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Posted

You have put together a crew or at least attempted such. Now you have built a crude raft and decided to approach one of the four ships that anchored off your island.

The Dutch fluyt:

If you approach the Dutch fluyt, “The Maiden of Curacao” you find her armed and ready (especially if you engaged the Dutch slavers earlier). The boarding action is fast and bloody. Although you manage to take the ship you take two wounds (remember you can only take three wounds before dying) while dispatching the Dutch Quartermaster. Four of your new crew are dead and eight of the Dutch have passed on. The Portuguese merchant who acted as translator was hit in the neck with a sword blade and you know he won’t live out the night. Speaking with the Africans will be difficult from here on. The ship is in good shape except for her holds which are foul from hauling human cargo. The ship has six swivel guns and a pair of four pound cannon. The remaining Dutch ask to be put ashore on the island despite the lack of water. The remaining crew elects you the captain and suggests a life of piracy with the first target being a shore raid on Curacao! You sail off to fame and fortune!

If you approach the Dutch fluyt alone you are shot repeatedly from sharp eyed look outs. Eventually you feed the abundant sharks who dwell about the island shores. The rosary may warn you of such folly and let you choose another ship.

You may use your rosary, if you selected this item from the sea cave to recognize that it is dangerous to approach this ship and instead select another vessel.

The pinnace

If you seek out the pinnace you do discover that it is indeed the Indians who have returned. They call the ship “San Cristobal”. If you did them no harm they welcome you abroad and make plans to sail to San Jose. Unfortunately they can only take ten people with them (including you). This means that you may have to leave some crew behind. If you enlisted the aid of both the Portuguese and the African slaves you see that each of these groups wants to abandon the other to the island. In the end you decide who stays and who goes. The Indians take you to Franciscan friary in San Jose and you can arrange for a ship to take you anywhere in the Caribbean you desire. The pinnace is not armed and is in fair shape. The Indians are very reluctant to begin a career as pirates.

If you attacked the Indians they have returned for revenge and shoot you full of arrows. You feed the sharks who dwell about the island shores. You may consider yourself warned early by the rosary with the mummified finger should you have that item. You may then select another ship.

If you approach the pinnace alone the Indians still either welcome you if treated with them or kill you if you were violent.

The barque

If you approach the barque you hear soft music before you even reach the ship. The vessel appears to have been in so rough fights, her sails are scorched and her hull blemished with musket holes. The ship bears the name “Grey Mare” and at first looks deserted. When you come aboard you discover a lone sailor playing a penny whistle with the rest of the crew drunk or sleeping. It appears you have found a crew of pirates who have recently imbibed in a cask of plundered rum. This group intended to careen the Grey Mare on you island in the morn. The crew is made up of Irish and Scotsmen along with a few stray Welsh and Englishmen from Montserrat. The current Captain challenges you to a knife fight or you and your companions feed the sharks. You easily dispatch him and the crew elects you the new Captain! The Grey Mare has seen some brutal action but is in good shape. She boasts eight swivel guns and six cannon ranging from a pair of falconets, three five pound minions, and a heavy ten pound culverin. The new crew accepts you and your companions and it’s off for a life of piracy!

If you approach the barque alone the result is the same. You can use the rosary but it shows no danger exists since the crew are all drunk!

The brig

If you seek out the brig you find that ship is not anchored but is adrift her anchor line cut. The ship looks French and has the name “Le Belle”. You search the entire ship and find not a single soul. Her cargo hold is full of rice, tobacco, salt, corn, sugar and she has papers that indicate she set sail from Martinique. It almost looks as if the entire crew just disappeared leaving behind their possessions and cargo. The brig is in fine shape and has ten matching five pound minions and six swivel guns! If you have the parrot it flies into the captain’s suite at first chance and settles atop a brass bird cage. Whatever happened on this ship is a mystery. You sail off to adventure but with the grim reminder of the mystery ship… every so often one of your crew goes missing in the dead of the night and is never found again!

If you approach the brig alone the result is the same. You can use the rosary but it shows no danger exists.

So off you go! More adventures, the search for treasure and good fortune await! If you are lucky you will not be shipwrecked again…

Or perhaps you do something else? What would that be?

Posted

I'm off to conquer the world just as soon as I can find some minions. ;)

a few of the ships had minions.

or do you mean "lackeys"?

Posted

I played this on another forum site. Thanks, Jib!

I ended up with a nice ship with a sunken marble tub, a heated towel rack and champagne and chocolate dipped strawberries.

Life is great, n'est-ce pas?

Taking on the world....one pair of boots at a time!

A little bit of this...a little bit of that...a lot of dreams....

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