While sailing to Enland, the party will be attacked by pirates. The ship the pirates are using is small, but loaded to the gunwalls with men who remain hidden in the hold until a grappling hook is thrown to the other ship. Then they come out and leap onto the ship.

 

BUCCANEER/PIRATE (x55); Crew of the ship DeathWatch Captain Efunyak LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 54;

#AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M;

THAC0:14 PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)

1St Mate JockPi

LVL 7 FTR ; AC 2; MV 9"; HD 7D10; HP 31;

#AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M;

THAC0:14 USES QUARTER STAFF (1-6)

AC SEE BELOW; MV SEE BELOW;

 

Pookhob - Away Team Leader

LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10;

HP 23, 14, 17, 18;

#AT 1; DMG BY WEAPON; SIZE M; THAC0:18 USES SHORT SWORD (1-6)

 

1st Sarget - Quaduck

HUMAN, LVL 3 FTR ; AC 4; MV 9"; HD 3D10; HP 9; #AT 1;

INT AVERAGE; AL VAR; SIZE M;

THAC0:18 USES LONG SWORD (1-8)

HUMAN, LVL 2 FTR; HP 1(x14),2(x10), 5(x12), 3(x9), 6(x10);

#AT SEE BELOW; DMG BY WEAPON; INT VERY; AL N; SIZE M;

THAC0:19

(x4) AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"

(x2) AC 5, SWORD (1-8), MV 9"

(x7) AC 7, SWORD (1-8), MV 12"

(x14) AC 8, SPEAR (1-6), MV 12"

(x14) AC 8, AXE (1-8), MV 12"

(x6) AC 8, HVY. CROSSBOW (2-5), MV 12"

(x8) AC 8, LT. CROSSBOW (1-4), MV 12"

 

There is some treasure in the pirate ship, but little food as they are hiding out on one of the small islands that are the first to be reached from the direction the party is coming from. There also is not much treasure. 140gp total on men, 654gp on pirate ship.

During the fight, a party member who can not be harmed (either because of a wraithself spell, or some other means) will be approached by one of the pirates who will sheath his weapon and approach with open hands. This will be done if possible out of sight of the other pirates.

Defecting Pirate - Iheur

Race -- Human Interest -- Hunting

Class -- Fighter Occupation—Fisher (Fresh Water)

Sex -- Male Morals—Perverted

Strength -- 11 General—Rough

Intelegence -- 14 Intellect—Average

Wisdom -- 7 Piety—Irreligious

Dexterity -- 14 Personality—Taciturn

Constitution -- 17 Hit Dice—d10

Charisma -- 13 Nature—Jealous

Comeliness -- 13 Materialism—Avaricious

Allignment -- Chaotic Neutral Possessions—Exceptional

Age -- 19 Apparent Age—Ancient

Armor Class -- 2 Bravery—Normal

Favored weapon—L. sword General Tendencies—Optimist

Height in " -- 61 Disposition—Morose

Weight in # -- 152 Honesty—Decietful

Hair Color -- Black Sanity—Neurotic

Complexion -- Black Energy—Driven

Features -- Fine Thrift—Thrifty

Social Standing - Lower Middle Collections—Musical Inst.

This pirate is the first mate of one of the ships the pirates looted. He pretented to want to join the pirates, but really did so to save his life. The first mate will promise to aid the party in any way he can to prevent rejoining the pirate band. He knows where their current base is (there is a small amount of treasure in the form of furs at that base) and knows the island where the pirates keep the bulk of their treasure. He will guide the party there if they will offer them santuary.

The pirates had not banked on the ship being protected by so many marines. They will attempt to flee back to their ship. If no one else in the party suggests this, Cappy will yell "Come on, get them. We’ll take their ship and have it for own!" He will continue to preassure the party to attack the pirates even if the party decides to let them go. He will urge them to follow the ship to the base (or take the directions from the first mate and go to their base).

If they decide to capture the pirate ship, they will find that the pirates will fight to the death as they expect survivors to be hung.

Once the party has the pirate ship, they will find that it is not a good ship and has a lot of problems (leaks, rotten masts, fraid ropes etc.) and is not good for going out of sight of land.

The first mate encourages them to find the pirates treasure trove and offers to lead them to it in their new ship. He knows nothing about the island other than its position. He knows nothing about its defences or the difficulties the party will have getting to the treasure.

They will find the island is only about 200 miles away. It is on a small island with no beach. There is only 1 place where they can safely land a small ship. The island is home to a large group of kuoa-tau with whom the captain of the pirates had an agreement. If they would guard his treasure for a hundred years they could have it if he didn’t return. They would have to give it up if he or anyone who has the captains special signet ring (non-magical) and knows to say "I wish I was a fish" in Kuoa-tau.

Once the party is on the island this will be a standard dungeon adventure as they will have to either trick the Kuoa-Tau or find the treasure for them selves and fight off all commers to keep it!

The inside of the castle consists of 4 levels. 1-3 are above gound and the 4th is the dungeon. The upper levels are disguised as a natural rocky outcropping. Inside, it is well constructed. The doors and windows (openings) into the building are almost impossible to find.

125 years ago, a powerful mage chose this island to build a hide away. Using means natural and magical this building was built to his spec. It has been home to pirates off and on for the last 400 years. It is unknown why becomes uninhabited occasionally.

Parts of the lower dungeon are flooded with water and have been opened to the sea so the Kuoa-Tau can get in. They don’t bother with the upper floors, and this is the area where most of the pirates live.

Powerful wards (perminante fear, m. mouths, magical traps) have been set to protect the upper levels. They are undisturbed beyond the main door.