Tuesday, June 18, 2013

Interlude: The Chase 3

This interlude takes its inspiration from scene in such movies as Pirates of the Caribbean: On Stranger Tides and Cutthroat Island: mounted urban chases.

-Nate




Interlude 44: The Chase 3
Two previous interludes, “The Chase” and its sequel, have presented ideas for adding exciting to scenes invovling pursuit. The first of these focussed on foot chases in an urban area, while the second dealt with large-scale pursuit in the wilderness. This interlude suggests some rules and developments for resolving a chase on horseback in an urban setting, perhaps during a visit to London or some other major city.

Base Mechanic
It's a quirk of the D20 System movement rules that, technically speaking, unless they find a way to change their movement speed, characters with the same speed cannot gain or lose ground to each other; in the same way, a character with a lower speed cannot outrun a character with a higher one. While the system works well for combat in relatively small spaces, it is not so effective for conducting chases. Presented here, therefore, is a method for resolving chases on horseback that does allow the participants to gain or lose ground.

Each round, the characters who are involved should make Ride or Profession (teamster) checks to control their horses. The character with the higher result gains a length, while the character with the lower result loses a length. If the result is a tie, neither character gains or loses ground. In game terms, a "length" is twenty feet of distance for determining weapon range and the like. The GM should determine the lengths of seperation at the start of the chase, and perhaps also determine an amount of separation that triggers the end of the pursuit. For example, if one horse can reach one hundred feet (five lengths) away from the other, the rider can turn down an alleyway and lose a pursuer.

Note that, if the mounts involved have different speeds, the one with the higher movement grants a circumstance bonus of +2 to its rider for each five feet that its speed is higher than a pursuers.

Obstacles
The streets of a city can be crowded, of course, and provide a good way to spice up a chase scene. Consider including some of the following developments.

Other traffic, if it is moving, forces opposed DC 15 checks; those who fail lose a length to their pursuers or quarry. Failure by five or more causes the character to lose two lengths. If the other traffic should be stopped for some reason, the DC of the check increases to 25.

There is always the possibility that a crowd has gathered in the way of the riders. This can be treated in the same way as traffic, with a DC 15 for a normal crowd, such as in a marketplace, and a DC 25 for a heavy one, such as the people gathered to watch a hanging. Additionally, a character who succeeds at a DC 20 Intimidate check can coerce the crowd into scrambling out of the way, thereby eliminating the obstacle.

A common event in movies is that a child wanders into the street. Here the DC for avoiding it is only 10, but failure causes a collision, inflicting 2d6 damage to the unfortunate waif. Villains can always choose not to avoid the kid, of course. The same is the case if two workers carrying something large--such as a painting or a mirror--cross the riders' paths, although the DC for avoiding them increases to 20.

A fountain or similar obstacle provides another chance for characters to display their daring. In this case, a DC 20 Ride check allows a character to steer a horse up and over it, rather than going around it, thereby gaining a length. Failure means that a character doesn't gain a length, and failure by five or more causes a character to lose a length.

Involving Other Characters
Those characters not directly involved in controlling a horse or steering a wagon or carriage can become involved in other ways. For one thing, those who succeed in a DC 15 Knowledge (local) check could think of shortcuts to a given destination, or perhaps recognize chances to steer the chase toward particular obstacles. In a similar way, they might be able to create obstacles for pursuers, such as by throwing a pouch of coins into the road to draw a crowd, loosing a cartload of barrels to create an obstacle and the like. This is a good opportunity for the players to use their creativity, as adjudicated by the GM.

Monday, June 17, 2013

London Town


Presented here is a short article about London and how to use it as the backdrop for Skull & Bones adventures.

-Nate

London Town
During a Skull & Bones campaign, at one time or another the PC's might need to head back to the Old World, paying a visit to Jolly Old England. When that happens, this article presents some suggestions for presenting that city and incorporating it in the party's adventures.




Note that this article owes much of its information to the book 1700: Scenes from London Life, by Maureen Waller. The timeline is based on The Timetables of History by Bernard Grun.

Overview
At first glance, London provides a real change of scenery from the more familiar grounds around the Caribbean. The city sprawls for miles along both sides of the Thames River, home to more than half a million people. Most of the buildings rise to four stories in height or more, crowding along the streets just like the people themselves. A pallor of coal smoke hangs over the city, the unfortunate result of the fuel preferred for heating. Despite these modern developments, however, most of the streets are still packed earth, turning to mud during wet weather. Pigs and chickens often roam loose, with cows venturing to the town towards the edge of it. That, combined with the fact that unmotivated servants might pitch the contents of chamber pots out the window, makes for a sometimes odiferous life.

Places of Interest
A tour of London would not be complete without seeing a number of famous and popular landmarks.
The riverfront is the area that should be most familiar to visiting mariners. After all, this is where ships from all over the world make landfall, bringing in passengers and cargoes just as diverse as the vessels' points of origin. This is where news can also be had, especially in the nearby taverns. Of course, any sailor looking for work would do well to come here, too. The goods that can be found here include tobacco, molasses, sugar and dyes from the West Indies; silk and spices from the Levant; calico and pepper from India; wine and foodstuffs from France and the Mediterranean; tea and porcelain from China; and coal from Newcastle.

Coffeehouses are of increasing importance in this city. It is here that the people gather to exchange news and talk politics; indeed, the growing business of printing newspapers is centered in these establishments. Additionally, different places cater to particular clientele. Members of the Royal Society--including Isaac Newton, Edmund Halley and Hans Sloane--congregate at the Grecian, while the clegy prefer Child's. Adherents of the Whig party favored St. James's, while Tories tended toward the Cocoa Tree. Lawyers were known to frequent Nandos.

London Bridge is one of the most distinctive landmarks, at least for newcomers traveling on the River Thames. Indeed, the pilings that support it create an artificial cataract, presenting a hazard to even the most skilled boatmen. Some travelers prefer to disembark on one side and then board again on the other side, rather than venturing through the rapids. From inside the city, however, it could be possible to cross the bridge without even realizing it, since houses and shops line both sides and the river is only visible in a few places.

Fleet Ditch is a less pleasant sight in town. It is where the effluvia that is washed through the streets by rain eventually collects in a stinking quagmire. What is more, people looking to dispose of dead animals and the like dump them here, adding to the mess.

This is also a time when many of the city's most famous landmarks are being built or rebuilt. In the aftermath of the Great London Fire, Christopher Wren is being given the task of planning and overseeing numerous construction projects, including Saint Paul's Cathedral, the Temple Bar, and the Theater Royal in Drury Lane, along with a monument to the Great Fire.

Food and Drink
London can boast a variety of foods. Common meats include beef or veal, mutton or lamb, pork and fresh or salted fish. People might also supplement with wild game such as venison, rabbit and various kinds of fowl. Vegetables include artichokes, beans, beets, cabbage, carrots, cauliflower, celery, cucumbers, lettuce, peas, potatoes, radishes and spinach and turnips. For fruit Londoners can choose from apples, artichokes, cherries, grapes, peaches, pears and plums. Cheese is an important staple, too, and milk is provided by milkmaids who roam the streets. Indeed, poorer citizens commonly make due with bread, cheese and beer for many a meal.

Most pirates won't be bothered by the fact that Londoners don't usually drink the local water, since it can be hard to find; rather, they consume a good deal of alcohol. Many houses keep at least a firkin of beer (eight gallons) on hand, along with French wine and Dutch gin. Of course, more exotic beverages such as rum can also be found, especially along the waterfront.

Diversions
As mentioned above, coffee houses provide an important means of communication to Londoners. The same can be said for taverns and public houses, although they are supposed to be closed on Sundays. It is at such places, too, that entertainments like bear- and bull-baiting, cockfighting and gambling take place. The locals also enjoy making visits to local theaters, along with excursions to the Bethlem mental hospital, also known as Bedlam, to watch the patients and their doings.

Eight times a year the bells of London's churches are muffled and ring to herald what is possibly the most popular public spectacle: hangings. At these times the people gather to watch as criminals are paraded through the streets to the gallows; pitching rotten vegetables and fruit, and dead cats or dogs if they're available, adds to the humiliation.

Monetary Concerns
Refer to page 51 of the Skull & Bones rulebook to find a table for converting English currency into Spanish and other varieties.

A typical housemaid in London might earn from five to eight pounds a year, while a shopkeeper could bring in forty-five pounds. Merchants, on the other hand, could earn from two hundred to four hundre pounds annually. A typical middle class family could live on fifty pounds a year. Houses along main thoroughfares could rent for fifty to sixty pounds a year, while those along side streets go for twenty to thirty pounds.

Unusual Inhabitants
In addition to the types of characters already mentioned, various unusual inhabitants can also be found in the city. There is a strong French Huguenot minority, for example, made up of people who fled from religious persecution in France. They add to the strongly Protestant tendencies of the population, given that most people commit themselves to the Church of England. Even so, other religious minorities exist. The Puritans are becoming increasingly prominent. On the other hand, English catholics tend to keep a low profile, worshipping in secret.

Slaves find themselves in a curious situation in London. England has not yet prohibited slavery, although it is not practiced in the country and importing new slaves is forbidden. It is still permitted in overseas territories, however, and English ships do plenty of business making runs from Africa to the colonies. Because of this, slaves who come to London sometimes try to establish their freedom, albeit with limited success.

The Society for the Reformation of Manners is an organization of concerned citizens dedicated to eliminating the vices that, in the eyes of its members, plague English society. These include drinking, gambling and whoring, especially on the Sabbath. To that end, they publish a Black Roll containing the names of people who engage in such practices.

Optional Rules
Detailed here are some suggestions for adding different thematic elements to a Skull & Bones campaign.

According to the Player's Handbook, only characters of the barbarian class do not start playing being literate. In the 1700's literacy was not so common, however; only about fifty percent of women know how to read and write, and many pirates were known to make their marks with an X rather than signing their names. Given this, a GM might choose to have only characters of the cleric, wizard and shantyman classes be literate; others must spend skill ranks to do so.

Timeline
Depending on when a particular campaign is set, the following events and occurences could be taking place.
1666--France and the Netherlands declare war on England; the Great Fire destroys much of London.
1668--England forms the Alliance of the Hague with the Netherlands.
1670--The Hudson's Bay Company is founded.
1671--Sir Henry Morgan becomes deputy governor of Jamaica.
1672--England declares war on the Netherlands; a charter is granted to the Royal African Company.
1675--Sir Christopher Wren begins rebuilding St. Paul's Cathedral.
1680--A penny postal service is established in London.
1683--William Dampier begins his voyage around the world.
1684--Alexander Esquemeling publishes his History of the Buccaneers of America.
1685--Charles II of England dies and is succeeded by James II.
1687--Isaac Newton publishes his "Philosophiae naturalis principia mathematica."
1688--William of Orange is invited to England and becomes King William III one year later.
1689--France declares war on England.
1691--The Treaty of Limerick brings to an end the Irish rebellion.
1694--Queen Mary II dies; the Bank of England is founded.
1696--Edward Lloyd begins publishing a newsletter dealing with ships' voyages and cargoes.
1697--Whitehall Palace in London burns down.
1699--William Dampier leads an expedition that visits the northwest coast of Australia.
1701--The War of Spanish Succession begins; William Kidd is hanged in London.
1702--King William III dies and is succeeded by Queen Anne; she approves horse racing as a form of gambling.
1703--Isaac Newton is elected president of the Royal Society.
1705--Edmund Halley predicts the return in 1758 of a comet last seen in 1682.
1707--England and Scotland are united under the name Great Britain.
1710--The English South Sea Company is founded.
1712--The last execution for witchraft in England occurs.
1714--Queen Anne dies and is succeeded by King George I.
1715--A Jacobite rebellion occurs in Scotland.
1717--Handel's "Water Music" is first performed on the Thames; the Grand Lodge of the Freemasons is established.
1718--Bank notes begin to be used for the first time.
1719--France and Spain go to war; Daniel Defoe publishes Robinson Crusoe.

Adventure Hooks
All manner of adventures can begin in London; detailed here are just a few of the possibilities.
  • The Society for the Reformation of Manners provides a natural foil for the PC's, given the likelihood of them engaging in drinking, gambling or whoring. They could find their names included in the Black Roll, or even a mob of members protesting their doings.
  • A moral dilemma arises when a slave seeking freedom comes to the PC's for help, perhaps after having heard of previous their deeds helping the downtrodden.
  • When a boat runs into trouble in the London Bridge rapids, somebody needs to step in and help save the passengers.
  • Any number of characters--merchants, noblemen and the like--could require strong swordarms to settle some kind of problem.
Additionally, refer to such Interludes as "The Chase," "The Coffeehouse" and "The Theater" for more ideas regarding the evets that can happen in the city.

Thursday, June 13, 2013

Agents of the Cabal

As promised in the previous post, here are Brother Simon and the other characters who inhabit the stronghold beneath the Cabal's repository.

-Nate



Cabal Acolytes
Cleric 3/Wizard 3/Mystic Theurge 1; CR 7; Size medium; HD 3d8+4d4+7; hp 34; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +4 (1d6, staff) or +5 (ranged); SQ Scribe Scroll, summon familiar, spells, rebuke undead; AL TN; SV: Fort +6, Ref +3, Will +11; Str 10, Dex 13, Con 12, Int 15, Wis 14, Cha 8.
Background: NA.
Skills: Concentration +11, Decipher Script +12, Knowledge (arcane) +12, Knowledge (religion) +12, Spellcraft +12.
Feats: Combat Casting, Scribe Scroll.
Fortunes: None.
Cleric Spells (5/4+1/3+1): Refer to the article "Clerics in the New World" for a list of discreet divine spells from which the acolytes can choose.
Wizard Spells (4/4/3): Arcane mark, detect magic, read magic, resistance; identify, mage armor, magic weapon, shield, true strike; bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom.
Equipment: Clothing, spellbook, component pouch, holy symbol.

These followers have been hand-picked by Brother Simon and almost raised in service to the Cabal. As such, each is blindly loyal to the organization, having taken on the mentor's mission as one's own. Even so, the acolytes come from different backgrounds and have their own particular interests, a fact that could prove useful to someone wanthing to sway them away from perfect obedience to the secret society.

Cabal Guard
Fighter 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +4 (1d8+2, cutlass) or +2 (2d6, musket); AL LN; SV: Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Military (Survival 2 ranks).
Skills: Climb +6, Jump +6, Professions (sailor) +5, Survival +5.
Feats: Point Blank Shot, Rugged, Weapon Focus (cutlass).
Fortunes: None.
Equipment: Buff coat, cutlass.

Cabal Guard Sergeant
Fighter 3; CR 3; Size medium; HD 3d10+6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +6 (1d8+2, cutlass) or +4 (2d6, musket); AL LN; SV: Fort +6, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Military (Survival 2 ranks).
Skills: Climb +8, Jump +8, Professions (sailor) +7, Survival +5.
Feats: Point Blank Shot, Power Attack, Precise Shot, Rugged, Weapon Focus (cutlass).
Fortunes: None.
Equipment: Buff coat, cutlass.

Cabal Guard Lieutenant
Fighter 6; CR 6; Size medium; HD 6d10+12; hp 49; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +9/+4 (1d8+7, cutlass) or +6 (2d6, musket); AL LN; SV: Fort +8, Ref +3, Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Military (Survival 2 ranks).
Skills: Climb +12, Jump +12, Professions (sailor) +11, Survival +5.
Feats: Cleave, Far Shot, Point Blank Shot, Power Attack, Precise Shot, Rugged, Weapon Focus (cutlass), Weapon Specialization (cutlass).
Fortunes: None.
Equipment: Buff coat, cutlass, musket, powder and shot.

These guards are, when all is said and done, mercenaries. As such, they enjoy the relatively easy service, comfortable life and good pay that they receive working for the Cabal. Should they find a more lucrative offer, however, they are not immunce to a change of loyalties.

Bert the Cook
Commoner 5; CR 4; Size medium; HD 5d4+15; hp 29; Init +0 (+0 Dex); Spd 30 ft.; AC 10 (+0 Dex); Atk +4 (1d6+2, buccaneer knife) or +2 (ranged); SQ none; AL TN; SV: Fort +6, Ref +1, Will +3; Str 14, Dex 10, Con 17, Int 10, Wis 14, Cha 10.
Background: NA.
Skills: Craft (cooking) +13, Listen +12, Spot +10.
Feats: Alertness, Great Fortitude, Skill Emphasis (Craft: cooking).
Fortunes: None.
Equipment: Clothing, buccaneer knife.

At first glance, Bert the cook might seem to be of little interest when compared to the other agents of the Cabal around him. His seemingly mundane business can be something of an asset to opponents of that secret society, however, since the cook sees and hears much of what happens around the facility. Indeed, since he is always on the lookout for interesting foods and beverages, and visits markets by the river in order to find such things, he could become a valuable connection for outsiders.

Brother Simon, The Heretic

Cleric 3/Wizard 3/Mystic Theurge 9; CR 15; Size medium; HD 3d8+12d4; hp 47; Init +0 (+0 Dex); Spd 30 ft.; AC 10 (+0 Dex); Atk +7 (1d6, staff) or +7 (ranged); SQ Summon familiar, Scribe Scrolls, rebuke undead, spells; AL TN; SV: Fort +9, Ref +10, Will +17; Str 10, Dex 10, Con 11, Int 17, Wis 17, Cha 10.
Background: Religious (Diplomacy 4 ranks).
Skills: Concentration +18, Decipher Script +21, Diplomacy +4, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (religion) +21, Spellcraft +21.
Feats: Combat Casting, Craft Wondrous Item, Great Fortitude, Improved Counterspell, Iron Will, Lightning Reflexes, Scribe Scrolls, Spiritual Determination.
Fortunes: Touched.
Cleric Spells (6/7+1/7+1/6+1/3+1/3+1/2+1): Refer to the article "Clerics in the New World" for a list of discreet divine spells from which Brother Simon can choose.
Domain: NA.
Wizard Spells (4/5/5/5/3/3/2): Arcane mark, detect magic, read magic, resistance; identify, mage armor, magic weapon, shield, true strike; bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom; arcane sight, dispel magic, haste, heroism, keen edge; bestow curse, lesser globe of invulnerability, locate creature, remove curse; break enchantment, contact other plane, permanency; analyze dweomer, antimagic field, globe of invulnerability, greater dispel magic, greater heroism.
Equipment: Robes, spellbook, component pouch, holy symbol.

At one time Brother Simon was not only a Catholic priest, but also a member of the Dominican Order and an agent of the Inquisition. At first he was zealous in his persecution of heretics, but over time he began to develop an obsession with the lore of non-Christians whom he encountered. This eventually led him to foresake his vows and begin studying arcane magic, hoping thus to learn the true secrets of the world. As he grew in knowledge, he also began to build connections with others who shared his interests, and thus formed the Cabal. Brother Simon's ultimate goal is to create a book of infinite spells, thereby gaining access to more powerful magic and thus to gain real power over the world around him. To that end, Simon is willing exploit any individual, and to commit any action, that he deems necessary.

Should Brother Simon become involved in a combat situation, he lets his associates deal with the danger while casts preparatory defensive spells, and then enters the fray with a potent arsenal of spells.

Wednesday, June 12, 2013

Beneath the Repository

Recently I've been working more on the Cabal and its agents; this article is the first part of that new material. Hopefully soon I'll have stats for the characters mentioned, too.

-Nate



The Repository--Lower Levels
Beneath the building that houses an impressive collection of artifacts and antiquities is the headquarters of the organization known as the Cabal. In stark contrast to the open, airy and well-lit building that sits above the ground, the hidden section has low ceilings, narrow passages and a downright medieval feel to it. It is here that the conspirators, in their pursuit of eldritch power, form their plots and plans.
Refer to the appropriate map for the following area descriptions.



1. Hallways
These passages are only five feet wide, and ten high. Unless otherwise noted, doors leading off from them are not locked. Walls are one foot thick, having hardness 8 and 180 hit points, with a DC 50 required to break through them.

2. Priveys
Each side of the underground level boasts one of these small rooms, based on the medieval garderobe.

3. Storage
The walls of these rooms are lined with shelves that hold myriad contents. In these rooms one can find spare blankets, table linens, candles and the like.

4. Stairways
The stairs here lead up to the main level. Passage between the two levels is barred by stout doors of oak banded with iron; they have hardness 5 and 30 hit points; it takes a DC 25 Strength check to force them.

5. Guest Quarters
These rooms, intended for occupation by visitors to the stronghold, are each furnished with a bed, storage trunk, desk and chair. At any given time there is a 10% chance that a given room is occupied, perhaps by Morisson Kearns Fairmont, Lillian Whitmore, Muriel or Ephraim Grey, or another such operative of the Cabal.

6. Members' Quarters
These rooms are occupied by the acolytes who live in the stronghold. They contain the same furnishings as the guest quarters, along with a wardrobe for storing clothing.

7. Main Hall
This broad, open room sits at the heart of the stronghold. It contains stout wooden tables and benches, and is used for meals, relaxation, meetings and the like.

8. Barracks
Eight beds line the walls of this room, four on a side. Beneath each is a footlocker for holding the occupant's personal possessions. This makes for tight quarters, to be sure, which is why most of the guards only spend time here while sleeping. At any give time, from two to four of the beds are filled.

9. Armory
This is one of the few rooms that is kept locked at all times; only Brother Simon and the guard sergeants have keys to it. Inside there are two dozen muskets and twice that number of pistols, along with powder and shot to fire each weapon twenty times.

10. Kitchen
This is the second largest room in the facility. It boasts two large hearths, each of which has a spit for cooking meat. Two broad tables fill the center of the room, and two more sit against the outside walls. A row of barrels containing water, wine and beer stand against another wall.

11. Larder
More shelves line the walls of this room; they are filled with foodstuffs. What is more, a trapdoor in the center of the floor provides access to the cellar, where perishable items such as meat, cheese and vegetables are kept.

12. Cook's Quarters
This room, where Bert spends his time when not preparing meals or doing other things, is outfitted in the same manner as the members' quarters.

13. Prisoners' Cells
Each of these rooms is also locked in the same manner as the armory. Four sets of shackles are connected to the walls. They are not always occupied, but could hold associates of the PC's if the Cabal has been capturing and interrogating known practitioners of arcane magic.

14. Torture Chamber
A broad table, also with shackles, rests in the center of this room. Along the walls are shelves holding various implements for inflicting pain, including cutting tools, ones for applying heat and the like.

15. Study
This is where the Cabal keeps its collection of arcane tomes, scrolls, tablets and the like. The walls of the room are lined with shelves stacked with such materials, and three sets of tables and chairs provide space for the acolytes to study them. Additionally, a DC 25 Search or Spot check reveals that the section of wall in the outside corner is actually a secret door. What is more, on the wall is a panel engraved with symbols representing the heavenly bodies. Triggering the secret door requires pressing in the different symbols in the correct sequence. What may not be readily apparent, however, is that they need to be pressed in the order of the days of the week named for them: moon, Mars, Jupiter, Venus, Saturn, sun. A DC 20 Knowledge (arcane) or DC 25 Knowledge (religion) check can reveal the association between the planets and the days of the week, but it's up to the PC's to put together this information.



16. Brother Simon's Quarters
Given the power and influence that Brother Simon possesses, his quarters might seem rather Spartan; they are furnished in the same manner as those of his acolytes. This is because the Cabal's real prizes are stored in the vault, as detailed below.

17. Vault
Hidden in this secret chamber are the most valuable and powerful of the Cabal's treasures, including the following items.
  • All of the material that the organization has collected in its pursuit of a codex of infinite spells
  • A pouch containing three applications' worth of moly
  • Spell scrolls from the collection of Circe the Enchantress
  • Unused stones of David
  • Etc.
As always, the GM should feel free to modify this list of items to suit the needs of the campaign.

Saturday, May 25, 2013

Retribution

The last scenario for the Come Hell and High Water series, "The Ends of the Earth," finished in a very open-ended way. Because of that, it's hard to provide a direct sequel to it. For that reason, I'll be presenting a few possible ways to continue the story, depending on the choices of the PC's. Detailed here is one option.

-Nate



Retribution
This scenario is Part 16A of the Come Hell and High Water campaign, an adventure series for the Skull & Bones historical setting, for use with the Dungeons & Dragons roleplaying game version 3.5. It is intended for a party of tenth-level characters. Although it is intended as part of an ongoing collection of scenarios, it can also be run as a stand-alone adventure with a bit of modification. Note also that this adventure, as with its predecessor, "The Ends of the Earth"--uses much more of a “sandbox” style, allowing for many different developments depending on the course of action chosen by the PC's.

Background
As mentioned above, the previous scenario was an open-ended affair with all kinds of possible outcomes. As such, it is necessary before starting this one to answer a number of preparatory questions.
  1. Did the PC's remain loyal to the Cabal (or at least seemingly so), or did they betray that organization and strike out on their own?
  2. Did the giants fall in battle to the Cabal and its mercenaries, or were they able to escape from harm?
  3. Of those characters who were present--Muriel Grey, Shadow the raven, Amelia Cordeiro, Gath the giant, etc.--which ones survived? (Taking this a step further, did Ephraim Grey survive the events of "Living Legends?")
  4. Were there any other developments that would have lasting repercussions for the characters involved in this scenario?
The answers to these questions have huge implications for how this adventure begins. As such, multiple starting points are detailed below.

Introduction
As mentioned above, this adventure can start in many different ways. Keeping in mind the answers to the questions mentioned above, detailed below are some of the possible starting points.
  1. If the PC's did decide to turn against the Cabal, this situation could arise due to agents of that organization taking revenge against them. In this case, this act of brutality is intended as a message to the PC's, showing them that the Cabal will stop at nothing in its efforts to settle the score against them.
  2. Another possibility is that this deed is committed by someone else, perhaps by a rival band of pirates who decide to betray the PC's, or one of their old enemies. Whatever the case, that individual or group learned of the Player Characters' connection to these NPC's, and struck against them for profit or out of spite.
  3. Finally, this could just be a chance for the GM to introduce a new villain who happens to make an unanticipated enemy.
Whatever the case, somebody has decided to attack an associate of the PC's. The PC's should learn of this after the fact, leaving them no chance to prevent the tragedy; this should serve to make them seek their own retribution.


Encounter 1--Rampage
This scenario assumes that the PC's participated in the events of the adventure "The Message." In the author's campaign, one of the PC's, a Spanish knight, developed a romantic interest in Isabella Santiago. That connection provides a suitable hook, since he would know doubt respond with vigor if something happened to her. Given the fact that the outcomes of individual adventures can never be anticipated, the GM might need to select a different NPC or group, and location, to be the target of the attack.
Whatever target the GM chooses for the aggressors, the same kinds of decisions need to be made. Which NPC's died during the attack? Which ones were carried off to serve as hostages? It is recommended that both fates be used, since they increase the drama in different ways. A few bodies mixed in with the rubble adds to the sense of outrages, but missing persons increase the sense of urgency.

Dangerous Situations
Ruined buildings in the aftermath of a raid can also provide some interesting skill-related challenges, in the same manner as traps. (This is not to mention the emotional impact that seeing familiar ground devastated could have.) Take, for example, the home of the Santiago family on Trinidad. If a band of marauders attacked it, the results could look something like this.



GM's who use vinyl mats for their games can easily modify building maps by drawing them normally, then erasing chunks and adding rubble and other such details.
The damaged building can thus provide a number of interesting challenges; a few of the possibilities are detailed below.
  • For one thing, unstable patches of floor can function like pit traps. Moreover, if there is debris beneath them, the danger becomes akin to that of a spiked pit trap.
  • In a similar vein, unstable ceilings could function like falling block or similar traps.
  • Should there be some highly combustible or even explosive materials amdist the wreckage, they present a danger of explosion if disturbed, a la a burning hands or fireball trap.
  • There's also the chance that some of the unfortunate locals could have survived--or at least can survive, if they are treated promptly. This requires characters to use their Heal skills.
  • It could also be necessary to remove some of the debris to rescue some of the survivors, requiring characters to use their Strength abilities or even Knowledge (engineering) to do so.
  • If the fire is still somewhat active, ongoing heat and smoke present other dangers; refer to the "Heat Danger" and "Smoke Effects" sections of the SRD for details.
  • As staircases, ladders and other such features are likely to have been damaged, it becomes necessary to use the Climb skill to reach certain parts of the structure.
  • This also gives the GM a chance for some truly graphic and grisly description. There are probably crushed and burned bodies amid the wreckage, and at least some of the deceased should be familiar to the PC's. These details add to the sense of loss, thereby enhancing the potential for later drama.
  • For a real twist on things, the PC's could find children who've been orphaned by the tragedy, and thus face the tasks of finding new homes and parents for them.
  • Finally, there's a very real need for the locals to respond to this attack. This can provide some good opportunities for roleplaying, as the PC's help the survivors deal with their grief and anger. The PC's might lead the pursuit of vengeance or use Diplomacy to prevent violence, as they see fit. In either case--going out to settle the score or helping to rebuild--the PC's could play an important role.
Refer to the Dungeon Master's Guide or to the "Traps" section of the SRD for information about the requisite checks to notice or avoid these hazards, along with the danger that they can cause.


Further Developments
As mentioned above, this situation provides a chance for the GM to introduce a plot hook by having an associate of the PC's go missing. The likely candidate, if the home of the Santiago family home is targeted, is either Isabella or her father (perhaps along with a cache of valuable pearls). Should this attack be the doings of a band of rivals, the PC's might be able to gather witnesses and learn the identity of the attackers, leading to a counterstrike.
If it is the secret society that is responsible, however, then there are a lot more NPC's who could be targeted. Refer to the following list for some of the possibilities.

Scenario/Character
"Reprisal"--Mama Cecile, the hougan who leads the Maroons
"The Message"--The Mayan priestess Cocay
"Trial by Fire"--Sister Sophia, the Amazon cleric
"The Eye of the Storm"--Alkmene the sea witch

After all, the Cabal seeks any and all people who practice arcane magic in order to gather as much lore as possible in hopes of creating a book of infinite spells. This could lead the PC's to other familiar locations, and thus more unpleasant discoveries. Eventually, of course, it leads back to the Cabal.

Thursday, May 16, 2013

Interlude: The Rivals

In a previous post I introduced a magical item, the Bloody Banner; it was adapted from a Pathfinder-compatible project of mine for a high-fantasy setting. Building on it, I present here a group of pirates who could serve as foils for PC's who are not as wicked as they could be.



Interlude 43: The Rivals
A lot of swashbuckling fiction tends to portray pirates as Robin Hood-like characters, ones who break the law but tend to do so for good reasons; that is the assumption in the Come Hell and High Water campaign. Such is the exception to the rule, however, historically speaking. This article presents a group of cutthroats who are wicked and bloodthirsty, embodying the evil characters that most people believed pirates to be.

This group is known as the Crimson Company. They take their name from the red flag that they fly--but theres is no ordinary jolie rouge, the red flag that symbolizes no quarter asked or given. Rather, there is the Bloody Banner, a device steeped in evil rituals and the blood of their enemies. (See the appropriate preceding article for information about this magical item.) For them, plunder is only a secondary concern; it is violent combat for its own sake in which they truly relish.

Note: This articles uses rules from the article "On the Dreadful Curses of Blood," taken from Issue #1 of the Buccaneers & Bokor e-zine.



Typical Crew Member
Sea Dog 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 armor); Atk +4 (1d6+2, cutlass) or +2 (ranged); SQ Superstitious, close quarters +1, dodge; AL NE; SV: Fort +4, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil (Profession: sailor, Survival).
Skills: Blood Curse +5, Climb +6, Jump +6, Profession (sailor) +5, Survival +5, Use Rope +5.
Feats: Power Attack, Weapon Focus (cutlass).
Fortunes: Doll's Eyes, Superstitious.
Equipment: Buff coat, cutlass, miscellaneous personal items.

These sailors make up an unsavory bunch of bloodthirsty scallywags.

Veteran Crew Member
Sea Dog 3; CR 3; Size medium; HD 3d10+6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 armor); Atk +6 (1d6+2, cutlass) or +4 (ranged); SQ Superstitious, close quarters +1, Dodge, favored ship (English ships); AL NE; SV: Fort +5, Ref +4, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil (Profession: sailor, Survival).
Skills: Blood Curse +7, Climb +8, Jump +8, Profession (sailor) +7, Survival +5, Use Rope +7.
Feats: Cleave, Power Attack, Weapon Focus (cutlass).
Fortunes: Doll's Eyes, Superstitious.
Equipment: Buff coat, cutlass, miscellaneous personal items.

The veterans crew members often form the vanguard during a boarding action, throwing themselves aboard an enemy vessel and reveling in the enusing slaughter.

Burleigh Dunn, First Mate
Sea Dog 4/Sea Officer 3; CR 7; Size medium; HD 7d10+14; hp 57; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 armor); Atk +10/+5 (1d6+3, cutlass) or +5 (ranged); SQ Superstitious, close quarters +1, Dodge, favored ship (English ships), Mobility, skill expert +2, command (morale bonus); AL NE; SV: Fort +7, Ref +6, Will +5; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil (Profession: sailor, Survival).
Skills: Blood Curse +9, Climb +11, Intimidate +11, Jump +11, Profession (sailor) +9, Survival +5, Use Rope +9.
Feats: Cleave, Power Attack, Ugly, Weapon Focus (cutlass).
Fortunes: Doll's Eyes, Superstitious.
Equipment: Buff coat, cutlass, miscellaneous personal items.

Burleigh is a hulking fellow with a shaved head and a body covered by scars from his previous battles. He uses his intimidating manner to keep the crew in line and, when the time comes, usually leads the boarding party into battle.

Captain Russel McNally
Sea Dog 4/Sea Officer 9; CR 13; Size medium; HD 13d10+26; hp 102; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 armor); Atk +14/+9 (1d6+4, cutlass) or +9/+5 (ranged); SQ Superstitious, close quarters +1, Dodge, favored ship (English ships), Mobility, skill expert +5, command (morale bonus, readiness, break enchantment, furious attack); AL NE; SV: Fort +9, Ref +8, Will +8; Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil (Profession: sailor, Survival).
Skills: Blood Curse +14, Climb +17, Intimidate +16, Jump +17, Profession (sailor) +14, Survival +5, Use Rope +14.
Feats: Cleave, Great Cleave, Guidance, Power Attack, Ugly, Weapon Focus (cutlass).
Fortunes: Doll's Eyes, Superstitious.
Equipment: Buff coat, cutlass, miscellaneous personal items.

In stark contrast to his first mate, McNally is neither tall nor very broad; he has a wiry strength, however, and knows how to apply it to hurt others. In this way he possesses none of the swashbuckling charisma common to pirate captains; rather, he is grim and humorless. What pleasure he does take from his violent and wicked pursuits, he does not show it.


The Sanguine
This vessel is a modified slave ship, notable for the fact that it carries no cannon. The members of the Crimson Company prefer to grapple an enemy prize and then board it, relishing in the ensuing melee. The crew includes McNally, Dunn, fifty ordinary sailors and ten veterans. It is a surprisingly Spartan arrangement, another sign that this crew is different from other pirates.
One practice does set the Company apart from other groups of pirates. While most scallywags prohibit fights between fellow crew members while aboard ship--instead prefering to settle such business during duels on shore--these pirate do nothing to discourage such activities. Instead, these battles between sailors are usually fought to first blood, with the loser contributing his own vital fluid in annointing the ship and the Bloody Banner. Indeed, this serves as a kind of ritual, and helps to establish the pecking order among the members of the Company.


Using the Crimson Company in a Skull & Bones Campaign
The Crimson Company could become involved in a Skull & Bones campaign in a variety of ways; a few of the possibilities are detailed here.
  • As implied by the name of this interlude, these pirates are intended as rivals for the PC's. As such, they might be rivals in the pursuit of a lost treasure, or could join an affiliation of pirates and thus provide a bloodthirsty conflicting opinion to more moderate attitudes.
  • Should the PC's run afoul of some individual or organization, that enemy could hire the Crimson Company to deal with them.
  • If the PC's have entered into government service, they could be sent to apprehend Captain McNally and his crew.
  • For a real twist, to start off a new campaign or perhaps for a one-shot scenario, the PC's could be taken prisoner by the Company and be spared for some reason.

Saturday, May 11, 2013

Interlude: The Theater

This post is also inspired by the reading I've been doing about life in England in the 1700's; it's a theater, based on the Globe in London. Not surprisingly, it can provide numerous diversions for a band of pirates.

-Nate



Interlude 42: The Theater
At the same time that Queen Elizbeth of England was helping to establish her nation as a maritime power throughout the world--aided as she was by such famous captains as Drake, Frobisher, Hawkins and the like--another type of flourishing was taking place in that country. This was the theater, especially the stage plays of William Shakespeare and others.



Layout
This theater stands a full three stories in height, with tall outside walls surrounding it like an arena. It is built entirely of wood and open to the sky above, with regularly spaced narrow windows that provide fresh air and sunlight to the cast, crew and spectators alike.



1. Entry
Broad double doors provide an entrance to the theater. They are locked at times when no rehearsals or performances are taking place (details); otherwise, they are open to the public.

2. Courtyard
This open area has no roof overhead, and the floor is nothing more than packed earth. Visitors may pay a much smaller sum to stand here, and such individuals are known as groundlings.

3. Gallery
Most of the people who attend shows at the theater stand in this area, with a railing in front of them and a roof over their heads. There are also stairs that lead up to the second and third levels.

4. The Stage
This area is raised five feet above ground level. There are a number of trapdoors that provided access to the under-stage area, along with doors leading to the backstage part of the theater. What is more, a curtained alcove provides an area for actors who need to make dramatic entrances during particular scenes.

5. Backstage
During productions, the actors and stage hands who are involved can ready themselves back here, and a show's director is almost always present. The ground level opens directly onto the stage, while the second level features a balcony for certain dramatic scenes. The top level is generally used for storage, including old costumes and props and the like.

6. Under-Stage
In order to make certain special effects work, there are a number of trapdoors that lead down to this area. The spiral stairs from the backstage area also lead down here.



NPC's
Detailed here are just a few of the characters whom the PC's might encounter at the theater.

Director
Expert 7; CR 2; Size medium; HD 7d6-7; hp 20; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +5 (1d6, cudgel) or +6 (ranged); AL NG; SV: Fort +1, Ref +3, Will +6; Str 10, Dex 13, Con 8, Int 14, Wis 12, Cha 16.
Background: None.
Skills: Bluff +13, Craft (writing) +12, Disguise +13, Gather Information +13, Knowledge (local) +12, Listen +13, Perform (act) +15, Sense Motive +11, Spot +13.
Feats: Alertness, Guidance, Skill Focus (Perform: act), Skill Mastery (Perform: act).
Fortunes: None.
Equipment: Costume, script, props.

The director is a strong personality amidst a group of individuals. As such, he can be demanding and controlling--but he is also highly skilled in his craft.

Actor
Expert 3; CR 2; Size medium; HD 3d6-3; hp 10; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +2 (1d6, cudgel) or +3 (ranged); AL NG; SV: Fort +0, Ref +2, Will +4; Str 10, Dex 13, Con 8, Int 14, Wis 12, Cha 15.
Background: None.
Skills: Bluff +8, Craft (various) +8, Disguise +8, Gather Information +8, Knowledge (local) +8, Listen +9, Perform (act) +11, Sense Motive +7, Spot +9.
Feats: Alertness, Skill Focus (Perform: act), Skill Mastery (Perform: act).
Fortunes: None.
Equipment: Costume, script, props.

Each of these actors is an experienced veteran, hand-selected by the director for this production. While the actors all have different personalities, it's a safe bet that they are all dramatic in their own way. As is traditional, they are all men; when a script calls for a female character, one of the men dresses the part.


Using the Theater in a Campaign
The theater could be used in a Skull & Bones campaign in many different ways; a few of the possibilities are detailed here.
  • When they have some downtime, the PC's might just want to watch a show here.
  • At such a time, the PC's might happen to be present when a murder occurs.
  • The theater could provide a good place to meet illicit contacts, especially if a performance includes a masquerade for the guests.
  • It could happen that an ambitious shantyman or similar character (such as Llewellyn, from "The Mermaid's Tale" and "Fortune & Glory," or Durwin Oswald Chatwick, mentioned in a previous interlude) writes a play based on the deeds of one or more of the PC's. This could be a flattering story, or one that is slanderous to the character(s) in question.
  • Should a production prove to be controversial, the director might need to hire the PC's to help keep the peace during performances.
  • The structure of the arena provides a good opportunity for some swashbuckling combat, in the event that it should become necessary.
  • If any PC possesses magical ability, that character might be recruited to provide special effects for a production.