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File: 1388347972941.jpg-(540 KB, 1920x1080, Rum & booty.jpg)
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Pastebin with every story option that was chosen in previous threads: http://pastebin.com/P2G4nyrP

If you use Twitter, subscribe to the Quest Runner's Directory to see my updates, or follow @Bootstrapsquest directly.

----
You are the captain of the Freeman’s Abbey, a sixth-rate Frigate that had been captured from the Royal Navy, previously known as the HMS Roebuck. A 40 gun, single-decked Frigate built for speed and manoeuvrability; everything a pirate could ask for. With the promise of wealth and a life of freedom you have banded an admirable number of crew under your banner; all of them eager for adventure and loyal to the cause. Well, as loyal as pirates can be!

-----
Major points of the last thread:

-Alesa Bonnet came to Green Turtle Key
-Cat-fights
-Bar fights
-Secret letters
-Women problems
-Ended the thread going heading off to the secret meeting

Story cont. in the next post.
>>
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The Journey to the Ragged isle went relatively smoothly; no major hang-ups occurred as you and Bonnet slinked between the many Bahama atolls and islands, almost no Navy presence there to hinder your travel. The old messenger said that you only had nearly three weeks to the date of the meeting, and after sailing for 15 days, you were on schedule to be early.

It was a fine day, as far as the days go down here. There were some clouds lazily drifting in the sky, causing dark patches of shade to appear all over the open sea like a leopard’s spots. With your first-mate at the helm, you leaned back across the rear gallery railing, peering at the sleek and barracuda looking Dodger, Bonnet’s Sloop-of-war. It’s black and blue hull cutting a mean presence in the blue-green waves it so elegantly skipped across. You hear a shout from a man at the yard-arm of the Abbey, who promptly comes rushing over to you, quickly bounding the steps to the raised gallery.

“Cap’n, Oi spoid me sum sails over yonder, but they’m ducked be’ind them little islands on the starboard side.” The crewman sputters, somewhat out of breath from the run across the deck.

You whip out your spyglass from a coat pocket and extend it in the direction of the islands. You scan them as you pass them, and with a helping point from the crewman, you spot it. Just the very corner, but you spot some rigging and square sails’ corners peeking from behind an island.

>Continue on, don’t want to be late for the meeting
>Investigate, tell Bonnet to carry on
>Investigate, tell Bonnet to help you
>Confront the hiding ship
>>
>>29151390
> Investigate, tell Bonnet to help you
>>
>>29151390
>Investigate, tell Bonnet to help you
They will be to our backs if we just sail past. Let's see who are they and why they are hiding on our route.
>>
You collapse the spyglass and stick it back in your coat pocket, patting the crewman on the back with your free hand. He rushes off back to his post and you turn to your first-mate at the wheel.

“Send us starboard between the next pair of rocks you deem safe, it seems we have someone watching us further down the atoll….” You comment.

“Aye Cap’n, I’ll take the Abbey through those up yonder.” He responds, pointing to an approaching gap in the rocks.

Your signalman flags down Bonnet, and lets her know of your course change and intentions; asking for her help in the matter. She responds in kind, declaring her assistance.

With a sharp turn, the Abbey glides smoothly between the gaps.

“Be ready for anything boys, stay on your toes…” You command as the crew go quiet.

As you sail around the island, your spyglass is already prepared and pointed at the target:

A Frigate, sixth-rate, such as yours, but it bears no heraldry as a headpiece, nor does it fly any flag atop its mast. You roughly estimate it has as many guns as the Abbey, but you cannot spy any crew on the deck.

>Investigate closer
>Tell Bonnet to go first
>Circle and try to hail someone on board
>Confront and board the ship
>>
>>29151625
> Circle and try to hail someone on board
>>
>>29151625
>Investigate closer
if it gives no result
>Circle and try to hail someone on board
We have two ships and she is not on the move so we can easily overwhelm with cannon fire if necessary
>>
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You sail closer, but not too close. Your spyglass glued to your eye as you scan the deck again and again, looking for some kind of activity or presence of anyone on board. It’s definitely a sixth-rate frigate, and it definitely has as many guns as you do. But what is it doing out here, all by its lonesome with no one aboard? Every greedy bone in your body begins to itch at the prospect of having another ship to your name, especially one that didn’t cost anything to take! You lean hungrily over the gallery railing, spyglass no longer looking for crew, but rather ogling the fine ship, dreaming of what she could become.

You are snapped out of confusion as the Dodger’s bell rings three times, the signal code. You turn around as you pass the broadside of the ship, the Dodger coming to a half off its bow as not to sit in cannon range. With a wide circle, you do the same at the stern. With the Abbey and the Dodger anchored within easy shouting distance of the ship, bells ring, people shout and even fire guns into the air.

Nothing.

You are puzzled, and you notice Alesa is equally stumped at why this is here. With your respective signalman, who coordinate on what needs to be done. Bonnet doesn’t think boarding the vessel is a good idea, but you just CAN’T let a potentially free ship go to waste.

>Follow Bonnet away from the ship
>Board the ship with ropes and a gangway
>Board the ship from the longboats and scale the side
>Jump overboard and sneak aboard the vessel from the water
>>
>>29151852
This is really weird. Can we fire a few cannon shots at it? Not sink it but cause a bit of damage, see if there is anyone bbelowdeck.
>>
>>29151852
> Board the ship from the longboats and scale the side
Weapons ready, be prepared for an ambush.
>>
>>29151945
This too. If there is someone aboard, a cannon shot will get their attention.
>>
>>29151956
That is not a good idea. If this is a trap you'll just be left on defenseless boats in the sea.
>>
>>29151993
Fair enough. So a cannon shot, followed by ropes and a gangway?
>>
>>29151852
>Board the ship with ropes and a gangway
More moneys!
>>
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You order your deck guns loaded, and with a signal to Alesa, you fire two shots across the second deck of the parked frigate. The crack of splintering wood echoes out across the smokey gap between the ships, but no cries, no shouts of men, nothing. You use the spyglass to peer into the two holes made by the cannons, and there is nothing. You can hear some of your men muttering things about omens and bad luck, followed by “Ghost ship” and things of the like. You collapse the spyglass with a ‘harrumph’ and steele yourself.

“Post the lines Lads! We’re going in!” You yell at the top of your lungs. Your men begin running about, weighing the anchor and casting the lines across the gap. As you begin pulling in close to the anchor and abandoned Frigate, you can see Bonnet’s signalman frantically waving his flags about, trying to get your attention. But your eyes are glued to your prize as you are already thinking of what to name her. With the ropes and hooks firmly in place, and the distance closing, rows of men on your deck hold the gangways ready to slide them across and board. Once in place, the gangways cross the gap with a yell from the men, as they begin surging across, some swinging on ropes, climbing across the tow-lines, and running across the gangways.

You quickly follow suit, opting for a rope swing yourself.

Landing on the rear gallery of the ship, you and your men primed and ready for combat, you get no reply. Not even a peep. The men are beginning to become nervous at the eerie situation, especially now that the once beautiful sun has suddenly disappeared, and the clouds of a Caribbean storm are rolling across the sea.

>Enter the hold and cabin
>Half of your men stay aboard to crew the ship and proceed to the meeting
>Abandon the ship and move before the storm hits
>Call for Bonnet to join
>>
>>29152171
> Enter the hold and cabin
We'll probably have to leave the ship behind, but we can at least loot it, right?
>>
“Get belowdecks, boys! Let’s see what she’s got in store for us!” You yell, your men scurrying about trying to find the hold and brig entrances.

You saunter up to the cabin, testing the doorknob after peering through the small window that sits in the door. You prepare yourself, and enter swiftly, cutlass in in your right, pistol in your left. The room is dark, far darker than it should be. It is littered with pages, bits and bobs, and detritus strewn about the floor, the clear evidence of someone sacking the place. You holster your pistol in your belt as you spot the lone chair facing the gallery windows, a sleeved arm clearly visible on the arm of the chair.

“Ho there, are you the captain of this ship?” You exclaim, but receive no response.

You round the corner of the chair, placing a hand on the shoulder of the men and your cutlass at his throat to find a broken and bloody man, clearly dead for a day or so. You recoil swiftly, peering around as you hear the shouts of your men below deck.

>Order the retreat
>Go below deck to your crew
>>
>>29152485
> Go below deck to your crew
>>
>>29152485
>order the retreat

It's a trap!
>>
>>29152485
>Go below deck to your crew
>>
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You dash out of the cabin, running across the deck to the covered entrance to the hold. Upon opening the hatch, a strong smell befouls the air emanating from below the deck. You climb down the ladder deftly, and upon reaching the bottom, you spy a row of your crew members standing with their backs to you. You walk up slowly, announcing your presence to the shaken crew. One turns around and mutters a faint “Cap’n…”

You reach their line and peer past their shoulders, finally seeing what caused their alarm. The entire crew of this ship, slaughtered cruelly and strangely. Some men drawn and quartered, some beheaded, some hung from the rafters with their own entrails. The smell is thick with death and you finally realised why you couldn’t hail anyone aboard… they are all dead. The ship is still in usable condition, but you have no doubt in your mind that no one of your crew would want to man a cursed ship such as this. You order the men to leave, and none dilly-dally in the hold long. Everything had been stripped clean from the ship; looted from bow to stern.

You cross the gangways and retract the lines, shoving off from the cursed ship, your crew in low spirits after that ghostly encounter. You signal Bonnet to continue on. You begin sailing towards the ragged isle once again as the clouds begin their downpour. The storm finally hits.

>Find shelter (may cost previous time to get to the meeting)
>Brave the storm
>Try and outrun the storm (may cost precious time to get to the meeting)
>>
>>29152687
Brave the storm.

Strike up a shanty "going down to trinidad to see sally brown"
>>
>>29152687
> Find shelter (may cost previous time to get to the meeting)
>>
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>>29152687
>Brave the storm
>>
>>29152687
Brave the storm
>>
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“Storm’s comin’ Cap’n!” a man shouts from the deck, the rain pounding across the planks.

“Aye Lads, and we’re goin’ through it!” You shout back.

The seas begin to pitch and pull, waves rising above the deck, sending sheets of seawater careening across the surface, threatening to knock crewmembers off their feet.

“Batten down, boys, this’n’s going to be a rough one!” You shout. “No Storm’s bettered the Abbey in her days, we can’t let this little squall toss us about!”

“Aye Cap’n!” is the unanimous shout you receive in return.

You squint your eyes, trying to shield them from the rainwater that is flooding down from the skies above. You continue on for hours, the storm unrelenting in its grip of the sea. The choppy sea has made travel slow and painful, the rising and falling of the Abbey sometimes in excess of thirty feet as it skirts the waves. You are holding fast to the wheel, your soaked coat hanging heavily about your shoulders as you have a stark realization.

“Where’s Bonnet?” You think to yourself, panicking for a moment.

“TAKE THE WHEEL!” You shout above the din of Neptune’s wrath.

You stumble to the gallery railing, fumbling about for your spyglass. Once you final pry it from the clinging wet pocket you extend it, scanning the storm for signs of the Dodger.

You pan back and forth, back and forth, but you see nothing.

>Light the rear lanterns and hope she can see you
>Turn around and search for her
>Continue on to the Ragged Isle, you have faith in her seamanship
>Other (Write in)
>>
>>29152970
> Light the rear lanterns and hope she can see you
>>
>>29152970
>Light the rear lanterns and hope she can see you
>>
>>29152970
>Light the rear lanterns and hope she can see you
>>
>>29152970
>>Light the rear lanterns and hope she can see you
If there's no signal from her, go search for her.
>>
>>29152970
>Light the rear lanterns and hope she can see you
>>
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“Light the rear laterns, boys!” You yell, the taste of salt water filling your mouth as the Abbey cuts through another wave. Crewmen with hooks pick the lanterns off their posts, and hurry inside, not able to light them in a deluge such as this.

Moments later, they return, the large lanterns glowing brightly in the dark and stormy seas. You hang them back on their posts as they shake back and forth. Continuing on your course, you wait and watch hopefully for some sign of Bonnet and the Dodger. The lightning strikes, illuminating the area for a split second, then the thunder crashes about your ears like a hundred cannons, but you do not falter. You stand tall in the opposition of the storm, shouting orders as the seasoned seaman you are.

Lightning strikes once again, this time, the ghostly apparition of a ship bleeds into your vision as it was visible for a brief second. You run to the port side of the gallery, waiting for the lightning to strike again, and when it does, you notice the ship has gotten closer.

Once again, and it’s closer.

You can hear shouting in the distance.

The Abbey bucks up and down as the storm tosses her about, the surging waves making the vessel it’s plaything as it braves the unfriendly waters.

Once more the lightning strikes and it’s beside you, it’s deck covered with figures in red.

>PREPARE FOR BATTLE!
>Try and out-run the Navy
>>
>>29153302
>>Try and out-run the Navy
>>
>>29153302
MAN THE CANONS LADS! THE KINGS MEN WISH TO DIE!
>>
>>29153302
> Try and out-run the Navy
>>
>>29153302
>Try and out-run the Navy
>>
>>29153302
>assure the men it's not davy jones come to reap our souls.
>PREPARE FOR BATTLE!
>>
>>29153302
>PREPARE FOR BATTLE!
>>
File: 1388356524092.jpg-(292 KB, 1366x768, ships-captain-in-the-stor(...).jpg)
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Obligatory for mood:

http://www.youtube.com/watch?v=yRh-dzrI4Z4
http://www.rainymood.com/

-----

“PREPARE PORT CANNONS!” You yell frantically, the seas threatening to drown out your commands.

The men begin to work hurriedly as the ship appears through the sheets of rain and the swelling waves. You have no intention of staying to fight, but seeing as they are close, you might as well see of you can slow them down.

“FULL SAILS! UNFURL THE MAINSAIL, GANG THE ROYALS, I WANT EVERY SCRAP OF CLOTH TO THE WIND LADS!” You yell as you run across the deck, reassuring crew members as they tireless prepare all the cannons as the enemy draws in.

“CAP’N, IT’S A FRIGATE! ROYAL NAVY!” A man atop the rigging shouts .

You see the English flag darting atop the ship, and it’s figurehead spark to life in the light of the thunderstorm, a blind-folded Lady Justice with her scales and sword aloft.

You know this ship, and you know its Captain. George Ainsworth, Privateer, and pirate hunter for the king. The Jolly rogers of many ships hang from his yard arm, his ship, the Repentance bearing them proudly.

You can see him, manning the wheel, unafraid, unwavering, in his element. This is the moment he lives for.

For once in your pirating life, you are afraid, deeply afraid.

>Fire and forget, full speed away!
>Volley in an attempt to hamper the Repentance
>Time to fight!
>>
>>29153779

Someone's played just a teeny weeny bit of AC4, it seems.
>>
>>29153779
> Volley in an attempt to hamper the Repentance
>>
>>29153813
You say that like it's a bad thing.
>>
Rolled 2, 2, 5, 1 = 10

>>29153779
>>Fire and forget, full speed away!
>>
>>29153779
>Volley to hamper

And you will always remember this as the day you almost caught...
>>
>>29154003
second
>>
>>29153779
>volley in an attempt to hamper the repentance
>fire and forget, full speed away!

I vote that we run like the scared little wee girly pirates that we are and fire cannonballs at them while we do. no sense in simply LETTING them take us! make em work for it!
>>
>>29154092
Do we have chain-shots to break their sails?
>>
>>29154115
if we don't, we're not very good pirates.
>>
“AT CANNONS MEN!” You shout, the rain battering your face as you swing your cutlass aloft in a sign of defiance. You cannot show your fear now, not when your men need you most. The Repentance looms into range, its imposing figure matched against the Abbey.

You wait, for the right moment, as does he. It is a match of who will fire first, as you have no doubt he will fire. Ainsworth is not known for bounties his prey alive. Spying his fourth-rate frigate, just a shy taller and longer than yours, you wait for a swell. As you rise far up above the deck of the Repentance, you give your command.

“FIRE!”

The cannons boom their iron-clad insults towards the repentance in defiance, the change of height sending the projectiles screaming across the upper deck and gun deck below. The smoke clears almost instantly as the rain beats it into the ocean, the damage clearly done. Holes and splintered wood littler the front section of the deck, many of its cannons in that section of the main gun deck rendered useless.

Your men shout with joy at the successful hit, though, you are unsure of whether it hampered the ability to pursue. You don’t have much time to think about it as the Repentance sends it’s volley back at you, having to turn away from the Abbey to gain the correct angle.

“HERE IT COMES LADS, HOLD FAST!” You shout above the lighting and thunder. The Abbey rocks with the impacts, but it’s controls and cannons are still operable.

“NOW! FULL SAILS!” You command, the angle of the shot indicating the slowing speed of the Repentance.

The Abbey is lighter, and with the same amount of sails, we can gain more speed. A good thought, as you begin to pull further and further away from the Repentance, who quickly takes up chase from the rear.

>Rely on speed to get away from Ainsworth
>Tack into the wind and try to attack from the front
>Circle and use the storm to your advantage
>>
>>29154225
>Rely on speed to get away from Ainsworth
>>
>>29154225
>>Rely on speed to get away from Ainsworth
>>
>>29154225
> Rely on speed to get away from Ainsworth
And turn off those lights, they're probably tracking us using them.
>>
>>29154225
>rely on speed to get away from ainsworth
>circle and use the storm to your advantage

bastard.... he has a ship that's only a little bigger and longer than ours! of course, it's not the size of our ship, its the motion of the ocean and how we use it....
>>
>>29154225
>>Rely on speed to get away from Ainsworth
>>
The Abbey begins to steam ahead of the Repentance, the occasional whistle and splash barely heard above the din of the storm indicating Ainsworth is firing at us with his bow mounted chaser cannons. You take a brief moment to ponder if you can get away in time before he dials in his aim, as the lightning strikes again, and two ships are seen off in the distance, in close tow to each other.

You hear the cracking of wood as a cannonball ricochets off the rear section of the Abbey, the chaser guns too small to penetrate the hull. Soon, the shots stop as you presume you are out of his range, and as you peer over the rear gallery, you see the Repentance chasing, but slowly losing her ground to the lighter Abbey. The storm shows no sign of letting up, and you have no idea where you have been steering her, only the general direction of the meeting place. The thunder and lightning accompany the rain in greater number, showing you the signs of entering the center of the storm. You peer back across, and you realise the lanterns are still glowing.

THE LANTERNS ARE STILL GLOWING.

“DOUSE THE LANTERNS BOYS! THAT’S HOW HE FOUND US!” You shout, two men stumbling across the pitching deck to retrieve the lanterns.

The two ships in the distance have begun to close in on your chase, but you still cannot make out origin or loyalty of the two. You peer our Starboard, and a lone ship fights the waves as you do, making the same general heading, who is also closing in.

>Remain on course running from Ainsworth
>Break Port to the two ships
>Break Starboard to the lone ship
>>
>>29154501
>Break Starboard
>>
>>29154501
Keep our course. We can't risk running into the ACTUAL Kings navy.

Bloody pirate hunters!
>>
>>29154501
>>Remain on course running from Ainsworth
>>
>>29154501
> Remain on course running from Ainsworth
>>
You remain on course, hoping that the ships you see out in the distance are not here for you as well.

Of course, that would just be silly.

The storm rages on as the three ships begin their close to you, Two sloops and a Sixth-rate frigate. The lightning illuminates the resplendent colours of his Majesty’s Royal Navy, and you realise you are in quite a bit of a pickle.

“LOAD PORT N’ STARBOARD CANNONS BOYS! THIS IS GONNA BE A TIGHT ONE!” You yell over the crashing waves.

The fleeting ships close in, much faster and lighter than the fourth-rate Frigate Ainsworth commands. The sloops begin taking up broadside positions on either side of you, with the sixth-rate frigate close behind on the starboard side.

“WE’RE SURROUNDED CAP’N!” one crewmember shouts, slight panic in his voice.

You swivel your head left and right, ignoring the watery onslaught besieging you from above, no longer caring about how much gets in your eyes or trying to stave off the uncomfortable sensation.

The sloops, though vastly under-gunned compared to you, begin their volleys. You can hear the thunderous rapport from their cannons, both sides of the Abbey shuddering under the impacts of the cannon fire.

“FIRE!”

You return fire, firing all forty guns in either direction. The sloops crumble and splinter under the impact, and the starboard sloop begins to break away, the sixth-rate Frigate taking its place.

You have your crew reload the guns, the situation getting dire. You stand for a moment as the enemy frigate skirts closer into position.

“WHERE THE HELL IS BONNET?” You scream, uncaring who hears.

The Sloop on the Port side crumbles, becoming a fiery explosion as it's powder stores ignite. You shield your eyes from the bright light in the darkness, a sleek black figure surging past the sinking English Sloop.

>HARD PORT BOYS!
>PREPARE FOR STARBOARD VOLLEY!
>STAY ON COURSE LADS!
>>
>>29154808
>PREPARE FOR STARBOARD VOLLEY!
>>
>>29154808
>PREPARE FOR STARBOARD VOLLEY!
>>
>>29154808
>>PREPARE FOR STARBOARD VOLLEY!
>>
“PREPARE FOR STARBOARD VOLLEY!” You command at the top of your lungs, your heart pounding as adrenaline pumps through your veins. You were afraid, but now, you are surviving. You remember your promise you made to Mary, sweet Mary, and as a Captain, you cannot go back on your promise.

The English frigate noses it’ way into broadside positions, but you give the command to fire as it is two-thirds the way complete. A twenty gun salute rocks its front-port section knocking off the yard am and cracking the fore-running mainsail’s mast. The lightning streaks across the sky once again, this time, the sleek black vessel is straight ahead, a small light illuminating its rear gallery. You peer behind you once again, and only very tips of Ainsworth’s sails remain as he has fallen far behind. It’s just this Frigate and the Abbey now, one on one. The volley did nothing to slow her speed, but gave more than enough time for it to fire a broadside of its own. The cannon fire goes wide as they fire on the bottom of a swell, the cannon shot entering the waves below us or streaking high above, piercing holes in our sails.

“CAP’N! WE’VE ONLY GOT ENOUGH SHOT LEFT FER TWO MORE!” A voice from the gun decks yell.

“FIRE!” You command, the Frigate shuddering in the impact, many of the shots ringing off its sturdy hull. Others enter the open gun-ports, eliciting some cries of pain and agony from the men within. Within moment, smoke begins to billow out of the gun ports, a faint glow emanating from inside her hull.

>Pull hard port away from the Frigate, put distance between us
>Ram the Frigate, hoping to cripple it
>Use the last of the cannon balls to hopefully finish it off
>>
>>29155145
>Pull hard port away
>>
>>29155145
>>Pull hard port away from the Frigate, put distance between us
>>
>>29155145
>Pull hard port away from the Frigate, put distance between us
>>
>>29155145
>Pull hard port away from the Frigate, put distance between us

She is crippled enough. Let them tell their stories.
>>
You spin the wheel hard to port, sending the Abbey shifting quickly to the left. A smart move, as the Frigate begins to lose men overboard, jumping off the decks in an attempt to escape the inevitable explosion. Within a minute, the explosion is seen to the rear, the intense light illuminating the slacking storm. You see men clinging to bits of the ship, alive and well, but stranded out in the sea. You feel sorry for the men lost at sea; bobbing in a stormy sea is no place for a man. You spy the light once again, as you pick up your bearings and surroundings as the visibility clears. The storm lasted nearly half a day at your estimate, and finally, it opens up to a pale moonlit night.

You are exhausted; mentally and physically. That was an ordeal like none you’ve ever faced, let
alone conquered. The Ragged isle shows its peak above the horizon, you are closing in on the meeting place, and luckily enough, on time.

As you pass under the last of the clouds, the sea becomes like glass; the winds are fair and gentle, but constant, providing a steady pace for the Abbey to cruise on. The vessel ahead slows, and you clearly make out “The Dodger” across its rear gallery name-plate. Sighing in relief that Bonnet made it through the storm unscathed is a comforting thought, and makes your confrontation with Aisnworth all the more frightening as you view it through hindsight.

The Ragged isle, located north of the eastern end of Cuba, it sits above Isla Verde, the Green Island. One of Spain’s foremost defensive forts.

>Continue on to the meeting place
>Rest before entering the meeting (Risk of bad manners for being late)
>Reach the island before deciding.
>>
>>29155436
>>Continue on to the meeting place
>>
>>29155436
>Continue on to the meeting place
>>
>>29155436
>Continue on to the meeting place

Can't afford to be late
>>
You continue on to the island, its solitary peak looming over the horizon. Soon, masts begin to poke up over the horizon as well, as many ships appear anchored off its shores. There must have been over seventy ships of varying size and grace anchored off that tiny island’s shores.

Bonnet signals to anchor close by, and you follow suit. You anchor close to her Sloop, off the North side of the island. The boats are dropped and you load up one crew as Bonnet shouts at you, saying only bring enough men to row to the boat, as the meeting is for captains alone. You nod, and send the excess man back aboard with an apology. You begin rowing your boat right behind Bonnet’s, slinking your way through the anchored ships as you make way to the island’s shore, littered with longboats and their crews.

Upon reaching the sand, you stumble a bit exiting the boat. Alesa catches your arm and steadies you. You apologies and she hushes you, whispering quietly in response “I saw what you did in that storm Captain Abbot, ‘twas remarkable. But it keep quiet, no need to cause a stir of pirate hunters chasin’ us so close to the meeting grounds, alright?”

You nod curtly in response, to which she responds with a wink.

Before you lies a large rocky structure, eroded and blasted smooth near its shore from the wind and waves, and jagged, cracked and broken near its peak. There are small holes dotting its widest section that sits above the grass and palm trees that surround it, a faint glow wafting lazily from within them. An iron-bound wooden door bolted into the rock enters your vision as Alesa pulls you along, knocking in an erratic pattern. After a moment, the door swings open, and the voices of many can be heard spilling out from the room within the rock. Alesa motions for you to enter.

>Go in first
>Allow Alesa to enter first
>Ask what this place is

[Cast your votes, I’ll make the appropriate reply when I return from dinner. Back in 30-45 minutes]
>>
>>29155744
>Go in first
>>
>>29155744
>Ask what this place is
>Allow Alesa to enter first
We may be a pirate but we're a gentleman damn it!
>>
>>29155744
>Go in first

No need to be shy
>>
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You ask aloud “What is this place?” But you are quickly hushed by Alesa, who prods you in the pack in an effort to scoot you through the doorway. You motion for her to go first, but she just cracks a sarcastic smile and pushes you the rest of the way first. You enter the rosy hall, two long sets of tables filling up the space neatly. There is a raised platform with another table at the opposite end from the doorways, and a multitude of small doorways leading to various places you cannot see into. You are lead to the end of one table, and seated at the end. Alesa sits close to you one seat from the end. By the time everyone enters, it’s a tight fit. Everyone is crammed into their respective seating as five men enter from a rear room to the raised table. Formidable, eccentric, and… bearded, are the words that come to mind when you gaze up at these men. You open your mouth to say something as Alesa looks at you and closes your mouth with a tap of her fingers. “You best be done asking questions James, try using those ears yer mum gave ye instead of yer fathers mouth.” She retorts quietly.


“Welcome, lads and lassies, to the meeting I have called ye today. I trust ye all made it here with no troubles?” He exclaims, a raspy, deep voices snaking its way through the dark beard. “Now, I called ye here for a matter of importance. Namely, the boon bein’ given to te’ pirates who hang up their guns and defect back to their former masters, aye. I’ve heard many a thing, sayin’ ambushes and raids happenin’ on safe-coves and the like; and I fear there be spies in our midst. Now, I don’t propose a witch-hunt fer them, but if any-lad has some infermations about anythin’ fishy- ‘e should probably speak up,”

You twitch your fingers on the table for a moment, looking over to Alesa, who stares back blankly, not hinting at whether you should talk or not.

>Speak up about the storm ambush
>Speak up about the slaughtered crew
>Stay silent
>>
>>29156376
>Speak up about the slaughtered crew
>Speak up about the storm ambush
>>
>>29156439
seconding this, they could well be linked
>>
You make to stand up, pushing yourself from your chair. You turn towards the panel of men and clear your throat, and make to speak.

“Aye, laddie, ye got somthin’ te add?” One of them says. “I don’t know ye, ye must be a fresh sprout. Intraduce yerself lad.”

“I am Captain James Abbot, of the Freeman’s Abbey.” You begin, detailing your history in the Navy and how you became a pirate, though, you do not divulge your standings at Green Turtle Key. You recall the slaughtered men aboard the Frigate, as well as the ambush in the storm. You have the rapt attention of every man and woman in the room as you weave your intricate tale. When you are done, you sit back down, and Alesa pats you on the back, denoting a good move.

“Hmm, this’ be interestin’ indeed. Thankee kindly lad.” One of the 5 replies.

The meeting goes on, as various pirates tell their tales and suspicions, their woes and trade deals amongst the islands. Friendly and enemy waters, and who will harbor a pirate. It is all very interesting information that will definitely come in handy. Though, as the night winds on, the meeting comes to a close, and everyone begins to exit from the room. As you are about to exit, one of the five men calls out across the room for you to join them in the back room.

>Join them promptly
>Take Alesa with you
>Leave the room
>>
>>29156740
>Join them promptly
>>
>>29156740
>Join them promptly
>>
>>29156740
Join them promptly, we can always tell her anything important later
>>
>>29156740
>Join them promptly
>>
Alesa nods to you and you turn quickly to enter the room. You skirt around the large platform and enter the smaller room, with larger chairs and a serving maid waiting on your entrance. A man beside the door raises his hand to take your coat, and you hand it to him (after checking that all your valuables were not in it) and he promptly hangs it on a small peg in the wall.

“Aye, come lad. Siddown with us.” One of them speaks from behind a large backed armchair.

You move around to the empty chair, and a pretty young maid stoops over with a tray, an ornate glass filled with a dark red wine swirling within it. You pick it up gingerly and nod to the girl, who smiles pleasantly back. You watch her round the chairs, and enter a small room adjacent to this one. One of the five men coughs a small stint to catch your attention.

“Now lad, we all took a great interest in yer tale, and frankly, we were wantin’ more details about it.”

You stare down into the swirling dark liquid, your reflection somewhat muddled staring back at you. You contemplate divulging all of the information you have, or holding back the things you feel only you should know; these may be the self-proclaimed heads of the pirate world, or as far as you can assume, but even so, maybe it’s best to keep something things hidden.

>Tell them everything (Green Turtle Key, Relation with Bonnet, etc)
>Tell them *almost* everything
>Lie about most things
>Only tell them detail from the chase onwards
>>
>>29157072
>Tell them *almost* everything
>>
>>29157072
>Tell them *almost* everything
>>
You recount them your tale, with some fuzzy bits and loose endings that revolve around your home and your relations. They drink up your tale eagerly, and you easily hold their attention.

Once finished, they sit back and ponder for a moment, before addressing you once more.

“Captain Abbot; a fine tale you have there. A young sprout like yerself has a lot to gain from a time such as this, we old seadogs have lost our prime long ago. If’n ye can sail like ye claim, I suggest ye start makin’ yer ways down south; the islands are much richer with bounties than alla way up’ere.”

You nod in return, thanking them for their time. You set your cup down, untouched. As you exit the room, the doorman hands you your coat, and the maid girl bows to you, her tray held close to her stomach as she bends over ninety degrees. You can hear the men begin talking once again as you exit the room, and the main chamber to find Alesa outside, leaning against the wall.

She looks at you for a moment, then smiles her devilish smile and grabs your arm as you walk arm-in-arm down to the boats.

“Fancy you, a novice pirate getting a meeting with the old-dogs, eh?” She remarks. You are about to retort as you approach the boats when she says “Must be that pretty face, hmm?” streaking a finger across your jaw.

You furrow your brow as she saunters onto her boat, calling “I’ll see you at home, right?”

>Reply yes, head home to Green Turtle Key
>Reply yes, but rest before you head home
>Reply no, you have somewhere else to go: (Write in, use map)
>>
>>29157408

>Reply yes, head home to Green Turtle Key
>>
>>29157408
>Reply yes, head home to Green Turtle Key
>>
>>29157471
Second
>>
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“Aye, I’ll head heading home.” You call back.

You board your ship, and begin the fourteen day journey home. No storms, no Navy, No Ainsworth, no ghost ships, just a peaceful ride home. The Dodger at our head, and the peaceful winds to our back. You recline in your cabin, enjoying the cruise home in a hammock with your feet up. Soon enough, the familiar waters of your home fill your sight as you are summoned from your cabin by your first mate.

“Good man.” You exclaim, putting a hand to his shoulder. You feel well rested and alert; excited to return home.

As you anchor in the small lagoon, and begin the row out to the piers of Green Turtle Key, you notice a familiar silhouette standing on the beach and as you draw near it darts off the sand and moves onto the planks of the town walkways.

You climb aboard the pier, and are beset upon by Mary. She wraps her arms around you tightly and excitedly proclaims her happiness at your return. You try your best to respond but she is just running like a runaway cart with her affection. You give her a kiss to get her to stop talking, which she returns immediately. Though, as you are about to part, you feel an extra set of arms wrap around the both of you.

“Startin’ the group hugs without me, eh? Well, some manners the both of ye got! Ahh well, c’mere!” The voice proclaims loudly.

Alesa stands with you and Mary, her arms wrapped around the both of you, her face stuck between yours and Mary’s, grinning like a fool.

It feels good to be home.


~~~~

Alrighty. That was a heck of a quest, I must say. It was a hell of a good time to write, and I appreciate all of you who participated; I think I had almost 5 or 6 people interested at one point, which is a new milestone for me! I may try running the quest a bit later on next time, not during the middle of the afternoon.

A bit of Q&A time, if you'd please. Is the story good? We all liking it so far? No too corny? Romance too much?
>>
>>29157941
I enjoy it, I wish I could extrapolate on that but at the moment that's all I got. I hope this continues to some conclusion and you don't have to drop it for some reason or another.
>>
>>29158046

Well I am glad you are enjoying reading it, because I am enjoying writing it. I am trying to not go full lewd like many quests that are popular around /tg/ right now, and only have little bits of romance. Because hey, what's a good swashbuckler story without a damsel or two?
>>
>>29157941
I'm really enjoying it, romance is fine and feels natural, looking forward to the next update
>>
>>29158536

Ahh, I'm glad. I was trying to go for a fun, light-hearted romance style. I didn't really want to get too far into it, but I think I did a good job with Mary and Bonnet.


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