| Long-suffering Palace fan
Join Date: Jan 2002 Location: London, UK
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| Session#9 Saturday 13th May
Rob, William and Lopez head off in search of a healer for the injured Merritt. Hearing about a barber-surgeon named Simon Belmont, they go to his home. When there is no answer to a knock on the front door, Rob picks the lock on the back door and sneaks inside with Lopez. William, meanwhile, puts the unconscious Merritt on the bed in the front room. The other two sneak upstairs where Rob disguises himself as a girl before they wake up the snoring Belmont. The surgeon has clearly been drinking and is somewhat confused when he finds strangers in his house, but eventually agrees to tend to Merritt. The men of the Fortune leave him with Belmont and adjourn to the tavern, later returning to check on Merritt. All appears to be in order: Merritt is clearly on the mend.
Sunday 14th May
Merritt returns to the ship, still in need of rest, but conscious and feeling much better. His healer, Simon Belmont, talks to the captain in one of the taverns about the possibility of serving aboard the Fortune. Meanwhile, Soliere arrives at the dock and comes aboard to give the others instructions on how to find Hell’s Cove once they reach the Yucatan. As he goes to leave, Lopez spots three boats full of armed men heading towards the Fortune through the fog. The men in the boats are clearly associates of Albert de Montblanc, and attempt to board the pirates’ ship. Ably led by Peregrine, the crew of the Fortune repel the French vagabonds with only minimal losses (two of their musketeers). As the enemy retreats, Peregrine orders the gunners to fire a broadside of grapeshot. This tactic is very effective: two boatloads of Montblanc’s men are killed by the cannon fire. By this time, the captain is on the dock with Simon Belmont. The pair are picked up in one of the ship’s boats, and the Fortune leaves Leogane.
Monday 15th May
Heading west from Leogane, the Fortune drops anchor at the entrance to the swamp. Two boats head inland: the first hold Peregrine, Rob, William, Lopez and eight others. The swamp is dark, misty, creepy and filled with mosquitos which cause a fair amount of discomfort as the boats are rowed up the river. When Peregrine’s boat reaches a small village of escaped slaves, the pirates spot a small child, apparently drowning in the river. Peregrine and Lopez dive in to investigate, only to find there is no child at all, and the water is riddled with crocodiles. One takes a bite out of Peregrine, as others capsize the boat and attack everyone in the water. While most of the pirates manage to reach the bank safely, four sailors are not so lucky and are eaten by the hungry reptiles.
Later, as the river narrows, five zombis appear out of the water and attack the boat. A fierce battle ensues, with the pirates surrounded. All the zombis are eventually destroyed, but only at the cost of the lives of Lopez and two other sailors. Rob is seriously wounded in the fight and goes unconscious.
__________________ At the Sign of the Green Man Parsantium.com Notes for a New Campaign City, Parsantium Pirates of the Caribbean Story Hour Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons) |