Skull and Shackles Moustache-Twirling-Evil

Hijinks on the High Seas
Force-feeding ghoul flesh counts as hijinks

We looted everything of value from Tidewater Keep and left Shortstone as captain of the guard with a garrison of seven others. We took on Mardus as cabin boy at his request and assured his grandparents, the servants Albers and Birnery Siggs, that we’d “take just as good of care of their grandson as they take care of our keep,” but we softened the threat by including their life savings in the “everything of value” that we looted.

  • buccaneer’s breastplate (Purity, sell scale mail)
  • crafted 2x amulets of natural armor (-2000 gp)

As Purity finished crafting, the keep was attacked by two saltwater marrows: giants that walked out of the ocean. They climbed the tower and grabbed Yabarak out a window and Betty from the roof, but we quickly slew them and offered their carcasses as a gift to our hungry ghoul. We stripped their skulls as figureheads for our ship (and the ship we acquired below).

  • 2000 gp
  • 4 huge javelins that we’ll use as ballista bolts

We used the farglass to search for ships, and spotted one nine days later. It was a Rahadouni schooner called the Sand blot, with two masts, and marines and a cage on deck. We caught and boarded it, and took it despite the manticore they released from the cage. We captured 28 sailors in addition to the captain and head marine, while losing 2 in the battle.

  • cloth, copper, and salt worth 2 plunder
  • various crossbows, armor, etc.
  • 2 mwk studded leather
  • 2 light crossbow
  • 2 boarding pike
  • 2 short swords
  • mwk rapier
  • +1 chain shirt
  • heavy crossbow, 10 bolts
  • elixir of swimming
  • 2 potions of CLW
  • 1 potion of CMW

Purity’s ghast died in the battle, but she fed its flesh to the captain and marine, gaining a new ghast and a ghoul. We transferred the manticore cage to our ship for holding the ghouls. All 28 of the surviving crew joined our crew, although 10 left when we reached Rickity Squibs.

We went to Rickity Squibs to squib our new ship. We spent 2,000 gp for the squibbing, plus 200 gp to move 1 ballista to the front of each ship and 50 gp to repair the damage from the battle. Rickity christened our second ship as the Skeletal Raider.

State of the Armada

The Forlorn Wraith

AC 2, Hardness 5, 20 plunder worth of cargo space (currently 7 plunder)
HP 1620 (in four sections)
Save +6
CMB +8, CMD 16
Ramming damage 8d8
2 light balistas, 3d8/19-20: 16 bolts (worth 10 gp each)
Max speed: 90 ft
Acceleration: 30 ft
3 masts, 90 squares of sails
Min. crew 20

The Skeletal Raider

Statistics as above, except carrying no plunder and with 16 bolts.

There are 41 crew between the two ships and 8 crew on Tidewater Keep.
The number of ships in the armada is currently tolerable.

State of the Undead

Purity controls via:
Command undead: 1 ghast, 1 ghoul

State of the Party

Weapons (ranged):

  • various crossbows, armor, etc.
  • 5 light crossbow, 30 bolts
  • 6 heavy crossbow, 68 bolts
  • 3 crossbow, 170 bolts
  • underwater crossbow
  • shortbow
  • 8 javelins
  • 9 poisoned spears
  • 9 spears

Weapons (melee):

  • boarding axe
  • 2 boarding pikes
  • club
  • 2 cutlasses
  • 8 daggers
  • 2 heavy mace
  • 8 longswords
  • morningstar
  • punching dagger
  • 4 short swords
  • 3 tridents
  • whip

Potions/alchemy:

  • 5 potions of cure moderate wounds
  • 13 potions of cure light wounds
  • 4 potions of water breathing
  • 3 potions of flight
  • 6 alchemist fires
  • 2 thunderstones
  • tanglefoot bag
  • 3 flasks of acid
  • 6 flasks of holy water
  • 2 tindertwigs
  • 3 vermin repellents
  • 1 pellet grenade
  • 2 elixir of swimming

Scrolls:

  • scrimshaw whale skull that functions as arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch

Miscellaneous:

  • farglass
  • 2 mwk manacles
  • 2 grappling hooks
  • 2 flensing knives
  • 6 torches
  • 5 sets of caltrops
  • 2 bullseye lanterns
  • pavillion

Unidentified:

  • magical hide armor
  • amulet
  • 2 scrolls (from Sandara)

Stuff to sell:

  • studded leather armor
  • 4 mwk studded leather armor
  • +1 greatsword
  • +1 banded mail
  • +1 chain shirt
  • mwk cutlass
  • mwk rapier
  • mwk heavy crossbow
  • signet ring (50 gp)
  • 10 +1 bolts
  • scale mail

Plot items:

  • ledgers and the captains log

The party has 4,646.7 gp

View
Tidewater Keep Booty and Description

With Amanda’s level up she has a perception to find all the hidden caches on a one so I will just paste in the description of the keep. You are only able to scrounge up two plunder at the keep as the Lady Smythee has fallen on hard times.

B1. Tower Entrance: The door to the tower is kept locked
and barred (hardness 5, hp 20, Break DC 30), and a guard
in area B3 carries the key. The chamber beyond is floored
with the dirt filling the tower’s base and is used to store
assorted supplies, spare timber, kegs of nails and tar, spare
sailcloth, fishing lines and nets, lengths of heavy rope,
and unused furniture. A rowboat hangs from the rafters.
Alcoves in the walls and below the arrow slit hold more
delicate items such as tinderboxes, tallow candles, and
chipped crockery. A side alcove holds a staggered wooden
ladder that accesses the second floor (area B2). The ladder
is unusual in that its rungs alternate from side to side
so that someone not paying attention can easily lose his
footing and fall (DC 12 Acrobatics check to climb if taking
less than a full-round action).

B2. Defensive Corridor: This corridor runs along the
south wall of the tower and provides access to three arrow
slits overlooking the shingle. The guard from area B3
moves here whenever a ship is spotted approaching the
island. A chest at one end holds 150 crossbow bolts, and a
tarnished silver ewer (worth 35 gp) holding drinking water
sits on a table at the other end.

B3. Guardroom: A few chairs and a table compose the
furnishings in this room. A guard is always on duty here,
and carries the key to the door at area B1.

B4. Bunkroom: Narrow plank bunks are crammed into
the room along with a few stools and an old sea chest.
Four of the guards are quartered here in rotating shifts,
and Royster McCleagh bunks here when not sharing
Lady Smythee’s quarters. The sea chest holds the guards’
collected pay, a total of 85 gp.

B5. Workshop: A small forge has been set up beneath
the arrow slit, and worktables around the room are arrayed
with tools for ironwork as well as carpentry and general
repairs. A few wood planks are stacked against one wall,
and a crate holds brass nails. Mardus the goatherd beds
down beneath one of the tables here at night.

B6. Defensive Stair: This cramped stair spirals steeply
up to the third and fourth f loors (areas B7 and B11) and
serves as a choke point for invaders. A large masonry jar
in the corner contains alchemist’s fire that can be thrown
from the arrow slit and affects a 10-foot-radius area.

B7. Privy: A stone privy has been built into an alcove on the
stair landing. A clay pitcher of water rests on the f loor beside
it to wash any wastes down the pipe and out into the surf.
B8. Kitchen: A small fire pit has been built into the alcove
below the arrow slit. A stack of driftwood rests nearby,
while a kettle dangles from an iron brace above it. A table,
chopping block, barrels of pickled vegetables, and alcoves
holding dry goods fill out the rest of the room. Birney Siggs
is usually cooking here during the day, and the scullion
Clew beds down atop bags of grain in one of the alcoves.

B9. Water Stores: The door to this room is always
locked, and Albers Siggs carries the key. Fresh water is
one of the most precious commodities on the island, and
a dozen large barrels are always kept filled here in case of
siege or fire. Several hogsheads of ale and rum are likewise
stored here.

B10. Retainers’ Quarters: At night, Albers and Birney
Siggs retire to this chamber with its simple bed, chest, table,
and chair. The couples’ combined saving of 310 gp, mostly
in silver and copper coins, is hidden in the chest beneath a
false bottom.

B11. Feast Hall: A long oaken table that can seat up to 10
fills this room, over which hangs a heavy iron chandelier.
An arrow slit alcove serves as a sideboard and generally
holds a tapped keg of ale for meal times and off-duty
guards. A wide window—the only true window in the
castle—overlooks the picturesque harbor and admits a
soft southerly breeze, but has sturdy oak shutters that can
be barred from within. A door to the north opens on stairs
leading up to the battlements (area B13). To the east, a
locked door leads to area B12, its key held by Lady Smythee
herself. Albers Siggs can usually be found here during the
day, serving as the lady’s chamberlain. A small end table
has a secret drawer where Royster keeps his savings,
consisting of 42 pp and a small jadeite Garundi idol (worth 350 gp).

B12. Master Apartment: This is the most spacious room
in the castle and holds the only true fireplace, a peatburning
affair that is rarely lit in these tropical climes. A
comfortable but sagging couch stands before the fireplace,
along with a small writing table and pair of chairs. An old
sea chest stands before an elegant bed, next to an antique
armor stand. The armor stand holds Iron Bert Smythee’s
famed “iron shirt,” a buccaneer’s breastplate (Advanced Player’s
Guide 284), which Captain Smythee unfortunately forgot to
don in his haste to depart on his last voyage. The sea chest
holds the last of Agasta Smythee’s fortune hidden beneath
her fine, but well-worn, clothing: a farglass
four potions of water breathing, and three potions of flight.

B13. Battlements: Two guards are always on duty upon
this parapet, day or night. The tower chimney rises 10 feet
above the walkway, and the peak of the lead-shingled roof
rises to a height of 7 feet. Two light ballistae, each with
a barrel of 15 bolts nearby, have been set in turrets at the
southern corners, overlooking the lagoon. The drop from
the battlements to the ground below is 70 feet. On a clear
day, a lookout with a good spyglass can see for miles out to
sea from here.

Buccaneer’s Breastplate

Aura moderate transmutation; CL 9th; Weight 30 lbs.; Price 23,850 gp
DESCRIPTION

This +1 breastplate is made of shining amber metal and decorated with faint motifs of the waves and water. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.
CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, water walk; Cost 12,100 gp

Far Glass
Aura faint divination; CL 5th
Slot none; Price 6,400 gp; Weight 1 lb.
Description
This telescoping brass spyglass functions as a normal spyglass and allows clear vision to the horizon 3 miles away at sea level. From atop a typical crow’s nest or 70-foot-tall tower like Tidewater Rock, this vision extends to over 10 miles. Once per day, the user of a farglass can activate a clairaudience/ clairvoyance effect upon any location seen through the farglass’s lens. As long as the location is kept in sight through the lens, the clairaudience/clairvoyance sensor can move with the location. This effect lasts for up to 5 minutes.
Construction
Requirements Craft Wondrous Item, clairaudience/ clairvoyance; Cost 3,700 gp

View
Cracking Tidewater Keep
Or, wait... we weren't supposed to do that yet?

Leaving Port

We sailed out from Rickity Squibs and were attacked by three sahaugin one night while Yabarak was on watch. He dispatched them all without bothering to wake us.

  • 3 heavy crossbow, 30 bolts
  • 3 tridents

The next morning, we spotted a keelboat and pursued it. The ship was Eltin Bade, a fishing boat. We overtook it and captured it, taking seven of its crew alive while losing one of our crew. We invited them to join us, but they refused, so we took their stuff and their captain, but left the rest of them alone. We fed the captain ichor from a dead ghoul and slit his throat, leaving him in the sweatbox to rise as a ghast.

  • heavy crossbow, 8 bolts
  • mwk rapier (Edric)
  • +1 chain shirt (Edric, sell his studded leather armor)
  • elixir of swimming
  • 2 grappling hooks
  • 2 potions of cure light wounds
  • 2 mwk studded leather armor
  • 2 light crossbows, 18 bolts
  • 2 short swords
  • 50 gp of fish

Tidewater Keep

The noble Augusta Smithy is currently in charge of the rock. The harbor was first discovered 200 years ago by the Free Captain Magna Stormeyes, who used it as a bacy for piracy, funding the construction of the Keep. She later became Hurricaine King, but was assassinated by another Free Captain. Her mate Gertra Frome seized control of the keep. The keep is now considered as a good luck base because it has been helf by two big Free Captains in the past. It is of less strategic importance since the Sargavan rebellion against Cheliax. The most recent lord, Bertram Smithy, also had a few castles on the surrounding islands. He was in a fued with the Free Captain Antioch. Barnibus Harrigan and Antioch destroyed his fleet and he was lost at sea. Harrigan tried to take the tower from his widow, but she successfully defended it.

We docked at the harbor under the guise of being fishermen. We sold the fish to them and talked to the Sgt.-at-Arms Roister McCleigh about docking. When they declined our offer to help bring the fish into the keep, Purity said that we were actually not fishermen but escorting Prince Desidirius Erasmus (played by Edric), who wished to court the lady (but didn’t wish to reveal his identity until we verified that the island was secure). They didn’t believe us, so Purity said that we were actually on a secret governmental mission that we could only discuss with the lady of the keep. They didn’t believe us, and told Purity to shut up. Edric said that we were actually pirates, but they weren’t particularly interested. We pretended to sail away, but secretly swam ashore while our ship left us, planning a nightime commando raid. We tried to sneak in, but failed miserably, as all of us but Betty were spotted.

Betty quickly climbed the tower and entered a fourth-floor window to their dining room before they could shut it. Unfortunately, the majority of the garrison was currently there and Betty bravely fought them off until the rest of us could ascend and join the fracas. In the end, we killed all of the guards and McCleigh and caught the fleeing lady. She surrendered to us and said that she would be valuable to us as she possesses a letter of marque. Purity conceded that this would be useful to her secret governmental mission and condescended to allow the lady to wed with our cook, “Fishguts” Kroop.

  • farglass
  • +1 greatsword
  • +1 banded mail
  • 9 spears
  • 2 daggers
  • 3 potions of cure light wounds
  • mwk cutlass
  • mwk heavy crossbow
  • ring of protection +1 (Yabarak)
  • signet ring (50 gp)
  • 10 +1 bolts
  • 2 alchemist fire
  • 8 longswords
  • 8 javelins

State of the Armada

The Forlorn Wraith

AC 2, Hardness 5, 20 plunder worth of cargo space (currently 3 plunder)
HP 1620 (in four sections)
Save +6
CMB +8, CMD 16
Ramming damage 8d8
2 light balistas, 3d8/19-20: 20 bolts (worth 10 gp each)
Max speed: 90 ft
Acceleration: 30 ft
3 masts, 90 squares of sails
Min. crew 20
Current crew: 32

The number of ships in the armada is currently smaller than is desirable.

State of the Undead

Purity controls via:
Command undead: 1 ghast

State of the Party

Weapons (ranged):

  • 3 light crossbow, 30 bolts
  • 5 heavy crossbow, 58 bolts
  • 3 crossbow, 20 bolts
  • underwater crossbow
  • shortbow
  • 8 javelins
  • 9 poisoned spears
  • 9 spears

Weapons (melee):

  • boarding axe
  • club
  • 2 cutlasses
  • 8 daggers
  • 2 heavy mace
  • 8 longswords
  • morningstar
  • punching dagger
  • 2 short swords
  • 3 tridents
  • whip

Potions/alchemy:

  • 4 potions of cure moderate wounds
  • 11 potions of cure light wounds
  • 5 alchemist fires
  • 2 thunderstones
  • tanglefoot bag
  • 3 flasks of acid
  • 6 flasks of holy water
  • 2 tindertwigs
  • 3 vermin repellents
  • 1 pellet grenade
  • elixir of swimming

Scrolls:

  • scrimshaw whale skull that functions as arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch

Miscellaneous:

  • farglass
  • 2 mwk manacles
  • 2 grappling hooks
  • 2 flensing knives
  • 6 torches
  • 5 sets of caltrops
  • 2 bullseye lanterns
  • pavillion

Unidentified:

  • magical hide armor
  • amulet
  • 2 scrolls (from Sandara)

Stuff to sell:

  • studded leather armor
  • 2 mwk studded leather armor
  • +1 greatsword
  • +1 banded mail
  • mwk cutlass
  • mwk heavy crossbow
  • signet ring (50 gp)
  • 10 +1 bolts

Plot items:

  • ledgers and the captains log

The party has 7,686.7 gp

View
The Squibbing
Or, nagas like beer

Our ship managed to limp to port despite its limited crew. One dead sailor turned to a ghoul, but was killed before Purity could command it. We kept some of its ichor for use as an infection vector later.

During a storm, the ship was attacked by adarro, human/shark hybrids.

  • 9 spears (with poison)
  • 1150 gp worth of seashells, pearls, etc.

Kroop made some fin soup. He tells us its lucky that we didn’t encounter any pirates, as we don’t have a letter of marque. We can get one by building our reputation, by raiding ships from villages not affiliated with the pirate king.

We arrived in Rickity Squibs. Our ship currently had four units of plunder, and we gave one to the crew. They tell us that it will take five days and 4000 gp to repair and squib our ship. During that time, we crafted and bought:

  • 4 cloaks of resistance +1 (-2000 gp)
  • wand of cure light wounds (29 charges) (-435 gp)

Rickity says that giant bugs, jungle cats, and snakes have been coming out of the jungle. He used to be on the Bearded Whore, which once took on the Chelish fleet.

We recruit 22 new crew (3 halfling, 19 human).

We went to play a game of 9 pins and drink beer, but the rope to where the beer was being cooled in the river jerked when the locals went to retrieve it, sending one man into the water and cutting through the hands of a woman holding it. A young water naga was at the other end and attacked. We tried futilely to injure the creature, and eventually decided to instead focus on pulling in the beer. We found it half-full of water, as the naga had been drinking from it. Purity offered to share beer with the naga instead of fighting, and it agreed. Her name was Celissa. She told us that her older, larger sister had taken her old lair, so that she now plans to lair in the river. We brokered a deal with Rickity under which he would provide her a barrel of beer per week in exchange for protecting the humans in the area. Rickity agreed, but said they’d need time to establish a brewery first in order to meet that order. In the meantime, she told us to help her construct her lair by bringing rocks and digging. She offered us a reefclaw.

While helping dig her lair, a colony of giant wasps emerged from the jungle. With help from Celissa, we were able to defeat them before they could do much damage to the squibs.

We have reached a new infamy/disrepute threshold.

A Chelish galleon entered the cove and an armed party landed. However, they weren’t dressed as Chelish navy and we recognized them as being led by the free captain Merill Pegsworthy. He used to be Merill Tantry of the Andoran navy, who joined the Grey Corsairs and faced down the Chelish navy and slavers. He lost his younger brother in a storm. He turned pirate after his leg was fouled in a battle. His mate Lt. Drell had severed his leg to save him from drowning, although Drell drowned. He lacked the funds for magical regeneration and so was given a desk job by the Andorans. He instead took over his old ship, the Bon Adventure, and sailed out as a pirate.

There was no warning of the ships arrival, which worried Rickity. He offered us a 100 gp discount on the squibbing to check on the lighthouse. On the way up, we were attacked by giant bees. After killing them, we saw a parrot swoop down and say “Shoo! Fly, don’t bother me!” When we reached the lighthouse, we found the corpse of the lighthouse keeper, Lyle, with a black spot on his neck. He died of a reaction to the wasp poison. Yabarak took the parrot, Rotgut.

  • +1 morningstar (Purity, replacing morningstar)

They buried Lyle and offered us 400 gp.

Pegsworthy agreed to christen our ship as the Forlorn Wraith. He gave us a blessing and mentioned that Tidewater Rock was currently being held by a minor noble. He offered to put in a good word if we made a name for ourselves and told us to use the password “Iron Eagle” to be protected from his ships.

State of the Party

Weapons (ranged):

  • light crossbow, 12 bolts
  • heavy crossbow, 20 bolts
  • 3 crossbow, 20 bolts
  • underwater crossbow
  • shortbow
  • 9 poisoned spears

Weapons (melee):

  • boarding axe
  • club
  • 2 cutlasses
  • 6 daggers
  • 2 heavy mace
  • morningstar
  • punching dagger
  • whip

Potions/alchemy:

  • 4 potions of cure moderate wounds
  • 6 potions of cure light wounds
  • 3 alchemist fires
  • 2 thunderstones
  • tanglefoot bag
  • 3 flasks of acid
  • 6 flasks of holy water
  • 2 tindertwigs
  • 3 vermin repellents
  • 1 pellet grenade

Scrolls:

  • scrimshaw whale skull that functions as arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch

Miscellaneous:

  • 2 mwk manacles
  • 2 flensing knives
  • 6 torches
  • 5 sets of caltrops
  • 2 bullseye lanterns
  • pavillion

Unidentified:

  • magical hide armor
  • amulet
  • 2 scrolls (from Sandara)

Plot items:

  • ledgers and the captains log

The party has 7,636.7 gp

View
The First Foray into the Cave
Or, the out-of-order post

This happened earlier, but there doesn’t seem to be a nice way to reorder things in OP…

We went into the caves with Owlbear and Conchobhar Shortstone. We were attacked by stirges. In the cave, grindylows came out of the kelp and attacked. We killed them, but Annabelle was also killed. Devlyn and Purity were gravely injured. We retreated to the beach. On the way out, we took Sandara’s and Annabelle’s gear:

Sandara:

  • mwk rapier
  • crossbow, 20 bolts
  • dagger
  • 2 scrolls

Annabelle:

  • mwk composite longbow
  • amulet of natural armor +1 (given to ??)
  • underwater crossbow
  • temple sword
  • 3 alchemist fire
  • 3 pellet grenades (we used 2)
  • 5 potions of cure light wounds
  • 3 vermin repellents
  • 1 potion of cure moderate wounds
  • 356 gp
  • 5 sets of caltrops

Ilkroot went to scout the fort, but was attacked by chokers and killed.

We returned to attack the ship and cleared the upper levels, although the hatch was boarded shut. The crew was turned to ghouls. Scourge was hiding in the officer’s quarters. Plugg and Scourge refused to surrended, so we killed Plugg. Scourge jumped into the water to flee and Eb jumped in after him, never to be seen again. (Or will he be seen again? Dun dun DUNNNN…)

  • mwk handaxe
  • punching dagger
  • shortbow
  • whip
  • leather armor
  • +1 cutlass
  • mwk cat-o-nine-tails
  • +1 amulet of natural armor (given to ??)
  • +1 bracers of armor
  • 2 crossbows
  • 2 cutlasses
  • 2 daggers

State of the Party (after the previous post too)

Party Loot:

  • 2 heavy mace
  • heavy crossbow, 20 bolts
  • 3 crossbow, 20 bolts
  • 2 cutlasses
  • underwater crossbow
  • temple sword
  • punching dagger
  • shortbow
  • whip
  • leather armor
  • +1 cutlass
  • mwk cat-o-nine-tails
  • +1 bracers of armor
  • club
  • 4 mwk daggers
  • mwk silver dagger
  • mwk rapier
  • mwk handaxe
  • rusting mwk cold iron sickle
  • 2 mwk manacles
  • 4 +1 heavy crossbow bolts
  • silver spearhead
  • 2 flensing knives
  • boarding axe
  • 6 daggers
  • light crossbow, 12 bolts
  • magical hide armor
  • chain shirt
  • heavy wooden shield
  • feather token (whip)
  • 4 potions of cure moderate wounds
  • 6 potions of cure light wounds
  • 2 thunderstones
  • tanglefoot bag
  • 3 alchemist fires
  • 1 pellet grenade
  • 3 flasks of acid
  • 6 flasks of holy water
  • 2 tindertwigs
  • 3 vermin repellents
  • 6 torches
  • 5 sets of caltrops
  • 2 bullseye lanterns
  • ledgers and the captains log
  • pavillion
  • lesser bracers of archery
  • amulet
  • 2 scrolls (from Sandara)
  • scrimshaw whale skull that functions as arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch

The party has 6,245 gp.

View
The Second Mutiny and the Rescue

We returned to the ship and found its doors and hatches boarded up. We went below deck and were attacked by ghouls and a botfly warm. Purity commanded a ghoul. We rescued Kroop and Edric, and met Yabarak and Betty.

We gave amulets of natural armor to Edric and Yabarak in exchange for their loyalty. After clearing the ship, we returned ashore and found that Devlyn had been eaten by tiny crabs.

  • mwk dagger
  • boarding axe
  • dagger
  • light crossbow (12 bolts)

We gave his other gear to the crew of the ship as plunder.

We went to the fort on the island and were attacked by vine chokers. We also found Ilkroot’s corpse.

  • battered spyglass (Purity)
  • potion of water breating (used in the grindylow cave later)
  • 15 gp
  • wedding band worth 50 gp
  • composite longbow (Yabarak)

We gave 3 alchemist fires each to Yabarak and Eldric and 2 to Purity. Inside the fort, we found a hanging corpse, which turned out to be a ghast. It killed Purity’s ghoul, but she commanded it. It told us that he was on Infernus, a Chelish naval ship that was shipwrecked on the island. Their ghoul cage broke open and infested the island. He had tried to kill himself to escape the fate, but instead became a ghast.

  • 5 lb pepper (given as a gift to Kroop)
  • ring of swimming (Purity)
  • Sandara’s hat: Besmara’s tricorn +2 swim, +2 prof (sailor), 1/day turn into a boat for 8 hours (given to ??)
  • tankard worth 30 gp
  • scrimshawed hammerhead shark skull (250 gp)
  • ivory walrus tusk with map of Shackles (400 gp)
  • jawbone harp (500 gp)
  • 8 spears (Yabarak)
  • locket worth 45 gp

The locket formerly belonged to the ghast and has a picture of Celest, the first to succumb to ghoul fever. She is one of the ghouls that we destroyed earlier.

We went to rescue Sandara, Rosie, and Tibbs. They were guarded by grindylows, lacedons, and devil fish. When we rescued them, Sandara told us that the grindylow queen wanted to sacrifice us to Lamachtu, who had a bet with Besmara with Sandara as collateral. She said we could have her hat.

  • potion of cure moderate wounds
  • +1 returning vindictive harpoon
  • 2 flensing knives
  • 2 mwk daggers
  • mwk silver dagger
  • rusting mwk cold iron sickle
  • scrimshawed blade (125 gp)
  • 12 scrimshawed curios with rings (250 gp)
  • 6 pearls (75 gp each)
  • scrimshaw whale skull that functions as arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch
  • 8 silver ingots (20 gp each)
  • 2 mwk manacles
  • 4 +1 heavy crossbow bolts
  • silver spearhead
  • iron bracelet (other half of lesser bracers of archery)
  • 211 sp, 136 gp

We went to the werck of the Infernus on a reef 20 ft below the surface. We found:

  • 3 bottles of Chelish perfume (15 gp each)
  • chopsticks (15 gp)
  • ewers with the ashes of the last three captains of the Infernus

State of the Party

Party Loot:

  • 2 heavy mace
  • heavy crossbow, 20 bolts
  • club
  • 4 mwk daggers
  • mwk silver dagger
  • rusting mwk cold iron sickle
  • 2 mwk manacles
  • 4 +1 heavy crossbow bolts
  • silver spearhead
  • 2 flensing knives
  • boarding axe
  • 3 daggers
  • light crossbow, 12 bolts
  • magical hide armor
  • chain shirt
  • heavy wooden shield
  • feather token (whip)
  • 3 potions of cure moderate wounds
  • potion of cure light wounds
  • 2 thunderstones
  • tanglefoot bag
  • 3 flasks of acid
  • 6 flasks of holy water
  • 2 tindertwigs
  • 6 torches
  • 2 bullseye lanterns
  • ledgers and the captains log
  • pavillion
  • lesser bracers of archery
  • amulet
  • Sandara’s holy symbol
  • scrimshaw whale skull that functions as arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch

The party has 5,889 gp.

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The Mutiny
And, the death of the traitor Scrimshaw

We rested, and were attacked by three cocunut crabs. Or, as they’re known now: darn good eatin’. The village had nothing of interest. We went to the cornfield and found a post with a head on it. We went into the cornfield and found more stakes with heads along the path. We were attacked by an ankheg. We rested there for 24 hours as Eb performed a ritual to call a new snake as an animal companion. After this, we decided to return to the ship to bring those loyal to us back to the island in an attempt to stop the ship from leaving and force our enemies to come in search of us.

Eb used message to tell those loyal to us of our plan. We tried to sneak up, but were spotted and the sentry in the crow’s nest dropped a thunderstone. Dev jammed the door to the officer’s cabin, locking in Scourge. Plugg came on deck from the captain’s cabin, along with Scrimshaw. All of those loyal to us managed to escape in the jollyboat and we succeeded in killing the traitor Scrimshaw. Eventually, Scourge made his way on deck and we fled, though Plugg was near death. We rescued Owlbear, Barefoot Sims, Turlock Shortstone, Gifford Tibbs, Crimson Cogwrd, Tilly Bracket, and Ratline Ratsburger. Kroop was drunk and got left behind. We learned that he has been whipped many times since we left the ship.

They were able to gather some gear:

  • thunderstone
  • 2 bullseye lanterns
  • 2 flasks of acid
  • flask of alchemist’s fire
  • tanglefoot bag

State of the Party

Party Loot:

  • 2 heavy mace
  • heavy crossbow, 20 bolts
  • club
  • mwk dagger
  • 2 daggers
  • magical hide armor
  • chain shirt
  • heavy wooden shield
  • feather token (whip)
  • 2 potions of cure moderate wounds
  • potion of cure light wounds
  • 2 thunderstones
  • tanglefoot bag
  • 3 flasks of acid
  • 8 flasks of alchemist’s fire
  • 6 flasks of holy water
  • 2 tindertwigs
  • 6 torches
  • 2 bullseye lanterns
  • ledgers and the captains log
  • pavillion
  • amulet
  • Sandara’s holy symbol

The party still has to get some gear back from Grok. The party has 3,396.9 gp.

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The Island

Plugg talked to the new crew in Osirani and they seemed to be happy. He warned us that he was less of a softy than Harrigan and that he would whip us with the cat.

In the first step of her plan to have Devlyn as her own, Purity seduced Scrimshaw and asked him to bring Rosie’s violin to her. Scrimshaw did so and Purity used alter self to turn into a troglodyte to attack him. Scrimshaw barely succeeded in escaping. Eb sent his snake after Scrimshaw, but was unable to finish him and Scourge saw and killed it. Purity disposed of the violin out a porthole. Scourge came for Purity and locked her in the sweatbox.

Tibbs told Ilkroot that the bearing of the ship was odd if they were going to Port Peril. Kroop said that he thought he knew where we were headed: north to Rickity Squibs, a small port that refits ships to disguise their origin.

In the Bloody Hour, Purity was whipped with the cat and went unconscious. Plugg told the crew that there would be no more grog until they got to port. Rosie told Devlyn that the crew was with us and they’re just waiting for the right time to mutiny. She suggested that we wait until we are close to port, so that we can hire a new crew after the mutiny.

The next day, a gaint storm struck and we were all called up to the rigging. Annabelle was put on lookout and spotted reefs and islets in the distance. The ship approached and was unable to tack away due to the storm. During the storm, grindylows attacked and (we surmised) took away Rosie, Tibbs, and Sandara. The ship hit the reef. Kroop reported that the water casks were cracked when the ship ran aground. Ilkroot found Sandara’s holy symbol.

It will take three days to repair the ship. In the meantime, we were tasked with searching a nearby island for food and water (as the captain worried that water we made magically would be poisoned). Ilkroot flew over the island, finding an abandoned village, cornfields, and skeletons floating in the water all around the island. He was attacked by a coconut crab when he went to gather coconuts. There is a shipwreck offshore of a ship called the Infernus. The skeletons have been scrimshawed and knawed on, and are held together by kelp.

We landed on the island. Eb talked to the birds, who told him that there was no fresh water on the island and that they mainly ate berries and insects. There were water beings (which we surmised were the grinylows) in a cave at the south end of the island. The people who build the village “went bad.” Three of the bad people lived in a tent in the swamp.

We went to the swamp and found a pavillion and were attacked by three ghouls of former ship’s whores. Inside, we found:

  • potion of cure moderate wounds
  • hip flask (25 gp)
  • mwk dagger
  • 2 daggers
  • 6 flasks of alchemist’s fire
  • 2 barrels of cheap perfume (25 gp each)
  • gem-enlaid wedding dress (400 gp)
  • whale-bone corset (20 gp)
  • hairpins (60 gp)
  • 250 gp of gems
  • 306 gp, 97 sp
  • the pavillion itself, which we took, scavengers that we are

We began to suspect that the mosquitoes on the island spread ghoul fever. We went to the signal beacon, but found our way blocked by a river. Ilkroot went on alone and found

  • 2 tindertwigs
  • 6 torches

We headed towards the village.

State of the Party

Party Loot:

  • 2 heavy mace
  • heavy crossbow, 20 bolts
  • club
  • mwk dagger
  • 2 daggers
  • magical hide armor
  • chain shirt
  • heavy wooden shield
  • feather token (whip)
  • 2 potions of cure moderate wounds
  • potion of cure light wounds
  • thunderstone
  • flask of acid
  • 7 flasks of alchemist’s fire
  • 6 flasks of holy water
  • 2 tindertwigs
  • 6 torches
  • ledgers and the captains log
  • pavillion
  • amulet
  • Sandara’s holy symbol

The party still has to get some gear back from Grok. The party has 3,396.9 gp.

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The Emperor of the Waves, Part 2
and, Man's Promise

Eb spotted a tentacled creature in the water: a giant squid. The spiders on the ship began to freak out and scurry away as the water level rose. A tentacle came up inside the ship.

Eb asked the orc druid he revived to kill Jape and released him. He went on deck and began shouting at the creature in druidic. Jape untied the boat and began to row away, but Dev jumped down on top of him and killed him. Annabelle jumped into the water and noticed that the squid was covered in scars and ulcers. Rokriet was knocked out by the swarming spiders, but Eb threw him overboard and Annabelle pulled him into the boat. A tentacle grabbed away Jape’s corpse. Eb lowered the chest into the boat and jumped off the edge. As we rowed away, tentacles tore the ship apart. Our ship began fleeing without us, but we managed to get back to it in time. Harrigan told us that he now considered his full crew. As a reward, he gave us\

  • 5 potions of _cure light wounds (2 to Annabelle, 2 to Eb, 1 to party loot)

He asked the orc druid, Krull, if he would serve but Krull said that he serves only Thrannox. The captained tried to put him in the sweatbox, but Krull cast a fog spell and jumped into the jollyboat. Before he could escape, Peppery killed him with a lightning bolt.

Scrimshaw told us that Scourge and Plugg had been spreading rumors about us while we were off the ship. Sandara said she was curious as to what was in the chest. Devlyn used 25 gp to buy studded leather armor.

The next day, Plugg and Scourge met Rokriet in the bilges and asked him to remove his weapons and armor. When he arrived in the bilges, he was attacked by Mahim and Fipps, killing Rokriet. So it goes.

Mahim and Fipps rolled barrels on top of Rokriet’s corpse and claimed it was an accident, but Sandara examined his body and found a knife wound. The captain had them searched and found the knife on Fipps. The captain then beat Fipps to death with the cat.

Later that day, we saw a sail on the horizon. Our ship chased it and found it belonged to Man’s Promise, a Rahadoumi ship. The captain wanted us to take the ship and capture its crew. After about a day, we caught up to it. Before the battle, the captain threw six pigs overboard and sharks gathered. In the middle of the battle, Peppery’s fog spell parted momentarily and we saw that the captain was about to be ambushed by a Rahadoumi sailor sneaking up on him. Annabelle shot at him and missed, but called out a warning to the captain. An explosion below decks rocked the ship. At the end of the battle, the fog cleared and we saw Harrigan stab a human heart that he was holding, causing it to turn to ash. He went below deck. We found:

  • +1 boarding pike of repelling (Purity)
  • chain shirt
  • heavy crossbow, 20 bolts
  • 2 mwk shortswords (Eb)
  • pearl-covered clothing (which we didn’t take off the body)

The captain of the other ship said that they wouldn’t succumb to piracy, so Harrigan threw her over the side to the sharks. Harrigan gave us 150 gp each and gave Annabelle an amulet of natural armor +1 for warning him. Additionally, we received a bonus of 250 gp for capturing the sailors alive and 200 gp for capturing the captain of the ship.

We learned that Krell had accidentally lit a barrel of alchemist’s fire during the battle, explaining the explosion. Now, the ship is damaged. Harrigan wanted to take the new ship as a prize and decided to put a skeleton crew on it to sail it off to be sold. Kroop, Sandara, Rosie, Owlbear, Plugg, Scourge, all of us, and those of the original crew that agreed to serve (including a strix named Ilkroot) were chosen as the crew of Man’s Promise and tasked with sailing it to Port Peril.

Man’s Promise is a three-masted sailing ship and needs a crew of 20. Plugg will be its captain. Before we left, Grok gave us a parting gift of six flasks of holy water.

State of the Party

Party Loot:

  • 2 heavy mace
  • heavy crossbow, 20 bolts
  • club
  • magical hide armor
  • chain shirt
  • heavy wooden shield
  • feather token (whip)
  • potion of cure moderate wounds
  • potion of cure light wounds
  • thunderstone
  • flask of acid
  • flask of alchemist’s fire
  • 6 flasks of holy water
  • ledgers and the captains log
  • amulet

The party still has to get some gear back from Grok. The party has 2,276.2 gp.

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The Emperor of the Waves, Part 1

Sandara became a priestess of Besmara after her pirate father died. His shap was taken by Cheliax, but he survived and washed ashore. He later died at sea and Sandara came to Port Peril to be on a ship, so that she would be closer to Besmara. However, she was press-ganaged onto the Wormwood.

In battle, Peppery is tasked with casting obscuring mist on the enemy ship and raining icicles down upon it. She keeps to herself and comes out only when the captain calls. She’s been on the ship with the captain since the beginning.

Rokriet told Cogword about his religion, but was unable to convince him to convert. Cogword offered to help Rokriet rig a gambling game. Devlyn heard a rumor from Barefoot that Plugg was Harrigan’s bastard, explaining his position. Barefoot has also heard rumors that the bad luck on the ship is being caused by us.

That night, Eb told his snake to crawl up the officer’s toilet and bite them. Peppery was attacked by it, but she flushed it back down with an aqueous orb and called to the captain. The crew was summoned to the deck. We denied knowledge of the snake, so Peppery said that she would talk to Scourge and Plugg.

The captain asked Purity to bring him a pig while he put his weird clock on the mast. He pulled out a strange sword and sacrificed the pig to Dagon, asking him to protect the ship and reward its captain. As he performed the ritual, the pig was engulfed in fire and ash and the worms in the clock began to look more realistic.

Devlyn played a game of hoglob with Narwahl, having Cogword rig the game in his favor. He bet his masterwork dagger and won. Narwahl pulled a knife on Cogword. In the battle, Eb created a silent image of Magpie to scare the crew. Purity emplored the others (in Gozreh’s name) not to fight, as a distraction to cover Eb’s casting. Scourge told the captain that they saw the ghost of Magpie, which the captain interpretted as a sign that his god is pleased. He said that we’ll find something that brings wealth soon. In the Bloody Hour, Narwahl and Cogword were raised on ropes and attacked with lashes.

Devlyn won coin that he gave to Cogword for fixing the fight and:

  • Rosie’s violin (from Grok)
  • flask of alchemist’s fire
  • hematite gemstone (100 gp)
  • pipe (5 gp)
  • bullseye lantern
  • thunderstone
  • flask of acid

Devlyn returned the violin to Rosie. He sold his dagger, as well as the lantern, pipe, and hematite, to Grok in exchange for a set of masterwork thieves tools. Shortstone was angry at Devlyn because Rosie was interested in him. The next day, Devlyn spotted a white flag on the horizon, which we determined belonged to the Emperor of the Waves, an Aspis ship reported missing and presumed sunk. It was listing heavily to the side. We were picked as the away team. In particular, the captain wanted us to recover a chest with a whale carved into the side.

Jaundice Jape rowed us out to the Emperor of the Waves. The masts were all broken off. We explored the deck and found signs of battle. It looks like it was abandoned at least a couple weeks ago. The door to the focsle was held in place by cobwebs. When we entered, spiders attacked. Inside, we found:

  • charts and maps, with an island marked
  • the shipping route of a trade vessel

There was also an altar to Tharzax, the CE god of vermin, decorated with human skulls. Under the altar, we found

  • 10 rubies (100 gp each)
  • ledgers and the captains log

From the log, we learned that on the last voyage, the ship was thrown off course and they anchored on an uncharted island. They were attacked by orcs and insects, which the captain feared was a precursor to a larger attack.

We descended to the galley, which was full of bones and offal. There were tiny spiders everywhere and bones in the oven. An orc shaman in the next room called us food and attacked. Purity was knocked unconscious, but Devlyn defeated him. We took:

  • club
  • magical hide armor
  • heavy wooden shield
  • feather token (whip)
  • 2 potions of cure light wounds (one each to Eb and Annabelle)
  • amulet

We explored further into the ship and found a couple of zombies in caccoons. We killed the zombies.

  • gold earrings (200 gp)
  • green amethyst necklace (250 gp)
Eb used the potion of cure light wounds to revive the shaman. The others went to the bottom deck, but were attacked by zombies and retreated. Rokriet killed them from range and they pulled up the chest. Then, Eb spotted a large black blot on the water outside the ship and the ship began to rock.

State of the Party

Party Loot:

  • 2 heavy mace
  • club
  • magical hide armor
  • heavy wooden shield
  • feather token (whip)
  • potion of cure moderate wounds
  • thunderstone
  • flask of acid
  • flask of alchemist’s fire
  • ledgers and the captains log
  • amulet

The party still has to get some gear back from Grok. The party has 1,451.2 gp.

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