Chapter 4 - Hunters by Sea and Land

In Scag Harbor, the newly minted band of pirates plots their next move. After acquiring some last minute supplies and recruiting sailors for Solarr, they set sail. Their first stop: the fishing village under assault by boars. Their second stop: Gorgon, the merchant ship bound for Korynthia.

As they sail around Scag Island, we check in with our cast and crew:

-Cake’s crawling claw (“Le petite main” as Chaser calls it) has escaped from its cage and is now hunting rats onboard. Cake also figures out how to use the Mayincatec Calendar, a magic stone device that allows him to turn back time for a second to correct a mistake.

-Capt. Teach decides to train Oni, the mediocre helmsman, to be a better sailor. He also checks out his Ampliwand, a magic device that he conned a bard out of that is basically Mr. Microphone.

-Chaser struts around shouting nonsensical orders to their new crew in his hat.

-Titus has taken responsibility for four new marines dressed in nice red shirts. Kevin, a bumbling but strong ginger-colored human, really stands out.

At sunset, Solarr arrives offshore at Oddwater, a humble fishing village full of humans with bad Australian accents. True story: the DM originally called this location “Hardwater” but the PCs misunderstood the local accent and heard “Oddwater,” which is a better name. They row ashore with Ned and Buckethead, the locals who hired them, and meet the concerned villagers on the beach.

Denehy, the friendly village chieftain, tells the PCs the story: weeks ago some hunters went missing in the hills, and since then the village has been under nightly attack by rampaging hogs led by a hulking King Boar.

Sure enough, the boars attack the village that very night. The PCs make quick work of the regular boars, but only wound a huge dire boar before it retreats into the jungle.

On the trail of the wounded boar, the PCs enter a dark ravine where they encounter a giant wereboar and his underlings. When it becomes clear that normal weapons won’t cut it, Titus activates one of his magic tattoos and draws a pair of silvered cutlasses. Chaser also activates one of his tattoos and summons a deep pit, which Titus and the wereboar fight on the edge of. Finally, the wereboar falls into the pit and transforms before their eyes… into Denehy the village elder.

"Buckethead."

    -Buckethead    

To avoid answering too many questions, the PCs triumphantly return to the village, quickly scoop up their reward – four magical necklaces that allow the wearer to breathe underwater – and GTFO.

With their new crew members Ned and Buckethead, Solarr sets out to intercept Gorgon.

Master Zuno, the big shot Merchant’s Guild master in Scag Harbor, has tasked the PCs with boarding Gorgon and securing a distinct red and gold chest from its hold. He cares not what the party does with Gorgon or its crew. Zuno somehow knows when the ship will depart from Port Sapphire and when it will pass nearby.

At dusk, Solarr spots its prey. In the darkness, the faster Solarr catches up with the merchant ship, sneaking up behind under the shroud of magic fog. By the time Gorgon’s crew spots the threat, it’s too late: Solarr has already smashed hull-to-hull and pirates are swarming aboard. While the 0-level sailors on both ships fight, the PCs square off against Gorgon’s officers. Their deck wizard drops fast, but the ship’s half-elf Capt. Gorian and his first mate and bosun are formidable foes. Ultimately, Titus and Chaser double-team the captain and Capt. Teach uses his Ampliwand to demand the crew surrender – which they do.

The PCs are now in possession of two ships. Gorgon can carry much more and is armed with a valuable spell turret, but the PCs prefer the speed and agility of Solarr. The pirates rummage through the hold, which is full of Plunder and the red and gold chest that Master Zuno craves.

It’s official: they’re pirates for real now.