The Pirates recommend three places to weigh anchor (park) but you
may not need to move your vessel if you choose to tie up in the
third mooring and don’t mind walking the extra mile or two.
To complete this cache you will get wet, a change of pirate
boots and pirate pants is recommended after you have completed the
first 3 parts. You should not get too wet after that. Strong
footwear is necessary for the last 3 parts.
You will need a torch for part 3 and part 5, for part 5 we would
recommend a spare torch (or a trusted pirate friend with a torch)
as you will definitely be in the dark if your light fails.
You should also take a map of the area.
On no account on this adventure must you enter any of the old
mine workings. Most are extremely dangerous with deep flood water
and large vertical drops. If you wish to explore these underground
passages there are clubs to join which will take you safely into
the depths.
AS WITH ANY CACHE YOU ASSUME RESPONSIBILITY FOR YOURSELF.
IT IS UP TO YOU TO DECIDE WETHER OR NOT TO CONTINUE THE SEARCH.
The above co-ordinates only provide you with the general area of
the cache, to start the trial you must solve the following
code:
hZ8 . lZ * hS
OLO . hO * EOO
The tale continues:
Our pirates lived happily in Kentmere (GC1908F), from the gains of
their activities, for many years but as with all good things it
finally came to an end. The grog ran out; the grub, which had never
been that good, was past it’s sell by date; the women were likened
to the grub.
There was talk of mutiny and one night some of the pirates
disappeared. There were rumours of many battles and none of them
surviving but also a strange tale of Long John Ginger Beard evading
capture.
Our story starts from the night some of the pirates vanished along
with some of the treasure.
Some ingots were dropped in a place a couple of miles along the
journey (now called Ings). There was trouble in the Bay from the
White clan – a Cross marks the spot of the battle.
They met some Hostile Youths at a place near a Bridge where the
Trout swam in the Beck. They got stuck down a Hole belonging to a
tribe of badgers going by the name of Brock.
They were Chased by the Langdale gang and were set upon by thieves
who were lying Low in the Wood.
As they reached Ambushside they were surrounded and only Long John
Ginger Beard escaped to sail the galleon down the lake. He ran
aGround at the Miller’s camp. He was hoping to get a Bonus near the
Winding mere. He steered clear of the Hawks Head and the Side of
the Lake. He stored some of his treasure at Storrs or even hid some
on Silver Howe but then continued to sail, eventually ending up at
an Odd place named Green. From here Long John headed to the safety
of the hills. He left clues along the way in case any of his
shipmates managed to escape to join him.
All you have to do to find the treasure is find those clues and
keep a pirate’s eyes open for Blackbeard’s gang who may be
following you.
During your adventure you will be visiting the following
places:
1) Plunder Port – (see spoiler photo) use Blue Parrot car park
one
2) Rum Island – use car park two
3) Maelstrom Cave – use car park three (main area)
4) Smugglers Swag Tavern - use The Olde Tavern way point to find a
path to the cache
5) Trash or Treasure Tunnel (see spoiler photo) – two additional
way points, scraggy tree and end of rocky outcrop, will guide you
on your travels
6) Captain Plugwash Bay
This tale is pure fantasy (maybe) and we hope you enjoy the
story and the treasure trial. Please take a piece of treasure from
the chest (if you find it) but all swaps should be gold, silver,
coins or jewellery.
TBs and geocoins are most welcome.
11th July 2009 - cache number 2 has been moved to a new location
so check out the new clue before you set sail