Tidewater Rock (spoilers)


Skull & Shackles


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It has been pointed out elsewhere (and I tend to agree) that the reasons put forth for the PCs to attempt to "crack the rock" is a little flimsy and to be honest, the wording of the "oft quoted saying" seems more than a little forced.

While I plan on keeping the basic premise and history of Tidewater Rock intact, I'm going to try and plant the seed that they might want to "crack it" in other ways.

Step 1: Make sure they've heard of it *well before* that point in the adventure.

My solution - write a song about it. In particular, a song about its history and a brief and somewhat comical retelling of various attempts to "crack the rock". Heck, the PCs can can even add their own verse at the end of the song about their success afterwards. Not only that, they can *sing* it as part of an infamy check while telling of their deeds later on. In the meantime, I plan on having Conchobar singing it one night aboard the Wormwood (my PCs have already befriended him).

I wanted one verse with history and three about attempts to crack the rock - one by force, one by stealth and one through marriage (this also foreshadows the methods the PCs might use when they get there).

I'm happy to take suggestions on other verses or modifications to the ones I have. You'll note, of course, that some of the mismatched syllable length lines, contractions and grammar are intentional to suit the style of the song. Without further ado, here's my first draft:

Tidewater Rock:

Down South Fever Sea
Windward Isle there does be
Once looked o'er and passed by at night

But Stormeyes, she stayed
And plied her sweet trade
Honest sailors, they cowered in fright

If t'weren't for the gnome
Still be callin' it home
'Stead a dyin' at t' hands of her flock

Promised fortune and fame
And to makes them a name
They did take from her Tidewater Rock
(Bloodied the rock)

A grand man-o-war
Found its way to her door
But the captain must surely been drunk

Out-gunned two to one
It was too late to run
And 'fore long 'twas his vessel that sunk

With the blue rising fast
He did cling to the mast
Now sober but suffering shock

Promised fortune and fame
And to makes them a name
They did wreck on the Tidewater Rock
(Can’t crack the rock)

He slipped past the fleet
To the lady he'd greet
Though the main gates he chose to forgo

He climbed up the wall
But was fated to fall
And was dashed on the shore far below

To win his renown
He thought on the way down
That it would have been better to knock

Promised fortune and fame
And to makes them a name
They did wreck on the Tidewater Rock
(Tossed from the rock)

With white flag above
And to win her true love
One came proudly to make a request

The warmth of his heart
Was then soon to depart
When a quarrel did sprout from his chest

When she walked away
There was nothing to say
For had plainly no interest in talk

Promised fortune and fame
And to makes them a name
They did wreck on the Tidewater Rock
(Heart like a rock)

For those with musical skills, here are the accompanying chords (I typically play it on accoustic capoed up 5).

With Chords:

Down [C]South Fever [Am7]Sea
Windward [Dm7]Isle there does [G]be
Once [C]looked o'er and [Dm]passed by at [G]night [G]

But [C]Stormeyes, she [Am7]stayed
And [Dm7]plied her sweet [G]trade
Honest [C]sailors, they [G7]cowered in [C]fright [C]

If [C]t'weren't [C]for [C]the [C]gnome
Still be [Dm]cal[Dm]lin' [Dm]it [G]home
'Stead a [C]dyin' at [Dm]t' hands of her [G]flock [G]

Promised [C]fortune and [Am7]fame
And to [Dm7]makes them a [G]name
They did [C]take from her [G7]Tidewater [C]Rock
[Am7][Dm7][G](Bloodied the [C]rock)
[Am7][Dm7][G]
etc.


Good call to plant seeds - always worth the effort especially if you have keen players that pick up on that when it's time for the seed to bloom.
"Luckily" by the time our current campaign winds down, I'll probably have the whole S&S AP so I should be able to suitably build the important bits while not being blind-sided by unknown upcoming parts.

Right on for the sea chanty! :-D I haven't tried the chords yet but it reads to me like 6/8; is that right? Is it based on another tune? If so, which? Nice job.

I don't usually play tunes with lyrics while gaming as I find the words tend to distract (Me if no one else). But for this AP, I expect Stan Rogers and Great Big Sea shall make appearances before the dice hit the table. And I don't think I can go the whole AP without playing The Last Saskatchewan Pirate by the Arrogant Worms at least once for a lark.

Thanks for sharing your tune! :-)


Uri Meca wrote:

Right on for the sea chanty! :-D I haven't tried the chords yet but it reads to me like 6/8; is that right? Is it based on another tune? If so, which? Nice job.

I used "Jack Hinks" as a base for the meter which is indeed 6/8 as I wanted something both modular and in the right style. The chords are probably pretty close to GBS's version of the song but I'm not 100% sure.


For those without musical skills, can someone record it please? =O

It's an amazing song!


For other hints, I had Harrigan mention it a few times to Plugg and Scourge where the PCs could overhear. Also, in the captain's cabin of the Man's Promise, I had the PCs find a note written by Harrigan to Plugg about his intent to "crack the rock" once the met back up in Port Peril.


My PCs decided not to do it. I arranged for another hook for Mancatcher Cove, and we pressed on. The main purpose of chapter two is to make sure that the PCs have enough plunder and infamy to get their letter of marque, and they can gain those by doing almost anything.

It means that they've started Tempest Rising without having a home port, but that doesn't seem like a big deal so far. They'll earn one by the end of this chapter (assuming they win the regatta, which I'm not handwaving even though the AP tells me to).


I found the pretext a little flimsy as well, but found a fine work around from my players no less.

On their first visit to Rickety Squibs, a couple decided to roam the surrounding jungle a bit while waiting for repairs. I had them happen upon a busted up shrine to Gozra conspicuously missing a set of wind chimes, which they took to be the reason for the dry spell. Rickety explained that the last captain there may have been responsible.

They then proceeded to make killing this guy their main mission, and after finally catching him and returnin the chimes, Rickety passed along Tidewater Rock as a suggestion for their expanding enterprise.

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