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Greenie Guide
Greenie Guide
Greenie Guide
Or
How I Learned to Stop Worrying and Love the Bombard
New to Sencliff? Old to Sencliff but lazy? Or maybe you've found/acquired this book
and want to know more about the pirate life?
This book has been compiled from the work of several people (some of whom it may
have been shamelessly stolen from/adapted from, thanks Merchant Navy!), and has
been put together to help the novice, or "Greenhorn" sailor.
And if you find yourself singing this song, then you too may be a pirate, or at
least secretly long to live the life of one of the free folk
One of the most important things to know when it comes to being a pirate, beyond
knowing how to wear an eyepatch, use a pegleg or hookhand, maintain a parrot, or
speak in am almost incomprehensible accent, is how to sail, and how to fight other
ships
This is because pirates are known as pirates for the simple reason that they commit
acts of piracy regularly.
Piracy means taking things that don't belong to them, usually by force although
sometimes by guile, and usually on the seas, or on sea-adjacent locations such as
ports and beaches
Pirates who do not know how to sail well, or how to engage in naval combat with at
least even odds of being victorious are generally known as sharkbait, not pirates
And you do not want to be sharkbait, you want to be a pirate, otherwise you would
not be reading this book
So, read on, and learn, Greenie, before you find yourself seeing the ocean from the
wrong side
You get on a boat with a bunch of folk who also want to sail, you put on your
magical gear and lean into your years of sailing experience...
You need to train in it just like a scout trains their eyes and ears to keep
awareness of their surroundings, or a mage trains their mind to understand the
magics they use
Some magical aid is always a good idea, as well as boosting your insight through
either dedicated focus or through spells and suchlike
And, to train yourself in sailing, it's best to go out with others who know what
they're doing, and sail
Here at Sencliff we're blessed with a constant flow of sailors, some of whom know
more than how to drain a bottle of rum
So, beyond getting on a ship with an established crew who can, quite literally,
teach you the ropes, here's what you need to know
- Preparing to sail
If you're going to go out sailing, you will need several things
- Shipmates (sailing alone is bad)
- Materials for repair, and someone who can use them. This could be timber (2
hardwood, 3 softwood per repair attempt), cloth (2 large cloth, 3 medium cloth per
repair attempt), or metal if you're fool enough to try to sail on an ironside
- Siege weapons rated for the ship you'll use, and ammunition for them. As a
general rule, a ship can have weapons rankings up to one rank less than the crew it
requires to run smoothly... so a four man ship is weapons rank three, meaning you
can use a Magonel, or three Light Ballista, or a Light and a Heavy Ballista
- Rum
- Coffee, for when the rum makes you sleepy
- Getting a ship
Head down to the docks, and find a property shingle by the water that shows a
property available for lease. This should be a ship, and once you've leased it by
paying the requested fee, you'll have the right to sail it for about 12 hours
Make some copies of the keys (to give to your shipmates, because sailing alone is
never a good idea), give the ship a cool name (SS Barrel o' Fish, Where's the Rum?,
etc.) and congratulations, you have completed step 1 of sailing, acquiring a ship
- Getting on board
Now that you have a ship, get all your shipmates into a party, give them each a key
from the copies you made, and head together down to the end of the docks. From
there, find the ship with the name you gave it, and head over as a party
- Preparing to Sail
Once on board, have two folks work together at the separate rigging points, and
raise the sails to full. Once this is done, check the sea-map on board the ship, in
case of storms
Using your spyglass, keep an eye out for juicy targets, whether they be islands,
other ships, or similar things. It can also be used to give you information on your
chosen target in many cases, such as weapons on deck, state of their hull, and so
on
Once you've found a target (assuming it's another ship), we move to the next
section
As one does work for Eamon and Wayland, the pair who oversee everything on
Sencliff, they earn extra markers on their ink, signifying their status and the
respect that they are worthy of (at least in theory)
To receive "ink", one approaches Wayland, in the Feast-Hall, and seeks his
permission. Not all will be accepted; notably monstrous races and goody-goodies are
usually rejected, but most everyone else can get inked
Once inked you'll lose any citizenship you may have had elsewhere, meaning you
can't vote (boohoo), and you don't get citizen storage (ouch), but you're formally
now part of the colourful citizenry that call Sencliff their home
It takes five completed writs to move from Greenhorn to Shipmate, then three
completed writs to progress to the next rank until one gets to Buccaneer, which
requires five writs to complete your ink journey and become a Dread Pirate
Each rank comes with more respect from your fellow inked, and with different
property options, with the few permanently leasable ships only available to Dread
Pirates, as an example
Note as well that only other inked can interpret your ink, until you get to Dread
Pirate rank, at which point they're obvious to everyone unless you go to
significant effort to conceal them
~Writ Information~
There are, at the time of writing this book, 31 writs one can choose from, with
only 22 being required to achieve Dread Pirate ink. This means that you don't have
to do them all, and can pick and choose as you wish... but if you never sink
another ship, your fellow inked may not respect your ink very much
The writs are listed below in the order that Eamon shows them to you, with a note
in brackets at the end of each to help you know where to find them in the following
entries; whether they are on Sencliff, Local Waters, Merchant Waters, and so on.
~Writ Listing~
Below is the list of all the writs that Eamon will offer to an inked. In brackets
after it is the grouping it can be found in, along with a difficulty rating)
If you're not sure about the grouping designation, read the note above entitled
"Navigating by Rings" as well as the checking for the named islands in the Map and
Map Key notes
Writs marked with an asterisk (*) are writs that require piracy. Recommended!
~Sencliff Writs~
All Sencliff writs can be done without having to use a ship to leave Sencliff
Go and talk to the smuggler, pay him to deliver you to Rayne's Landing, and
explore; visit the bar, wander around, find the dock, and then either use the
portal source to leave, or talk to the smuggler again
After talking with Eamon to get this writ, go through the trapdoor behind the
Svirfneblin Peddler named Umlon, and kill ten weevils
You may need to go in and out a few times to get enough weevils, so this writ is
more irritating than it is challenging
Once inside, kill ten of the slimy buggers in there, then head to the south-west
corner and kill the Matriarch
If you're the sort who likes to do writs in groups, this pairs well with "Drive the
Kuo-Toa into the Deep"
If you've just killed the Oceanid Matriarch, congratulations, you've found the path
to the Kuo-Toan pools
Go in, kill ten more slimy buggers, and make your way through the caves until you
come to a big open area with mini-beholder looking things. Avoid the tiles, they're
mostly trapped
Kill the three mini-beholder looking things, one of them will have a key on it
which, if you continue through the caves, will lead you into a temple in the
Underdark (and hence another way onto or off Sencliff)
If you're the sort who likes to do writs in groups, this pairs well with "Shrines
Beneath our Feet"
Shrill Skies
Objective 1: Get to Harpy's Rock. A boatman on Sencliff's beach can get you there
Objective 2: Kill yourself twenty Harpies
Objective 3: Kill an Elder Queen of the Harpies
Head outside, down to the beach, past the drunk, snoring pirate, and talk to the
boatman. He'll ferry you over to Harpy's Rock
Once there, kill everything that moves that isn't you, your summons, or your mates
Make sure you kill an Elder Queen Harpy; it may take you a while to fight through
the rest of the Harpies to find her
If you're the sort who likes to do writs in groups, this pairs well with "Sea Salt"
Sea Salt
Objective 1: Locate the Salt Caves, beneath Harpy's Rock
Objective 2: Defeat five foes in the Salt Caves
Explore until you find the Salt Caves, go inside, kill five things, leave
If you're the sort who likes to do writs in groups, this pairs well with "Shrill
Skies"
Looting the Dead
Objective 1: Locate the Temple Crypt, directly under the Temple of the Sea Gods
Objective 2: Defeat ten enemies in the Temple Crypt
Objective 3: Defeat a Skeleton Captain
Head out of the Feast Hall and into the Temple to the Sea Gods directly opposite.
Once inside, look to the corners, and you'll find the way down to the Temple Crypt
Go down, kill at least ten enemies, and explore until you find the Skeleton
Captain, then smash his bones
Sandfall
Objective 1: Make landing on a Sandbank
Objective 2: Defeat five Mud Crabs
Objective 3: Defeat five Water Snakes
Pretty simple here... once you're in Local Waters use your spyglass to find a
Sandbank, then land on it, kill everything, and check your progress
If you've not killed enough, you can either get back onboard your ship and find
another Sandbank, head to Merchant Waters and find a Shipwreck, or head to
Brogdenstein Dock, enter the cave to the right there as you face the cliff path up,
and get your numbers as Eamon doesn't care where you kill those Crabs and Snakes,
just that you kill them
If you're the sort who likes to do writs in groups, this pairs well with "Salvaging
Misfortune"
Forgotten Forts
Objective 1: Land on an old Sea Fort
Objective 2: Defeat five enemies at the Sea Fort and claim it as yours
Once you're in Local Waters use your spyglass to find a Naval Fort, then land on
it, kill everything, and check your progress
Never had a report of a lack of enemies here, so you should be fine once you've
cleared out the occupants
Head to Merchant Waters and sail about until you come across a Merchant Ship.
You're more likely to find one during the day, so give that a go, and whilst you
can find them in local waters, they're called Merchant Waters, so I put the two
together. Fight me if you don't like it
Once you find said Merchant Ship, you'll need to engage it in Naval Combat, so make
sure you've read the previous notes about Naval Combat, and have a siege weapon and
ammunition for it on hand
Cripple and board your target, kill everyone on board, gather up your hard-earnt
loot, then head back to your ship and sail home
Salvaging Misfortune
Objective 1: Find a Shipwreck
Objective 2: Defeat five Mud Crabs
Objective 3: Defeat five Water Snakes
Once you're in Merchant Waters use your spyglass to find a Shipwreck, then land on
it, kill everything, and check your progress
If you've not killed enough, you can either get back onboard your ship and find
another Shipwreck, head to Local Waters and find a Sandbank, or head to
Brogdenstein Dock, enter the cave to the right there as you face the cliff path up,
and get your numbers as Eamon doesn't care where you kill those Crabs and Snakes,
just that you kill them
If you're the sort who likes to do writs in groups, this pairs well with "Sandfall"
A Thousand Islets
Objective 1: Land on an Islet
Objective 2: Defeat ten Greater Harpies
Head to Merchant Waters and, using your spyglass, find an islet. Once found, dock
there and head ashore
Keep killing Harpies until you've slaughtered ten Greater Harpies, and you're done!
If you're the sort who likes to do writs in groups, this pairs well with "A Grand
Hunt"
A Grand Hunt
Objective 1: Kill a Sea Hag
Objective 2: Kill the Guardian of the Egg
Objective 3: Kill the Sea Troll
For this writ, you'll want to be in Merchant Waters, and staying in a quadrant. Use
your spyglass to find an islet, and dock there, then head ashore
There are four different islets in these waters, and you need to land on three of
them to complete this writ, so the trick is to land at an islet, check the surface
and the cave or buildings there for your target, and kill everything that gets in
your way
Once you've cleared an islet, head back to your ship and select "Stay in this
Quadrant" again, then use your spyglass to find an islet. Hopefully it's a
different one!
Go ashore and check if it is a different one, and if so, explore, find and kill
target, kill everything else
If not, go back onboard your ship, stay in the quadrant, use your spyglass, lather-
rinse-repeat
If you're the sort who likes to do writs in groups, this pairs well with "A
Thousand Islets"
Ghostly Ships
Objective 1: Board a Ghost Ship
Objective 2: Go belowdecks and defeat five enemies
This writ is stupidly named, as you don't want to board a ghostly ship, you want to
board an abandoned ship
Head to Merchant Waters, and, using your spyglass, find an abandoned ship, then
dock at it and go onboard
Destroy everything there (you can't kill undead, they're already dead), head
belowdecks, and do the same, then leave
If you're the sort who likes to do writs in groups, this pairs well with "Master of
the Seas"
Head to Merchant Waters, and, using your spyglass, find a Hidden Cove, then dock at
it and go onshore
Kill everything that tries to hurt you, then go into the Hideout and do the same
If you're the sort who likes to do writs in groups, this pairs well with "Master of
the Seas"
I know I wrote that this pairs well with "Ghostly Ships", "Every Buccaneer for
Himself", and "Into the Jaws", but it's more that they overlap, and this writ is
annoying so you don't want to do it multiple times
The first objective is completed by finding one of the two different Hidden Coves
and killing Captain Walker D. Planke, who is hiding in his aptly named Hideout
(hence the connection to "Every Buccaneer for Himself")
The second and third objectives are completed by finding abandoned ships and
defeating a Skeletal Captain AND a specific Skeletal Captain named Captain Sharpe,
and yes, they'll be on different abandoned ships (hence the connection to "Ghostly
Ships")
The fourth objective is completed by going to Black Fin Rock (see "Into the Jaws")
and defeating the master of the island, the Tidehunter; a creature with no less
than FOUR phylacteries that regenerate if you leave them too long after breaking
them, and yes, you must break all four phylacteries to defeat the Tidehunter
This writ is not recommended for anyone but the truly sadistic, or those who were
going to do the other three writs anyway
FINALLY, some piracy! Why Eamon and Wayland don't ask pirates to do more piracy,
I'm sure I don't know
The Cordorian Navy usually has its ships patrol the Inner and Outer Waters, but
there's no other Inner Waters writs, so it's put here. Deal with it
Sail about during the day for preference (apparently Cordorians are scared of the
dark) until you find a Cordorian Ship. Use your spyglass to check the number of
masts; the more masts, the more challenging it will be to take down, and therefore
the better you and your crew need to be, and the better the ammunition you use
needs to be
If you're not sure about how to do this well, refer to the previous sections on
Naval Combat and Formulas
Once you've crippled your opponent (Yarr!), you board them, kill everyone on board
in Cordorian colours, take their loot, and sink the scurvy dogs on your way back to
your own ship
This is the most challenging "Piracy" writ, as the Amnians are one of the toughest
foes you'll face on the water, so don't treat them kindly
Sail about in the Outer or Edge Waters (again, there's no other Edge Waters writs,
so it's put here for convenience) until you come across an Amnian ship. They, too,
seem to be scared of the dark, poor little Amnians. Make them scared of you instead
Use your spyglass to confirm the number of masts their ship has, and engage if
you're up for it. If not, let them sail by and find a different ship from their
fleet, check again, etc.
Once you're ready, FIRE! Cripple the bastards, board and kill them all, and DO NOT
TAKE THEM LIGHTLY. The Amnians will fight like devils, and many an unsuspecting
pirate has bitten off more than they can chew with them
Kill everyone onboard and belowdecks, gather your pillage, set fire to their ship,
and head home while singing a shanty
This writ is pretty straightforward. Sail around in the Outer Waters, and use your
Spyglass to find some ruins. There's two lots of ruins in these waters, and one has
a lighthouse on it, the other has a desecrated temple
For this writ, you want the lighthouse, so, find your ruins, go ashore, and check.
If it's the right one, great, if not, get back on board your ship and sail about
until you can find some more ruins, check them, etc
Once you have the correct ruins, go into the lighthouse and kill everything
hostile, then head home
If you're the sort who likes to do writs in groups, this pairs well with "The
Desecrated Temple"
As per the previous writ, except you're looking for some caves which will lead up
to said Desecrated Temple. It's in the ruins that doesn't have a lighthouse
If you're the sort who likes to do writs in groups, this pairs well with "The
Forgotten Lighthouse"
The Sunken City writs are the two hardest writs to complete that aren't hard
because they're irritating, or hard because Amnians want to sink you and are
actually pretty good at it
Sail about in the Outer Waters until you randomly come across the Sunken City... it
moves about, and you'll never find it with your Spyglass
Once you find it, prepare your toughest crewmates and go ashore
I'm not going to spoil this one for you; you'll need to fight through some tough
enemies and find the Sahuagin King and defeat him. He won't go down easily, and
don't be surprised if one of your crew falls in the effort
If you're the sort who likes to do writs in groups, this pairs well with "The Old
Ones"
This is the Sunken City writ that is both difficult AND complex
You'll need an explosive barrel, which you'll use to blow up a boulder, and then
you need to get something from the bad guy in the rooms that were formerly blocked
by the barrel, then use that something on a lock that you can't otherwise unlock,
then you'll find a magic ward that you need to use dispelling magic on the ground
between the wards...
And then you're in for a fight tougher than any you've ever had (unless you've
tried to get a quartermaster to pay out without a receipt)
Pro-tip: You may want a way to get rid of hostile summoned creatures, or
alternatively, a way to put eviscerated friends back together. Your choice
If you're the sort who likes to do writs in groups, this pairs well with "The
Sunken King"
This is the first of three Kholingen writs, along with "Welcome to Kholingen" and
"Treasures of Kholingen". Don't be a dunce, get all three and do them at once.
There may also be a writ you can get from Sibiyad that you can do at the same time,
which you may as well pick up
Get a stalwart crew and head to Kholingen, which is one quadrant North of Arelith,
or East South-East of Sencliff. Dock, and go ashore
You'll need to make your way along the shore until you enter some caves. Kill
everything hostile inside, and continue on your reaving way until you find and kill
the chef, who would love to put you in his cookpot
Welcome to Kholingen
Objective 1: Kill Captain Fragdish
Objective 2: Kill Bragos
Objective 3: Kill Dargreth
Objective 4: Destroy a Risen Goliath
This is the second of three Kholingen writs, along with "The Risen Island" and
"Treasures of Kholingen".
Having killed the Nelanther Chef, keep going with your reaving and kill everything
in your path.
You'll find Captain Fragdish in a section of ruins connected to the Sea Caves,
while Bragos and Dargreth are in the keep above. The Risen Goliaths are in the
Sunken City, beneath Kholingen, so you'll need to keep going all the way to the end
Be aware that Kholingen is a bit of a maze, and you'll need various keys that you
can find as you move through. There are traps in spots, and no end of hostile
occupants to slay
Treasures of Kholingen
Objective 1: Defeat the lich that watches over the Lost Ruins
Objective 2: Reach the Sunken City
Objective 3: Slay a Giant Sea Serpent
This is the third of three Kholingen writs, along with "The Risen Island" and
"Welcome to Kholingen"
You've wandered all over Kholingen, now it's time to head down a trapped passageway
and ascend to the top of the keep for a fight with the lich who remains as the
guardians of this fallen kingdom. Destroy him, and claim his loot for yourself
With this done, head back down and poke around until you find a big hole in the
wall, and head through; this should take you to some caves that lead down into the
earth again. This is the way to the Sunken City
Go inside, and defeat anything nasty that is trying to stop you. When you feel like
you've hit a dead-end, go into the abandoned homes and break things until you find
a way through
Eventually you'll come across one angry mother of a Sea Serpent. Put her out of her
misery, and use the magical portal she was guarding to head back to the surface of
the island, and make your way back to your ship
For this writ you'll need a decent crew, unless you want to go all the way to the
end to defeat the Tidehunter (see "Master of the Seas" writ), in which case you'll
want a truly staunch group
Should you have the "Master of the Seas" writ, continue on, and if not, you may as
well head back the way you came unless you want the challenge and the potential
runic loot at the end
If you're the sort who likes to do writs in groups, this pairs well with "Master of
the Seas"
Here be Dragons
Objective 1: Make a landing on Red Dragon Island
Objective 2: Defeat ten enemies on Red Dragon Island
Objective 3: Defeat ten enemies in the Sulphurous Grotto
Objective 4: Defeat five enemies on the first level of the Palladium
Red Dragon Isle is two quadrants West of Arelith, or two quadrants west and two
quadrants South-West of Sencliff
Prepare before you leave the ship, as you can expect heavy resistance, then go
ashore
Once ashore, attune to the planar portal to the right, then head left and deeper
into Red Dragon Isle
Once you get up to an open area with pillars, you'll find yourself with three
potential paths; a locked door (the key for which is hidden within the Burning
Shores area in the Underdark, to which the portal behind that door connects), a
tunnel leading down, and a pathway to a tunnel leading up
You'll need to go down first and kill the lesser Red Dragon down there (well you
don't need to, but it's a dragon, and it has loot), then backtrack and take the
path to go up to face Abaazuur, the greater Red Dragon who calls Red Dragon Isle
home
Once you've defeated him and looted the runic chest, mined the ruby vein, and sworn
at the ore vein that could be adamantine but rarely is, there's some doors leading
out to a balcony where there's a Source Portal
Use said portal to go back to the start of Red Dragon Isle, hop back on your ship,
and sail home with your loot
The landing spot and surface of Gnit is generally quiet. You shouldn't expect
resistance there, but you should definitely prepare before you head inside the old
stone building there
The Baron is upstairs, and Runa and Brynjar are downstairs, but you'll have to
fight your way through to them. Go up, then down, and at the end, you can climb
back up to the surface of the island
There's many locations where one can dive down to the required depth; for a full
list, check the notes on Quadrant Depths
The easiest location is the waters off Galerock, which is one quadrant South and
one quadrant South-East of Sencliff, or two quadrants East and one quadrant South-
East of Arelith
Dock at Galerock, and have one strong crewmate stay on deck to pump air into the
diving bell, and those with the writ (the more folk in the diving bell, the faster
the air will decrease, even with someone strong pumping, so generally no more than
2-3 folks is recommended. Four is okay, but five is right out) enter the diving
bell
Have it descend, and pray that you don't have claustrophobia or thalassophobia
while you wait for it to reach the ocean floor
Once there, make sure you are under the effect of a Water-Breathing spell or have
gills, then head outside and marvel in the oddity that is the ocean floor. Check
for ore or gem veins, or for lost treasure and cargo, and be wary, as some
creatures don't take kindly to the intrusion of surfacers in their depths
Congratulations, you have completed this writ, now you just need to get back into
the diving bell when finished your explorations, get to the surface, and head home
There's several locations where one can dive down to the required depth; for a full
list, check the notes on Quadrant Depths
The easiest location is the waters south of Gnitaheithr. Head to Gnit (as we call
it), which is (from Sencliff) four quadrants West then one quadrant North-West, or
three quadrants North-West of Arelith. Once you're at Gnit, go South one quadrant,
and you're there
Ideally find some ruins, an Ice Floe, or a Trade Ship to dock at, and do what you
did for the previous diving writ, there's nothing more to it, just a different
depth
There's only 7 quadrants where one can dive down to the required depth, again,
check the notes on the Quadrant Depths
Head again to Gnit and go one further quadrant out to the Edge Waters (any Edge
Water quadrant within one quadrant of Gnit will do), find something to dock at, and
dive