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  G1409.1 
  
   
  1 
   
  G1409.1 
  Pickled Piracy & Other Stories  
  Or  
  We're Not Gherkin Around! 
  Written by the GagMen on The GagMen Podcast Ep. 23 
  Illustrations by GagHouse Productions, Tyler Davis, and Seth Stephenson 
  Some artwork copyright Claudio Pozas, used with permission. 
  Special Guest Brandon McFadden 
  This work is licensed under the Creative Commons Attribution 4.0 International License. To view a 
  copy of this license, visit http://creativecommons.org/licenses/by/4.0/ 
  Note: The Beholder is a creature that is not covered by the OGL, and is owned as a property of 
  Wizards of the Coast.  The smart choice would be to not include the beholder, but we are not smart and like 
  getting a fun story out.  Dear Wizards of the Coast, please give us a pass on this.  We don’t want your money 
  and we aren’t planning on making any ourselves. 
   
  Table of Contents 
  Introduction ....................................................... 3 
  Summary ............................................................ 3 
  Setting/Theme ................................................... 3 
  Theme ............................................................ 3 
  Plot ..................................................................... 3 
  Lost At Sea ...................................................... 3 
  Pirates to the Rescue ..................................... 4 
  The Pirate Test ............................................... 4 
  Why is Everyone Mopping? ........................... 5 
  Why all the Pickles? ....................................... 5 
  Honorable Pirates?! ....................................... 6 
  Conflict ............................................................... 7 
  It’s a Miracle! ................................................. 7 
  You have a “WHAT?!!” in the hold? ............... 8 
  Inept Pirates Make Good ............................... 9 
  The Super Happy Fun Ending ....................... 10 
  Characters ........................................................ 11 
  Pirate Captain Beardy .................................. 11 
  Sea Hogg ...................................................... 11 
  First Mate Stashy ......................................... 12 
  Captain Adric Deajor .................................... 12 
  Lieutenant Jhones ........................................ 13 
  Davi, The Beholder ....................................... 14 
  Lady Ipeneth ................................................ 14 
  Details .............................................................. 15 
  Why care about goblins? ............................. 15 
   
   
   
  
   
  3 
   
  Introduction 
  Most Gagmen adventures are created using the Basic Fantasy Rules by 
  Chris Gonnerman, but we encourage you try them with any retro-clone versions 
  of Dungeons & Dragons, or the version of Dungeons & Dragons you may be more familiar with.  This 
  particular adventure was written with our Special Guest Brandon McFadden, the creator of Tiny Dungeon, 
  who has also graciously provided us with stats for use with the Tiny Dungeon System. This adventure 
  was designed for starting level characters, preferably levels 1 - 3, and the GagMen have included plenty 
  of silly little things to help keep your gaming experience fun. 
  This “Talk Like a Pirate Day” special adventure was written live on the GagMen RPG Podcast on 
  Episode 23: “The Gherkin Pirates.”  The GagMen Podcast is intended to help the beleaguered DM 
  looking to liven up a game or a quick idea to help fill in until your real campaign is ready.  We hope you 
  and your players enjoy the game and will look for us the next time you could use some help or just a 
  laugh.  As always, feel free to modify the adventure to suit your own campaign and game mastering style, 
  and if you do let us know how it came out, where we messed up, or where we went right!   
   This adventure contains a barrel load of gherkin and pickle puns used extensively throughout the 
  podcast and the adventure.  The GagMen advise that you refrain from using these terrible puns, as most 
  puns should only be used under the supervision of a professional comedian.  Any attempt to use a pun 
  could result in cancer, heart disease, repeated beatings, attacks by prehistoric monsters, diminished 
  pride, lowered sperm counts, bad grades, social ostracism, and a general giddy nature.  You have been 
  warned.  
  This game has been brought to you by “Talk like a Pirate Day” and the letters Aye, the C, and 
  R.  Please enjoy September 19th, and try not to be annoyed that not everyone is playing along. 
   
  Summary 
  Shipwrecked and lost at sea, the party receives unexpected 
  recue from a Pirate Ship and its scurvy crew.  Invited to join the crew in 
  their wacky adventures, the Party quickly discovers that these pirates are 
  nothing but posers!  Adrift with wannabe pirates, and only a Barrel of 
  gherkins for food, the party seems destined for Davey Jones’ Locker!   
  When all seems lost, salvation arrives in the form of a military vessel!  
  Unfortunately, that same vessel is on its way to destroy the goblin 
  capital.  Can the heroes stop this massacre with only a bunch of farmers and shepherds at their side, or 
  will the heroes try to stop the genocidal military by themselves?  Either way, it looks like they’re in a real 
  “pickle” now!
   
   
  
   
  3 
   
  Setting/ Theme 
  The Lyngloc Sea lies to the north 
  east of Brattleburg, along the sandy 
  coastline of the human ruled country of 
  Trinel. Any map worth a look includes 
  three things: Terrifying drawings of sea 
  creatures, the Lyngloc Sea, and the words 
  “Here there be Monsters!” Unfortunately, 
  a map of The Lyngloc Sea has all three in 
  the same area. Lyngloc is filled with some 
  of the most dangerous creatures and 
  notorious scallywags you’ll ever 
  encounter.   
  This adventure takes place aboard 
  several different ships in the brimey 
  Lyngloc, but will start aboard the pirate 
  ship “The Sea Hogg”, a light galleon 
  undermanned by forty crewmen.  The 
  hold is well stocked with barrels full of 
  pickled gherkins, and little else.   
  Theme 
  The theme of this Adventure is 
  “Doing the impossible, even if it isn’t the 
  smart thing to do.”   The players will be 
  faced with a moral decision that could 
  leave them stranded or dead, and if they 
  fail to act it could mean the end of an 
  entire civilization.  As dungeon master it 
  will be important to keep the players 
  focused on the moral implications of 
  genocide, coupled with the destruction of 
  the only people that could help the 
  heroes.   
  Plot 
  Lost At Sea 
      The heroes begin lost at sea, for 
  whatever reason, and stranded on a small 
  dinghy that is slowly taking on 
  
   
  4 
   
  water.  Perhaps they were cast out from 
  another ship, were the survivors of 
  sunken ship, or maybe they went fishing 
  and got too far away from the shore.  We 
  suggest giving the players a few moments 
  to acclimate to their seaborn situation 
  before proceeding to the next scene.  If 
  none of the players can think of an 
  acceptable reason for why they are lost at 
  sea, consult the chart below. 
   
  1D6 “Why are we lost at sea?” 
  1 
  “It was his/her fault, “and point at any 
  random player. 
  2 
  You just woke up, and must have been 
  drugged. 
  3 
  A clever escape from the last adventure, 
  which left you in the middle of nowhere. 
  4 
  You were aboard a luxury liner that 
  crashed into an iceberg. 
  5 
  You decided to take a nap in a rowboat, 
  and woke up here. 
  6 
  Rumors of terrible undersea creatures 
  have led you out to the ocean. 
  Pirates to the Rescue 
  Once the Party has embraced the 
  hopelessness of their situation, enter “The 
  Sea Hogg.”  The Sea Hogg, a light 
  galleon, will come alongside the 
  adventurers and haul them onboard.  The 
  sailors should be easily recognizable as 
  pirates by the eye patches and the blatant 
  “Jolly Roger” flying at the top of the mast. 
   
  The Pirate Test 
  Pirates will bring the heroes before 
  Stashy, first mate of the Sea 
  Hogg.  Stashy will proudly tell the Party 
  the tale of his great and amazing crew, 
  and their many years of mastering the 
  sea.  Eventually Stashy will introduce 
  them to Captain Beardy and his pet 
  pig.  The Pirates should then offer to 
  adopt the party into their ranks, but only if 
  they pass a series of serious pirating 
  tests. The pirates will start with questions 
  easily answered by anyone who has ever 
  been to sea, such as: “Swab the Deck”, 
  “Keelhaul”, “Weigh anchor and hoist the 
  mizzen”, or they may simply call out parts 
  of the ship and ask party to name 
  
   
  5 
   
  them.  Behind the main group of pirates, 
  one of the smaller men will have his eye 
  patch flipped up and be furiously jotting 
  down notes. The pirates are using these 
  tests to learn nautical skills that they lack, 
  but will disguise this as much as possible 
  and deny it if they are caught. 
  Why is Everyone Mopping?  
  Over the next few weeks, the 
  group should notice more and more things 
  that suggest these pirates may not have 
  any idea how to be pirates; much less 
  even handle the ship that they are 
  using.  These clues should be subtle, yet 
  consistent.   The simplest example of this 
  is to have three or more of the men 
  constantly mopping, more than on any 
  other ship the party members have ever 
  seen.  If confronted about mopping, the 
  pirates will claim they insist on a clean 
  ship and immediately stop.  If 
  confrontation 
  occurs, then 
  anytime 
  afterwards the 
  same men will 
  be seen walking 
  aimlessly 
  around deck 
  with a 
  bewildered look 
  in their eyes.   
  The mopping may be less obvious 
  than the sheer number of sailors vomiting 
  and suffering from sea sickness.  Perhaps 
  the mopping is just cleaning up 
  everyone’s sick from off the deck.  The 
  simple point here is to be subtle, while 
  giving clues to the party so they are 
  not completely caught off guard later; 
  though just how subtle these clues are is 
  up to you. 
   
  Why all the Pickles? 
  The ship’s hold is stuffed full of 
  pickled gherkins because the new pirates 
  really had no idea how to keep food at 
  sea, so they stocked up on the one item 
  that they knew would stay 
  preserved.  Other common mistakes the 
  pirate crew might make include running 
  the sails full and at all times and leaving 
  the wheel unmanned.  
  Perhaps one of the heroes may 
  notice that the stars at night are just going 
  in a circular pattern.  If the pirates are 
  confronted about any of these unusual 
  things, they will find some believable 
  excuse to have it ignored.  If the party 
  presses the issue then jump to the reveal 
  in the Honorable Pirates section. 
  While the party is aboard the Sea 
  Hogg, it is expected that it may take more 
  
   
  6 
   
  than just a few days, and the dungeon 
  master may want to extend the game into 
  a longer story arc.   As normal, feel free to 
  add any side adventures along to stretch 
  out the game as long as you need it.  Just 
  be warned: players tend to thrive on 
  adventure, so look for encounters to keep 
  them interested.  Perhaps you could even 
  add in a little pirate treasure.  The longer 
  the party spends with the pirates, the 
  more connected with them they should 
  feel, and increasing the chance they will 
  try to call on their aid later in the game.  In 
  the meantime, below is a quick ocean-
  base random encounter table.  Keep in 
  mind that the random table has very 
  powerful encounters that may need to be 
  modified depending on the party level. 
   
   
   
   
   
  1d10 Randum Ocean 
  Encounter 
  # 
  Appearing 
  1 
  Octopus, Giant 
  1 
  2 
  Merfolk 
  1d8 
  3 
  Squid, Giant 
  1 
  4 
  Sea Bass, Ill Tempered 
  2d20 
  5 
  Dolphins 
  2D8 
  6 
  Sea Hag 
  1 
  7 
  Dire Sharks 
  1d4 
  8 
  Nymph, Water 
  1D4 
  9 
  Whale, humpback 
  1d4 
  10 
  Dragon Turtle 
  1 
   
  Honorable Pirates?! 
  The final straw comes when they 
  come across the merchant ship, The 
  Lonely Shark. The merchant ship is only 
  manned by a family of five men, spanning 
  three generations.  When the crew raids 
  the vessel, the merchant surrenders 
  immediately. The pirates, rather than 
  taking their lives, will apologize and 
  explain “We didn’t realize this was a 
  family business.”  They will send the 
  merchants on their way, and even 
  offer a barrel of pickles for the 
  trouble.  When the ship 
  leaves the crew would agree, 
  
   
  7 
   
  “It wouldn’t be right to steal.”   
  Eventually, the party will confront 
  the captain, who will reveal that the crew 
  is made up of normal people who thought 
  that being pirates would be fun; so they 
  bought a ship and went out to sea.  As it 
  turned out, being a pirate wasn’t 
  everything they thought it was cracked up 
  to be.  They were expecting high flying 
  adventures and noble adversaries.  With 
  no planning, they didn’t get charts or even 
  a sextant; as farmers, they don’t even 
  know how to handle a ship, and they had 
  actually been lost for almost a month 
  when they found the heroes.  
   
   
   
  Conflict 
  It’s a Miracle! 
  The H.M.S. Miracle, a military ship, 
  shows up just in time to arrest/save them. 
  While they were not looking for pirates, 
  Captain Deajor was glad to put the ship in 
  tow and drag it back with them after their 
  mission.  The Miracle is a heavy naval 
  ship, with forty guns and over one-
  hundred-fifty man crew.   
  The captain will be glad to help out 
  the poor lost pirates and their crew, and 
  will likely assume that the party is a part of 
  the crew.  If the heroes are sick of the 
  pirates and their incompetents, they may 
  be able to convince the captain that they 
  want off the Sea Hogg as soon as 
  possible.  If the heroes leave the pirate 
  ship, they will have limited access 
  onboard the Miracle, and will be asked to 
  help with small boring tasks around the 
  ship. 
  Many of the crew of the Miracle will 
  have plenty to talk about, including a few 
  things that are talked about in hushed 
  tones (see Scuttlebutt Table).   
   
   
  
   
  8 
   
  1D8 Scuttlebutt Table (Gossip 
  onboard the H.M.S. Miracle) 
  1 
  There is a terrible storm coming. 
  2 
  The captain is just using the pirates 
  as patsies. 
  3 
  We are hunting a dangerous sea 
  monster that the captain has been 
  hunting for weeks. 
  4 
  There is royalty onboard. 
  5 
  We are on a top secret mission to 
  hunt down an invisible ship. 
  6 
  Jhones is keeping a secret feast in 
  his locker down in the hold for our 
  victory. 
  7 
  We are delivering medical supplies 
  to a foreign power in need. 
  8 
  The captain intents to start a war 
  with the goblins, but I don’t know 
  how. 
   
  You have a “WHAT?!!” in the hold? 
  Eventually, the curiosity of the 
  adventurers should lead to explore the 
  hold, where they discover a terrible 
  beast!  Captain Deajor is planning to 
  unleash a Beholder on the goblin capital 
  and destroy them in one massive 
  strike,  thus starting and ending a war in 
  one day, and possibly “wiping the entire 
  stinking goblin species out”, according to 
  Captain Deajor.  The Miracle is acting 
  alone, without the knowledge of their 
  commanders. 
  If the party does not catch on to 
  any subtle hints and are perfectly happy 
  to be saved and not bother to look around 
  the Miracle, enter Lady Ipeneth.  Lady 
  Ipeneth was sent along as an 
  ambassador to the goblins to talk over a 
  possible trade agreement that would 
  benefit all.  She had no idea that Captain 
  Deajor was planning genocide, nor did 
  she realize the creature to be used was 
  even in the hold.  The captain has been 
  
   
  9 
   
  keeping her locked in her stateroom up to 
  now, but once she discovered there was 
  another ship, she escaped to beg for their 
  help. 
   
  Inept Pirates Make Good  
      Whether the party finds out on their 
  own, or if Lady Ipeneth shows up to lay 
  out the plot for them, the party will have to 
  turn to the crew of the Sea Hogg for 
  help.  Captain Beardy should be very 
  disheartened, as most of the crew has 
  become despondent.  They have failed at 
  being the swashbuckling pirates they had 
  hoped for, and like sad children are being 
  sent home.  It will take a strong speech 
  and a good rally cry to get the crew back 
  into shape if they are to have any chance 
  of launching an attack on the Miracle or 
  saving the goblins.   
  This challenge should prove 
  complicated for every level of gamer, as 
  the party is outnumbered, out classed, 
  outgunned and in the middle of 
  nowhere.  Tactically it is a complicated 
  situation, the moral implications are high, 
  and the dangers are very real.  If none of 
  your players feel up to the challenge, then 
  Lady Ipeneth will step up and lead the 
  group of gherkin pirates to stop Captain 
  Deajor.  Hopefully, your adventurers will 
  decide who they want to band with the 
  crew at some point. 
  
   
  10 
   
   
  The Super Happy Fun Ending 
      The gherkin pirates help free Davi, and 
  in exchange the beholder will teach the 
  dreaming swashbucklers how to become 
  effective pirates.  Lady Ipeneth will 
  declare the gherkin pirates official 
  freebooters aligned with the Brattleburg 
  Navy, and perhaps join them in exploring 
  more of the world.  The heroes are 
  dropped off at a nearby port, probably the 
  goblin capital, and given an acceptable 
  reward for helping Captain Beardy and his 
  crew.  The Miracle will be taken back to 
  Brattleburg and assigned a new 
  captain.  Should Deajor survive, he will be 
  sent off to prison for the rest of his days 
  (or perhaps return to get his revenge on 
  the party…?).  
   
   
  
   
  11 
   
  Characters 
   
  Pirate Captain Beardy (a.k.a. Webber Herrman, pig farmer) 
  (AC 12;hp 16; #AT: 1; save as Fighter lvl 3; DMG cutlass 
  1d6) 
  Tiny Dungeon Stats: (HP 4; Move 25; Proficient with Light 
  Melee Weapons [Cutlass]) 
   
  Captain Beardy is a stout dwarven leader that 
  convinced forty fellow dreamers to come along on the wild 
  adventure of becoming seafaring thrill seekers.  Since 
  “Beardy” was raised as a decent person, he and his friends follow an imaginary chivalric 
  code that does not fit well with the ideals of normal piracy.  He has also brought along his 
  beloved pet pig, Hoggsworth, whom he has renamed Sea Hogg, after the ship. 
   
   
  Sea Hogg (a.k.a. Hoggsworth, pet pig) 
  (AC 15; hp 8; #AT: 1; save as Fighter 2; DMG bite 
  1d2) 
  Tiny Dungeon Stats: (HP 2; Move 30; Bite Attack 
  with Advantage) 
   
   
   
   
   
  
   
  12 
   
  First Mate Stashy (a.k.a. Pyte Minchin, a cobbler) 
  (AC 12; hp 11; #AT: 1; save as Thief lvl 2; DMG dagger 1d4) 
  Tiny Dungeon Stats: (HP 4; Move 25; Proficient with Light Melee 
  Weapons [Dagger]) 
   
  Pyte always had a fondness for the stories that his good friend 
  Webber had told him of the sea.  So it was no surprise that he 
  followed him out on this crazy venture.  Even though things have not 
  gone as they planned, he has still been enjoying his life onboard the 
  Sea Hogg and would gladly do it again.   
   
  Pirate Crewman 
  (AC 11; hp 8-10; #AT: 1; DMG cutlass 1d6; save as Fighter lvl 2) 
  Tiny Dungeon Stats: (HP 2; Move 25; Proficient with Light Melee Weapons [Cutlass, 
  Dagger])    
   
  Captain Adric Deajor  
  (AC 15; hp 28; #AT: 1; save as Fighter lvl 4; DMG saber 1d8+2; Magic 
  Items:  Saber+2(counts as longsword), potion of invisibility, boots of water 
  walking) 
  Tiny Dungeon Stats: (HP 8; Move 25; Proficient with Light Melee 
  Weapons, Mastery with Shortsword [Saber of Deajor]. Magic Items: Saber 
  of Deajor [Treat as a Heavy Weapon but can be wielded with one hand], 
  Potion of Invisibility, Boots of Water Walking) 
   
  An Elven naval captain of the Freemans Navy assigned to defend 
  Brattleburg.  He was recently promoted to Captain, and has decided to 
  prove to his superiors that he has “big” ideas that help everyone.  He has 
  found a way to contain a beholder and intends to unleash it upon the 
  goblin capital in order to prove his worth. 
  
   
  13 
   
  Lieutenant Jhones  
  (AC 15; hp 12; #AT: 1; DMG dagger 1d4; save as 
  MU lvl 4; Spells - 1st: Sleep,Magic Missile,  2nd: 
  Web, Wizard Lock;  Magic Items:  Wand of Magic 
  Missiles (5 charges), Cloak of Displacement, Scroll 
  used to hold the Beholder) 
  Tiny Dungeon Stats: (HP 6; Move 25; Proficient 
  with Light Melee Weapons, Mastery with Dagger 
  [Dagger]. Spell-Touched. Spell-Reader. Magic 
  Items: Scroll of Sleep, Scroll of Entanglement, 
  Scroll of Pacification [used to hold Beholder]).   
   
  The ship’s battle mage, who is spending most of his energy keeping the beholder 
  imprisoned.  Jhones is an ambitious young gnome that figured out a way to not only capture 
  but imprison a beholder.  Jhones is not the most competent of mages, but he keeps getting 
  lucky and insisting on doing the impossible.  Jhones was excited to impress Captain Deajor, 
  so excited that he forgot to think through why anyone would want to keep a beholder.   
   
  Navy Crewman 
  (AC 12; hp 8-12; #AT: 1; DMG rapier 1d4+1; save 
  as Fighter lvl 2) 
  Tiny Dungeon Stats: (HP 3; Move 25; Proficient 
  with Light Melee Weapons [Rapier])    
   
   
   
   
   
   
  
   
  14 
   
  Davi, The Beholder  
  (AC 25; hd 11; hp 91; save as Fighter lvl 11; #AT: 2; DMG bite 1d8 + eye ray attacks) 
  Tiny Dungeon Stats: (HP 15; Move 25; Spell-Touched, Educated, Bite Attack with 
  Advantage, Eye Ray Attack with Advantage. Takes three turns during Combat) 
   
  Though she may look like many beholders, Davi has become less and less 
  interested in the beholder society’s beliefs of enslaving others and being xenophobic of the 
  world.  She had set out to try and figure out what the world was all about and not just live in 
  some underground cavern.  She had gotten to the surface and encountered many other 
  creatures, but everyone seemed to be afraid of her.  She was tricked by the gnome jhones 
  and locked up in magical chains, which seem to dampen her abilities.  She has been locked 
  up in the hold for over a month and is not very happy. 
   
  Lady Ipeneth 
  (AC 15; hp 21; #AT: 1; DMG longbow 1d8; save as Fighter lvl 4) 
     Tiny Dungeon Stats: (HP 8; Move 30; Proficient with Ranged Weapons, 
  Mastery with Bow [Long Bow], Proficient with Light Melee Weapons, Mastery 
  with Rapier, Alchemist, Educated) 
   
  The Lady Ipeneth is a beautiful, silvered haired female elf, with all the 
  refinements of the high elven courts.  Her refinement and study has taught 
  her a great deal about the world, but she has never actually experienced 
  it.  She became envious of great explorers and began exploring and mapping out the known 
  world.  She has been trained in the art of fencing, horseback riding, astronomy, alchemy, 
  and thousands of other subjects making her far from incompetent.   
  Lady Ipeneth was called back to the courts after meeting the Ditani (see GagMen 
  Adventure G1406 - The Last Princess).  Her work led the opportunity to act as an 
  ambassador, and she was asked to meet as a liaison for the goblin courts and 
  Brattleburg.  Just after leaving the port, Captain Deajor announced that he had a ‘better’ 
  plan to deal with the goblins.  The captain ignored her protests and locked her in her cabin 
  for the rest of the voyage.  
  
   
  15 
   
  Details 
  Why care about goblins? 
      In the GagMen adventures revolving 
  around the world of Brattleburg, goblins, 
  orcs, humans, dwarves, etc. all have 
  societies that live alongside one 
  another.  Though it is traditional to hate 
  all living things that are not a playable 
  race, it seems unlikely that all 
  creatures are just standing at a spawn 
  point waiting to attack the next thing 
  that walks by.  We play role-playing 
  games to have fun and enjoy each 
  other’s company, but we also do it to 
  create and enjoy rich worlds that are 
  not our own.  If you find yourself 
  attacking random creatures one after another, then odds are you are not role-playing, but 
  rather playing a video game.   
  We’re not suggesting that you go talk to every creature as if they’re your best friend, 
  but rather that every creature is there for a reason.  Ecologically, historically, dietary, 
  religious… for whatever reason, those creatures are there and shouldn’t be wasted on the 
  simple pretext that they have xp and gold.  That being said, go make your game as fun as 
  you want; if killing goblins is your accepted norm, then make the goblins in the story 
  halflings, humans, elves, or the best choice your players will want to save.  Just make sure 
  you are having fun, because if that isn’t happening, there just isn’t much point in playing! 
   
   
   
   
  
   
  16 
   
   
   
   
  Shipwrecked and lost at sea, the party receives unexpected recue from a Pirate Ship and its scurvy crew.  Invited 
  to join the crew in their wacky adventures, the Party quickly discovers that these pirates are nothing but posers!  Adrift 
  with wannabe pirates, and only a Barrel of gherkins for food, the party seems destined for Davey Jones’ Locker!   When all 
  seems lost, salvation arrives in the form of a military vessel!  Unfortunately, that same vessel is on its way to destroy the 
  goblin capital.  Can the heroes stop this massacre with only a bunch of farmers and shepherds at their side, or will the 
  heroes try to stop the genocidal military by themselves?  Either way ,it looks like they’re in a real “pickle” now! 
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Adventures & Settings/GagMen/G1409.1 Pickled Piracy (GagMen) (BasicF).pdf