Showing posts with label amanda. Show all posts
Showing posts with label amanda. Show all posts

Wednesday, October 24, 2018

"On the Account": El Humo hace Fuego (Session 0.1 - Prequel 1)

Santiago de Cuba, New Years' Eve 1650: as festivities and fireworks light up Cuba's second city on this night of revelry, all seems to be merriment and laughter. But through the revelers moves a single figure with more serious matters on her mind...


Carmen, a red-haired freelance spy who has been operating out of Santiago de Cuba for several months, is heading to the docks to receive a new assignment. She makes her way to a three-story tobacco warehouse with a makeshift tavern in the back. This is El Curatores de Humo, a well known site for those seeking to have meetings where privacy is of primary concern. There, she makes contact with Mercedes Delgado, her employer. Mercedes has a mission for Carmen, but she has also hired some outlaws from Havana to serve as her backup. We meet:

  • Oman, a fugitive whose slight figure allows her to pass as a boy
  • "Red Knife" Abrameu, a youthful Spanish adventurer loaded down with weapons
  • Ilva, a resourceful castaway whose heavy cape conceals a trained monkey, and
  • Scotch Pete, a burly mercenary with a taste for sweet wine and games of dexterity

Mercedes sketches the mission out to Carmen in the following terms: a visiting priest is staying at the enormous Castillo de San Pedro della Roca just outside town.




At midnight, he will be rowed out to a troopship at anchor in the bay to perform a mass for the soldiers on board. During the hour that he is away, Carmen and her team must enter his lodgings - a tent pitched on one of the castle terraces - and steal any correspondence bearing the seal of a local noble: Guzman Mendoza Diaz, the Conde de Fideo. To expedite matters, a servant is standing by to open a side gate of the fortress for them at exactly midnight. The correspondence is to be returned to Mercedes at the tobacco warehouse, at which time all will be paid for their efforts.

As it is still early in the evening, the adventurers split up to learn more about the mission while they still have time.

  • Carmen flirts with Carlos, an off-duty soldier at the bar, learning that the priest is no simple friar but an official of the Holy Inquisition based in Cartagena; furthermore, that his tent is heavily guarded both by musketeers from the fort, and soldiers of the Inquisition. The soldier offers to tell more if Carmen will accompany him to his rented room, but with the aid of Scotch Pete and Oman she is able to extricate herself.
  • Red Knife hooks an expensive handkerchief to his belt to serve as bait for a pickpocket. When he catches one - a fruit-seller's son called Alvaro - he interrogates him regarding the Conde de Fideo. He learns that the Conde is a hidalgo - a nobleman in title only, with no lands or wealth to speak of - but an ambitious and crafty one, nicknamed "the Snake" (ofidio) on account of his inquisitive and deadly reputation. The Conde has apparently been paying good money to all who will sell him information on heretics - Jews, Protestants, and witches - for several months.
  • Ilva finds a religious procession waiting to bear a holy relic through the festive streets, and plays marbles with a cheeky altar boy called Filipo to find out more about the inquisitor, including his name - Fray Porfirio Cruz del Campo - and the fact that he recently drained the Mass supplies from Filipo's church and had them rowed out to his troopship. She also learns that the Conde added religious supplies from his own home to this shipment, such as an old family communion chalice. Perhaps he is attempting to win favor with the Inquisitor?
With midnight drawing near, the adventurers hire a coach to take them up to the fortress. They consider bypassing the possibly-dangerous interior of the fortress by coming in at the sea entrance, but the presence of sentries and many light sources seems to suggest that this would be even more risky. Accordingly, they stick to Mercedes' plan, meeting her assistant at a side door and slipping in unnoticed.



The interior of the fortress proves to be nearly deserted, with almost everyone having been granted leave to go into the town for the New Years Eve festivities. Proceeding cautiously and using Ilva's monkey as a scout, they surprise two porters carrying wine and a tray of roast chicken; Scotch Pete uses a barrel that he is carrying as a part of his disguise as a deliveryman to knock one of them unconscious, while Red Knife is able to subdue the other one by beating him senseless with a heavy wooden serving tray. The porters are stripped of their uniforms and locked in a storeroom, and the adventurers proceed with Carmen and Red Knife wearing the uniforms as disguises.

The next complication involves crossing the fortress' inner courtyard, where a clerk is conducting an inventory of one of the enormous supply vaults. The clerk is blocking their progress, but Red Knife and Carmen are able to successfully distract him with questions about who to deliver the roast chicken to, while Ilva, Pete and Oman slip by behind him.

The adventurers are almost to the long stairs leading down to the terrace on which the priest's tent is pitched, but a locked door with two guards behind it now blocks their path. A plan is hatched; Carmen and Red Knife will gain entrance by telling the guards that they have brought food and wine for them, the guards will be given drugged chicken to lull them into a doze, and then the rest of the group will rush the door to overpower the guards.

However, two things go wrong: first, the guards pointedly close the door once Red Knife and Carmen have been let in, making a rush from the corridor outside somewhat more risky; and second, it seems that either these men have a strange tolerance to intoxicants, or Carmen's opium supplier has been letting quality slip of late. Either way, things move to Plan B: on a prearranged signal ("¡Feliz año nuevo!", shouted by Red Knife) the door is kicked open and Oman fires a crossbow while the guards suddenly fight themselves under attack with concealed knives. In a few heartbeats both guards lie dead - stabbed and shot through the gaps in their heavy armor. Once again, the adventurers loot their fallen foes for disguises, hide the bodies (down a pit toilet this time), and proceed towards their final goal.

On the terrace below, the inquisitor's tent stands revealed, as do ten armed guards standing in stiff parade-ground attention in two parallel rows in front of it: five musketeers from the castle garrison, and five soldiers of the Inquisition. A frontal attack seems unthinkably risky, the area is too well-lit to consider stealth, and although Ilva's monkey could probably get in and out undetected, how would it know which papers to steal? Suddenly, Scotch Pete has a flash of insight: what if the small and limber Oman, with Ilva's monkey clasped to her chest, was hidden in an empty wine barrel which was then "delivered" to the inside of the tent?

In a few minutes, the plan is in motion. Ilva overcomes some initial skepticism from the captain of the musketeers by insisting that the wine, although not scheduled, is a personal gift from the Conde to the inquisitor, and although they are closely watched while they manhandle the barrel into the tent they are allowed to do so without further objections. A few minutes later, Oman emerges, silently locates two leather folios bearing the Conde's seal on the writing desk nearby, and then relocates their contents to a watertight bottle held by the monkey. The monkey sneaks back to Ilva, and once it has arrived safely Oman steels herself, slips out under the front of the tent, and dives into the inky waters of the bay without being noticed.

Reuniting on the coast some way away, the adventurers examine their haul. The papers from the first folio, which was labeled “El enemigo interno” (The Enemy Within), contain a list of 300 names and locations. Possibly these are the heretics that the hidalgo Conde has been investigating? The contents of the other folio, labeled "El Gallo contra el León" (The Rooster against the Lion), are more inscrutable: maps of a faraway coastline, lists of English and French names, and a roster of ships. Deciding that knowing more about the materials they have stolen for Mercedes would be a useful thing, Red Knife and Carmen memorize as many of the listed names from the first folio as they can, while Oman memorizes the maps and Scotch Pete copies the various lists and names from the second. Ilva, in the meantime, takes specific note of one name on the first folio lists and carefully memorizes its associated details before sitting alone with her thoughts...

Back at El Curatores de Humo, Mercedes exchanges the stolen papers for payment. Hearing that two soldiers were killed in the course of the mission, she suggests that the adventurers may wish to leave town for a while. People say that Tortuga is nice at this time of year...

Monday, September 3, 2018

"On the Account": Bring me that Horizon (Session 1.2)

Tortuga, January 1651:The Fortune's Folly has taken on new hands, and the sails are set to depart on the first tide. The day begins...


Twenty pirates have crowded into the aft hold of the Folly. There, in his tiny captain's cabin, Brimstone Jack is gasping out a secret. Among the pirates, six stand out:

  • Eve, the Quartermistress of the Folly (played by Melanie)
  • "Red Knife" Abrameu, a youthful Spanish noble laboring under a mysterious curse (Gerald)
  • Guillaume, ship's doctor and political idealist (Elin)
  • Joe Malone, a mutineer and would-be boatswain (Padraic)
  • Oman, a young runaway dressed in boy's clothes (Amanda), and
  • Carmen, a disguised spy fleeing enemy agents (Jacquie)

Other crew members of note include:

  • Jerome, sailor, lately of the French navy
  • Jean, the gigantic cook
  • Old Jemmy, English master carpenter, recently hired
  • Zandoz de la Rosa, leader of a Spanish faction among the crew, recently crew of the Dagger
His speech made less painful by some of Guillaume's anesthetic preparations, Brimstone Jack reveals what he knows: the island of St Martin will soon be sold by the French Compagnie des Îles de l'Amérique. It's new owner is Giovanni Paolo Lascaris, Grand Master of the Knights of Malta:



Brimstone Jack has found out - he does not say how - that a substantial amount of ceremonial silver is being sent from the knights' stronghold across the Atlantic to St Martin. The silver is being carried by a fast but lightly-armed Genoese ship, L'Estrella, which will be arriving in the Caribbean at the end of the month. If L'Estrella can be taken before she reaches St Martin, it will be enough to change the lives of the entire crew of the Folly, perhaps up to the point of buying and fitting a much bigger ship for more ambitious adventures.

The crew retire to discuss Brimstone Jack's revelations, pausing momentarily to elect Joe as the new boatswain. Zandoz de la Rosa runs against him, but Joe's cool intimidation and his past as a mutineer carry the vote.

As the rest of the hands return to their tasks aboard the ship, Joe and the others continue to discuss the hunt for L'Estrella. Of primary concern is the Folly's shortage of firepower, even relative to a smaller ship. After considering raiding fortresses in Puerto Rico and San Domingo for weapons, the crew instead decide to beach the ship along the northern coast of the Spanish section of Hispaniola, and raid a sugar plantation instead.

The plan hits an initial hump when Oman and Red Knife find themselves unable to bring the Folly in close to the shore, and instead get stuck on a sandbar. Most of the crew stay behind to work on getting the ship loose, while Red Knife, Joe, Guillaume, Carmen, Eve and Oman travel inland towards a nearby plantation.

At the plantation, some reconnaissance reveals several points of interest:
  1. A fortified great house, presumably the location of any lootable goods
  2. A dormitory building, occupied by the farmhands and free laborers
  3. Two slave lodges, each guarded by a pair of armed sentries
  4. A large warehouse partially filled with cane bundles and processed sugar

The pirates' initial, stealthy approach is ruined by a surprised rat. Joe fires a pistol and mortally wounds a sentry; a brief firefight follows. Oman shoots a second sentry, Joe kills a third and is wounded in the ribs for his trouble, and Eve leaps from the darkness to skewer the fourth and last sentry.

In the lodges, Oman and Carmen try with little success to free the slaves. In the mens' lodge, a heavy chain running through hoops set in the stone floor serves as the anchoring point for each group of four men, and is held in place by a monstrous padlock; in the womens' lodge, the occupants are unchained but the door itself is sturdy and hard to unlock.

As the pirates continue to struggle with these locks, the gunfire outside has raised the alarm, and return fire is beginning to rattle out from the dormitory as the farmhands respond to the raid. It is only a matter if time until the outnumbered raiders are surrounded or driven back with nothing. Three acts of reckless daring, and one of cynical self-preservation, resolve the situation:
  1. Red Knife scoops up several muskets and keeps up a one-man assault on the farmhands, using stealth and speed to make himself seem like several attackers
  2. Carmen, improvising the dress of a plantation laborer running for safety, and utilizing a cloud of smoke created by Guillaume with a stinkpot, infiltrates the dormitory and returns with a heavy blacksmith's hammer capable of smashing the slaves' chains
  3. Oman rallies the slaves with the aid of their leader, sending a party of ten men to brave the gunfire and assist Joe in tearing the great house's armored shutters open enough to permit him to throw in a firebomb
  4. Eve, faced with a choice between drawing gunfire away from the freed slaves, or keeping herself safe, selects the latter
As the great house begins to burn freely, a flag of surrender is extended by its occupants and the shooting dies down, but dozens of freed slaves lie dead as collateral damage and the disarmed plantation staff are soon the focus of a general desire for revenge. Their fate is now in the hands of the crew of the Fortune's Folly...

The Dee Sanction: St Mary's City

The Dee Sanction: St Mary's City is a role-playing game series set in 17th Century Mid-Atlantic America (but with the ability to range ...