Dead Pirates Revenge [Hinterlands of Yore]

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Mr. Foxx will gladly commit to a figure as high as 500gp, the replacement (at standard cost) of any mundane items used and lost in the process, and no taxes or charges on found goods. He will happily provide any assessment for found items, and the party gets to keep any treasure or incidental items found in the course of their adventure (except of course if such an item were stolen from the town or businesses – and can be proven).

The Locale: Troneth Traphaven

A cold township of a population of 1000 or so, doubling in the time of festivals and big harvests. The distilleries in town give off a faint sickly sweet odor – from the unique local peat burned which infuses the Troneth Whiskey that’s famous all around. The town has a central district on the edge of the water – but no docks. There is a breakwater and safe “harbor” in all but the worst of winds. The mouth of the river is a half mile away south.

Economic Perspective: The town does not have much in the way of local industries for cloth and lumber. Good wood is difficult – many structures are combinations of mud, mud brick and lumber imported. Plenty of fruit and grasses grow (strangely sweet), but it’s not good feed for animals. All wool and leather must be imported in a scale to support the town in its operations – but the whiskey trade and fermented fruit are highly profitable to offset it. Boats are not local though – all trade stems from outside the area. This is why the threat of a single privateer, and now the rumors have gotten out that the danger is the creeping undead sent up from their watery grave. Trade is slowly coming to a halt, cutting off the lifeblood of the community.

Catching Terrance

The Storm

Bad Weather/Storm: The party is caught in a terrible storm while trying to wait at sea and ambush the undead pirate. There is a chance they will:

  1. Lose gear; replacing non magic items should be a way to break any party’s bank.
  2. Beaten about (bludgeon damage).
  3. Waves over the deck – drowning damage.
  4. Stuck behind shifting cargo – someone drowns and needs to be pulled out and resuscitated.
  5. Anchor chain strangs and breaks – PC get hurt (knocked out), and other PC’s must secure broken winch and lash the broken chain (skills checks).

The Ram

Terrance rams the boat the PC’s are in (it damages his own seriously – he wont do it again), but the PC’s boat begins a slow process of sinking.

  1. They must bail as the crew tries to beach it.
  2. As it lists, ropes snap and cargo shifts. Rescue companion stuck under piled up crates.

Charmed Crew

Its a full Moon – the crew get charmed.

  1. The Dryad charms a merfolk on the sea shore. He will ambush with poisoned crossbow – poisoned for weeks (shakes). Also can command/ask large fish to roll small boats and batter those that fall into the water. Can be captured and that will break the glamour and reveal the talisman used to summon Terrance!

Return to Bear Island

Using the talisman the Merfolk told the PC’s about, or that was revealed to them in a dream.

The Boat: Gulls Eye

Terrance’s Crew

Curse:

  1. Zombies (4)
  2. Skeletons (18)

Terrance Blair: Ghast (lacedon)

Can call upon a Crab Swarm (like Rat Swarm) while PCs are on deck!