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| Crew #3 |
Session #2 - Curse of Skeleton Point ( part 1 ) - Date Run: 6/12/26
Crew#3:
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| Black Coral Bay |
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| Crew #3 |
Session #2 - Curse of Skeleton Point ( part 1 ) - Date Run: 6/12/26
Crew#3:
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| Black Coral Bay |
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| Crew #2 |
The Crew #2:
Chris - Hockney Cheeks, Rapscallion
Mark - Dr. Smythe, Sorceror (beheaded by Deep One) / Andretti Vrimvral, Brute
NPC crew: Scraggs, Bill "Spoonbill" Mcgillacutty, and Hendry the cabin boy.
In game date: 6/13 thru 6/16 1692
Campaign Effects:
[ The climate has shifted. The skies have darkened, storms seem more powerful, and a foul mist is omnipresent upon the sea every dawn and dusk for a few hours.]
[ Port Royal has been devastated by an earthquake from a volcanic eruption.]
After mourning the fallen deaths of his crew, Hockney spends a week in Port Nelson looking for some more sailors. He meets a Doctor Smythe and brings him on as the ship's doctor/sorceror.
Hearing of the disater in Port Royal, Hockney decides to set sail for Tortuga in the hopes of learning more about what happened and perhaps getting some more crew to fill out his ship. The trip should take about 3-4 days good weather permitting.
The first day the crew suffer the blistering effects of a "Hellfire" storm, the sun turns a firey orange and the surface of the sea steams from the supernatural heat penetrating through roiling black clouds overhead. Around mid-day the crew spy some wreckage and hear a voice calling out for help. They discover a sentient mermaid figurehead floating amongst some debris and bring it on board.
While cleaning the figurehead, another Tartane is spotted heading towards the ship and it soon raises a black flag! Dr. Smythe suggests they let them approach and parley as the crew have nothing of value onboard.
A dark clad group of young pirates board led by a tall thin Captain called "Locker". In his attampt to take the figurehead Hockney challenges him to a duel and promptly shoots off his sword hand! The enemy crew quickly fall under Hockney's leadership and one of them; a younger lad called Hendry; jumps aboard our crew's ship. By late afternoon both ships leave the "Hellstorm" in thier wake.
The quiet evening is shattered by the scream of Dr. Smythe from below deck when he rudely awakened by having his pinkie toe bitten off!! After a bit of confusion and accusations a stowaway is discovered hiding in an empty barrel. Shots are fired, the barrel has a lid nailed shut while the stowaway is inside, holes are drilled in it and then is thrown overboard and watched until it sinks.
Andretti is quite imposing in his conquistador plate and wielding a large machete with strange runes etched in the blade. The group go below and lock themselves in until dawm.
Day three sees the crew emerge from below deck and discover thier ship in disarray, sails torn, ropes tangled and all the bodies of thier fallen mates are gone. Only smeared bllod to show they were ever here at all.
Both the small tartanes are lodged in a vast stretch of sargasso, and they are not alone. Not far off the crew espy a Sloop, a large makeshift raft, and a very ancient style galley. Hockney sets Scraggs ans Hendry to getting their ship in order while he, Andretti and Spoonbill set off to investigate the other vessels for supplies and or loot.
The sloop is discovered to be holed ans unsailable, as well as inhabited by a creepy Sea Necromancer "Gravewater" and his pet undead jaguar. The talk is short and the crew leave quickly and head towards the large raft. Upon closer inspection they see the raft's makeshift mast and rigging is ramapant with at leasy a dozen screeching hideous monkies! They decide to head back to thier own ships and try to escape the sargasso as fast as possible. By sunset the crew have fixed the sails and cut away chunks of the seaweed so as to attempt an escape. Their efforts are for naught as the ship becomes only mired deeper in the weeds. Darkness falls and the crew lock themselves below deck once more to avoid the fish-men. A half-dozen glowing green-eyed rats are fought and kept away from the supplies and a little after midnight the Necromancer comes aboard and offers to help. He casts a ring of warding around the boat so the crew can chop away the sargassum without being attacked by the fish-men. Andretti offers up 4 candles as thanks for his aid and Gravewater takes them and bids them farewell. As the sun rises they are able to escape the grasp of the this seaweed and sail away.
Day four has the crew finally arrive in Tortuga by late afternoon. They are all thankful to have survived and Andretti goes off to carouse, while Hockney takes stock of thier meager supplies and handfull of silver.
What's next for Crew #2, find out next time. . . .
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| Crew #1 |
Session 6: Tower of the Black Pearl - run 5/23/26
The crew # 1:
Zacharay - Francisco Morgan, Angler
Blakeley - Desiree "Schitzo" Junour, Rapscallion (possesseed by Raphe)
Adrian - Klaas "Papa" Lutton, Swasbuckler sword master
Mark - Phineas "Bits" O'Donnel, Swashbuckler black powder poet
Selina - Tobias "ole tobi" Barrow - the Mess
Deborah - Scallion, the ship's Cat
Chris - Bartholomew Santiago, the Tattooed
In game date: 6/27 thru 6/28 1692
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| Santiago goes hunting |
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| didn't stand a chance |
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| Crew #3 |
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| Crew # 2 |
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| Shoal Spider |
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| Crew # 1 |
Gm: Mightyeroc
Player: Mark E. as Edmund Hunn an ex-military scout turned land surveyor.
Boot Hill Episode 1: Welcome to Perdido
Play Date: March 1, 2026
Game date: 3/1/1872
Edmund arrives in the small border town of Perdido to start a land survey job at the behest of the railroad. He is to locate the best possible location for the Mexico extension line and has a month to get the job completed.
3/2/72: Edmund sets out to begin his work. Just before noon he comes across a group of cowhands moving cattle. The let him know that he is currently on land owned by the Crosby ranch and they point out a few local landmarks. He thanks them and moves on.
At half past noon he catches sight of the sun glinting of metal and stops to get a better look with his field glasses. "BANG!" a gunshots rings out and Edmund is thrown as his horse breaks and runs!!
Getting up with a groan, a scruffy fella rises from a patch of brush and takes off running after the errent horse. Edmund pulls his pistol, but holds off shooting and instead takes off chasing the man who is chasing down his horse.
After about twenty yards the scruffy fella slows to a walk and realizes that Edmund is running up on him.
Guns blaze! Edmund puts the varmit down but not before suffering a pair of light wounds ( one to his right arm, and one to his right leg), and a serious wound to his abdomen.
Luckily his horse responds to his whistle and returns. Not wanting to blamed for a murder Edmund hefts the body onto his horse with great effort and turns back towards town hoping he can get there before dark and or he passes out himself.
3/3/72: Edmund awakes to find himself bandaged up and laid out in a bed in the Sweeny Hotel. A priest leaves his side and soon returns with Sheriff Watts and the town Doctor.
"You sure got lucky son, you were shot up pretty bad. That horse of yours got you back here in the nick of time!" says the Doc.
"That feller you brought in was wanted! You got a handsome reward coming your way as well." Sheriff Watts holds up a poster revealing that Joseph Montgomery was Wanted: Dead or Alive, with bounty of $1800!!!
The Doctor tells Edmund he will need bed rest for about five weeks and Father Patrick says he'll come everyday to help. The Railroad agent stops by lets him know they'll have to hire someone else to finish the job Edmund didn't get to start.
4/8/72: Finally healed enough to get around, Edmund inquires at the Land Assay office if there is any work. He learns about a job for a local Farmer and to come back tomorrow for details.
4/9/72: Edmund spends the day doing a survey of the property lines between the Crosby ranch and the Fredrickson farm. Nothing exciting happens and Edmund is very glad about that.
While having dinner that evening Edmund overhears that a Cavalry patrol arrived in town today. They are going after a group of renegades that are terrorizing the area and were inquiring about a scout.
Edmund decides he will locate the patrol in the morning and offer his services.
THE END
stay tuned for BOOT HILL episode 2: Trouble in Perdido