Can't believe I forgot about this all week. Argh.
Well, anyway, last time, the characters learned that there were apparently two Blaines, a big ghostly pirate ship romping around killing people to recruit them, and we decided to grab the magic "make all the dead things alive" gem and take it to the ship, and then burn it.
Memphis and Blue drove the van into the ship, while Charlotte and Raji bailed before that. The ship immediately became solid (trapping the van in the hold), and some of the pirates - Blaine included - also had bodies. Fake-Blaine (the one that the characters had been romping around with to date) teleported up to the crow's nest, still ghostly, looking for his chance.
Pirates attacked! Raji set the ship on fire, but the captain (Jack Snow, recall), called down ice to extinguish it. Blaine did what he does best, beating the snot out of pirates, and Charlotte jumped up on the boat and joined in the fray.
Down in the hold, Memphis rigged up a weapon using the gem and a flashlight, weaponizing it. She shot a couple of pirates and saw them age to nothingness.
Fake-Blaine teleported to her and assumed his real form - a young, blond, American man wearing a Dolphins shirt, with a bullet hole in his chest. "I'm Steve," he said. "No time to explain. Just fire that thing where I show you!"
Blue wasn't thrilled, but Memphis, curious as to what would happen, fired it. It put a hole in the ship. Steve jumped up into the beam...and fell to the deck, alive, but barely (the bullet wound became real as well).
Captain Snow jumped down into the hole, followed by Blaine, but Blaine was now out of the gem's radius and wasn't solid, so couldn't attack. Steve moved off to the side and Blue went to stabilize him. Blaine told Snow to stand down - he was the captain of the Poseidon's Due.
"Blaine?" said Snow, slowly figuring out what was happening. "But...we were doing this to avenge you. Because you were betrayed."
"No, mate," said Blaine. "I died in London, warm and safe and surrounded by my grandkids, in my inn."
We turned around and saw Shore/Jameson digging up the ground. He unearthed an object, which he handed to Blue, and thanked us for breaking the cycle. Now he could rest, and now Blue was Regent.
Steve, still bleeding, revealed the truth about himself - he'd been a con artist and drug running in Miami and had been shot and dumped in the ocean. He'd come back as a ghost and impersonated Blaine when the Warehouse crew came calling. The characters decided he'd make a good intern for Memphis, and Steve (not really having a lot of say in the matter), agreed, provided he got a visit to a hospital first.
The ship disappeared, leaving the characters in a burnt-out cornfield, and they saddled up and headed for town.
This blog is mostly checking off things in a list: the movies I own, the games I'm running, character creation posts, and so on.
Showing posts with label pirates of the spanish main. Show all posts
Showing posts with label pirates of the spanish main. Show all posts
Saturday, September 20, 2014
Tuesday, September 2, 2014
Warehouse 13: When Pirates Collide
Our Warehouse 13 Savage Worlds game nears conclusion. Check it.
Last time, you might recall, Memphis, Raji, and Charlotte were searching the warehouse for a strange blip on Memphis' homemade EMF detector. She kept looking, but realized that the blip led outside the warehouse. Another blip, probably Blaine, was also visible, so after some discussion Blue and Blaine got in the van and headed out to follow the "line" that Memphis was tracking.
They got out to the cornfield, and Blaine saw the ghostly pirate ship (but Blue did not). As they got closer, Blaine vanished...
...and then in the warehouse, Memphis tracked down a reading, and saw Blaine. But he looked different; his clothes were slightly altered, and when he spoke, his accent wasn't quite as posh or refined. He (carefully) agreed that he'd been with Blue, by the ship, and he teleported back. Blue, seeing the differences, made a reference to an earlier conversation they'd had, but Blaine had no idea. Everyone regrouped at the warehouse - this was too strange.
"Blaine" had no recollection of ever being an agent of the warehouse, and indeed didn't seem to know which century he was in. Through some questioning, they learned that this Blaine had been dead up until about two weeks ago, when he'd awakened on the ship, busted back down to first mate, under the command of Jack Snow. He told them that he'd died a tavern owner in England, having given up the sea years ago, and that he wasn't really enjoying being a pirate again - really, he was tired. But that didn't explain who had been hanging out with the crew these last few months, calling himself "Blaine."
Memphis theorized that this Blaine might be manifestation of the ship's ghost, and not really a "ghost" in the usual sense. Blaine took offense, claiming that he might be dead and might be displaced, but he was still Bloody Blaine, and the whole Caribbean once knew that name. (But the agents had never heard it.)
They showed Blaine the ring that was supposedly made of the anchor to his ship, but he'd never seen it before and didn't seem especially attached. Memphis hit it with some goo, but nothing happened. Blaine claimed he did have an anchor and knew where it was, if not what - it was with the ship, in the cornfield, probably not visible to the living until nightfall.
Raji, annoyed at being called "lad" and wanting to feel like he was more than just a firestarter, did some digging into the past, specifically Shore. He dug up a picture of him, just as Blaine was explaining a "dream" he'd had, of when he beat a man named Jameson to death on a beach. Raji showed him the picture - sure enough, Shore and Jameson were the same person. They showed Blaine the gem (which, even in goo, started to make him solid), and he identified as the artifact he'd once retrieved for Jamseon before being betrayed.
Just then Blaine heard the call to quarters. He resisted it, but told the others that "recruitment" was about to begin. They hatched a plan - bring the gem to the ship, let it become solid, and then destroy it. Raji lamented that he was, again, being asked to do nothing but set things on fire. Blaine said that he, as a pirate, had been exceptionally skilled at combat, but took no pleasure in harming people. It wasn't until later in life that he discovered he made a good mutton stew, too. Maybe Raji just had to grow up a bit. (Blaine has no idea of Raji's true age.)
Blaine snapped back to the ship, and the others got ready to roll. Next time - we end as we began, with combat on a pirate ship. But this time, in a cornfield!
Last time, you might recall, Memphis, Raji, and Charlotte were searching the warehouse for a strange blip on Memphis' homemade EMF detector. She kept looking, but realized that the blip led outside the warehouse. Another blip, probably Blaine, was also visible, so after some discussion Blue and Blaine got in the van and headed out to follow the "line" that Memphis was tracking.
They got out to the cornfield, and Blaine saw the ghostly pirate ship (but Blue did not). As they got closer, Blaine vanished...
...and then in the warehouse, Memphis tracked down a reading, and saw Blaine. But he looked different; his clothes were slightly altered, and when he spoke, his accent wasn't quite as posh or refined. He (carefully) agreed that he'd been with Blue, by the ship, and he teleported back. Blue, seeing the differences, made a reference to an earlier conversation they'd had, but Blaine had no idea. Everyone regrouped at the warehouse - this was too strange.
"Blaine" had no recollection of ever being an agent of the warehouse, and indeed didn't seem to know which century he was in. Through some questioning, they learned that this Blaine had been dead up until about two weeks ago, when he'd awakened on the ship, busted back down to first mate, under the command of Jack Snow. He told them that he'd died a tavern owner in England, having given up the sea years ago, and that he wasn't really enjoying being a pirate again - really, he was tired. But that didn't explain who had been hanging out with the crew these last few months, calling himself "Blaine."
Memphis theorized that this Blaine might be manifestation of the ship's ghost, and not really a "ghost" in the usual sense. Blaine took offense, claiming that he might be dead and might be displaced, but he was still Bloody Blaine, and the whole Caribbean once knew that name. (But the agents had never heard it.)
They showed Blaine the ring that was supposedly made of the anchor to his ship, but he'd never seen it before and didn't seem especially attached. Memphis hit it with some goo, but nothing happened. Blaine claimed he did have an anchor and knew where it was, if not what - it was with the ship, in the cornfield, probably not visible to the living until nightfall.
Raji, annoyed at being called "lad" and wanting to feel like he was more than just a firestarter, did some digging into the past, specifically Shore. He dug up a picture of him, just as Blaine was explaining a "dream" he'd had, of when he beat a man named Jameson to death on a beach. Raji showed him the picture - sure enough, Shore and Jameson were the same person. They showed Blaine the gem (which, even in goo, started to make him solid), and he identified as the artifact he'd once retrieved for Jamseon before being betrayed.
Just then Blaine heard the call to quarters. He resisted it, but told the others that "recruitment" was about to begin. They hatched a plan - bring the gem to the ship, let it become solid, and then destroy it. Raji lamented that he was, again, being asked to do nothing but set things on fire. Blaine said that he, as a pirate, had been exceptionally skilled at combat, but took no pleasure in harming people. It wasn't until later in life that he discovered he made a good mutton stew, too. Maybe Raji just had to grow up a bit. (Blaine has no idea of Raji's true age.)
Blaine snapped back to the ship, and the others got ready to roll. Next time - we end as we began, with combat on a pirate ship. But this time, in a cornfield!
Tuesday, June 24, 2014
Pirates: Last Voyage of the Poseidon's Due
Last night we played our last session of Pirates of the Spanish Main (we will, in two weeks, begin our last story of our Warehouse 13 game). There are photos this time.
So last time, we captured a ship, the Archangel. We made them follow us to the island, where we found that we couldn't fit the larger ships into the cove where we needed to land. Blaine gathered the Spanish pirates on the deck of the Archangel, and had the captain explain to them that they would stay here and mind the ships (Blaine wasn't worried about them leaving; the Archangel was too badly damaged to make it anywhere).
Georgina noticed that a few of the Spaniards were apparently planning to rabbit anyway, so we took those guys with us as red shirts.
We piled into longboats and rowed through the shark-infested cove to the shore, and then packed up and headed inland. We wound up in a cave, which led to an underground lake. Blaine sent a Spanish sailor in to check it out...and a GIANT GODDAMN TENTACLE GRABBED HIM!
The battle was joined! The tentacles were tough as hell, but we managed to hack a few off. And then the giant octopus grabbed two of our guys and crushed them! Georgina managed to stomp one of the tentacles off (still not sure how she managed that), Maddie led our sailors to battle, Francois cast one of his armor spells and started hacking, and Blaine, in true Blaine style, leapt through the air to stab at the main body of the cephalopod.
In the end, we killed it, and it sank into the lake, turning everything black. We maneuvered around the pool (except Francois, who fell in and had to be rescued), and then found a four-posted bed with four chests on it (lowered, apparently, into this cave by the original pirates who found it).
Inside the chests, we found money like whoa, a weird crystal skull (that the Dutchman took, as per the agreement), and letters of marque from England, France, Spain, and Portugal. The true treasure of the Dutchman, indeed.
Blaine took the six Spaniards onto the Due (fuck it, they'll learn English), and recruited the Archangel to sail under the flag of Captain Snow. Now no longer hurting for money, the crew of the Poseidon's Due set sail again, building up their reputation, passing into pirate legendry.
Georgina eventually marries a proper British navel gent, and passes away some years later after contracting a disease in her duties as a doctor.
Morgan continues drinking, fighting, and pirating, and eventually blows herself up lighting the wrong fuse.
Francois, after retiring from piracy, becomes a hougan living in a shack somewhere, and disappears one night after summoning something he can't quite put down.
Maddie buys a small island stocked with pretty men, and becomes a port of call for the Due while they still sail.
And Blaine eventually goes back to England, buys the tavern his parents owned, and dies in his bed as an old man, many years later.
So last time, we captured a ship, the Archangel. We made them follow us to the island, where we found that we couldn't fit the larger ships into the cove where we needed to land. Blaine gathered the Spanish pirates on the deck of the Archangel, and had the captain explain to them that they would stay here and mind the ships (Blaine wasn't worried about them leaving; the Archangel was too badly damaged to make it anywhere).
Georgina noticed that a few of the Spaniards were apparently planning to rabbit anyway, so we took those guys with us as red shirts.
We piled into longboats and rowed through the shark-infested cove to the shore, and then packed up and headed inland. We wound up in a cave, which led to an underground lake. Blaine sent a Spanish sailor in to check it out...and a GIANT GODDAMN TENTACLE GRABBED HIM!
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| You think I am kidding? SIR I AM NOT. |
In the end, we killed it, and it sank into the lake, turning everything black. We maneuvered around the pool (except Francois, who fell in and had to be rescued), and then found a four-posted bed with four chests on it (lowered, apparently, into this cave by the original pirates who found it).
Inside the chests, we found money like whoa, a weird crystal skull (that the Dutchman took, as per the agreement), and letters of marque from England, France, Spain, and Portugal. The true treasure of the Dutchman, indeed.
Blaine took the six Spaniards onto the Due (fuck it, they'll learn English), and recruited the Archangel to sail under the flag of Captain Snow. Now no longer hurting for money, the crew of the Poseidon's Due set sail again, building up their reputation, passing into pirate legendry.
Georgina eventually marries a proper British navel gent, and passes away some years later after contracting a disease in her duties as a doctor.
Morgan continues drinking, fighting, and pirating, and eventually blows herself up lighting the wrong fuse.
Francois, after retiring from piracy, becomes a hougan living in a shack somewhere, and disappears one night after summoning something he can't quite put down.
Maddie buys a small island stocked with pretty men, and becomes a port of call for the Due while they still sail.
And Blaine eventually goes back to England, buys the tavern his parents owned, and dies in his bed as an old man, many years later.
Wednesday, May 28, 2014
Pirates Bein' Pirates
Monday we played Pirates of the Spanish Main...and we took a ship! Yaarrr!
We were on the Poseidon's Due headed for the location of the piece of the Devil's Skull, and the journey was fraught with countless perils!
Well, two perils. The first was a storm that kind of blew up out of nowhere. Blaine asked Francois if they should try and wait it out, or go through it. Francois was game, and so Blaine ordered the ship onward, lashed himself to the bow and laughed maniacally in the face of oblivion. But with a bunch of good group rolls and some brilliance from Francois, we made it through.
But then...then came the ship. We saw a frigate coming up on our stern. Blaine, looking through the spyglass, realized it was the Archangel, captained by Don Ramirez, a sailor for Spain. The prudent thing to do would have been to outrun it; we had a good enough head start and a good enough navigator. Blaine asked Morgan, the gunnery master, if she thought they could take the ship.
"Just give me something to shoot," she responded, and Blaine ordered everyone below decks that wasn't going to fight (the Dutchman was first to respond to that).
We slowed the ship, then turned, "crossing the T" and firing our cannons to soften it up a bit. Then we pulled up alongside it and attached a bunch of grapples. Blaine swung over, shot one of their crew, and engaged the rest, and the others soon followed. Maddie swung over and cut a swath through their sailors, while Francois cast a spell and sent several fleeing overboard in terror.
Blaine grabbed the captain off the poop deck (lol), and faced off against him, when Georgina, screaming "RULE BRITANNIA!" swung over and landed on the pool fool (Ramirez, not Blaine). Now injured and surrounded, he took a bullet from Morgan before taking a headbutt from Blaine and dropping over.
Meanwhile, the Archangel had caught fire, and it was spreading. Maddie managed to rally the sailors (on both ships) to put out the blaze, and we routed the Spaniards below while Blaine and Georgina took the captain into his quarters. Georgina mended his wounds, and Blaine informed him that the Due had taken his ship.
"Yes, I suppose you have," he said. We offered him quarter to communicate our orders to his crew, since no of us spoke Spanish (which seems like an oversight on our part). But that still leaves us with two ships to get to our next destination.
We'll deal with that next time, however.
We were on the Poseidon's Due headed for the location of the piece of the Devil's Skull, and the journey was fraught with countless perils!
Well, two perils. The first was a storm that kind of blew up out of nowhere. Blaine asked Francois if they should try and wait it out, or go through it. Francois was game, and so Blaine ordered the ship onward, lashed himself to the bow and laughed maniacally in the face of oblivion. But with a bunch of good group rolls and some brilliance from Francois, we made it through.
But then...then came the ship. We saw a frigate coming up on our stern. Blaine, looking through the spyglass, realized it was the Archangel, captained by Don Ramirez, a sailor for Spain. The prudent thing to do would have been to outrun it; we had a good enough head start and a good enough navigator. Blaine asked Morgan, the gunnery master, if she thought they could take the ship.
"Just give me something to shoot," she responded, and Blaine ordered everyone below decks that wasn't going to fight (the Dutchman was first to respond to that).
We slowed the ship, then turned, "crossing the T" and firing our cannons to soften it up a bit. Then we pulled up alongside it and attached a bunch of grapples. Blaine swung over, shot one of their crew, and engaged the rest, and the others soon followed. Maddie swung over and cut a swath through their sailors, while Francois cast a spell and sent several fleeing overboard in terror.
Blaine grabbed the captain off the poop deck (lol), and faced off against him, when Georgina, screaming "RULE BRITANNIA!" swung over and landed on the pool fool (Ramirez, not Blaine). Now injured and surrounded, he took a bullet from Morgan before taking a headbutt from Blaine and dropping over.
Meanwhile, the Archangel had caught fire, and it was spreading. Maddie managed to rally the sailors (on both ships) to put out the blaze, and we routed the Spaniards below while Blaine and Georgina took the captain into his quarters. Georgina mended his wounds, and Blaine informed him that the Due had taken his ship.
"Yes, I suppose you have," he said. We offered him quarter to communicate our orders to his crew, since no of us spoke Spanish (which seems like an oversight on our part). But that still leaves us with two ships to get to our next destination.
We'll deal with that next time, however.
Monday, May 5, 2014
Pie...rats?
Man, I'm behind on this. Kept putting it off this week, and, well...obviously I've had shit going on because I haven't done any characters, watched any movies, or done a post about Amazing Spider-Man 2, all of which I want to do.
I've got things in the works. Wheels are turning.
Anyway, last week we played Pirates (we're doing so again tonight, rather than flipping back to Dresden, because Michelle is writing a paper and hasn't had brain to prep for running a game). You'll recall, perhaps, that the pirates were headed to a pub called the Bucket o' Blood to search for the elusive Dutchman.
We got to the bar and split up. Francois went gambling. Morgan inserted herself into a group of lads drinking and proceeded to drink them under the table (it tickles me to no end that our elderly lady gunnery master is getting famous for her booze-fu). Blaine chatted with the bartender, Georgina went collected skin conditions (everybody's got a hobby), and Maddie used the power of her shapely bust to sprunge some information.
The Dutchman, you see, was the alias of Sir Thomas Moldyfort. Asking for the Dutchman got us nowhere, but asking for Sir Thomas eventually got Maddie pointed to a gent drinking alone in the back of the bar. She approached him, chatted him up, and convinced him that we were the crew to help him find his Devil's Skull.
We hung around a while longer, drinking and generally shooting the breeze, and then headed back to the ship. Sir Thomas joined us, and Blaine rather drunkenly introduced the crew, and asked which bit of the "good Christian man" (since that's apparently what the Dutchman required to retrieve his treasure) was most important - Blaine was a Christian and man but not good, Francois was good and man but not Christian, Georgina was good and Christian but not a man, and Maddie was...probably none of the above. Maybe Christian.
We decided that Georgina was probably closest to what he needed, and we resolved to set sail on the morrow! Blaine, however, keeps his new pistol close. Last guy who commissioned the Poseidon's Due to find cursed treasure turned on us...
I've got things in the works. Wheels are turning.
Anyway, last week we played Pirates (we're doing so again tonight, rather than flipping back to Dresden, because Michelle is writing a paper and hasn't had brain to prep for running a game). You'll recall, perhaps, that the pirates were headed to a pub called the Bucket o' Blood to search for the elusive Dutchman.
We got to the bar and split up. Francois went gambling. Morgan inserted herself into a group of lads drinking and proceeded to drink them under the table (it tickles me to no end that our elderly lady gunnery master is getting famous for her booze-fu). Blaine chatted with the bartender, Georgina went collected skin conditions (everybody's got a hobby), and Maddie used the power of her shapely bust to sprunge some information.
The Dutchman, you see, was the alias of Sir Thomas Moldyfort. Asking for the Dutchman got us nowhere, but asking for Sir Thomas eventually got Maddie pointed to a gent drinking alone in the back of the bar. She approached him, chatted him up, and convinced him that we were the crew to help him find his Devil's Skull.
We hung around a while longer, drinking and generally shooting the breeze, and then headed back to the ship. Sir Thomas joined us, and Blaine rather drunkenly introduced the crew, and asked which bit of the "good Christian man" (since that's apparently what the Dutchman required to retrieve his treasure) was most important - Blaine was a Christian and man but not good, Francois was good and man but not Christian, Georgina was good and Christian but not a man, and Maddie was...probably none of the above. Maybe Christian.
We decided that Georgina was probably closest to what he needed, and we resolved to set sail on the morrow! Blaine, however, keeps his new pistol close. Last guy who commissioned the Poseidon's Due to find cursed treasure turned on us...
Tuesday, April 15, 2014
Pirates: The Devil's Skull
Sounds like a cool title, huh? New story in our Pirates of the Spanish Main game! I've been played Assassin's Creed: Black Flag, so I'm totally down for piracy. We even bought the sea shanty album!
So anyway! We open in Tortuga, with the officers from the Poseidon's Due going over the books and Maddie trying (vainly) to explain to Blaine how an abacus works. And then there's a ruckus - some of the local militia are trying to roust a fellow named One-Armed Jack (who actually does have both arms - pirate nicknames are weird and bawdy). We overhear them referring to a "proclamation" that he supposedly stole.
We have a quick conference. A "proclamation" could refer letters of marque or legal piracy, or some other valuable endeavor. Blaine makes the motion to get the proclamation and see if it's valuable; the others assent (Georgina, ever cautious, abstains). Blaine stands up and tells the guards that One-Armed Jack is under the protection of the Poseidon's Due, and if he's committed some crime he'll answer for it like a crewman. Blaine's intimidating manner (and the rounds of rum he's been buying; see earlier "abacus" issue) convince the crowd to be on his side, and the guards withdraw.
Jack joins us, and explains that he has a wanted poster for a fellow called "the Dutchman," wanted for crimes against the crown. Seems his ship, the Archangel, set upon a British ship and raided it, but some of the things he took were important to the Crown and now Jack is looking for him. He supposedly had a line on the Dutchman being here in Tortuga, but it seems he was wrong - the man is actually in Port Royal.
Blaine instructs Maddie to make whatever preparations we need to get to Port Royal. On the way out, a drunk guy draws on Morgan and challenges her to a drinking contest. She wins handily and robs him; Blaine grabs his flintlock.
We set sail at dawn, Maddie pointing out to Blaine that we're down to our last few coppers. Port Royal needs to lead to something. The Governor of Port Royal, Sir Kenneth, is happy to let pirates do more or less what they will, as long as they pay the docking tax. But Maddie is an old "friend" of his, and knows a secret way in to the city...but it involves swimming. We decide instead to have Maddie charm the pants off him (literally; this is referred to as Maddie "titting her way in"), and she talks her way to the governor and convinces him to waive the landing tax. He wants us, however, to come to dinner tonight.
We scrape together some clothes that are fit to be seen in and join Sir Kenneth at his home. There are a few awkward remarks as he assumes Francois is a servant, but this calms down and he tells us about the Dutchman. There are rumors about what was on that ship - notably a piece of the Devil's own skull that can only be retrieved by a good Christian man ("That's us out, then"), but mostly it's just about the treasure he nicked. But yes, he's supposedly in Port Royal, and Kenneth tells the crew that he's rumored to favor a tavern called the Bucket o' Blood.
Blaine stumbles a bit on the name of the place, but he's not afraid of a tavern with the word "blood" in it. No, by thunder! Next time, we go clubbing!
Tavern-ing, I guess! Yarr!
So anyway! We open in Tortuga, with the officers from the Poseidon's Due going over the books and Maddie trying (vainly) to explain to Blaine how an abacus works. And then there's a ruckus - some of the local militia are trying to roust a fellow named One-Armed Jack (who actually does have both arms - pirate nicknames are weird and bawdy). We overhear them referring to a "proclamation" that he supposedly stole.
We have a quick conference. A "proclamation" could refer letters of marque or legal piracy, or some other valuable endeavor. Blaine makes the motion to get the proclamation and see if it's valuable; the others assent (Georgina, ever cautious, abstains). Blaine stands up and tells the guards that One-Armed Jack is under the protection of the Poseidon's Due, and if he's committed some crime he'll answer for it like a crewman. Blaine's intimidating manner (and the rounds of rum he's been buying; see earlier "abacus" issue) convince the crowd to be on his side, and the guards withdraw.
Jack joins us, and explains that he has a wanted poster for a fellow called "the Dutchman," wanted for crimes against the crown. Seems his ship, the Archangel, set upon a British ship and raided it, but some of the things he took were important to the Crown and now Jack is looking for him. He supposedly had a line on the Dutchman being here in Tortuga, but it seems he was wrong - the man is actually in Port Royal.
Blaine instructs Maddie to make whatever preparations we need to get to Port Royal. On the way out, a drunk guy draws on Morgan and challenges her to a drinking contest. She wins handily and robs him; Blaine grabs his flintlock.
We set sail at dawn, Maddie pointing out to Blaine that we're down to our last few coppers. Port Royal needs to lead to something. The Governor of Port Royal, Sir Kenneth, is happy to let pirates do more or less what they will, as long as they pay the docking tax. But Maddie is an old "friend" of his, and knows a secret way in to the city...but it involves swimming. We decide instead to have Maddie charm the pants off him (literally; this is referred to as Maddie "titting her way in"), and she talks her way to the governor and convinces him to waive the landing tax. He wants us, however, to come to dinner tonight.
We scrape together some clothes that are fit to be seen in and join Sir Kenneth at his home. There are a few awkward remarks as he assumes Francois is a servant, but this calms down and he tells us about the Dutchman. There are rumors about what was on that ship - notably a piece of the Devil's own skull that can only be retrieved by a good Christian man ("That's us out, then"), but mostly it's just about the treasure he nicked. But yes, he's supposedly in Port Royal, and Kenneth tells the crew that he's rumored to favor a tavern called the Bucket o' Blood.
Blaine stumbles a bit on the name of the place, but he's not afraid of a tavern with the word "blood" in it. No, by thunder! Next time, we go clubbing!
Tavern-ing, I guess! Yarr!
Friday, April 4, 2014
Pirates! Pirates and also zombies!
Monday was, actually, the Warehouse 13 game rather than the Pirates of the Spanish Main game, but pirates were involved, so.
Last time, the characters were out on the Isla del Rio de Muerte, and Blaine had met Zapata, the weird sorceress lady holding the gem we were after. We decided to head towards said lady, as promised, and let Memphis and Blue do some negotiating.
Well, sure. But as we got closer, Blaine started to solidify. Rather than risk coming under the full power of whatever this was, he elected to hang back. Charlotte wound up joining him when she realized her heart was beating (which is an uncomfortable sensation for a vampire).
The others, inside the temple, spoke with Zapata, and she revealed that she was trapped there. The characters offered to shut down the gem on her headdress, and she eventually agreed. She also showed them a locket with a picture of her (as a young girl) and her father...but her father was Shore, the man who'd sent us here.
Memphis goo'd the gem, and they started walking out...but Zapata got younger, and the radius of undead weirdness went with her. It envelope Blaine and Charlotte and they started to come to life again, but they backed up out of the circle. Along the way, the others decided they ought to goo the locket as well. When Memphis goo'd the locket, it sent off sparks and reacted the way artifacts do when you defuse them.
At this, Zapata faded away, passing along like ghosts do when they finally rest in peace. It became pretty clear that this was probably what Shore had wanted with the artifact. We got back to Miami and figured that Shore might have faded and passed on as well. Memphis called him...but nope, he was there, and invited her out for Greek food. She was keen to go, but we decided (after some deliberation, and by no means unanimously) that we would just head back to base and let Walt smooth over any friction with Shore.
Heading back, Raji asked Blaine why he hadn't allowed the gem to make him solid. Blaine replied that doing so might have placed him under Zapata's control, or done something else he didn't like. And besides, now the gem and the locket were in the warehouse...so now he knew where they were.
Last time, the characters were out on the Isla del Rio de Muerte, and Blaine had met Zapata, the weird sorceress lady holding the gem we were after. We decided to head towards said lady, as promised, and let Memphis and Blue do some negotiating.
Well, sure. But as we got closer, Blaine started to solidify. Rather than risk coming under the full power of whatever this was, he elected to hang back. Charlotte wound up joining him when she realized her heart was beating (which is an uncomfortable sensation for a vampire).
The others, inside the temple, spoke with Zapata, and she revealed that she was trapped there. The characters offered to shut down the gem on her headdress, and she eventually agreed. She also showed them a locket with a picture of her (as a young girl) and her father...but her father was Shore, the man who'd sent us here.
Memphis goo'd the gem, and they started walking out...but Zapata got younger, and the radius of undead weirdness went with her. It envelope Blaine and Charlotte and they started to come to life again, but they backed up out of the circle. Along the way, the others decided they ought to goo the locket as well. When Memphis goo'd the locket, it sent off sparks and reacted the way artifacts do when you defuse them.
At this, Zapata faded away, passing along like ghosts do when they finally rest in peace. It became pretty clear that this was probably what Shore had wanted with the artifact. We got back to Miami and figured that Shore might have faded and passed on as well. Memphis called him...but nope, he was there, and invited her out for Greek food. She was keen to go, but we decided (after some deliberation, and by no means unanimously) that we would just head back to base and let Walt smooth over any friction with Shore.
Heading back, Raji asked Blaine why he hadn't allowed the gem to make him solid. Blaine replied that doing so might have placed him under Zapata's control, or done something else he didn't like. And besides, now the gem and the locket were in the warehouse...so now he knew where they were.
Saturday, March 8, 2014
Pirates: Quick fight against zombies
Last time, the characters stepped off the boat on to the Island of the River of Death, and were greeted by a shambling horde of zombies.
The fight began!
Blue lobbed a Molotov cocktail into their midst and lit a few up. Raji followed suit, calling up Hellfire. Memphis grabbed her service pistol and started taking shots, while Charlotte drew her sword and sliced a few in half (the top halves kept wriggling, though...ew).
Blaine, figured he might not be a lot of help here, not having a body and all, teleported to where the gem was resting, based on a description from Blue. There, he found a woman wearing the gem in her headdress, flanked by undead mummy-like guards. She told him her name was Zapata.
Zapata commanded the zombies and the undead of the island, but seemed unaware that the zombies had reached the mainland. She agreed to try and rein in her creations and let the characters approach to parley. As they talked, Blaine felt himself growing solid. He actually had to open a door to get out, but the effect faded a moment later.
He returned to the group just as they were mopping up the last of the zombies. He told them about his meeting, and about how the gem had started to make him solid. They discussed options - yanking it away with telekinesis and dropping it into a bucket of purple goo - but Blaine reminded Blue that they'd made a deal with Shore.
Blue said, "I'm not a pirate. I made a deal. But you're a pirate."
Clever girl.
The fight began!
Blue lobbed a Molotov cocktail into their midst and lit a few up. Raji followed suit, calling up Hellfire. Memphis grabbed her service pistol and started taking shots, while Charlotte drew her sword and sliced a few in half (the top halves kept wriggling, though...ew).
Blaine, figured he might not be a lot of help here, not having a body and all, teleported to where the gem was resting, based on a description from Blue. There, he found a woman wearing the gem in her headdress, flanked by undead mummy-like guards. She told him her name was Zapata.
Zapata commanded the zombies and the undead of the island, but seemed unaware that the zombies had reached the mainland. She agreed to try and rein in her creations and let the characters approach to parley. As they talked, Blaine felt himself growing solid. He actually had to open a door to get out, but the effect faded a moment later.
He returned to the group just as they were mopping up the last of the zombies. He told them about his meeting, and about how the gem had started to make him solid. They discussed options - yanking it away with telekinesis and dropping it into a bucket of purple goo - but Blaine reminded Blue that they'd made a deal with Shore.
Blue said, "I'm not a pirate. I made a deal. But you're a pirate."
Clever girl.
Labels:
actual play,
pirates of the spanish main,
unisystem
Wednesday, February 19, 2014
Warehouse 13: On a Boat
So! Last time, the agents rounded up some data on the rafts that apparently brought freaking zombies to Miami. This time, we tried to get prepped to go out to sea.
(To see what, Colonel? No, Penfold, he doesn't mean 'floated it out to see.' He means... sorry.)
We figured we needed a boat, so Blue called up Walt and asked if he had recommendations on a boat. He did - his fishing buddy George O'Malley was willing to take us. So Blue got in touch with him, and he mentioned that the area we were going to had a habit of flummoxing GPS and such (no shock). Blue contacted Walt again and asked if he had any handy artifacts. Turns out there was a grey marketeer in the area...
So that evening, we all trucked down to Shore & Shore, and met Alan Shore (look, this is not my fault). Shore, a lawyer (duh) met with us and Blue introduced him around the table. It turns out he could see Blaine, so Blue introduced the ghost as well...and he reacted.
They talked a bit, and it turned out he was familiar with the Island of the River of Death. He made some reference to being "beaten to death with a club and left buried in the sand," which viewers of the show might have found funny, because that's exactly what happened to the traitorous Jamison during our last Pirates story. Shore wanted to have a few moments with the "gem" when we brought it back, which was the price of his help. Blue wasn't willing to agree to that, but said she'd have to check with her superiors. Shore graciously left the room so she could do that.
Blaine immediately asked why she hadn't simply agreed to Shore's terms and then revised the agreement later as necessary. Blue answered that she couldn't lie like that; she wasn't a pirate or a lawyer. She called Walt and discussed it with him, and he said that he would back her play either way.
Shore came back in, and she agreed to his terms - they're retrieving a gem, and Shore gets a few minutes with it before the agents take it away. In return, Shore gave the agents a metal emblem with a likeness of Columbus. Blue picked it up, and immediately knew where true north was, and how to sail a ship. With all of this in mind, we left.
Blaine mentioned that he might have been to this island before, but wasn't sure. Blue said that might have been useful to know previously, and Blaine said that for him, memories of his life were like a dark pool - he could reach in and find something, but he was never sure what. Seeing something from his old life (like Shore, maybe, since he seemed to know Blaine) helped him shine a light into said pool, but it didn't help too much. He said that this was troubling to him - he hated not knowing about his past. This gave the others some pause.
They got outside, and Blaine went to go run an errand; he said if the ring he was anchored to got cold to the touch, they were to bring it to the monument where they'd first found him. He went and ran his errand, and that's all you get.
When he got back, he learned that the others had been handing around the emblem. It worked on Blue and Memphis, didn't do anything in particular for Raji, and burned Charlotte's undead flesh. Blaine, using Telekinesis to hold it up, didn't feel anything, either, so they concluded it just worked for living folks.
The characters spent the next day enjoying the sights of Miami. Raji and Blaine went to the beach, Charlotte slept and then hunted, Memphis called up Shore (she was kind of smitten) and met him for lunch at a deli, and Blue went to a bar and had boat drinks.
That evening, we all got on the boat and headed out to sea. Blue, holding the emblem, steered them true, and they arrived at the Island of the River of Death. There was a little dock, and a bunch of garbage.
Blaine teleported to the island, but didn't see anything. The boat docked and then let the others off, and we started going ashore, dead people first. And then we heard moaning coming from the island, and saw shapes a-shambling toward us....
(To see what, Colonel? No, Penfold, he doesn't mean 'floated it out to see.' He means... sorry.)
We figured we needed a boat, so Blue called up Walt and asked if he had recommendations on a boat. He did - his fishing buddy George O'Malley was willing to take us. So Blue got in touch with him, and he mentioned that the area we were going to had a habit of flummoxing GPS and such (no shock). Blue contacted Walt again and asked if he had any handy artifacts. Turns out there was a grey marketeer in the area...
So that evening, we all trucked down to Shore & Shore, and met Alan Shore (look, this is not my fault). Shore, a lawyer (duh) met with us and Blue introduced him around the table. It turns out he could see Blaine, so Blue introduced the ghost as well...and he reacted.
They talked a bit, and it turned out he was familiar with the Island of the River of Death. He made some reference to being "beaten to death with a club and left buried in the sand," which viewers of the show might have found funny, because that's exactly what happened to the traitorous Jamison during our last Pirates story. Shore wanted to have a few moments with the "gem" when we brought it back, which was the price of his help. Blue wasn't willing to agree to that, but said she'd have to check with her superiors. Shore graciously left the room so she could do that.
Blaine immediately asked why she hadn't simply agreed to Shore's terms and then revised the agreement later as necessary. Blue answered that she couldn't lie like that; she wasn't a pirate or a lawyer. She called Walt and discussed it with him, and he said that he would back her play either way.
Shore came back in, and she agreed to his terms - they're retrieving a gem, and Shore gets a few minutes with it before the agents take it away. In return, Shore gave the agents a metal emblem with a likeness of Columbus. Blue picked it up, and immediately knew where true north was, and how to sail a ship. With all of this in mind, we left.
Blaine mentioned that he might have been to this island before, but wasn't sure. Blue said that might have been useful to know previously, and Blaine said that for him, memories of his life were like a dark pool - he could reach in and find something, but he was never sure what. Seeing something from his old life (like Shore, maybe, since he seemed to know Blaine) helped him shine a light into said pool, but it didn't help too much. He said that this was troubling to him - he hated not knowing about his past. This gave the others some pause.
They got outside, and Blaine went to go run an errand; he said if the ring he was anchored to got cold to the touch, they were to bring it to the monument where they'd first found him. He went and ran his errand, and that's all you get.
When he got back, he learned that the others had been handing around the emblem. It worked on Blue and Memphis, didn't do anything in particular for Raji, and burned Charlotte's undead flesh. Blaine, using Telekinesis to hold it up, didn't feel anything, either, so they concluded it just worked for living folks.
The characters spent the next day enjoying the sights of Miami. Raji and Blaine went to the beach, Charlotte slept and then hunted, Memphis called up Shore (she was kind of smitten) and met him for lunch at a deli, and Blue went to a bar and had boat drinks.
That evening, we all got on the boat and headed out to sea. Blue, holding the emblem, steered them true, and they arrived at the Island of the River of Death. There was a little dock, and a bunch of garbage.
Blaine teleported to the island, but didn't see anything. The boat docked and then let the others off, and we started going ashore, dead people first. And then we heard moaning coming from the island, and saw shapes a-shambling toward us....
Labels:
actual play,
pirates of the spanish main,
unisystem
Friday, January 24, 2014
Pirates: The Great Navigator, Found
Last time, we were in a room with a magic helmet covered by a bunch of snakes. The helmet was payday. Time to get the helmet.
We took the stick that Blaine had liberated from the spike pit and tied a rope to each end, and used that as a drag to move the helmet. Then we had the helmet clear of most of the snakes. Blaine held a torch to the helmet, making it too hot for the serpents nesting in it (a couple struck, but didn't bite). And then Jameson took a little medal thing off the helmet, claiming that was what he wanted - the golden helmet, itself, was ours.
But we were still without egress. We looked around a bit, checking the bottom of the snake pit, but no dice. And suddenly we realized Jameson was gone.
Francois and Morgan heard a whoosh where he'd been, and we found a secret door with a trigger. We opened it, and saw a light at the end of a hall. Blaine, always impetuous, rushed it, and burst out into the light on a beach. There was Jameson, running toward a longboat, with a ship moored offshore. The ship had cannons, and the longboat had pirate thugs. Fortunately, we are pirate thugs.
Blaine chased down Jameson, caught him next to the lifeboat, grabbed by his head, and bounced his head off the boat's edge (I seriously rolled like 5 raises on damage). Jameson was not dead, but was down. The rest of the pirates came out. Morgan shot one of the thugs down, and Georgina made good use of her "get near me and I get an automatic attempt to stab your ass). Francois used a stun charm to freeze several of them, and Maddie jumped in with her cutlass. Blaine, meanwhile, yanked one with a musket off the boat and dropped him with a punch, and then stomped on Jameson's neck and pushed his face into the sand.
The last thug surrendered. Wise pirate, that.
Blaine had Georgina check Jameson - he wanted the bastard to walk the plank. But Jameson was not only still breathing, his wounds were visibly healing. We hog-tied him, and Blaine tried questioning him, but wasn't able to get anything useful out of him on the subject of "why you chose to betray us when everyone was gonna make out fine on this deal." Since Jameson did truly seem to be a rat bastard, Blaine had Morgan shoot him, and we buried him and the dead thugs on the beach with Francois saying a little prayer over their bodies. The survivors we assimilated, taking Jameson's ship back with us to Tortuga.
Blaine, on the ship and now wearing the medal of the Great Navigator, noted that he was seeing the tells of navigation and direction that were usually Francois' job. Francois asked for the medal, seeing as how he was the navigator. Blaine gave it up (after burning a bennie to succeed on a Spirit roll; I don't want that nasty thing!), and Francois became an even more formidable navigator.
And now we flash forward to our Warehouse 13 segment. Or rather, we do that next time.
Friday, January 10, 2014
Irate Pi-rates
Monday was Pirates of the Spanish Main. So yeah!
Last time was a while ago. We'd finished up a battle, and we now headed into the falls. We wound up in a temple. We found the body of a Spaniard, holding a Bible. A note fell out of it, containing a number of cryptic clues, including references to three cats, and then several aphorisms. You make your bed, you must lie in it. A rolling stone gathers no moss. The bigger they are, the harder they fall.
Anachronism aside, in the next room we found a casket. Cracking it open, we found it was empty, and water started rushing into the room. We tied rope around our waists and let the water fill the room, making the casket float, and carrying us to the hole in the ceiling. One by one, we lifted ourselves through, and found ourselves in a room with a floor much like a chessboard.
Blaine, a sort of impetuous type, started across the floor, and heard a click. The gigantic boulder started rolling down a track, and we realized it would come through the door we'd entered, and block the only other exit. We ran for it, Blaine and Francois picking up Morgan (since she doesn't run fast).
Next room had a bunch of snakes in a pit. Francois used a skull to cast a Detect Arcana kind of charm, and saw a glow beneath the snakes. We drove them away and he found a helmet. He grabbed it and we moved on.
In the next room was a raised platform and a scale. We took this one a little more carefully, and looked at the markings around the edge, which seemed to indicate that giving life granted eternal life. Checking the scale, we figured that human hearts might have at one time been place in the bowl, but "life" in this context - an island surrounded by salt water - probably just meant water. So we filled the bowl with water, and low and behold, the platform rose up, leaving behind a circular staircase...which then started to fall.
Blaine tied off a rope and rappelled down, and saw the mechanism that was causing the collapse. He jammed it, and everyone lowered themselves down into the pit (which contained sharpened spikes). Blaine broke a spike to use as a spear, and led the crew onward, to riches and glory.
We hope.
Last time was a while ago. We'd finished up a battle, and we now headed into the falls. We wound up in a temple. We found the body of a Spaniard, holding a Bible. A note fell out of it, containing a number of cryptic clues, including references to three cats, and then several aphorisms. You make your bed, you must lie in it. A rolling stone gathers no moss. The bigger they are, the harder they fall.
Anachronism aside, in the next room we found a casket. Cracking it open, we found it was empty, and water started rushing into the room. We tied rope around our waists and let the water fill the room, making the casket float, and carrying us to the hole in the ceiling. One by one, we lifted ourselves through, and found ourselves in a room with a floor much like a chessboard.
Blaine, a sort of impetuous type, started across the floor, and heard a click. The gigantic boulder started rolling down a track, and we realized it would come through the door we'd entered, and block the only other exit. We ran for it, Blaine and Francois picking up Morgan (since she doesn't run fast).
Next room had a bunch of snakes in a pit. Francois used a skull to cast a Detect Arcana kind of charm, and saw a glow beneath the snakes. We drove them away and he found a helmet. He grabbed it and we moved on.
In the next room was a raised platform and a scale. We took this one a little more carefully, and looked at the markings around the edge, which seemed to indicate that giving life granted eternal life. Checking the scale, we figured that human hearts might have at one time been place in the bowl, but "life" in this context - an island surrounded by salt water - probably just meant water. So we filled the bowl with water, and low and behold, the platform rose up, leaving behind a circular staircase...which then started to fall.
Blaine tied off a rope and rappelled down, and saw the mechanism that was causing the collapse. He jammed it, and everyone lowered themselves down into the pit (which contained sharpened spikes). Blaine broke a spike to use as a spear, and led the crew onward, to riches and glory.
We hope.
Friday, November 29, 2013
Turn and Face the Strange (P-P-Pirates)
Last Monday was Pirates. S'pose I should do the write-up.
So! We were on this island, going through the Cliffs of Blood. There we were, in the jungle, when suddenly, drums!
The trees around us erupted with darts, felling a couple of our NPCs. Blaine boosted Maddie up into the trees to engage the enemy, and then jumped up himself and starting punching motherfuckers. Jamison, our guide, hid. Morgan stood front and center and shot at one of them in the trees, and that got a reaction, but the reaction wasn't "run away!", sadly.
They continued to shoot darts at the pirates. Francois climbed up a tree to engage and cast his armor charm (which helped). The natives were tough, though, and hard to hurt, even for seasoned combatants like Blaine. So then their chief came charging out of the brush, wearing repurposed Conquistador armor and a big ol' face mask.
So Blaine swung out of a tree, landed on him, and jammed a blowgun (that he'd commandeered from another native who no longer needed it because Blaine threw him out of a tree) into the chief's neck, and communicated his intent to kill him if the others advanced.
The natives relented, and then the communication problems began. They spoke no English (or French), and we spoke no whatever they spoke, but Jamison spoke Spanish to them and that seemed to work. They told him that the temple, the golden helmet, is beyond the waterfall - so that's where we headed. Blaine took some of the indigo dye and put a blue handprint on the chief, and instructed Jamison to tell them that if he wished to, he could call down lightning any time and kill the "marked" chief.
And into the waterfall we went.
So! We were on this island, going through the Cliffs of Blood. There we were, in the jungle, when suddenly, drums!
The trees around us erupted with darts, felling a couple of our NPCs. Blaine boosted Maddie up into the trees to engage the enemy, and then jumped up himself and starting punching motherfuckers. Jamison, our guide, hid. Morgan stood front and center and shot at one of them in the trees, and that got a reaction, but the reaction wasn't "run away!", sadly.
They continued to shoot darts at the pirates. Francois climbed up a tree to engage and cast his armor charm (which helped). The natives were tough, though, and hard to hurt, even for seasoned combatants like Blaine. So then their chief came charging out of the brush, wearing repurposed Conquistador armor and a big ol' face mask.
So Blaine swung out of a tree, landed on him, and jammed a blowgun (that he'd commandeered from another native who no longer needed it because Blaine threw him out of a tree) into the chief's neck, and communicated his intent to kill him if the others advanced.
The natives relented, and then the communication problems began. They spoke no English (or French), and we spoke no whatever they spoke, but Jamison spoke Spanish to them and that seemed to work. They told him that the temple, the golden helmet, is beyond the waterfall - so that's where we headed. Blaine took some of the indigo dye and put a blue handprint on the chief, and instructed Jamison to tell them that if he wished to, he could call down lightning any time and kill the "marked" chief.
And into the waterfall we went.
Thursday, November 14, 2013
Yarr, pirates
Been a crazy week! The Demon Kickstarter is going like fucking gangbusters, and I haven't had time in the evenings to do game write-ups or anything!
So here we are.
Last time, we were on the ship, heading to Isabella, but ran afoul of no wind and then no water (to drink). The Seahawk pulled up near us, but our genius doctor hid the people with prices on their heads and then whipped up some plague-makeup. The Brits gave us water, but did not set fire to our ship (because Georgina made sure to tell them we didn't have smallpox).
And then we found our wind again, and put in to Costa de la Hacha to resupply!
We left Francois on the ship, and Blaine, Georgina, Morgan and Maddie went ashore to buy stuff (Francois later came ashore anyway because HE DO WHAT HE WAAANT). We were shopping, and soldiers approached Maddie and demanded she come with them - apparently she stole a ring from the local Baron's cousin. We intervened, Blaine disarming a soldier and Morgan whacking one over the head with a sap, and the captain surrendered before we beat his goons all to hell. Blaine and Maddie went before the Baron, who said he could make this problem go away if we brought him the Golden Helmet - which was, supposedly, in the city we were going to.
Blaine agreed, because what choice did we really have? But we'll see if he keeps that promise (he has the Heroic Hindrance, not Code of Honor).
Back on the boat, and back on the ocean, we sailed to Isabella, and from there into a channel and BOOM, there before us were the Cliffs of Blood.
We anchored the ship, and split into two lifeboats. Rowing there, Georgina noticed one of the crewmen bleeding from the nose and ears. Actually, it turned out that the stuff coming from his ears wasn't blood, but earwax tinged with blood, which was weird. We set up camp and the crew was muttering about a curse, so Blaine got some hard tack from Maddie, put it in a little sack, borrowed some indigo dye from Francois (he'd used it to dye a sacrificial goat; that dude's weird, what can I say) and had the crew take Communion, claiming he'd had the crackers blessed by the bishop while meeting with the Baron. It's bullshit, of course, but Blaine's about the morale, anyway.
And then sleep. Next time - into the island!
So here we are.
Last time, we were on the ship, heading to Isabella, but ran afoul of no wind and then no water (to drink). The Seahawk pulled up near us, but our genius doctor hid the people with prices on their heads and then whipped up some plague-makeup. The Brits gave us water, but did not set fire to our ship (because Georgina made sure to tell them we didn't have smallpox).
And then we found our wind again, and put in to Costa de la Hacha to resupply!
We left Francois on the ship, and Blaine, Georgina, Morgan and Maddie went ashore to buy stuff (Francois later came ashore anyway because HE DO WHAT HE WAAANT). We were shopping, and soldiers approached Maddie and demanded she come with them - apparently she stole a ring from the local Baron's cousin. We intervened, Blaine disarming a soldier and Morgan whacking one over the head with a sap, and the captain surrendered before we beat his goons all to hell. Blaine and Maddie went before the Baron, who said he could make this problem go away if we brought him the Golden Helmet - which was, supposedly, in the city we were going to.
Blaine agreed, because what choice did we really have? But we'll see if he keeps that promise (he has the Heroic Hindrance, not Code of Honor).
Back on the boat, and back on the ocean, we sailed to Isabella, and from there into a channel and BOOM, there before us were the Cliffs of Blood.
We anchored the ship, and split into two lifeboats. Rowing there, Georgina noticed one of the crewmen bleeding from the nose and ears. Actually, it turned out that the stuff coming from his ears wasn't blood, but earwax tinged with blood, which was weird. We set up camp and the crew was muttering about a curse, so Blaine got some hard tack from Maddie, put it in a little sack, borrowed some indigo dye from Francois (he'd used it to dye a sacrificial goat; that dude's weird, what can I say) and had the crew take Communion, claiming he'd had the crackers blessed by the bishop while meeting with the Baron. It's bullshit, of course, but Blaine's about the morale, anyway.
And then sleep. Next time - into the island!
Tuesday, October 29, 2013
Pirates: Story 2
Last night was the first session in our second Pirates story. Look at me, not waiting 10 days to do the writeup!
We join our pirates, as the ships are delivered to Captain (now Admiral) Jack Snow. He immediately promotes Jason "Bloody" Blaine to captain of the Poseidon's Due and takes the Red Treasure (or the Gato del Mar, can't remember) for himself. They haggle over terms, and Blaine agrees to sail to Colombia; a small village called Isabella, founded by the "Great Navigator", is said to be in need of an insane crew to find some lost treasure.
Blaine chooses the other PCs as his crew (obviously) and they hit the tavern in Tortuga. The next morning, they sail to Isabella, make port, and pay the docking fee. The helpful fellow at the dock tells them that Jameson, the man that wants a crew, can be found most nights at the Golden Gull, so we head there. In town, we find a statue of Christopher Columbus, the "Great Navigator," wearing an oddly viking-looking hat. Morgan recalls her grandfather tell her tales of Erik the Red, the man who really found the Americas, years before Columbus. Blaine recalls stories of the Columbus taking "heathen routes" to reach America.
The crew hits the tavern, and hear stories from folks who went sailing around the "Cliffs of Blood", were beset by curses, and escaped to swim to rescue and rededicated themselves to the Church. The pirates drank wine and waited for Jameson. When he finally arrived, he explained that the Cliffs of Blood led to the fabled El Dorado - the city of gold. Blaine agreed to be his crew, keeping 30% of the take (Blaine, BTW, isn't entirely convinced that we shouldn't just drop the guy in the ocean after we find the city, but we'll see).
That night, Francois (who has recently begun practicing voudoun; his patron loa is Aguye, the loa of the sea and sailors) went down into the catacombs under the city - someone in the bar had mentioned it. There, he received a vision of Columbus, who told him the that the world was an illusion, and something about faith (I didn't write it down, but it was very cryptic). He'd also found half a map in a crypt, but wasn't sure what it led to. He passed out, and stumbled home the next morning.
And that morning at dawn, Jameson arrived, and the ship left port! It looked to be a days' sail, or so, but our navigator was having an off night (kept rolling 1s). We wound up going south instead of north, and finally figuring out where we wanted to go...but then spotted a ship. It was the HMS Seahawk, and was a five-mast ship. Much bigger than us, and we were running low on water. Blaine told Maddie Mae to fly colors that would keep them off our backs, and she (Trouble Magnet) ran up the white flag...indicating distress.
The Seahawk fired a shot to indicate she'd seen us, and started moving toward us. We had no wind to flee and no chance of fighting, and Francois and Maddie are both wanted for piracy. "Quick," said Georgina. "We need to get the plague."
"I don't want the plague!" she replied.
"It's all right," said Blaine. "I think I know what she has in mind."
We join our pirates, as the ships are delivered to Captain (now Admiral) Jack Snow. He immediately promotes Jason "Bloody" Blaine to captain of the Poseidon's Due and takes the Red Treasure (or the Gato del Mar, can't remember) for himself. They haggle over terms, and Blaine agrees to sail to Colombia; a small village called Isabella, founded by the "Great Navigator", is said to be in need of an insane crew to find some lost treasure.
Blaine chooses the other PCs as his crew (obviously) and they hit the tavern in Tortuga. The next morning, they sail to Isabella, make port, and pay the docking fee. The helpful fellow at the dock tells them that Jameson, the man that wants a crew, can be found most nights at the Golden Gull, so we head there. In town, we find a statue of Christopher Columbus, the "Great Navigator," wearing an oddly viking-looking hat. Morgan recalls her grandfather tell her tales of Erik the Red, the man who really found the Americas, years before Columbus. Blaine recalls stories of the Columbus taking "heathen routes" to reach America.
The crew hits the tavern, and hear stories from folks who went sailing around the "Cliffs of Blood", were beset by curses, and escaped to swim to rescue and rededicated themselves to the Church. The pirates drank wine and waited for Jameson. When he finally arrived, he explained that the Cliffs of Blood led to the fabled El Dorado - the city of gold. Blaine agreed to be his crew, keeping 30% of the take (Blaine, BTW, isn't entirely convinced that we shouldn't just drop the guy in the ocean after we find the city, but we'll see).
That night, Francois (who has recently begun practicing voudoun; his patron loa is Aguye, the loa of the sea and sailors) went down into the catacombs under the city - someone in the bar had mentioned it. There, he received a vision of Columbus, who told him the that the world was an illusion, and something about faith (I didn't write it down, but it was very cryptic). He'd also found half a map in a crypt, but wasn't sure what it led to. He passed out, and stumbled home the next morning.
And that morning at dawn, Jameson arrived, and the ship left port! It looked to be a days' sail, or so, but our navigator was having an off night (kept rolling 1s). We wound up going south instead of north, and finally figuring out where we wanted to go...but then spotted a ship. It was the HMS Seahawk, and was a five-mast ship. Much bigger than us, and we were running low on water. Blaine told Maddie Mae to fly colors that would keep them off our backs, and she (Trouble Magnet) ran up the white flag...indicating distress.
The Seahawk fired a shot to indicate she'd seen us, and started moving toward us. We had no wind to flee and no chance of fighting, and Francois and Maddie are both wanted for piracy. "Quick," said Georgina. "We need to get the plague."
"I don't want the plague!" she replied.
"It's all right," said Blaine. "I think I know what she has in mind."
Thursday, July 25, 2013
Game Write-Ups Before the Long Road
We're leaving tomorrow, but not on a jet plane. A jet Civic, I guess. Heading for Iowa, Nebraska, Colorado, New Mexico, Oklahoma, Missouri, and then home. I enjoy road trips, I really do, and I'll be doing a running travelogue with pictures and everything!
But for now: Pirates.
Last time we met, we didn't really play much, because Sarah drank something she shouldn't have and got sick. So this time, we had our ambush set up. We got to the island, and found that Jack Snow's treasure was buried (supposedly) in the ruins of an old fort. We set up four cannons, armed two of them with chain shot, and angled them so as to bottleneck any incoming thieves. Then we hid and waited.
Captain Mauser and his crew came aboard, looking for the treasure of the "frosted captain," and we let fly with the chain shot, killing Mauser and several of his people. Blaine stepped around the corner (choking down bile, since he's afraid of blood) and told the survivors to stand down. Morgan rounded the cannons - and they agreed.
We tied them up, and left our captain and a couple of sailors to watch them, while we got on their boats and headed back to the Poseidon's Due. They'd left a few men behind, but we boarded and jumped them. It took some doing - one fellow in the crow's nest had a device that spat fire! But they were outnumbered, and soon enough they were incapacitated.
We discovered that the fire-spitting device was the clapper to the bell, the one that puts people to sleep. So now we have this weird artifact, and two ships...and next time (which is a while from now), we'll flip to the modern day, and find out what has become of these mystical artifacts in the ensuing centuries.
And then, last night, the exciting conclusion to our Demon: The Descent game: How An Angel Dies.
The characters, you'll recall, were in quite a pickle. Will was facing off against the demon-wolf, Marchosias, with Edgar and Luke nearby. Simon had sucker-punched Jamie, and Amy had caught her as she plummeted earthward. And Saskia was stuck in her own little reality-bubble.
Marchosias was cowed, but the characters weren't really sure what to do with him. Edgar used Interference, but instead of scattering the demon-energy around, he tried to focus it all on Marchosias. He did that, and Saskia, stuck in her bubble, saw the world around her in faint, blue-light outlines. And then a wave of...well, light started washing toward her, destroying and resetting everything in its path.
Back in the world, Edgar warned everyone to lie low. Everyone but Will (who was keeping the wolf at bay) dropped back into human form. And then the wave hit.
It filled their Aether pools, so that's good news, but it also reset everything. When the dust cleared, several of them were injured, the Aether scorching them, but it was April 21, 1962. The time-bubble had reset. Marchosias was gone. Amy looked at him with Clairvoyant Sight, and saw him back in his fire-pit. They broke into the house (now empty and not destroyed) and found the basement to be a bit warm...he was trapped again. They looked in on Simon, and he was on top of the Space Needle in present-day, looking sad. Had this reset been the Lambent's mission?
They took a cab to Fremont, hoping to use the Troll's car to get back...and found the gate closed. That left the Space Needle, but they were worried about that, seeing as how a) it's public and b) not all of them can fly. Will suggested going through the Underworld and emerging in modern day, and Luke agreed it might work. He used Rip the Gates, and the six of them trouped through the Underworld, and emerged through an Avernian Gate in the basement of a coffee shop, staffed by a barista called Charlie.
They went to the Troll, and learned that a crazy guy with a hammer had wandered down the street and smashed up the Troll's car. That, then, had been the Lambent's mission. Looking in on Simon again, they found him to be in an office at the Space Needle - apparently he works there. They went there, bluffed their way in (Authorized), and took an audience with him. Will made it quite clear he'd love to kill him, but they were willing to talk.
Simon told them his plan had been for Marchosias to wriggle through the portal into modern Seattle and burn it, but he hadn't known about the Lambent (if he had, he'd have angel-jacked the Lambent himself). The others reminded him that, y'know, they live here, but Simon acknowledged that - he just wanted to see the city burn. Will made it clear that when/if word got out about what he tried to do, it wasn't just this ring he'd have to deal with, and Simon understood that. Jamie said that, instead of trying to end the world to work through his issues, maybe he should just come down to the bar and have a drink?
Simon agreed that, in light of the day/night he'd had, that might be preferable. And so that's where we end - heading to the bar to have a drink and talk this out, like reasonable demons.
But for now: Pirates.
Last time we met, we didn't really play much, because Sarah drank something she shouldn't have and got sick. So this time, we had our ambush set up. We got to the island, and found that Jack Snow's treasure was buried (supposedly) in the ruins of an old fort. We set up four cannons, armed two of them with chain shot, and angled them so as to bottleneck any incoming thieves. Then we hid and waited.
Captain Mauser and his crew came aboard, looking for the treasure of the "frosted captain," and we let fly with the chain shot, killing Mauser and several of his people. Blaine stepped around the corner (choking down bile, since he's afraid of blood) and told the survivors to stand down. Morgan rounded the cannons - and they agreed.
We tied them up, and left our captain and a couple of sailors to watch them, while we got on their boats and headed back to the Poseidon's Due. They'd left a few men behind, but we boarded and jumped them. It took some doing - one fellow in the crow's nest had a device that spat fire! But they were outnumbered, and soon enough they were incapacitated.
We discovered that the fire-spitting device was the clapper to the bell, the one that puts people to sleep. So now we have this weird artifact, and two ships...and next time (which is a while from now), we'll flip to the modern day, and find out what has become of these mystical artifacts in the ensuing centuries.
And then, last night, the exciting conclusion to our Demon: The Descent game: How An Angel Dies.
The characters, you'll recall, were in quite a pickle. Will was facing off against the demon-wolf, Marchosias, with Edgar and Luke nearby. Simon had sucker-punched Jamie, and Amy had caught her as she plummeted earthward. And Saskia was stuck in her own little reality-bubble.
Marchosias was cowed, but the characters weren't really sure what to do with him. Edgar used Interference, but instead of scattering the demon-energy around, he tried to focus it all on Marchosias. He did that, and Saskia, stuck in her bubble, saw the world around her in faint, blue-light outlines. And then a wave of...well, light started washing toward her, destroying and resetting everything in its path.
Back in the world, Edgar warned everyone to lie low. Everyone but Will (who was keeping the wolf at bay) dropped back into human form. And then the wave hit.
It filled their Aether pools, so that's good news, but it also reset everything. When the dust cleared, several of them were injured, the Aether scorching them, but it was April 21, 1962. The time-bubble had reset. Marchosias was gone. Amy looked at him with Clairvoyant Sight, and saw him back in his fire-pit. They broke into the house (now empty and not destroyed) and found the basement to be a bit warm...he was trapped again. They looked in on Simon, and he was on top of the Space Needle in present-day, looking sad. Had this reset been the Lambent's mission?
They took a cab to Fremont, hoping to use the Troll's car to get back...and found the gate closed. That left the Space Needle, but they were worried about that, seeing as how a) it's public and b) not all of them can fly. Will suggested going through the Underworld and emerging in modern day, and Luke agreed it might work. He used Rip the Gates, and the six of them trouped through the Underworld, and emerged through an Avernian Gate in the basement of a coffee shop, staffed by a barista called Charlie.
They went to the Troll, and learned that a crazy guy with a hammer had wandered down the street and smashed up the Troll's car. That, then, had been the Lambent's mission. Looking in on Simon again, they found him to be in an office at the Space Needle - apparently he works there. They went there, bluffed their way in (Authorized), and took an audience with him. Will made it quite clear he'd love to kill him, but they were willing to talk.
Simon told them his plan had been for Marchosias to wriggle through the portal into modern Seattle and burn it, but he hadn't known about the Lambent (if he had, he'd have angel-jacked the Lambent himself). The others reminded him that, y'know, they live here, but Simon acknowledged that - he just wanted to see the city burn. Will made it clear that when/if word got out about what he tried to do, it wasn't just this ring he'd have to deal with, and Simon understood that. Jamie said that, instead of trying to end the world to work through his issues, maybe he should just come down to the bar and have a drink?
Simon agreed that, in light of the day/night he'd had, that might be preferable. And so that's where we end - heading to the bar to have a drink and talk this out, like reasonable demons.
Thursday, July 4, 2013
Bloody Pirates!
Mine's the only one that's bloody, actually, and that's only because of his nickname.
Anyway, we played Pirates of the Spanish Main some time ago, and once again I let life get in the way and didn't do the write-up. So here we go.
The crew got onto El Gato Del Mar (the ship we found and repaired), got underway, and saw, off in the distance, the Poseidon's Due. Chase was on!
Well, that didn't work out. We chased after them, but even the superb navigation of Francois didn't let us catch up. They escaped out of view, presumably headed for Tortuga. So we headed there as well - we had no food, anyway, and needed to resupply.
We put in to Tortuga, and Magidan got to work on getting us resupplied. She kicked ass at it, too; wound up getting us stocked for a good voyage for the price of a barrel of gunpowder (her winning personality and Attractive Edge may have had something to do with it). Meanwhile, the rest of us started looking for information about what had happened to the Due and its erstwhile captain. It took us a while, but we heard rumors of a sailor from that evil dude's crew who was stuck in hospital with nasty burns. Madigan, meanwhile, had heard rumors of a nasty weapon called "black fire." Hmm.
So Georgina and Blaine went to see the dude, and yes, he was covered in burns and probably dying. Georgina went to fetch medicines and otherwise make him comfortable, and Blaine told him that he sailed under Captain Snow. The man (William) was afraid, but Blaine assured him that he'd never hurt a good sailor in such straits, and that he didn't hold a pirate doing his job against him. William confessed, then, that the Due sailed for an island off the coast of Puerto Rico, looked for the treasure of the "frosted captain."
Blaine thanked him, and then told him that this was no way for a pirate to live, and held his hand over William's face until he died. When Georgina came back, he said that William had passed on. Georgina stayed at the hospital and worked for the night, in exchange for some herbs and medicines, and in the morning, we set sail.
Who, Blaine asked Captain Jack, was the "frosted captain?" "What's my last name, man?" he asked Blaine. "Snow...oh, right."
"It's a three-day voyage," said Snow. "Francois, you're going to buy us half a day."
Francois got to work and charted a route, one that got us there even faster. Next time, fully stocked and there ahead of the Due, we're gonna plan a little surprise. Avast, motherfuckers!
Anyway, we played Pirates of the Spanish Main some time ago, and once again I let life get in the way and didn't do the write-up. So here we go.
The crew got onto El Gato Del Mar (the ship we found and repaired), got underway, and saw, off in the distance, the Poseidon's Due. Chase was on!
Well, that didn't work out. We chased after them, but even the superb navigation of Francois didn't let us catch up. They escaped out of view, presumably headed for Tortuga. So we headed there as well - we had no food, anyway, and needed to resupply.
We put in to Tortuga, and Magidan got to work on getting us resupplied. She kicked ass at it, too; wound up getting us stocked for a good voyage for the price of a barrel of gunpowder (her winning personality and Attractive Edge may have had something to do with it). Meanwhile, the rest of us started looking for information about what had happened to the Due and its erstwhile captain. It took us a while, but we heard rumors of a sailor from that evil dude's crew who was stuck in hospital with nasty burns. Madigan, meanwhile, had heard rumors of a nasty weapon called "black fire." Hmm.
So Georgina and Blaine went to see the dude, and yes, he was covered in burns and probably dying. Georgina went to fetch medicines and otherwise make him comfortable, and Blaine told him that he sailed under Captain Snow. The man (William) was afraid, but Blaine assured him that he'd never hurt a good sailor in such straits, and that he didn't hold a pirate doing his job against him. William confessed, then, that the Due sailed for an island off the coast of Puerto Rico, looked for the treasure of the "frosted captain."
Blaine thanked him, and then told him that this was no way for a pirate to live, and held his hand over William's face until he died. When Georgina came back, he said that William had passed on. Georgina stayed at the hospital and worked for the night, in exchange for some herbs and medicines, and in the morning, we set sail.
Who, Blaine asked Captain Jack, was the "frosted captain?" "What's my last name, man?" he asked Blaine. "Snow...oh, right."
"It's a three-day voyage," said Snow. "Francois, you're going to buy us half a day."
Francois got to work and charted a route, one that got us there even faster. Next time, fully stocked and there ahead of the Due, we're gonna plan a little surprise. Avast, motherfuckers!
Sunday, June 23, 2013
Pirates! Yarr! (Part 1)
So, two freaking weeks ago, we played Pirates of the Spanish Main for the first time. I've been meaning to do this write-up for a while, but I haven't because I don't have the character sheets I didn't bother to check because (I'm not running the game) and I'm a numpty I can't remember everyone's name. However, since I'm spending today catching up on various blog-related things, I'll go ahead and do it, and fill in the names later as necessary.
The basic premise here, BTW, is the our pirates are going to be finding and stashing magical artifacts, and then we're going to jump to a modern-day, Warehouse 13 type of game (in Cinematic Unisystem; I'm playing a ghost!) to track them down again.
But first, dinner:
Sauteed the sole in butter, lots of butter (salt, herbs, as well). Cut the yams up small and then cooked them like risotto, with the yoghurt and some milk and broth as the liquid. That was interesting. Cooked the bok choy with the vinegar glaze; simple enough, but it worked.
OK, so, characters:
The basic premise here, BTW, is the our pirates are going to be finding and stashing magical artifacts, and then we're going to jump to a modern-day, Warehouse 13 type of game (in Cinematic Unisystem; I'm playing a ghost!) to track them down again.
But first, dinner:
![]() |
| Balsamic glaze, strawberry yoghurt, yams, baby bok choy, sole (not pictured). |
Sauteed the sole in butter, lots of butter (salt, herbs, as well). Cut the yams up small and then cooked them like risotto, with the yoghurt and some milk and broth as the liquid. That was interesting. Cooked the bok choy with the vinegar glaze; simple enough, but it worked.
OK, so, characters:
- "Bloody" Jason Blaine, quartermaster (me). Blaine's nickname doesn't come from the fact that he's a skilled fighter; he is, but he's a pugilist first and last. He's actually afraid of the sight of blood, and so avoids stabbing or shooting.
- Georgina St. John, surgeon (Michelle). Upper class English woman who went against her family and managed to find a medical school that would take her, but the only place she's been able to practice is on the high seas.
- Francois, navigator (Toasty). Haitian former slave (has Outsider and Branded, so he was naughty at some point).
- Morgan, gunmaster (Amanda). Old lady, half deaf, but very adept with shooty things. Likes to talk, perhaps a bit too much.
- Madigan Maye, boatswain (Sarah). Irish lass and graduate of the Ladies Academy (it's in PoTSM, look it up). Wanted for crimes her player can't remember right now because it's "early."
So we begin as the characters leave Tortuga, heavily laden with supplies and off on more pillaging and adventure. We bed down for the night and Blaine takes the first watch...and promptly falls asleep. Morgan wakes up to the sound of grapples on the ship, and runs (shuffles, anyway) to the warning bell to ring it. But it's missing its clapper. It makes no sound...and has a soporific effect, and she dozes off.
We all wake up in chains: The PCs, the captain (Jack Snow), the pilot (Dubloon Swallowin' Quinn), the power monkey (Crazy Pegleg Ivan), and several sailors. The dude who attacked our ship the Poseidon's Due), a pirate whose name I can't recall (had a "Red" in it) cast us off the boat with some supplies, onto an island, and sailed away on our frickin' ship. Only later did we realize we'd only seen our ship sailing away - what had he sailed up on?
So we're on this island. Now, we'd been heading here anyway. There's a legend about another pirate ship that had been lost around here, and maybe we could find the ship and at least use the supplies? So we set out through the jungles, stopping long enough to cut down some bananas, and along the hike we found some bodies of the pirates of...this other ship (arrgh, can't remember the name), and finally the ship itself (more bodies).
We got to work making it serviceable again, which involved cutting down trees to repair the masts and using the cargo we found (silks) to repair the sails. We found the captain's log and discovered that the ship had run aground after sailing up the river on the island, and the crew had died of dehydration and dysentery. Their only request: That their bodies be taken out to sea and dumped there, rather than be left to rot on this island. We decided to oblige them, and loaded the bodies onto the ship, and sailed out...looking for the bastard that took our ship.
(Future updates will have more detail, but again, it's been two weeks and I kept forgetting to do this one.)
Thursday, October 28, 2010
Character Creation: Pirates of the Spanish Main
Yar, yo-ho, rum, mermaids, etc.
The Game: Pirates of the Spanish Main
The Publisher: Pinnacle Entertainment Group
Degree of Familiarity: Some with Savage Worlds, none with this game.
Books Required: Just the one. Unlike most SW products, you don't need the Savage Worlds core. All the rules are right here!
Well, in the Explorer's Edition, the sample setting included is a truncated version of this game. So I really could skip this, having already made a character for that setting, but eh. What fun would that be?
Step One:
Traits. Hrm. OK, well, now I need a nationality, or at least a concept. Looking at the handy list of concepts that the book provides, I like the notion of playing a duelist, someone who hires himself out to nobles to fight their duels for them. I'm likewise intrigued by the notion of making that kind of character just starting out. Inigo Montoya keeps popping to mind as an inspiration. Also Johnny Hardin as portrayed in Maverick. Young, not especially bright, skilled but unseasoned.
So, for traits, I get the usual d4 in everything + 5 dice to spread around. Obviously I want a high Agility; let's put that at d10. I'll leave Smarts and Spirit at d4, and boost Strength and Vigor to d6.
Skills. 15 points, as usual. I want:
Fighting d10
Boating d6
Riding d4
Notice d6
Guts d8
Taunt d8
Now, my Spirit is too low for this (needs to be a d8 to make the numbers work), but that's OK. I'll move a die from Vigor to Spirit (making it a d6), and then when I do Edges I'll boost it again, or take more Skills or something.
Speaking of which:
Edges & Hindrances. I get a free Edge for being human. I'll take the usual one major and two minor Hindrances, too. Heh. I'll take All Thumbs. There's a reason this guy uses swords, not pistols. I'll take Arrogant - this guy's the best and he knows it. And going with that, I'll take Big Mouth. Can't keep a secret, especially after lunch.
And then I'll take Two-Fisted with my free Edge. Going with that, I'll use two of my points to buy the Florentine Edge, making me even more dangerous with a sword(s). And then I'll use the other two to bump my Spirit to a d8, making my Skills legal.
Derived Traits. Pace 6'', Parry is 7, Toughness is 4 (ugh) and Charisma is 0. Yadda-yadda.
Also Fame 0, for that matter.
Now, normally I don't bother with Gear, but I want a sword. I'll buy leather armor (50p), a cutlass (50p), and a rapier (150p). I'm sure I'd want other stuff, but eh.
Details. Domingo Santiago de Compostla is the son of a nobleman, unjustly ousted from his lands by a corrupt lackey to the king. Cast upon the high seas with only his father's sword and a whispered prayer from his mother, he is searching for revenge upon the Spanish nobility (ptoo!) that wronged him! He gives half off on duels against Spaniards.
Actually, Domingo is the son of a butcher. His real surname is Carreras. His parents are alive and well and living in Compostela, and he sees them occasionally when he needs to hide out. He's only ever been in a few duels, none of them fatal. He is naturally gifted with blades, though, and could probably become quite famous and skilled - if his mouth doesn't get him killed first.
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