Voyages of The Black Dawn

Treasure Hunt
Blythe and Fenntower on the hunt for Capt. Alexanders treasure

At sea:

In the first days at sea, Fang tries to ingratiate himself with the first mate, Hector Islington, and also tries his charms on Jade. Dirty Burt associates with Big Johnny Kensington, the quartermaster of the Golden Edge. Meanwhile, Blythe keeps tabs on Fenntower and Geron. The crew of the Black Dawn try to convert the rest of the crew to piracy.

12 days in, the armada encounters The Tried Hand, due in Mercir 3 months ago. They close the distance to get a look, but see no activity, and sail away. There are more pressing concerns.

The battle at the narrows:

Arriving at the narrows, the current is too strong to pass. James Tevelyn uses his stormcaller technology to conjure a storm to counter currents. Halfway through, a massive tentacled beast is seen slipping from a cliff side cave into the water. It attacks the Golden Edge. In the fight, many crew are killed, and the ship slams into the cliff, damaging the bow. Tevelyn is knocked off his feat, but his lightning keeps the tentacles at bay.

The Black Dawn stands off, taking shots of opportunity. Initially they continue on, but when the ship veers, they return to help. Fenntower is grappled by tentacles, but freed by Siphon and Geron. Clearing their way to the front, Geron is grappled and Dirty Burt shoots him many times.

The beasts long, think, long toothed head comes over the bow, and snatches up some crew. Fenntower retreats below, but returns with Alexi Kolska, one of the mechanics, and his Freebooter. Charging across the deck, the Freebooter grapples the head and nearly crushes it. Siphon finishes off the beast.

Geron, cut, crushed, and punctured, bleeds out while Fenntower and Siphon try to save him.

The Black Dawn tows the Golden Edge out of the narrows. The dead are buried at sea in a sorrowful ceremony. A full ⅕ of the crew are dead or incapacitated.

Islington takes over command of the Golden Edge.

The Archipelago:

After 2 more days of sailing, they pass from the pleasant sea into silty cryx water. It seems to coat anything it touches. Setting up an experiment, they fetch some up in a bucket and dunk in a rat. The silt sticks, and they cage the rat for observation. Swimming is hereafter banned.

Consulting the map, the first marker island is located, and they land in the western inlet. Gear is brought ashore in longboats.

Fenntower, Islington, and Kensington go, along with the officer crew of the Black Dawn except Wolfshead Chuck. He stays behind to keep control of the ships. Gronk, Hank the Hatchet, and Miss Mister Leslie also go along.

The sand beach is sticky with the silt, and the jungle trees are sickly green and purple. There are flinty, sharp rocks everywhere. Using light jacks outfitted with chainsaws, a trail is cut through the thick jungle. The party hears clicking in the distance. Fang identifies the source of the sound: a spirit known to be able to explode a mans heart out of his chest.

Arriving at a ravine, they find a broken rope bridge. Only one cable still spans the distance, and so Jade climbs across with another line. A new cable is brought taught, and the bridge is carefully crossed. It is too rickety for the jacks, so they are left behind.

It is slower going without the saws, but the party makes headway. They pass by a tree with noose remains in its branches, and bones at its root. Jade identifies that some of these bones have been moved… or perhaps got up and moved themselves. The party presses on.

That evening:

Siphon identifies a defensible area to camp amidst some rocks. The party pitches camp. In the middle of the night, those on watch hear the clicking again, and see pinpoints of a green glow in the trees. One of the watchers chest blows apart. Siphon discovers that this cause is not directly magical as the stories say, but is the result of a mass of boney spikes being hurled at great speed. He finds some of these embedded in a tree.

Jade manages to sneak into the jungle and come up behind some of the “spirits”. They look like stretched skulls, with small arms and legs with too many joints. They skitter through the trees, and project the boney spikes from their mouths.

There are many of these creatures, and the party shoots at them from cover in their camp, while Jade continues to flank them. Siphon and Blythe are hit by spikes, horribly wounding them. The wounds fester. Blythe pushes through, but Siphon becomes feverish and ragged.


The party travels through the jungle to the top of the sighting hill marked on the map. They find a field of bones, and spots for three columns. 2 of the columns have been dragged off. Siphon is too weak to continue, so he remains on the hill with some crew and gear. The rest follow Jade as she tracks the columns. The trail leads to a cave. Entering, they descend through a dugout tunnel at first, but break through to a worked stone passage. The stone is black, and carved with designs. An hour of travel in, they arrive at the heart of the hill. There is a ramp leading down into a large room filled with a green glow, corpses litter the floor. Some are shambling about. Lily shots one from the top to the ramp.

Entering the room, they see it is circular, with niches cut in the walls. There is a high dais surrounded by a cleft filled with bones. On the dais in the middle of the room, an undead pirate challenges the party. Lily tries to identify herself as ‘The Corpse Master’, but that only fuels his rage. He orders his minions to attack.

The pirate descends from the dais, and cuts into the party, literally bisecting some of the crew with mighty blows. As he does, shades of their former selves seem to hang in the air, only to be sucked into the ax. DIrty Burt expends round after round into the minions that just won’t stay down. Blythe cuts a wide swath, and engages the undead master.

Landing blows that should fell mortal men, the master seems to be able to deflect harm to his minions. As he is attacked, the minions around him shrivel. Finally, the onslaught is too much, his minions are destroyed, and Lily cleaves his head off with Fang and Gronks help.

The undead vanquished, and the wounded tended to, the party searches the room. Down in the cleft, amongst the bones, Fang spies the two missing columns. He is lowered in, and, crunching through the dry bones, hoists them out.

Dirty Burt climbs the stairs to the dais, and finds a throne of bones. He retrieves a jeweled gold pendant hanging on it, along with other treasures.

The party makes their way back to the mouth of the cave.

Mercir to sailing with Fenntower

Limping into Mercir harbor, the crew is glad to get some time on shore. Merc Sharr calls his contract finished. Having heard rumors of his mentor, he leaves to find him.

Fang uses family connections to secure lodging; a fine villa. His fathers credit will sustain the party while in town. Who knows what will happen when he finds out?

Lily arranges for ship repairs, and Irving scopes out Hamm Fenntower: A collector of pirate artifacts and the holder of Capt Alexander’s map. He learns his movements and habits.

Lily sends a letter to Fenntower under her cover identity, expressing interest in the map. Sends gift of pastry. She would like to arrange meeting.

Percy Trundel, Fenntower’s agent, sends back word that he will meet at her leisure. Lily sends back a meeting time at the Brass Hollow, an upscale tavern. They make a good impression, and present themselves as buyers or partners on an expedition.

Irving tails Trundel home.

Fenntower agrees to meet with the party, and on arriving at his villa he personally escorts them to his gallery. He has been collecting for years, and has many ship parts, bric a brac, weaponry, and nautical mechanika on display. The party notes the heavy guard.

Puzzling over the strange markings on the map, it is determined that the hashes can be seen to be rhulic letters with the application of a polished cylinder placed in key locations. Fenntower is overjoyed, and invites the party on an expedition that he’s been holding ready for just such a breakthrough.

Fenntower has retained Miles Geron, a former Cygnaran marine, to captain the Golden Edge to retrieve the treasure. The party gears up, makes ready, and the small armada sets sail.

Irving shoots a razorbat king

From The Docks to Mercir

Blythe and crew decide to sail for Mercir, to acquire the treasure map of the late pirate Capt. Alexander. Dirty Burt charts a course following the Cygnaran coast.

The crew avoids contact with Cygnaran ships, disguises the Black Dawn as Blythe’s Llaelese cover identities private ship, the Adelina Di Rovisto.

Off of Sandbotom Point, a fierce storm comes upon them. The winds seem to shift to draw them in, and, try as they might, the cannot tack out of it. Through the wind and the rain, they catch sight of something burning, but they continue to try and break free.

The cause of the storm is soon revealed to be the Satyxis blackship Hellkite. Emerging though the storm with full wind in its sails, the Hellkite rams the Adelina and drops heavy iron spikes into her deck. The Satyxis swarm the deck, led by the Capt, Meira Brinebight.

Lily and Fang rally their crew, and hold the deck. Edith is harpooned and carried off by black ogrun, no doubt to fuel the Satyxis vile blood magic. Dirty Burt and Merc make the deck slick, and Brinebight is felled and washed overboard. Many of the Adelina’s own crew are wounded. The Hellkite’s crew is pushed back, and they try and disengage with a barrage. Spart organizes return fire from below, and both ships are heavily damaged.

Merc snipes out key rigging from the Hellkite, but it still manages to pull away and open water between them. The Hellkite and the remnants of it’s crew escape.

Lily and crew push out of the storm, and limp around the point. They encounter the Cygnaran privateer Evening Sentinel and Capt. Barry Yornel. They send them after the Hellkite, and sail into Mercir harbor.

The Voyages of the Black Dawn
Pirates of the Meredius

Sailing from the Ordic port of Five Fingers, The Black Dawn captained by Lily Blythe has recently acquired a new mate, Barlo Fang. The crew have been impressed with Capt. Blythe, and she has made a name for herself and ship since becoming active in the last few years. This outing is off to a fine start, with multiple merchant vessels being raided.

DATE: Skiggs are discovered aboard ship, and a fierce, but careful battle ensues. The beasts have a taste of gunpowder, and consuming it makes them highly volatile. One blows up on deck, and the rest are knocked out and thrown overboard. Powder stores are depleted, but the voyage continues.

DATE: A merchant carrock, The Lady Hannah, is spotted. Coming upon her by night, a boarding party takes the crew by surprise. A pitched battle ensues, with the boarders fighting the crew and guards for control of the decks. Blythe cuts through swaths of them with a show of expert swordsmanship,Merc Sharr blows the crew in the riggings away with his runeshot, and Fang pushes forward with the crew.

Bairn Cammol, a hired gun for the Hannah arrives on deck, and is challenged to a duel with Sharr. Two experts, the fight is fast and bloody, and just when it looks like Cammol will end Sharr, Fang shoots him in the back of the head.

The crew of the Black Dawn secure the ship. Gronk takes a particularly powerful blast from a scattergun in the Captains quarters, and Capt. Havar is taken hostage. Some of the crew decides to join Blythes company, others refuse and are marooned. Sharr attempts to poison the rations they leave them.

DATE: The fleet sails for The Docks to offload their cargo and sell the Hannah. Making contact with Gond the Korune, he negotiates a price that includes repairs to the Black Dawn, and a night with Capt. Blythe. Blythe discovers that Ogrun are not so easy to please.

The party also takes in a number of rumors, including that there is a treasure map being held by an aristocrat in Mercir, and that there is a substantial bounty on the head of an old rival.

The party decides to spend some of thier loot upgrading the arms and sails of the Black Dawn, and spend a week in port. Gond is retained to hold some of the loot. The night before they sail, the party is out at a fighting match, when Fang returns to find their ship being robbed. He bravely tries to take the ship himself, but is quickly mobbed. He dives into the water to escape the thugs.

The rest of the party is only a little ways behind, and hurries to the mooring. There they find the thieving pirates being led by a broad Ogrun, and being assisted by an Ordic seafarer laborjack. Sharr and Dirty Burt fire upon the intruders, while Blythe and Fang hold the gangway. Thanks to Sharr repeatedly blowing the enemies into the water, the thieves are soon riddled with bullets and cuts. Fang is laid low by the pugilist, but recovers. The party finds some of their crew dead or incapacitated, but no cargo missing.

Having identified the ship the culprits came from, Spart preps a hogshead bomb, and Dirty Burt swims out to place it by their ship, The Jolly Jester. Making sail (leaving Pete the cabin boy behind as well as a number of other crew), the Black Dawn scrapes against the shoals, but detonates the charge as they sail by. A chain reaction hits the Jester’s powder hold, destroying the ship utterly.


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