#60 : Snakes on a MFing Airship | An Action-Horror Parody One-Shot of Bad Cargo, Worse Decisions, and Nowhere to Land
Two PCs. One airship. One warded crate full of alchemically frenzied serpents. The release timer triggers past the midpoint of the crossing — and there is nowhere to land.
Snakes on a MFing Airship is a fully ready-to-run parody one-shot adventure designed for small groups of two or three players at character levels 2 to 3. The entire adventure runs in a single 2-to-3 hour session. Zero DM preparation required. 5e compatible — drops into any existing campaign as a side adventure, or runs as a complete standalone.
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Marshal Cassius Vell of the Brackenmoor Tribunal hires the party in a Pyrehold market square to escort his witness across the open ocean by airship. The Ashveil Syndicate has other plans. By the time the players realise the cargo hold isn't empty, the ship is past the point of no return, and the only way out is through the cargo bay doors.
What Happens at the Table:
This is action-horror with comedy beats and a real body count. The threat is real. NPCs die, including some your players will care about. The triage is the heart of the adventure — three antivenom doses among four or five bitten survivors, with mechanical consequences in the final act tied directly to who your players choose to save. The climax splits the party. One player races to the cargo bay door release. The other fights the bridge wheel against a closing storm. Both run on the same initiative count, against the boss creature in the hold, with the cargo doors set to blow and suck everything inside out into open sky. The whole thing crescendos on a line your DM will deliver over the airship's speaking tube exactly once — and they will commit to it.
What's Inside:
- A complete four-act parody adventure with full read-aloud passages and DM-facing scene notes
- An optional Engine Room interlude featuring a Syndicate saboteur mini-boss with a unique snake-stone summoning mechanic
- Five black-and-white battle maps — Pyrehold market square, middle deck dining salon, lower deck cargo bay, engine room, and the upper deck observation lounge with bridge
- Seven creature and NPC stat blocks, including a custom Ashveil Serpent boss with a one-of-a-kind tethered binding mechanic
- Four pre-made level 3 characters ready to hand to players — two men, two women, four distinct play styles (fighter, rogue, cleric, sorcerer)
- A full antivenom triage scene with five candidate NPCs and five mechanically distinct rescue outcomes that pay off in the climax
- Six alternate opening hooks for any campaign, including a Tribunal commission, a witness-to-a-different-crime hook, and a crew replacement scenario
- A complete Epilogue tracking every named NPC's fate across multiple branching outcomes
- A What If? troubleshooting appendix for the nine most likely moments your players go off-script
- A locked catchphrase moment your DM will commit to whether they want to or not
Perfect For:
- Busy DMs who want a quality session without the prep grind
- Duet groups — one DM and one or two players, where standard four-player modules don't fit
- Tables that love action-horror with comedy beats and real consequences
- Pickup nights when someone asks "can we play tonight?" and you need an answer
- DMs running for new players who want a short complete arc, not a fifteen-session campaign
- Anyone who has ever wanted to deliver one specific scripted line to a table of friends
Built for Small Groups: The adventure is designed from the ground up for two-player play. The split climax assigns identical structural roles to each PC. Encounter math is balanced for two characters at levels 2 to 3. Scaling tables are included for three- and four-player groups, with adjusted snake counts, antivenom dose counts, and boss creature hit points.
Drop it on the table. Run it tonight. The catchphrase is locked.