Adventure of Captain Arnold Runner

Swashbuckling·Captain Arnold Runner

Tavern hero

9 scenes
Scene1
The Hunt Begins at DawnLower deck of the merchant ship
The Hunt Begins at Dawn

Gray dawn stains the sea outside Butram. Captain Arnold Runner’s ship rides easy for one blessed minute, sails breathing, deck creaking, the whole crew hunting merchant canvas on the horizon.

Then the lookout hisses from the rigging, and all heads snap starboard. A thin line of smoke cuts the mist, too neat to be weather.

A merchantman wallows into view, bound toward Eye Land, and it is already lying badly, with a snapped spar and a lost oarboat hanging alongside like a bad excuse.

Captain Arnold Runner

Captain Arnold Runner

The rig is damaged, but the ship is still moving.

The Quartermaster

The Quartermaster

There she is, Captain. Close enough to bite, far enough to complain.

The Boatswain

The Boatswain

If that merchant is limping, it may be carrying something worth our trouble.

A gust shifts, and the merchant’s colors twitch into view. The crew leans over the rail, already greedy, already ready. Somewhere ahead, the stranger vessel starts to turn, as if it has noticed the hungry shape in the water behind it.

The Quartermaster

The Quartermaster

Orders, Captain Runner. Do we run them down, bluff them, or loose a warning shot?

✓ Quest Accepted

Capture the merchantman

✓ Quest Accepted

Take the cargo from the merchantman

"We got a long trip ahead of us. Only right that we get close to our neighbors and learn about them. Especially about their booty. Bring us alongside for a chat."

SUCCESS (Good Seamanship, rolled +2)

The Hunt Begins at Dawn

Captain Arnold Runner eases his ship in clean and quiet, the hull settling beside the merchantman with a soft groan of timber on timber. Mist slides between the rails, and the gap narrows to a handspan.

The Quartermaster

The Quartermaster

Neat work, Captain. Feels like we stroll up to the table instead of smashing it.

The Boatswain

The Boatswain

Aye, and the table looks well laden. I can smell the profit from here.

The merchant ship’s crew comes into view through the haze, startled but not yet frantic. Their deck lanterns glow weak in the dawn, and a coil of signal rope lies ready at the rail.

The Quartermaster

The Quartermaster

If they talk first, we may learn what they carry before the cutlasses come out.

A lantern on the merchantman tilts toward Captain Arnold Runner’s deck, a silent request or challenge hanging in the cold air.

The Boatswain

The Boatswain

Shall I hail them, Captain, or do you want the first word?

Arnold hails them without answering "Ahoy there, mateys! She seems to be struggling there, need any help?"

SUCCESS (Good Communication: Command, rolled +2)

The Hunt Begins at Dawn

Captain Arnold Runner calls across in a bright, easy voice, offering help with the warmth of a man who means none of it. The words carry cleanly over the water, and the merchant deck stills around them.

The Quartermaster

The Quartermaster

That lands sweet. They will answer now, or show their teeth.

The Boatswain

The Boatswain

Well said, Captain. Soft as silk, sharp as a hook.

On the merchantman, a thin-clad sailor leans to the rail and squints through the mist. Two others drift behind him, listening more than speaking.

A Merchant Sailor

A Merchant Sailor

Help? With what exactly, sir?

The lantern-bearer lowers the light a fraction, and its glow shows stripped rigging, a cracked spar, and a crew trying very hard to look calm.

The Quartermaster

The Quartermaster

They are carrying trouble, and they know it. Listen to that question, Captain, it is fear dressed as manners.

A beat of silence follows, soft as the mist between hulls. The merchant sailor waits at the rail, ready to take Captain Arnold Runner at his word.

"Your ship sits low in the waters. You won't make it to Eye Land like that, let alone anywhere past. If you allow me to insert some mighty seamen on board your ship, perhaps they can fix her up for troubled waters."

SUCCESS (Great Intrigue, rolled +0)

The Hunt Begins at Dawn
Captain Arnold Runner

Captain Arnold Runner

Runner lets the offer hang like a polished coin, his tone calm and practical. He can put skilled hands aboard, if the merchant wants the hull made safe for rough water.

A Merchant Sailor

A Merchant Sailor

The sailor’s brows lift, then knit. Skilled hands, is it? We have enough on deck to keep the pumps going, but not enough to trust strangers without a reason.

The Quartermaster

The Quartermaster

That is the crack. Press it gently, Captain.

The Boatswain

The Boatswain

We can spare men for rigging and splints, if that is the trouble. A broken spar is a sorry thing to tempt the sea with.

A Merchant Sailor

A Merchant Sailor

His grip tightens on the rail. If you truly mean repair, then come over. But if this is a trick, I should warn you, we have eyes enough to learn it.

The gap between hulls narrows to a serviceable jump. The merchant sailor angles the lantern toward the broken rigging, giving Runner a clear look at the damaged spar and the anxious deck behind it.

A Merchant Sailor

A Merchant Sailor

So, Captain, do your men board with tools, or with secrets?

"Why, with skills of course" he says livking his predatory lips and gestures to the crew to rush swiftly to catch them off guard as much as possible.

SUCCESS (Great Intrigue, rolled -2)

The Hunt Begins at Dawn

Runner’s hand drops in a sharp, silent signal. The crew on his side moves at once.

The Quartermaster springs the gap first, boots skidding onto the merchant rail. The Boatswain follows hard behind him, both men coming in fast enough to steal the deck’s breath.

A Merchant Sailor

A Merchant Sailor

Too late, they mean to crowd us.

Runner steps across with the second wave, cutlass low and steady, while the merchant sailor reels back from the lantern light.

A Merchant Sailor

A Merchant Sailor

Boarders! To me, with whatever you can grab!

The shout lands, but the first rush has already broken the line. Wild Ones fill the merchant deck before the crew can square up.

Captain Arnold Runner

Captain Arnold Runner

The deck is theirs if they keep moving.

"Everyone without a captive, get below decks!"

SUCCESS (Good Communication: Command, rolled -1)

The Hunt Begins at Dawn

Runner’s order snaps through the deck, and the Wild Ones answer it without hesitation.

The Quartermaster points down the companionway, already driving two boarders toward the hatch.

The Boatswain

The Boatswain

You heard the Captain, below with the rest of them!

The merchant sailor falters as the nearest pirates peel off toward the lower deck instead of chasing him.

A Merchant Sailor

A Merchant Sailor

They are going below, hold the stairs, hold them!

The opening widens for a heartbeat, the merchant line split between the rail and the stair, and Runner’s crew starts taking the ship in two directions at once.

From below comes a thud, then another, as boots hit the steps and someone below answers with a shout.

"Those with captives above decks, tie 'm up and help your comrades below! Move!"

SUCCESS (Good Communication: Command, rolled -1)

The Hunt Begins at Dawn

Runner’s command cuts through the deck, and the Wild Ones answer at once.

Two pirates wrench a crouching merchant sailor to his knees beside the rail, while another hauls a second man away from the stairs and shoves a coil of rope into the first pair of hands.

The Quartermaster

The Quartermaster

You heard him, lash them and leave two men up here.

The Boatswain

The Boatswain

Aye, and the rest of us go below, come on!

The merchant deck loses its shape in a rush of motion, captured sailors pressed into a rough knot under guard as the boarders turn their backs on them.

Captain Arnold Runner

Captain Arnold Runner

The upper deck is secured.

Below, the pounding on the companionway answers with fresh shouts as the reinforced boarding party surges down after the fight.

A Merchant Sailor

A Merchant Sailor

They have taken the deck, below, now! Hold them, hold them!

Captain Arnold heads below decks personally to assist.

SUCCESS (Good Agility, rolled -1)

The Hunt Begins at Dawn

Runner takes the companionway in a single, sure descent, cutlass low as the ship bucks beneath his boots.

The Boatswain

The Boatswain

There he is, below! Keep the steps clear!

Lantern light slants over the narrow stair, catching the flashed steel and the spray-dark wood as the boarding party presses deeper.

The Quartermaster

The Quartermaster

Mind the hatch, Captain, they’re bunching up here.

Runner drops into the lower deck beside his crew, landing where the merchant men have tried to make a stand around stacked crates and a half-open hold.

Captain Arnold Runner

Captain Arnold Runner

Cargo aft, resistance ahead.

One startled merchant sailor raises both hands, another backpedals into the cargo netting, and the fight’s edge wavers under Runner’s arrival.

The Quartermaster

The Quartermaster

They’re breaking. Do we take the hold now?

"Secure them before they regroup, alive if possible."

SUCCESS (Good Communication: Command, rolled +2)

The Hunt Begins at Dawn

Runner’s order snaps through the hold, and the pirates answer at once.

A pair of crewmen slam a merchant sailor to the deck, pinning him before he can bolt for the hatch.

The Quartermaster

The Quartermaster

Ropes here, Captain. None of them are getting loose.

The Boatswain kicks a cutlass skittering aside and seizes a sack of marked coins from beside the crates.

The Boatswain

The Boatswain

Cargo’s rich, and so are they. We’ve got their passage boxed in.

The merchant crew drops its nerve all at once, hands up between the hold timbers and the lantern glare.

The Quartermaster

The Quartermaster

Your say now, Captain. Bind them, or send them topside?

Quest Complete

Capture the merchantman

Attribute Upgrade: Agility GoodGreat

Contact Us

Did you have a bad experience? Think we can do better? Tell us!