-Nate
The
Pirates' Hideout
The
cache used by Martelli's Men is located along the southern coast of
the Middle Sea, east of the point where the Great River empties into
it. Refer to the map below regarding the area descriptions that
follow it.
1.
Cave Entrance
The
entrance to this cave is completely covered by water at high tide,
but partially exposed at low tide. For that reason, it takes a DC 26
Perception check to notice it when the water is high, and the DC
falls to 14 when it is low.
2.
Tunnel
From
the mouth of the cavern, a tunnel with a sandy floor leads up into
the main chamber. This requires a DC 0 Climb check, something that
isn't likely to matter unless combat is involved. The tunnel rises
ten feet at each dotted line, so that the cave's main interior is
above the waterline. What is more, the tunnel is protected by a stone
of alarm.
3.
Collapsing Floor Trap
The
pirates dug out this section of the floor, and then covered it with
woven reeds covered in loose sand. Noticing it requires a DC 20
Perception check; those who move across it unaware must make a DC 20
Reflex save or fall through it. Those unfortunates plunge down onto
the spikes that jut up from the ground on the lower level, suffering
1d6 falling damage along with 1d4 spike attacks at +3 for 1d6+2
damage.
4.
Ladder
A
hole in the ground here leads down to the cavern's lower level; the
pirates have built a crude ladder to allow easy passage.
5.
Spikes
Scores
of sharpened wooden stakes jut up from the floor here, ready to
impale unwanted visitors.
6.
Living Space
The
walls of the cavern's lower level are lined with furnishings and
supplies brought here by the pirates. Martelli's hammock hangs
against the western wall, close to a large table at which the pirates
can take their meals and discuss plans for future raids. Opposite
them stand another half-dozen hammocks along the eastern wall, where
the crew sleep. Of greatest interest, however, is the collection of
chests, crates and barrels that rest by the southern wall. These
contain X, Y and Z.
Using
the Pirate Hideout in an Aetherial Adventures
Campaign
This location can tie into all sorts of adventures, including the
following possibilities.
- If the PCs possess their own sailing ship, then they might suffer an attack by Captain Martelli and his pirates.
- The PCs could also be hired by an influential person—such as a merchant from the Free Cities of the South or even an agent of the Northern Empire—to infiltrate and eliminate this band of freebooters.
- It's always possible, of course, that the PCs are part of Martelli's Men, and thus use this location to recover from raids that they've conducted.
- In the event that Martelli and his men are killed, the PCs might find a map leading back to the cache, or they could be hired by someone who found such a map.
Martelli's
Men
CR
½
XP
200
Various
warrior 1
N
medium humanoid
Init
+0; Senses Perception +1
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp
6 (1d10+1)
Fort
+3, Ref +0, Will +1
Resist
None
OFFENSE
Spd
30 ft.
Melee
Shortsword +2 (1d6+1)
Ranged
Light crossbow +1 (1d8)
Special
Attacks None
STATISTICS
Str
13, Dex 10, Con 13, Int 9, Wis 12,
Cha 8
Base
Atk +1; CMB +2; CMD 12
Feats
Skill Focus (Profession)
Skills
Climb +5, Profession (sailor) +8
Languages
Common
SQ
None
Combat
Gear Shortsword, light crossbow, case of 10 bolts
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