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game_systems:pathfinder:skull_shackles:lady_pirates:adventure_journal [2023/03/26 13:54] – [03 Bonewrack Isle] Bryan Stephensgame_systems:pathfinder:skull_shackles:lady_pirates:adventure_journal [2023/07/02 11:07] (current) – [04 Rickety’s Squibs] Bryan Stephens
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 ===== 03 Bonewrack Isle  ===== ===== 03 Bonewrack Isle  =====
 +{{:game_systems:pathfinder:skull_shackles:lady_pirates:things:bonewrack_shepherd.jpg?200 |}}
 |Game Date|03/24/2023| |Game Date|03/24/2023|
 |Campaign Dates | Gozran 27| |Campaign Dates | Gozran 27|
  
-{{ :game_systems:pathfinder:skull_shackles:lady_pirates:things:bonewrack_shepherd.jpg?600 |}}+
 The //Man’s Promise// has been holed on the edges of a coral reef surrounding a small tropical island, called Bonewrack Isle. A huge ridge towers over the island’s western portion. A single raised tor glowers across the isle at the imposing ridge, with miles of jungle lying between the two. With the exception of the swamp to the east, the majority of the isle is covered in thick jungle with heavy undergrowth. The //Man’s Promise// has been holed on the edges of a coral reef surrounding a small tropical island, called Bonewrack Isle. A huge ridge towers over the island’s western portion. A single raised tor glowers across the isle at the imposing ridge, with miles of jungle lying between the two. With the exception of the swamp to the east, the majority of the isle is covered in thick jungle with heavy undergrowth.
  
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 Two hours into the day, the group sets off south through the swamp. After about 20 min, they find the pathway slips suddenly into a large green bog. Remnants of an old wooden bridge cross the bog, but only short timber platforms on either side remain, leaving just the pilings jutting from the mud. A salt river oozes through the swamp here, forming a solid barrier of quicksand and marsh some 70 feet across. This is the only place to cross this stretch of the swamp, unless the PCs want to climb the cliffs at the swamp’s western edge. The mire is composed of quicksand , making it dangerous to cross. While the branches some 20 feet over the mire might create a pathway to climb, or the group might try to use vines to swing across, Xeni decides to water walk and carry two at a time the 70’ across. This is easy for someone with her large frame, and she starts with Darix and Pharn, each riding a shoulder and arm. This goes well until they get midway across and two giant fogs emerge from the muck.  Two hours into the day, the group sets off south through the swamp. After about 20 min, they find the pathway slips suddenly into a large green bog. Remnants of an old wooden bridge cross the bog, but only short timber platforms on either side remain, leaving just the pilings jutting from the mud. A salt river oozes through the swamp here, forming a solid barrier of quicksand and marsh some 70 feet across. This is the only place to cross this stretch of the swamp, unless the PCs want to climb the cliffs at the swamp’s western edge. The mire is composed of quicksand , making it dangerous to cross. While the branches some 20 feet over the mire might create a pathway to climb, or the group might try to use vines to swing across, Xeni decides to water walk and carry two at a time the 70’ across. This is easy for someone with her large frame, and she starts with Darix and Pharn, each riding a shoulder and arm. This goes well until they get midway across and two giant fogs emerge from the muck. 
 +
 +{{:game_systems:pathfinder:skull_shackles:lady_pirates:npcs:frog-5e.jpg?200 |}}
  
 The frogs sticky tongues come out, attacking the two carried women. Pharn is struck and pulled out of Xeni’s arm towards one, as she twists not to be swallowed whole. Pluck is screaming curses in agitation at his owner being attacked. Red and Tulie watch in horror from the north end of the mire. Xeni carries Darix to attack the frog holding their friend, but Darix cannot manage a blow. It is rendered moot as the other frog strikes again, and this time Darix is fighting to stay on the outside of the body rather than the inside. Red throws an //acid splash// just at the edge of her range to hurt “Pharn’s” frog, while Xeni tries to hit it with her staff unsuccessfully. Finally, Darix manages a hit and kills the frog holding her. She then strongly swims through the quicksand towards her friends. Finally, Pharn manages to stab the frog and it lets her go to swim away to safety. This meal was far too dangerous.  The frogs sticky tongues come out, attacking the two carried women. Pharn is struck and pulled out of Xeni’s arm towards one, as she twists not to be swallowed whole. Pluck is screaming curses in agitation at his owner being attacked. Red and Tulie watch in horror from the north end of the mire. Xeni carries Darix to attack the frog holding their friend, but Darix cannot manage a blow. It is rendered moot as the other frog strikes again, and this time Darix is fighting to stay on the outside of the body rather than the inside. Red throws an //acid splash// just at the edge of her range to hurt “Pharn’s” frog, while Xeni tries to hit it with her staff unsuccessfully. Finally, Darix manages a hit and kills the frog holding her. She then strongly swims through the quicksand towards her friends. Finally, Pharn manages to stab the frog and it lets her go to swim away to safety. This meal was far too dangerous. 
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 As they move southwest, they start to smell a terrible stench that fills the swamp here, a fetid odor of cheap perfume and rotting flesh. A huge tree stands in the middle of a clearing in the swamp, draped with some sort of huge tent. Lurid, painted faces cover both the tree trunk and tent, and both are decorated with rotting humanoid body parts and carpets of squirming insects. Darix sees movement inside the remnants of a considerable tent lashed around a great tree. Inside the tent are more rotting human remains, a huge pile of filthy clothes, and a vast bed of moldering cushions at the base of the tree. Clouds of f lies dance above the decay. Unfortunately, three former ship’s whores are now ghouls, dressed in the rotting remains of their clothes.  As they move southwest, they start to smell a terrible stench that fills the swamp here, a fetid odor of cheap perfume and rotting flesh. A huge tree stands in the middle of a clearing in the swamp, draped with some sort of huge tent. Lurid, painted faces cover both the tree trunk and tent, and both are decorated with rotting humanoid body parts and carpets of squirming insects. Darix sees movement inside the remnants of a considerable tent lashed around a great tree. Inside the tent are more rotting human remains, a huge pile of filthy clothes, and a vast bed of moldering cushions at the base of the tree. Clouds of f lies dance above the decay. Unfortunately, three former ship’s whores are now ghouls, dressed in the rotting remains of their clothes. 
 +
 +{{ :game_systems:pathfinder:skull_shackles:lady_pirates:npcs:ships_ghoul.jpg?200|}}
  
 Darix moves in and waits for the ghouls to close on her, which they do. She immediately slays one and then cleaves the other in two swift strokes of her mighty sword. This does leave her open to being bitten by the third undead. Darix shakes off the paralyzing effect and Tuile and Pharn surround the other and make quick work of it with there rapiers.  Darix moves in and waits for the ghouls to close on her, which they do. She immediately slays one and then cleaves the other in two swift strokes of her mighty sword. This does leave her open to being bitten by the third undead. Darix shakes off the paralyzing effect and Tuile and Pharn surround the other and make quick work of it with there rapiers. 
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 The beach is a lovely spot on this otherwise hot and humid island. Towering palm trees stretch along a white sand beach for a mile or so, each around 50 feet high and crowned with a wide canopy of palms brimming with coconuts. Shattered coconuts litter the beach beneath three of the trees that are in a big clump. Xeni notes these are most likely the work of coconut crabs, and Pharn races forward to see followed by Darix. Both are startled with three giant coconut crabs descend from the tree and attack them. They are caught in the large claws of two of the crabs. Red promptly uses her //ray of enfeeblement// on one of them and Xeni moves to heal Pharn who is now very hurt. Invigorated, Pharn gets out Blindfrost and pierces the crab in a spot between its armor, killing it in a single blow, and freezing over much of its insides in the process.  The beach is a lovely spot on this otherwise hot and humid island. Towering palm trees stretch along a white sand beach for a mile or so, each around 50 feet high and crowned with a wide canopy of palms brimming with coconuts. Shattered coconuts litter the beach beneath three of the trees that are in a big clump. Xeni notes these are most likely the work of coconut crabs, and Pharn races forward to see followed by Darix. Both are startled with three giant coconut crabs descend from the tree and attack them. They are caught in the large claws of two of the crabs. Red promptly uses her //ray of enfeeblement// on one of them and Xeni moves to heal Pharn who is now very hurt. Invigorated, Pharn gets out Blindfrost and pierces the crab in a spot between its armor, killing it in a single blow, and freezing over much of its insides in the process. 
  
-Darix, on the other hand, struggles to use her two handed weapon against the monster holding her. The third crab grabs Xeni. It is at this point that Tulie decides to field her //spiritual weapon// with her harp and sends it to help Xeni, while Red sends a //magic missile/ against the one on Darix. +Darix, on the other hand, struggles to use her two handed weapon against the monster holding her. The third crab grabs Xeni. It is at this point that Tulie decides to field her //spiritual weapon// with her harp and sends it to help Xeni, while Red sends a //magic missile// against the one on Darix. 
  
 Now free, Pharn lands another key blow against the crab holding Xeni, also “preserving” its flesh. This time, Darix lands a mighty blow and cleaves her crab in two. The group decides to rest and have a crab back on Darix’s giant crab and they spend a couple of hours on the beach, Darix and Pharn braving swims in the treacherous waters.  Now free, Pharn lands another key blow against the crab holding Xeni, also “preserving” its flesh. This time, Darix lands a mighty blow and cleaves her crab in two. The group decides to rest and have a crab back on Darix’s giant crab and they spend a couple of hours on the beach, Darix and Pharn braving swims in the treacherous waters. 
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 ==== The Stockade ==== ==== The Stockade ====
  
-They group leaves the beach and briefly investigates the edge of the overgrown fields. A clearing in the jungle contains overgrown fields of some sort of corn. In several places, there are scarecrows toppedwith the heads of dead sailors as a warning of some sort. They are all surrounded by bot flies which The crops have gone wild, creating a high barrier wafting gently in the breeze. While Tulie can get them around it with //know direction// they decide a search is too much time and work. They carefully head up the cliffs to the structure they saw. There is a narrow pathway up. A well-built timber stockade surrounds a small lodge in a jungle clearing. Vines wrap and strangle a great tree that rises next to the lodge, blocking light from above. Beside it is a bubbling spring.+They group leaves the beach and briefly investigates the edge of the overgrown fields. A clearing in the jungle contains overgrown fields of some sort of corn. In several places, there are scarecrows topped with the heads of dead sailors as a warning of some sort. They are all surrounded by bot flies which The crops have gone wild, creating a high barrier wafting gently in the breeze. While Tulie can get them around it with //know direction// they decide a search is too much time and work. They carefully head up the cliffs to the structure they saw. There is a narrow pathway up. A well-built timber stockade surrounds a small lodge in a jungle clearing. Vines wrap and strangle a great tree that rises next to the lodge, blocking light from above. Beside it is a bubbling spring. 
 + 
 +{{:game_systems:pathfinder:skull_shackles:lady_pirates:npcs:vine_choker.jpg?200 |}}
  
 Pharn moves ahead under the three, and Darix chases after her calling for her to wait. Just then, two vine chokers drop their tendrils and Pharn is dragged up into the tree, unable to breath. While Darix is missed, she struggles to fight back, missing with her swings. Pharn, however, stabs the monster and a //magic missile// from Red finishes it off. With a steely look on her face, Pharn critically stabs the other monster killing it.  Pharn moves ahead under the three, and Darix chases after her calling for her to wait. Just then, two vine chokers drop their tendrils and Pharn is dragged up into the tree, unable to breath. While Darix is missed, she struggles to fight back, missing with her swings. Pharn, however, stabs the monster and a //magic missile// from Red finishes it off. With a steely look on her face, Pharn critically stabs the other monster killing it. 
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 +==== Riptide Cove ====
 +
 +|Game Date|04/03/2023|
 +|Campaign Dates | Gozran 28|
 +
 +After a good night’s rest on the short of the sea, the ladies awake at dawn and decide to take the boat around to the cavern entrance they saw on the southwest shore. They wait until low tide to Red sees some grindylows under the surface swimming into the caves. Riptide Cove is a series of low natural tunnels and caverns that is submerged totally at high tide. The waters are very murky because of the endless tides, with a visibility of 10 feet. 
 +{{ :game_systems:pathfinder:skull_shackles:creatures:devilfish.png?200|}}
 +The group anchors the cutter with rocks and rope and they decide to swim in through the tunnel. Even at the lowest tide, there is barely any spots to catch a breath. The tunnel is 100’ into the open cove. Everyone manages to avoid the deliberately sharpened rocks to come into the High cliffs surrounding a deep cove churning with dark seawater. As soon as they emerge, they see stirges nesting on the cliffs, four of which swoop down on Darix who is in the lead. Three manage to attack to her. Tulie acts at the same moment to summon her //spiritual weapon// and uses it to kill a stirge as it tries to latch on. The other two drain blood from Darix. Xeni pops to the surface and she charges. She and Darix kill the other three. Four more descend and attack Darix again. This time Red tries to throw a dagger, but it misses, plopping into the sea. However as one of the four tries to latch one, Tulie again kills it, and Pharn and Darix kill the other three.
 +
 +They head deeper into the complex, to the south. Tulie notes that the seaweed has floating hooks rigged into it. These cruelly barbed hooks are attached to pieces of cork by thin, strong sinews and float between 1 and 3 feet from the f loor. While they deal no damage, the hooks grab the clothing and armor of those passing through them. All of the players make it by. Though Pharn gets snagged, the rouge is easily able to wiggle free. 
 +
 +The tunnel leading into this natural tidal cavern is decorated with the jawbones of numerous frightful-looking fish, resembling the throat of some hideous aquatic creature. Eight grindylows swarm the lades as they swim into the room. Very quickly, the crew destroys the attackers, though not without Pharn being stabbed. Tulie heals her in combat and soon the monsters are all dead. They find on them, three scroll cases from Sandra Quinn as well as her [[game_systems:pathfinder:Skull_Shackles:things:magic_items:Besmaras_Tricorne|Besmara’s Tricorne]]. They charge ahead more desperate to find their friends. 
 +
 +In the next alcove, there is a set of metal bars along the floor. They choose not to investigate there, reasoning if their friends are down there, they are already dead. Moving into the adjacent cave, Xeni’s light illuminates another passage north with some possible movement. However, they are attacked by a devilfish. It explodes a red cloud in the water, nauseating everyone but Tulie and Xeni who is on the surface. Tulie starts her //inspire courage// to aid her friends while Xeni moves in. The monster grabs Xeni and pulls her to its mouth, putting her unconscious. When Darix gets control of herself, she charges underwater and strikes at the monster. Tulie prepares a healing spell and then swims to Xeni to heal her. Xeni awakens, but her lungs are out of air. She just manages to struggle free and pops to the surface. A breath full of air and she goes back down. 
 +
 +Meanwhile, Pharn swims in to attack, while Red fires off her //magic missile//. As the monster lashes out, it misses, and the ladies concentrated attack kills it. Xeni’s light ahead shows them their friends, suspended from the roof of the cavern. Time to get their friends back! 
 +
 +|Game Date|05/19/2023|
 +
 +Seeing their friends menaced by a some large mutated grindylow, the group moves forward. Red manages to get caught in the web of hooks, but the rest close. Darix and Pharn move to attack, but as they do, the Brinebrood Queen, mother and leader of the grindylows, screams and cults the lines holding Rosie and Sandra, and they two, wighted by silver ingots, plunge into the murky water. 
 +
 +Hundreds of remains float in this large bowl of water, which churns with bones, scraps of flesh, and the carcasses of trange, almost alien fish. Just visible through the roiling stew are humanoid bodies floating in the water, wan corpses drifting near the bottom of this cauldron like sleeping guardians. The visibility is only around 5 feet. 
 +
 +Pharn and Darix both miss their attacks in the churning water, while Xeni charges forward to the spot her friends when down after casting //air bubble// on her head. Four more grindylows rise up from the water and vainly try to attack the pirates. The queen summons an octopus who tries to stop Xeni but fails, but one of the grindylows does hurt the oracle as she goes under. Red //enfeebles// the large monster. The mutant grindylow, known as the whale, snaps up Pharn in its mouth just as Tulie begins singing a performance to encourage the others while summoning her //spiritual weapon// to attack the grindylow nearest to her. 
 +
 +{{:game_systems:pathfinder:skull_shackles:lady_pirates:npcs:the_whale.jpg?400 |}}
 +
 +Xeni dives down to recover her friends, and sees them sinking towards two chained lacedons, underwater ghouls. Rosie is closest to her and most hurt, so Xeni just grabs Rosie before the lacedon can reach her. Sandra sinks down and manages a stunning escape artist roll to unbind her hands. The lacedon bites her, and Sandra heals herself with her positive energy, also healing Xeni and Rosie, helping them heal from the attacks of the octopus and grindylow on attacking Xeni. 
 +
 +On the surface, Pharn gets free, while Red fires her //magic missile// at the Brinebrood Queen. As the various grindylow attack and miss, Darix kills a gindylow and then lands a solid hit on the mutant. The Queen responds with an //entangle// catching Tulie and stopping her performance, and Darix on the edge. The others manage to escape and swim free. This time, the Whale snaps at Darix, freeing her from the entangle, but now holding her in is mouth! Pharn attacks and kills the other grindylow under her. 
 +
 +Xeni avoids the monsters on her and puts an //air bubble// around Sandra before heading to the surface. She emerges next to the whale, the queen and a gindylow. Rosie is on her back as Xeni looks at the situation. Red tries to set the Whale on fire, and burns him with infernal flame, but he douses it in the water. The Queen attacks Darix with her //vindictive harpoon// that magically returns to her hand. Meanwhile, poor Tulie, while avoiding the mass of entangling plants created by the spell, cannot manage to swim clear in the churning water. Her //spiritual weapon// floats without a target. Pharn charges the queen, assuming Darix is good on her own. Darix is. She swings her sword and kills the beast who has grabber her. As the queen rages, Xeni attacks. Sandra is able to cast her //instant armor// and then ascend with her //slipstream// spell, but not without being bitten by the ghoul. 
 +
 +Tuile finally makes it up and her weapon kills the octopus. Now able to concentrate, the reaming foes drop. Red uses //acid splash// and even stabs a fleeing grindylow at one point. The Brinebrood Queen dies with a horrifying scream. With her harpoon recovered, it is easy work to deal with the two ghouls below at leisure. The ladies loot the area and Xeni carries Rosie out. While other of the foul grindylows are in the caves, the death of their queen has put them into disarray and they avoid the party. 
 +
 +They take the over full boat back to the beach to rest, heal, recover and plan for the attack on the //Man’s Promise// the next day. 
 +
 +
 +==== Mutiny!  ====
 +
 +|Game Date|5/19/2023|
 +|Campaign Dates | Gozran 29|
 +
 +Deciding striking first is the best way to go, Pharn suggests sneaking aboard before light. The group sets out after another batch of crab and bids farewell to the horrors of Bonewrack Isle. Pharn looks at the ship from a distance and sees it is Cog who is in the crow’s nest on watch. She writes a note to Cog and gives it to Pluck and using her animal handling, gets him to carry the message. 
 +
 +Cog is in the nest along with one of the Rahadoumi sailors. He takes the note and reads it, showing it to the sailor. Before the other man can respond however, Cog deftly stabs him in the back, killing him. The path is now clear. Xeni walks Pharn and Darix up to the side and boosts Pharn over the side. With expert stealth, she sneaks past the deck with the officers and into he middle deck with the crew asleep in hammocks. Their she starts waking their friends and, again, with expert stealth, gets them all up. The group is amazingly (roll 15) able to get the remaining crew gagged and secured helpless in their own hammocks. 
 +
 +Pharn starts to lead them upstairs, but this lot is not silent enough and the officers awake. The officers charge to the Deck before Pharn can get her forces up the stairs, in the hopes of pinning them in the lowers decks. However, the rest of the ladies have now moved onto deck and the officers fall back to form a line. As Pharn emerges, Cog joins her. They note their fellow impressed sailor, Conchobhar Shortstone, is now among the officers, which suits them just fine. Darix cries out “Get Plugg!” and the fight is on. 
 +
 +Master Scourge and Kipper charge Pharn but Scourge missies. Pharn strikes critically, deeply wounding Master Scourge and Cog attacks Kipper, slicing him deeply. Cobachar starts a performance to help his side, after a retreat to the stern castle but Tulie responds in kind evening the playing field and then adding her //spiritual weapon// to the fight. Darix snarls and heads to attack Plugg, their mortal foe. Red makes his life more difficult with a //ray of enfeeblement// as the Captain of the //Man’s Promise//responds with his Tidwater Cutless. Patch Patchaslt joins in with her captain, bringing her hooked hammer into play. Xeni now charges forward to help Pharn who is double teamed with her //Staff of the Waves//. Having time, she heals Pharn. Unfortunatly Kipper manages to deeply wound Cog, and Scourge follow up dropping him. However, horribly hurt, Master Scourge abandons the fight and jumps into the sea. .
 +
 +{{ :game_systems:pathfinder:skull_shackles:lady_pirates:npcs:master_scourge.jpg?400|}}
 +
 +The evil bard/rouge Conchobhar casts //hideous laughter// on Darix, who falls almost helpless on the deck. As Tulie’s sword attacks Patch, she responds in kind wot Mr. Plugg, but their foe shrugs off the effect. Plugg, yelling curses at the cowardly Scourge continues the fight, as Owlbear comes up and enters the fight. Pharn drops Kipper, and their dumb friend smashes Kipper’s head in with his club shouting //”You will not hurt my friends!”//
 +
 +The tide is turning. While Darix is down momentarily, Patch is being threatened on two fronts. Kipper cannot stand against Xeni and Pharn’s combined might and he falls. Tulie tries again, and this time, the mighty Mr. Plugg drops under the effect of her //hideous laughter//. Darix stands in time to see both Patch and Conchobhar making for the side of the ship. She kills Master Scourge with a mighty blow from Ormskeld. Meanwhile Patch does manage to get off the ship, but Red and Pharn make sure Conchobhar dies on deck. 
 +
 +Unwilling to let anyone else get away, Darix rides Xeni, guiding her as the runs across the waves to first kill Master Scourge in the water, dragging his body back. They then recover Patch who begs for her life. It is obvious she is lying, and Darix executes her on the spot. 
 +
 +The Rahamodoumi sailors are eager to swear loyalty to the new regime. Fishguts, who has fallen off the wagon, drunkenly congratulates the women, and suggest they still need to follow the plan to head to the get the ship disguised. No doubt, Captain Harrigan will be most incensed at this turn of events. Then he asks the group, what will you name the ship and who will be Captain?
 +
 +This starts an argument between Pharn and Darix with Xeni trying to mediate. Red and Tulie look at each other and decide to get a rum to celebrate and let their friends decide. In a act of diplomacy, Xeni takes up the mantal, and Pharn is established as First Mate with Darix as Master at Arms for Boarding actions. 
 +
 +With what established, the ship once known as the //Man’s Promise// heads towards Rickety’s Squibs and future adventures! 
 +
 +End of Book 1.
 +
 +===== 04 Rickety’s Squibs =====
 +
 +
 +|Game Date|03/24/2023|
 +|Campaign Dates | Gozran 29 - Densus 3|
 +
 +
 +The //Man’s Promise// sits repaired off Bonewrack Isle. Left to decide is the fate of the three remaining allies of Mr. Plugg, who were trapped below in their assault. They decide to put Fipps, Arreta, and Patches to work as impressed crew for the time being. Captain Xeni orders the ship to sail clear of the island and make their way north. Tulie takes the sextant and charts their course north west, while Pharn takes the wheel. The rising sun increased the breeze and their ship, to be renamed //Besmara’s Seabiscuit// rolls through the water. 
 +
 +After an hour, the lookout spies a cripped ship, limping north. Xeni orders the chase. It is brief, and soon //Besmara’s Seabiscuit// is pulling alongside the two masted ship. One of its masts is fallen, and there is no way their prey can escape. Darix stands ready to lead a boarding party aboard. Xeni hails the ship and gets a reply. 
 +
 +//”I am captain Beryl Lightheart. We know we cannot run. We will surrender our cargo to you in exchange for passage!// 
 +
 +Xeni is fast to agree to this, much to Darix’s disappointment. The Major leads her crew to move the cargo from this crippled Chelish ship, //Southern Sirocco// to their own. The plunder is exotic spices. Xeni comes over to talk with Captain Lightheart, and discovers the ship was caught in the same storm that grounded the //Man’s Promise//. Several of her crew are wounded and the ship is almost shattered. Xeni offers healing, and she, Sandra, and Tulie aid several of the crew. Xeni also offers and engaged in use of her //mending// magic to enact some needed repairs. Darix looks on, shaking her head, but Tulie and Pharn, with their good natures, approve.
 +
 +{{ :game_systems:pathfinder:skull_shackles:lady_pirates:npcs:beryl.jpg?300|}}
 +
 +After a full morning, the two ships separate, with Fipps, Arreta, and Patches transferred to the crew of the //Southern Sirocco//. The group knows they will need more crew, but they are happy to be rid of the last of their enemies from the //Wormwood//. They unfurl their sails and begin the trek north. The crew celebrates that only a day into their new ship’s life, they have plunder to spend among them. 
 +
 +On the first of Densus, the ship approaches their goal. Rounding the tall headland reveals a hidden cove at the mouth of a wide jungle river, its sluggish brown waters staining the waters of the blue sea like an ugly bruise. A series of docks has been built upon this estuary, with buildings concealed beneath the overhanging limbs of the jungle beyond. A wooden watchtower stands upon the promontory of the headland, carefully concealed among the trees to provide a clandestine view of the seas. It is clear to the crew that there is a significant drought going on in the area. 
 +
 +As //Besmara’s Seabiscuit// sails past the headland, a checkered flag of yellow and red is raised above the tower on the promontory, and an answering flag of blue is hoisted upon a yardarm at the docks ahead. A number of humanoid figures emerge from the shaded buildings and gather on a pier. A small, single-masted longboat soon sets out from the boathouse on the estuary to meet the Man’s Promise, and its crew hails the ship asking them to drop anchor to discuss terms. Rickety’s Squibs is run by old Rickety Hake, a retired buccaneer and former mate aboard the //Bearded Whore// under Free Captain Ella Gurnett and Rickety himself hails the  ship from the deck of the longboat //Peccarine// requesting permission to come aboard. Rickety is accompanied by six sailors armed only with dirks. They are not looking for a fight and retreat back to the settlement if attacked. Rickety Hake himself is a short, stoop-backed old man with a leathery, weatherworn face; watery blue eyes; and a halo of frizzy white hair. Once he is allowed aboard, Rickety gets right down to business, inspecting the ship to see how much work will be needed to “squib” it.
 +
 +After some negotiations, Rickety makes his offer to squib the ship, and offers others upgrades. Xeni confers with her officers, and they agree to add a well endowed female figurehead, holding a giant sand dollar. They add silk sails, several smuggling compartments, and a larger rudder. All told, the cost is 7400 gold! Fortunately, the group has booty from Bonewrack Isle, and two units of plunder to spend. 
 +
 +Rickeyt’s Squibs is a small village of around 80 souls. It is comprised of the docks, a boathouse, the dry dock, a lookout post, and the commons. When the deal has been struck, Rickety instructs the group to sail their ship into the estuary where cutters will tow it to the dry dock so that work can commence at once. They  can stay at the Commons free of charge, but they will have to purchase any food, drink, or equipment during their stay. Xeni goes ashore to get a good deal for their plunder at the village, while Tulie heads to the Commons Taproom to spin tales of their adventures. She plans to make the most of each day to start building their fame, knowing that it will be vital to be more than prey themselves. 
 +
 +A once-grand building with broad wings extending from its ground floor stands at the end of the docks, its octagonal dome topped by a cupola. It was obviously a fine villa in its day but time and the harsh sun and rains of the Slithering Coast have faded its paint and cracked its boards, leaving it a gray ghost of its former self. A painted board above the veranda names it as “Rickety’s Squibs.” Smaller, less grandiose hovels and sheds clapped together of flotsam and jetsam surround the larger building and merge into the jungle behind it. Guests at Rickety’s Squibs are put up in the somewhat shabby accommodations of the main house, which does at least have a taproom, a small market, and a functioning chow hall that serves the entire settlement. The shade of the jungle canopy here is welcome, as the heat is merciless and many of the trees are wilted with browning leaves that show the effects of an extended drought.
 +
 +Rickety Hake and a few of his menial hirelings reside in the Commons as well, but most of the residents of Rickety’s Squibs live in the smaller huts. Most of these men and women are humans (N human commoners 1–3, though a dozen are experts 3–5 and oversee the actual refitting work) with a handful of halflings as well. None are armored, and few carry anything more dangerous than a knife or hatchet.
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 +{{:game_systems:pathfinder:skull_shackles:lady_pirates:npcs:ricket_hake.jpg?250 |}}
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 +The group settles in, and spends a day seeing their ship be hoisted at the dry dock. A massive, wedge-shaped wooden ramp rises directly from the river. It is large enough to hold a ship of the line and has huge mooring points to allow such a ship to be stabilized in place. Wooden scaffolding is erected all along its sides to allow workers easy access to all points of a ship and its hull.
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 +The next day, the 3rd of the month, the sky is cloudless and the color of iron, promising another scorching day. The jungle wilts under the unrelenting sun, and the river is shallow, murky, and sluggish, with wide swaths of cracked mud exposed along its banks. To pass the time, some of Rickety’s off-duty workers invite the PCs to join in a game of ninepins in the shade of the boathouse and share a small cask of beer that’s been cooling in the waters of the estuary. The ladies join in the game, and do moderately well. Red has come, but is napping in the shade when it is her turn. She grabs a ball and amazes the group with a perfect series of rolls. One of the workers says this calls for a drink and he goes to pull on the rope where the keg of beer has been cooling in the water overnight. However, the rope jerks suddenly and one man is pulled into the water with a scream while the woman has the palms of her hands burned bloody where she was holding the line. The screams and thrashing in the water indicate the man who fell into the water 5 feet below is not alone. The water itself is 20 feet deep here and it is clear the man is in trouble. 
 +
 +The group leaps to help. Rolling on the surface is a river naga. She has the advantage of initiative and kills the hapless man she dragged under. However, Red strikes the naga with a //scorching ray// just as its head rolls up, severely burning the water creature. Darix and Pharn jump in and strike at the monster. Xeni, walks on water and strikes with her staff. The creature thrashes, and Tulie tries to stop it with //hideous laughter// but the rage filled naga shakes it off. Tulie immediately follows up with //blindness// as the creature tries to bite Darix. This time it cannot see and falls to the party before it can get away. 
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 +The poor soul dragged down is dead, but Xeni heals the hands of the woman pulling up the keg. Thanks to their intervention, Rickety takes 500 gold off the price of their refit in thanks. At this point, Red is back napping in the shade. 
  
game_systems/pathfinder/skull_shackles/lady_pirates/adventure_journal.1679853289.txt.gz · Last modified: 2023/03/26 13:54 by Bryan Stephens