-Nate
Interlude 23: The
Thieves
It's a well-known
fact that pirates, after scoring a valuable haul of booty and
returning to port, like to spend their money. Usually this results in
them binging on booze and conjugal company, until such time as the
money is gone and they must return to the sea in search of more.
During such times it is not just the tavern keepers and prostitutes
whose attention the pirates attract, however; sometimes these
spendthrift ways attract thieves, too.
Take, for
example, the following group of burglars and pickpockets. They could
make an appearance at some point between adventures, just when the
PC's are looking to do some celebrating and outfitting.
Rogue 6; CR 5; Size medium; HD 6d6; hp
23; Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+1 Dueling Jacket, +3 Dex);
Atk +4 (1d6, buccaneer knife) or +7 (2d4, pistols); SQ Sneak Attack
+3d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge; AL CN; SV:
Fort +2, Ref +8, Will +1; Str 12, Dex 16, Con 10, Int 14, Wis 8, Cha
14.
Background: Scum (Hide and Sleight of
Hand).
Skills: Appraise +11, Climb +10,
Disable Device +11, Hide +11, Knowledge: local +11, Listen +3, Move
Silently +11, Open Locks +11, Search +11, Sleight of Hand +11, Tumble
+11, Use Rope +11.
Feats: Leadership.
Fortunes: Worm.
Equipment: Clothing, dueling jacket,
buccaneer knife, two pistols, set of thieves' tools.
Reynard is a
good-looking Frenchman of medium height and build, with dark hair and
eyes. As such, he can blend in well in both English and Spanish
ports, by playing the role of the Huguenot or the Catholic. He is an
avid opportunist, seeking chances to increase his own wealth by
liberating it from others. To that end, he has gathered around
himself a loose confederation of like-minded individuals and is
always on the lookout for people who've acquired money and can be
separated from it.
Rogue 4; CR 3; Size medium; HD 4d6; hp
16; Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+1 dueling jacket, +3 De);
Atk +X (damage, type) or +X (damage, type); SQ details; AL X; SV:
Fort +X, Ref +X, Will +X; Str 12, Dex 16, Con 10, Int 14, Wis 8, Cha
13.
Background: Scum (Hide and Sleight of
Hand).
Skills: Appraise +9, Climb +8, Disable
Device +9, Hide +9, Knowledge: local +9, Listen +3, Move Silently +9,
Open Locks +9, Search +9, Sleight of Hand +9, Tumble +9, Use Rope +9.
Feats: Details.
Fortunes: Worm.
Equipment: Clothing, dueling jacket,
buccaneer knife, two pistols, set of thieves' tools.
Bruno is Reynard's
second-in-command, and in many ways styles himself after the more
experienced rogue. He is not merely a toady, however; for example, he
does not hesitate to abandon his fellows if it means saving his own
skin when a plan goes awry.
Rogue 1; CR 1/2; Size medium; HD 1d6;
hp 6; Init +X (breakdown); Spd 30 ft.; AC 13 (+1 dueling jacket, +2
Dex); Atk +1 (1d6+1, buccaneer knife) or +2 (2d4, pistols); SQ Sneak
Attack +1d6, Trapfinding; AL CN; SV: Fort +0, Ref +4, Will -1; Str
12, Dex 15, Con 10, Int 14, Wis 8, Cha 13.
Background: Scum (Hide and Sleight of
Hand).
Skills: Appraise +6, Climb +5, Disable
Device +6, Hide +6, Knowledge: local +6, Listen +3, Move Silently +6,
Open Locks +6, Search +6, Sleight of Hand +6, Tumble +6, Use Rope +6.
Feats: Details.
Fortunes: Worm.
Equipment: Clothing, dueling jacket,
buccaneer knife, two pistols, set of thieves' tools.
These fellows also
blend in well with their surroundings, a trait that is useful given
their profession. They are just as self-concerned as their leaders;
they can work together to their own gain, but might turn on each
other if there is need.
Using the Thieves
Reynard and his
band of rogues could become involved in a campaign in a number of
ways.
- If they should encounter a band of newly wealthy people, such as pirates returning to port after a successful cruise, the thieves could choose them as targets.
- Taking that a step further, the thieves might be hired to acquire a particular piece of loot from somebody, perhaps a map, an important letter or the like.
- If the thieves became really desperate, they might even let themselves be hired to assassinate someone—perhaps even by one of the party's enemies, to settle an old score.
- Should the PC's have a run-in with the rogues and need to pursue them, this could develop into a chase; refer to the relevant interlude for more details.
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