Resource - Tidewater Rock

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Vardaen
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Resource - Tidewater Rock

Post by Vardaen » Thu May 05, 2016 2:36 pm

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We live by the grace of the sea, and we die by her wrath.
When she gives we celebrate, and when she takes we beg forgiveness.
But we never disparage her claims, for when she gives her gift, we gain life.
When she takes from us, we know we have mistreated her.
When we sail the open sea, we are in her embrace alone,
And we long for her to rock us to sleep
Instead of breaking our bodies against the rocks
Or taking our breath to the cold depths.
Gathered, we ask the sea to take our brother into her bosom
As she has taken his life from us.
May he be blessed, and the sea as well.
—Common passage from a sailor’s funeral

Tidewater Rock has quiet the legend that goes along with it itself. Between what Aya knows, and Concobhar has heard, along with Kroop and other sailors of the ship you piece together some bit of history for it.

When a Free Captain named Magna Stormeyes discovered the natural harbor on Windward Isle over 2 centuries ago, she immediately recognized that it would make the perfect haven from which to launch a pirate fleet. Starting with just one ship and a small encampment on Windward’s harbor, she began to ply the trade of piracy. With the plunder from her initial hauls, she set about building a keep, which she called Tidewater Rock. From the vantage point atop the Rock, she found she could pick out particularly ripe targets while receiving ample of warning of hostile ships approaching.

Over time, Stormeyes’ successes enabled her to build a sizeable fleet, as well as more strongholds on several different islands. She became the scourge of the southern sea lanes and eventually claimed the Hurricane Crown as her own. Shortly after becoming the Hurricane King and relocating to Port Peril, she was assassinated by rival Free Captains. Stormeyes’ burgeoning fleet fell apart among its squabbling captains. Gerta Frome, first mate of Stormeyes’ flagship, the Cocksure, seized control of the Rock. Within only a few years, Frome became a powerful Free Captain herself, and the legend of Tidewater Rock as both a powerful good luck talisman and an impregnable bastion was born.

Over the many years since, control of Tidewater Rock has passed from hand to hand, and its strategic location and practical defensibility have enabled its owners to enrich themselves substantially. With the rebellion of Sargava and its ostensible alliance with the Free Captains, Tidewater Rock became of less strategic importance, and its owners came to be of less prominence, but the age-old axiom of “Good fortune and sure sail await what one can crack the Tidewater Rock” has stood the test of time among the pirates of the Shackles and is oft-quoted—if seldom heeded—even today.

The most recent lord of Tidewater Rock was Bertram Smythee, captain of the Vale and three other brigs. Like his predecessors, he held Tidewater Rock as his seat, but controlled a few other small castles on surrounding islands as well.

Over a decade ago, “Iron Bert” Smythee went to sea with his small fleet in a feud with Free Captain Carola Antiochus and was never seen again. Word came back that Antiochus had lured Smythee into the edges of the Eye of Abendego and ambushed him with the help of a previously unknown ally—one Barnabas Harrigan—and that Smythee’s fleet was cut to pieces between the enemy fleets. Though Captain Smythee managed to sink Antiochus’s Pergador, he was last seen on the deck of the crippled and sinking Vale at the mercy of the Eye’s hurricane winds.

Captain Harrigan claimed the remainder of Antiochus’s fleet and took control of several of Smythee’s undefended castles. He made an attempt to take the Tidewater Rock as well, only to discover that Smythee’s able widow had taken charge of its defenses. She managed to fend off his attack with such alacrity that Harrigan decided to leave the widow to rot in her tower.

Although Tidewater Rock remains a secure base and harbor, it does not command the reputation it once did. The current owner of the Rock is Agasta Smythee, widow of the late Iron Bert. The Rock commands some treasures—its favorable location, its security, and the late captain’s fabled iron shirt from which he gained his nickname—but it is otherwise remote and at the mercy of what the sea chooses to throw upon its shores.
tower rises like a solid block from the sea at the edge of this island. The pounding surf rolls around its base and partially covers the steps that lead up to its front gate. A few arrow slits pierce its walls here and there, and a single shuttered window opens high upon the face of the fortress. A roof of metal shingles rises from its battlements where sentries keep lookout and siege weapons stand ready on corner turrets.

"There she is, Tidewater Rock!" Kroop stands on the bow, he's sober, and has been for a long time now since joining your crew and getting off the Wormwood. He looks on with awe at the structure that rises up out of the isle. "Well captain, they have surely seen us. Do we sail in weapons blazing, or do we try and sneak in somehow, or perhaps a friendly visit and some diplomacy is called for?"

Your crew hands from the rigging or leans over the rails to get a view, the command staff all at the bow of the ship gazing at the next part of your venture as pirates on the Shackle Sea.
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Resource - Tidewater Rock

Post by Vardaen » Thu May 05, 2016 2:44 pm

Inhabitants of Tidewater Rock

Agasta Smythee, Lady of the Rock - Now Agasta Belmonte (human)

Widow of Iron Bert Smythee, Lady Agasta is of legitimately noble birth, albeit a far-sprung offshoot of a long-exiled Galtan family. She was once a rare beauty, but now in her middle years she has filled out her big-boned frame into a stocky matron, though she still remains a handsome, if rough-edged, woman. She maintains a commanding presence and rules Tidewater Rock like a countess on a Galtan estate, not afraid to give a misbehaving servant or unruly guest the rough side of her tongue.

She's married to Roderick Belmonte of the Besmara's Banshee (a Priate Marriage for 1 Year)
Royster McCleagh, Sergeant-at-Arms (human)
An aged soldier and longtime retainer of the Smythees, Royster is secretly ashamed that he was not
with Captain Smythee on his last fateful expedition. He is a gruff old campaigner with a handlebar moustache and salt and pepper hair, and is rarely seen without his arms and armor. He maintains discipline and training among his small corps of troops even on this backwater island.
Garrison
Eight soldiers, all loyal hirelings under the command of Lady Smythee, make up Tidewater Rock’s tiny garrison. Most are the children or relatives of members of Captain Smythee’s crews who were too young to join the expedition.
Albers and Birney Siggs (humans)
This couple are in their seventies and were Captain Smythee’s first retainers. Though they both get around a bit more slowly these days, they do their utmost to maintain the decorum and dignity of Lady Smythee’s household. They are concerned about their grandson, Mardus, whose parents went to sea with Captain Smythee and never returned. They feel he needs a role model in his life who is a bit younger than gruff old Sergeant McCleagh, and would welcome a noble spirit who could provide that role.

Mardus Siggs (human)
Mardus is the teenaged grandson of Albers and Birney and serves as the herder for Lady Smythee’s small flock of goats. He longs to follow in his father’s footsteps and go to sea, and would eagerly accept a position of cabin boy or midshipman aboard a ship if given the chance.
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Clew (human)
Clew is a simpleton in his twenties who serves as a scullion in the keep. Captain Smythee rescued him from a cruel pirate captain and brought him back to the Rock. The rest of the castle’s occupants have adopted him as a foster son and are fiercely protective of him.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Resource - Tidewater Rock

Post by Vardaen » Thu May 05, 2016 2:46 pm

Windward Isle

Windward Isle is 2 miles long by 1 mile wide and is almost entirely surrounded by rough shingle and gravel beaches. Its central elevation never rises above 100 feet, so the tower of Tidewater Rock commands a good view of almost the entire island. Its soil is rocky and barren, with thin salt grasses, scrub trees, and a few boggy areas where peat is collected. Fauna consists of nothing larger than small serpents and mice. The Lady of the Rock maintains a few small areas of cultivated land where roots, grains, and vegetables are raised to supply the castle, and an orange grove grows near the lagoon. A small hutch inland from the anchorage provides shelter for the goatherd Mardus Siggs to watch over the herd of seven goats that call Windward Isle home during the day. In addition, two small springs (one hidden in a rock cistern) provide fresh water for the island’s inhabitants.

The harbor of Windward Isle is a quarter-mile-wide channel that runs just south of Tidewater Rock and ends in a lagoon large and deep enough to safely hold three seagoing ships. The water in the channel and lagoon never drops below 20 feet deep at low tide, so ships in the anchorage are in no danger of running aground, and are protected from the worst of the storm surges when monsoons blow in off the Fever Sea.

The keep of Tidewater Rock sits right on the lagoon’s edge, where the water ranges from knee deep to neck deep, with powerful ebb tides and rip currents that can sweep invaders out to sea.

Tidewater Rock
Tidewater Rock is a fortified tower house over 70 feet tall, built upon the same stone shingle that makes up the western shore of Windward Isle. The tower house is composed of reinforced masonry walls atop a 10-foot-high stone base filled with packed dirt. A stone stair rises 10 feet to the heavy front door, and at all times but the greatest ebb of low tide, the shingle below the castle is a swirling morass of tide water. At high tide, the waves lap at the very lip of the door stoop, making assailing the castle virtually impossible.

Interior floors are built of heavy oak beams 2 feet thick, and the tower roof is sheathed in lead tiles. Ceilings are 12 feet high. Doors are of strong wood but only a few have locks (Disable Device DC 25). All the windows except one (in area B11) are narrow arrow slits, some of which are set into deep alcoves providing a broad shelf area that can be used for seating or storage. Lighting is provided by these arrow slits during the day and thick tallow candles in wall sconces at night. The entire castle has a feeling of cramped security but still manages to convey a sense of comfort and safety for those who reside there.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Resource - Tidewater Rock

Post by Vardaen » Thu May 05, 2016 2:56 pm

B1. Tower Entrance: The door to the tower is kept locked and barred (hardness 5, hp 20, Break DC 30), and a guard in area B3 carries the key. The chamber beyond is floored with the dirt filling the tower’s base and is used to store assorted supplies, spare timber, kegs of nails and tar, spare sailcloth, fishing lines and nets, lengths of heavy rope, and unused furniture. A rowboat hangs from the rafters. Alcoves in the walls and below the arrow slit hold more delicate items such as tinderboxes, tallow candles, and chipped crockery. A side alcove holds a staggered wooden ladder that accesses the second floor (area B2). The ladder is unusual in that its rungs alternate from side to side so that someone not paying attention can easily lose his footing and fall (DC 12 Acrobatics check to climb if taking less than a full-round action).

B2. Defensive Corridor: This corridor runs along the south wall of the tower and provides access to three arrow slits overlooking the shingle. The guard from area B3 moves here whenever a ship is spotted approaching the island. A chest at one end holds 150 crossbow bolts, and a tarnished silver ewer (worth 35 gp) holding drinking water sits on a table at the other end.

B3. Guardroom: A few chairs and a table compose the furnishings in this room. A guard is always on duty here, and carries the key to the door at area B1.

B4. Bunkroom: Narrow plank bunks are crammed into the room along with a few stools and an old sea chest. Four of the guards are quartered here in rotating shifts, and Royster McCleagh bunks here when not sharing Lady Smythee’s quarters. The sea chest holds the guards’ collected pay, a total of 85 gp.

B5. Workshop: A small forge has been set up beneath the arrow slit, and worktables around the room are arrayed with tools for ironwork as well as carpentry and general repairs. A few wood planks are stacked against one wall, and a crate holds brass nails. Mardus the goatherd beds down beneath one of the tables here at night.

B6. Defensive Stair: This cramped stair spirals steeply up to the third and fourth floors (areas B7 and B11) and serves as a choke point for invaders. A large masonry jar in the corner contains alchemist’s fire that can be thrown from the arrow slit and affects a 10-foot-radius area.

B7. Privy: A stone privy has been built into an alcove on the stair landing. A clay pitcher of water rests on the floor beside it to wash any wastes down the pipe and out into the surf.

B8. Kitchen: A small fire pit has been built into the alcove below the arrow slit. A stack of driftwood rests nearby, while a kettle dangles from an iron brace above it. A table, chopping block, barrels of pickled vegetables, and alcoves holding dry goods fill out the rest of the room. Birney Siggs is usually cooking here during the day, and the scullion Clew beds down atop bags of grain in one of the alcoves.

B9. Water Stores: The door to this room is always locked, and Albers Siggs carries the key. Fresh water is one of the most precious commodities on the island, and a dozen large barrels are always kept filled here in case of siege or fire. Several hogsheads of ale and rum are likewise stored here.

B10. Retainers’ Quarters: At night, Albers and Birney Siggs retire to this chamber with its simple bed, chest, table, and chair.

B11. Feast Hall: A long oaken table that can seat up to 10 fills this room, over which hangs a heavy iron chandelier. An arrow slit alcove serves as a sideboard and generally holds a tapped keg of ale for meal times and off-duty guards. A wide window—the only true window in the castle—overlooks the picturesque harbor and admits a soft southerly breeze, but has sturdy oak shutters that can be barred from within. A door to the north opens on stairs leading up to the battlements (area B13). To the east, a locked door leads to area B12, its key held by Lady Smythee herself. Albers Siggs can usually be found here during the day, serving as the lady’s chamberlain. A small end table is here too.

B12. Master Apartment: This is the most spacious room in the castle and holds the only true fireplace, a peatburning affair that is rarely lit in these tropical climes. A comfortable but sagging couch stands before the fireplace, along with a small writing table and pair of chairs. An old sea chest stands before an elegant bed, next to an antique armor stand. The armor stand holds Iron Bert Smythee’s famed “iron shirt,” a buccaneer’s breastplate (Advanced Player’s Guide 284), which Captain Smythee unfortunately forgot to don in his haste to depart on his last voyage. The sea chest holds the last of Agasta Smythee’s fortune hidden beneath her fine, but well-worn, clothing.

B13. Battlements: Two guards are always on duty upon this parapet, day or night. The tower chimney rises 10 feet above the walkway, and the peak of the lead-shingled roof rises to a height of 7 feet. Two light ballistae, each with a barrel of 15 bolts nearby, have been set in turrets at the southern corners, overlooking the lagoon. The drop from the battlements to the ground below is 70 feet. On a clear day, a lookout with a good spyglass can see for miles out to sea from here.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Resource - Tidewater Rock

Post by Vardaen » Mon May 09, 2016 3:28 pm

Development: Anyone using Lady Smythee’s Farglass to watch the shipping lanes can see passing targets of opportunity. If you attack such a ship, your pilot (Maggie) pilot gains a +2 bonus on initiative checks for any ship-to-ship combat that occurs due to their early knowledge of the other vessel’s position.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Resource - Tidewater Rock

Post by Vardaen » Tue Oct 24, 2017 2:51 pm

The Map of Windward Isle

Windward Isle is a 2 miles long by 1 mile wide isle in the Shackles. It is the westernmost island in a small archipelago south of Motaku Isle. Its highest elevation is less than 100 feet, and it is surrounded by rough beaches made of shingles and gravels. The harbor of Windward Isle is a quarter-mile-wide channel that runs just south of the tower of Tidewater Rock and ends in a lagoon large and deep enough to safely hold at least three large vessels. The water in the channel and the lagoon never drops below 20 feet deep at low tide. Tidewater Rock sits right on the lagoon's edge and commands a good view of almost the entire island. At high tide, the water rises almost to the height of its stone base. The current owner of the Rock is Agasta Smythee, widow of the pirate Iron Bert Smythee.
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Resource - Tidewater Rock

Post by Vardaen » Wed Dec 18, 2019 3:17 pm

Items of Note at Tidewater Rock

Iron Bert's "Iron Shirt"
Buccaneer's Breastplate
Aura moderate transmutation; CL 9th; Weight 30 lbs.; Price 23,850 gp

DESCRIPTION

This +1 breastplate is made of shining amber metal and decorated with faint motifs of the waves and water. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, water walk; Cost 12,100 gp
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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