Sunday, June 14, 2026

Curse of Skeleton Point - Pirate Borg - Crew #3

 

Crew #3

Session #2 - Curse of Skeleton Point ( part 1 ) - Date Run: 6/12/26

Crew#3:

Steven: Moros the Deck Sorcerer
James: Max "the tentacle" Lyndby, Rapscallion
Selina: Erin Grom, Reaper
Dan: Julian De Groot, Buccaneer
Bruce: Co "Brother" Sharow, Swashbuckler
Jules: Don Marie, Zealot for The Church
Jeff: Phillipe, Sorcerer

In game date: 6/14 thru 6/16 1692

Campaign Effect:
The crew have taken note that 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. ]

Black Coral Bay

The crew have arrived at Black Coral Bay after escaping from Deadman's Key on the zombie infested Isle of Yuma. Glad to be alive the bulk of them head to the Green Kraken to celebrate being alive!! They see a couple of merchant vessels and an outrigger canoe named "The Tyrant" are docked at the town. 

While in the tavern many rumors are heard and soon the crew realize they have a chance to claim a reward of a thousand silver if they can rescue the local Governor's daughter from her captors in an old spanish castle called "Skeleton Point".

The first day is spent talking to a lone alter boy in the run down church on the isle, they learn that Father Wallace is most likely dead as he set out a few days ago to defeat "The Baron" and that the town is protected at night from roaming undead by perimeter of wards the altar boy struggles to maintain. By late afternoon the crew are able to get a meeting with the Governor himself and learn a bit more about the Baron and his missing daughter Veronique. They purchase some gear in town with the little coin they have and spend the last of it at the Treasured Chest that evening.

The second day the crew head out into the swamps in search of a local "witch", in hopes of information and perhaps even magical aid. This trip only seems to reinforce their suspicions that the being called "The Baron" is indeed a supernatural creature, perhaps even a Vampire!! They aquire a "Love" potion from the witch and hope to use it to break the hold the Baron has on the Governors daughter.  At dusk on their way back to town the party is ambushed by a Necro-swine that was quickly dispatched by Erin Grom!

The third day the crew decide to investigate the abandoned lighthouse that seems to ignite its beacon semi-periodacally. Reaching the location about midday they snoop around and confirm that Veronique had at some point been here before, and that the lighthouse is indeed haunted by a mournful spirit; they believe is the former Keeper. A cellar is discovered locked with a well maitained chain and padlock! Picking the lock the crew gain entry to the cellar and soon discover a hidden chamber. 

Within the chamber an Arcane circle is etched in the stone floor as well as eight black candles and a painting of the Isle itself set in the center. After much deliberation, Moros decides to try and activate the circle to see if they can determine exactly what it is doing and this goes awry! 

Time advances rapidly and the crew realize it is now midnight and they hear the moans of the dead all about the lighthouse in the dark! Barricading themselves in the cellar they set to defend the stairs in case the dead assault them. Meanwhile Moros attempts to cast the ritual again and this time he becomes possessed by a Necro-demon!!! In quick succession Don Marie & Phillipe have theirs souls drained by the Demon-possesed Morose who then goes after the rest of the crew! A coordinated teamwork attack starting with Erin Grom (rolling a CRIT!) rips the evil spirit out of Moros, then "Brother" Sharow smashes a small keg of rum on the demon (with tears in his eyes, while doing so) followed by Max dousing the creature in holy water and then lit on fire by a smashed lantern, and lastly Julia De Groot blasts the beast at point blank range with his leg-gun!

The demon defeated, Moros unconscious, two crew dead, and a horde of zombies outside the weary survivors settle in for a long wait for dawn. . . . 

to be continued
 

Sunday, June 7, 2026

Trip to Tortuga, Pirate Borg crew#2

Crew #2

 Session #2 - Voyage to Tortuga                Date run: 6/6/2026

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.


The second day at sea sees both tartanes shadowed by a Spanish ship of the line! Both of the smaller ships are able to outrun and lose the Spanish ship as night falls and a heavy fog arises.  Later that same night both ships become lodged in thick sargassum and become becalmed. Under cover of the fog the boats a re swarmed by hideous fish-men that begin attacking the crew! In the fight Dr. Smythe has his head squeezed from his body by an attacker! Hockney commands the men head below and barricade the hatchway. As they begin to do so, they hear the screams of horror from the other boat and suddenly a large figure leaps onto the deck in front of Hockney slashing a fish-man down!  "Andrettie!" cries out Hendry in surprise.   

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. . . .