Jarrod – Havok, half-orc barbarian
Tim – Mork, half-orc fighter
Andrew – Vorok, tiefling rogue
Doug – Aliza, female human sorcerer
Paul – “Salty” Bob, human cleric of Besmara
Arr, thank ye lad, and Besmara bless ye! Come dawn, we had nearly caught the other ship and the armsmaster gave us our orders. Special, ye see, because we were new on ship. The goal is first, to test our courage in battle; and second, to make sure that to survive we must kill someone. No turning back after that, laddie. We were to take the wheel at the sterncastle, and to see to it that no-one made the stern lifeboats. Well, it were a while back now and I can’t give ye a blow-by-blow account. There were about four on the ‘castle, and the helmsman, and the lads took them down. I mainly stood back to heal if I were needed, but I wasn’t. I told the sorceress lass to keep her powder dry, so she switch to the bow, at which she was pretty terrible if memory serves.
Then the captain boards and heads belowdecks. One sailor steps up to stike him from behind, bit one of the half-orc lads deals with it. A few seconds later, the met of the other ship emerges and heads for a lifeboat. Our sorceress fires a spell at her that tips her into the drink.
Doug has given Aliza “toppling spell” and a feat that lets her put it on Magic Missile without penalty. Not a bad combo for a sorcerer. As she levels up, she will get more missiles, and the combat maneuver check scales with her level. Nice for the rogue, as he then gets sneak attack.
Harrigan, who has run out after her, yells “I want her alive!”. The officer is in armour and is just barely treading water. She surrenders, and we haul her up.
We have successfully taken a ship, and divided the booty. Grog all around, and the sailors that don’t join us walk the plank. Harrigan gives Hakok or Mork a bonus for quick thinking.
Harrigan orders Mr Plug and Mr Scourge to take the new ship to [I think] Port Peril, and tells them to choose a crew. They take most of the old hands, and us, offering a nasty little pair of grins as they do. Mr Plug will be Captain Plug on his new ship, and I don’t like out chances of making port.
The quartermaster gives us each a little bonus. I had taken to the scrimshaw, and asked for some materials – mother of pearl, some whaletooth.
The materials will be for crafting scrolls, which for colour reasons Salty Bob is doing as scrimshawed icons of the goddess. I jumped the gun on the night – he cannot actually do the scribing until 3rd level when I will take the feat. Doh!
So, we set sail for Port Peril. The ship is quiet. After a day or so, it becomes plain that we are making for Bloodcove, where they will give yer ship a new name and fitout. No-one likes it, but Plug is captain, now.
A few days in, we weigh anchor at an island. “We are running low on water”, says the capt’n, “go ashore and get some”. I protest bit – Besmara can supply us with all the water we need – but the capt’n seems to not trust my spells. Well, some is more pious than others, suppose. And the problem with spelled water is that it doesn’t keep – ye must drink it in a day, or it evaporates. If you rely on spelled water, it’s wise to keep a hogshead of the natural stuff, and to purify it occasionally. The gods can be a bit capricious, is what I am saying.
So the captain has a point.
We launch a boat and circle the island. There seem to be one or two abandoned farms, and an unusual number of skeletons in the surf. This, my lad, is never a good sign. We land at a beach – coconut trees and a few crabs. One of the lads, for gods knows whatever reason, decides to climb a tree and haul down some coconuts (ye can’t drink the ones that fall by themselves – ye must get then green, or ye’ll get the squits).
But something’s made its home in the tree – a giant crab it was, five or six feet wide. They come down and we all fight the thing. One of the other lads also decides to climb a tree, but the gods decide not to treat him as he deserves, and there be nothing up there.
There is a ridge in the middle of the island, and likely a soak at the base of it where there be fresh water, so we head inland.
We make our way along a trail, almost overgrown now. A bit along, we are attacked by a swarm of flying insects, but huge things as big as your thumb. We run for it, but get lost off the path. It’s a bad lookout, but we light torches and drive them off with the smoke and fire.
Swarms are immune to weapon damage, and will simply kill low level players. Especially these, which did bleed or Con damage or some shit. The DM handwaved and ruled that our torches did 1d12 damage on the swarm.
Apparently, Richard Pett tends to kill characters.
We made our way on. No soak at the base of the cliff, so we climbed. At the top, an abandoned building of some descripion. And a spring! Contrary to all laws of science and physics, there is a spring right at the top of the ridge.
One of the lads climbs a tree, for no discernable reason, and is attacked by something above. He tackles it and falls out, knocking hmself unconscious and squashing it flat beneath him.
Welcome to falling damage, noobs!
A couple more lads climb and deal with whatever is up there, uncovering a nest and some loot. Meanwhile down below is a telescope. The telescope is fixed in place, aiming at a cove on the shore. That explained a fair bit, as that cove was probably a smugglers cove. And one of the lads with sharper eyes than me spots a grindilow [?] and a tricorn hat. Our priestess was washed overboard weeks ago during a storm, and there were these things on deck. The lads became convnced that that hat was her hat, and decides to explore the isle for another day. Also in the cove is what is clearly the shadow of a sunken ship. I explains that Besmara can give me a spell to create a bubble of air – good for only a minute, but enough to clean out anything big living in that ship. But it will have to wait till tomorrow.
The lads are adamant – we have to run to the rescue today. So I says, “All right lads”. But there is one final thing – the building. Inside is a gruesome thing: an undead corpse left by a man who has been hanged from the rafters. It’s twitching and moving, but not going anywhere. The sorceress lass shoots it, and somehow – somehow manages to part the rope it was hanged by. It attacks. It’s tough, but the lads beat it, and just as we are ready to relax it vomits out another swarm which we deal with with the torches again.
We make back for our boat, to go to the cove. But the tides are wrong, and so we stop at the only other landing place on the island – what looks like a farm. Night is coming on, so we head for high ground: an old tor. There is a watchfire atop – probably laid by the smugglers that were once on this island – but we leave it alone. We set watch, and it’s well we did, for we are attacked in the night by more undead. Three of them.
The rest of the night is quiet. We want to investigate that ship, unravel the mystery of the tricorn hat, and then get the water and back on ship, off this cursed island, before Captain Plug decides to abandon us here or keelhaul us when we return for taking too long.