![]() He will momentarily put aside the treasure hunt to eradicate the present slaver threat. If the PCs have not changed the name of the ship, the Man’s Promise may be recognized as a Rahadoumi slaver and prompt an attack from the Sea Lash.įor purposes of diplomacy, Capt Slip is hostile to professed or known slavers. ![]() The PCs can engage the Sea Lash in combat, can parley and come to an agreement, can hang around and let them do the work and then attack or can just give up. Slip will call in his dingy, raise anchor and drop sail in readiness for hostilities. From a distance, it’s a DC 25 Perception or Profession (Sailor) check or DC 30 Knowledge (Geography) check to notice or have knowledge of the oyster reef which poses a threat to vessels only if the lookout fails to spot it in the clear Shackles waters when drawing near.ĭetermine when the crew of the Sea Lash becomes aware of the PCs. There is no land nearby to indicate why a ship would be anchored or have its boat launched. (This check succeeds automatically if specifically looked for.) Depending on their approach, the PCs might notice the Lash’s dingy with a handful of crew some 100’ away from its ship. The lookout (or anyone else, once attention is drawn) can make a DC 20 Perception check to determine that the Sea Lash is stationary due to being anchored. The Sea Lash has furled sails when initially spied. The Sea Lash, under the command of Captain Slip (p79 Raiders of the Fever Sea), is plying the same waters for the same treasure. Should the PCs take up the rumor and sail their way to Tempest Cay, they find they are not the only ones fishing for plunder that day. If the PCs want to dare to look for the Buzzard’s Bounty, he can recommend they skirt the Shackles and approach from the North, tacking against the storm winds coming off the Eye, though that route sports its own hazards and is not predator-free. Kroop can use the opportunity to explain the risk the PCs face by sailing in the Shackles without one of Bonefist’s Letters of Marque and/or without a reputation of their own. Survivors of Plugg’s clique can share the plan with the new regime, who may well adopt it for their own. Part of the plan was to use that loot to secure the entry fee into the Free Captains’ Regata. He used the rumour of this booty to lure the selected crew to go solo with him. Plugg gleaned from the Rahadoomi sailors from the Man’s Promise the rumour of the unfound plunder from the shipwreck of the Blue Buzzard and its location near Tempest Cay. Planting the seed: The Buzzard’s Bounty is a rumour that one of the NPCs formerly loyal to Plugg shares with the new regime after the mutiny. Largely spoilered so as not to assault the eye and presented in the order given in the book, here's my take on The Buzzard's Bounty, Fisherman's Folly, Shipwreck in a Bottle and The Lost Messenger: If you play Capt Firix Drakethorn, Razmira the sorceress, Davor the Red or Lionel Ulyses Caleb Kilick, feel the Forbiddance and Antipathy and read something else instead! So now it's long, wordy, still part brainstorming, not fully statted and each will probably require more than one post (I do not know what the limit is for one post). Then I realized it had to make sense for someone else to read. In my head at the outset it seemed like they would take a paragraph each. I do apologize for the length pages worth. Consequently, all of these were introduced on Bonewrack Isle in order for me to comply with my self-imposed rule. This was mildly problematic for The Wormwood Mutiny because the PCs only gain their freedom near the end of the adventure. ![]() As a rule, I want to introduce the rumors in the volume in which they appear. ![]() So I've decided, at least for the first installment, to go ahead and use those lovely little plot-hook rumors in the inside back cover of the book. ![]()
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