# [[002_20221120 The Wacko and his heart hex]]
![[four-eyed-kraken-002.png]]
## Session Summary
> [!tldr] [[002_20221120 The Wacko and his heart hex]]
> The party looted the ghost ship and sailed to their destination: Black Coral Bay. In Coral Town, they were met by the governor, Claude Barlette, who has originally contacted Captain Foul to put an end to the curse of Black Coral Bay, which kept anything from dying permanently while on the island. He pointed the party towards the abandoned Barlette Manor, which Claude thought had something to do with the curse.
>
> The crew of the Four-Eyed Kraken began to explore the manor, but shortly thereafter, encountered strangers who ran into the manor, fleeing from someone they called "Bonebreaker Tom". The party soon met Bonebreaker Tom himself: a giant looking for his goose, Mildred. Chaos ensued as the party dodged Tom, explored the rest of the manor, just barely kept explosives from being set off, tamed an owlbear, and managed to befriend Bonebreaker Tom using a well-timed ritual that changed the tide of battle. ^summary
---
## Housekeeping
%%
Owlbear Rodeo: https://www.owlbear.rodeo/game/lodHRalfX
Remember: not everything you encounter is necessarily something you are capable of defeating. You have to decide for yourself if you think you can take monsters on.
Level up!
1. ability changes
Roll a d6 against every ability. Results equal to or greater
than the ability increase it by 1, to a maximum of +6.
Results below the ability decrease it by 1.
Abilities from -3 to +1 are always increased by 1 unless
the d6 result is 1, in which case the ability is then
reduced by 1, but never below -3.
Gaining Experience
2. more hp
Increase your maximum HP by d6.
You must rest or heal to
increase your current HP.
3. gain a
class feature
See your class description
to gain a new feature.
4. among the
dead men
you find [d6]
1-2 nothing
3 a weapon (d12, pg. 50)
4 3d10 silver
5 1 ancient relic (pg. 62)
6 1 arcane ritual (pg. 64)
%%
## Recap
![[001_20221106 Monkeys are not pirates#^summary]]
## Strong start
> Their quartermaster killed, the remaining ghost pirates are only too happy to surrender to you and show you the meager loot they were carrying on their ship. Most of it is transparent and ghost-like, but you do find a few treasures...
## Scenes
- [x] Distributing the loot from the ghost ship.
- [x] Fast forward to Black Coral Bay and Skeleton Point. *by 10:30.*
- [x] Talk to Claude Barlette.
- [x] Entering Barlette Manor. *by 10:45*
- [x] The three thieves enter, chased by Bonebreaker Tom. *by 11:00*
## Secrets and Clues
- [x] [Claude Barlette](obsidian://open?vault=ttrpg-vault&file=inspiration%2FPirate%20Borg%2FClaude%20Barlette), the governor of Black Coral Bay, has asked Captain Foul to assemble a crew to put an end to the curse of Black Coral Bay.
- [x] In Black Coral Bay, everything dead comes back to life around dusk-- including animals that have already been cooked for supper.
- [x] It's rumoured that the curse is caused by something in Barlette Manor, which is on a hill called Skeleton Point.
- [x] Barlette Manor contains protective sigils that have gone awry somehow. Instead of protecting its living inhabitants, it now keeps the ghosts of its deceased inhabitants in.
- [ ] Objective 1: there is a death knight that stalks the premises. Kill him!
- [ ] Objective 2: Kill the undead and stop them from rising again.
- [ ] Claude believes that once the corruption is excised from Barlette Manor, Black Coral Bay will no longer feel the ripple effects of this stench of undeath.
- [x] Claude has sent other parties previously, but none have returned.
- [ ] There is said to be a monster that lurks in the area, independent of the manor but a danger nonetheless (Bonebreaker Tom)
- [ ] Three thieves ([Apocalypse Ann](obsidian://open?vault=dnd-vault&file=inspiration%2FThe%20Waking%20of%20Willowby%20Hall%2FApocalypse%20Ann), [Lisbet Grund](obsidian://open?vault=dnd-vault&file=inspiration%2FThe%20Waking%20of%20Willowby%20Hall%2FLisbet%20Grund), and [Helmut Halfsword](obsidian://open?vault=dnd-vault&file=inspiration%2FThe%20Waking%20of%20Willowby%20Hall%2FHelmut%20Halfsword) ) stole Mildred from Bonebreaker Tom and have fled into the Manor.
- [ ] Bonebreaker Tom is too powerful for them to take on. They'll need to either team up with the thieves, find the ballista on the tower, or find things to help them in the Manor.
## Awakening
*by 11:00*
Bonebreaker Tom arrives: *You thieves. Free thieves. Take my Mildred!* He throws a rock at the party (`dice: 2d6` damage) unless they try to talk to him. If they talk to him, he'll give them 10 minutes to find [[Mildred]] before he starts banging the walls of the Hall with his bell. *Start the 10-minute timer!*
### Sleeping
- [x] 1
- [x] 2
- [x] 3
- [x] 4
### Restless
*11:40-12:00 Break*
- [x] 5: floors become hot. Black smoke starts drifting upwards.
- [x] 6
- [x] 7
- [x] 8
### Awake
*By 13:00*.
- [x] 9: Large explosion coming from [Guest Bedroom](obsidian://open?vault=dnd-vault&file=inspiration%2FThe%20Waking%20of%20Willowby%20Hall%2FWillowby%20Hall%23Guest%20Bedroom) as the bombs are set off!
- [x] 10: [Servant Room B](obsidian://open?vault=dnd-vault&file=inspiration%2FThe%20Waking%20of%20Willowby%20Hall%2FWillowby%20Hall%23Servant%20Room%20B) floor crashes onto the [Kitchen](obsidian://open?vault=dnd-vault&file=inspiration%2FThe%20Waking%20of%20Willowby%20Hall%2FWillowby%20Hall%23Kitchen) below it.
- [x] 11
- [ ] 12
If they don't have a plan by now, *The Triumvirate* suggest a temporary alliance to team up against Bonebreaker Tom.
## [[Loot]]
- [ ] Rituals
- [ ] *Curse of the Drowned:* For d6 rounds, a creature gets +4 to all DRs and is DR -4 to defend against.
- [ ] *Eldritch Tentacles:* They appear and attack up to d6 creatures of your choice, taking d6 damage each.
- [ ] Harpoon gun (d8). Strength DR12 or pulled to shooter.
- [ ] Blunderbuss (d4/d10), reload 2, range 30'/10'.
- [ ] 4 broadswords (d8)
- [ ] *Charon's Obol:* If you are killed, return to life the next round within 1 HP. Disappears after one use.
---
## Log
35
- -8
- -18, 26
- -12