[5e] Spell & Crossbones

I had a quick thought. I know you're working out your background, but would it be easier narratively if our characters already knew each other when we enter the story? Maybe something as simple as we both overheard the rumors at the tavern and decided to work together to get a piece of that treasure.

Something like that might be workable- at this point, Flynn is likely to have some connection (albeit hardly recent) to Kat and Old Zef. Depending on how long Blaise has been on the island, we might have come in on the same ship- Flynn is likely to have arrived only recently, and has been (a bit uncharacteristically) keeping a low profile, with Captain Wallace in port (and, rumors say, a certain Sir D'Arcy on the island somewehere)...
 

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Flynn O'Rourke's a surgeon, right? And Blaise is an abolitionist pirate who himself escaped magical enslavement? Maybe Flynn removed a bullet from Blaise at one point, and they shared a bottle of scotch? Just ad-libbing!

I'll get back to you about those magic items [MENTION=20005]Matthan[/MENTION].
 

[MENTION=20005]Matthan[/MENTION] definitely one item will be this one, not sure about the other yet.

Libeté’s Votive Buckler
Armor (buckler shield), uncommon

Emblazoned with the symbol of Liberté, this metal buckler shield sports a flared edge and the inner face is engraved with Blaise’s oath to Libeté. It can be worn either on the sword hand or the free hand. When worn on the freehand it grants +1 AC and can be used to attack for 1d6 bludgeoning damage as an action. When worn on the sword hand it grants you advantage on checks to avoid being disarmed (or disadvantage on checks to disarm you).

In addition, when wielding the votive buckler, a cleric or paladin can use Channel Divinity thus:

Libeté’s Touch: As an action, you can strike shackles, manacles, or other metal bindings, and those bindings - along with any that are attached or of the same construction within 30 feet - are sundered and fall free.
 
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[MENTION=20323]Quickleaf[/MENTION]

Love the shield. I haven't gotten much into magic items yet in the campaign that I run, but I had never thought of giving an additional option for Channel Divinity. I have a paladin player that I need to remember that for. That's a neat design that is flavorful and auto balances since it ties into an existing limited resource.

Plus, now I want to find a way into the hold of a slave ship and start a prison break.

One note, I used Google translate to get a Haitian Creole translation for Freedom (after a lot of words either did not translate or translated into phrases). Anyway, the translation is Libète with no "r". The "r" sound makes it to similar to English though they obviously have a cognate relationship (liberty). That's my nit picky comment. I promise it won't be a habit.

I updated my character post to reflect the magic item and blocked it off to help with scrolling. I'm excited to jump in soon. I've been daydreaming pirates for the last few days now.
[MENTION=48394]pathfinderq1[/MENTION]

I like Quickleaf's suggestion about you digging a bullet out of me at some point in the past. It's a minor detail that doesn't need to be worked into either of our 'official' backgrounds, but gives us an initial relationship to skip past several posts of introduction to each other whenever we meet up. Whatever the details are (were we in a fight together, drunken brawl gone wrong, etc...), I'm cool with just developing as it comes up in play (maybe just off handed remarks to 'that time in Tortuga'). Does that sound cool to you?
 

[MENTION=8058]Queenie[/MENTION] [MENTION=4936]Shayuri[/MENTION] [MENTION=2820]Fenris[/MENTION] [MENTION=6787234]peterka99[/MENTION] I'm going to fast-forward you thru the transport of D'avard to the Colonial Hotel. du Tourbillon plans to cast a particular spell on him, which you can choose to be present or absent for, and then will return D'avard to your custody or over to the Nassau "authorities" (Blackbeard's men) as you desire.
 

I like Quickleaf's suggestion about you digging a bullet out of me at some point in the past. It's a minor detail that doesn't need to be worked into either of our 'official' backgrounds, but gives us an initial relationship to skip past several posts of introduction to each other whenever we meet up. Whatever the details are (were we in a fight together, drunken brawl gone wrong, etc...), I'm cool with just developing as it comes up in play (maybe just off handed remarks to 'that time in Tortuga'). Does that sound cool to you?

That sounds fine to me, with the caveat that any interactions with Flynn in the Caribbean would have been more than fifteen years ago, or with the last month or so. More recent probably works better- since we are both wanted by the English it might have been during a British raid on a pirate den; in the ensuing chaos we went our separate ways, but it was recent enough for us both to go "You, again?' at next meeting...
 

Where we are, for now (Flynn's background, part 1)

So I have the first part of Flynn's background ready for review- it covers up until 15 years ago, at which point he disappeared from the Caribbean until a month or so ago. What WAS he up to? That is at the heart of the next round of questions.

A. Would people prefer a more skill-focused, cerebral sort of character, or a more physical type? For a physical character, would we want another swordsman, or with the loss of Barrington would a gunman be better? I have all three versions basically built, but the background histories are a bit different to explain the different concentrations.

[sblock= Version 1, the 'Shepherd Book' analog] In this version, Flynn sought solace in both booze and faith- he spent years wandering the world, visiting holy sites and learning Important Truths. As an Old Salt/Immortal, he would have the backgrounds of Sailor/Pirate and Hermit/Pilgrim, with a discovery related to the universal nature of the divine, and the forces arrayed against Man and God. Bard 3 (Lore)/Cleric 1 (Knowledge, and drawing upon both Loas and all the Gods of the Book). Heavily skills-focused, and both a surgeon and a Healer. Whiskey-based holy water FTW! [/sblock]

[sblock= Version 2a, "By the gun"] In this version, he wandered a sailor and surgeon, but honed his skill with firearms. Backgrounds are Sailor/Pirate and Sage- physician, with the Armed to the Teeth fortune and Firearms expert. Classes would be Ranger 3 (Swashbuckler)/Pirate 1/Bard 0. [/sblock]

[sblock= Version 2b, "By the sword"] In this form, he built his skills as a swordsman, as well as a surgeon. Backgrounds are, again, Sailor/pirate and Sage- physician, but with Swordsman school instead of Armed to the Teeth. Classes likely Bard 3 (Swashbuckler)/Rogue 1/Fighter 0. [/sblock]

[sblock= all three versions] All three versions have both Medicine and Surgeon's tools, among other skills. Common fortunes are: Immortal (Good), Enemy- Sir D'Arcy (Ill; he wants to learn my secret by dissecting me), Wanted- English (Ill, and I wear the Pirate brand), Old Salt (Mixed- I am over 60, though I look less than half that), and Affliction- festering wound (from the DMG table, with the caveat that magical healing is needed to fix the HP loss, but does not cure the condition). Probably has Whiskey Johnny as well (drinking keeps Haunted in check); in the past he had both Casanova and Notoriety. Not enough slots left over for Trinkets, I think. Also has a minor (no game effect fortune for 'Left-handed', and a lesser version of Wastrel, applying mostly to clothes and alcohol). [/sblock]
 

Oops, ran out of room there. Here is the actual background, so far (up to 15 years ago):

[sblock= Flynn's story, Part 1: "The curse of the Aztec Queen"]

History: Flynn was born in a small fishing village in northern Ireland. Most of the villagers earned their living from the sea- Flynn was helping on his parents’ fishing boat almost before he could walk. Recruiters for the Royal Navy visited the village fairly often, and it was no surprise that Flynn shipped to sea as a powder monkey at the age of eight. From the first, he was clever and good with his hands- in a short time he was tasked as an assistant to the ship’s surgeon, a half-drunk ex-Jesuit. By 12, he was a full-fledged apprentice, and he left the Navy for good at 15, when his mentor mustered out. Master and student spent 4 more years on a variety of merchant and explorer vessels, until old ‘Father’ Callahan passed away.

By twenty, Flynn was acting Second Surgeon for an expedition deep into the jungles of the Yucatan, in search of a legendary ‘Lost’ elven city. They found far more than they bargained for- most of the expedition was wiped out by savage elves that seemed to appear from thin air; Flynn and a few others were captured. Even after torture, Flynn, a budding Casanova, attracted the attention of the eladrin queen; over the course of months leading to a planned mass ritual sacrifice, Flynn and E’Suvarion fell deeply in love. At the very last, the queen botched the finale of the ritual, returning Flynn’s heart to his chest. “As your heart bleeds, you will remember me, and I will remember you- FOREVER,” she sang, sealing what had been a gaping hole in his chest- though it left a burned brand in the shape of her slender hand. The failed ritual bound their two life-forces together, but it was a disaster for the eladrin, as the city and all its inhabitants faded into the Feywild, probably forever. Flynn (horribly scarred) and a few others were left alone in the jungle and barely escaped to be picked up by a merchant ship making a stop to take on fresh water.
After recovery, Flynn returned to his work, serving as surgeon aboard a succession of ships- it was during this time that he began to seek solace in a bottle. After a few years he found himself back in Ireland, in the port city of Belfast. Seeking some extra money, he began teaching a young Halfling ‘nobleman’ (Sir D’Arcy Hailstone-Millstone) the basics of surgery and medicine. It didn’t take long for Flynn to be back at sea as part of the budding naturalist’s entourage- and it didn’t take long for the group to run into trouble on a jungle island. It took even less time for the expedition to disintegrate when D’Arcy abandoned them to save his own skin- but by then Flynn was glad to get away from the disturbing little fellow.
Five more years passed- by then Flynn had begun to notice that he had aged hardly at all since that fateful day in the jungle- but the pain, and the memories, were still as fresh as if it had been yesterday. Whiskey helped, and Flynn was still a gambler and a Casanova of nearly legendary appetite- though no other woman could compare to his lost eladrin lover. After a terrible storm sunk his ship, Flynn found himself adrift with a few others in a small boat- they were soon ‘rescued’ by a passing vessel, the Heart of the Seas, captained by the pirate Blackheart (who was actually looking for a few new crewmen- and as luck would have it, a new surgeon).
That was twenty-five years ago- and since then, Flynn has considered himself a pirate, rather than a regular sailor. He served on Blackheart’s crew for 5 years, and was there when the pirate captain took an exotic ‘princess’ as his own. Though it pains him to this day, Flynn was also the ship’s surgeon who failed as a midwife- and though he would never admit it, he feels that Inka’s death was at least partially his fault. He stayed aboard the ship for two more years, though alcohol and guilt made the time blur.
After another storm, the ship was desperate for supplies- desperate enough for Blackheart to make port on an island held by the English; he hoped to resupply and get away before any English ships could reach the island to capture him. While Blackheart and the Heart of the seas did manage to escape, it was a close call- and several of his crew were left behind, including Flynn (who was found by the English soldiers, lying in a drunken stupor on a tavern floor). Without any hard evidence, the local judge wouldn’t sentence the men to hang, but they were branded as pirates and imprisoned. Two days later, the entire group escaped, led by Flynn- it was during the course of the escape that he earned the nickname he wears to this day; what was planned as a small fire for a distraction accidentally reached the fort’s powder magazine- part of the town was leveled and several British ships in the harbor were set ablaze, including nearly new warship which burned to the waterline. After the escape, Flynn sailed a pirate for a few more years- though never again did he cross paths with Blackheart…
[/sblock]
 
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Fabulous back story [MENTION=48394]pathfinderq1[/MENTION]! Love it. It also gives you an easy in with the crew, Katerina wouldn't remember you but the two Old Salts (or at least one in Old Zef not sure if [MENTION=6781406]Unsung[/MENTION] is still with us) would most likely still remember you.

Right now Katerina is the only "fighter" if you want to call her that, she can shoot and use a sword, but she is firstly a rogue (Rogue3/Fighter1). Old Zef has magic, as does Nia. Badouin is still mysterious, I believe du Tourbillon mentioned him keeping books but I'm pretty sure he knows his way around a fight. It looks like Blaise will be able to fight.

Generally I'm all for picking characters that make you happiest. [MENTION=20323]Quickleaf[/MENTION] is a fantastic writer and I am sure he will work the game around whatever you choose, character wise. We can always hire whatever positions we don't fill as our characters! :cool:
 

Flynn 'the Firebrand'

Getting started on this- I'll be filling in the various sections as I have time, and I will post again once I'm done. Since both Blaise and Etienne are strong in melee, I ended up focused on ranged combat- though Flynn can handle himself in melee as well.

>The basics:
-Flynn James O'Rourke ("the Firebrand", also travels under the alias of James Callahan)
-Human (Irish); male; CG (Neutral tendencies)
-Bard 3 (Swashbuckler)/Pirate 1/Ranger 0
-Backgrounds: Sailor (Pirate), Sage (Physician)
-Ship's role: Surgeon (etc.)

[sblock= Fortunes and Background Traits]
>Good fortunes: Immortal, Armed to the teeth
>Ill fortunes: Enemy (Sir D'Arcy), Wanted (English), Affliction (Festering wound, see notes in Discussion)
>Mixed fortunes: Old Salt, Whiskey Johnny

[sblock= Fortunes discussion, including past and lesser fortunes]
> Over the years, Flynn has seen his share of Fortunes come and go. In his younger, more active days he had Casanova and Notoriety (which might still live in some people's memories). While he is still a Whiskey Johnny, he no longer has the Vice- alcohol- though he still often ACTS as if he does; he certainly has a taste for fine booze. He has also been a Wastrel, and still has a fondness for good clothing and the comforts of life, though not quite so much compulsion. His sharp tongue and use of sarcasm and insult have tempered from the days when he had Fighting Words as well. He also USED to have Contacts, but most of them are dead, or retired, or have otherwise moved on- currently this is represented by his 'Ear to the wind' background feature.
>Because of his past, any attempts to identify his Fortunes (or otherwise read his personality) will show him as having some level of the following: Casanova, Notoriety, Vice- alcohol, Wastrel, Fighting words.
>In terms of active Fortunes: He is not fully Immortal, he just ages at an elven pace (roughly one year for every 5-10 actual years passing). Sir D'Arcy is an Enemy because he has figured out that Flynn ages very slowly- and wants to dissect him to find out why; he is keeping the secret though, as he wants that secret for himself alone- and he has a habit of popping up in the oddest places (like that time in Peru...). He is (still) wanted by the English, and wears the Pirate brand on his right forearm.
>His Affliction as an Old Salt is the reminder of his narrow escape from the eladrin. Starting with the Festering Wound injury from the DMG, it is further defined by its permanence- in this case ONLY magical healing can fix the daily HP drain, and nothing is known which can cure the wound.
[/sblock]

>Background traits:
-Personality trait 1: I am driven by a wanderlust that led me away from home- and all around the world.
-Personality trait 2: I have a taste for exotic things (alcohol, foods, and women), and an appreciation of quality merchandise.
-Ideal: (People) I help the people who help me- that's what keeps us alive. If I spare a little kindness to those in need, perhaps the favor will be returned when I need it.
-Bond: Obligation (I owe my life to Blackheart- and though I might never admit it, I feel I owe Katerina a life debt as well, for the loss of her mother)
-Flaw: I'll never fully trust anyone other than myself.
[/sblock]

[sblock= Mechanical details/CRUNCH]
-Speed: 30 feet
-Initiative: +4
-Passive Perception:
-Senses: normal
-Hit Points: 32 (8+5+5+6+8 CON)
-AC: 15 (DEX +3, Unarmored defense +2)
-Melee attack: +5 (cutlass, whip, or dagger; Finesse)
-Ranged attack: +7 (pistol)
-Spell attack: +5 or DC 13

>Stats:
-STR 11 (+0)
-CON 14 (+2)
-DEX 17 (+3, save +5)(+1 human)
-INT 12 (+1)
-WIS 13 (+1)(+1 human)
-CHA 16 (+3, save +5)
-Roll: http://invisiblecastle.com/stats/view/38409/

>Feats:
-Firearms expert (human bonus)
-Next: ASI (Dex/Wis)(At Bard 4)

>Skills:
-Acrobatics +3
-Animal handling +1
-Arcana +1
-Athletics +2P
-Deception +5P
-History +1
-Insight +3P
-Intimidation +3
-Investigation +3P
-Medicine +5P (expert)
-Nature +3P
-Perception +3P
-Performance +3
-Persuasion +5P
-Religion +1
-Sleight of hand +3
-Stealth +3
-Survival +3P
*Jack of all trades adds +1 to stat checks that don't have Proficiency (not included above)

>Tool Proficiencies: Vehicles (water), Surgeon's tools (Expert), Herbalism kit, Musical instrument (x3; Fife, drum, violin)
>Seafarer's tricks (3): Mariner's Lore, Merchant, Dead reckoning (Next: Sea legs, Issue commands)
>Languages: Common (English), Irish, Spanish, Latin, Thieves Cant
>Racial abilities (Variant human):
-Size is Medium; Speed 30 feet
-Ability score increase: +1 to any 2 stats (DEX, WIS)
-Languages: Common (English), and one extra language (+campaign bonus)
-Gain one extra trained skill
-Gain one feat at level 1.

>Class Abilities (Bard):
-Proficiencies: DEX, CHA saves; any 3 skills; 3 musical instruments; Light armor; Simple weapons, Pistol, Rapier, short sword.
-Bardic inspiration: +1d6, 3x/day
-Jack of all trades: Add half of proficiency bonus to non-proficient ability checks (includes Initiative)
-Song of rest: +1d6 HP after short rest
-Bard path: Swashbuckler (2 Seafarers tricks, Unarmored defense)
-Expertise: 2 proficient skills (Medicine, Surgeon's tools)
-Bardic spell-casting: Uses CHA; Spells known= 6, +2 cantrips; Vicious mockery, Prestidigitation; Charm Person, Command, Healing Word, Thunderwave; Lesser restoration, Suggestion

>Class Abilities (Pirate MC):
-Add Proficiencies: Martial weapons, 1 skill from class list
-Thieves Cant (Add extra language)
-Piratical versatility: 1 bonus Seafarer's trick
-Fighting style: Archery/firearms
-HP: +1d10 (6)

>Background- Sailor (pirate)
-Skill proficiencies: Athletics, Perception
-Tool/language proficiencies: Vehicles (water), Surgeon's tools (shipboard trade)
-Feature: Wanderer (From Outlander)- I've sailed all around the world and lived to tell the tale

>Background- Sage (physician)
-Skill proficiencies: Medicine, Investigation
-Tool/language proficiencies: Herbalism kit, Language (Latin)
-Feature: Ear to the wind (From Noble- Gentleman Adventurer)- a skilled doctor (not just a "sawbones") has access to nearly every class of person, and you wouldn't believe the amount of gossip they hear...
[/sblock]

[sblock= Description, History, and Personality/FLUFF]
>Description: Flynn is a mostly unremarkable looking man- fairly handsome, but nothing special; his only unusual feature is his hair, which is a bright reddish-gold. He is just under average height with a build that is just a bit too lean to be a true swordsman. He appears to be in his late 20s, and has sharp features and pale skin (which never seems to burn)- perhaps a hint of some elven blood in his ancestry (not so unusual a thing in Ireland, after all). He has dark grey eyes, and usually maintains a well-trimmed mustache and goatee. Most of the time he wears a pleasant smile, though it is often a bit lopsided- perhaps that has to do with the nearly ever-present bottle of whiskey in his hand. He tends to dress in the plain but respectable fashion of a merchant ship officer- boots, fitted trousers, ruffled shirt, and embroidered vest, with a wide sash belt. If the weather requires it, he wears a plain dark-colored coat and a wide-brimmed hat. He usually wears a cravat or neckerchief as well- the overall impression is one of a polished and perhaps respectable gentleman, though certainly no dandy. A leather surgeon's satchel is almost always close at hand, and while he wears a cutlass and at least two knives, he is more noticeable for carrying a number of pistols- usually at least four of them.

>Personality: Flynn has a good heart (ha, ha!), especially by pirate standards- but he keeps it concealed beneath armor wrought of cynicism and sarcasm. He is slow to trust, but tries hard to keep his word and be trustworthy himself- it is easier now that he has learned to control his passions, his temper, and his tongue; in his younger days he was a firebrand in more ways than one. He has seen more senseless violence than most, and as a physician he hates to see more; this is not to say he hates violence- just the random violence or needless cruelty. As a surgeon, he knows that sometimes one must cut to cure- and one well-timed shot can save years of trouble. He values the finer things in life, especially food and alcohol, and he is quite well-educated- he enjoys reading, and holding conversation on a variety of intellectual topics.

>History: Flynn was born in a small fishing village in northern Ireland. Most of the villagers earned their living from the sea- Flynn was helping on his parents’ fishing boat almost before he could walk. Recruiters for the Royal Navy visited the village fairly often, and it was no surprise that Flynn shipped to sea as a powder monkey at the age of eight. From the first, he was clever and good with his hands- in a short time he was tasked as an assistant to the ship’s surgeon, a half-drunk ex-Jesuit. By 12, he was a full-fledged apprentice, and he left the Navy for good at 15, when his mentor mustered out. Master and student spent 4 more years on a variety of merchant and explorer vessels, until old ‘Father’ Callahan passed away.

By twenty, Flynn was acting Second Surgeon for an expedition deep into the jungles of the Yucatan, in search of a legendary ‘Lost’ elven city. They found far more than they bargained for- most of the expedition was wiped out by savage elves that seemed to appear from thin air; Flynn and a few others were captured. Even after torture, Flynn, a budding Casanova, attracted the attention of the eladrin queen; over the course of months leading to a planned mass ritual sacrifice, Flynn and E’Suvarion fell deeply in love. At the very last, the queen botched the finale of the ritual, returning Flynn’s heart to his chest. “As your heart bleeds, you will remember me, and I will remember you- FOREVER,” she sang, sealing what had been a gaping hole in his chest- though it left a burned brand in the shape of her slender hand. The failed ritual bound their two life-forces together, but it was a disaster for the eladrin, as the city and all its inhabitants faded into the Feywild, probably forever. Flynn (horribly scarred) and a few others were left alone in the jungle and barely escaped to be picked up by a merchant ship making a stop to take on fresh water.

After recovery, Flynn returned to his work, serving as surgeon aboard a succession of ships- it was during this time that he began to seek solace in a bottle. After a few years he found himself back in Ireland, in the port city of Belfast. Seeking some extra money, he began teaching a young Halfling ‘nobleman’ (Sir D’Arcy Hailstone-Millstone) the basics of surgery and medicine. It didn’t take long for Flynn to be back at sea as part of the budding naturalist’s entourage- and it didn’t take long for the group to run into trouble on a jungle island. It took even less time for the expedition to disintegrate when D’Arcy abandoned them to save his own skin- but by then Flynn was glad to get away from the disturbing little fellow.

Five more years passed- by then Flynn had begun to notice that he had aged hardly at all since that fateful day in the jungle- but the pain, and the memories, were still as fresh as if it had been yesterday. Whiskey helped, and Flynn was still a gambler and a Casanova of nearly legendary appetite- though no other woman could compare to his lost eladrin lover. After a terrible storm sunk his ship, Flynn found himself adrift with a few others in a small boat- they were soon ‘rescued’ by a passing vessel, the Heart of the Seas, captained by the pirate Blackheart (who was actually looking for a few new crewmen- and as luck would have it, a new surgeon).

That was twenty-five years ago- and since then, Flynn has considered himself a pirate, rather than a regular sailor. He served on Blackheart’s crew for 5 years, and was there when the pirate captain took an exotic ‘princess’ as his own. Though it pains him to this day, Flynn was also the ship’s surgeon who failed as a midwife- and though he would never admit it, he feels that Inka’s death was at least partially his fault. He stayed aboard the ship for two more years, though alcohol and guilt made the time blur.
After another storm, the ship was desperate for supplies- desperate enough for Blackheart to make port on an island held by the English; he hoped to resupply and get away before any English ships could reach the island to capture him. While Blackheart and the Heart of the seas did manage to escape, it was a close call- and several of his crew were left behind, including Flynn (who was found by the English soldiers, lying in a drunken stupor on a tavern floor). Without any hard evidence, the local judge wouldn’t sentence the men to hang, but they were branded as pirates and imprisoned. Two days later, the entire group escaped, led by Flynn- it was during the course of the escape that he earned the nickname he wears to this day. What was planned as a small fire for a distraction accidentally reached the fort’s powder magazine- part of the town was leveled and several British ships in the harbor were set ablaze, including a nearly new warship which burned to the waterline. After the escape, Flynn sailed a pirate for a few more years- though never again did he cross paths with Blackheart…

>That was 1692 (20 years ago, for a 1712 game start)
By the beginning of 1694, Flynn was in Corunna, Spain- not quite spying on the English ships of the so-called ‘Spanish Expedition’. He was involved in arranging Henry Every’s mutiny aboard the Charles II- intending to aid the mutiny, he was caught aboard ship when they were forced to flee the port. Under his frequent alias of “James Callahan”, he served with Every aboard the Fancy through 1695. During the infamous capture of the Mughal treasure ship Ganj-i-sawai, Flynn was among the wounded, and so was in no condition to protest the brutality and torture which followed the ship’s capture. When the Fancy made port in Bourbon afterwards, Flynn was one of the many sailors who left the ship’s company, disgusted by what he had seen- so he was no longer aboard when the Fancy returned to Nassau in 1696. Instead by then, he was back in the pirate trade in the Indian Ocean. By 1700, though, he had settled on a small island in Dutch-controlled territory (near what is now Singapore; “clearly you’ve never been to Singapore”). The island boasted a single small village, but it was often used as an exchange point for local pirates and smugglers, and as a fresh-water stop. Flynn ran the local tavern (though it barely merited the name), and practiced his medical skills upon visiting sailors in need. He managed to bring many of his wilder habits under control over the years, and fed his wanderlust with the tales of visiting ships. Between native raiders and feuding crews, he also developed quite notable skills with a pistol- he practiced that nearly as often as his surgery...

Ten years of relative peace came to a crashing end when a pirate crew made port with the latest rumors from the Caribbean (already months old by then)- the notorious pirate Blackheart had been killed, and his ship and crew taken. More amazingly, Blackheart’s daughter, a pirate in her own right had managed to escape with the survivors of her father’s crew. What followed was a very long night (during which he drunk more than he had in years), but then Flynn left his island retreat. After all these years, he knew he had a chance to pay back his old debts of conscience. Making his way back to the Caribbean took more than a year, though, and tracking down Katerina added to that- especially while avoiding the English authorities…

[/sblock]

[sblock= Equipment]
>Surgeon's satchel (Backpack, Surgeon's kit, Healer's kit x2, Herbalism kit)
>Pistol (x2, from Armed to the teeth)
>Silver bullets (x12; Armed to the teeth)
>Cutlass (scimitar)
>Dagger (x3)
>Whip
>Pistol (x2)
-Powder horn (24 shots)
-Bullets (x48)
-Fife (flute)
-Scholar's pack (book is a Bible)
-Mess kit
-Bedroll
-Steel mirror
-Pocket flask ("The good stuff")
-Signal whistle
-Waterskin
-Traveler's clothes (3 sets)
-Belt pouch (x3)
-Bottle of rum (x4)
-Shot glasses (x6)
-Satchel (For booze and guns; includes basic cleaning kit)
[/sblock]
 
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