Pacific Ocean I: The Strange Case of the Manuxet
- At June 23, 2022
- By Great Quail
- In White Leviathan
- 0
2) The Strange Case of the Manuxet
St. Mary’s Island, March 5, 1845
A) Overview
This encounter is designed to startle the players with an episode of unexpected violence. It also suggests that the madness seen in Oliver Moneypenny and his compatriots may be more global in scope. A few days ago, a terrible mutiny occurred onboard the USS Manuxet. The rebellion was led by the sloop’s lieutenant, Blackwood Dandridge. Having fallen prey to the Call of Dagon, Dandridge believes he’s the rightful president of “Libertatia,” a pirate’s republic located somewhere in the deep Pacific.
B) The Mutineers
This encounter features Blackwood Dandridge, Remedios Valenzuela, and five mutineers drawn from the Manuxet crew.
Lieutenant Blackwood Dandridge, “The President”
Age: 30, Nationality: American, Birthplace: Baltimore 1814. Call of Dagon Stage 3.
STR 70 | CON 65 | SIZ 45 | DEX 50 | INT 45 |
APP 80 | POW 90 | EDU 50 | SAN 60 | HP 11 |
DB: 0 | Build: 0 | Move: 9 | MP: 18 | Luck: 85 |
Combat
Brawl | 80% (40/16), damage 1D3 |
M1826 .54 pistol | 27% (35/14), damage 1D8 |
Dodge | 60% (30/12) |
Skills
Art/Craft (Poisoning) 75%, Artillery 75%, Charm 85%, Fast Talk 65%, Hypnotism 75%, Intimidate 70%, Leadership 50%, Listen 70%, Locksmith 55%, Persuade 80%, Psychology 20%, Renown 15%, Seamanship 65%, Spot Hidden 50%, Stealth 55%, Survival 60%, Swim 50%, Throw 15%.Possessions: Model 1826 Simeon-North .54 Navy pistol, two bottles of Madeira poisoned with Peruvian Tarantula Drops, 6D10 dollars in coins, a gold pocket watch engraved to “Donald Coatar.”
Description
Short but strikingly handsome, Blackwood Dandridge is a charismatic psychopath with a proverbial silver tongue. The youngest son of a Baltimore shipbuilder with government connections, Dandridge was a midshipman onboard the Vandalia, one of the ships that repelled the British at the Black Island in 1831. Promoted to lieutenant a few years later, Dandridge was happy with his life on the quarterdeck, indulging in petty power plays and attracting a circle of likeminded cronies. Three years ago, Dandridge found himself becoming obsessed with Charles Johnson’s 1728 book, The History of the Pyrates, Volume II. As the Call of Dagon intensified, Dandridge became convinced that the legendary pirate republic of Libertatia was an actual place, a floating utopia located somewhere in the Pacific Ocean. Indeed, near that strange Black Island from ‘31…
Staring into the moldering print, Dandridge was surprised to find that Captain Johnson had embedded secret codes in the typography. It took him months to decipher the message, but the results were undeniable—it was a message intended for Blackwood Dandridge himself! According to Captain Johnson, Dandridge was destined to locate Libertatia and become its president. He would transform Libertatia’s rag-tag fleet into a pirate navy, an unappeasable power that would sweep the Pacific Ocean clear of authoritarian rule.
For I’m quite content they’re all as sane as me…
In time, Lieutenant Dandridge found others who shared his vision. Well, maybe not exactly his vision; but it was easy enough to mold their desires, their dreams, their longings to suit the contours of his own madness. As this group increased in number, they began referring to Dandridge as “President.” All they needed was a ship to carry them to Libertatia.
Five Manuxet Mutineers
Ages: 16–40, Nationality: American, Birthplace: Various. Call of Dagon Stages 1-3.
STR 75 | CON 70 | SIZ 75 | DEX 70 | INT 50 |
APP 50 | POW 45 | EDU 30 | SAN 50 | HP 14 |
DB: +1D4 | Build: 1 | Move: 8 | MP: 9 | Luck: 50 |
Combat
Brawl | 70% (35/14), damage 1D3+1D4 |
Hand-axe | 70% (35/14), damage 1D6+1D4 |
Cleaver | 70% (35/14), damage 1D6+1D4 |
M1826 .54 pistol | 60% (30/12), damage 1D8 |
Dodge | 60% (30/12) |
Skills
Artillery 50%, Climb 75%, Intimidate 60%, Jump 70%, Listen 30%, Spot Hidden 50%, Stealth 40%, Survival 60%, Swim 20%, Throw 50%.
Possessions: Each man is armed as described below.
Description
These five sailors are suffering from the Call of Dagon, and believe that “President” Dandridge will lead them to the “Libertatia,” a pirate freehold overflowing with wine, women, and song. While none of these mutineers is expected to survive past this introductory encounter, if the Keeper would like to distinguish them, she may invest them with various personalities as required. The most high-ranking is the Manuxet’s bosun Jason Marx, a heavyset Bostonian armed with a Model 1826 pistol. A second pistol is carried by Norris the Goat, a topmastman known for his enormous penis and randy disposition. Pansy Porter is the ship’s cook. The only African American in the group, he carries a cleaver sewn into his jacket. The other two men are gunners: Robert Sloan, armed with a hand-axe, and Simon Makepeace, a teenager secreting a handspike up his sleeve. If Makepeace is killed and searched, he’s revealed to be wearing a necklace of human ears—trophies taken from his slain crewmates.
Remedios Valenzuela, “Reme la Loca”
Age: 17, Nationality: Chilean, Birthplace: Coronel 1827. Call of Dagon Stage 2.
STR 40 | CON 60 | SIZ 45 | DEX 65 | INT 45 |
APP 70 | POW 50 | EDU 25 | SAN 40 | HP 10 |
DB: 0 | Build: 0 | Move: 8 | MP: 12 | Luck: 60 |
Combat
Brawl | 50% (25/10), damage 1D3 |
M1826 .54 pistol | 20% (10/4) |
Dodge | 35% (17/7) |
Skills
Fast Talk 65%, Listen 35%, Locksmith 85%, Spot Hidden 75%, Stealth 25%, Survival 45%, Swim 65%, Throw 25%.
Languages: Spanish native, Portuguese 15%, English 10%
Possessions: Model 1826 Simeon-North .54 Navy pistol
Description
A teenage girl from Coronel, Remedios Valenzuela disobeyed her father’s wishes and escaped to Isla Santa Maria to work with her corrupt uncle Máximo. It was the only way she could get closer to the sea—the place she’s dreamt about all her life. Indeed, Remedios knows her destiny lies somewhere farther west, somewhere en el más allá, somewhere she can become something más, something great and terrible. Universally considered crazy, “Reme la Loca” was confined to working the cantina. Then a miracle happened—the Manuxet sailed into the bay, and Remedios knew. Dropping her soiled dishrag, she rowed across the bay and offered herself to El Presidente. From now on, Reme la Loca would have a new name: La Reina Pirata!
C) Background: Mutiny on the Manuxet
Five days before reaching St. Mary’s Island, Lieutenant Dandridge declared the “time was nigh.” Using “Peruvian Tarantula Drops” he purchased at Callao, Dandridge poisoned Captain Coatar and his fellow officers at dinner. Returning to deck, he struck the ship’s bell thirteen times. Upon the final peal, the mutinous crewmen drew their knives and slit the throats of their companions. Those who survived the ambush fought back, but were defeated after several hours of brutal hand-to-hand combat. The mutineers executed the sailors they found “irredeemable,” but locked away a dozen men they hoped might eventually join their rebellion. They sailed into St. Mary’s Island in the hopes of swelling their ranks and commandeering as many ships as possible. This “armada” would then set out to find Libertatia.
Their grand plan begins with the Quiddity. According to Tío Maximo, the captain of the whaler has been asking everyone about some White Whale—the very fish Dandridge heard tale of back in Callao. Surely that’s an easy way to get onboard? Gathering a crew of five mutineers and a Spanish barmaid he’s convinced of their cause, Dandridge plans to board the Quiddity at sunset, poison the officers, and take command of the ship.
D) March 5: Evening Onboard the Quiddity
The third day of repairs concludes peacefully, and the Quiddity is ready to sail at dawn. Just as Joab is preparing to announce an evening of relaxed duties, the setting sun illuminates an unexpected sight—a jolly boat from the Manuxet, pulling directly for the Quiddity. The sloop’s captain is seated at the stern, his arm around a figure draped in a blanket. Slight in form, the figure wears a Spanish officer’s shako, long black hair spilling from its edges—a woman? Her face is covered by a bandage. The boat is crewed by five sailors in Navy togs. One of them is wearing a bosun’s uniform, the customary stovepipe hat pierced by a bullet hole.
Anyone observing the boat is allowed a Leadership roll to perceive that something seems off. Characters with experience in the Navy, such as Stanley Ruch, Quentin Shaw, and Ulysses Dixon, gain a +2D10 bonus to this roll. The captain seems unusually slouched, and the men are strangely relaxed in his presence. And why is the bosun rowing? That’s a menial task, not fit for a petty officer.
If the player characters miss these red flags, Joab sounds a discreet alarm—“Mr. Whipple, I’d like the men to remain belowdecks. Mr. Pynchon, wouldst thou be so kind as to bring up the blunderbuss and place it just here, within my reach? And arm thineself and Mr. Dixon here with pistols, but keep them out of sight. Mr. Coffin, please direct Quentin, Matty, and Quack to report on deck with harpoons at the ready. Give them a piece of make-work, and instruct them to avoid eye contact. Casual is the watch word. Nobody is to speak or act unless I give my permission.” If any additional player characters would like to remain above deck, they must seek permission from Joab. Needless to say, Rachel Ward and Dr. Lowell are expected to remain in their quarters.
E) Meeting Captain Dandridge
As the jolly boat approaches, Joab calls out, “Good evening, Captain! How can we be of service?” At this, the captain calls up cheerfully, “My good man, my name is Captain Blackwood Dandridge of the USS Manuxet. I’ve heard ‘round the bay that you’ve been asking after a White Whale? If that whale be Mocha Dick, I have a tale for you! A sad tale indeed, but one you must hear. And—” an oarsman holds up two bottles of Madeira—“I come bearing gifts. Also, if I may be so bold, I hear you have a physician on board? Our surgeon has perished, and this woman’s in dire need of attention.” Captain Dandridge removes the figure’s bandage, revealing a Spanish woman with an ugly red gash across her face. Anyone who visited the cantina the first evening recognizes “Reme la Loca.” The captain continues, “Do we have permission to come onboard?”
Dixon’s Advantage
At this point, Ulysses Dixon is allowed to make three rolls: Education, Leadership, and Seamanship. If one roll is successful, the name “Blackwood Dandridge” rings a bell. He was a midshipman onboard the Vandalia, the sloop that fought alongside the Leviathan at the Black Island! If two rolls are successful, he recalls reading about the man’s promotion to lieutenant, maybe eight or nine years ago? If all three rolls are successful, Dixon recalls that the last time he was current with Naval affairs, the Manuxet had been commanded by one Donald “Dandy Don” Coatar. Of course, captains are transferred all the time.
If Dixon asks about Captain Coatar, Dandridge replies smoothly, “Oh aye, Captain Coatar now has the joy of commanding the Plymouth, brand new out of Boston. Happily for Dandy Don, he’s in the Mediterranean!” An Idea roll confirms the Plymouth as a new sloop of war, launched from Boston a few months before Dixon traveled to Kingsport. An Extreme success, however, recalls the ship being commanded by one “Captain Henry.” If Dixon mentions this, Dandridge shrugs, “I only knows what they tell me.”
The Dilemma
The Keeper should allow the players time to discuss the situation. On one hand, something seems off about the Manuxets, and even Joab is taking precautions. On the other hand, anyone under the compulsion of Joab’s Binding Oath is desperate to hear what Captain Dandridge has to say. In fact, the moment the name Mocha Dick is mentioned, Joab’s face lights up. Any player character sworn to kill Mocha Dick must pass a Hard Power roll to overcome feelings of hesitation. While this doesn’t mean caution must be thrown to the wind, it makes it easier to share Joab’s enthusiasm.
No matter the advice of the player characters, Joab welcomes the Manuxets onboard and sends for Dr. Lowell—“Seems he has a patient.” Nevertheless, Pynchon appears wary, and remains open to hearing from player characters such as Coffin, Dixon, and Lowell. As Captain Dandridge accepts Joab’s invitation with a salute, Pynchon whispers, “Stay sharp.”
F) Boarding the Quiddity
The jolly boat fastens to the Quiddity and a “lubber chair” is lowered for Captain Dandridge and the wounded señorita. Meanwhile the Manuxets scramble up the side of the ship. Any player character unaffected by Joab’s Binding Oath, or who passed his Power roll, may declare his intentions to scrutinize the men for irregularities or suspicious behavior. A Regular success notices that the captain’s uniform appears ill-fitting; perhaps a size too large? A Hard success observes that Sloan’s left hand is bandaged. An Extreme success catches a glimpse of the pistol under the bosun’s coat.
If Sloane’s bandage is mentioned, Dandridge explains, “Yes, courtesy of your damned whale. All will be explained.” If the pistol is mentioned, Dandridge replies, “These waters are dangerous. We recently come from an imbroglio in Tahiti—damn French war. But we’ll leave it behind if that suits you.” If that is indeed the request, Marx makes a show of revealing the pistol and laying it in the jolly boat.
G) The Pretense
The moment the Manuxets step on deck, Joab peppers Dandridge with questions—“Yes, yes! Now tell me, didst thou seest the White Whale?” Dandridge laughs, “Oh yes indeed! We ‘see-est’ the bastard, my Quaker friend! You blubber-hunters call it the Chilean Grounds, I believe. As big and white as Christmas in Boston! Gather your officers, and I’ll regale you with the tale over this splendid port Madeira.”
What Dandridge Expects to Happen
Lieutenant Dandridge expects to retire to the cabin, where he’ll poison Captain Joab, his officers, and any other men attending his “tale.” At this point, his comrades murder anyone they don’t like the looks of, then imprison the crew in the forecastle. Dandridge will turn the Quiddity over to Mr. Marx, who’ll rechristen her the Thomas Tew.
What Actually Happens
Unfortunately for these Abaddon wannabes, their plans are destined to fail. Dandridge’s absence on the Manuxet has precipitated a jailbreak. Even as Dandridge is speaking to Joab, the surviving loyal crewmen are attempting to retake the sloop. In response to this outrage, one of the mutineers—one whose madness makes Dandridge look sane by comparison—will detonate the powder magazine. The timing of this explosion depends on the actions of the player characters.
If the Manuxets are allowed to proceed without resistance, the explosion occurs just as Joab moves to escort Dandridge down the companionway. However, a more interesting development is to let the explosion resolve a tense stand-off. Perhaps the player characters have more pointed questions for Dandridge and his men? Or Pynchon becomes suspicious, and suggests the Manuxets submit to a quick search? Or Dr. Lowell passes a First Aid roll and sees that Reme’s “gash” is merely a painted streak of blood? Or muzzle-flashes are seen illuminating the twilit deck of the Manuxet, followed by the report of gunfire? In other words, the situation should be mined for maximum tension, the Keeper allowing the showdown to escalate just to the point of violence. And then—boom!
Destruction of HMS Augusta in Delaware River 23 October 1777, Unknown Artist
H) The Explosion
Little is more feared in the Navy than an exploding powder magazine. Great care is taken to isolate a ship’s powder from flames and sparks, and Navy lore is filled with stories of terrifying explosions—sailors still talk about the HMS Augusta and the HMS Lark, casualties of the Revolutionary War. Even though the Manuxet is only an 18-gun sloop, she contains enough powder to blow the ship sky-high.
And that’s exactly what happens.
The explosion is seen before it’s heard. A blinding flash of light illuminates the dusky harbor, and a pillar of flame erupts from the center of the Manuxet. A split second later, the shock wave rips through the bay, turning men’s ribcages into kettle drums and boxing their ears with a violent thump. Next is the searing heat, like the door of a blast furnace was swung wide open. Wooden splinters are transformed into deadly projectiles, and flaming fallout scatters across the bay in a chaos of debris. A chain link comes whizzing across the water and embeds itself in the Quiddity’s foremast. This is followed by the twisted barrel of a pistol; the glowing iron strikes the ship’s bell and careens off the windlass, barely missing one of the harpooneers. It settles onto a coil of rope, which catches fire immediately. The last thing to arrive is the surge of water. The Quiddity rises on the swell, its anchor chains groaning as the wood splinters along the hawse-pipes.
The Quiddity is too far away to be in serious danger, but the Hadrian Ballou is not so lucky. Anchored near the Manuxet, she receives the brunt of the damage. The explosion carries away her mainmast and rains hell across her decks. Three men are killed instantly by a fusillade of splinters, while another burns alive, draped in flaming rigging. Her blacksmith is beheaded by a 32-pound cannonball. A second whaler, the Golconda of New Bedford, has her helm crushed by a falling gun, killing the third mate and severing the captain’s legs. Her wheel bursts from the shattered stanchion, skipping across the water towards the Quiddity and smashing against the bowsprit. Meanwhile on shore, the cantina and trading post collapse in a ruinous tangle of splintered boards.
Stunned by the Blast
Everyone on deck during the explosion must make two rolls: a Dodge roll and a Sanity roll. This includes all hostiles except Dandridge and Remedios, who automatically pass both rolls.
Double Success
If both rolls are successful, the character recovers from the blast immediately, and may act during the first round of combat.
Mixed Success
If one of these rolls succeeds and the other fails, the character is stunned for the first combat round, and may take no actions until the second combat round. (If Dodge failed, the character is knocked over; if Sanity failed, they are simply overwhelmed.) Additionally, all Listen and Stealth rolls receive a –1D10 penalty die for the next 1D4 days.
Failure
If both rolls fail, the unfortunate character is thrown to the deck and takes 1D3 HP from flying splinters. Additionally, he loses 1/1D3 points of Sanity. The character is stunned every round until he passes a Sanity roll. All Listen and Stealth rolls receive a –1D10 penalty die for the next 1D8 days.
Critical Failure
A critical failure on one roll cancels the effects of the other roll, even if it was a critical success! The consequences of a critical failure are identical to a normal failure above, but the character deducts a permanent –5% from his Listen skill. The Keeper should also call for a Luck roll. A failure here is rewarded with a fragment of the Manuxet inflicting 1D6 HP damage—a splinter, a chain link, the fractured femur of a former topman.
Combat: Repelling the Manuxets
The destruction of the Manuxet changes everything. It’s a cold calculus with one solution, derived the instant the shock from the explosion passes—Dandridge and his men have only one option for survival, and that’s to capture the Quiddity.
Round 1
Only characters not stunned by the explosion may act during the first round of combat. Normally, initiative is determined by decreasing Dexterity, but this is a surprise attack. Each Quiddity crewman must make a Spot Hidden roll. A success apprehends the situation immediately, and allows the character to enter combat by his Dexterity rating. A failure catches him by surprise, delaying his response until after all the hostiles have acted. The Manuxets attack with everything they have: guns, axes, handspikes. Targets are determined by the Keeper, but they’re smart enough to single out the most aggressive or threatening characters. The attack includes Remedios, who throws aside her blanket to fire her pistol.
Drawing Weapons
Because neither side has their weapons in hand, this first round includes drawing or readying a weapon. However, because they were instructed to bring their irons to deck, unstunned harpooneers may add a +1D10 bonus die to their attack roll this round.
Plot Armor
Because it’s still early in the campaign, the Keeper should protect major NPCs from being killed by mutineers. For that reason, the Quiddity’s officers are wearing “plot armor” that shields them from a fatal blow. The Keeper should also restrain from inflicting major damage on player characters. That doesn’t mean they can’t be injured! This is an excellent time to have an ear shot off, or a finger chopped from one’s hand.
Round 2+
The second and subsequent rounds proceed as usual. However, there’s no time to reload firearms, so once discharged, they’re used as clubs. The loss of the Manuxet has driven the mutineers mad with desperation, and they fight to the death—or at least, until they’re knocked unconscious or restrained. If the Keeper wants to make the battle more interesting, she may incorporate elements from the post-explosion environment: heaving decks, random fires, dead birds dropping from the sky, a flaming human head bouncing from the henhouse roof. Such obstacles may require additional Dodge, Luck, or Sanity rolls to avoid.
I) Aftermath
If any of the Manuxets are captured alive, the Keeper is free to invest them with individual personalities. They’re quite open about their piratical goals and recent criminal actions—“Oh, aye, we cut the throats of our mates, ‘twas a small price for freedom!” Because none of their ravings mention the Black Island or contain Mythos-related details, Pynchon dismisses them as “mad mutineers” and fails to see any deeper connections to Covenant business. If asked about Mocha Dick, only Dandridge has an answer—“Aye, I heard of a White Whale in Callao; that was no lie. Off the coast of Chile. No idea if he’s your Mocha Dick. But you seem hungry, man. You’d make a fine admiral in Libertatia…”
Remedios Valenzuela
Close inspection reveals that the gash across Reme’s face was painted with human blood—certainly not her own! Seeing as Reme was only with the mutineers for a day, she’s more than happy to change sides. Did she say “La Reina Pirata?” Oh? Well what about “Reina de los Balleneros?”
What to Do with the Mutineers?
While Remedios may be returned to her family on St. Mary’s Island, the fate of the American mutineers is up to the Keeper. Mr. Whipple wants to dump them overboard, while Mr. Pynchon suggests clapping them in irons and turning them over to the U.S. authorities in Valparaíso. That would take some time, however, and Joab’s not thrilled with the idea of imprisoning hostile mutineers onboard the Quiddity. Still, he is asking for the advice of his officers. In the end, it’s up to Mr. Coffin to cast the decisive vote—side with Whipple, with Pynchon, or suggest something different?
The Madeira
It’s up to the keeper to determine the threat posed by the Madeira. The bottles may have broken during the fracas, or they may have survived, offering a pleasant diversion for a potential tippler. If that’s the case, it requires a Hard Spot Hidden roll to notice the corks have been pulled and replaced. If the wine is deliberately “sniffed” for anything unusual, an Extreme Spot Hidden detects the presence of something “off.” This would be the Peruvian Tarantula Drops! It requires a Regular Intimidate or a Hard Persuade roll to convince a prisoner to tell the truth about the poisoned wine.
Helping Out
Although the Manuxet is utterly destroyed, it’s possible the Quiddity crew may assist the Hadrian Ballou or the Golconda. It’s up to the Keeper to determine the nature of such assistance. If the Keeper wants a more rapid conclusion to this encounter, the damaged ships may bring their fires under control without external help. In that case, Joab may dispatch a new mast or some sails, but he’s eager to depart this “accursed bay.” However, if the Keeper would like to extend the action, the player characters can help fight shipboard fires and even save a few lives. Then again, a bloodthirsty Keeper may simply declare the damaged whalers beyond hope!
J) Departing St. Mary’s Island
Whether or not the Quiddity assists the wounded whalers, Joab wants to weigh anchor as quickly as possible. The explosion is bound to bring Chilean officials, and they’ll certainly detain the Quiddity until the arrival of the U.S. Navy. Despite the darkness of a new moon, Joab orders the Quiddity to sail before dawn—scorched deck, pin-holed sails, and splintered hawse-pipes be damned! The sooner they get to Valparaíso, the faster they can reprovision and start looking for Mocha Dick on the Chilean Grounds.
White Leviathan, Chapter 3—Pacific Ocean I
[Back to Encounter 1: St. Mary’s Island | White Leviathan TOC | Forward to Encounter 3, Up the Flaming Coast]
Author: A. Buell Ruch
Last Modified: 18 August 2023
Email: quail (at) shipwrecklibrary (dot) com
White Leviathan PDF: [TBD]