Sunday, February 5, 2012

Interlude--The Sirens

Today's post builds on an existing monster and the old legend of Odysseus's encounter with sirens.

-Nate


Interlude--Sirens
Many are the stories of enchanting women from amidst the legends of the world. Some have aided heroes in their adventures, while others have beguiled and misled the, but all have possessed a mystical power. Among them, few have been more intriguing than the sorceress Morgan le Fey and the sirens. According to the tales, Le Fey was a powerful magician who could alter the way that others perceived reality, while the latter was a group of sea women whose song could possess a man's mind. While some might dismiss these stories as nothing more than fanciful entertainment, others know the truth behind them. There are sirens who dwell in the more remote parts of the Mediterranean Sea, and they are learned in the ways of magic. Indeed, it is they who are responsible for the mysterious occurrences known as fata morgana, illusions that appear to mariners sailing in these parts. Whether or not there is any direction connection between the sirens and Morgan le Fey, however, remains to be seen.

Siren Sorceress Neophyte
Female Siren Sorcerer 1; CR 5; Size medium; HD 3d8+1d4+4; hp 20; Init +1 (+1 Dex); Spd 30 ft., Swim 50ft.; AC 11 (+1 Dex); Atk +4 (1d4+1, dagger); SQ Paralyzing beauty, song of longing, spell-like abilities, alter self, darkvision 60 ft.; AL N; SV: Fort +2, Ref +4, Will +9; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 18.
Background: NA.
Skills: Bluff +11, Concentration +5, Disguise +10, Knowledge (arcana) +5, Listen +7, Perform +7, Sense Motive +6, Spellcraft +5, Spot +7.
Feats: Alertness, Iron Will.
Fortunes: None.
Equipment: Spell component pouch, other trinkets.
Spells Known: 4 0-level, 2 1st-level. Daze, detect magic, read magic, resistance; mage armor, sleep.
Spells per Day: 5 0-level, 4 1st-level.

Siren Sorceress Apprentice
Female Siren Sorcerer 4; CR 8; Size medium; HD 3d8+4d4+7; hp 34; Init +2 (+2 Dex); Spd 30 ft., Swim 50ft.; AC 12 (+2 Dex); Atk +6 (1d4+1, dagger); SQ Paralyzing beauty, song of longing, spell-like abilities, alter self, darkvision 60 ft.; AL N; SV: Fort +3, Ref +6, Will +11; Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 18.
Background: NA.
Skills: Bluff +11, Concentration +8, Disguise +10, Knowledge (arcana) +8, Listen +7, Perform +7, Sense Motive +6, Spellcraft +8, Spot +7.
Feats: Alertness, Combat Casting, Iron Will.
Fortunes: None.
Equipment: Spell component pouch, other trinkets.
Spells Known: 6 0-level, 3 1st-level, 1 2nd-level. Dancing lights, daze, detect magic, ghost sound, read magic, resistance; mage armor, silent image, sleep; hypnotic pattern.
Spells per Day: 6 0-level, 7 1st-level, 4 2nd-level.

Siren Sorceress Mistress
Female Siren Sorcerer 6; CR 5; Size medium; HD 3d8+1d4+4; hp 20; Init +1 (+1 Dex); Spd 30 ft., Swim 50ft.; AC 11 (+1 Dex); Atk +4 (1d4+1, dagger); SQ Paralyzing beauty, song of longing, spell-like abilities, alter self, darkvision 60 ft.; AL N; SV: Fort +2, Ref +4, Will +9; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 18.
Background: NA.
Skills: Bluff +11, Concentration +5, Disguise +10, Knowledge (arcana) +5, Listen +7, Perform +7, Sense Motive +6, Spellcraft +5, Spot +7.
Feats: Alertness, Combat Casting, Iron Will, Leadership.
Fortunes: None.
Equipment: Spell component pouch, other trinkets.
Spells Known: 7 0-level, 4 1st-level, 2 2nd-level, 1 3rd-level. Arcane mark, dancing lights, daze, detect magic, ghost sound, read magic, resistance; charm person, mage armor, silent image, sleep; hypnotic pattern, invisibility; major image.
Spells per Day: 6 0-level, 7 1st-level, 6 2nd-level, 4 3rd-level.

Siren sorceresses tend to focus on spells from the schools of enchantment, illusion and abjuration. They enjoy toying with their victims, beguiling their minds and misleading them. The GM can always adjust their spell selection for the needs of the campaign, of course. For example, a group of siren sorceresses working as shipwreckers could focus on more powerful offensive magic to use against approaching vessels.

In this way, sirens could serve a variety of purposes in a campaign; a few of the possibilities are detailed here.
*In a traditional way, the sirens could use their illusions to lead unfortunate vessels into dangerous rocks.
*The enchanting women could also become involved in the politics of the region, perhaps serving as spies for those who buy their services. Given the myriad conflicts between the Barbary States, Spain and other countries of Europe, this could develop into a web of possible intrigues.
*Of course, if particularly valuable treasures are involved—and especially if they can provide access to greater magic—the sirens could always choose to operate on their own behalf.
*Those with powerful enchantment magic at their disposal could also use it to control monsters of the sea, using them to extort money from ships or seaside communities, or for other purposes.
*Those sorceresses who summon familiars—usually sea birds or dolphins—could use them as spies and messengers.
As indicated above, the sirens could thus serve as a single challenging encounter, or running into them might be the introduction to a series of intrigues and related events.

1 comment:

  1. I think an evil dolphin spy would be a surprise for most players.

    Thanks for keeping up with this. I have most of the issues of Buccaneers and Bokor, a physical copy of the main book, and run a Savage Worlds Pirates of the Spanish Main game. I appreciate your hard work and ingenuity, even if I haven't had a chance yet to steal any of your ideas.

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