Random Things: Nautical Tattoos

The home-base of my Rose of Westhaven campaign is a small(ish) port-town called Porthcrawl, recently we had a game where most of the people in the town had turned up to a funeral, in thinking about what the various inhabitants would look like I was scrolling through various pictures on Google Image search and noticed that a lot of the pirate/sailor types sported tattoos. I know from other reading and an interest in things piratical that lead to me creating the Fate game Storm & Sail with Lloyd Gyan (available from Drivethru RPG) that such tattoos were very common amongst sailors and that they had different meanings.

After a bit of reading I concocted the table below to randomly roll tattoos for whatever scurvy sea-dogs might be wandering the port, roll 1D20 on the chart to see what tattoo that scurvy buccaneer who’s eyeing your rum is sporting:

No.Description Meaning
1A Woman Serving as a reminder of loves left behind for a life at sea.
2Anchor The anchor tattoo represents stability and was given to represent that the sailor had traversed a particularly dangerous sea or ocean. Particularly sentimental sailors might have the name of a loved one added to the tattoo, giving them a reason to return home safely.
3Bottle Sailors were known for their love of drink so it was not uncommon to see this tattoo.
4Compass Rose Getting lost was one of the many potential dangers at sea, this tattoo was thought to ward against it.
5Cross Anchors Having such a tattoo marked you out as being a Boatswain Mate.
6Crossed Guns or Cannons Crossed guns indicate a member of the infantry army whilst cannons refer to the navy.
7Cutlass Some sailors would get this tattoo after dispatching a noteworthy foe in single combat.
8Dagger Through a Swallow Symbollising a lost comrade.
9Dice A tattoo often sported by risk-takers and gamblers.
10Dragon The seaman has survived an attack where their ship was set on fire and/or the powder exploded.
11Fully Rigged Ship Often awarded to mark sailing around a particularly dangerous cape.
12Harpoon Identifies you as part of a fishing fleet.
13Hold Fast The words hold fast mean holding onto the lines in bad weather to prevent being washed overboard, it is believed these words in a tattoo served as both reminder and a lucky charm in these circumstances.
14Neptune Given to a sailor who has successfully sailed both hemispheres of the world.
15Pig and Rooster Most often tattooed on the feet, these animals symbollised surviving a ship-wreck, since such animals would often wash ashore in cages following a shipwreck.
16Rope A rope around the wrist is a mark of being a deckhand.
17Shark This tattoo signifies having survived attack by some great beast of the ocean.
18Ship with Wind Filling the Sails This tattoo was believed to help a sailor's ship avoid getting becalmed on a windless sea.
19Skull & Bones A sailor with this tattoo marks themselves as having taken up a life of piracy, it is thought to have originated from brands once used to mark captured pirates.
20Swallow Each swallow tattoo represents 5000 nautical miles travelled (about 5754 land miles).

Cleric Miscast Table

In my previous post about adapting the VAM rules to use in my Rose of Westhaven game I created some generic options for a magic-user miscast table and outlined some of the circumstances where it would be used. In this post I use the same ideas for Clerics, the difference being that the table represents a Cleric’s patron deity either becoming offending at their hubris or seeking to test their worth.

In VAM each spell has specific flavoured results when your 1D12 rolled a 1-6 on the miscast table, my version for magic-users used traditional spells from the LOTFP corebook and I didn’t want to write results for each spell, it occurred to me however that this could be used in a different way for Clerics. What if results 1-6 weren’t tailored by spells but by deity?

Below you can find screenshots of the general Cleric miscast table and a specific one I have tailored to Dagon, the patron deity of the Cleric Odhran in our Rose of Westhaven game.

You can find a pdf version of the general table here and the Dagon specific table here.

Amended LOTFP spell mis-cast table

In today’s session of Rose of Westhaven we’re trying out using an adaption of the LOTFP supplement Vagina’s are Magic, we’re not going the whole hog with the weird spells and such-like in there (since that would entail a massive alteration of the magic level of our campaign) but I’ve been discussing with one of my players using the VAM rules for casting.

Essentially a magic-user has a number of spell slots equal to their level, they can cast any of their spells using those slots with no problems whatsoever.

However, if the magic-user tries casting spells in addition to that number then they must make a miscast chance. There are other circumstances that can force a miscast roll such as if a magic-user has taken damage in the same round they cast a spell or is massively encumbered.

The slight issue we had was that the VAM 1D12 miscast table only has result for rolls 7-12, results from 1-6 are dependent on the individual spells (as listed in the VAM rulebook). Since we’re keeping the standard spells we don’t have individual charts for each spell and I’m not greatly desiring to write that number of tables, so instead I’ve just created entries for results 1-6 based on some ideas of my own and some D&D 5E house rules that one of my players (Dennis Bach) was kind enough to donate to me.

The table is added below:

If you want a PDF version of the table you can find it by clicking here.

I’m interested to see how this adaption of the VAM rules will work, hopefully it will add a little bit more versatility to the magic-user; if it goes well then I may consider adapating it to use for Clerics, but with an offended deity table instead of a miscast table.

The wizard icon used for the feature image of this post is taken from http://game-icons.net/ and is used under the CC BY 3.0 license. 

VAM is copyright James Edward Raggi IV, no challenge is intended to any copyrights. If you’ve not yet got a copy of Vagina’s are Magic and you fancy experimenting with a weird magic system you can get a copy from http://www.lotfp.com/store/index.php?route=product/product&product_id=234.

Adapting LOTFP for Midderlands

I’m currently running an OSR game using the Lamentations of the Flame Princess rules, using the excellent Midderlands campaign setting created by Glynn Seal of Monkeyblood Design & Publishing (https://plus.google.com/+MonkeyblooddesignCoUk). In Lamentations there are three non-human race-classes available, Dwarves, Elves and Halflings, that aren’t covered in great detail in the Midderlands books, but that I wanted to be available to my players in our game.

Please note: This article is not an attempt to create a definitive version of the various fantasy races for use in the Midderlands, it’s just how I’ve adapted them for my game (trying to keep the weird-fantasy vibe of the Midderlands in mind throughout).

The various races in my game use the standard rules out of LOTFP (or the Midderlands Campaign books when it comes to various types of Goblins), the details below are simply additional set-dressing/flavour.

Dwarves

The Dwarves are a strange people of living stone who dwell in the northern Highlands of Scrotland, organised into Clans with strict, regimented hierarchies. It is believed that when humans first arrived in the Havenlands that Dwarves were much more widespread and taught the first humans the ways of working metal and smithing. Strict minded and traditional in their ways, the Dwarves were first pleased with the progress humans made and then worried by their experimentation and chaotic nature, gradually withdrawing more and more from the world until now only the north has Dwarves in large numbers.

Physiology

Dwarves are shorter and stockier than humans, tending towards muscular physiques. Each of them has skin that resembles stone in colour and texture more than flesh and eyes that are pupilless vary in colour from ruby red to emerald green. Dwarven blood is thick, red and slow flowing, it takes far longer than human blood to dry, eventually transforming into a red powder like ground brick.

When a Dwarf is slain their flesh retains it’s stony texture and does not rot like the flesh of some other races, however it does crumble away over time (or if subjected to enough force) revealing the iron-like bones beneath.

Location

The few remaining Dwarfholds are situated in the Highlands of Scrotland, clustered around the mighty Mount Nevis and the Great Northern Forests. Other races most often seek out the Dwarves when they are attempting to have mighty weapons or enchanted items forged, since the Dwarves are reputed to have secret methods of working stone and forging metal that are unknown to the other races. Items of Dwarven craftmanship tend to be hard-wearing and last for hundreds of years, although they are seldom decorative or beautiful in appearance.

Culture

Dwarves are organised into a strict caste-system, their caste is chosen at birth based on their parentage, Clan affiliation and–most importantly to the Dwarves–by the metal or stonethat their skin resembled. The system is organised into three tiers:

  • Nobles: Nobles are the rarest of castes, only a handful of them being born every few years, they are the most mentally agile and creative members of the Dwarven race and have skin resembling precious metals or rare stones such as gold, silver, palladium, marble, basalt and platinum.

See the following wikipedia article for further details on precious metals.

  • Warriors: Warriors are the second most common caste, they have good tactical minds and make excellent soldiers but they generally lack creativity, preferring to relay on ancient, tried-and-proven tactics. Warriors have skin resembling ferrous metals and more commonly found stone such as wrought iron, granite, limestone and steel.

See the following wikipedia article for further details on ferrous metals.

  • Workers: The most common of the castes, workers generally spend their life performing repetitive tasks and drudgery for the day-to-day operations of their Clan, workers are proficient at their particular tasks but lack creativity or even the tactical minds of warriors, making them dull companions unless you are discussing their area of speciality. Workers have skin resembling base metals and very common stone such as iron, soapstone and tin.

See the following wikipedia article for further details on base metals.

It is forbidden to act outside the boundaries of your caste system within Dwarven society, although occasionally a Dwarf is born to a lower caste but with unexpected curiosity or intellect. This often leads to them getting in trouble with the Thanes who rule their Clan, resulting in many of them being banished to the lowlands for their trouble. Most Dwarves encountered outside of the Highlands are banished Dwarves.

Relations with Others

The Dwarves have cordial relations with their neighbours, often trading with them for items that are not available in their mountain homes. However, the days of Dwarves teaching humans forging techniques have long past, and they now guard their secrets jealously. Dwarves and Elves are often wary of each other since Dwarves are mostly of a fixed mindset whereas Elves tend to be more adaptable or changeable.

Dwarves seldom get along well with Goblins due to their tendency to infest abandoned Dwarfholds, although they enjoy the genial company of Halflings.

Elves

A strange and secretive race with a fey-touched air to them, the Elves are widely believed to have originated in the green lands of Emeraude. It has become common parlance in the Havenlands to describe those who perceive sprites, boggarts and the like as having Emeraude eyes. Wise in the ways of the wild, the Elves most often remain secreted in the most ancient of woodlands around the Havenlands, using magic and misdirection to prevent their hidden hollows and homes from being discovered. Wherever Elves dwell there is always the smell of flowers and summer.

Physiology

Although Elves appear superficially similar to the other races of the Havenlands, they are actually more like living plants. Elven skin is an extremely pliable form of bark resembling Silver Birch and their blood is a thick clear sap with a light foral aroma to it. Elves do not age and die naturally, but when an Elf is very old he may feel the pull of the great sleep upon him; once this happens the Elves conduct a great cermony and the subject falls into a peaceful sleep, gradually taking root in the ground and becoming a mighty tree.

In the chest of an Elf is a glowing green gemstone known colloquially as an Elfheart, this remains after their death and is reputed to be a great boon to any magics dealing with the natural world. Of course, attempting to harvest these gems is a surefire way to anger any Elves you encounter, making them an extremely dangerous ingredient for magical workings.

It is rumoured that the ancient Ents who guard the deepest forests of Havenlands were once Elves.

Winter Elves

There are actually two species of Elves in the Havenlands, both are extremely rare, but the most common are known as Summer Elves, they embody the seasons of Summer and Spring, caring for the natural world and seeking to preserve it.

Rare are the Winter Elves who embody the dark times of winter when nature seeks to conserve it’s resources and survive the coming cold. Winter Elves have night black shine and hair as white as snow, often living underground they are selfish and cruel. The Elfhearts of Winter Elves resemble black onyx or clear diamonds.

Location

Elves are most often found in hidden communities within the deepest forests of the Havenlands, protected by magic and illusions. However, some of the younger Elves have grown curious about the world outside their leafy borders and have ventured further afield, interacting with the younger races.

Culture

Found mostly in the forested regions of the Oldenwale (or Fada Siar in their own tongue), the Elves are organised into Clans delineated by shared family bloodlines and heritage. Elven Clans are rules by the eldest and wisest of their number, although their leaders recognise that their society benefits from allowing younger members of the race venturing into the wider world and bringing new knowledge to their Clan when they return home and settle down after a couple of hundred years or so.

Relations with Others

Although the Elves technically owe no allegiance to Lady Owain–ruler of Oldenwale–they generally maintain a cautious peace with the people of the Oldenwale (although this has not alway been the case). Most of the Oldenwale Clans know to give the most ancient woodlands a wide berth and this satisfies the Elves who have no wish to claim other areas, although occasionally their are skirmishes when Clans attempt to log areas sacred to the Elves.

Halflings & Goblins

There are various races of Small or Weefolk (derogatory) scattered around the Havenlands, no-one is quite sure where they came from or if they have any relationship to each other, but it is clear from ancient Goman writings that–when the Gomans arrived in the Havenlands–there were already various types of Smallfolk already living simple pastoral lives there. This has lead some to conclude that they are the original inhabitants of the Havenlands, although their impact on written history has been minor.

Physiology

There is little similarity in the appearance of the various Smallfolk, but they fall into two broad categories, Halflings (or Hobbits as they call themselves) and Goblins. Although the actual strict definition of the two categories is somewhat up for debate, in general if a Smallfolk is human-shaped and of human-like colouration they are Halflings, whereas if they have more bestial features and greenish or unusual skin colouration they are known as Goblins.

Location

Smallfolk can be found scattered all over the Havenlands, Halflings tend to live anywhere that humans are located, rubbing shoulders easily–and working alongside–their human neighbours, often bartering their talents at storyteller, brewing and making pipeweed to make a living. Goblins are more marginalised and tend to dwell on the outskirts of larger human societies, in the cracks of urban centres or in isolated wilderness.

Culture

Halflings prize comfort and stability above most things and therefore look to settle down in places that are well defended by larger folk, living simple lives, getting on with their neighbours and making whatever living they can, younger Halflings occasionally get an urge to go out and explore the world and have adventures. There is much frowning from their elders and betters when this occurs.

The various Goblin races do not have much in the way of culture and tend to only exist in small family groups.

Relations with Others

Halflings maintain genial relations with most of the other races common in the Havenlands, whereas Goblins tend to be regarded as either a pest to ignore or a menace to be wiped out (depending on numbers and relative strength).

 

The icons used in this article were from Http://game-icons.net and are used as per the Creative Commons CC license.

Rose of Westhaven Sideview Map

If you’re a player in my ROSE OF WESTHAVEN campaign, please stop reading now.

As some of you may be aware, I’ve contracted map fever whilst running my OSR Midderlands LOTFP campaign; one of the things we discussed in our session zero is that the players wanted to do plenty of dungeon-crawling during the campaign, so I started off drawing a few maps and reading online tutorials. I’m getting to point now where I’m really enjoying working out how the maps link together, to this end I decided to draw a sideview map showing the various elevations and locations of the different dungeon maps in the area around Porthcrawl (our game’s Homebase).

I’ve not got round to drawing a finished version yet but have roughed out the layout using Notepad.

How like the Midderlands is Rose of Westhaven?

As I’ve mentioned in my main campaign page, our Rose of Westhaven campaign is heavily influenced by Monkey Blood Design’s Midderlands OSR campaign setting and bestiary, I wanted to jot down some notes about how far that inspiration goes.

Campaign Genesis

The Rose of Westhaven first started germinating as a campaign idea after I picked up a copy of Lamentations of the Flame Princess, the OSR game written by James Raggi. I’d steered clear of it previously because–every time I saw people talking about the game–they had either one or two reactions, it was either “Ewww, no, it’s obscene and weird” or people going “Yeah, it’s so metal and extreme, wooooo!”

The reality–as if often the case–was somewhere between the two, yes LotFP does have some artwork that’s risqué and a lot of the supplements tend to really ramp up the gruesomeness or the weird horror vibe (which I don’t mind TBH), but the actual corebook itself is a well written and tidy OSR game. Without getting into the system details, LotFP posits a fairly brutal version of old-school D&D with a streamlined skill system and a slightly darker background, more akin to the old WFRP than more traditional D&D. As someone who started roleplaying with Warhammer Fantasy Roleplay I found this style very appealing, the game also contains optional rules for blackpowder firearms, with many of the supplements being set in worlds that have a more renaissance vibe to them than the traditional pseudo-medieval worlds used in a lot of OSR games.

I’m a big fan of this book, so it didn’t take me long to start looking around for a group of players and thinking about what sort of campaign I would run with it, I’m lucky enough to have a group of people who were enthusiastic to give it a shot.

Creating the Campaign

Originally when I sat down, I had loads of ideas racing through my head so I grabbed my trusty notebook and jotted down a few things I definitely wanted to be in the world that I was designing:

  • A slightly later time-period than normal.
  • Black powder firearms.
  • Some sort of large-scale conflict as a backdrop.
  • A conflict between modern and ancient religions.
  • A rationale for dungeon-crawling.
  • A world with ancient mythology.
  • The Mythos.

After taking a short while to look at this list and mull it over I decided that–whilst not impossible–creating all of this stuff from scratch was going to be a massive investment of time for a game whose lifespan was (at the time of creation) uncertain, I’ve seen lots of games where the GM has spent ages creating a world and the campaign itself never really gets of the ground or folds. Of course you can always recycle stuff and use it in other games, but I also didn’t want to have to be making loads of stuff up entirely on the fly.

Familiar Ground

I often find that–if I want to create a campaign but not make it up whole-cloth–taking inspiration from a film, a book series or the real-world can be a great shortcut. You just file the serial numbers off it, and it can serve as a great source of inspiration, and if you do have to make up something you can refer back to your source material for guidance. I decided to go for using a fantasy version of Great Britain and Ireland, since this gives me a wealth of folklore to draw on and is also quite familiar to myself, originally I decided to start the players on the coast (since I’d been reading Alas for the Awful Sea) near a small made-up village near the coat of Wales (originally referred to as Fada Siar in our campaign).

Research & Decisions

It was about this time that I started considering what sort of time period I wanted to run it in, since I’d already decided that I wanted to run the game in a slightly later time period than the standard medieval and wanted a background conflict, I started looking at the English Civil Wars and the Tudor Period. I decided to take inspiration from both of them, creating a setting torn apart by a conflict between staunch Royalists and freedom-loving Parliamentarians. Previously the countries had been ruled by a strong royal dynasty, but a leader amongst the common(er) folk had arisen and was leading a rebellion against the old ways.

I grabbed a number of books from local shops at this point and watched a number of BBC documentaries to supplement my historical knowledge (since I’m no history buff), and found that I was enjoying reading about history far more knowing I was going to be using the information to inspire a project rather than simply reciting them at school or similar.

Further Inspiration

Whilst creating the campaign I had noticed the kickstarter for Monkey Blood Design’s Midderlands campaign, I originally backed it because it was set in a fantasy version of the Midlands in England, which is where I live. When I received the book I was blown away by it (as you can no doubt tell from my review) and was surprised by just how neatly the material in the Midderlands book dovetailed with the game that we’d already established. I decided to start overtly using information and ideas from the Midderlands book in my campaign, after letting my players know I then started to move some of the campaign information (which had originally been in a PDF for the players) to this website (you can see it by clicking on the Rose of Westhaven link).

Potential Issues

One of the potential issues with importing a lot of the Midderlands wholesale is that my characters began far to the south of the area that has been detailed thus far in the Midderlands book. Luckily Monkey Blood Design are releasing a second book for this setting soon (as of time of writing) that is going to expand the setting to cover the rest of Britain and Ireland, Glynn Seal was kind enough to send me a low-resolution copy of the map that will be in the second book so I have a vague idea what sort of stuff is going to be covered. However, if my players decide they want to go somewhere before I get my hands on the book then I’m just going to have to create a version of the area myself (taking inspiration from the real-life source material) and then either ignore or reconcile the “official” version when I get my hands on that sweet, sweet second book.

TBH although I’ve called this a potential issue, it’s not really much of a problem. A lot of our campaign was made up wholesale and then fitted around the stuff that I wanted to incorporate from the Midderlands campaign setting, for example my use of the Old Ones from the Cthulhu Mythos as pagan gods worshipped by some of the Fade Siar tribes. In-fact the name of the Welsh analogue in our campaign is a good example, when I originally created the setting I called it Fada Siar, meaning Far Land in the Elven tongue (I used a celtic online translator or something similar for this), but in the Midderlands campaign book it is called Oldenwale. It wasn’t difficult to say that Fada Siar is the Elven name for the country and that Oldenwale is the more commonly used human name. I’m pretty sure that if I continue taking inspiration from the real-world (as the writers of Midderlands obviously do) then I should be able to flex my setting to incorporate other stuff; however, if we do come across bits in the new book that can’t be used as they are then I’ll go with what we’ve already established in the campaign.

My players are already making noises about heading to the nearby Hexenmoor which–looking at the map and similarities of the name–would appear to be based largely on Exmoor (presumably with a magical twist), it’s pretty easy to find some of that areas folklore and customs online so if they get there before I’ve got the book then I’ll take inspiration from this and see where we end up. I’ve already warned them about a devilish beast that is believed to prowl the area.

 

Is OSR combat deadlier than 5E?

I’ve been running my Rose of Westhaven LOTFP campaign for a little while now, we’re running every other week (schedules allowing) and have just wrapped up session 4 (as of the time of writing this blog).

Prior to running this campaign my experience of playing OSR style games was minimal and my experience with running it was non-existent, although I’ve been a fan of the idea of OSR for a while and have been steadily accumulating games such as White Star, ASSH 2E, LOTFP and the like, so I’m by no means an expert. Given that I’m still finding my way around the whole OSR deal–although my players seem to be enjoying it at the moment–and having come more from a background of highly cinematic games such as Fate, one thing that I have noticed is that the combat in OSR games seems to be extremely deadly. Continue reading

October 2017 Blog Carnival – Superstitions

I’ve not written anything on the Blog Carnival for a while, I finally put pen to paper (well fingers to keyboard but you get the idea) when I read a post on Of Dice and Dragons talking about superstitions in RPG campaign worlds. In the post a challenge was thrown down to write about a superstition in our own campaign world. I’ve just started up my Rose of Westhaven, Lamentations of the Flame Princess campaign set in a fantasy world roughly based on Civil War/Tudor England. Lamentations has three non-human races by default: Dwarves, Elves and Halflings, to create a slightly more phobic and close-minded atmosphere I wanted to make these races a little more eerie and inhuman.

The race where this is most obvious at the moment (because a player rolled one as a character) is the Elves, they have bluish skin and bleed a clear liquid that smells like elder-flowers.

When it comes to the Elves in my setting there are a few superstitions that may or may not be true:

Continue reading

Rose of Westhaven: Session One Write-up

Date: Primaday, 9th of Moon Month. 1490 AU

A few nights after a terrible storm has lashed the nearby coastline, four people–wearing wet weather gear–arrive at the foot of the ancient lighthouse known as the Beacon, situated a couple of miles to the west of Porthcrawl village:

  • Edwin Locke: a man who has recently returned from fighting in the war between the Royalists and Parliamentarians, he remains silent concerning which side he fought for and his eyes have the haunted look of a man who has seen too much death.
  • Maarku: one of the strange, pale-skinned elves from Fada Siar, Maarku settled in the village of Porthcrawl some time ago and–despite some initial resistance–has earned some grudging respect due his ability as a carpenter.
  • William: to all appearances a normal young boy, however sometimes a shadow falls across his face or he speaks in a voice old beyond his years.
  • Sasha: sister to William, a young flame-haired woman dressed in the garb of a highwayman.

The wrinkled old lighthouse-keeper, Thackeray West tells the four that he has invited them to the Beacon because he saw a Royalist ship get wrecked on the treacherous rocks around Windy Bay during the great storm a few nights previous. With his in-depth knowledge of the local currents, Thackeray believes that much of the cargo from the vessel will have been swept into the sea caves that pock-mark the nearby cliffside. No longer a young man and unable to reach the caves himself, Thackeray volunteers to reveal a concealed smugglers passage down to the caves, in return for 20% of any salvage that the four can recover. After thinking for a few moments–and sharing a drink with the eccentric old man–the four guests agree to his deal and are giving the directions to the smugglers pass.

Creeping down the pass, the four individuals find themselves block on one side by a huge rock-face whilst on the other there is a 100 foot drop down to the crashing surf below, Edwin spots some detritus from the ship that has washed up against the face of the cliff far below. For a moment they contemplate using their rope to get down to the wreckage, but decide to press onto the caves, Thackeray’s warning echoing in their ears:

“You should be fine as long as you don’t delay, when the evening tide comes in those caves will be flooded, I wouldn’t want to be in there when that happened.”

As they reach the end of the smugglers pass and the entrance to the caves is revealed, Maarku’s keen sense of smell picks up the scent of tobacco in the air. Williams sneaks to the mouth of the pass and peers out, a guard wearing mustard and black colour clothes in the Royalist style is sat on a broken crate, smoking a pipe and occasionally shouting to companions of his that remain out of sight further in the caves. Unfortunately William dislodges some stone made loose by the sea air and it crashes down, alerting the guard who begins advancing on their position with a pistol drawn.

Edwin initially tries to speak to the Royalist, soldier-to-soldier but–when it becomes clear that he isn’t getting anywhere–he draws his arquebus and fires. Unfortunately the dampness has seeped into his powder and there is just a short puff of smoke. Whilst the guard is shouting to raise the alarm, the four are able to finish him off, William–seemingly lost to a strange bloodlust–continues to stab the guard long after the Royalist has breathed his last.

During the confusion Maarku has snuck further into the cave system, wading through the waist deep water and sees two Royalists attempting to dislodge a large, coffin-shaped box wrapped in chains from where it has become wedged between two rocky outcroppings, they are arguing with each other and mention the name Lord Rothschild. One of them leaves to find out what has happened to their lookout and is set upon by Maarku’s three companions, whilst the other spots the elf and moves to engage him. He is accompanied by his Captain who had been lurking–previously unseen–behind a rocky protruberance. Maarku attempts to fend them both off but is severely injured. It looks for a moment as though he is going to fall when Edwin–having helped finish off the guard nearest to him–grabs one of the Royalist’s pistols and neatly blows a hole in the Captain’s head.

Moving to investigate the coffin-shaped box, Maarku realises something inside is attempted to get out and he notes–with mounting concern–a number of holy symbols fastened to the box. Before he can fully warn his companions the box bursts open and a shambling corpses wearing the tatters of a monks robe climbs out, swinging it’s bony claws at the elf. Recovering from his bloodlust, William hurls a pot of lantern oil at the advancing corpse, which is ignited by a pistol shot from Edwin, causing the flailing creature to burst into flames. Seemingly unconcerned by the burning of its flesh, the creature cuts Maarku down and turns to advance on the others, hurling itself at Edwin, luckily he is able to fend it off for long enough that the fire finishes it off. Edwin drags Maarkus unconscious body out of the water to prevent him from drowning.

Exploring further they discover a great mess of debris and salvage from the wrecked vessel at the far end of the cave, William also finds a thin crack that appears to lead out of the cave and plunge further down into the depths but elects not to explore it at this time. Amongst the other salvage, they find a small wooden box with brass fixtures, when opened, it contains the partially ruined remnants of the a ships log, it talks about a weapon taken in far Kalam on the orders of Duke Rothschild that they hope to use against the Parliamentarians. The log refers to the weapon as an abomination and speaks of meeting people near Porthcrawl so that it can be offloaded and taken to the Sage Salazar.

They also find:

  • 50 silver pieces
  • 3 barrels of wine
  • a silver mirror
  • 5 pouches of tobacco
  • a spyglass

Gathering up all their new found wealth they return to the Beacon–carrying the injured and unconscious Maarku–where they give Thackeray a share of the silver, a barrel of wine and one of the pouches of tobacco.