Thursday, December 30, 2010

End-of-the-Year Reflection

As 2010 comes to a close, I'm taking some time to look back on the blog for the past year and to plan content for next year. If you're interested, drop me a line and let me know what you think.

Thanks for sailing with me on this voyage!

-Nate

nathanael (dot) christen (at) gmail (dot) com

Pregenerated Characters

It occurred to me the other day that I've never provided pregenerated characters for the various adventures on the blog, so here they are. When I'm running games at conventions, I generally use archetypes instead of fully developed characters; they provide all of the necessary game mechanics, but allow the players to develop the character's personalities and other descriptive information.

-Nate


Barbarian Archetype

Strength 16 (+3)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 8 (-1)

Background: Native

Class: Barbarian
Level: 1
Special Abilities:
Fast Movement
Illiteracy
Rage 1/Day

Fortunes:
Superstitious

Skills:
Climb +7
Handle Animal +4
Jump +7
Listen +6
Move Silently +3
Survival +6
Swim +7

Languages Spoken:
Mayan, English

Languages Read/Written:
None

Feats:
Cleave
Power Attack

Hit Points: 14
Armor Class: 13
(+2 Leather armor, +1 Dex)
Touch: 11
Flat-Footed: 12
Initiative: +1
(+1 Dex)
Speed: 40 ft

Base Attack Bonus: +1
Grapple +4
Attacks:
+4 (1d12+3, Greataxe)
+4 Thrown or +2 Melee
(1d6+3, Throwing axe)

Saving Throws:
Fortitude +4
Reflex +1
Willpower +2

Equipment:
Leather armor (15 lbs.)
Greataxe (12 lbs.)
2 Throwing axes (6 lbs.)
Belt pouch (1 lb.)
20 Doubloons
26 Pieces of eight


Buccaneer Archetype

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 8 (-1)

Background: Sea Devil

Class: Buccaneer
Level: 1
Special Abilities:
Survivor +1

Fortunes:
Cause, Wanted

Skills:
Climb +5
Craft (carpenter) +4
Heal +6
Hide +7
Move Silently +7
Profession (sailor) +6
Survival +6
Use Rope +7

Languages Spoken:
English

Languages Read/Written:
English

Feats:
Far Shot
Point Blank Shot
Precise Shot

Hit Points: 10
Armor Class: 14
(+1 Buff coat, +3 Dex)
Touch: 11
Flat-Footed: 13
Initiative: +3
(+3 Dex)
Speed: 30 ft

Base Attack Bonus: +1
Grapple +2
Attacks:
+4 (2d6, Short musket)
+4 (2d4, Pistol)
+2 (1d6+1, Cutlass)
+2 (1d6+1, Buccaneer knife)

Saving Throws:
Fortitude +4
Reflex +3
Willpower +2

Equipment:
Buff coat (5 lbs.)
Short musket (20 lbs.)
Pistol (5 lbs.)
Cutlass (2 lbs.)
Buccaneer knife (1 lb.)
Dozen pistol shot (1 lb.)
Dozen musket shot (2 lbs.)
Shipwright's tools (5 lbs.)
Gallon of rum (4.0 lbs.)
Backpack (2 lbs.)
Belt pouch ( 1 lb.)
16 doubloons
16 pieces of eight


Hougan Archetype

Strength 12 (+X)
Dexterity 12 (+X)
Constitution 12 (+X)
Intelligence 8 (+X)
Wisdom 14 (+X)
Charisma 16 (+X)

Background: Slave
Class: Hougan
Level: 1
Special Abilities:
Spellcasting
Caille Ritual
Turn/Rebuke Undead

Spells per Day:
2 Level 0
1 Level 1

Fortunes:
None

Skills:
Bluff +5
Escape Artist +3
Heal +9
Voodoo Ritual +7

Languages Spoken:
English

Languages Read/Written:
English

Feats:
Combat Casting
Skill Focus (Heal)

Hit Points: 9
Armor Class: 11
(+1 Dex)
Touch: 11
Flat-Footed: 10
Initiative: +1
(+1 Dex)
Speed: 30 ft

Base Attack Bonus: +0
Grapple +1
Attacks:
+1 (1d6+1, Quarterstaff)
+1 (1d8, Light crossbow)

Saving Throws:
Fortitude +3
Reflex +1
Willpower +4

Equipment:
Quarterstaff (4 lbs.)
Light crossbow (4 lbs.)
Case of 20 bolts (2 lbs.)
Asson (1 lb.)
Healer's kit (1 lb.)
Pox medicine (0.5 lbs.)
0 doubloons
18 pieces of eight


Rogue Archetype

Strength 12 (+1)
Dexterity 18 (+4)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 8 (-1)
Charisma 8 (-1)

Background: Colonist

Class: Rogue
Level: 1
Special Abilities:
Sneak Attack +1d6
Trapfinding

Fortunes:
Worm

Skills:
Climb +5
Disable Device +6
Escape Artist +8
Hide +8
Jump +5
Knowledge (local) +4
Move Silently +8
Open Lock +8
Profession (boater) +4
Search +6
Sleight of Hand +8
Swim +5
Use Rope +8

Languages Spoken:
English, French, Spanish

Languages Read/Written:
English, French, Spanish

Feats:
Point Blank Shot
Weapon Finesse

Hit Points: 6
Armor Class: 15
(+1 Buff coat, +4 Dex)
Touch: 14
Flat-Footed: 11
Initiative: +4
(+4 Dex)
Speed: 30 ft

Base Attack Bonus: +0
Grapple +1
Attacks:
+4 (1d6+1, Rapier)
+1 Melee or +4 Ranged
(1d4+1, Daggers)

Saving Throws:
Fortitude +0
Reflex +6
Willpower -1

Equipment:
Rapier (2 lbs.)
6 Daggers (6 lbs.)
Buff coat (5 lbs.)
Thieves' tools (1 lb.)
Backpack (2 lbs.)
Belt pouch (0.5 lbs.)
50' Silk rope (5 lbs.)
Grappling hook (4 lbs.)
20 Doubloons
13 Pieces of eight


Sea Dog Archetype

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 8 (-1)

Background: Sea Devil

Class: Sea Dog
Level: 1
Special Abilities:
Close Quarters +1

Fortunes:
Superstitious

Skills:
Balance +7
Climb +6
Jump +6
Profession (sailor) +5
Survival +5
Use Rope +7

Languages Spoken:
English

Languages Read/Written:
English

Feats:
Dodge
Point Blank Shot
Precise Shot

Hit Points: 12
Armor Class: 14
(+1 Fencing jacket, +3 Dex)
Touch: 13
Flat-Footed: 11
Initiative: +3
(+3 Dex)
Speed: 30 ft

Base Attack Bonus: +1
Grapple +3
Attacks:
+3 (1d6+2, Cutlass)
+3 (1d6+2, Buccaneer knife)
+4 (2 pistols)

Saving Throws:
Fortitude +4
Reflex +5
Willpower +0

Equipment:
Fencing jacket (2 lbs.)
2 Pistols (10 lbs.)
Cutlass (2 lbs.)
Buccaneer knife (1 lb.)
Dozen pistol shot (1 lb.)
Tobacco & clay pipe (0.5 lbs.)
Gallon of rum (4 lbs.)
10 Doubloons
15 Pieces of eight


Shantyman Archetype

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 16 (+3)

Background: Gentleman-Adventurer

Class: Shantyman
Level: 1
Special Abilities:
Bardic Music
Bardic Knowledge
Bonus Contact

Fortunes:
Booty, Wastrel

Skills:
Appraise +6
Bluff +7
Diplomacy +7
Disguise +7
Gather Information +7
Knowledge (local) +6
Knowledge (sea lore) +6
Perform (fiddle) +7

Languages Spoken:
English, French, Spanish

Languages Read/Written:
English, French, Spanish

Feats:
Point Blank Shot
Weapon Finesse

Hit Points: 8
Armor Class: 13
(+1 fencing jacket, +2 Dex)
Touch: 12
Flat-Footed: 11
Initiative: +2
(+2 Dex)
Speed: 30 ft

Base Attack Bonus: +0
Grapple +0
Attacks:
+2 (1d6, Rapier)
+2 (2d4, 2 Pistols)

Saving Throws:
Fortitude +0
Reflex +4
Willpower +2

Equipment:
Fencing jacket (2 lbs.)
Rapier (2 lbs.)
2 Pistols (10 lbs.)
Dozen pistol shot (1 lb.)
Fiddle (5 lbs.)
Pocket watch (0.5 lbs.)
Logbook (1 lb.)
Ink, quills, paper (1 lb.)
10 Doubloons
5 Pieces of eight

Tuesday, December 14, 2010

Out of the Darkness

This scenario is Part 3 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 second-level characters. Although it is intended as part of an ongoing collection of scenarios, it can also be run as a stand-alone adventure.

Background
Although there has been a good deal of conflict on the island of Jamaica, the PC's should have been able to profit from it. For one thing, they've had the chance to strike an alliance with the maroons living deep in the island's interior jungle; for another, they've maybe even commandeered a vessel of their own. Now these two threads of opportunity are being woven together, albeit in a way they might not have expected.
The PC's were probably instrumental in helping Nneka and his fellow maroons escape wrongful prosecution, framed as they were for attacks on outlying farmsteads. Assuming that that was the case, and that in the aftermath the PC's were able to commandeer the pirates' ship Opportunity, they have inspired the escaped slave to undertake his own acts of daring.
Nneka's plan is this. He has found an informant, a Spanish sailor familiar with the route traveled by the Spanish slave ship Delores. Using information acquired from the sailor, the maroon hopes to intercept that vessel and free its human cargo. The only trouble is that the Spaniard, a roguish fellow named Manuel Gonzalez, is difficult to keep imprisoned. He has escaped, and even now is trying to escape.

Introduction
This adventure begins for the PC's while they are going about their business in Port Royal. If they succeeded in capturing the ship Opportunity, they might be purchasing provisions and other supplies for their first cruise. Alternately, they could be engaged in whatever professions or other activities are usual for them. The day is giving way to evening, and the characters are probably starting to think about their nightly pursuits when they stumble into the middle of a chase.
The action begins down by the docks, Gonzalez, fleeing his captors, has made his way there, in hope of stealing a fishing boat and making an escape. During his flight he has acquired a pair of pistols and a cutlass from a guard that he subdued; now he is intent on departing. As the PC's watch, they witness the following scene.

Amidst the hustle and bustle of the docks—with merchants hawking their wares and crews stowing their cargo before darkness falls—it is at first difficult to hear the sound of trouble. Then it slowly becomes audible: one person running at full speed, with another in pursuit. Then the unmistakable crack of a pistol erupts, drawing your eye to one of the piers. The shooter, with smoke still streaming from his weapon, scrambles into a fishing boat, knocking the occupant overboard with a blow from his cutlass. Even as the man begins to hoist the boat's sail, his first target staggers and falls to the ground, clutching a wound in the stomach.

Roll initiative.


Event 1—Pursuit in Port
As mentioned above, the Spaniard's goal is to escape. Unless the PC's intervene, he is likely to do so. Hopefully the PC's have other ideas.
Refer to the map of the docks from the adventure "An Ill Wind Blows" for the layout of this scene. It should provide a good chance for some action, with the PC's needing to run, jump, swim or swing over to the fishing boat and then prevent the Spaniard's escape. (This assumes that their vessel is nowhere near being ready to sail, with crew ashore, sails being mended and the like.) Only through swift and decisive action can they win the day. For his part, Gonzalez fires on attackers while letting his sail take the wind and steering his boat out into the harbor. Should someone reach it, he attacks with his cutlass in hopes of incapacitating and thus drowning the attacker. Note that swimming characters must make DC 10 checks for every thirty feet of water covered. Those who fail make no progress, while those who fail by five or more falter and must hold their breath or begin to drown.
If they can catch the Spaniard and prevent his escape, the PC's once again win the gratitude of Nneka and his fellow Maroons. What is more, Nneka recognizes the benefits that cooperation could bring and thus invites them to join in his plan, as detailed below.


Event 2—Plans and Preparations
Following the capture of Gonzalez, Nneka approaches the PC's with his proposition. If they are willing to provide their ship, he can provide soldiers for the battle. In exchange, the slaves would be granted their freedom while the PC's can keep the boat along with any other loot they take. This might not be much, but hopefully the Player Characters' sense of justice compensates for this small monetary compensation.
As long as they can agree to aid the Maroons, the PC's can begin to make plans. This preparation can be as detailed or as cursory as they wish, but it is important not to let the action bog down at this point. Nneka provides the following information.
*Gonzalez is a merchant who works with the Spanish, acting as a middleman between local plantation owners and the captains of slave ships.
*He has arranged for a rendezvous on the Spanish side of Hispaniola, Santo Domingo; he buys and sells his human merchandise there in order to avoid taxation.
*The location for this meeting is a plantation owned by Don Jorge Gutierrez, inhabited by him, his family, the slaves and overseers.
*His contact is Captain Salvator Jimenez, master of a slave ship named the Delores; he is due with a cargo in one week's time.
If they can intercept the ship in time, the PC's and their Maroon allies should be able to capture it and free the slaves aboard.


Event 3—The First Option: By Land
One option for the PC's is to make a landing on the island, away from the plantation, and then approach from the landward side. This approach could provide the benefit of surprise, perhaps even allowing them to take control of the plantation and thus prepare an unpleasant surprise for when the Delores arrives. While this is no easy proposition, it can be accomplished with solid tactics and a bit of luck. Whenever the PC's do visit the plantation, refer to the appropriate maps and the following area descriptions.


Out of the Darkness



A. Manor House
This is a large, two-story structure of white-washed stucco and with a red tile roof, in the Spanish style. It is clearly the home of Don Jorge and his family, and as such is sealed by stout wooden doors with good locks (DC 20 to disable, or hardness 5 and 40 hit points).

1. Entry
Just inside the front door is this tall, open room. From here, doors lead into the dining room and sitting room, while stairs lead up to a landing with a railing on the second floor.

2. Sitting Room
A large, comfortable sofa dominates one wall of this room, while three similar armchairs are positioned along the other walls. Next to each is a small end table. This is where guests are received, and where the family members spend their time when not engaged in other pursuits.

3. Dining Room
Eight stout chairs surround the table that is the centerpiece of this room. Depending on the situation, the table is either empty or covered with a fine cloth, china dishes and silverware. The family takes all of its meals here, and the overseers are sometimes invited to join.

4. Kitchen
A broad hearth occupies the middle of this room's long inside wall; it is flanked by a pair of preparation tables. Opposite these stand two cupboards and two barrels, one of water and one that holds wood for the fire.

5. Pantry
The walls of this small room are lined with shelves, providing storage for dry goods, bottles of wine and the like. A trapdoor in the floor provides access to the underground cellar, which is the same shape as the pantry above it.

6. Servant's Quarters
This small room is home to Rosa, the woman who cooks and cleans for the Gutierrez family. In the event that the PC's are caught in a fight inside the house, she might prove a useful ally.

7. Bedrooms
Each of these rooms is furnished with a comfortable bed and a dressing table, and has an attached closet. The two rooms to one side of the house are for Don Jorge's daughters, while the one on the other side is for his son. In the event of a battle, the son can produce his musket, while the daughters are not trained in such unladylike pursuits.

8. Master Bedroom
The room that Don Jorge shares with his wife is laid out in the same way as the other bedrooms.

9. Study
This is where Don Jorge keeps his records; as such, it has three large bookshelves and a writing desk. There is also a large storage trunk that contains a pair of pistols and a rapier, all of masterwork quality. These are souvenirs of the Don's time in the Spanish military, and he does not hesitate to retrieve them if his plantation is attacked.
Beneath the desk is a loose floorboard (DC 25 Spot or DC 20 Search to find), under which the Don keeps a strongbox holding his profits. The box requires a DC 20 check to open, or has hardness 10 and 20 hit points; it contains 2000 pieces of eight.

B. Slaves' and Overseers' Quarters
Each of these small buildings is one story in height and laid out in a similar manner. There is a table, barrels of food and water, a hearth, a couple of beds and a shelf. The beds for slaves are crude but practical, while those for the overseers are bunked and a little more comfortable. While the slaves' quarters contain little else of interest, that of the overseers holds their most recent payments (100 poe for each regular overseer, and 200 for the boss), along with a variety of mundane items: a small keg of gunpowder, with paper, wadding and balls for cartridges; a lady's handkerchief; and a book, Don Quixote.

C. Drying and Storage Building
This large wooden building is filled with barrels of tobacco. It has a broad, flat roof that is used for drying the freshly harvested plants. One end of this building contains stalls for four horses and a wagon, along with tack and harness. The other end is filled with barrels of dried tobacco totaling a ton, worth two thousand pieces of eight.

D. Dock
Two rows of stout wooden pilings support the dock, and a small fishing boat is usually tied between two of them. This is, of course, where visitors make landfall and cargos are unloaded. Because the water here is shallow, ships are forced to anchor some hundred feet offshore and send in short boats.

Strategy
If the PC's choose to approach the plantation first, stealth or trickery could be very important. The four overseers, plus Don Jorge and his son, use cover to their advantage in hopes of holding off an attack; if pressed, Herve makes a run for the storage building and then attempts to go for help on horseback.


Event 4—The Second Option: By Sea
Another option is for the PC's to lie in wait for the Delores, then to attack it or otherwise gain control of it. This probably presents a much greater difficulty, but could certainly make for an interesting fight. The ship is crewed by two dozen sailors, in addition to Captain Jimenez, so this should present quite the challenge. Because of this, the PC's would do well to visit the plantation first so as to gain the element of surprise, but clever characters could devise a ruse to help divide and conquer the enemy crew. Here, too, Nneka and his Maroons could contribute to a fight if the PC's are clearly outmatched.
As with other combats involving ships, the GM is encouraged to choose a vessel (and to modify the size of the crew) according to the needs of the campaign—especially since the PC's and their allies might take control of the ship. If a smaller ship is appropriate, something like the sloop depicted at the end of “An Ill Wind Blows” could be a good choice. On the other hand, the brigantine featured in the Corsair rulebook could be a good choice if a large vessel fits the party's needs.
A battle aboard ship provides a good opportunity for some swashbuckling action. Some of the possibilities include the following situations:
*The PC's could lie in wait and feign damage or other troubles, then spring up to attack the slave ship when it comes to investigate.
*Another option is to board longboats and sneak up on the Delores in the night, while it is riding at anchor; the characters could then climb aboard and catch some of the crew unawares.
*Of course, the PC's might just want to come racing in with full sails, open fire, and then close for a boarding action.
*The sailors are ready for trouble, being prepared in case their human cargo should ever revolt; they have four swivel guns mounted with a clear line of fire on the main deck.
However the scenario develops, the PC's should have the benefit of the doubt when it comes to reasonably innovative tactics.
If they succeed, they have scored a major victory for freedom as well as for their own profit. In addition to thirty slaves, the vessel carries two thousand pieces of eight as well as provisions (hardtack, salted beef and a decent wine) to last the crew two weeks.


Conclusion
If the PC's succeed in liberating the slaves, they win a devoted group of allies in Nneka and his fellows. The ex-slaves insist that the PC's should keep any treasures claimed, although they are interested in splitting the provisions and other foodstuffs. The PC's also earn enough experience to advance to third level.

Further Adventures
Naturally, this scenario sets up a number of other possible adventures; detailed here are just a few of the possibilities.
*While Nneka is pleased with this victory, the Maroon is by no means completely satisfied. Indeed, he has an idea for a pirate vessel crewed by former slaves that can prowl the waters between the Caribbean and Africa, one that could help free many more from their bonds. If the PC's are interested in being a part of this, he would much appreciate their aid.
*Of course, the Spanish government isn't going to take this attack lightly. They step up patrols throughout the area and, if there are any survivors who can describe the, they put a price on the head of each PC.


Appendix 1—Dramatis Personae

Manuel Gonzalez—use the stats for a Sailor; see below.

Don Jorge Gutierrez
Warrior 5; CR 4; Size medium; HD 5d8+10; hp 36; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); Atk +9 (2d4, masterwork pistols) or +7 (1d6+1, masterwork cutlass); AL LN; SV: Fort +6, Ref +4, Will +2; Str 13, Dex 16, Con 14, Int 8, Wis 12, Cha 10.
Background: Military.
Skills: Climb +7, Jump +7, Survival +7, Swim +7.
Feats: Armor Proficiency (light), Far Shot, Point Blank Shot, Precise Shot, Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, masterwork cutlass, pair of masterwork pistols.

Don Jorge is a proud fellow who thinks himself righteous; it is up to the PC's to show him the error of his ways. While he would consider them to be heathen scallywags, he thinks nothing of owning other people and forcing them to labor for his profit.

Herve Gutierrez
Warrior 3; CR 2; Size medium; HD 3d8+6; hp 23; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 armor); Atk +5 (2d6, short musket) or +4 (1d6+1, cutlass); AL LN; SV: Fort +5, Ref +3, Will +2; Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10.
Background: Military.
Skills: Climb +5, Jump +5, Survival +5, Swim +5.
Feats: Armor Proficiency (light), Far Shot, Point Blank Shot, Precise Shot, Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, cutlass.

Hernando is the spitting image of his father, albeit younger. He has been raised in privilege, a fact that is apparent in his not quite foppish mannerisms. Even so, he has learned to handle a sword and should not be underestimated in a fight.

Captain Salvator Jimenez
Expert 5; CR 4; Size medium; HD 5d6+5; hp 25; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +3 (1d6, cutlass) or +2 (2d6, pistol); SQ details; AL LN; SV: Fort +2, Ref +0, Will +7; Str 10, Dex 8, Con 12, Int 13, Wis 16, Cha 14.
Background: Seaman.
Skills: Appraise +9, Climb +4, Diplomacy +10, Knowledge (navigation) +9, Knowledge (sea lore) +9, Listen +13, Profession (sailor) +14, Sense Motive +11, Spot +13, Survival +11.
Feats: Alertness, Seagoing, Skill Focus (Profession: sailor).
Fortunes: Been-Round, True Thomas.
Equipment: Sailor's clothing, cutlass, pair of pistols, logbook, pouch with 100 poe, pipe and tobacco.

Captain Jimenez plays the part of a swaggering sea captain, but in truth he is something of a coward. He is also cruel and self-centered, which makes him the ideal candidate to command a slave ship. While he is full of bravado when first encountering trouble, a show of superior strength can quickly change his attitude.

Maroons
Warrior 1; CR 1/2; Size medium; HD 1d8+2; hp 10; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 armor); Atk +3 (2d6, short musket) or +2 (1d6+1, cutlass); AL LN; SV: Fort +4, Ref +2, Will +1; Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10.
Background: Military.
Skills: Climb +3, Jump +3, Survival +3, Swim +3.
Feats: Armor Proficiency (light), Point Blank Shot, Precise Shot, Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, cutlass.

These slaves are eager to gain their freedom and can fight back if given hope of success.

Nneka
Ranger 4; CR 4; Size medium; HD 4d10+8; hp 34; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 buff coat); Atk +7 (2d6, short musket) or +6 (1d6+2, buccaneer knife); AL CN; SV: Fort +6, Ref +7, Will +3; Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 8.
Background: Native.
Skills: Heal +6, Hide +12, Listen +9, Move Silently +12, Spot +9, Survival +9, Swim +9, Use Rope +10.
Feats: Armor Proficiency (light), Endurance, Point Blank Shot, Precise Shot, Stealthy, Track Weapon Proficiencies (simple, martial).
Fortunes: Doll’s Eyes.
Equipment: Short musket, buccaneer knife, backpack.

Nneka is one with the wilderness, a warrior who can appear from the jungle to strike and then disappear just as quickly. At times when he can pause from his duty to his people, however, he is a downright jovial soul who enjoys the simple pleasures of life. His avowed purpose is to liberate as many of his people as possible from life as slaves.

Overseers
Warrior 1; CR 1/2; Size medium; HD 1d8+2; hp 10; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 armor); Atk +3 (2d6, short musket) or +2 (1d6+1, cutlass); AL LN; SV: Fort +4, Ref +2, Will +1; Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10.
Background: Military.
Skills: Climb +3, Jump +3, Survival +3, Swim +3.
Feats: Armor Proficiency (light), Point Blank Shot, Precise Shot, Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, cutlass.

These are tough and cruel fellows, ones who prefer nothing more than to follow orders and live comfortably.

Ignacio, Boss Overseer
Ranger 4; CR 4; Size medium; HD 4d10+8; hp 34; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 buff coat); Atk +7 (2d6 or 2d4, short musket or pistol) or +6 (1d6+2, cutlass or buccaneer knife); AL CN; SV: Fort +6, Ref +7, Will +3; Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 8.
Background: Native.
Skills: Heal +6, Hide +12, Listen +9, Move Silently +12, Spot +9, Survival +9, Swim +9, Use Rope +10.
Feats: Armor Proficiency (light), Endurance, Point Blank Shot, Precise Shot, Stealthy, Track Weapon Proficiencies (simple, martial).
Fortunes: Doll’s Eyes.
Equipment: Short musket, pair of pistols, cutlass, buccaneer knife, backpack.

Ignacio's cruelty is only matched by his cunning. He is a deeply wicked fellow who relishes in the chance to enforce his will on others, something he does frequently. The overseer is also quite vengeful, and refuses to let anything go unpunished that he deems a slight to his authority or his honor.

Sailors
Warrior 1; CR 1/2; Size medium; HD 1d8+2; hp 10; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +3 (1d6+2, belaying pin or gaff hook) or +2 (ranged); SQ details; AL LN; SV: Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10.
Background: Seaman.
Skills: Climb +6, Knowledge (sea lore) +3, Profession (sailor) +5.
Feats: Power Attack, Seagoing.
Fortunes: Superstitious.
Equipment: Sailor's clothing, gaff hook or belaying pin, miscellaneous possessions.