Happy 2013!
-Nate
Living Legends
This scenario is Part 14 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
ninth-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.
Background
For a long time now, the use of arcane magic has been on decline in
the world. This is due to a number of factors. One is the growing use
of technology, especially with such inventions as gunpowder; it is
now much easier to create powerful weapons without relying on magic
to do so. Another influence is the persecution of those who practice
the eldritch arts, especially by representatives of the monotheistic
traditions—Judaism, Christianity and Islam. Together these elements
have made such practices so rare that many people believe tales of
sorcery to be nothing more than tenacious folklore or flights of
fancy.
The rather recent discovery of the New World has added some credence
to those old stories. For example, reputable sources who have visited
the Caribbean and the Spanish Main have brought back to Europe
reports of Voodoo practitioners, Aztec and Mayan rituals in the like.
This has brought about a resurgence of interest in the subject, and
thus has caused people to look with renewed credulity on old
traditions regarding the arcane arts.
Nowhere is this interest more evident than in London, where an
organization known only as the Cabal operates. This secretive band of
scholars is steeped in occult research, studying everything including
reports of witchcraft, Arthurian legend, native traditions, Biblical
scholarship, mythology and the like. All throughout these myriad
subjects they seek a common thread, any hint of means by which to
harness eldritch influence.
Not long ago one agent of the Cabal, Ephraim, learned of recent
events in the Mediterranean and Caribbean Seas involving a band of
pirates, a sea witch and a North African scholar familiar with
ancient legends. Through his investigations he tracked down Mustafa
Al-Aqil, an associate of the Algerian corsairs who had studied the
legends of the region in detail. Once he learned the extent of
Mustafa's expertise, Ephraim pressed him into service of the Cabal.
What he did not know, however, was that his prisoner's servant,
Yusuf, witnessed the kidnapping and decided to do something about it.
Knowing that it was an Englishman who was behind the crime, and that
Mustafa had recently had a run-in with certain scallywags from the
Caribbean, Yusuf decided to gamble on a desperate ploy: he sailed for
Jamaica, hoping to find said scallywags and recruit them for a rescue
mission.
At the same time, the agents of the Cabal and their associates
remain on the island, searching for the treasures of the witch Circe.
So far they have been stymied by the puzzles that they have found.
For that reason they've moved their ship away from the island, so as
not to attract attention, but a team of agents remains among the
ruins.
Introduction
This adventure is meant to take place some time after the events of
“Fortune & Glory,” detailed previously. It is not so much a
direct sequel, however, and provides a good opportunity to introduce
a new group of heroes into this series of scenarios.
If this adventure is being used as part of the Come Hell or High
Water campaign, then some time should pass between the end of
“Fortune and Glory” and the start of these events. By this point
in the series, the PC's have become ship's captains and other
influential individuals, and no doubt have business of their own to
pursue. That might include enjoying the spoils of previous scenarios,
recruiting sailors to serve as part of a growing band of ships,
hunting for prizes and plunder, tying up loose ends from previous
story lines or even settling old scores from characters' background
tales. Whatever the case, some time has passed since their last
adventure.
On the other hand, if this is being used as a stand-alone scenario
or as an introduction to the next series of adventures, the GM might
need to do a little finagling. In such a case, the servant Yusuf
might head for Port Royal in search of a Non-Player Character, albeit
one who is familiar to one or more of the PC's. Alternately, one of
the PC's might have met Mustafa al-Aqil during prior business, and
made an impression that leaves him willing to seek help from that PC.
Of course, the PC's could just happen to be in the right place at the
right time, and thus become embroiled in these events.
Whatever the case, the PC's happen to be in Port Royal when the mob
gathers to exact its misconstrued justice on an innocent man.
Encounter 0—Downtime
Before this adventure even begins, it is important to know what the
PC's have been doing up to this point. If this adventure is being
used as a one-shot scenario, this information could be part of the
Player Characters' backstories. On the other hand, if the GM is using
this as part of the Come Hell and High Water campaign, those
details reveal what the PC's have been doing since the events of
“Fortune and Glory.” The chances are good that, in possession of
a sizable treasure, they have been expanding their spheres of
influence and celebrating their windfall. This could include buying
and outfitting ships, setting off on personal business, whooping it
up in port, and the like.
Once these decisions have been made, they set the stage for the
start of this adventure. The PC's could have something of a
homecoming, perhaps meeting up at the Sign of the Boar's Head or a
similar location. Alternately, they might be down at the docks,
having just arrived in town, when news of trouble reaches them.
Whatever the case, they can share tales of their doings sooner or
later, prior to or during their run-in with the mob.
Encounter 1—The Mob
There's no kind of justice like angry mob justice. At least, this is
the guiding principle when a group of Port Royal sailors and similar
types learns that a vessel from the Barbary Coast has arrived at the
docks, and they decide to take the law into their own hands. As such,
they gather a group of civically minded associates and head to the
docks to deal with the menace once and for all. They gather a variety
of weapons with which to do their worst. To set this scene, refer to
the map of the dock and sloop. When the PC's arrive, the dock is
filled with angry sailor and other malcontents who are out for blood.
As such, they have a number of options for dealing with the mob.
One is to try using Diplomacy. The base DC for talking down these
bloodthirsty cutthroats is 30. The GM should feel free to apply
various +2 circumstance bonuses, however, depending on specific
developments. Some of the possibilities include the following:
- Good roleplaying, including an appropriate speech
- An impressive show of force, perhaps along with an Intimidate check
- Being festooned with weapons, and displaying skill in using them
- Other tactics, at the GM's discretion
Of course, the flip side of these benefits could arise in the form of
penalties for poor attempts to cow the cutthroats.
There's always a chance, of course, that the PC's aren't interested
in helping out these strangers. Should that happen, Yusuf takes it
upon himself to make contact with them. To do so he first appears on
deck and calls out to them, asking for assistance. If need be, he
next tries to reach them directly, hoping to be able to share his
story and thus win their cooperation. He might even resort to
offering wealth or other such enticements—after all, through his
research, Mustafa is almost certain to know where such things can be
found.
Mob Tactics
Should the PC's choose not to intervene, or fail in their efforts to
do so, then in the end the mob has its violent way with the
newcomers. These enraged ruffians could even turn their wrath upon
the PC's, if they come to the conclusion that they're working with
the “foreign spies.” There could still be a chance to learn what
has transpired regarding Mustafa, however—perhaps from evidence
aboard the ship or from something that a member of the mob
overhears—unless the PC's are decidedly disinterested in following
such a course.
Encounter 2—Making
Ready
As long as the PC's do have an interest in such matters, they can set
about pursuing this business.
The Servant's
Story
Once he is safe, Yusuf can tell his story. The GM can make this as
straightforward or elaborate as desired; it includes the following
details.
- Two months ago, his master was kidnapped by a group of Englishmen. They had previously sought to consult with him about his research, but he refused to do business with them.
- Yusuf does recall that they mentioned one word repeatedly—moly.
- He did manage to learn that they sailed aboard a ship known as the Duke, and that they were headed northward from Djerba when they departed.
- The servant believes that they sought his master in order to employ his extensive knowledge of the world's legends—but to what end, he has no idea.
- Suspecting that he would do better with the aid of other Englishmen, Yusuf decided to seek out the PC's.
Although this isn't much information with which to work, it should
provide a place from which to start.
Learning More
What is more, the PC's can supplement these details using their own
knowledge or investigation. Checks in relevant fields of Knowledge,
as detailed below, can reveal the following tidbits, depending on
their results.
Result / Details
(Knowledge: local or nobility)
0-9 / Nothing
10-19 / The Duke is a vessel that belongs to a small company
out of London known as the English Expedition Society. It is believed
to have considerable wealth and influence from its supporters.
20-29 / That organization is known to deal in trade goods from around
the world, but more specifically specializes in exploring distant
lands—those beyond the edge of existing maps.
30+ / The Society is even rumored to pursue relics and lore
pertaining to occult research.
Result / Details
(Knowledge: arcane)
0-9
/ Odysseus is the hero in the Greek epic The
Odyssey, written by the
poet Homer.
10-19 / In that tale, Odysseus encountered the enchantress on her
island, Aeaea. The story has it that she turned his men into animals.
20-29
/ He was able to defend against her magic by using an herb known as
moly,
shown to him by the god Hermes.
30+ / Some scholars believe that the island known as Aeaea lies off
the coast of Elba, based on claims made in the later epic Argonautica
by Apollonius of Rhodes.
Should they fail to acquire any of these details, either through
Knowledge checks or the use of the Gather Information skill, the PC's
could spend some coin and hire a specialist for help. This could
entail another roleplaying challenge, as the PC's may not wish to
divulge the full nature of their plans. What is more, at the GM's
discretion, said person could take a particular interest in the
matter, perhaps providing additional complications in the future.
Other
Preparations
Once they possess the necessary information, the PC's can make ready
their ship and crew. This could entail laying in provisions,
acquiring additional weapons or other gear, perhaps hiring additional
hands and the like. There is also the matter of making room for
Yusuf, who suggest that he should sail aboard the party's vessel.
After they've completed the necessary tasks, the PC's can set sail.
Encounter 3—In
Transit
As during previous adventures, such as “Treacherous Waters” and
“Fortune and Glory,” the voyage across the Atlantic can be as
quick and easy or as fraught with peril as is appropriate to the
desires of the GM and players, as well as the needs of the campaign.
Refer to the prior scenario for suggestions about handling navigation
and other shipboard affairs during the crossing.
It takes about a month to make the run from the Caribbean Sea to the
mouth of the Mediterranean at Gibraltar. During that time the GM
could introduce any number of encounters. Particularly appropriate
would be such Interludes as “The Storm,” “The Stowaway,”
“The Serpent,” “The Menagerie,” “The Competition 2,” or
“The Jonah.” Once they've reached the Mediterranean, the PC's
might have run-ins such as “The Sirens,” “The Ship-Wrecker”
or “The Hazards.”
Additionally, if the PC's participated in the events of “Treacherous Waters” and/or “The Eye of the Storm,” they could find unfinished business from those scenarios awaiting them. For example, depending on how they treated such characters as Hussein “The Hunter” Ra'is and Captain Luciano Vittorio, either of those people could be on the lookout for the characters' return.
Refer to the article “Corsairs of the Mediterranean” for a map of this region.
Stopping by
Djerba
If the PC's were unable previously to acquire the necessary
information, they might think to make a stop at Mustafa's home on the
island of Djerba. Should that be the case, refer to the appropriate
encounter in the scenario “Treacherous Waters” for details
regarding that location and what they might find there.
Encounter 4—Landfall
As mentioned above, the island of Aeaea lies not far from the island
of Elba, along the western coast of Italy to the northwest of Rome.
It rises out of the sea almost like a spire, a tower of rock with a
sandy shore around its base and scrubby forest surrounding its crown.
At first glance it might seem to be uninhabited, as there are no
signs of ships or settlements. There is a small bay for making a
landing, however (something that the PC's could notice with a DC 15
Search or Spot check). Similarly, nested atop the hill amongst the
tangle of greenery, is an ancient palace (DC 20 check). Once the PC's
do make landfall, refer to the following area descriptions for more
details.
A. Bay
In addition to providing a safe and secure anchorage for vessels, the
PC's could find evidence of their opponents' movements here. To that
end, a DC 15 Survival check to track reveals a number of details. For
one thing, a number of people made landfall, and then trekked up the
hillside to the castle at the top (Area D). Succeeding by five or
more reveals that the same people—albeit a slightly smaller
number—made the return trip. This should imply that there are still
agents of the Cabal on the island, but it is up to the PC's to
determine the meaning of these details.
B. Cave
This natural location has long provided a place of shelter; those
PC's who are familiar with The Odyssey might recognize it as
resembling (or being?) the one mentioned in that tale. What is more,
a DC 20 Search check here reveals, mostly buried in the mud, a gold
coin with the picture of a king on one side, along with a name in
Greek letters—ΠΡΙΑΜ
ΒΑΣΣΙΛΕΥΣ.
C. Moly
One of the Cabal's objectives on this island is the acquisition of
moly, the magical herb that protects against arcane magic. Its
agents have already run roughshod over the area, leaving little for
the PC's to harvest. Even so, those who are careful could still (DC
25 Search check, given the right information, or DC 20 Survival
check) find some of the plant—enough for two doses—that is still
useful.
Refer to Appendix 3 to find rules for harvesting and using moly.
D. Palace
This structure, the focus of the Cabal's activities on the island, is
detailed in the next encounter, below. It is important to note as the
PC's approach, however, that the Cabal does have guards posted around
the palace. They might be relatively sedate, if they don't expect
trouble, or they could be on the alert if they've sighted a ship or
heard gunfire.
Other Encounters
While they are exploring, the PC's might also run into a variety of
encounters. Some of them could be useful, while others might only be
distracting. The GM can introduce them with discretion, depending on
the allowance of time, the desires of players and the needs of the
campaign.
For one thing, the island is inhabited by the offspring of animals
descended from people who were ensorcelled by Circe. Because of that,
these creatures are much more intelligent than ordinary beasts. These
include, in particular, wild boards and monkeys. The monkeys, given
their normal level of intelligence, could be especially amusing. They
might take an interest in something shiny that the PC's possess,
swooping in to snatch it before making an escape. In addition to
providing comic relief, they could—if the PC's figure out how to
communicate with them—be able to provide information about what has
been happening on the island. The wild pigs tend to be much more
elusive, preferring to live and let live. Even so, should the PC's
seek to do some hunting, they might find their prey to be
surprisingly intelligent and communicative. Refer to Appendix 2 to
find stats for these creatures.
Depending on their own actions, the PC's might provoke an encounter
with agents of the Cabal before reaching the palace. For example,
should one of the characters fire a pistol or musket while on the
island, it would surely attract some attention. In such a case, a few
of the mercenaries come to investigate the
matter.
Encounter 5—The
Palace
Refer to the appropriate map for the following area details. At first
glance, the PC's see the following sight.
Rising out of the surrounding jungle is a building of polished
white marble, one that was probably once beautiful but that now has
fallen on hard times. One or two of the columns have toppled, and
part of the roof has collapsed.
Remember that, as mentioned above, that there could be mercenaries on
alert around the palace, depending on previous developments. For that
reason, the PC's might need to use stealth as they make their
approach.
1. Main Hall
Broad marble steps lead up to a pair of large stone doors; they are
closed when the PC's arrive. This presents them with an obstacle,
since opening them requires a DC 15 Strength but causes a cumulative
-1 penalty on any efforts to Move Silently for every point less than
25. Of course, just how the PC's approach this situation in many
different ways depending on what has happened previously.
2. Servants' Quarters
Although this area once provided sleeping quarters for those who
served in the palace, it is now empty but for a pile of burned wood
used by interlopers as a fire.
3. Dining Room
This room is empty; visitors have long since pillaged anything of
value and burned or disposed of anything else.
4. Kitchen
The far end of this chamber is occupied by a broad hearth filled with
now cold ashes. There's also a spit for roasting meat that could
serve as an improvised tool or weapon if needed.
5. Shrine to Hecate
One end of this chamber is dominated by an elaborate shrine, one with
a broad base and a small roof over the top of it. There is a
life-sized (for humans) depiction of the goddess. Closer inspection
reveals that she is holding her hands outward, with them slightly
open as if ready to hold things in them. With that in mind, a DC 15
Knowledge (arcane or religion) check reveals that Hecate is commonly
depicted with a pair of torches. Should a pair of such items be lit
and put into her hands, the heat that they generate unlocks a hidden
vault at the base of the shrine. A DC 25 Search check can reveal the
presence of the vault, but not necessarily how to open it.
Inside that area are the palace's lost treasures; refer to Appendix 3 to find some suggestions for what it might contain.
6. Bedchamber
Outside of a small dais where Circe's bed once stood, there is
nothing of interest here.
7. Bath
A short set of stairs leads down into this waist-deep pool. Now,
instead of holding luxuriously warm water, however, it is partially
filled with detritus and debris. Among the rotting plant material,
burned wood and the like is the nest for a mated pair of huge viper
snakes. They defend their nest if anyone should stumble into it, but
do not actively go in search of prey.
Developments
When
the PC's arrive here, they are likely to find the Cabal agent,
Ephraim Grey, along with a number of mercenaries.
Mustafa is also present and looking the worse for wear, as Ephraim
has been encouraging him to share his knowledge in a less-than-gentle
manner. Given the situation, Ephraim and his men are feeling more
than a little defensive, but not necessarily hostile. Since they're
having trouble finding the hidden cache beneath the shrine, Ephraim
is even willing to parley if it might help him find a solution.
For that reason, should the PC's decide to conceal their true
purpose, they might be able to play off their arrival as a
coincidence. This could lead to a good roleplaying situation in which
Mustafa tries to communicate surreptitiously with the PC's. Since
Ephraim is eager to recruit new help, PC's who seek to hide their
true purpose receive a +2 circumstance bonus to such efforts. Of
course, even if the Cabal's agent is willing to accept assistance, it
doesn't mean that he won't betray his ersatz allies when an
opportunity presents itself.
Encounter 6—Landfall,
Again
Said opportunity could arise when the rest of the Cabal's agents,
aboard the Duke, returns to the island. Here again, just how
the situation plays out is likely to require a good deal of
adjudication on the part of the GM. Should it be necessary, refer to
the deckplans below for the layout of the vessel.
Approach
As
the Duke
approaches the island, it's important to know if any of the PC's or
their allies is in position to notice it. Characters who might do so
should make Search or Spot checks, with the outcome determining how
much time they have to react. Refer to the following table for times
based on check results.
Check / Time to
React
0 – 9 / 5 minutes
10 – 19 / 10 minutes
20 – 29 / 15 minutes
30 – 39 / 20 minutes
40+ / 25 minutes
Arrival
During this time, the crew of the Duke maneuver it into the
bay, drops anchor and lowers its shore boats—that is, unless
they're given a reason to do otherwise. Assuming that the party's
vessel is anchored in the bay, the crew of the Duke can make a
similar Search or Spot check, albeit with the DC's increased by five
to represent the benefit of cover. If they notice the newcomers
before reaching the bay, they instead drop anchor outside of it, then
lower longboats and send ashore soldiers before moving closer and
hailing the unknown vessel. On the other hand, if they don't notice
the party's ship until reaching the bay, they may be forced to parley
before being able to employ other strategies.
In the event that the mercenaries do hail the party's vessel, this
could provide an opportunity for troupe-style play. Should this
occur, one player might be chosen to portray the ranking officer,
with other players assigned to various supporting characters. Indeed,
this could providing an interesting change of pace if someone
accustomed to a less eloquent PC's is called upon to speak for a
smooth-talking crew member. (Refer to the article “A Motley Crew”
for suggestions regarding keeping track of the lower-ranking crew
aboard a ship.)
While all of this is transpiring, the PC's should be going about
their own business. Here again, GM adjudication is crucial. It might
be possible that, if the heroes reach an accord with Ephraim and his
fellows, they can diffuse any possible conflicts. On the other hand,
if a fight should erupt, it could sprawl across the island and onto
the waters. Whatever the case, it should lay the groundwork for
future intrigues.
Conclusion
This scenario can end in many different ways; a few of the
possibilities are detailed here.
For one thing, the heroes could actually ingratiate themselves with
Ephraim and perhaps even offer their services to the Cabal. Should
that happen, it would have huge implications for this as well as
future adventures. This could lead to a number of roleplaying-based
encounters, in which the PC's meet higher-ranking members of that
organization and try to enter their good graces. Should this go
smashingly well for the PC's, they might even be given a chance to
see Ephraim's secret message.
Another possibility is that the PC's fight with the Cabal's agents; this could end in at least two ways. One is that the PC's defeat these new enemies and claim the spoils, both what the agents carry and the treasures from the hidden cache. At that point they'd be free to go on their merry way, although the Cabal would certainly investigate the matter and perhaps come seeking revenge against them.
On the other hand, the PC's could also be defeated. In that case, if
they aren't killed, they could be taken prisoner to face
interrogation and punishment at the hands of the Cabal. Should that
occur, they would face a lengthy voyage while locked in irons, and
then be delivered to London. At the GM's discretion, they might find
chances to escape from captivity, and maybe even pursue other
adventures, provided they can seize the opportunity for doing so.
The Cypher
If
the PC's do manage to acquire Ephraim's possession, they find among
the goods a cryptic note that consists of numerous sets of four
numbers. This is an encoded message, one that uses Shakespeare's play
The Tempest
as its cypher. Refer to Appendix 4 for more information about this.
Further
Adventures
A few of the possibilities for continuing the story are detailed
below.
- There's a good chance that the PC's have made a powerful enemy. This could manifest in a number of ways, such as clandestine thieves or assassins sent to settle score.
- If they have made a good impression, on the other hand, they might be able to glean more information and perhaps even be hired for future business.
- Should a PC be interested in acquiring a particularly intelligent animal from the island, it could make for all manner of shenanigans.
- The message is, of course, a seed for another adventure.
- Some of the items in the cache, too, could be incorporated into other plots. Circe's information about summoning and questioning spirits is one such, for obvious reasons; in a more subtle way, someone who could brew an elixir of love could also cause some trouble.
Appendix 1—Dramatis
Personae
Mustafa al-Aqil
Shantyman 7; CR 7; Size medium; HD
7d8+7; hp 41; Init +0; Spd 30 ft.; AC 14 (+4 chain shirt); Atk +5
(1d6, staff) or +5 (ranged); SQ Bardic Music, Bardic Knowledge, Bonus
Contacts (3), Vaporing, Fame Tale; AL N; SV: Fort +3, Ref +5, Will
+6; Str 10, Dex 10, Con 12, Int 14, Wis 12, Cha 17.
Background: Gentleman-Adventurer
(Diplomacy, Knowledge: local, Knowledge: sea lore).
Skills: Appraise +12, Diplomacy +15,
Gather Information +13, Knowledge: local +12, Knowledge: sea lore
+12, Perform: oratory +16, Sense Motive +9.
Feats: Armor Proficiency (light),
Negotiator, Port Savvy, Skill Focus (Perform: oratory).
Fortunes: Superstitious.
Equipment: Masterwork chain shirt,
clothing, walking stick, pouch holding 24 p.o.e.
Mustafa al-Aqil is fascinated by the legendary tales told around the
world. Although a devout Muslim, he is especially interested in
researching Greek and Roman myths and the possibility that there is
truth behind the stories. In addition to providing a scholarly
pursuit, he has turned it into a lucrative business by brewing lotus
wine and selling it to unsuspecting buyers, who then make easy prey
for Algerian corsairs. Despite this close connection with the
corsairs, however, Mustafa is not so loyal that he won't consider
other employment if his current occupation becomes too hazardous.
Mustafa's Guards
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.
These fellows are highly mercenary. Although they have a good
arrangement with Mustafa, they are none too zealous in their
convictions and thus can be persuaded to cooperate with enemies who
are much more skilled in the ways of battle.
Ephraim Grey, Agent of the Cabal
Male Wizard 9; CR 9; Size medium; HD
9d4; hp 24; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +4
(1d4, dagger) or +6 (ranged); SQ Spells; AL N; SV: Fort +3, Ref +5,
Will +9; Str 10, Dex 14, Con 10, Int 17, Wis 10, Cha 16.
Background: Scholar.
Skills: Appraise + 5, Concentration
+12, Decipher Script +15, Knowledge (arcane) +15, Knowledge
(geography) +15, Knowledge (history) +15, Spellcraft +18.
Feats: Combat Casting, Leadership,
Mental Acumen, Scribe Scroll, Skill Focus (Spellcraft); Spell Focus
(School).
Fortunes: Enemy, Magic.
Equipment: Clothing, spellbook,
writing materials, pouch of spell components, pouch holding 50 poe,
ring of keys.
Spells per Day: 4/4+1/4+1/3+1/2/1.
Spells Known: (0) Arcane mark,
detect magic, read magic, resistance; (1) Endure elements, identify,
mage armor, magic weapon, protection from chaos/evil/good/law,
shield, true strike; (2) cat's grace, fox's cunning, owl's wisdom,
protection from arrows; (3) arcane sight, dispel magic, haste,
heroism; (4) bestow curse, lesser globe of invulnerability, locate
creature, remove curse; (5) break enchantment, contact other plane.
Ephraim is a dedicated agent of the Cabal, working to fulfill its
objectives around the world. He is not so zealous as to eschew
possible allies, however, and as such will exploit anyone he can. To
that end he can be quite charming and even witty, but this is only a
front for his cunning and calculating nature. Grey dresses like a
proper English gentleman, with a tophat, coat and vest. He is
unfailingly polite, until he dismisses someone as an enemy.
Mercenary Soldier
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, musket,
powder and shot.
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, musket, powder and shot.
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.
Fighter 10; CR 10; Size medium; HD
10d10+20; hp 75; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 buff
coat); Atk +15/+10 (1d8+9, cutlass) or +11 (2d6, musket); AL LN; SV:
Fort +10, Ref +4, Will +4; Str 16, Dex 14, Con 14, Int 10, Wis 12,
Cha 8.
Background: Military (Survival 2
ranks).
Skills: Climb +16, Jump +16,
Professions (sailor) +15, Survival +5.
Feats: Cleave, Far Shot, Great Cleave,
Greater Weapon Focus (cutlass), Greater Weapon Specialization
(cutlass), Point Blank Shot, Power Attack, Precise Shot, Rugged,
Weapon Focus (cutlass), Weapon Specialization (cutlass).
Fortunes: None.
Equipment: Buff coat, masterwork cutlass, masterwork musket, powder
and shot.
These soldiers of fortune are all business. They sell their services
to the highest bidder, working to support that patron in whatever
pursuits he or she might have. For that reason, they do not take the
actions of opponents personally, but that does not mean they aren't
ruthless toward their enemies. They would rather shoot first and ask
questions later, if at all. Of course, should someone offer them more
money, that could always change the situation.
Sea Dog 2; CR 2; HD 2d10+4; hp 19;
Medium-sized; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 dueling
jacket); Atk +4 (1d6+2, club) or +3 (ranged); SQ Favored Ship
(English ships); AL CN; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 13,
Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +6, Climb +7, Jump +7,
Profession (sailor) +6, Survival +6, Use Rope +6.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, buccaneer knife, various improvised
weapons.
Appendix 2—Intelligent
Animals
The animals that live on this island are descended from humans who
were turned into beasts by Circe's magic. Because of this, they are
notably more intelligent than others of their kind. In game terms,
they use the elite array of ability scores rather than the standard
selection. They are smart enough that they can communicate with
people, although they do not speak English or other human languages.
As far as communication is concerned, they could try to use movements
and gestures, along with animal sounds and body language.
The GM can use these ability score adjustments for inspiration about
how to play the animals. All of them are more intelligent than normal
animals, of course, but other changes can provide additional
personality traits. For example, the boar is also wiser and tougher,
making for a careful but relentless foe. The lion, on the other hand,
is more charismatic than others of its kind, relying on its fearsome
presence to cow others. Finally, the monkey is more agile but less
wise, given to mischief.
BOAR
Medium
Animal
|
|
Hit Dice: |
3d8+15
(28 hp)
|
Initiative: |
+1
|
Speed: |
40
ft. (8 squares)
|
Armor Class: |
17
(+6 natural, +1 Dex), touch 11, flat-footed 16
|
Base Attack/Grapple: |
+2/+4
|
Attack: |
Gore
+4 melee (1d8+3)
|
Full Attack: |
Gore
+4 melee (1d8+3)
|
Space/Reach: |
5
ft./5 ft.
|
Special Attacks: |
Ferocity
|
Special Qualities: |
Low-light
vision, scent
|
Saves: |
Fort
+7, Ref +4, Will +4
|
Abilities: |
Str
15, Dex 13, Con 19, Int 6, Wis 17, Cha 4
|
Skills: |
Hide
+4, Listen +9, Move Silently + 3, Spot +7, Survival +8
|
Feats: |
Alertness,
Toughness
|
Environment: |
Temperate
forests
|
Organization: |
Solitary
or herd (5–8)
|
Challenge Rating: |
2
|
Advancement: |
4–5
HD (Medium)
|
Level Adjustment: |
—
|
Though
not carnivores, these wild swine are bad-tempered and usually charge
anyone who disturbs them. A boar is covered in coarse, grayish-black
fur. Adult males are about 4 feet long and 3 feet high at the
shoulder.
Combat
Ferocity
(Ex):
A boar is such a tenacious combatant that it continues to fight
without penalty even while disabled or dying.
LION
Large
Animal
|
|
Hit Dice: |
5d8+10
(32 hp)
|
Initiative: |
2
|
Speed: |
40
ft. (8 squares)
|
Armor Class: |
14
(–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
|
Base Attack/Grapple: |
+3/+12
|
Attack: |
Claw
+8 melee (1d4+6)
|
Full Attack: |
2
claws +8 melee (1d4+6) and bite +3 melee (1d8+3)
|
Space/Reach: |
10
ft./5 ft.
|
Special Attacks: |
Pounce,
improved grab, rake 1d4+3
|
Special Qualities: |
Low-light
vision, scent
|
Saves: |
Fort
+6, Ref +6, Will +5
|
Abilities: |
Str
23, Dex 15, Con 15, Int 6, Wis 14, Cha 10
|
Skills: |
Balance
+6, Hide +3*, Intimidate +6, Listen +6, Move Silently +10, Spot
+6, Survival +6
|
Feats: |
Alertness,
Run
|
Environment: |
Warm
plains
|
Organization: |
Solitary,
pair, or pride (6–10)
|
Challenge Rating: |
3
|
Advancement: |
6–8
HD (Large)
|
Level Adjustment: |
—
|
The
statistics presented here describe a male African lion, which is 5 to
8 feet long and weighs 330 to 550 pounds. Females are slightly
smaller but use the same statistics.
Combat
Pounce
(Ex): If
a lion charges a foe, it can make a full attack, including two rake
attacks.
Improved
Grab (Ex): To
use this ability, a lion must hit with its bite attack. It can then
attempt to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it establishes a
hold and can rake.
Rake
(Ex):
Attack bonus +7 melee, damage 1d4+2.
Skills:
Lions
have a +4 racial bonus on Balance, Hide, and Move Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves
to +12.
MONKEY
Tiny
Animal
|
|
Hit Dice: |
1d8
(4 hp)
|
Initiative: |
+2
|
Speed: |
30
ft. (6 squares), climb 30 ft.
|
Armor Class: |
16
(+2 size, +4 Dex), touch 16, flat-footed 12
|
Base Attack/Grapple: |
+0/–12
|
Attack: |
Bite
+4 melee (1d3–3)
|
Full Attack: |
Bite
+4 melee (1d3–3)
|
Space/Reach: |
2-1/2
ft./0 ft.
|
Special Attacks: |
—
|
Special Qualities: |
Low-light
vision
|
Saves: |
Fort
+2, Ref +6, Will +0
|
Abilities: |
Str
5, Dex 19, Con 10, Int 6, Wis 10, Cha 7
|
Skills: |
Balance
+ 12, Climb +11, Hide +12, Listen +2, Move Silently +12, Spot +2,
Tumble +8
|
Feats: |
Weapon
Finesse
|
Environment: |
Warm
forests
|
Organization: |
Troop
(10–40)
|
Challenge Rating: |
1/6
|
Advancement: |
2–3
HD (Small)
|
Level Adjustment: |
—
|
The
statistics presented here can describe any arboreal monkey that is no
bigger than a housecat, such as a colobus or capuchin.
Combat
Monkeys
generally flee into the safety of the trees, but if cornered can
fight ferociously.
Skills:
Monkeys have a +8 racial bonus on Balance and Climb checks. They can
always choose to take 10 on Climb checks, even if rushed or
threatened. They use their Dexterity modifier instead of their
Strength modifier for Climb checks.
WOLF
Medium
Animal
|
|
Hit Dice: |
2d8+6
(15 hp)
|
Initiative: |
3
|
Speed: |
50
ft. (10 squares)
|
Armor Class: |
15
(+3 Dex, +2 natural), touch 13, flat-footed 12
|
Base Attack/Grapple: |
+1/+2
|
Attack: |
Bite
+3 melee (1d6+1)
|
Full Attack: |
Bite
+3 melee (1d6+1)
|
Space/Reach: |
5
ft./5 ft.
|
Special Attacks: |
Trip
|
Special Qualities: |
Low-light
vision, scent
|
Saves: |
Fort
+6, Ref +6, Will +3
|
Abilities: |
Str
13, Dex 17, Con 17, Int 6, Wis 16, Cha 4
|
Skills: |
Hide
+5, Listen +7, Move Silently +5, Spot +7, Survival +7*
|
Feats: | TrackB, Weapon Focus (bite) |
Environment: |
Temperate
forests
|
Organization: |
Solitary,
pair, or pack (7–16)
|
Challenge Rating: |
1
|
Advancement: |
3
HD (Medium); 4–6 HD (Large)
|
Level Adjustment: |
—
|
Wolves
are pack hunters known for their persistence and cunning.
Combat
A
favorite tactic is to send a few individuals against the foe’s
front while the rest of the pack circles and attacks from the flanks
or rear.
Trip
(Ex): A
wolf that hits with a bite attack can attempt to trip the opponent
(+1 check modifier) as a free action without making a touch attack or
provoking an attack of opportunity. If the attempt fails, the
opponent cannot react to trip the wolf.
Skills:
*Wolves have a +4 racial bonus on Survival checks when tracking by
scent.
Appendix 3—Magical
Items
Contained in the cache of items beneath the shrine to Hecate is a
collection of scrolls that could include one or more of the
following. The GM should feel free to pick and choose from among them
depending on the desires of the players and the needs of the
campaign. This could be a good way to introduce specific spells to a
wizard's repertoire.
One set contains recipes for elixirs and other concoctions. As such,
they provide access to the Brew Potion feat, along with recipes for
specific items. Most appropriate among these would be recipes for
making potions of bear's endurance, bull's strength,
cat's grace, eagle's splendor, fox's cunning and
owl's wisdom, along with, perhaps, an elixir of love.
A more powerful item, and the one that has attracted the attention
of the Cabal, deals with summoning and questioning the spirits of the
dead. As described in the Odyssey, this entails finding an
appropriate location and then making the requisite sacrifice and/or
libation. In game terms this could function like a speak with dead
spell, or perhaps even like legend lore.
Circe's Wand
This elaborate ivory wand is inscribed with an intricate series of
arcane symbols—astronomical and the like—and can be recognized
for what it is with a DC 15 Spellcraft check. If it is wielded by a
caster in the act of completing a spell, it grants a +1 enhancement
bonus to the DC to resist said spell.
Moly
This
rare herb has the power to protect people who consume it from various
kinds of sorcery. In
game terms, harvesting and preparing a sprig of moly requires a
Knowledge: nature check, with a synergy bonus for having at least
five ranks in Knowledge: arcana. The result of the check determines
the risk of being poisoned by the plant instead of gaining its
beneficial effects, a +5 circumstance bonus to all saves made to risk
magical effects for the next four hours. Once the herb has been
harvested, it remains fresh for one day's time. After that it can be
dried, but its effectiveness is reduced to a +2 bonus.
Result / Effects
0-9 / DC 21 Fortitude save; damage 1d6 Constitution initial and
secondary
10-19 / DC 18 Fortitude save; damage 1d4 Constitution initial and
secondary
20-29 / DC 15 Fortitude save; damage 1d2 Constitution initial and
secondary
30+ / No risk of harm
Appendix 4—The
Cypher
In order to protect their messages from snooping, members of the
Cabal use a code consisting of four-number sets. These correspond to
different plays written by William Shakespeare. They tend to prefer
using The Tempest, since its portrayal of a wizard who uses
his powers to influence others reflects some of their own goals. The
numbers represent the act, scene and line on which a word can be
found, and then the position in the line of the specific world. For
example, the series 2-2-1-6 refers to Act II, Scene 2, Line 1,
the sixth word in it—sun. In Julius Caesar, on the
other hand, it would refer to the word been.
Given that they know the secret of the cypher, the Cabal operatives
generally carry a folio of Shakespeare's plays among their many other
books. Should the PC's discover one of the encoded messages,
searching through the operative's library could provided a clue to
decoding it. Additionally, agents going out into the field are
sometimes told to deliver a message with a single line from the play
to indicate which one should be used for decoding. In such cases,
“Now all my charms are o'erthrown” would indicate that The
Tempest should be used, while “I am constant as the northern
star” would identify Julius Caesar as the appropriate text.
The message that Ephraim carries is this:
3-2-1-4 2-1-1-6 2-2-8-4 1-2-16-4 2-1-774-11 1-2-8-3 1-2-2-2
4-1-1762-2 1-2-493-8 1-2-8-3 4-1-1901-3 1-1-79-10 2-1-0-1 5-1-2266-8.
The translation is, “When you are done, return to the white keep to
prepare for another voyage.” When it says the keep it is in
reference to the Tower of London, but that is for the PC's to deduce
(or to trick or coerce the enemies into revealing). Following up on
this clue, however, is a matter for another adventure.
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