Skull & Shackles

Wormwood: Piracy at Last!

A Rahadounmi merchant vessel has been spotted on the horizon.
The ship immediately tries to flee but its sails are no match for The Wormwood, which closes the gap over 12 hours.

Within an hour of the merchant vessel, Capt. Harrigan commands Kroop and Toad to slaughter half a dozen sharks, slit their throats, and throw them overboard.


As The Wormwood closes the PCs are summoned by Riaris Krine, the master gunner.

-"The ship’s wheel is on the aft deck below the sterncastle.
You’re going to grapple over,
kill the guards on the sterncastle,
and guard the ship’s boats.
Kill anyone who tries to escape on one of the boats.

Don’t move from the wheel until the fighting’s done, or you’ll answer to me!
When we get close it’s going to get foggy.
Just stick to what I told you to do!"

The PC that performed best in boarding training is put in charge of the boarding party.

-A DC 15 Bluff or Diplomacy check can convince Krine in the importance of their mission and choose 2 NPC pirates to join them.


Closing for Boarding
At 120 ft apart the ships begin exchanging missiles.
-The closest targets are on the sterncastle (A4).
-The Wormwood closes 30 each round for 4 rounds.
-Banks of heavy mist envelop the enemy ship due to several fog cloud spells cast by Peppery Longfarthing. [A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).]

Sharks in the Water Pg.32


Round 1: Boarding Action
The PCs must cross from the Wormwood’s poop deck (A2) onto the aft deck of the Man’s Promise (B3).

  • Ranged attack roll; AC 5. At 25ft the PCs have a -2 to their attack roll.
  • Once the hook is set, the PC must tie the rope off as a move action, then shimmy up the rope Climb DC 15.
  • The PCs are flat-footed for the first round after boarding.
    Six Rahadoumi sailors guard the aft deck of the Man’s Promise. Pg.32

Round 3: The Captain’s Back
The fog on deck parts, allowing the PCs to see Captain Harrigan and two officers rushing madly for the doors of the captain’s cabin.

  • DC 10 Perception: Notice a Rahadoumi sailor sneaking up behind the captain.
    If a PC attacks and hits the sailor or warns Harrigan he turns just in time to slay the sailor. Harrigan glances up at the PC who acted and nods in recognition.
    If the PCs take no action the sailor hits the captain from behind. He slays his attack and looks around and notices the PCs who could have warned him.

Round 5: Explosion!
Kipper sets of an explosion of alchemist’s fire somewhere belowdecks. Though badly burned he survives the explosion.


Round 6: Fleeing Sailors
Three Rahadoumi sailors (Pg.32) appear out of the fog, hoping to board the starboard
ship’s boat (A5). Uninterrupted, they release the boat in 2 rounds.


Rounds 7-10: The Battle Turns
Through the fog, the Pcs can see Rahadoumi crew scattering or surrendering.
Below, Captain Harrigan momentarily appears, gripping what appears to be a human heart in his hands.


Round 11: Abandoning the Ship

  • A Rahadoumi officer (Pg.33) and two sailors make for the ship’s rowboats (B5).

Aftermath
After 16 Rounds, the battle ends with the pirates victorious.

  • A line of prisoners is paraded before the Captain.
    Aboard the Wormwood, a party begins. The pirates celebrate victory with fine food and drink from the Man’s Promise’s hold.
    Captain Harrigan holds an officer’s meeting and divvies up the plunder.
    -The PCs share is on Pg.34

During the Celebrations the PCs can make 5 ship actions or do nothing but drink and revel as most the crew does.


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