly god-power sealed inside that isle? And if so... will it grant you something more? Or take something you’re not ready to lose?
👁️🗨️ You approach the lighthouse and:
Success Roll
the water parts just long enough for your ship to slip through.
Inside, you climb spiral stairs lit by nothing.
At the top, the flame flares once, searing into your vision.
When you open your eyes again, everything is shadowless. You can now see perfectly in complete darkness. The power stays with you. You call it the Widow’s Sight, though some say your pupils don’t look quite human anymore.
Adequate Roll
you manage to reach the isle. The lighthouse taunts you as it pulses above you, but you never find a way inside.
No door. No stairs. Just the endless sound of wind and the flame burning above, unreachable.
Failed Roll
as you steer into the "seam," the ship is pulled into a whirlpool. You hear sails ripping, wood cracking as the world spins by.
When the world stops spinning, you're not where you aimed and now on the far side of the island.
You've lost days now to fix ship and correct course.
C. Davy Jones Locker - a book with a non-humon horror
You've heard rumors that someone you once left for dead was spotted wandering on the coast of one of the Blighted Isles.
You know what the Isles are: rot and ruin and whispers that peel at the edges of sanity. But this can’t be a coincidence. Because not long after you heard the rumor, something was found on your ship, something you immediately recognized. In your quarters: a bloodied telescope, their initials carved into it. Was it a warning? A message?
You’re going. Even if the Isles breathe sickness and threaten to twist you into nothingness. Even if it’s a trap.
Because if they’re alive they have something you desperately need to get back.
Using their telescope to track the way, you manage to survive the infected terrain, narrowly avoiding the twisted ghosts and feral beasts that stalk the lands. And you find them... or rather, what remains of them.
Their body is their human shape, but the voice that greets you is fractured and layered, as if something ancient speaks through their breath. The Isles have taken them, changed them.
Yet, as you turn to run, you notice a spark of the real them in their eyes. You watch as they extend their hand, offering you the item you seek like an offering of forgiveness. In their hand, the heart beats, glistening and pulsing. Your heart.
The heart you had naively tried to trade to cheat death. The heart you thought lost when you watched them die trying to steal it back for you. Somehow, impossibly, they are returning it.
But the thing that has overtaken them isn't giving it up so easily...
👁️🗨️ As your fingers close around the heart:
Success Roll
the thing inside of them screams without sound, rattling your mind. But you have the charm that was attached to the telescope, the carvings recognized as Veilstone work. You place the charm against their forehead, and light releases from them, the scream fading. Their body collapses, finally at peace.
Your heart is yours once again.
Adequate Roll
the thing inside them resists, pressing its will into your thoughts, making your vision blur and twist.
You wrestle the heart free, but not cleanly. Something comes with it: a shadow, a fragment of their suffering.
After, you are never quite the same, sometimes waking with blood under your fingernails and no memory of how it got there.
Failed Roll
they lurch forward and grab hold of you.
The thing inside them presses itself into you, desperate to live through you. The pain is unbearable...
When you awaken, your heart beats in your chest again. But you can feel the wrongness of it. It beats with an echo and dark thoughts flood your mind at times.
You're not sure if it’s only you in your body now...
D. Taking on Water - a book that has over 400 pages
It started as a dream. Not yours but your quartermaster’s. Then your cook. Then three more.
The same dream, each time: A tower slicing the sky, a voice beckoning from the clouds, promising release from the curse. She whispers the answer over and over: “Make me seen.”
You tried to ignore it but then the crew stopped waking up. A quarter of the crew lies with eyes open, breath steady, but unresponsive. And now she comes for you...
To save your crew (and yourself) you must go to Dreadspire to speak with the witch who was struck from time. You are certain it is she who is cursing your crew and whispering in their dreams. Unfortunately, you're just as certain that she can not be freed.
Which means if you want to break the curse, you’ll have to outwit the witch who once outwitted the gods.
👁️🗨️ At the tower:
Success Roll
You fight through the storm of whispers until, at last, you find one voice: steady, strange, and unmistakably hers.
You stay at the base of her tower for two days, unmoving, listening. On the third day, a silver thread falls from the clouds above.
She tells you how to use it to wake the crew along with a whispered thanks.
When your crew wakes, you return to the tower to offer a parting word.
Pleased by your respect, the witch promises to answer if you call upon her through a mirror in the future.
Adequate Roll
You have every mirror brought to shore and surround the base of the tower. You entice her to look down upon you, tricking her into looking at her reflection a dozen times over.
Confidently, you tell her you’ve fulfilled what she asked. The curse lifts from your crew and you rejoice.
But before she vanishes from the mirrors, her voice slithers out one last time:
“Clever little captain. You’ll see me again. And next time you’ll beg you never had eyes.”
Failed Roll
You plead and she laughs with a thousand voices. She promises salvation, but her terms are slippery and you have a hard time understanding the riddles she speaks in.
You accept her help. Your crew wakes. But you begin to forget things...
You sense she’s taking payment: memories, faces, names, slowing bleeding from you over time. When trying to recall the things you have forgotten, all you see is her face.
E. Skeleton Crew - a book set in the past
You’ve survived more than you should have. But barely.
Every haul comes at too high a cost. Every ally is one betrayal from turning. And though you’ve outwitted storms, curses, and sea serpents, deep down, you know your luck is running thin. You can't risk losing all your luck if you are to find the Lost City.
That’s why you seek The Lost Altar.
You want impossible luck, the kind that seems to warp the world around you. Perhaps a god who gave without cost, who gifted truth, healing, and freedom, could grant that to you.
It’s said that if you stand before it and speak without a single lie, the god will hear you.
And if they approve of your truth, they’ll grant what no one else can.
So you step forward at the alter.
No blade. No bribe. No oath.
You hope the truth of what you ask is enough.
👁️🗨️ The exiled god:
Success Roll
whispers to not waste your new gift on the petty. And then, the world tilts.
For a heartbeat, you see the magic: threads of fate spinning out like spider silk, one winding directly into your palm.
From that day on, luck favors you unnaturally.
Adequate Roll
considers himself a bit of a comedian. The altar trembles, and a single gold coin rolls out of a crack in the stone.
From then on, you’re lucky, but in ways that often are followed by howls of laughter from those around you.
Escape pursuit because you've tripped into a pig's pen? Sure. Win a duel while falling down a staircase? Absolutely.
But try to use your luck for something serious and it dries right up.
Failed Roll
does not answer your pleas.
You realize you've chased a myth for nothing and return to your ship.
It takes awhile to notice, the slights small and infrequent, but finally you recognize what has been done. Your whole crew has become unlucky and clumsy.
And when you try to explain why to them, your tongue becomes physically tied when attempting to lie.
F. Walk the Plank - a book you've seen someone unhaul
There’s someone you can’t complete this mission without. They sailed beside you for years and even before were known as a storm-hearted legend with a tongue full of riddles and a map’s worth of secrets behind their eyes. You spent long nights at sea listening to their tales, each one more outlandish than the last. But one tale has stuck out to you since starting this course and you're certain they know more about the Lost City than they let on then. Hell, you’re certain they know more than anyone still breathing. Maybe even more than some who don’t.
Unfortunately, they’re rotting in Ironmaw Prison. No one has ever escaped its gates. Not once. Not in truth, not in rumor.
But what’s one more impossible task?
👁️🗨️ How does the heist go?:
Success Roll
Your plan unfolds flawlessly. The ghostlight flare blinds the arcane wards just long enough and your forged sigil helps you slip past the guards undetected. You navigate the maze of the prison, avoiding traps and guards, and find your friend alive. Together you escape, forming a new legend onto the world.
Adequate Roll
Things don't go exactly according to plan. You make it to your friend without a hitch, but trying to flee finds you both stuck in a trap, guards enclosing quickly.
Your friend quickly frees you while giving you all the information they know. Just as you are about to rush off together, they turn and fight off your pursuers, giving you just enough time to get away.
Failed Roll
You were so close. To the island that is. Upon entering the waters surrounding the prison, you are immediately met with attacks of magic and ships racing towards you.
The prison becomes locked down in high alert and a booming voice declares you enemies to all the Thrones of the Drifted World.
A magical image appears on the side of your ship: a bounty mark. Your vessel is marked for seizure, your crew for capture, and your name for coin.
You failed to free your friend and you’ve made an enemy of the entire world.
G. Fairies Stage - a book that is sporror (spore-horror)
You're not completely cold-hearted, so when you hear that the cook's wife is dying of illness back at home, you know you will find a way to travel to Sporepatch.
Legend has it a mushroom that grows there can heal anything. They say it only grows once every decade, deep beneath the island’s tangled canopy, in a grove so humid it sweats memory. The fungus glows silver at its peak, and if eaten raw, it can purge poison, illness, even curses.
And finding cook's wife cure is reason enough to go.
Okay. Okay. Let’s be honest, you’re a pirate.
The price it would fetch in Shattered Mast, Red Market, and oh! Oh the riches it could bring in Orchard Crown... you could fund a fleet with one harvest.
Machete in hand, lungs wrapped in cloth, heart caught between gold and guilt, you march into the glowing and twisted vines of the island.
But everything on Sporepatch seems to be alive.
👁️🗨️ Deep in the island of spores:
Success Roll
You find it. You locate the silver-capped mushroom, glowing in a cradle of wet moss. You cut it carefully, carry it back, and brew a thick tonic.
Upon testing it on a sick crew member, you realize it works. And when you preserve the remaining spores, you find they still hold their potency and grow more with some care.
You know you have enough to be worth a king’s ransom across the Drifted World.
Adequate Roll
You find a mushroom that looks like the one described but you’re not quite sure. Time is short. You take the risk.
Upon testing it on a sick crew member, you realize this is no healing mushroom. You watch in horror as the crew member goes blind, their eyes turning completely grey and hard.
Perhaps you could still sell some to your enemies...
Failed Roll
You can't find the mushroom because the whole island is overgrown with them. They close in around you pulsing, wet, and breathing in slow rhythm. Desperate, you take a few and flee.
Upon the ship, the spores begin to grow. Even though you warn the crew and try to get rid of what is left, it is too late.
Mold grows on nearly every surface and at least 3 members have been thrown overboard for turning into mushroom covered horrors.
You try not to think too hard about the slimy green texture that seems to be growing over your legs...
1. Fate's Desire - a book that was gifted to you
(this prompt correlates to prompt 1 at the beginning of the journey)
The Lost City, half-drowned and dreaming, rising from the mist like the ghost of a kingdom that once ruled the sea.
Inside, you pass broken vaults and barnacled thrones, gold spilling like sunlight through cracked temple floors. But it is the inner sanctum that calls to you, a chamber choked with moss and silence. At its heart is a gilded stone. Two names carved side by side. Yours and your lost mate's. A fate that had always been determined.
You don't return to your ship. No one sails back from The Lost City. But now, when the fog rolls low and the sea holds its breath, sailors swear they see two shadows on the horizon standing side by side at the water’s edge. If they listen closely, a whisper carries on the wind:
“This was never about gold. It was always about coming home.”
2. Buried Treasure - a book on your TBR that you think will be 5 stars
(this prompt correlates to prompt 2 at the beginning of the journey)
You set foot in the Lost City as the sun bleeds red into the horizon. The air crackles with ancient power, the kind that shifts fate and crowns royalty.
Gold and jewels lie scattered, but they’re mere tokens compared to what you’ve truly come for: the trident carved from coral and bone, the legacy your captain died protecting.
And now, you are the rightful ruler of this forgotten empire. You raise the trident high. The sea whispers to you, asking for guidance.
You are no longer just a pirate lost to the tides, you are the storm that commands them.
The legend has only just begun.
3. Raise Your Flag - a book that makes you feel powerful
(this prompt correlates to prompt 3 at the beginning of the journey)
The Lost City rises from the mist like a memory, vast, broken, and beautiful. Older than the kingdoms squabbling above the waves. And at its center, a throne untouched by time, waiting for someone bold enough (or foolish enough) to claim it.
You stand before it not as a soldier, but as what you truly are: A pirate. A liar. A survivor.
The moment your hand touches the throne, the city stirs. And then, it answers.
You don’t send word back. Why would you? Orchard Crown sent you expecting a myth or a grave. Instead, you found a kingdom buried in silence, begging for a new name to rule it.
Now your flag flies from crumbling towers. Your name is whispered in every port as reckoning.