Black Sails over Leudendorf

Maps and Legends

 

 

The adventurers got the gnome's map, which Rook identified as a map to the fabled isle of Yarashad.  But only the gnome's friend Lucien can translate it.  And now they're on your way into the depths of the Smoking Dragon, into the Valossan ruins beneath the streets of Leudendorf, to face the infamous Captain Morgan Baumann and her surviving crew. 

 

All they have to do is defeat the captain, save the scholar, and they're as good as done, right?

 

 

 

Ketham

Romany

Grey

Sakari

Curtis

Orlan

MacShane

Dragomir

Draya

Vanev

Gabriella

Fidanza

Tianna

Elfin Archer

Human Gypsy

Human Witch

Human Druid Barbarian

Deva Blademaster

Human Anchorite

Elfin Bladesinger

 

 

 

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October 5, 740

Act I, Scene III: Baumann’s Prize (continued)

The adventurers consider the steps leading down to Baumann’s lair.  Before pursuing the sea dogs into the Valossan ruins, they double back to the secret door Ketham spotted before the ambush began.

As they look into opening the secret door, Rook peers through the open door into the sea dogs’ barracks.  Lying there is a man whom he recognizes.  Rook investigates and finds that his friend is not dead but rather unconscious after receiving a beating at the hands of the sea dogs early this evening.  Seeing that the sea dogs are on the run, and still not convinced that the Smoking Dragon is not about to go up in flames, Rook scoops up his friend and leaves for a safe spot.

A few minutes later the adventurers have the secret door open, but it does not lead to a second passage into the Valossan ruins as Ketham had hoped.  Rather, it opens onto a five square foot cell occupied by three locked chests and a pair of coin-filled sacks.  The adventurers are simultaneously intrigued and let down.  They have found Captain Baumann’s stash, but they are left with just one route into her inner sanctum. 

Romany begins to work the lock on the first chest, but as she does, the sea dogs begin to call to the adventurers from below.  Parley is called, and the adventurers are invited to an audience with the captain.  Ketham and Tianna move to investigate.  They spy a pair of sea dogs in a partially collapsed chamber, guarding a door to their captain’s chamber.  The men spot Ketham as he peers around the corner and put on a show of invitation.  Ketham’s aloof demeanor irritates the sea dogs, but Baumann keeps her men restrained with a word.

When the captain’s invitation is repeated, all of the adventurers but Kari and Romany descend into the Valossan ruins.  They meet Morgan Baumann in her chambers, a tall pirate woman in mismatched garb culled from the captains of every seafaring domain.  A monkey rests on her shoulder.  In one corner is the badly beaten form of Lucien Buche, Flint’s kidnapped friend and the only person who can follow the map to Yarashad.  Lucien has been beaten and tortured, with a number of fingers and toes broken and more than one nail pulled out. 

The adventurers find Baumann is willing to negotiate.  She offers to sell Lucien to the adventurers for a thousand gold kroner.  After Ketham negotiate for Gabriella to heal Lucien, though, Baumann doubles the price. 

Baumann proves a resilient opponent, able to resist the adventurers’ efforts to reason or overcome her.  Tianna’s attempt to polymorph Baumann proves ineffective, but the captain does not take the provocation to begin a fight.  She remains unfazed, willing to negotiate and release her prisoner if the adventurers can come up with enough money.  Even the arrival of Romany and Kari—and the elimination of the door sea dogs guarding the door—does not lead to a battle.  In fact, Baumann herself pulls the trigger on the sea dog Kari incapacitated. 

Rather than attack, Baumann stands firm on her price.  Romany and Kari readily agree to pay for Lucien’s freedom.  They retreat upstairs, to the pirate’s own stash.  There, they unlock the remaining chests, triggering a cloud of burnt othur fumes that nearly incapacitates Romany before Kari provides the potion of poison neutralization that turned up in the back room of the Smoking Dragon.  All told, the two turn up many thousand gold pieces worth of coins and distinctive jewels, including a black pearl, a bejeweled helm and an ornate mask.

The adventurers return to Baumann and pay for Lucien’s freedom with the stolen coins.  When Baumann asks where they went to retrieve the coins in less than a half hour, Romany replies that she wouldn’t reveal that information to someone like the captain; it would be foolish.  Baumann seems to like this answer.  She takes the sacks of gold—her own gold—and releases Lucien into the adventurers’ custody.

Ketham is last to leave.  He makes a show of leaving a folded paper falcon on the threshold as he leaves.  Before he has climbed the steps out of the Valossan ruins he hears the report of a pistol.  A superstitious sea dog has shot the paper falcon.

With Lucien in tow, the adventurers make their way back to the surface.  Before leaving, they erect a wall of stone to block the exit from the Smoking Dragon, essentially burying Morgan Baumann and her surviving crew alive until they can use enough black powder to blow their way free.  At the entrance to Rudolph’s Exotic Book Shoppe, Gabriella gives Blaine Henry the key to his establishment, along with a warning that the captain will probably be on her way out sometime before sunrise.  Blaine Henry thanks Gabriella for her kindly nature, then returns to the shoppe, locking the door behind him.

 

 

 

Act I, Scene IV: Gnome Place Like Home

The adventurers take Lucien to find Flint at an inn called the Scholar’s Quill.  Ketham had suggested that the gnome might be safe there, and it quickly becomes evident that there is more to the establishment than a good kitchen and spacious rooms on the second floor.  Nonetheless, the wards and safeguards protecting the Scholar’s Quill did not stop a new party from finding Flint in his room and murdering him in a brutal, ruthless fashion.  Enter: The Cult of Yarash.

The room is painted in Flint’s blood.  Cabalistic sigils and exaltations to “Yarash,” the “Bloody One,” are everywhere.  One prominent symbol is the skull with five stars in an arc above it—the same symbol at the heart of the map to Yarashad.  Flint lies dead on the bed, his torso opened and his mashed entrails in a heap between his feet. 

Thinking quickly, the adventurers keep Lucien from entering the room.  They leave it to the little scholar to determine what happened to his gnome friend, but they do not deny what transpired.  When Lucien asks to see Flint’s body, they do not argue, though they do ask him to wait until Gabriella and Kari can finish their anatomical study of the remains. 

The adventurers gather information:

·        The wreckage of this room was created in some manner of ritual.  The ritual was some manner of divine magic, but its impact was more subtle than a typical prayer.  Nothing was summoned, no portals were opened—whatever was done here did not have immediate consequences.

·        Kari uses a spell to decipher the script on the walls:

o   YARASH WE OFFER THESE GIFTS IN YOUR NAME

o   O MASTER OF THE SEAS GUIDE AS WE STRUGGLE IN YOUR FOUL NAME

o   BLOODY ONE GRANT US STRENGTH

·        Kari and Gabriella perform an autopsy:

o   Flint was stabbed with a poisoned blade.  The venom paralyzed Flint, leaving him alive and most likely alert while the ritual was performed.  His body was cut open, and his organs were removed with care, then cut and mashed with a mallet in order to provide the “ink” used on the walls around the room.

·        Ketham uses his connection to the long-haired barkeep to get candid information about the day’s events.  The staff at the Scholar’s Quill heard nothing.  No one came into the Quill looking for the gnome, and no strangers climbed the steps to his room.

·        The window to Flint’s room is unlocked. There are no bloody footprints in the window or along the outer wall.  When Tianna joins the search she spots a single, bloody print on the window sill, but it is not a human print.  It is the print of a single bird’s foot, barely noticeable where it alighted from the window.

 

So the adventurers come to the realization that they are facing a small group of individuals with powerful magic at their disposal.  These individuals were able to enter the Scholar’s Quill undetected, torture a gnome to death without being noticed and perform a black rite at the same time.  Then they departed, leaving only a single bird-print on the window sill to mark their passage.

When Lucien enters the room he is distraught.  Flint was a good friend to Lucien, and the loss—especially so horrid a demise—strikes him in the heart.  Lucien is tearful, but resolves himself.  He says that Flint would not want the expedition to end.  In fact, Lucien says, continuing on seems like the best way to honor Flint’s memory.  Lucien asks for a few moments alone with his friend while the adventurers gather in the Quill’s private meeting room.  Draya alone waits upstairs, while Tianna discretely stands guard in the street below the room’s single window.

 

 

 

Act I, Scene V: Maps and Legends

After Lucien has his chance to say his good-byes to Flint, the scholar makes his way to the meeting chamber.  He guides Draya, whom he still believes to be blind, and Tianna is gathered.  Orlan’s mountain lion companion is in the room, devouring a raw steak.  The lion had been smuggled into the Scholar’s Quill to aid in the search of Flint’s room.  When the barkeeper noticed the lion he remained unfazed, to the point of assuring the druid that the lion could eat in the meeting room with his friends.  No one presses for more information on the nature of this strange inn, but Ketham—normally aloof—seems confident that he can trust these folk.

Lucien shares a bit of his own story, which blends into the tale of Flint and the map.  The scholar explains that he always wanted to be a pirate.  Growing up in Dementlieu, he dreamed of adventure on the high seas, striking terror in the hearts of merchants all along the west coast.  But his penchant for sea sickness (likely among other, unmentioned “shortcomings,” including a conscience) kept him from pursuing his dream.  He made up for his lack of adventure by become the coast’s foremost authority on all things “piratical.” 

Lucien knows all there is to know about the founding of Leudendorf, the Great Raid, and the events that followed, including the reign of the Full Fathom Five and their defeat in the time of Sea Lord Cromey, who followed Drac in Leudendorf’s highest position.  He studied pirates and their misadventures voraciously, but the highpoint came when word arrived that Flint had uncovered a rare, old map.  Judging by a description of its features, Lucien determined that it was indeed the map to fabled Yarashad.

Despite his knowledge that the journey north would leave him incapacitated by sea sickness, Lucien wanted to see this map with his own eyes.  He had developed theories based on Flint’s description of it, and he wanted to study it in-depth to determine whether he might be correct.  When the adventurers deliver the map to Lucien, he quickly surmises that he was. 

Hell’s Triangle is the geographic marker to find Yarashad.  But the triangle itself is not the whole solution to the riddle.  In fact, the triangle does not mark Yarashad but rather a magical portal.  One that only opens every 150 years.  The adventurers quickly surmise that they are mere days from the anniversary of the portal’s opening.  Lucien is not finished, though.  The portal will open, yes, but with destructive force.  Only a ship guided by a magical sextant—as illustrated in the bottom margin of the map—could navigate the portal and survive.

The adventurers must find the magical sextant.  To do so, they focus on the one name that cannot be identified on the map: Carthy.

They resolve to split into groups, to cover as much territory as possible, and then regroup at the Scholar’s Quill.

 

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Ketham, Orlan and Tianna go to the Kraken’s Claw to check on Morgan Baumann’s progress this evening.  As before, Ketham finds it in the last slip before Scurvytown and the next remains unoccupied.  Orlan prays to Sylvanus and grants the three of them the ability to walk upon the waters of the Sea of Sorrows.  They approach from behind the ship, unseen. 

The two elves scale to the window of the captain’s cabin.  It is unlocked, and they slip inside, then lower a rope to Orlan to climb after them.

Captain Baumann has not returned to the ship.

With attention to the guards—still two patrols walking rounds in pairs—they go about searching Baumann’s cabin.  The men on deck, as could be assumed, do not check on Baumann’s cabin during their rounds. 

The search turns up personal charts and other effects, but nothing that implies knowledge of a magical sextant or anyone named “Carthy.”  In addition, there is a potion vial (Tianna identifies the symbol as some manner of abjuration), and a masterwork cutlass with a pure silver blade.

Before leaving, Ketham leaves a mark.  He lays out the captain’s black shirt in state on her bunk, with the arms folded over the breast.  Then he folds a second white falcon and leaves it there for her to find.

 

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Kari and Romany go shopping for clothing and gear to disguise their tell-tale appearances.  When they are ready to be seen, they make their way to the Docks to gather information.  While Kari supports Romany as a muse, Romany dances and attracts the attention of the tavern goers they hope to interrogate.  They focus their efforts on learning more about “Carthy” and the magical sextant.  They begin by looking for any place where they might find a collection of old seafaring equipment.  They learn of several collectors, most in the Old City.   Two Captains’ Counselors are mentioned among these: Arias Soderheim and Marcus Roberts each have a sizable collection of pirate paraphernalia.

With a few willing speakers but no concrete details, the two shift their focus to the legend of a magical piece of equipment that could lead to Yarashad.  While the men at the dockside taverns do not know more than fanciful tales, they do speak of a group of dangerous men who came through earlier looking for just that same thing.  From the sounds of things, these men came from different ports and on different ships.  They arrived several days ago, at least three days. 

When the ladies ask about a ship to hire, the sea dogs recommend Captain Caladon of the Sea Lion.  It is a name that has surfaced before when the adventurers inquired about a reliable captain.

Romany attempts to dredge up some more obscure information by mentioning that the sextant was brought to shore by someone named Carthy.  No one she and Kari speak to on the docks has heard the name Carthy.  One man, however, recalls that the tattooed men also asked about that same name.  That same man also mentions that he caught a glimpse of one tattoo that each man shared.  Each bore a tattoo with a skull and five stars in an arc above the crown.  The symbol on the map to Yarashad, and the symbol prominently displayed at the Scholar’s Quill in Flint’s blood.

With each group they canvas, Romany and Kari wind down the interrogation by asking for tales of Hell’s Triangle, and ultimately other, more harmless and diverting pirate tales.

 

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While the others spend time on the Docks, Gabriella, Draya, and Lucien go to the Temple of Knowledge.  Lucien is awed by the sight, and the three are sent an Accomplished Scholar to guide them in their search. 

Draya begins the serach by asking for information about a “point of contention” between him and Gabriella.  Is Carthy a person or a location?

The Accomplished Scholar responds, “Did you not find what you were looking for earlier?”

It is revealed that a group of men, covered in tattoos, were recently at the temple, seeking information on the same name.  They were a rough lot.  They poured over some texts, then tipped in gold and left.

Draya and Gabriella ask to see the books that the other group studied, and the Accomplished Scholar readily brings them the same assortment of books.  Most of these are nautical tomes and histories.  The search is daunting, but after a couple hours the adventurers turn up a slip of paper, folded and tucked into the spine of one volume.

 

 

They focus on the last volume: The Cycle of Yarash.

It is not among the books that were brought to the other group.  A study of the catalog index reveals the reason why.  The Accomplished Scholar sheepishly admits that the book was removed from the temple’s collection by order of Sea Lord Cromey about 150 years ago.  When Gabriella asks about other copies, the scholar replies that any remaining copies would be in the hands of private collectors.

Gabriella begins to smile, sure that she knows just the right fellow to help her find The Cycle of Yarash.

She and Draya return with Lucien to Rudolph’s Exotic Book Shoppe.  Lucien is pale and quiet as they enter the shop, but Blaine Henry is cordial, even pleased to see Gabriella again—despite the fact that he has closed the shop and retired to his chambers on the second floor when the adventurers find him.  The four return to the book shop, where they discuss the Cycle, its rarity, and the importance of the volume in events taking place in Leudendorf right now.

Ultimately, for a fee of one hundred gold pieces, and after an in-depth discussion of the risks involved in possessing this particular book at the moment, Blaine Henry retrieves a weather-beaten, poorly aged fragment from a concealed wall safe.  He hands it to Gabriella, stating that he does not need this particular document back.  She has convinced him that he is better off without it. 

The Cycle of Yarash is an epic poem, written a century and a half ago.  This may be the last extant copy, and it is in poor condition.  Many of the lines of text are illegible.  Those that can be read are cryptic at best:

 

 

 

“‘…sheltered by Harrimast.’  We need to the temple of the sea god.”

-DragomirDrayaVanev

 

 

 

October 6, 740

Act I, Scene VI: The Temple of Harrimast

For a day that began close to dawn, the adventurers have seen, done, suffered and experienced a lot.  They must sleep or press on in steadily worsening fatigue.  They return to the Scholar’s Quill and settle into rooms for some well-deserved rest.

In the morning, Kari, Orlan, and Gabriella explain that they must spend time preparing spells and prayers for the day to come.  Gabriella estimates that they will not be fully prepared until 3:30 in the afternoon.  Draya offers to stay behind and stand guard while the others continue the investigation.

Ketham, Romany, and Tianna travel to the Temple of the Sea God.

Lucien stays behind.

The temple of the sea god stands on the northwest edge of Leudendorf, on a promontory jutting into the Sea of Sorrows.  It has a crow’s nest constructed high above the street, overlooking the harbor. 

As the three approach, they hear a rough voice barking insults.  It is a tall, imposing mountain man dressed in a heavy black longcoat and wearing a stevedore’s cap.  He is accompanied by a handful of other mountain men dressed in similarly unusual garb.  The speaker has leapt upon a box and begun shouting insults at those within the temple.  He boasts that the “Sons of Kord” will have their way, and that no “seaweed god” will protect the people. 

The temple doors burst open, and a rush of temple visitors and clergy emerges, returning the jibes and threats in kind.  Many of the words used are political.  The Sons of Kord are convinced of corruption within the Captains’ Council.

 

“Let’s go inside.”

-Ketham

 

“Agreed.”

-Romany Grey

 

 

Paying little heed to the fracas in the street, the adventurers step inside.  The interior of the temple is round and lined with pews made from rowing benches.  The ceiling is netted and adorned with harpoons, fish bones, and other nautical accoutrements.  The walls are decorated with friezes depicting critical seafaring events in the history of Lamordia.  Tianna and Romany enter the temple and do their best to be unassuming.  Romany regards the images along the walls and ceiling while Tianna makes her way to the altar in search of anything that might prove relevant to the adventurers’ search. 

Ketham speaks directly with Father Peligro, or as the locals know him, Father Peg-Leg.  Father Peg-Leg has an ivory pegleg, and he otherwise appears in full nautical regalia, complete with heavy overcoat, tri-corner hat and a harpoon crutch.  At first, Father Peg-Leg is just shy of evasive regarding Ketham’s questions about a magical sextant and recent goings-on in the city.  When Ketham mentions the name of Carthy, though Peg-Leg says that there are those in the city who are beneath Harrimast’s protection, and he attempts to end the conversation.

Not long after, the temple doors burst open again and nine mountain men charge inside wielding spears and two-handed swords.  The adventurers pitch in with Father Peg-Leg to defend the holy ground, but the battle is hard fought.  Tianna’s first act is to erect a cloud of obscuring mist over the altar, a deed that greatly delays the mountain men.  One, a priest, has come to blight the altar, and he spends a couple minutes trying to first disperse, then navigate the cloud of mist. 

As the battle continues, though—and Father Peg-Leg demonstrates not only considerable skill as a warrior but also impressive talent as a wielder of divine magicks—the mountain men are gradually revealed to be something more than they appear.  The priest among them calls out to Yarash to blight the temple, and the attacks of the mountain man warriors do not feel the way they appear.  They speak with accents from several domains, and they bark commands using names from far-off places.  When the battle is done, and the last of the mountain men has fought to the death, the corpses shimmer.  They revert to the shapes of black-clad, tattooed cultists.  The cult of Yarash.

Father Peg-Leg cannot deny what it before his eyes.  Not only has the cult of Yarash appeared in Leudendorf, but they have attempted to unseat the power of Harrimast—and his protective “net” over those whom the sea god would shelter.  Further, the adventurers have shed their own blood to defend the temple.  The priest prays for the adventurers’ healing, and then he tells them that he will tell them what they seek.  There is a Carthy in Leudendorf.  Like his ancestors for a century and a half he has lived his life under a pseudonym, Caleb Solomon, but he is indeed a Carthy.  He lives in a cul-de-sac in the Merchant District.  Father Peg-Leg encourages the heroes to go back to their rooms and clean up—and stow their weapons.  They won’t get far into the Merchant District dressed like they are now.  The priest will send a letter of introduction later this afternoon.  Perhaps Carthy will see them.

 

 

 

Act I, Scene VII: The Terrible Old Man

The adventurers reunite at the Scholar’s Quill.  When the spellcasters have committed their dweomers to memory for the day, they share Father Peg-Leg’s revelations.  The Quill offers baths and laundry, and by the time the priest’s letter of introduction arrives around the dinner hour the heroes are clean and well-presentable.  Orlan, the least presentable of the party, gathers a small number of the adventurers’ weapons and takes the form of a lizard to ride along on the ladies’ handbags. 

They travel to the Merchant’s District and the cul-de-sac Father Peg-Leg described.   After a bit of searching they find Carthy’s house, a two-story affair at the end of the cul-de-sac, fronted by gates and a private garden.  As they walk toward the house, they feel a palpable energy surrounding it, like a hand gently but insistently resisting their approach.  Recognizing the protective hand of Harrimast, the adventurers press on. 

Two burly temple clerics in guard’s garb stand at the gate.  When the adventurers mention Father Peg-Leg, one guard runs inside with the letter of introduction to approve their entrance.  A few minutes later, Carthy sends word that he refuses to see the adventurers.  When the adventurers persist, it is the ultimate mention of the Full Fathom Five that seems to turn the tide of the discussion.

They are led through a high, cluttered hall toward a door.  Souvenirs of a life tied to the sea hang all around them; a captain’s wheel hangs from the wall where other people might have a mirror, a fishing net covers another wall section, and a harpoon and shark jaw sit above the door they’re about to enter.  The whole place smells of salty air.  Romany remains alert for any sign of a sextant, but among the decorations she does not see one.

The comfortable, well-appointed sitting room contains numerous plush leather chairs and couches for the adventurers to sit upon.  Bookcases run along the walls in the room and a lacquered oak desk sits on one side of the room.  The window behind the desk looks out into the backyard garden.

The adventurers are left alone for a few minutes while Lord Carthy prepares himself.

A quick scan of the book titles reveals that they cover mostly nautical themes, but Carthy also has an interest in everything from philosophy to modern novels.  Some of the books are quite old, possibly old enough to pique Blaine Henry’s interest.

Tianna performs a search of the room, casually keeping an eye out for secret doors, panels, and the like.  While she does not find any, she does find herself inspecting a pair of paintings.  The first is adjacent to Carthy’s desk, close enough for him to swivel his chair and gaze upon it.  The painting depicts a striking woman in a full-on pirate outfit; she’s tall, confident, and has dark features.  She looks stiff and unnatural in the pose, but her face still conveys arrogance and fire.

The second picture, which Kari also studies, hangs on the far side of the room on the wall opposite the desk.  The painting depicts a nautical scene, some kind of ceremony on the deck of a ship at nighttime.  The ship’s crew stands around a lighted circle, and they look suspiciously at the two illuminated figures.  One of them is obviously a ship’s captain; he looks very upright and warlike in an admiral’s uniform.  The other figure wears dark robes and a stern expression on his face, as he hands something to the ship’s captain.  Although the painting has faded with time, the adventurers are able to discern that the object changing hands is clearly a sextant.  Above the pair flies a seraph bearing a banner: VICTORY ASSURED.

 

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After a few minutes, the door opens and a tall man enters.  He wears a navy-blue dressing fown with a crest over his heart and a cravat around his neck.  The adventurers immediately note his thinning hair has gone gray and his face and hands are wrinkled and permanently browned from salt air.  He moves with a cane.  But as they look closer, they sense a strange vitality coming from him, as if he’s a lot stronger than he looks.

His face bears a striking similarity to the robed figure in the painting. 

Lord Carthy does not chitchat.  What’s all this about Yarash, the temple, and the Full Fathom Five?” he asks immediately.

The adventurers provide a quick explanation of what has happened, and Carthy listens closely.  A pall comes over the old man’s face.  In a halting voice, as if he were picking his words very carefully, he proceeds to tell the following story: “Many years ago, my…family…swore an oath to Harrimast and the Lords of Leudendorf.  We did the city a great service, but bound ourselves to silence about it in return for the protection of the Sea Lord and the god he served.  I can tell you that the men you fought in the temple serve the…powers against which my family performed this…service—this sacrifice.”

The old man swivels his chair so that it faces the painting of the pirate woman, and he lowers his face into his hands.

The adventurers exchange knowing glances.  Most are already on their way to believing that this Carthy is one and the same with the man in the portrait, the one who handed over the sextant to Sea Lord Cromey.

When asked about the woman in the painting, Carthy says her name was Black Jenny Ramsey, “a smoldering pirate lass.”  He goes on to say that his ancestor was a rival for her affection and lost her to a greater love because of something he, Carthy, did.  Anything else, he says, is too painful to say.  The anguish in his voice is enough to convince most of the party who had begun to think of Carthy as the man in the portrait.

The adventurers ask about the Full Fathom Five.  Carthy explains that they were a scourge upon the seas, a reaction to Drac and Francisco’s attempts at turning the pirate haven into a respectable town.  The Five were hells-bent on proving that piracy was alive and well on the Sea of Sorrows.  Carthy says that his family helped scuttle the Five, and they are lost to the world forever.  This latter statement, though, is clearly made uncertain by the symbols of Yarash on the cultists, and the fact that a map exists showing the region beyond Hell’s Triangle.

When the adventurers push Carthy for more information on the Full Fathom Five, he gives their names:

·        Daen Daenud

·        Moab Cys’Varion

·        Zoltan Zaska

·        Black Jenny Ramsey

·        Ezekiel Carthy

 

And when the conversation turns to the sextant, Carthy confirms that his ancestor handed it over.  And, yes, it did prove crucial to victory over the Full Fathom Five.  As far as Carthy knows, Hell’s Triangle and Yarashad are just sailor’s stories—though Flint’s map seems to indicate otherwise.  When the adventurers point out Lucien’s surmise about the 150-year time table, Carthy’s eyes go wide.  If the Five have somehow regrouped outside of the world…if the shadow of Yarash has fallen over that isle…why, any who travel there would be in great peril.  The rewards would be ungodly huge, both in this world and the next, but Yarash himself could wait on the other side.

The adventurers broach the subject of the sextant directly.  They ask whether Carthy can help them retrieve it.  The old man admits that he cannot.  His family delivered it to Sea Lord Cromey, who placed it in protection within the labyrinth of the Old City.  Since then, 150 years have brought innumerable changes, from different Sea Lords to the recent span with no Sea Lord at all, after the demise of Milton Drac.  The sextant could be virtually anywhere after all this time.  But, if the adventurers are intent on foiling the cult of Yarash, then they must find it, because the hand of Yarash will not be swayed, and time is running out.

 

“We are sorry for…your loss.”

-Sakari Curtis to Lord Carthy