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
Thursday, December 30, 2010
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
-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.
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.
Wednesday, November 24, 2010
Ongoing "Inspirography"
While I'm working on other projects, I'd also like to start developing a list of non-RPG source material. This is inspired by such a list in Issue 2 of the Buccaneers & Bokor e-zine, from which I also take the title of this one.
-Nate
Pirate Latitudes
Written by Michael Crichton; published by HarperCollins in 2009
While I've seen many movies based on the novels of Michael Crichton, I've never read any of the books themselves. I was quite intrigued, however, when I heard that this story would be published posthumously, so I had to try it.
All in all I was quite impressed. The action is solid, covering such a range of locations and situations that I thought it would have played well as an RPG scenario. Crichton does an excellent job of researching the setting, as usual, meaning that this uses realistic details in highly inventive and entertaining ways. The one difficulty I have is the characters, although I think this reflects more on the genre than on the author's writing. Piracy is an inherently wicked business, which sometimes makes it hard for me to like the protagonists. In this case I never felt a strong connection to Captain Charles Hunter, the main character. Even so, the detail and action more than make up for this one quibble, and I would strongly recommend this novel to anyone who enjoys a good pirate story.
-Nate
Pirate Latitudes
Written by Michael Crichton; published by HarperCollins in 2009
While I've seen many movies based on the novels of Michael Crichton, I've never read any of the books themselves. I was quite intrigued, however, when I heard that this story would be published posthumously, so I had to try it.
All in all I was quite impressed. The action is solid, covering such a range of locations and situations that I thought it would have played well as an RPG scenario. Crichton does an excellent job of researching the setting, as usual, meaning that this uses realistic details in highly inventive and entertaining ways. The one difficulty I have is the characters, although I think this reflects more on the genre than on the author's writing. Piracy is an inherently wicked business, which sometimes makes it hard for me to like the protagonists. In this case I never felt a strong connection to Captain Charles Hunter, the main character. Even so, the detail and action more than make up for this one quibble, and I would strongly recommend this novel to anyone who enjoys a good pirate story.
Tuesday, September 28, 2010
Reprisal
After altogether too long a delay, here is the second adventure in the series Come Hell and High Water.
-Nate
Reprisal
This scenario is Part 2 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
It's a sad fact that, when groups of people from differing cultures come together, distrust an intolerance too often win out over curiosity and mutual goodwill. While the best people in society strive to overcome this, the worst exploit it for their own gain. Such is the case with a pair of despicable rogues named Raymond and Roderick Carlisle.
Like most of the inhabitants of Port Royal, the Carlisle brothers heard tales of a bokor's plot to hijack a merchant vessel shortly after that effort was foiled by a band of adventurers (as detailed in the adventure “An Ill Wind Blows”). They listened to the public outcry and concerns about the possible danger presented by the Maroons living in Jamaica's hinterlands, and recognized an opportunity to profit by it. Gathering about themselves a group of similarly unscrupled scallywags, the brohters led them on a rampage through numerous isolated Jamaican plantations. They and their men did their utmost to ensure that there were no survivors to tell of the attacks, then carefully planted evidence implicating the Maroons for the crimes.
Just as the Carlisles expected, word quickly spread throughout the island following the first discovery of the aftermath of the attacks. As a result, the governor has put out a call for all able-bodied souls who can help seek out the perpetrators and bring them to justice. The cutthroats meanwhile have slowly filled the hold of their ship, the Opportunity, with their spoils and, if their deception succeeds and suspicion and intolerance overwhelm the people of Port Royal, Carlisle and his crew will escape and injustice will win the day.
What is more, the situation is complicated by the fact that, as a result of the attacks they've suffered at the hands of the cutthroats, the Maroons are beginning to fiercely guard their territory. This makes them confrontational if they encounter white settlers, possibly leading to even greater distrust and anger between the parties involved.
Introduction
This adventure begins for the PC;s when, while passing through Port Royal, they notice the governor's call for assistance:
WANTED:
Brave citizens
who can pursue
and bring to justice
the criminals who have
attacked and pillaged
several plantations
and murdered
their inhabitants.
Those willing to serve
can apply at the
Sign of the Boar's Head
tomorrow at dawn.
Assuming that the PC's are interested, they find a squad of English soldiers awaiting them at the designated location, led by Captain Josiah Henderson. The captain surveys any new arrivals with a keen military interest; this should allow a good chance for some roleplaying as he fails to conceal his approval or skepticism. Henderson nods appreciatively at any tough-looking soldierly types, but reacts much less positively to others. Should any of the PC's have the Scum background or come from similar circumstances, they might need to conceal their true identity from him.
Once introductions have been made, Henderson presents the following information; try to keep this presentation as interactive as possible:
*Recently a local merchant, Neville Wright, was making his rounds about the island when he found that a plantation had been savagely attacked and pillaged.
*While the attackers seem to have taken some items of value, they seem to have deliberately massacred then inhabitants of the plantation.
*Mr. Wright fled the scene, fearful that the attackers might still be nearby.
The incident occurred in the middle of the eastern end of the island, nestled in the foothills of the Blue Mountains.
*Governor Evans is offering two thousand pieces of eight to the person or persons who can apprehend the responsible party and bring them to justice.
*Henderson would certainly take care of the matter himself, but his skills are needed in port and on the seas, protecting against the predations of the Spanish. Similarly, English foot soldiers are in short supply and are needed to serve aboard His Majesty's ships.
*Additionally, PC's with the appropriate Knowledge skills might be able to glean some additional details. Alternately, those who think to ask the right questions might be able to jog Henderson's memory and cause him to mention them.
Skill--DC--Information Gained
Knowledge: local--12--While plantations tend to occupy the low-lying areas along the island's coastline, a number of Maroon villages are located in the Blue Mountains.
Voodoo Rituals--15--Because they are escaped slaves, some of the Maroons are believed to be Voodoo practitioners.
Finally, if the GM is running this adventure as a part of the Come Hell and High Water campaign, Henderson or the PC's may allude to events from the adventure “An Ill Wind Blows,” especially if someone should mention that the Maroons may be involved. Since word of Mhlongo's effort to steal ships by smuggling zombies aboard them has spread among many of the people in Port Royal, the PC's might jump to the conclusion that this business is connected to that. While this is not the case, it is just the sort of assumption that
If pressed, Henderson is prepared to pay one tenth of the reward money (two hundred p.o.e) up front to help outfit citizens who are willing to undertake the assignment. Should the PC's wish to do so, he can also summon Wright for an interview, although that individual just confirms what Henderson has already mentioned.
As a final stipulation, Captain Henderson insists that one of his men, Sergeant Gerald Burns, accompany the PC's on this investigation. While the soldier could prove to be a valuable ally during the hunt, his assumption that the Maroons are guilty could prove to be a liability as well. This should provide an opportunity for some good roleplaying, as he is a stodgy fellow and a judgmental one who disapproves of any characters who allow their less-than-lawful tendencies to become known to him.
Event 1—Into the Jungle
Just how this adventure develops depends on the direction in which the PC's wish to take their investigation; refer to a map of Jamaica to track their progress. Those who follow Wright's directions arrive before long at the Clayton farm (see Event 2), while those who venture into Maroon territory have a run-in with a patrol (see below).
In the latter case, have the PC's make Listen and Move Silently checks opposed to those of the Maroon patrol. (Assume that the jungle foliage on the island is too thick for either group to see the other at the start of the encounter.) If the Maroons notice the interlopers without themselves being detected, they attempt to encircle the PC's before confronting them. On the other hand, if the PC's detect the patrol without being noticed, they can react as they see fit. If both parties become aware of each other at the same time, or if they stumble into each other unaware, events can unfold in initiative order.
For their part, the Maroons confront the PC's, brandishing their weapons, and demand that they lay down their arms. Should the PC's make any hostile move, they respond by attacking. On the other hand, if the PC's remain peaceful and attempt to parlay, the Maroons can be engaged in diplomacy. This requires a DC 15 check, or DC 10 for characters of African descent. (The GM is encouraged to grant bonuses or penalties for good roleplaying, of course.)
In the event that they are willing to parlay, the Maroons recognize that they can provide valuable information and ask to lead them to their village (Event 3).
Event 2—The Farm
Another likely destination for the PC's is the farm where Wright discovered the attack. It is a small affair (see map), with a single-story farmhouse (1), a large cattle barn (2), a smaller horse barn (3) and a privy (4).
Evidence of the attack is plainly visible in the main room of the farmhouse; a DC 12 Search check reveals blackening stains of drying blood on the floor of the main room (1A). In addition, it is easy to find some of the possessions of the late inhabitants, ones that help to reveal who they were. A thorough search reveals the parents' clothing and a family Bible in 1B, along with kids' clothing and a wooden sword and doll in 1C. A family tree in the Bible provides the names of the victims—Samuel, Nora, Sam and Ellie.
Those who succeed at a DC 10 Listen check outside the cattle barn can hear an incessant buzzing sound coming from within—hundreds of flies. Inside it is a charnel house. The packed earth floor is soaked with blood, spilled from dozens of slaughtered cows. Characters who succeed at a DC 15 Survival check, or a DC 10 Profession: butcher check, recognize that these remains are simply the bones and offal; all of the quality meat has been carried away. Similarly, those who think to examine the ground outside of the barn can find (DC 18 Survival check) that a group of half a dozen people on foot brought a horse and wagon around to the front of the barn at about the same time that the cattle were slaughtered.
The horse barn contains the main component of the Carlisles' plan, a series of strange markings written in blood on the building's inside walls. A DC 8 Voodoo Rituals check or a DC 12 Knowledge: religion or Knowledge: local check reveals them to be Voodoo symbols, but those who beat the DC by ten or more realize that they are a meaningless hodgepodge. (The Carlisle brothers know enough to copy some of the symbols that they've seen, but they don't actually know how they should be used in rituals.) Of course, any PC who mentions being familiar with Voodoo immediately incurs the suspicion of Sergeant Burns. Should the PC's have missed the tracks outside the cattle barn, they have another chance to notice them here; from the horse barn they lead over to the cattle barn, then out to the road.
Finally, those who investigate the privy can discover the ultimate fate of the Clayton family. Their bodies have been tossed down the hole in here and left to rot. This fact should provide proof that it is not a Voodoo practitioner who committed this crime, as that person would have wanted to keep the bodies to animate them as zombies.
Following the Trail
The tracks outside the cattle barn lead in two directions from here, both from the horse barn and toward the road. PC's who wish to follow this trail can do so by making a DC 15 Survival check for every mile that it covers; it is six miles in length, requiring a total of six checks. It leads along a rough road until it comes near to the coast, at which point it turns off into the jungle. Here the PC's find the discarded wagon, although another Survival check reveals that the people on foot continued down toward the coast. Two more such checks lead to a spot on the shoreline just down from the entrance to the pirates' cave hideout (see Event 4).
Event 3—The Village
However it is that the PC's come to be in the maroon village, whether it is as guests of Nneka and his patrol or as prisoners following a defeat, they have the opportunity to confirm the truth behind the Carlisles' deception and prevent an outbreak of war between the English settlers and the Maroons.
If they are brought in as prisoners, of course, this presents a considerable difficulty. They are taken into one of the huts with their wrists bound, and by these bindings are tied off to one of the hut's support pillars. (This is after being relieved of their equipment, naturally.) This leaves them in a rather uncomfortable position in which the PC's are forced to remain standing, something that the Maroons hope will make them willing to talk. Should the PC's decide to attempt an escape, slipping out of the bonds requires a DC 25 Escape Artist check, and a guard is present at all times.
After about an hour Nneka returns to the hut with some questions. He brings along a bullwhip, to help encourage honesty if need be, and begins the interrogation:
*Who are you?
*What were you doing on this part of the island?
*Why did your people attack mine?
This assumes that the PC's have taken the Maroons' guilt for granted, and that they have missed every previous opportunity to parlay. In this case that last question provides them with a last chance, allowing them to explain their side of the story and to learn the Maroons' perspective on the matter. As long as they can persuade Nneka of their innocence (DC 15 Diplomacy check, +3 for each Maroon scout that the PC's might have killed), he frees them and asks them to help him find the real culprit.
Once the PC's have managed to open a discussion with the Maroons, or if they arrive at the village under peaceful circumstances, they can learn a great deal about the situation. Nneka leads them to the central meeting area of the village to confer with Mama Cecille, the mamba (female hougan, or good Voodoo practitioner) to discuss the matter. At this point Nneka allows them to explain what they have learned, and then tells what he knows of the matter:
*Five days ago, a Maroon patrol head toward Port Royal to trade; they never returned.
*The patrol he sent to investigate found evidence of an attack, one conducted by the English.
*Since then his patrols have been vigilantly guarding their territory against further incursions.
Additionally, if the PC's think to ask, Nneka can provide evidence from the ambush site, in the form of the remains of three smokepots that were used to confuse the patrol. What is more, he also mentions that his scouts managed to track the attackers back to the coast (a spot between Turtle Cove and Galina Point), but that they lost the trail when it reached the shoreline.
Continuing the Investigation
From this point the PC's have a couple of options. One is to visit the site of the ambush; the other is to head to the point on the coast at which the Maroons lost the attackers' trail. While the prior option doesn't reveal much more as far as evidence goes, it does give the PC's another chance to pick up the pirates' trail. Treat this in the same manner as detail in Event 2, above; it takes six more DC 15 Survival checks to follow the trail to the coastline. Of course, Nneka can (if asked) provide the same information and lead the PC's there himself.
Event 4—The Pirates' Cave
While Roderick Carlisle has been busy recruiting hands for the pirating voyage, Raymond has been busy making preparations in a series of caves on the north coast of the island. The pirates have brought their meet and other spoils here and are smoking it on boucan in order to provide victuals for their ship. The pirates have dug a smokehole leading out of the caves, and in daytime this can be seen with a DC 20 Search or Spot check.
If the PC's move to investigate the smokehole without noticing the entry to the hideout (Area 1), one of the pirates there moves in to alert his comrades. These two then emerge to distract the PC's while their comrades climb the ladder to the hidden exit (Area 3), hoping to catch the interlopers out in the open in a crossfire.
1. Weed-Choked Entry
The cave entrance here is filled with shrubs, weeds and other greenery, making it difficult to notice from along the shoreline or out to sea (DC 25 check). At night this becomes a little bit easier, since the two guards posted here use the opportunity to smoke a pipe and the light of this is easier to see (DC 20).
2. Guard Post
The tunnel from the entry slopes upward. Just inside it, two guards are generally posted.
3. Common Area
Seven hammocks have been hung from the posts in this area, and a sea chest sits beneath each. During the day two of these hold sleeping pirates, while at night four slumber here. Once they've been alerted, of course, all of the pirates rally to defend the hideout. Beneath each hammock sits a small sea chest holding that pirate's goods; a search of them provides a good deal of clothing and other such items, along with the following goods:
1-2. Pipes (one wooden and one clay) along with tobacco
3. A medical kit including a surgeon's tools, a bottle of leeches and, most importantly, six doses of pox medicine
4. A logbook, bottle of ink and quills—at the GM's discretion, this might be blank or might contain potentially valuable information or even links to further adventures
5. A bottle of fine wine
6. Nothing of interest
The GM is of course welcome to substitute other items that might be of interest to the PC's.
The middle of the cavern serves as a common room for the pirates; as such it is filled with a broad table and stools, along with a firepit over which they have arranged their boucan—a wooden rack for smoking meat, a practice from which the buccaneers acquired their name. There are also barrels of water and rum and sacks of flour for baking biscuits in this area, along with barrels of meat that the pirates have finished smoking.
Another hammock hangs on the other end of the cavern, along with a sea chest that is stoutly locked (DC 25 to open or break; X hardness and 20 hit points). This is where Roderick sleeps, and where he keeps his valuables. Inside the chest are 500 p.o.e. and a pair masterwork sword-pistol. Additionally, the provisions that the pirates have assembled—rum, water, smoked meat, flour, dried fruit and the like—are worth another 500 p.o.e.
4. Hidden Exit
Not far from the smokehole for the fireplace is a ladder and a small tunnel leading up to ground level that provide a hidden exit in case the pirates should need it. Anyone who crosses over the concealed trapdoor on the surface might (DC 25 Spot or Listen check) notice the unusual feel of the ground at this point; otherwise, the PC's might only learn of it if the pirates use it to ambush them.
5. Trap
The entire upper level of the pirates' hideout it built around a false floor; beneath this is a drop of ten feet, with sharpened stakes protruding from the ground.
Event 5—Opportunity
As the PC's might have come to suspect, not all of the pirates are present in this hideout. Raymond Carlisle is in charge of the shore band, while the older brother, Roderick, leads the pirates who are aboard ship. This latter group makes an appearance some time after the PC's have finished their attack on the hideout; the GM could have this take place directly following the battle, or after a little time has passed.
In either case, PC's who are in position to notice should make DC 10 Search or Spot checks to see a flashing light from aboard a ship at sea. This is Roderick and the other pirates aboard the Opportunity. They hope to bring the rest of the provisions on board so as to be ready for a cruise. As long as the PC's can avoid tipping their hand, they should be able to catch these new arrivals unaware.
The exact size of the ship, and thus the number of people who are crewing it, is left to the discretion of the GM. This is for two reasons. One is to allow for this threat to be tailored to the abilities of the party; the other is to control the type of ship to which the PC's have access. If they can take the Opportunity, the PC's have a chance to seek their fortunes on the high seas, and the GM should choose the ship that best suits their needs.
However this situation transpires, it should provide the PC's with a challenging fight but also plenty of reward for their efforts. In addition to the ship itself, the GM could add any treasure aboard it that seem appropriate.
Conclusion
If they are successful, the PC's should score a major victory for themselves as well as win the gratitude of an important possible ally. On the flip side, if either Roderick or Raymond survives, the PC's have also made a dangerous enemy.
Further Adventures
Whichever happens to be the case, they have numerous opportunities for continuing the adventure.
*The maroons, needles to say, are hugely thankful for the help in clearing their name. While they aren't wealthy people, Nneka might have an idea for a way in which to reward the PC's. He seeks to rescue others from the horror of slavery, and is interested in team with the PC's in attacking the ships that deal in human cargo.
*A surviving Carlisle brother—or perhaps a third member of the family—seeks revenge. This could take any number of forms, including teaming up with any other enemies the PC's have made during their exploits.
*Finally, if they acquired the Opportunity, the PC's have greatly expanded their horizons; the possibilities are limited only by their own ambitions.
Appendix 1—Dramatis Personae
Sergeant Gerald Burns
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.
Sergeant Burns is brusque and pompous, with an inflated idea of his own importance. This is plainly evident in his impeccable uniform as well as in the elaborate mustache and connected sideburns that he wears. Even so, those who win his respect, even begrudgingly, find him to be a stout friend.
Captain Josiah Henderson
Warrior 7; CR 6; Size medium; HD 7d8+14; hp 49; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); Atk +10/+5 (2d6, short musket) or +8/+3 (1d6+1, cutlass); AL LN; SV: Fort +7, Ref +5, Will +1; Str 13, Dex 16, Con 14, Int 12, Wis 8, Cha 12.
Background: Military.
Skills: Climb +11, Intimidate +11, Jump +11, Swim +11.
Feats: Armor Proficiency (light), Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (pistol), Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, cutlass, pair of pistols, spyglass, whistle.
The captain is a resourceful and capable officer but, sadly, one who is all too susceptible to the biases of the time. As such, he is quick to believe that the Maroons are a deadly threat. This prejudice is only exceeded by his very low opinion of pirates. Because of this, he is quick to judgement and sees himself as a bastion of protection and civilization in Port Royal. His precise military bearing and plain good looks reflect his ideas of his role in the world.
Mama Cecile
Hougan 5; CR 5; Medium; HD 5d8+10; hp 36; Init +0; Spd 30 ft.; AC 10; Atk +3 (1d6, quarterstaff) or +3 (ranged); SQ Caille ritual, spells; AL NG; SV: Fort +8, Ref +1, Will +8; Str 10, Dex 10, Con 14, Int 12, Wis 14, Cha 14.
Background: Slave.
Skills: Bluff +4, Concentration +10, Diplomacy +10, Escape Artist +2, Heal +10, Voodoo Ritual +13.
Feats: Great Fortitude, Iron Will, Skill Emphasis (Voodoo Ritual).
Fortunes: Superstitious.
Equipment: Clothing, religious trappings, staff.
Mama Cecile has a certain natural beauty, rather like a thing of nature that has grown more impressive with the passing of time. She is a pillar of her community, a friend to those who respect it but a fierce enemy of any who might threaten it.
Maroon Scouts
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 warriors are gathered from many different tribes and places, but all are dedicated to Nneka and his vision of freeing others from bondage.
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.
Typical Pirate
Sea Dog 1; CR 1; Medium-sized; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 dueling jacket); Atk +3 (1d6+2, club) or +2 (ranged); AL CN; SV: Fort +4, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +5, Climb +6, Jump +6, Profession (sailor) +5, Survival +5, Use Rope +5.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, buccaneer knife, various improvised weapons.
Raymond and Roderick Carlisle
Sea Dog 3; CR 3; Medium; HD 3d10; hp 21; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 buff coat); Atk +3 (1d6, cutlass) or +5 (2d4, pistol); SQ Close Quarters +1, Dodge, Favored Ship; AL CN; SV: Fort +3, Ref +5, Will +3; Str 10, Dex 14, Con 10, Int 11, Wis 14, Cha 14.
Background: Sea Devil.
Skills: Hide +8, Intimidate +8, Knowledge (sea lore) +6, Move Silently +8, Profession (sailor) +8.
Feats: Far Shot, Point Blank Shot, Precise Shot.
Fortunes: Superstitious.
Equipment: Buff coat, two pistols, cutlass.
The brothers Carlisle are typically swarthy and swaggering, but still with a certain kind of charm, as befits pirates.
-Nate
Reprisal
This scenario is Part 2 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
It's a sad fact that, when groups of people from differing cultures come together, distrust an intolerance too often win out over curiosity and mutual goodwill. While the best people in society strive to overcome this, the worst exploit it for their own gain. Such is the case with a pair of despicable rogues named Raymond and Roderick Carlisle.
Like most of the inhabitants of Port Royal, the Carlisle brothers heard tales of a bokor's plot to hijack a merchant vessel shortly after that effort was foiled by a band of adventurers (as detailed in the adventure “An Ill Wind Blows”). They listened to the public outcry and concerns about the possible danger presented by the Maroons living in Jamaica's hinterlands, and recognized an opportunity to profit by it. Gathering about themselves a group of similarly unscrupled scallywags, the brohters led them on a rampage through numerous isolated Jamaican plantations. They and their men did their utmost to ensure that there were no survivors to tell of the attacks, then carefully planted evidence implicating the Maroons for the crimes.
Just as the Carlisles expected, word quickly spread throughout the island following the first discovery of the aftermath of the attacks. As a result, the governor has put out a call for all able-bodied souls who can help seek out the perpetrators and bring them to justice. The cutthroats meanwhile have slowly filled the hold of their ship, the Opportunity, with their spoils and, if their deception succeeds and suspicion and intolerance overwhelm the people of Port Royal, Carlisle and his crew will escape and injustice will win the day.
What is more, the situation is complicated by the fact that, as a result of the attacks they've suffered at the hands of the cutthroats, the Maroons are beginning to fiercely guard their territory. This makes them confrontational if they encounter white settlers, possibly leading to even greater distrust and anger between the parties involved.
Introduction
This adventure begins for the PC;s when, while passing through Port Royal, they notice the governor's call for assistance:
WANTED:
Brave citizens
who can pursue
and bring to justice
the criminals who have
attacked and pillaged
several plantations
and murdered
their inhabitants.
Those willing to serve
can apply at the
Sign of the Boar's Head
tomorrow at dawn.
Assuming that the PC's are interested, they find a squad of English soldiers awaiting them at the designated location, led by Captain Josiah Henderson. The captain surveys any new arrivals with a keen military interest; this should allow a good chance for some roleplaying as he fails to conceal his approval or skepticism. Henderson nods appreciatively at any tough-looking soldierly types, but reacts much less positively to others. Should any of the PC's have the Scum background or come from similar circumstances, they might need to conceal their true identity from him.
Once introductions have been made, Henderson presents the following information; try to keep this presentation as interactive as possible:
*Recently a local merchant, Neville Wright, was making his rounds about the island when he found that a plantation had been savagely attacked and pillaged.
*While the attackers seem to have taken some items of value, they seem to have deliberately massacred then inhabitants of the plantation.
*Mr. Wright fled the scene, fearful that the attackers might still be nearby.
The incident occurred in the middle of the eastern end of the island, nestled in the foothills of the Blue Mountains.
*Governor Evans is offering two thousand pieces of eight to the person or persons who can apprehend the responsible party and bring them to justice.
*Henderson would certainly take care of the matter himself, but his skills are needed in port and on the seas, protecting against the predations of the Spanish. Similarly, English foot soldiers are in short supply and are needed to serve aboard His Majesty's ships.
*Additionally, PC's with the appropriate Knowledge skills might be able to glean some additional details. Alternately, those who think to ask the right questions might be able to jog Henderson's memory and cause him to mention them.
Skill--DC--Information Gained
Knowledge: local--12--While plantations tend to occupy the low-lying areas along the island's coastline, a number of Maroon villages are located in the Blue Mountains.
Voodoo Rituals--15--Because they are escaped slaves, some of the Maroons are believed to be Voodoo practitioners.
Finally, if the GM is running this adventure as a part of the Come Hell and High Water campaign, Henderson or the PC's may allude to events from the adventure “An Ill Wind Blows,” especially if someone should mention that the Maroons may be involved. Since word of Mhlongo's effort to steal ships by smuggling zombies aboard them has spread among many of the people in Port Royal, the PC's might jump to the conclusion that this business is connected to that. While this is not the case, it is just the sort of assumption that
If pressed, Henderson is prepared to pay one tenth of the reward money (two hundred p.o.e) up front to help outfit citizens who are willing to undertake the assignment. Should the PC's wish to do so, he can also summon Wright for an interview, although that individual just confirms what Henderson has already mentioned.
As a final stipulation, Captain Henderson insists that one of his men, Sergeant Gerald Burns, accompany the PC's on this investigation. While the soldier could prove to be a valuable ally during the hunt, his assumption that the Maroons are guilty could prove to be a liability as well. This should provide an opportunity for some good roleplaying, as he is a stodgy fellow and a judgmental one who disapproves of any characters who allow their less-than-lawful tendencies to become known to him.
Event 1—Into the Jungle
Just how this adventure develops depends on the direction in which the PC's wish to take their investigation; refer to a map of Jamaica to track their progress. Those who follow Wright's directions arrive before long at the Clayton farm (see Event 2), while those who venture into Maroon territory have a run-in with a patrol (see below).
In the latter case, have the PC's make Listen and Move Silently checks opposed to those of the Maroon patrol. (Assume that the jungle foliage on the island is too thick for either group to see the other at the start of the encounter.) If the Maroons notice the interlopers without themselves being detected, they attempt to encircle the PC's before confronting them. On the other hand, if the PC's detect the patrol without being noticed, they can react as they see fit. If both parties become aware of each other at the same time, or if they stumble into each other unaware, events can unfold in initiative order.
For their part, the Maroons confront the PC's, brandishing their weapons, and demand that they lay down their arms. Should the PC's make any hostile move, they respond by attacking. On the other hand, if the PC's remain peaceful and attempt to parlay, the Maroons can be engaged in diplomacy. This requires a DC 15 check, or DC 10 for characters of African descent. (The GM is encouraged to grant bonuses or penalties for good roleplaying, of course.)
In the event that they are willing to parlay, the Maroons recognize that they can provide valuable information and ask to lead them to their village (Event 3).
Event 2—The Farm
Another likely destination for the PC's is the farm where Wright discovered the attack. It is a small affair (see map), with a single-story farmhouse (1), a large cattle barn (2), a smaller horse barn (3) and a privy (4).
Evidence of the attack is plainly visible in the main room of the farmhouse; a DC 12 Search check reveals blackening stains of drying blood on the floor of the main room (1A). In addition, it is easy to find some of the possessions of the late inhabitants, ones that help to reveal who they were. A thorough search reveals the parents' clothing and a family Bible in 1B, along with kids' clothing and a wooden sword and doll in 1C. A family tree in the Bible provides the names of the victims—Samuel, Nora, Sam and Ellie.
Those who succeed at a DC 10 Listen check outside the cattle barn can hear an incessant buzzing sound coming from within—hundreds of flies. Inside it is a charnel house. The packed earth floor is soaked with blood, spilled from dozens of slaughtered cows. Characters who succeed at a DC 15 Survival check, or a DC 10 Profession: butcher check, recognize that these remains are simply the bones and offal; all of the quality meat has been carried away. Similarly, those who think to examine the ground outside of the barn can find (DC 18 Survival check) that a group of half a dozen people on foot brought a horse and wagon around to the front of the barn at about the same time that the cattle were slaughtered.
The horse barn contains the main component of the Carlisles' plan, a series of strange markings written in blood on the building's inside walls. A DC 8 Voodoo Rituals check or a DC 12 Knowledge: religion or Knowledge: local check reveals them to be Voodoo symbols, but those who beat the DC by ten or more realize that they are a meaningless hodgepodge. (The Carlisle brothers know enough to copy some of the symbols that they've seen, but they don't actually know how they should be used in rituals.) Of course, any PC who mentions being familiar with Voodoo immediately incurs the suspicion of Sergeant Burns. Should the PC's have missed the tracks outside the cattle barn, they have another chance to notice them here; from the horse barn they lead over to the cattle barn, then out to the road.
Finally, those who investigate the privy can discover the ultimate fate of the Clayton family. Their bodies have been tossed down the hole in here and left to rot. This fact should provide proof that it is not a Voodoo practitioner who committed this crime, as that person would have wanted to keep the bodies to animate them as zombies.
Following the Trail
The tracks outside the cattle barn lead in two directions from here, both from the horse barn and toward the road. PC's who wish to follow this trail can do so by making a DC 15 Survival check for every mile that it covers; it is six miles in length, requiring a total of six checks. It leads along a rough road until it comes near to the coast, at which point it turns off into the jungle. Here the PC's find the discarded wagon, although another Survival check reveals that the people on foot continued down toward the coast. Two more such checks lead to a spot on the shoreline just down from the entrance to the pirates' cave hideout (see Event 4).
Event 3—The Village
However it is that the PC's come to be in the maroon village, whether it is as guests of Nneka and his patrol or as prisoners following a defeat, they have the opportunity to confirm the truth behind the Carlisles' deception and prevent an outbreak of war between the English settlers and the Maroons.
If they are brought in as prisoners, of course, this presents a considerable difficulty. They are taken into one of the huts with their wrists bound, and by these bindings are tied off to one of the hut's support pillars. (This is after being relieved of their equipment, naturally.) This leaves them in a rather uncomfortable position in which the PC's are forced to remain standing, something that the Maroons hope will make them willing to talk. Should the PC's decide to attempt an escape, slipping out of the bonds requires a DC 25 Escape Artist check, and a guard is present at all times.
After about an hour Nneka returns to the hut with some questions. He brings along a bullwhip, to help encourage honesty if need be, and begins the interrogation:
*Who are you?
*What were you doing on this part of the island?
*Why did your people attack mine?
This assumes that the PC's have taken the Maroons' guilt for granted, and that they have missed every previous opportunity to parlay. In this case that last question provides them with a last chance, allowing them to explain their side of the story and to learn the Maroons' perspective on the matter. As long as they can persuade Nneka of their innocence (DC 15 Diplomacy check, +3 for each Maroon scout that the PC's might have killed), he frees them and asks them to help him find the real culprit.
Once the PC's have managed to open a discussion with the Maroons, or if they arrive at the village under peaceful circumstances, they can learn a great deal about the situation. Nneka leads them to the central meeting area of the village to confer with Mama Cecille, the mamba (female hougan, or good Voodoo practitioner) to discuss the matter. At this point Nneka allows them to explain what they have learned, and then tells what he knows of the matter:
*Five days ago, a Maroon patrol head toward Port Royal to trade; they never returned.
*The patrol he sent to investigate found evidence of an attack, one conducted by the English.
*Since then his patrols have been vigilantly guarding their territory against further incursions.
Additionally, if the PC's think to ask, Nneka can provide evidence from the ambush site, in the form of the remains of three smokepots that were used to confuse the patrol. What is more, he also mentions that his scouts managed to track the attackers back to the coast (a spot between Turtle Cove and Galina Point), but that they lost the trail when it reached the shoreline.
Continuing the Investigation
From this point the PC's have a couple of options. One is to visit the site of the ambush; the other is to head to the point on the coast at which the Maroons lost the attackers' trail. While the prior option doesn't reveal much more as far as evidence goes, it does give the PC's another chance to pick up the pirates' trail. Treat this in the same manner as detail in Event 2, above; it takes six more DC 15 Survival checks to follow the trail to the coastline. Of course, Nneka can (if asked) provide the same information and lead the PC's there himself.
Event 4—The Pirates' Cave
While Roderick Carlisle has been busy recruiting hands for the pirating voyage, Raymond has been busy making preparations in a series of caves on the north coast of the island. The pirates have brought their meet and other spoils here and are smoking it on boucan in order to provide victuals for their ship. The pirates have dug a smokehole leading out of the caves, and in daytime this can be seen with a DC 20 Search or Spot check.
If the PC's move to investigate the smokehole without noticing the entry to the hideout (Area 1), one of the pirates there moves in to alert his comrades. These two then emerge to distract the PC's while their comrades climb the ladder to the hidden exit (Area 3), hoping to catch the interlopers out in the open in a crossfire.
1. Weed-Choked Entry
The cave entrance here is filled with shrubs, weeds and other greenery, making it difficult to notice from along the shoreline or out to sea (DC 25 check). At night this becomes a little bit easier, since the two guards posted here use the opportunity to smoke a pipe and the light of this is easier to see (DC 20).
2. Guard Post
The tunnel from the entry slopes upward. Just inside it, two guards are generally posted.
3. Common Area
Seven hammocks have been hung from the posts in this area, and a sea chest sits beneath each. During the day two of these hold sleeping pirates, while at night four slumber here. Once they've been alerted, of course, all of the pirates rally to defend the hideout. Beneath each hammock sits a small sea chest holding that pirate's goods; a search of them provides a good deal of clothing and other such items, along with the following goods:
1-2. Pipes (one wooden and one clay) along with tobacco
3. A medical kit including a surgeon's tools, a bottle of leeches and, most importantly, six doses of pox medicine
4. A logbook, bottle of ink and quills—at the GM's discretion, this might be blank or might contain potentially valuable information or even links to further adventures
5. A bottle of fine wine
6. Nothing of interest
The GM is of course welcome to substitute other items that might be of interest to the PC's.
The middle of the cavern serves as a common room for the pirates; as such it is filled with a broad table and stools, along with a firepit over which they have arranged their boucan—a wooden rack for smoking meat, a practice from which the buccaneers acquired their name. There are also barrels of water and rum and sacks of flour for baking biscuits in this area, along with barrels of meat that the pirates have finished smoking.
Another hammock hangs on the other end of the cavern, along with a sea chest that is stoutly locked (DC 25 to open or break; X hardness and 20 hit points). This is where Roderick sleeps, and where he keeps his valuables. Inside the chest are 500 p.o.e. and a pair masterwork sword-pistol. Additionally, the provisions that the pirates have assembled—rum, water, smoked meat, flour, dried fruit and the like—are worth another 500 p.o.e.
4. Hidden Exit
Not far from the smokehole for the fireplace is a ladder and a small tunnel leading up to ground level that provide a hidden exit in case the pirates should need it. Anyone who crosses over the concealed trapdoor on the surface might (DC 25 Spot or Listen check) notice the unusual feel of the ground at this point; otherwise, the PC's might only learn of it if the pirates use it to ambush them.
5. Trap
The entire upper level of the pirates' hideout it built around a false floor; beneath this is a drop of ten feet, with sharpened stakes protruding from the ground.
Event 5—Opportunity
As the PC's might have come to suspect, not all of the pirates are present in this hideout. Raymond Carlisle is in charge of the shore band, while the older brother, Roderick, leads the pirates who are aboard ship. This latter group makes an appearance some time after the PC's have finished their attack on the hideout; the GM could have this take place directly following the battle, or after a little time has passed.
In either case, PC's who are in position to notice should make DC 10 Search or Spot checks to see a flashing light from aboard a ship at sea. This is Roderick and the other pirates aboard the Opportunity. They hope to bring the rest of the provisions on board so as to be ready for a cruise. As long as the PC's can avoid tipping their hand, they should be able to catch these new arrivals unaware.
The exact size of the ship, and thus the number of people who are crewing it, is left to the discretion of the GM. This is for two reasons. One is to allow for this threat to be tailored to the abilities of the party; the other is to control the type of ship to which the PC's have access. If they can take the Opportunity, the PC's have a chance to seek their fortunes on the high seas, and the GM should choose the ship that best suits their needs.
However this situation transpires, it should provide the PC's with a challenging fight but also plenty of reward for their efforts. In addition to the ship itself, the GM could add any treasure aboard it that seem appropriate.
Conclusion
If they are successful, the PC's should score a major victory for themselves as well as win the gratitude of an important possible ally. On the flip side, if either Roderick or Raymond survives, the PC's have also made a dangerous enemy.
Further Adventures
Whichever happens to be the case, they have numerous opportunities for continuing the adventure.
*The maroons, needles to say, are hugely thankful for the help in clearing their name. While they aren't wealthy people, Nneka might have an idea for a way in which to reward the PC's. He seeks to rescue others from the horror of slavery, and is interested in team with the PC's in attacking the ships that deal in human cargo.
*A surviving Carlisle brother—or perhaps a third member of the family—seeks revenge. This could take any number of forms, including teaming up with any other enemies the PC's have made during their exploits.
*Finally, if they acquired the Opportunity, the PC's have greatly expanded their horizons; the possibilities are limited only by their own ambitions.
Appendix 1—Dramatis Personae
Sergeant Gerald Burns
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.
Sergeant Burns is brusque and pompous, with an inflated idea of his own importance. This is plainly evident in his impeccable uniform as well as in the elaborate mustache and connected sideburns that he wears. Even so, those who win his respect, even begrudgingly, find him to be a stout friend.
Captain Josiah Henderson
Warrior 7; CR 6; Size medium; HD 7d8+14; hp 49; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); Atk +10/+5 (2d6, short musket) or +8/+3 (1d6+1, cutlass); AL LN; SV: Fort +7, Ref +5, Will +1; Str 13, Dex 16, Con 14, Int 12, Wis 8, Cha 12.
Background: Military.
Skills: Climb +11, Intimidate +11, Jump +11, Swim +11.
Feats: Armor Proficiency (light), Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (pistol), Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, cutlass, pair of pistols, spyglass, whistle.
The captain is a resourceful and capable officer but, sadly, one who is all too susceptible to the biases of the time. As such, he is quick to believe that the Maroons are a deadly threat. This prejudice is only exceeded by his very low opinion of pirates. Because of this, he is quick to judgement and sees himself as a bastion of protection and civilization in Port Royal. His precise military bearing and plain good looks reflect his ideas of his role in the world.
Mama Cecile
Hougan 5; CR 5; Medium; HD 5d8+10; hp 36; Init +0; Spd 30 ft.; AC 10; Atk +3 (1d6, quarterstaff) or +3 (ranged); SQ Caille ritual, spells; AL NG; SV: Fort +8, Ref +1, Will +8; Str 10, Dex 10, Con 14, Int 12, Wis 14, Cha 14.
Background: Slave.
Skills: Bluff +4, Concentration +10, Diplomacy +10, Escape Artist +2, Heal +10, Voodoo Ritual +13.
Feats: Great Fortitude, Iron Will, Skill Emphasis (Voodoo Ritual).
Fortunes: Superstitious.
Equipment: Clothing, religious trappings, staff.
Mama Cecile has a certain natural beauty, rather like a thing of nature that has grown more impressive with the passing of time. She is a pillar of her community, a friend to those who respect it but a fierce enemy of any who might threaten it.
Maroon Scouts
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 warriors are gathered from many different tribes and places, but all are dedicated to Nneka and his vision of freeing others from bondage.
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.
Typical Pirate
Sea Dog 1; CR 1; Medium-sized; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 dueling jacket); Atk +3 (1d6+2, club) or +2 (ranged); AL CN; SV: Fort +4, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +5, Climb +6, Jump +6, Profession (sailor) +5, Survival +5, Use Rope +5.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, buccaneer knife, various improvised weapons.
Raymond and Roderick Carlisle
Sea Dog 3; CR 3; Medium; HD 3d10; hp 21; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 buff coat); Atk +3 (1d6, cutlass) or +5 (2d4, pistol); SQ Close Quarters +1, Dodge, Favored Ship; AL CN; SV: Fort +3, Ref +5, Will +3; Str 10, Dex 14, Con 10, Int 11, Wis 14, Cha 14.
Background: Sea Devil.
Skills: Hide +8, Intimidate +8, Knowledge (sea lore) +6, Move Silently +8, Profession (sailor) +8.
Feats: Far Shot, Point Blank Shot, Precise Shot.
Fortunes: Superstitious.
Equipment: Buff coat, two pistols, cutlass.
The brothers Carlisle are typically swarthy and swaggering, but still with a certain kind of charm, as befits pirates.
Sunday, September 12, 2010
Today's post is an encounter that could be added to any piratical or otherwise nautical campaign.
-Nate
Interlude: The Storm
This encounter is intended for use at any time when the crew is traveling by sea. It can be used as a stand-alone scenario, or as an event to be inserted in the middle of another adventure. Either way, it takes place when the PC's are in the midst of a voyage and run into a storm.
1. Signs of Trouble
Before the storm strikes, the PC's should make Knowledge: sea lore or nature checks to recognize that a storm is approaching; the highest result determines how much time they have to prepare before it arrives. Refer to the chart below. With this in mind, the PC's should begin working at a variety of tasks in order to be ready for it.
*Casting appropriate spells
*Checking to make sure the cargo is properly secured
*Putting characters into position in case of trouble
*Whatever else the GM decides is necessary
Check Result and Time to Prepare
0-9 allows 1 round
10-19 allows 5 rounds
20-29 allows 2 minutes
30+ allows 10 minutes
Whether or not the crew is ready for it, the storm arrives at the time indicated.
2. Rats!
As the swell of the sea intensifies, the rats living in the ship's bilge slowly work up into a frenzy. This comes to a boil when they erupt from the hatches, looking for a way to escape and attacking anyone who happens to be in their path. As usual, the GM should tailor the number of rat swarms that appear to the level of the PC's involved.
3. The Zealot
As increasingly powerful waves begin to pound the ship, one crew member decides that the entire crew is being punished for its sins; he falls to his knees and begins to pray for forgiveness. The trouble with this is that other sailors are impressed by his sudden religious fervor and follow his example, leaving the crew shorthanded for its necessary duties. To put them back on track, someone must find a means of convincing them to focus on their mortal bodies now and their immortal bodies later. A DC 20 Diplomacy or Intimidate check suffices for their purpose, with circumstance benefits as usual for good roleplaying.
4. Lightning Strikes
In the midst of all the other developments, lighting strikes the vessel's mainmast. It topples, and the unfortunate soul who was occupying the crow's nest is thrown into the churning embrace of the sea. At the same time, since it is not entirely severed, the mast begins to drag in the water and threatens to turn the entire vessel broadside into the oncoming waves.
The first task that the PC's face is to cut away the remains of the mainmast so the vessel can keep on sailing. The splintered mass of wood has hardness 5 and 100 hit points; it causes the vessel to slew to port. For every round it takes the crew to cut it loose, the vessel suffers subdual damage dependent on the size of the ship. This represents the water that comes crashing over the bow and, as the ship skews, the starboard side. This is not permanent damage but, if it exceeds the ship's total structure points, the vessel is filled with water and sinks.
Size of Ships and Damage Suffered
Small ships suffer 1d4 structure points per round
Medium ships suffer 2d4 structure points per round
Large ships suffer 2d6 structure points per round
Huge ships suffer 2d8 structure points per round
Gargantuan ships suffer 2d10 structure points per round
5. Man Overboard!
There is also the matter of the crew member who has fallen into the water. Given the danger of turning around in the storm, it is nearly impossible to bring it about for a rescue. Of course, the tumbled mainmast brings the ship to a halt, proving an opportunity for rescuers. The only trouble is to find a means of doing so.
Given the dangerous nature of this task, it is best if the victim in question is of considerable importance to the PC's. This could be a favorite sidekick or comic foil, the only female aboard the ship, or someone similar. Reaching the unconscious victim requires DC 20 Swim checks enough to cover sixty feet of distance, along with a DC 20 Spot or search check to locate the victim. (Characters aboard the ship could offer directions to someone in the water.) Those who think to dive underwater must only make DC 15 checks, along with the DC 15 Search or Spot check. Once the character reaches the victim, there is still the matter of swimming back to the ship—and this assumes that it hasn't yet resumed sailing. Alternately, the character in the water could bring a rope, in which case it takes only three DC 12 Strength checks to hang onto the victim while others aboard the vessel pull them back aboard it. In the latter case, those aboard the ship must make three DC 18 Strength checks to pull in those characters, but many characters can combine their efforts. All of these DC's increase by five once the ship resumes sailing.
6. Putting Things Aright
The final task is to put the ship back on course. This requires a DC 20 Profession: sailor check, assuming that the crew members aren't being distracted from their duties. Once that happens, the ship straightens out on its course and everyone can ride out the storm until the coming of morning. Of course, the ship continues to suffer subdual damage until that check succeeds. When the sun has risen, the PC's and crew must make a DC 15 Knowledge: navigation check to put the ship back on course.
-Nate
Interlude: The Storm
This encounter is intended for use at any time when the crew is traveling by sea. It can be used as a stand-alone scenario, or as an event to be inserted in the middle of another adventure. Either way, it takes place when the PC's are in the midst of a voyage and run into a storm.
1. Signs of Trouble
Before the storm strikes, the PC's should make Knowledge: sea lore or nature checks to recognize that a storm is approaching; the highest result determines how much time they have to prepare before it arrives. Refer to the chart below. With this in mind, the PC's should begin working at a variety of tasks in order to be ready for it.
*Casting appropriate spells
*Checking to make sure the cargo is properly secured
*Putting characters into position in case of trouble
*Whatever else the GM decides is necessary
Check Result and Time to Prepare
0-9 allows 1 round
10-19 allows 5 rounds
20-29 allows 2 minutes
30+ allows 10 minutes
Whether or not the crew is ready for it, the storm arrives at the time indicated.
2. Rats!
As the swell of the sea intensifies, the rats living in the ship's bilge slowly work up into a frenzy. This comes to a boil when they erupt from the hatches, looking for a way to escape and attacking anyone who happens to be in their path. As usual, the GM should tailor the number of rat swarms that appear to the level of the PC's involved.
3. The Zealot
As increasingly powerful waves begin to pound the ship, one crew member decides that the entire crew is being punished for its sins; he falls to his knees and begins to pray for forgiveness. The trouble with this is that other sailors are impressed by his sudden religious fervor and follow his example, leaving the crew shorthanded for its necessary duties. To put them back on track, someone must find a means of convincing them to focus on their mortal bodies now and their immortal bodies later. A DC 20 Diplomacy or Intimidate check suffices for their purpose, with circumstance benefits as usual for good roleplaying.
4. Lightning Strikes
In the midst of all the other developments, lighting strikes the vessel's mainmast. It topples, and the unfortunate soul who was occupying the crow's nest is thrown into the churning embrace of the sea. At the same time, since it is not entirely severed, the mast begins to drag in the water and threatens to turn the entire vessel broadside into the oncoming waves.
The first task that the PC's face is to cut away the remains of the mainmast so the vessel can keep on sailing. The splintered mass of wood has hardness 5 and 100 hit points; it causes the vessel to slew to port. For every round it takes the crew to cut it loose, the vessel suffers subdual damage dependent on the size of the ship. This represents the water that comes crashing over the bow and, as the ship skews, the starboard side. This is not permanent damage but, if it exceeds the ship's total structure points, the vessel is filled with water and sinks.
Size of Ships and Damage Suffered
Small ships suffer 1d4 structure points per round
Medium ships suffer 2d4 structure points per round
Large ships suffer 2d6 structure points per round
Huge ships suffer 2d8 structure points per round
Gargantuan ships suffer 2d10 structure points per round
5. Man Overboard!
There is also the matter of the crew member who has fallen into the water. Given the danger of turning around in the storm, it is nearly impossible to bring it about for a rescue. Of course, the tumbled mainmast brings the ship to a halt, proving an opportunity for rescuers. The only trouble is to find a means of doing so.
Given the dangerous nature of this task, it is best if the victim in question is of considerable importance to the PC's. This could be a favorite sidekick or comic foil, the only female aboard the ship, or someone similar. Reaching the unconscious victim requires DC 20 Swim checks enough to cover sixty feet of distance, along with a DC 20 Spot or search check to locate the victim. (Characters aboard the ship could offer directions to someone in the water.) Those who think to dive underwater must only make DC 15 checks, along with the DC 15 Search or Spot check. Once the character reaches the victim, there is still the matter of swimming back to the ship—and this assumes that it hasn't yet resumed sailing. Alternately, the character in the water could bring a rope, in which case it takes only three DC 12 Strength checks to hang onto the victim while others aboard the vessel pull them back aboard it. In the latter case, those aboard the ship must make three DC 18 Strength checks to pull in those characters, but many characters can combine their efforts. All of these DC's increase by five once the ship resumes sailing.
6. Putting Things Aright
The final task is to put the ship back on course. This requires a DC 20 Profession: sailor check, assuming that the crew members aren't being distracted from their duties. Once that happens, the ship straightens out on its course and everyone can ride out the storm until the coming of morning. Of course, the ship continues to suffer subdual damage until that check succeeds. When the sun has risen, the PC's and crew must make a DC 15 Knowledge: navigation check to put the ship back on course.
Wednesday, September 1, 2010
Cape Coast Castle
New for today is an article about Cape Coast Castle, a trading fortress in western Africa.
Cape Coast Castle
“Ye and each of you are adjudged and sentenced to be carried back to the place from whence you came, from thence to the place of execution without the gates of this castle, and there within the flood marks to be hanged by the neck till you are dead, dead, dead. And the Lord have mercy on your souls.”
-Decree of the President of the Vice-Admiralty court to convicted pirates in 1722
These words, spoken at the end of the trial of Bartholomew “Black Bart” Roberts and his crew after their capture off the west coast of Africa, are characteristic of the end of many piratical careers. They also represent the likely outcome of any encounter that a pirate might have with the long arm of the law, usually represented by either Navy sailors aboard their ships or the Governors and other agents of the crown in their trading forts, the bastion of government and regulation in the wild territories of the New World. Castles need not always play such a gruesome role in a pirate campaign, however; indeed, some of the most daring acts of piracy were committed under the guns of these bastions, and occasionally within their very walls. The grandiose attacks of Drake on Panama and Morgan on Porto Bello, for example, are instances in which pirates have taken their predations directly to the local authorities and have won fortune and glory.
Of course, grandiose raids are not the most common business that could bring pirate characters to the castle. They might know a fence here to whom they could sell captured goods, or they might sneak in to spy upon the merchants and learn the intentions of captains looking to sail hence. Should they fall victim to the law, the PC’s might also find themselves trapped in the castle’s stockade, awaiting their trial before the inevitable short drop and quick stop.
History
Throughout the years there have been a number of structures that have occupied the current location of Cape Coast Castle. It is believed that the Portuguese first built a wooden trading fort there, in the time of King Henry the Navigator; after this was abandoned, the Dutch built a similar fort. The castle itself began its life as a Swedish trading fort, Carolusburg, in 1653. It served them for more than a decade before being captured twice, first by the Danish in 1663 and then by the English in 1664. At that point it was put under the auspices of the Royal Africa Company, saw extensive expansion, and soon became quite prosperous.
The chief flow of trade through the castle brought in slaves, gold and timber from west Africa, in exchange for sugar, rum and tobacco from the West Indies. The fort dealt in as many as three thousand slaves a year. To do so, the Royal Africa Company paid “ground rents” to certain local native tribes, something that was more akin to protection money than to actual rent. The chieftains of these tribes became ersatz allies of the British, providing slaves that they capture from their enemies in exchange for coin and technological goods. This alliance was never as clear-cut as it might seem, however. Indeed, it is widely believed that the Royal Africa Company sought to foster conflict between the various native tribes in order to keep them at war, thereby increasing the demand for the weapons that they could sell to the natives and to ensure a steady supply of prisoners who could be sold into slavery.
Administration
There is no one person who has control of daily activities in Cape Coast Castle; rather, different aspects of daily life are divided among different people. For example, the supercargo is in charge of the warehouse and its contents, and all of the merchants operating in the castle answer to him. Since he can claim to represent the will of the Royal African Company, he is nominally in charge of the castle.
Similarly, the military commander is in charge of his troops and any matters of defense. He also represents the long arm of British law, giving him power to arrest people for crimes, try them and assign punishments. It is he who sits in judgment at trials conducted by the Vice-Admiralty.
While the ministers can claim considerable influence over those who come to them for religious guidance, they do not have any specific authority. Their advice is frequently sought, however, and in times of war they convert the church into a makeshift hospital to treat the injuries of the wounded.
Note that the character stats provided at the end of this article are generic in nature; the details of their specific characteristics are left to the GM, to allow for characters tailored to the needs of a particular adventure or campaign.
The Grand Tour
Cape Coast Castle is situated on the western coast of the country now known as Ghana, an area that was a key location in the trade of slaves bound for the Caribbean and the Americas. Its outside whiles are made of stone some ten feet thick, having hardness 8 and 1080 hit points. They are twenty feet in height. While the interior walls are not so thick, they are still quite stout (hardness 8 and 108 hit points). Exterior doors are banded with iron and can be barred from the inside, granting them hardness 5 and 40 hit points; interior ones are made from stout wood but not reinforced (hardness 5 and 20 hit points) unless otherwise noted.
1. Main Gateway
The chief entrance to the castle, this gate opens onto the broad open area known as the Spur. From here one can gain access to the rest of the castle via the Square Tower (Area 3).
2. Outer Yard (The Spur)
This area is primarily used for drilling the soldiers who occupy the castle. It is a broad expanse covered, depending on the weather, either with open lawn or with packed earth. It also provides the first line of defense in the event that the fort is attacked; should an attacker succeed in breaching the main gateway, the defenders can fall back to the tower and catch their targets out in the open.
3. The Tower
The outer yard connects to the interior of the castle via this area. On the lower level it is open to allow the passage of wagons, although it can be sealed from the inside with iron-bound, barred doors (hardness 5 and 30 hit points; DC 25 to force open or DC 30 to pick the lock).
4. Warehouses
In contrast to the multilevel buildings that surround it, this one stands two stories in height but is not divided into floors. Rather, tall shelves line its floor, separated by walkways that grant access to their contents. The supercargo runs the warehouses with an iron will, keeping careful track of who is storing what here and how much it’s worth.
5. Warehouse Yard
This roofed area is where all cargo is kept until the supercargo has had a chance to take inventory of it, at which point it is stored in the warehouses or hauled away to be loaded aboard a ship. It can be accessed through a covered passage that runs beneath the officers’ quarters (Area 9) from the inner yard.
6. Barracks and Rooms
These rooms are reserved for the soldiers who are stationed in Cape Coast Castle; it generally boasts a complement some one hundred strong. The smaller, individual rooms located in front of the merchants’ apartments are reserved for officers, while the larger ones are designated habitation for the enlisted men. The officers have quarters that are furnished in the same manner as the apartments, while the enlisted men share a common room filled with bunks, sea chests and tables.
7. Defensive Emplacements
Along with Greehnill Pointe and the Stockade, each of these structures is used in defending Cape Coast Castle against outside attacks. The walls of these rooms are lined with old-fashioned arrow slits, ones that are now used for riflemen to lay down defensive fire.
8. Inner Yard
Just inside the tower gate is the inner yard, the hub of activity in the castle.
9. Officers’ Quarters
While not quite as spacious as the private apartments that are available to rent by the merchants who pass through the castle, these are definitely more comfortable than the barracks provided for the enlisted soldiers.
10. Private Apartments
While the contents of these rooms vary somewhat according to the tastes of their occupants, they do boast some fairly standard features. Each is furnished with a bed (naturally), a wardrobe and a writing desk, something that caters to the merchants who normally by lodging here.
11. Water Gate
Those who need quick access to the harbor can use this gate. It is not large enough to admit carts, carriages or other such vehicles, but a single rider on horse could fit through it. This gate has become known as the “door of no return” for those who are so unlucky as to be sold into slavery, as it is through here that the slaves are marched down to the waterfront to the ships waiting there for their human cargo.
12. Greenhill Pointe
Despite it’s pleasant-sounding name, this area is a focal point of human depravity and misery. It is here that one can find the entrance to the castle’s underground slave dungeon, a dank and dismal series of tunnels dug out from beneath the castle.
13. Cannon Emplacements
This line is the most strongly reinforced section of the entire castle, and boasts sixteen cannon that face out toward the nearby harbor. In the event that someone should be so bold as to attack the fort, they can be used to lay down a terrible barrage. The gunnery platform can be reached via five ladders, as it stands some twelve feet above ground level.
14. Armory
The contents of this storage building could fulfill even the wildest dreams of gun-loving scallywag. At any given time it generally boasts muskets enough to arm the castle’s entire compliment of troops—one hundred in all—along with pistols for the officers. There are fully twenty tons of powder for the cannon and six hundreds pounds of powder for the muskets and pistols, along with large quantities of shot, wadding and balls for the cannon. Needless to say, this building is kept locked at all times. It is very stoutly constructed with hardness 5 and 30 hit points; DC 25 to force open or DC 30 to pick the lock.
15. Stockade
Those prisoners who, for whatever reason, run afoul of the authorities find themselves incarcerated here. The area is divided into eleven small cells, each of which is sealed with an iron-bound door (hardness 5 and 20 hit points; DC 25 to force open or DC 30 to pick the lock).
16. Chapel
To promote the spiritual well being of the castle’s inhabitants, a pair of ministers resides here. As befits the nature of the fort, this chapel is a rather simple affair; the stone walls remain unadorned, while plain benches sit in orderly rows along the walls. The pulpit, with a short set of stairs leading up to it, and the baptismal font next to it are similarly functional.
17. Storage
This room generally holds the ministers’ vestments, the goblets and trays that are used for Holy Communion, extra copies of hymnals and the like.
18. Ministers’ Quarters
Each of these rooms is furnished with a bed, wardrobe, writing desk and chair. The ministers, being fairly humble and pious fellows, possess little of material value beyond their books.
19. Dungeons
This dank series of tunnels is the dwelling of those who are unfortunate enough to find themselves sold as slaves here. In addition to being cold and damp, they are poorly lit by torches in the walls and therefore the air is often smoky. This might be considered something of a blessing, however, as it serves somewhat to cover up the stench of the human chattel who reside here.
Inhabitants
The characters detailed here should be considered typical of those who inhabit the castle. As always, of course, the GM should feel free to add any other NPC’s who might be important to the campaign.
Commander
Warrior 7; CR 6; Size medium; HD 7d8+14; hp 49; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); Atk +10/+5 (2d6, short musket) or +8/+3 (1d6+1, cutlass); AL LN; SV: Fort +7, Ref +5, Will +1; Str 13, Dex 16, Con 14, Int 12, Wis 8, Cha 10.
Background: Military.
Skills: Climb +11, Intimidate +10, Jump +11, Swim +11.
Feats: Armor Proficiency (light), Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (pistol), Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, cutlass, pair of pistols, spyglass, whistle.
Lieutenant
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 +8 (2d6, short musket) or +6 (1d6+1, 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, cutlass, pair of pistols.
Merchant
Expert 3; CR 2; Size medium; HD 3d6; hp 13; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +3 (2d4, pistol) or +1 (1d4-1, knife); AL LN; SV: Fort +1, Ref +2, Will +5; Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 15.
Background: Mercantile.
Skills: Appraise +10, Bluff +10, Diplomacy +11, Forgery +7, Intimidate +8, Knowledge: local +7, Listen +8, Sense Motive +8, Spot +8.
Feats: Persuasive, Skill Foci (Appraise, Diplomacy), Weapon Proficiency (simple).
Fortunes: None.
Equipment: Pistol, knife, ledger book, pen, ink, paper, purse of coins.
Minister
Expert 4; CR 3; Size medium; HD 4d6+4; hp 20; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +3 (1d3, unarmed) or +2 (ranged); AL LG; SV: Fort +2, Ref +0, Will +6; Str 10, Dex 8, Con 12, Int 13, Wis 15, Cha 14.
Background: Religious.
Skills: Decipher Script +8, Diplomacy +12, Gather Information +9, Heal +12, Knowledge: local +5, Knowledge: religion +11, Listen +9, Sense Motive +9, Spot +9.
Feats: Skill Foci (Diplomacy, Heal, Knowledge: religion), Weapon Proficiency (simple).
Fortunes: None.
Equipment: Vestments, scripture, religious paraphernalia.
Sergeant
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.
Slave Hunter
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.
Soldier
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.
Supercargo
Expert 7; CR 6; Size medium; HD 7d6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +6 (2d4, pistol) or +4 (1d4-1, knife); AL LN; SV: Fort +2, Ref +3, Will +7; Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 16.
Background: Mercantile.
Skills: Appraise +14, Bluff +15, Diplomacy +16, Forgery +11, Intimidate +9, Knowledge: local +11, Listen +12, Sense Motive +12, Spot +12.
Feats: Persuasive, Skill Foci (Appraise, Diplomacy), Weapon Proficiency (simple), Leadership.
Fortunes: None.
Equipment: Pistol, knife, ledger book, pen, ink, paper, purse of coins.
Using the Castle in a Pirate-Style Campaign
There are many ways in which Cape Coast Castle could become the scene of adventures in a pirate-style campaign; a few of the possibilities include:
*When word of a fabulous haul of treasure being moved through the castle reaches the PC’s, they might devise a plan to steal it.
*The PC’s, having run afoul of the law, find themselves locked away in the castle’s stockade; only through strategy, trickery and/or diplomacy can they regain their freedom.
*Alternately, a valued ally of the party has been incarcerated and it is up to them to stage a daring rescue.
*On the flip side of the coin, if the PC’s should find themselves employed as pirate hunters or as privateers, they might use Cape Coast Castle as their base of operations.
*Due to any number of curious circumstances, the PC’s require the assistance of a powerful hougan or bokor. This person, however, is busy infiltrating the castle’s slave trade so as to stage an insurrection; if the PC’s wish to secure his assistance, they may need to aid him in his plot.
*The complex relationship between the English and their native allies could provide a source of much intrigue and conflict. Should it ever be discovered that the British are fomenting discord between the native tribes, the whole situation could erupt into a war that could easily see the English forced to abandon the castle.
*Rumor has it that, back when the location was occupied by the Portuguese, one of the merchants captains—a man with connections to the royal family and to the Order of the Knights of Christ—buried some sort of treasure there. If this is true, that treasure might remain somewhere in the earth that surrounds the current castle’s slave dungeons.
Adapting the Castle for Use in High Fantasy and Other Campaigns
Perhaps the biggest question for those looking to use Cape Coast Castle in a more traditional fantasy setting is the type of business for which it would be used. While any sort of goods could be substituted for the trade in wood and gold for sugar and rum, the practice of slavery creates a much more thorny issue. If this is appropriate to the setting in question, so be it; otherwise, it might need to be eliminated entirely.
Structurally speaking, Cape Coast Castle should require little modification in order to be used in a high-fantasy setting. The line of cannon might have to be replaced with ballistae and/or catapults, depending on the technological level of the campaign.
The inhabitants of the castle, on the other hand, might require more extensive retooling or perhaps certain additions. As usual, various races could be substituted for their strictly human qualities. While the stats for the soldiers might need little change, some of their weapons and other equipment could be substituted for ones more appropriate to the particular setting. The slave hunters should be granted all of the abilities of their Ranger class, especially including their animal companions, and the ministers should be replaced by full-blown clerics. Other likely additions include some kind of arcane spellcaster.
Appendix: New Rules
New Background: Mercantile
Either through birth or your own pursuits, you have grown up in the business of trade. You might be a small-time trader in any variety of goods, a merchant captain who travels the seas, or the administrator of one of the great trading companies.
Free Skill Ranks: Appraise 2 ranks, Diplomacy 2 ranks
Bonuses and Penalties: Because other people recognize your often opportunistic nature, you receive neither bonuses nor penalties when interacting with other characters.
Contacts: Two free contacts with other merchants or with members of the local government
New Background: Military
You are a career soldier. Whether you do it out of patriotism or are simply a mercenary, armed service has been your life since you were young.
Free Skill Ranks: Survival 2 ranks
Bonuses and Penalties: You receive a +2 bonus to interaction-based skill checks with other military personnel and with members of the government, who respect your sense of discipline. On the other hand, you receive a –2 penalty to such checks when interacting with criminals and with those who might perceive you as an enemy, such as opponents in war and natives whom your government might oppress.
Contacts: Two free contacts with other members of the military or the government
New Background: Religious
You are one of those rare individuals who has chosen to pursue the pious life of a leader in your religious organization.
Free Skill Ranks: Diplomacy 2 ranks, Knowledge: religion 2 ranks
Bonuses and Penalties: You receive a +2 bonus to interaction-related skill checks when dealing with people who adhere to your religion, but suffer a –2 penalty to such checks when dealing with those who are opposed to your beliefs.
Contacts: Due to the broad influence of members of the clergy, you receive two free contacts of any type. After all, you minister to people of influence just as often as you do to the downtrodden or even criminal.
-Nate
Cape Coast Castle
“Ye and each of you are adjudged and sentenced to be carried back to the place from whence you came, from thence to the place of execution without the gates of this castle, and there within the flood marks to be hanged by the neck till you are dead, dead, dead. And the Lord have mercy on your souls.”
-Decree of the President of the Vice-Admiralty court to convicted pirates in 1722
These words, spoken at the end of the trial of Bartholomew “Black Bart” Roberts and his crew after their capture off the west coast of Africa, are characteristic of the end of many piratical careers. They also represent the likely outcome of any encounter that a pirate might have with the long arm of the law, usually represented by either Navy sailors aboard their ships or the Governors and other agents of the crown in their trading forts, the bastion of government and regulation in the wild territories of the New World. Castles need not always play such a gruesome role in a pirate campaign, however; indeed, some of the most daring acts of piracy were committed under the guns of these bastions, and occasionally within their very walls. The grandiose attacks of Drake on Panama and Morgan on Porto Bello, for example, are instances in which pirates have taken their predations directly to the local authorities and have won fortune and glory.
Of course, grandiose raids are not the most common business that could bring pirate characters to the castle. They might know a fence here to whom they could sell captured goods, or they might sneak in to spy upon the merchants and learn the intentions of captains looking to sail hence. Should they fall victim to the law, the PC’s might also find themselves trapped in the castle’s stockade, awaiting their trial before the inevitable short drop and quick stop.
History
Throughout the years there have been a number of structures that have occupied the current location of Cape Coast Castle. It is believed that the Portuguese first built a wooden trading fort there, in the time of King Henry the Navigator; after this was abandoned, the Dutch built a similar fort. The castle itself began its life as a Swedish trading fort, Carolusburg, in 1653. It served them for more than a decade before being captured twice, first by the Danish in 1663 and then by the English in 1664. At that point it was put under the auspices of the Royal Africa Company, saw extensive expansion, and soon became quite prosperous.
The chief flow of trade through the castle brought in slaves, gold and timber from west Africa, in exchange for sugar, rum and tobacco from the West Indies. The fort dealt in as many as three thousand slaves a year. To do so, the Royal Africa Company paid “ground rents” to certain local native tribes, something that was more akin to protection money than to actual rent. The chieftains of these tribes became ersatz allies of the British, providing slaves that they capture from their enemies in exchange for coin and technological goods. This alliance was never as clear-cut as it might seem, however. Indeed, it is widely believed that the Royal Africa Company sought to foster conflict between the various native tribes in order to keep them at war, thereby increasing the demand for the weapons that they could sell to the natives and to ensure a steady supply of prisoners who could be sold into slavery.
Administration
There is no one person who has control of daily activities in Cape Coast Castle; rather, different aspects of daily life are divided among different people. For example, the supercargo is in charge of the warehouse and its contents, and all of the merchants operating in the castle answer to him. Since he can claim to represent the will of the Royal African Company, he is nominally in charge of the castle.
Similarly, the military commander is in charge of his troops and any matters of defense. He also represents the long arm of British law, giving him power to arrest people for crimes, try them and assign punishments. It is he who sits in judgment at trials conducted by the Vice-Admiralty.
While the ministers can claim considerable influence over those who come to them for religious guidance, they do not have any specific authority. Their advice is frequently sought, however, and in times of war they convert the church into a makeshift hospital to treat the injuries of the wounded.
Note that the character stats provided at the end of this article are generic in nature; the details of their specific characteristics are left to the GM, to allow for characters tailored to the needs of a particular adventure or campaign.
The Grand Tour
Cape Coast Castle is situated on the western coast of the country now known as Ghana, an area that was a key location in the trade of slaves bound for the Caribbean and the Americas. Its outside whiles are made of stone some ten feet thick, having hardness 8 and 1080 hit points. They are twenty feet in height. While the interior walls are not so thick, they are still quite stout (hardness 8 and 108 hit points). Exterior doors are banded with iron and can be barred from the inside, granting them hardness 5 and 40 hit points; interior ones are made from stout wood but not reinforced (hardness 5 and 20 hit points) unless otherwise noted.
1. Main Gateway
The chief entrance to the castle, this gate opens onto the broad open area known as the Spur. From here one can gain access to the rest of the castle via the Square Tower (Area 3).
2. Outer Yard (The Spur)
This area is primarily used for drilling the soldiers who occupy the castle. It is a broad expanse covered, depending on the weather, either with open lawn or with packed earth. It also provides the first line of defense in the event that the fort is attacked; should an attacker succeed in breaching the main gateway, the defenders can fall back to the tower and catch their targets out in the open.
3. The Tower
The outer yard connects to the interior of the castle via this area. On the lower level it is open to allow the passage of wagons, although it can be sealed from the inside with iron-bound, barred doors (hardness 5 and 30 hit points; DC 25 to force open or DC 30 to pick the lock).
4. Warehouses
In contrast to the multilevel buildings that surround it, this one stands two stories in height but is not divided into floors. Rather, tall shelves line its floor, separated by walkways that grant access to their contents. The supercargo runs the warehouses with an iron will, keeping careful track of who is storing what here and how much it’s worth.
5. Warehouse Yard
This roofed area is where all cargo is kept until the supercargo has had a chance to take inventory of it, at which point it is stored in the warehouses or hauled away to be loaded aboard a ship. It can be accessed through a covered passage that runs beneath the officers’ quarters (Area 9) from the inner yard.
6. Barracks and Rooms
These rooms are reserved for the soldiers who are stationed in Cape Coast Castle; it generally boasts a complement some one hundred strong. The smaller, individual rooms located in front of the merchants’ apartments are reserved for officers, while the larger ones are designated habitation for the enlisted men. The officers have quarters that are furnished in the same manner as the apartments, while the enlisted men share a common room filled with bunks, sea chests and tables.
7. Defensive Emplacements
Along with Greehnill Pointe and the Stockade, each of these structures is used in defending Cape Coast Castle against outside attacks. The walls of these rooms are lined with old-fashioned arrow slits, ones that are now used for riflemen to lay down defensive fire.
8. Inner Yard
Just inside the tower gate is the inner yard, the hub of activity in the castle.
9. Officers’ Quarters
While not quite as spacious as the private apartments that are available to rent by the merchants who pass through the castle, these are definitely more comfortable than the barracks provided for the enlisted soldiers.
10. Private Apartments
While the contents of these rooms vary somewhat according to the tastes of their occupants, they do boast some fairly standard features. Each is furnished with a bed (naturally), a wardrobe and a writing desk, something that caters to the merchants who normally by lodging here.
11. Water Gate
Those who need quick access to the harbor can use this gate. It is not large enough to admit carts, carriages or other such vehicles, but a single rider on horse could fit through it. This gate has become known as the “door of no return” for those who are so unlucky as to be sold into slavery, as it is through here that the slaves are marched down to the waterfront to the ships waiting there for their human cargo.
12. Greenhill Pointe
Despite it’s pleasant-sounding name, this area is a focal point of human depravity and misery. It is here that one can find the entrance to the castle’s underground slave dungeon, a dank and dismal series of tunnels dug out from beneath the castle.
13. Cannon Emplacements
This line is the most strongly reinforced section of the entire castle, and boasts sixteen cannon that face out toward the nearby harbor. In the event that someone should be so bold as to attack the fort, they can be used to lay down a terrible barrage. The gunnery platform can be reached via five ladders, as it stands some twelve feet above ground level.
14. Armory
The contents of this storage building could fulfill even the wildest dreams of gun-loving scallywag. At any given time it generally boasts muskets enough to arm the castle’s entire compliment of troops—one hundred in all—along with pistols for the officers. There are fully twenty tons of powder for the cannon and six hundreds pounds of powder for the muskets and pistols, along with large quantities of shot, wadding and balls for the cannon. Needless to say, this building is kept locked at all times. It is very stoutly constructed with hardness 5 and 30 hit points; DC 25 to force open or DC 30 to pick the lock.
15. Stockade
Those prisoners who, for whatever reason, run afoul of the authorities find themselves incarcerated here. The area is divided into eleven small cells, each of which is sealed with an iron-bound door (hardness 5 and 20 hit points; DC 25 to force open or DC 30 to pick the lock).
16. Chapel
To promote the spiritual well being of the castle’s inhabitants, a pair of ministers resides here. As befits the nature of the fort, this chapel is a rather simple affair; the stone walls remain unadorned, while plain benches sit in orderly rows along the walls. The pulpit, with a short set of stairs leading up to it, and the baptismal font next to it are similarly functional.
17. Storage
This room generally holds the ministers’ vestments, the goblets and trays that are used for Holy Communion, extra copies of hymnals and the like.
18. Ministers’ Quarters
Each of these rooms is furnished with a bed, wardrobe, writing desk and chair. The ministers, being fairly humble and pious fellows, possess little of material value beyond their books.
19. Dungeons
This dank series of tunnels is the dwelling of those who are unfortunate enough to find themselves sold as slaves here. In addition to being cold and damp, they are poorly lit by torches in the walls and therefore the air is often smoky. This might be considered something of a blessing, however, as it serves somewhat to cover up the stench of the human chattel who reside here.
Inhabitants
The characters detailed here should be considered typical of those who inhabit the castle. As always, of course, the GM should feel free to add any other NPC’s who might be important to the campaign.
Commander
Warrior 7; CR 6; Size medium; HD 7d8+14; hp 49; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); Atk +10/+5 (2d6, short musket) or +8/+3 (1d6+1, cutlass); AL LN; SV: Fort +7, Ref +5, Will +1; Str 13, Dex 16, Con 14, Int 12, Wis 8, Cha 10.
Background: Military.
Skills: Climb +11, Intimidate +10, Jump +11, Swim +11.
Feats: Armor Proficiency (light), Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (pistol), Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, cutlass, pair of pistols, spyglass, whistle.
Lieutenant
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 +8 (2d6, short musket) or +6 (1d6+1, 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, cutlass, pair of pistols.
Merchant
Expert 3; CR 2; Size medium; HD 3d6; hp 13; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +3 (2d4, pistol) or +1 (1d4-1, knife); AL LN; SV: Fort +1, Ref +2, Will +5; Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 15.
Background: Mercantile.
Skills: Appraise +10, Bluff +10, Diplomacy +11, Forgery +7, Intimidate +8, Knowledge: local +7, Listen +8, Sense Motive +8, Spot +8.
Feats: Persuasive, Skill Foci (Appraise, Diplomacy), Weapon Proficiency (simple).
Fortunes: None.
Equipment: Pistol, knife, ledger book, pen, ink, paper, purse of coins.
Minister
Expert 4; CR 3; Size medium; HD 4d6+4; hp 20; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +3 (1d3, unarmed) or +2 (ranged); AL LG; SV: Fort +2, Ref +0, Will +6; Str 10, Dex 8, Con 12, Int 13, Wis 15, Cha 14.
Background: Religious.
Skills: Decipher Script +8, Diplomacy +12, Gather Information +9, Heal +12, Knowledge: local +5, Knowledge: religion +11, Listen +9, Sense Motive +9, Spot +9.
Feats: Skill Foci (Diplomacy, Heal, Knowledge: religion), Weapon Proficiency (simple).
Fortunes: None.
Equipment: Vestments, scripture, religious paraphernalia.
Sergeant
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.
Slave Hunter
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.
Soldier
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.
Supercargo
Expert 7; CR 6; Size medium; HD 7d6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +6 (2d4, pistol) or +4 (1d4-1, knife); AL LN; SV: Fort +2, Ref +3, Will +7; Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 16.
Background: Mercantile.
Skills: Appraise +14, Bluff +15, Diplomacy +16, Forgery +11, Intimidate +9, Knowledge: local +11, Listen +12, Sense Motive +12, Spot +12.
Feats: Persuasive, Skill Foci (Appraise, Diplomacy), Weapon Proficiency (simple), Leadership.
Fortunes: None.
Equipment: Pistol, knife, ledger book, pen, ink, paper, purse of coins.
Using the Castle in a Pirate-Style Campaign
There are many ways in which Cape Coast Castle could become the scene of adventures in a pirate-style campaign; a few of the possibilities include:
*When word of a fabulous haul of treasure being moved through the castle reaches the PC’s, they might devise a plan to steal it.
*The PC’s, having run afoul of the law, find themselves locked away in the castle’s stockade; only through strategy, trickery and/or diplomacy can they regain their freedom.
*Alternately, a valued ally of the party has been incarcerated and it is up to them to stage a daring rescue.
*On the flip side of the coin, if the PC’s should find themselves employed as pirate hunters or as privateers, they might use Cape Coast Castle as their base of operations.
*Due to any number of curious circumstances, the PC’s require the assistance of a powerful hougan or bokor. This person, however, is busy infiltrating the castle’s slave trade so as to stage an insurrection; if the PC’s wish to secure his assistance, they may need to aid him in his plot.
*The complex relationship between the English and their native allies could provide a source of much intrigue and conflict. Should it ever be discovered that the British are fomenting discord between the native tribes, the whole situation could erupt into a war that could easily see the English forced to abandon the castle.
*Rumor has it that, back when the location was occupied by the Portuguese, one of the merchants captains—a man with connections to the royal family and to the Order of the Knights of Christ—buried some sort of treasure there. If this is true, that treasure might remain somewhere in the earth that surrounds the current castle’s slave dungeons.
Adapting the Castle for Use in High Fantasy and Other Campaigns
Perhaps the biggest question for those looking to use Cape Coast Castle in a more traditional fantasy setting is the type of business for which it would be used. While any sort of goods could be substituted for the trade in wood and gold for sugar and rum, the practice of slavery creates a much more thorny issue. If this is appropriate to the setting in question, so be it; otherwise, it might need to be eliminated entirely.
Structurally speaking, Cape Coast Castle should require little modification in order to be used in a high-fantasy setting. The line of cannon might have to be replaced with ballistae and/or catapults, depending on the technological level of the campaign.
The inhabitants of the castle, on the other hand, might require more extensive retooling or perhaps certain additions. As usual, various races could be substituted for their strictly human qualities. While the stats for the soldiers might need little change, some of their weapons and other equipment could be substituted for ones more appropriate to the particular setting. The slave hunters should be granted all of the abilities of their Ranger class, especially including their animal companions, and the ministers should be replaced by full-blown clerics. Other likely additions include some kind of arcane spellcaster.
Appendix: New Rules
New Background: Mercantile
Either through birth or your own pursuits, you have grown up in the business of trade. You might be a small-time trader in any variety of goods, a merchant captain who travels the seas, or the administrator of one of the great trading companies.
Free Skill Ranks: Appraise 2 ranks, Diplomacy 2 ranks
Bonuses and Penalties: Because other people recognize your often opportunistic nature, you receive neither bonuses nor penalties when interacting with other characters.
Contacts: Two free contacts with other merchants or with members of the local government
New Background: Military
You are a career soldier. Whether you do it out of patriotism or are simply a mercenary, armed service has been your life since you were young.
Free Skill Ranks: Survival 2 ranks
Bonuses and Penalties: You receive a +2 bonus to interaction-based skill checks with other military personnel and with members of the government, who respect your sense of discipline. On the other hand, you receive a –2 penalty to such checks when interacting with criminals and with those who might perceive you as an enemy, such as opponents in war and natives whom your government might oppress.
Contacts: Two free contacts with other members of the military or the government
New Background: Religious
You are one of those rare individuals who has chosen to pursue the pious life of a leader in your religious organization.
Free Skill Ranks: Diplomacy 2 ranks, Knowledge: religion 2 ranks
Bonuses and Penalties: You receive a +2 bonus to interaction-related skill checks when dealing with people who adhere to your religion, but suffer a –2 penalty to such checks when dealing with those who are opposed to your beliefs.
Contacts: Due to the broad influence of members of the clergy, you receive two free contacts of any type. After all, you minister to people of influence just as often as you do to the downtrodden or even criminal.
-Nate
Tuesday, August 10, 2010
I have a short update for today while I'm polishing up the next adventure in the Come Hell and High Water series, "Reprisal."
These are some new fortunes to augment the ones in the Skull & Bones supplement.
-Nate
New Fortunes
Blind
Whether it has been from birth or because it is due to an accident, some kind of curse or as a punishment for your crimes, you are blind.
Effects: You suffer the effects of blindness at all times, as detailed in the OGL core rules: -2 penalty to Armor Class, loses Dexterity bonus to AC, moves at half speed, and suffers a -4 penalty to many Strength- and Dexterity-based skill checks. Moreover, all Search and Spot checks automatically fail, unless that character actually enters an area and can feel the surroundings, and all opponents are considered to have total concealment (50%) miss chance.
Dog's Best Friend
This is simply a variation on the Parrot Perch/Monkey Magnet fortune in the Skull & Bones rulebook, but it applies to a canine companion. It is added as a placeholder for those characters who wish to use it as a prerequisite for the Bonded Pet feat.
Eunuch
Some might consider you lucky, being allowed to enter the women's quarters, but you know the price you pay for it: you've had your testicles removed, rendering you impotent. This might have been the result of special selection to serve as a harem guard, or as a punishment because of some crime that you committed. (If it was because of a crime, chances are that you're not actually allowed into the harem.
Effects: You can no longer sire children, but, if you have a trustworthy history, you could be allowed to serve harem guard duty. You have a lovely singing voice, too.
Marked
Among some pirates it is customary to mark those who've stolen from their crewmates by slitting their ears and noses; you suffer from such an ignominious distinction. It is up to you to share the details of what you did to earn such a punishment, but one thing is certain: all who see you recognize that you've committed some kind of offense.
Effects: You suffer a -5 circumstance penalty on all Diplomacy checks made to influence pirates, and on Sway checks; you also suffer a -2 penalty to all other Charisma-related skill checks except Intimidate.
These are some new fortunes to augment the ones in the Skull & Bones supplement.
-Nate
New Fortunes
Blind
Whether it has been from birth or because it is due to an accident, some kind of curse or as a punishment for your crimes, you are blind.
Effects: You suffer the effects of blindness at all times, as detailed in the OGL core rules: -2 penalty to Armor Class, loses Dexterity bonus to AC, moves at half speed, and suffers a -4 penalty to many Strength- and Dexterity-based skill checks. Moreover, all Search and Spot checks automatically fail, unless that character actually enters an area and can feel the surroundings, and all opponents are considered to have total concealment (50%) miss chance.
Dog's Best Friend
This is simply a variation on the Parrot Perch/Monkey Magnet fortune in the Skull & Bones rulebook, but it applies to a canine companion. It is added as a placeholder for those characters who wish to use it as a prerequisite for the Bonded Pet feat.
Eunuch
Some might consider you lucky, being allowed to enter the women's quarters, but you know the price you pay for it: you've had your testicles removed, rendering you impotent. This might have been the result of special selection to serve as a harem guard, or as a punishment because of some crime that you committed. (If it was because of a crime, chances are that you're not actually allowed into the harem.
Effects: You can no longer sire children, but, if you have a trustworthy history, you could be allowed to serve harem guard duty. You have a lovely singing voice, too.
Marked
Among some pirates it is customary to mark those who've stolen from their crewmates by slitting their ears and noses; you suffer from such an ignominious distinction. It is up to you to share the details of what you did to earn such a punishment, but one thing is certain: all who see you recognize that you've committed some kind of offense.
Effects: You suffer a -5 circumstance penalty on all Diplomacy checks made to influence pirates, and on Sway checks; you also suffer a -2 penalty to all other Charisma-related skill checks except Intimidate.
Monday, August 2, 2010
"The Message"
First off, everyone, I must apologize for the delay in posting. For a few months now I've been working on a Pathfinder-compatible nautical rule supplement, and it has taken a good chunk of my time. That is done, now, however, and can be seen on RPGNOW.com and similar website; it's called All Hands On Deck!
With that out of the way, I also have a new adventure.
-Nate
“The Message” is Part 4 of the Come Hell and High Water series of adventures, for use with the Skull & Bones setting for the D20 System, though it can easily be modified for use with more traditional fantasy settings for the Dungeons & Dragons game. It is intended for use with a party of six characters of approximately fourth level, but encounter difficulty can be adjusted for use with more or less powerful parties.
Background
In folktales, good but down-on-their-luck commoners discover treasure troves or other sources of wealth that allow them to overcome diversity and live “happily everafter.” In the case of Mr. Javier Santiago, just the opposite is true. He is a wealthy man and has enjoyed luxury all of his life; when he discovered a lost fortune, however, it has brought him nothing but misfortune and misery.
It all started one day when Mr. Santiago was accompanying his pearling boats out onto the Caribbean Sea from his estate on the island of Tobago. The morning’s production had been slow, with his drivers bringing back only small pearls of little value.
For that reason he decided to move to a new area, territory in which he’d not previously operated. For a while this location seemed to be no more lucrative than the prior one, until one of his divers kicked up to the surface carrying something astonishing.
This wasn’t a pearl, but a statue—a panther carved from pure black onyx, with eyes made of gleaming topaz. Santiago, with great joy, recognized what this discovery implied: they’d located the wreck of a Spanish treasure ship, one loaded with goods pillaged from the new world. He quickly arranged to keep the matter as quiet as possible, finding a fence on his home island who could keep this business secret while processing the loot. What he could not have known was that someone else had long been searching for just that treasure, someone who would stop at nothing to obtain it.
For nearly two centuries Catholic Spanish forces have brought war to the indigenous people of New Spain, attempting to eradicate their old ways and replace them with the civilization and religion of their conquerors. The leaders of this effort are the agents of the Spanish Inquisition, a group of zealots who will not stop until all the people of the world have been led to embrace their true beliefs. Despite their best efforts, however, the surviving Maya have managed to save some of their codices from the fire and some of their treasures from the foundry, concealing them in certain hidden shrines until they can once more be brought to the light. The wreck that Santiago has discovered is one that carried both Inquisitors and evidence that could lead them to one such cache; the loss of this ship was a major blow to the Inquisition’s efforts. As word of the pearl merchant’s discovery begins to spread through the islands of the Caribbean, they move quickly to recover what they lost.
Introduction
This adventure can begin for the PC’s at any time when they are relaxing on an island that lies to the northwest of Tobago. Port Royal in Jamaica works particularly well as a starting point, but other ports of call can be substituted based upon the needs of the Gm for the campaign. It starts when one character happens to notice what seems to be a full bottle of rum floating unobtrusively in the bay. Assuming that someone is interested enough to retrieve it (if only because it might actually contain rum), it can be found to contain a curious message—a scrap from a Mayan codex, one that contains the glyph for the word blood (see Handout 1).
Although this certainly doesn’t contain a lot of information, it should provide clever PC’s with a few options for beginning their investigation.
Event 1—In Port
First of all, anyone who can read Mayan can recognize the glyph for the word blood. In the event that none of the PC’s are familiar with this language, they should be able to find an expert who can assist with the translation. This can be an excellent opportunity for characters to make use of their contacts; alternately, with a DC 18 Knowledge: local or Gather Information check, they can find just such an expert. Should the adventure begin in a port that is less civilized than Port Royal, however, this task could become notably more difficult. Once such a specialist is located, the business of translation could be quick and easy or could require a fair amount of roleplaying, depending upon the tastes of the players. After all, even an academic could decide to attempt some shrewd bargaining if he suspects that their might be a treasure involved.
Additionally, anyone who succeeds at a DC 10 Spot check notices the mark on the bottom of the bottle, the letters CS over GS. Those who then succeed at a DC 20 Knowledge: local check can recognize these as being the mark of the famed rum maker Clinch Stayner, the one he uses for his trademark Gilboan Screech rum. With this in mind, another DC 20 Knowledge: local or Gather Information check reveals that he maintains a base of operations on the island of Barbados.
Finally, should anyone ask the question of from where the bottle might have come, some consideration of the currents in the Caribbean Sea could provide some insight. A DC 15 Profession: seamanship or DC 18 Knowledge: geography check allows characters to recognize that the flow of current in the Caribbean runs from southeast to the northwest; this means that the bottle would likely have come from somewhere near the eastern end of the Spanish Main, Barbadoes, the southern portion of the Windward Islands, or Trinidad and Tabago. (This information may need to be adjusted, again, if the adventure begins in a location other than Port Royal.) Here, too, the PC’s may be able to make use of their contacts if they lack the skills necessary to gain this information, and the finding of said contacts can be as simple or as difficult as the GM desires.
Event 2—The Inn
Since the markings on the bottle are perhaps the most concrete clue that the PC’s possess, this is perhaps the most like first course of action for them. Perhaps unfortunately for them, this option proves more complicated than they might have suspected.
Mr. Stayner, it turns out, has problems of his own. His stock of the widely popular Gilboan Screech has run rather low as of late, and at present he only has enough to cover his regular order from the governor of Tortuga. The trouble is, a notorious pirate by the name of Captain Horne happens to have a taste for the stuff and, having just taken a large haul of booty from a Spanish prize, he is looking to celebrate his success. When he ran into Stayner at a local watering hole and was refused in his desire to purchase some of the rum, he did not take it well.
Note here that, if the GM doesn't have a specific inn in mind to use for this encounter, the Sign of the Boar's Head from a previous blog listing would work well.
When the PC’s arrive, they find that Stayner and his assistants have fled to the upper floor of the inn; Horne and his men are in hot pursuit, battling their way up the stairs. At this point the PC’s have two main options for dealing with the situation, parlay or force. For the prior, a DC 24 Diplomacy check—adjusted, of course, for good roleplaying, at the GM’s discretion—is enough to calm the bewildered pirate captain and persuade him to spare Stayner. On the other hand, a fight here should provide some exciting fisticuffs but not be too tough on the PC’s; they have plenty more combat to face later.
As long as they manage to rescue Stayner one way or another, the master brewer gladly provides them with the following information: outside of the aforementioned governor of Tortuga, the only other person to whom Stayner has sold his Gilboan Screech in that part of the Caribbean is a wealthy pearl merchant from Trinidad, a fellow by the name of Don Javier Santiago.
Event 3—The Pearl Merchant’s Estate
Depending upon the party’s religious and political views, this next aspect of the investigation could prove difficult. Since Trinidad is a territory ruled by the Spanish Crown and loyal to the Catholic Church, those who are neither Spaniards nor Catholics may find their reception to be cool at best and heated at worst. (This may depend, of course, on the specific time period in which the GM chooses to set this adventure.) Should the heroes have had previous run-ins with either of those groups, it may prove necessary for them to don disguises in order to move around on the island.
Once the PC’s arrive on Trinidad, it is an easy task (DC 10 Gather Information check) to find the Santiago estate. Those who are especially skilled might also learn (DC 20 check) that the pearl merchant has been involved in some particularly secretive business of late, leaving early in the morning and returning well after dark. The locals assume that he has found a rich new pearl bed, however, and know nothing of his true discovery.
When they arrive at the estate the PC’s are greeted at the front gate by the family’s servant, Rinaldo. He is skeptical of them as long as he recognizes them as pirates or other disreputable types; as such he asks them their business before telling that his master is not available and sending them on their way. A DC 15 Sense Motive check here allows a character to recognize that the servant is quite ill-at-ease, following which a DC 20 Diplomacy check is enough to help calm him somewhat. Reduce these DC’s by five if the PC’s mention the bottle they discovered and its possible connection to Santiago.
If the PC’s can earn Rinaldo’s trust, he ushers them into the house and then proceeds upstairs to bring down Dona Isabella, Don Santiago’s daughter. She thanks them for bringing her the information they have discovered, then proceeds to tell what she knows of her father’s misadventure:
A fortnight ago, he and his crew discovered the wreck of a Spanish galleon somewhere in nearby waters.
To help keep the matter secret, knowing that others might try to claim its treasures for themselves, he told no one—not even Isabella—of the wreck’s location.
Seven days ago she received a letter stating that Don Santiago had been kidnapped, and that he would not be harmed as long as nobody tried to interfere with the matter.
Since then she has been agonizing over the situation, not wanting to sit idly by but also not wishing to endanger her father. Now, however, she begun to grow desperate, and would be indebted to the PC’s if they would take action to rescue him. The trouble at this point, of course, is figuring out just where to go looking for him.
This is where the scrap of paper in the bottle comes back into play. As long as the PC’s have a map of the waters surrounding Trinidad, they should be able to spot a likely candidate—the area known as Bloody Bay on Tobago. A DC 15 Knowledge: local check can confirm that that island has been engulfed in conflict of late, with native Caribs and settlers from England, Spain, France and Holland all fighting for control; this lack of a ruling authority has made it an almost ideal base of operations for pirates.
Here again, should it become necessary to know more about the rooms in the house, they are labeled as follows.
1. Sitting Room
2. Dining Room
3. Kitchen
4. Pantry
5. Rinaldo’s Room
6. Storage
7. Isabella’s Room
8. Library
9. Javier’s Room
Event 4—Bloody Bay
Should the PC’s decide to pay a visit to this location, the manner in which they approach the bay becomes a very important consideration. While Captain Bartleby has split his forces between guarding their camp and escorting Don Santiago to the dive site, there are plenty of pirates here to cause trouble for the PC’s. Because of this, it is in their best interests to be stealthy as they draw near to here.
The village that serves as Bartleby’s base of operations is one that has been ruined by the conflict that has wracked the island. Some of the buildings are still fairly intact, however; the pirates have supplemented these with shelters built from sailcloth and surplus wood, turning them into crude but serviceable and unobtrusive dwellings. More importantly, as far as the PC’s are concerned, is the fact that pairs of guards are posted at each of the locations marked with an A. Each guard is equipped with a cutlass, short musket and pistol, along with a boatswain’s whistle for signaling comrades.
Should any of the guard teams become suspicious of activity in the area, one moves to investigate while the other hangs back, ready to raise the alarm. Naturally, the PC’s should make Hide and Move Silently checks opposed to the guards’ efforts to Spot and Listen for trouble. Since the development of the situation depends upon any number of strategies that the PC’s might employ, considerable GM adjudication is required here.
1. Guard Posts
Each of these buildings is ruined, but provides a location with a good line of sight from which to watch for intruders. The guards have made themselves comfortable here, making tables and chairs out of crates and barrels and finding entertainment such as cards, dice, etc.
2. Crew Quarters
These buildings have been augmented with sailcloth tents, creating dry places for resting crew members to sleep. Although they vary in general layout, each includes hammocks for a dozen sailors (only half of which are currently occupied), sea chests and a variety of personal effects.
3. Brig
This, the best preserved of all the buildings in the village, has been reinforced with stout timbers and mud brick for use as a brig by the pirates. The door is iron-banded wood and has hardness 5 and 30 hit points, while the walls have hardness 8 and 90 hit points. There are two guards posted out front of here at all times, unless they should be called away to help with trouble in another part of the camp.
4. Captain Bartleby’s Quarters
Though not quite as stoutly rebuilt as the brig, this area is definitely more comfortably furnished.
5. Mizzen
This is where the pirates dump their garbage; it is also where they hide their treasure, in a couple of locked chests. A DC 25 Search check of the area is enough to discover the recently turned soil.
Aftermath
If the PC’s manage to defeat the crew members posted here, they may be able to obtain a good deal of information. So long as the PC’s can Intimidate one or more of the sailors or otherwise persuade them to spill their guts, they can learn the following information.
*Captain Bartleby and the rest of the crew are away at the wreck site, having taken Don Santiago and his pearl divers there each day to continue scour the wreck for treasure.
*The pirate is expected to return with an hour or so.
*When he does, one of the pirates on land is expected to flash him a signal with one of the bull’s-eye lanterns, a combination of three flashes: one long, one short and another long.
*In response, the ship is to signal back with three more flashes: one short, one long and another short.
*The treasures that have been recovered so far are hidden beneath the refuse in the mizzen pit, wrapped in tarred canvas to protect them from being soiled.
This information should be provide to the PC’s through good roleplaying, with each successive detail being a little harder to obtain than the ones before it.
If the PC’s dig up the treasure items, they find quite the haul. Included among this are 5000 doubloons, silver plate with a value of 10,000 pieces of eight, the onyx statue of a panther (1000 poe), and a bag of twenty pearls valued at 2000 poe. Additionally, there is a Mayan codex, largely ruined by seawater but with certain details still legible. As long as the PC’s can again find a translator, they it proves to include the following description:
“From the place of Ix Chel, follow the path of the water serpent. Then descend into the mother’s womb, and make an offering of flesh and _____.”
The missing word, as it were, is the one that Don Santiago managed to rip out of the codex to send his message—blood. Although it is cryptic in nature, those characters who succeed against a DC 20 Knowledge: geography, history or religion check can recognize that “the place of Ix Chel” refers to the island of Cozumel, one of the last bastions of the native Maya and the location of an important shrine to that goddess.
It should also be noted that, if the PC’s stay through the night at Bloody Bay, Captain Bartleby and his crew return from the wreck site. In this case they sail into the harbor, then flash the aforementioned signal with a bull’s-eye lantern. As long as they receive the correct response, they then load the treasure and their prisoners into a shore boat and row ashore; six of the crew members remain aboard the ship in order to guard it. How this situation develops from this point onward depends largely on what sort of surprise the PC’s might have waiting for these cutthroats.
There is another surprise in store for both the PC’s and the pirates, however—the third party in the equation. These are agents of the Spanish Inquisition, and they stop at nothing to acquire the long-lost codex. Provided the PC’s stay for more than one day at Bloody Bay, a team of Inquisitors arrives to investigate the scene. They approach stealthily from the landward side of the village, hoping to sneak in, steal the codex and continue their search for the lost shrine. The Inquisitors are willing to use force, if necessary, but try to avoid a direct confrontation if at all possible.
On the other hand, if the PC’s have already departed by the time that the Inquisitors arrive, they still have business with the pirates who are left behind. Assuming that the PC’s have taken the codex by that time, the Inquisitors still torture the available survivors, learn of the fact that the PC’s have acquired the codex and then go in pursuit. They also bring something of a bargaining chip, as described below.
Event 5—Cozumel
In order to continue the search, they must eventually head to this island just off of the Yucatan Peninsula. Here again they should be careful, as the Inquisition has a group of agents on the island waiting and watching for any (in their minds) objectionable activities. They can be found at a nearby Catholic mission where they preach their faith in an attempt to convert the locals that has so far been unsuccessful. Shortly after the PC’s arrive, the Inquisitors come in search of them; they also bring along a bargaining chip, as explained below.
Provided they have the knowledge or resources to discern the importance of the “place of Ix Chel,” they should know to begin their search at the temple located on the island. “The path of the serpent” refers to a small stream that runs through the area. While doing so, those who look out for signs of passage might notice that a partially overgrown footpath leads from the stream to a nearby cenote (DC 18 Track check to locate). Of course, it is up to the PC’s to figure out the importance of these clues for themselves.
Just to complicate the situation a little more, the natives themselves are wary of visitors and therefore begin to watch the PC’s from the moment that they arrive. These Mayan hunters are quite at home in their native jungle; they try to watch from a distance, waiting to gauge the newcomers’ intentions before confronting them. Once they do force the issue, however, they are quite direct about it; they surround the party with bows drawn, and demand (through an interpreter) to know just what the PC’s are doing on the island. Here again a little Diplomacy or Bluffing (DC 15) can convince them to refrain from violence, at which point, if the PC’s think to mention the Inquisition’s interest in the shrine, they can win the natives’ cooperation.
Provided they believe that the PC’s do not intend to loot the treasures of the shrine (Diplomacy or Bluff checks, as appropriate), the natives are even kind enough to guide them there. This cooperation is not without its own motivation, however; one of the natives slip away into the jungle to alert the local priestess, Cocay, along with all of the other hunters and warriors that he can find.
Event 6—The Cenote
Just what the PC’s find here depends largely upon the events that have transpired so far. While the physical details of the place don’t vary much, the occupants that are here to greet newcomers could be notably different. Should either Bartleby and his pirates or the Inquisitors have succeeded in stealing the codex, the PC’s might find those individuals here trying to gauge the secret of the place’s defenses. On the other hand, even if the PC’s arrive first, they might be caught by those others a little bit later in the encounter.
At first glance this sinkhole seems to be no different from any of the numerous other sinkholes located on the island. Its edges fall away sharply for about sixty feet, dropping down to the surface of brackish water below. Upon closer inspection, however, it becomes apparent that this cenote is anything but normal.
1. Footpath
This path descends from the surrounding ground level to the floor of the cenote; each section of the footpath represents a descent of five feet. While it is not terribly steep, the path is quite narrow.
2.Platform
From here the PC’s can gain a much better view of the situation in the cenote. Those who take a look around the place can automatically notice that an underwater tunnel runs into the wall nearby, and that a broad cage-like structure, made of lashed wood and apparently decorated with skulls and various other bones, hangs against the wall opposite the tunnel entrance. Those who look more closely might be able to discern its purpose, as detailed below.
Characters here should be allowed Spot or Search checks, as appropriate; those who succeed against a DC 15 notice hints of movement in the murky depths of the cenote, while those who beat a DC 20 also discover the secret door built into the wall of the chamber. Closer inspection can reveal that the motion in the water is caused by large, pale eels, and that there is no visible mechanism for the secret door.
3. Cage
Upon casual inspection this structure might seem to be purely decorative, something intended to frighten away potential tomb robbers, or else as part of some grisly ritual of sacrifice. In truth, however, it is a key they’ll need to uncovering the shrine. Those who look closely at the cage (DC 20 Search check) can recognize that it is hooked up to a number of ropes, ones that allow it to be swung out from the wall and lowered into the narrow gap between the platform and the wall opposite it. This is where the codex’s reference to “a sacrifice of flesh and blood” comes into play; if the PC’s throw any kind of living or recently dead animal into the water, the eels that lurk in the depths flock there and begin to devour it. The cage can then be lowered into position so as to block them from reentering the other side of the pool, allowing characters to explore the underwater tunnel unmolested.
4. Tunnel
This tunnel is dark, cold and constricting. It is also fully two hundred feet long from entrance to end, meaning that anyone who enters it had better be prepared to hold one’s breath for a while. (Should the eels not have been restrained, as mentioned above, it becomes even more dangerous to enter.) At the end of it is a mechanism for releasing the hidden door on the platform, as detailed above.
5. Hidden Shrine
Assuming that the PC’s have some source of light when they open the secret door, they are greeted by the distinctive glitter of gold. Contained in this chamber are many treasures that have been saved from the conquest of the Mayan Empire, including a jade mask (functions as a periapt of wisdom +2), an elaborate quetzal-feather headdress (functions as a lesser strand of prayer beads), a scepter carved from bone in the form of a serpent (functions as a metamagic rod of extending) and a finely crafted +2 mighty shortbow. There are also numerous codices and statues that, while of relatively little value as plunder, are priceless for the Mayans who have hidden them here.
Arrivals
Of course, the PC’s are not the only people interested in this area’s treasures. The priestess, the Grand Inquisitor and Captain Bartleby all have an interest in recovering this treasure, and none is the type to give up easily.
Bartleby and his pirates, for their part, lack much sense when it comes to subtlety. If they have not yet been eliminated, they send a couple of canny buccaneers to track the PC’s and then lead in the rest of the group, who come armed to the teeth and looking for a fight. It is possible that they could be bribed, threatened or otherwise coerced into giving up the chase, likely with a good deal of adjudication by the GM.
The priestess and her warriors are much more subtle than this. They lie in wait in the surrounding jungle—their familiar territory, as it were—and then send a couple of warriors to confront the people who have the treasures. While not overtly hostile, they are simply unwilling to give up their cultural relics. Should a fight with them be unavoidable, they fall back into cover and snipe at their enemies; they also send a band of warriors to set fire to any ships docked at the island, ensuring that outlanders will not escape.
Finally there are the Inquisitors. They bring along a bargaining chip, in the form of Dona Isabella. (If the PC’s have any particular loved ones in the area, the GM could add one or more of those characters, as well.) They approach carefully but directly, produce their hostages and then make their demands. Since they are motivated by holy zeal, they are also unwilling to negotiate.
Now, just how each of these groups makes its appearance is up to the GM; the arrivals should be timed to maximize dramatic conflict in this final confrontation. This could be one massive battle centered right on the cenote, or it could develop into an engagement that sprawls across the island. As long as the PC’s can gain some allies or at least play their enemies against each other, they should be able to escape with their hides intact.
Conclusion
If the heroes can defeat the Inquisitors and prevent the shrine from being looted, they win the unyielding support of the Priestess. While she recognizes that she must find a new location for her shrine and treasures, she acknowledges that the PC’s have prevented the lore of her collection from being lost to the Inquisition. As a sign of her gratitude, she asks the PC’s to join her in a sacred ritual that will aid them in their future adventures. Once they are gathered she sits them around a blazing fire, then provides them with a specially brewed concoction to drink. They are then left to sit until they fall asleep, with their dreams providing a glimpse into their spiritual selves. Each PC sees a vision of a particular animal in his or her dream, the totem animal for that character.
In game terms, identifying a character’s totem animal provides a modifier to a particular skill check, saving throw, attack method, etc., as detailed on Appendix 3.
Further Adventures
Even though this particular business is finished, the players involved in it could help to spur numerous further adventures for the PC’s.
*Should Captain Bartleby or any of his crew still be alive, they could easily seek revenge. While this in fairness should not be blamed entirely upon the PC’s, it should be noted that this pirate is not known for his sense of fairness. He might come looking for the PC’s, or could pop up at inconvenient moments during future business.
*The Inquisition, of course, does not take kindly to interference in its mission to bring truth and right belief to the world. They could develop into an ongoing nemesis for the PC’s, as they are not quick to forgive the sins of their enemies.
Considering the ongoing conquest of New Spain, the priestess and her fellow natives could provide any number of adventure hooks. More altruistic PC’s might join them in their battle against the Spanish—particularly if any of the PC’s are natives themselves—while those who are more mercenary could be hired to serve as smugglers or soldiers of fortune.
*Javier Santiago, intrigued by the profits that he might earn from the salvaging of other shipwrecks, decides to make a business enterprise of it; the PC’s top his list of potential employees.
*Finally, Dona Isabella could provide a romantic interest for a PC’s, leading the rest of the party into business involving the upper crust of the New World society. Given the aforementioned conflicts, this could provide for many roleplaying opportunities.
Using this Adventure in a Traditional Fantasy Campaign
If the GM wishes to use this adventure in a setting other than the Caribbean during the Age of Piracy, it can easily be adapted. The main changes to be made involve the two main parties involved in the fight for the codex, the native Maya and the conquering Catholic Spanish. Provided another setting has two such groups, they can readily be substituted.
Due to the magical nature of a high fantasy setting, it could be appropriate to modify at least two of the characters. Both the Grand Inquisitor and the Mayan Priestess could be converted to the standard cleric class, with all of the abilities that that brings. The equipment of many of the characters could also be modified, with at least leather armor for many of them and probably some magical items for the higher-level characters.
Appendix 1—Dramatis Personae
Captain Bartleby
Male Sea Dog 4/Sea Officer 3; CR 7; Size medium; HD 7d0+7; hp 50; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 buff coat); Atk +8/+3 (1d6+2, cutlass) or +9/+4 (2d4, pistols); SQ Close Quarters +1, Command (morale bonus), Preferred Ship (English ships), Skill Expert +2; AL CN; SV: Fort +6, Ref +8, Will +3; Str 14, Dex 16, Con 12, Int 10, Wis 8, Cha 15.
Background: Sea Devil.
Skills: Appraise +7, Diplomacy +10, Intimidate +10, Knowledge (local) +7, Knowledge (navigation) +7, Knowledge (sea lore) +7, Profession (sailor) +9.
Feats: Crimp, Dodge, Mobility, Point Blank Shot, Precise Shot.
Fortunes: Superstitious.
Equipment: Cutlass, buccaneer knife, pair of pistols, musket, powder horn, apostles, spyglass.
Bartleby is fairly typical of his pirate ilk; he enjoys nothing more than ship-to-ship combat, taking booty and spending it back in port. While his soul is not a noble one by any stretch of the imagination, he does respect others who demonstrate their skills and daring.
Pirates
Various Sea Dog 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 armor); Atk +3 (1d6+2, cutlass) or +2 (2d4, pistol or 2d6, musket); SQ Close Quarters +1; AL CN; SV: Fort +4, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +5, Climb +6, Jump +6, Profession: sailor +5, Survival +5, Use Rope +5.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, cutlass, musket or pistol, powder horn, apostles.
Captain Horne
Male Sea Dog 4/Sea Officer 3; CR 7; Medium-sized; HD 7d10; hp 43; Init +0; Spd 30 ft.; AC 12 (+2 buff coat); Atk +6/+1 (2d6, pistol) or +6/+1 (1d6, buccaneer knife); SQ Close Quarters +1, Command (morale bonus), Preferred Ship (English ships), Skill Expert +2; AL TN; SV: Fort +7, Ref +5, Will +8; Str 10, Dex 10, Con 10, Int 14, Wis 15, Cha 16.
Background: Sea Devil.
Skills: Appraise +12, Knowledge: local +12, Knowledge: navigation +12, Knowledge: sea lore +12, Listen +15, Profession: sailor +13, Spot +15, Survival +8.
Feats: Alertness, Dodge, Endurance, Great Fortitude, Iron Will, Mobility.
Fortunes: Superstitious.
Equipment: Two pistols, buccaneer knife, buff coat, scroll with ship’s articles.
Mr. Clinch Stayner
Expert 13; CR 12; Size medium; HD 13d6+26; hp 74; Init +0; Spd 30 ft.; AC 12 (+2 buff coat); Atk +9/+4 (1d6, belaying pin); SQ None; AL NG; SV: Fort +8, Ref +4, Will +8; Str 11, Dex 10, Con 14, Int 16, Wis 10, Cha 13.
Skills: Appraise +19, Bluff +15, Craft: brewing +22, Diplomacy +17, Gather Information +17, Knowledge: nature +17, Profession: cooper +19, Sense Motive +16, Spot +14, Swim +14.
Feats: Endurance, Great Fortitude, Negotiator, Quick Draw, Skill Focus (Craft: brewing, Craft: cooper).
Fortunes: None.
Equipment: None.
Note: This character first appears in the adventure “For Love of Rum” by T.S. Luikart, featured in Buccaneers & Bokor issue 2. He is a jovial fellow, one who is as fond of consuming his wares with friends as he is of producing them. Stayner is also a shrewd businessman and, more importantly, a master brewer.
Grand Inquisitor
Rogue 7; CR 7; Size medium; HD 7d6; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +7 (2d4, pistol) or +5 (1d6, rapier); SQ Sneak Attack +4d6, Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge; AL LN; SV: Fort +2, Ref +7, Will +3; Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 16.
Background: Religious.
Skills: Bluff +6, Decipher Script +5, Diplomacy +6, Disable Device +6, Disguise +5, Gather Information +6, Hide +6, Knowledge (local) +5, Knowledge (religion) +4, Move Silently +6, Search +5.
Feats: Investigator, Iron Will, Point Blank Shot, Skill Emphasis (Knowledge: religion).
Fortunes: None.
Equipment: Rapier, dirk, pistol, powder horn, apostles, Bible.
The Inquisitor is a driven, taciturn man whose only goal is to stamp out heresy and false beliefs in the world. His is a black-and-white sense of morality; anyone who stands in the way of his objectives is in league with the devil and an enemy.
Inquisitors
Rogue 1; CR 1; Size medium; HD 1d6; hp 6; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 (2d4, pistol) or +2 (1d6+1, rapier); SQ Sneak Attack +1d6, Trapfinding; AL LN; SV: Fort +0, Ref +4, Will +1; Str 13, Dex 15, Con 10, Int 12, Wis 8, Cha 14.
Background: Religious.
Skills: Bluff +6, Decipher Script +5, Diplomacy +6, Disable Device +6, Disguise +5, Gather Information +6, Hide +6, Knowledge (local) +5, Knowledge (religion) +4, Move Silently +6, Search +5.
Feats: Point Blank Shot, Precise Shot.
Fortunes: None.
Equipment: Rapier, dirk, pistol, powder horn, apostles, Bible.
Dona Isabella Santiago
Aristocrat 3; CR 2; Size medium; HD 3d8+3; hp 20; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 (1d3, unarmed) or +4 (ranged); SQ None; AL LG; SV: Fort +2, Ref +3, Will +2; Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15.
Background: Colonist.
Skills: Bluff +8, Diplomacy +11, Gather Information +11, Knowledge: local +7, Knowledge: nobility +7, Profession: merchant +3, Read & Write Carib, English, French, Spanish, Speak Carib, English, French, Spanish.
Feats: Skill Focus (Diplomacy, Gather Information).
Fortunes: None.
Equipment: None.
Isabella, though she is part of the upper crust of the Spanish colonists in the New World, also has something of an adventurous streak. So far in life her exploration has been limited to the realm of books, studying the discoveries that have been made by others, but, if the right opportunity came along, she would happily leave her comfortable life behind her.
Don Javier Santiago
Male Aristocrat 3/Expert 3; CR 5; Size medium; HD 4d8+3d6+6; hp 33; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +3 (1d3, unarmed) or +2 (ranged); SQ None; AL LN; SV: Fort +3, Ref +1, Will +5; Str 10, Dex 8, Con 12, Int 14, Wis 13, Cha 15.
Background: Colonist.
Skills: Appraise +13, Diplomacy +13, Gather Information +11, Knowledge: local +11, Knowledge: navigation +11, Knowledge: nobility +11, Read & Write Carib, English, French, Spanish, Sense Motive +12, Speak Carib, English, French, Spanish.
Feats: Diligent, Negotiator.
Fortunes: None.
Equipment: None.
Don Javier is a nervous sort of fellow, one who is meticulous in his business practices and who never stops thinking about his investments. He is also genuinely caring, however, and treats his Carib divers much better than other merchants.
Mayan Warriors
Ranger 1; CR 1; Size medium; HD 1d10+1; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 (1d6, javelin) or +3 (1d6, short bow) or +2 (1d6+1, short spear); SQ Favored Enemy (Spaniards), Wild Empathy; AL CG; SV: Fort +3, Ref +4, Will +2; Str 13, Dex 15, Con 12, Int 10, Wis 14, Cha 8.
Background: Native.
Skills: Climb +5, Heal +6, Hide +6, Listen +6, Move Silently +6, Spot +6, Survival +6, Swim +6.
Feats: Point Blank Shot, Track.
Fortunes: None.
Equipment: Bow and arrows, javelins, short spear, knife.
The Priestess
Ranger 4; CR 4; Size medium; HD 4d10; hp 26; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +4 (1d4, knife) or +5 (ranged); SQ Favored Enemy (Spaniards), Wild Empathy, Combat Style (Two-Weapon Fighting), Endurance, Animal Companion; AL CG; SV: Fort +4, Ref +5, Will +6; Str 10, Dex 12, Con 10, Int 10, Wis 16, Cha 16.
Background: Native.
Skills: Handle Animal +10, Heal +12, Hide +8, Knowledge: religion +5, Listen +10, Move Silently +8, Spot +10, Survival +12.
Feats: Point Blank Shot, Track.
Fortunes: Cause, Enemy.
Equipment: Ceremonial dagger.
The Priestess (she is known by no other name) is a woman who has watched her world be destroyed around her. Now she seeks to find and preserve whatever traces of the old ways that she can, but her greatest desire is to one day lead her people to a place where they can live free of governmental and religious oppression.
Appendix—Totem Animals
Following is a list of possible totem animals, along with the bonus that is granted by the charm that the Mayan priestess creates for the character with that totem.
Totem Animal Effect
Ape +2 to Climb checks
Baboon +2 to Climb checks
Badger +2 to Escape Artist checks
Bat +2 to Listen checks
Bear +1 to Fortitude saves
Bison +1 to bull rush attacks
Boar +1 to Fortitude saves
Camel Benefits of Endurance feat
Cat +1 to Reflex saves
Cheetah +5 to Movement rate
Crocodile +2 to Swim checks
Dog +2 to Survival checks
Donkey Benefits of Endurance feat
Eagle +2 to Spot checks
Elephant +2 to bull rush attacks
Fox +2 to Move Silently checks
Hawk +2 to Spot checks
Horse Benefits of Endurance feat
Hyena +1 to trip attacks
Leopard +2 to Jump checks
Lion +2 to Move Silently checks
Lizard +2 to Balance checks
Manta Ray +2 to Swim checks
Monkey +2 to Climb checks
Mule Benefits of Endurance feat
Octopus +2 to Hide checks
Owl +2 to Listen checks
Pony +5 to Movement rate
Porpoise +2 to Swim checks
Rat +1 to Fortitude saves
Raven +2 to Spot checks
Rhinoceros +1 to charge attacks
Shark +2 to Swim checks
Snake
(constrictor) +1 to grapple attacks
Snake (viper) +2 to Fortitude saves vs. poison
Squid +2 to grapple checks
Tiger +2 to Move Silently checks
Toad +2 to Hide checks
Weasel +2 to Hide checks
Whale +2 to Swim checks
Wolf +1 to trip attacks
Wolverine +2 to Climb checks
With that out of the way, I also have a new adventure.
-Nate
“The Message” is Part 4 of the Come Hell and High Water series of adventures, for use with the Skull & Bones setting for the D20 System, though it can easily be modified for use with more traditional fantasy settings for the Dungeons & Dragons game. It is intended for use with a party of six characters of approximately fourth level, but encounter difficulty can be adjusted for use with more or less powerful parties.
Background
In folktales, good but down-on-their-luck commoners discover treasure troves or other sources of wealth that allow them to overcome diversity and live “happily everafter.” In the case of Mr. Javier Santiago, just the opposite is true. He is a wealthy man and has enjoyed luxury all of his life; when he discovered a lost fortune, however, it has brought him nothing but misfortune and misery.
It all started one day when Mr. Santiago was accompanying his pearling boats out onto the Caribbean Sea from his estate on the island of Tobago. The morning’s production had been slow, with his drivers bringing back only small pearls of little value.
For that reason he decided to move to a new area, territory in which he’d not previously operated. For a while this location seemed to be no more lucrative than the prior one, until one of his divers kicked up to the surface carrying something astonishing.
This wasn’t a pearl, but a statue—a panther carved from pure black onyx, with eyes made of gleaming topaz. Santiago, with great joy, recognized what this discovery implied: they’d located the wreck of a Spanish treasure ship, one loaded with goods pillaged from the new world. He quickly arranged to keep the matter as quiet as possible, finding a fence on his home island who could keep this business secret while processing the loot. What he could not have known was that someone else had long been searching for just that treasure, someone who would stop at nothing to obtain it.
For nearly two centuries Catholic Spanish forces have brought war to the indigenous people of New Spain, attempting to eradicate their old ways and replace them with the civilization and religion of their conquerors. The leaders of this effort are the agents of the Spanish Inquisition, a group of zealots who will not stop until all the people of the world have been led to embrace their true beliefs. Despite their best efforts, however, the surviving Maya have managed to save some of their codices from the fire and some of their treasures from the foundry, concealing them in certain hidden shrines until they can once more be brought to the light. The wreck that Santiago has discovered is one that carried both Inquisitors and evidence that could lead them to one such cache; the loss of this ship was a major blow to the Inquisition’s efforts. As word of the pearl merchant’s discovery begins to spread through the islands of the Caribbean, they move quickly to recover what they lost.
Introduction
This adventure can begin for the PC’s at any time when they are relaxing on an island that lies to the northwest of Tobago. Port Royal in Jamaica works particularly well as a starting point, but other ports of call can be substituted based upon the needs of the Gm for the campaign. It starts when one character happens to notice what seems to be a full bottle of rum floating unobtrusively in the bay. Assuming that someone is interested enough to retrieve it (if only because it might actually contain rum), it can be found to contain a curious message—a scrap from a Mayan codex, one that contains the glyph for the word blood (see Handout 1).
Although this certainly doesn’t contain a lot of information, it should provide clever PC’s with a few options for beginning their investigation.
Event 1—In Port
First of all, anyone who can read Mayan can recognize the glyph for the word blood. In the event that none of the PC’s are familiar with this language, they should be able to find an expert who can assist with the translation. This can be an excellent opportunity for characters to make use of their contacts; alternately, with a DC 18 Knowledge: local or Gather Information check, they can find just such an expert. Should the adventure begin in a port that is less civilized than Port Royal, however, this task could become notably more difficult. Once such a specialist is located, the business of translation could be quick and easy or could require a fair amount of roleplaying, depending upon the tastes of the players. After all, even an academic could decide to attempt some shrewd bargaining if he suspects that their might be a treasure involved.
Additionally, anyone who succeeds at a DC 10 Spot check notices the mark on the bottom of the bottle, the letters CS over GS. Those who then succeed at a DC 20 Knowledge: local check can recognize these as being the mark of the famed rum maker Clinch Stayner, the one he uses for his trademark Gilboan Screech rum. With this in mind, another DC 20 Knowledge: local or Gather Information check reveals that he maintains a base of operations on the island of Barbados.
Finally, should anyone ask the question of from where the bottle might have come, some consideration of the currents in the Caribbean Sea could provide some insight. A DC 15 Profession: seamanship or DC 18 Knowledge: geography check allows characters to recognize that the flow of current in the Caribbean runs from southeast to the northwest; this means that the bottle would likely have come from somewhere near the eastern end of the Spanish Main, Barbadoes, the southern portion of the Windward Islands, or Trinidad and Tabago. (This information may need to be adjusted, again, if the adventure begins in a location other than Port Royal.) Here, too, the PC’s may be able to make use of their contacts if they lack the skills necessary to gain this information, and the finding of said contacts can be as simple or as difficult as the GM desires.
Event 2—The Inn
Since the markings on the bottle are perhaps the most concrete clue that the PC’s possess, this is perhaps the most like first course of action for them. Perhaps unfortunately for them, this option proves more complicated than they might have suspected.
Mr. Stayner, it turns out, has problems of his own. His stock of the widely popular Gilboan Screech has run rather low as of late, and at present he only has enough to cover his regular order from the governor of Tortuga. The trouble is, a notorious pirate by the name of Captain Horne happens to have a taste for the stuff and, having just taken a large haul of booty from a Spanish prize, he is looking to celebrate his success. When he ran into Stayner at a local watering hole and was refused in his desire to purchase some of the rum, he did not take it well.
Note here that, if the GM doesn't have a specific inn in mind to use for this encounter, the Sign of the Boar's Head from a previous blog listing would work well.
When the PC’s arrive, they find that Stayner and his assistants have fled to the upper floor of the inn; Horne and his men are in hot pursuit, battling their way up the stairs. At this point the PC’s have two main options for dealing with the situation, parlay or force. For the prior, a DC 24 Diplomacy check—adjusted, of course, for good roleplaying, at the GM’s discretion—is enough to calm the bewildered pirate captain and persuade him to spare Stayner. On the other hand, a fight here should provide some exciting fisticuffs but not be too tough on the PC’s; they have plenty more combat to face later.
As long as they manage to rescue Stayner one way or another, the master brewer gladly provides them with the following information: outside of the aforementioned governor of Tortuga, the only other person to whom Stayner has sold his Gilboan Screech in that part of the Caribbean is a wealthy pearl merchant from Trinidad, a fellow by the name of Don Javier Santiago.
Event 3—The Pearl Merchant’s Estate
Depending upon the party’s religious and political views, this next aspect of the investigation could prove difficult. Since Trinidad is a territory ruled by the Spanish Crown and loyal to the Catholic Church, those who are neither Spaniards nor Catholics may find their reception to be cool at best and heated at worst. (This may depend, of course, on the specific time period in which the GM chooses to set this adventure.) Should the heroes have had previous run-ins with either of those groups, it may prove necessary for them to don disguises in order to move around on the island.
Once the PC’s arrive on Trinidad, it is an easy task (DC 10 Gather Information check) to find the Santiago estate. Those who are especially skilled might also learn (DC 20 check) that the pearl merchant has been involved in some particularly secretive business of late, leaving early in the morning and returning well after dark. The locals assume that he has found a rich new pearl bed, however, and know nothing of his true discovery.
When they arrive at the estate the PC’s are greeted at the front gate by the family’s servant, Rinaldo. He is skeptical of them as long as he recognizes them as pirates or other disreputable types; as such he asks them their business before telling that his master is not available and sending them on their way. A DC 15 Sense Motive check here allows a character to recognize that the servant is quite ill-at-ease, following which a DC 20 Diplomacy check is enough to help calm him somewhat. Reduce these DC’s by five if the PC’s mention the bottle they discovered and its possible connection to Santiago.
If the PC’s can earn Rinaldo’s trust, he ushers them into the house and then proceeds upstairs to bring down Dona Isabella, Don Santiago’s daughter. She thanks them for bringing her the information they have discovered, then proceeds to tell what she knows of her father’s misadventure:
A fortnight ago, he and his crew discovered the wreck of a Spanish galleon somewhere in nearby waters.
To help keep the matter secret, knowing that others might try to claim its treasures for themselves, he told no one—not even Isabella—of the wreck’s location.
Seven days ago she received a letter stating that Don Santiago had been kidnapped, and that he would not be harmed as long as nobody tried to interfere with the matter.
Since then she has been agonizing over the situation, not wanting to sit idly by but also not wishing to endanger her father. Now, however, she begun to grow desperate, and would be indebted to the PC’s if they would take action to rescue him. The trouble at this point, of course, is figuring out just where to go looking for him.
This is where the scrap of paper in the bottle comes back into play. As long as the PC’s have a map of the waters surrounding Trinidad, they should be able to spot a likely candidate—the area known as Bloody Bay on Tobago. A DC 15 Knowledge: local check can confirm that that island has been engulfed in conflict of late, with native Caribs and settlers from England, Spain, France and Holland all fighting for control; this lack of a ruling authority has made it an almost ideal base of operations for pirates.
Here again, should it become necessary to know more about the rooms in the house, they are labeled as follows.
1. Sitting Room
2. Dining Room
3. Kitchen
4. Pantry
5. Rinaldo’s Room
6. Storage
7. Isabella’s Room
8. Library
9. Javier’s Room
Event 4—Bloody Bay
Should the PC’s decide to pay a visit to this location, the manner in which they approach the bay becomes a very important consideration. While Captain Bartleby has split his forces between guarding their camp and escorting Don Santiago to the dive site, there are plenty of pirates here to cause trouble for the PC’s. Because of this, it is in their best interests to be stealthy as they draw near to here.
The village that serves as Bartleby’s base of operations is one that has been ruined by the conflict that has wracked the island. Some of the buildings are still fairly intact, however; the pirates have supplemented these with shelters built from sailcloth and surplus wood, turning them into crude but serviceable and unobtrusive dwellings. More importantly, as far as the PC’s are concerned, is the fact that pairs of guards are posted at each of the locations marked with an A. Each guard is equipped with a cutlass, short musket and pistol, along with a boatswain’s whistle for signaling comrades.
Should any of the guard teams become suspicious of activity in the area, one moves to investigate while the other hangs back, ready to raise the alarm. Naturally, the PC’s should make Hide and Move Silently checks opposed to the guards’ efforts to Spot and Listen for trouble. Since the development of the situation depends upon any number of strategies that the PC’s might employ, considerable GM adjudication is required here.
1. Guard Posts
Each of these buildings is ruined, but provides a location with a good line of sight from which to watch for intruders. The guards have made themselves comfortable here, making tables and chairs out of crates and barrels and finding entertainment such as cards, dice, etc.
2. Crew Quarters
These buildings have been augmented with sailcloth tents, creating dry places for resting crew members to sleep. Although they vary in general layout, each includes hammocks for a dozen sailors (only half of which are currently occupied), sea chests and a variety of personal effects.
3. Brig
This, the best preserved of all the buildings in the village, has been reinforced with stout timbers and mud brick for use as a brig by the pirates. The door is iron-banded wood and has hardness 5 and 30 hit points, while the walls have hardness 8 and 90 hit points. There are two guards posted out front of here at all times, unless they should be called away to help with trouble in another part of the camp.
4. Captain Bartleby’s Quarters
Though not quite as stoutly rebuilt as the brig, this area is definitely more comfortably furnished.
5. Mizzen
This is where the pirates dump their garbage; it is also where they hide their treasure, in a couple of locked chests. A DC 25 Search check of the area is enough to discover the recently turned soil.
Aftermath
If the PC’s manage to defeat the crew members posted here, they may be able to obtain a good deal of information. So long as the PC’s can Intimidate one or more of the sailors or otherwise persuade them to spill their guts, they can learn the following information.
*Captain Bartleby and the rest of the crew are away at the wreck site, having taken Don Santiago and his pearl divers there each day to continue scour the wreck for treasure.
*The pirate is expected to return with an hour or so.
*When he does, one of the pirates on land is expected to flash him a signal with one of the bull’s-eye lanterns, a combination of three flashes: one long, one short and another long.
*In response, the ship is to signal back with three more flashes: one short, one long and another short.
*The treasures that have been recovered so far are hidden beneath the refuse in the mizzen pit, wrapped in tarred canvas to protect them from being soiled.
This information should be provide to the PC’s through good roleplaying, with each successive detail being a little harder to obtain than the ones before it.
If the PC’s dig up the treasure items, they find quite the haul. Included among this are 5000 doubloons, silver plate with a value of 10,000 pieces of eight, the onyx statue of a panther (1000 poe), and a bag of twenty pearls valued at 2000 poe. Additionally, there is a Mayan codex, largely ruined by seawater but with certain details still legible. As long as the PC’s can again find a translator, they it proves to include the following description:
“From the place of Ix Chel, follow the path of the water serpent. Then descend into the mother’s womb, and make an offering of flesh and _____.”
The missing word, as it were, is the one that Don Santiago managed to rip out of the codex to send his message—blood. Although it is cryptic in nature, those characters who succeed against a DC 20 Knowledge: geography, history or religion check can recognize that “the place of Ix Chel” refers to the island of Cozumel, one of the last bastions of the native Maya and the location of an important shrine to that goddess.
It should also be noted that, if the PC’s stay through the night at Bloody Bay, Captain Bartleby and his crew return from the wreck site. In this case they sail into the harbor, then flash the aforementioned signal with a bull’s-eye lantern. As long as they receive the correct response, they then load the treasure and their prisoners into a shore boat and row ashore; six of the crew members remain aboard the ship in order to guard it. How this situation develops from this point onward depends largely on what sort of surprise the PC’s might have waiting for these cutthroats.
There is another surprise in store for both the PC’s and the pirates, however—the third party in the equation. These are agents of the Spanish Inquisition, and they stop at nothing to acquire the long-lost codex. Provided the PC’s stay for more than one day at Bloody Bay, a team of Inquisitors arrives to investigate the scene. They approach stealthily from the landward side of the village, hoping to sneak in, steal the codex and continue their search for the lost shrine. The Inquisitors are willing to use force, if necessary, but try to avoid a direct confrontation if at all possible.
On the other hand, if the PC’s have already departed by the time that the Inquisitors arrive, they still have business with the pirates who are left behind. Assuming that the PC’s have taken the codex by that time, the Inquisitors still torture the available survivors, learn of the fact that the PC’s have acquired the codex and then go in pursuit. They also bring something of a bargaining chip, as described below.
Event 5—Cozumel
In order to continue the search, they must eventually head to this island just off of the Yucatan Peninsula. Here again they should be careful, as the Inquisition has a group of agents on the island waiting and watching for any (in their minds) objectionable activities. They can be found at a nearby Catholic mission where they preach their faith in an attempt to convert the locals that has so far been unsuccessful. Shortly after the PC’s arrive, the Inquisitors come in search of them; they also bring along a bargaining chip, as explained below.
Provided they have the knowledge or resources to discern the importance of the “place of Ix Chel,” they should know to begin their search at the temple located on the island. “The path of the serpent” refers to a small stream that runs through the area. While doing so, those who look out for signs of passage might notice that a partially overgrown footpath leads from the stream to a nearby cenote (DC 18 Track check to locate). Of course, it is up to the PC’s to figure out the importance of these clues for themselves.
Just to complicate the situation a little more, the natives themselves are wary of visitors and therefore begin to watch the PC’s from the moment that they arrive. These Mayan hunters are quite at home in their native jungle; they try to watch from a distance, waiting to gauge the newcomers’ intentions before confronting them. Once they do force the issue, however, they are quite direct about it; they surround the party with bows drawn, and demand (through an interpreter) to know just what the PC’s are doing on the island. Here again a little Diplomacy or Bluffing (DC 15) can convince them to refrain from violence, at which point, if the PC’s think to mention the Inquisition’s interest in the shrine, they can win the natives’ cooperation.
Provided they believe that the PC’s do not intend to loot the treasures of the shrine (Diplomacy or Bluff checks, as appropriate), the natives are even kind enough to guide them there. This cooperation is not without its own motivation, however; one of the natives slip away into the jungle to alert the local priestess, Cocay, along with all of the other hunters and warriors that he can find.
Event 6—The Cenote
Just what the PC’s find here depends largely upon the events that have transpired so far. While the physical details of the place don’t vary much, the occupants that are here to greet newcomers could be notably different. Should either Bartleby and his pirates or the Inquisitors have succeeded in stealing the codex, the PC’s might find those individuals here trying to gauge the secret of the place’s defenses. On the other hand, even if the PC’s arrive first, they might be caught by those others a little bit later in the encounter.
At first glance this sinkhole seems to be no different from any of the numerous other sinkholes located on the island. Its edges fall away sharply for about sixty feet, dropping down to the surface of brackish water below. Upon closer inspection, however, it becomes apparent that this cenote is anything but normal.
1. Footpath
This path descends from the surrounding ground level to the floor of the cenote; each section of the footpath represents a descent of five feet. While it is not terribly steep, the path is quite narrow.
2.Platform
From here the PC’s can gain a much better view of the situation in the cenote. Those who take a look around the place can automatically notice that an underwater tunnel runs into the wall nearby, and that a broad cage-like structure, made of lashed wood and apparently decorated with skulls and various other bones, hangs against the wall opposite the tunnel entrance. Those who look more closely might be able to discern its purpose, as detailed below.
Characters here should be allowed Spot or Search checks, as appropriate; those who succeed against a DC 15 notice hints of movement in the murky depths of the cenote, while those who beat a DC 20 also discover the secret door built into the wall of the chamber. Closer inspection can reveal that the motion in the water is caused by large, pale eels, and that there is no visible mechanism for the secret door.
3. Cage
Upon casual inspection this structure might seem to be purely decorative, something intended to frighten away potential tomb robbers, or else as part of some grisly ritual of sacrifice. In truth, however, it is a key they’ll need to uncovering the shrine. Those who look closely at the cage (DC 20 Search check) can recognize that it is hooked up to a number of ropes, ones that allow it to be swung out from the wall and lowered into the narrow gap between the platform and the wall opposite it. This is where the codex’s reference to “a sacrifice of flesh and blood” comes into play; if the PC’s throw any kind of living or recently dead animal into the water, the eels that lurk in the depths flock there and begin to devour it. The cage can then be lowered into position so as to block them from reentering the other side of the pool, allowing characters to explore the underwater tunnel unmolested.
4. Tunnel
This tunnel is dark, cold and constricting. It is also fully two hundred feet long from entrance to end, meaning that anyone who enters it had better be prepared to hold one’s breath for a while. (Should the eels not have been restrained, as mentioned above, it becomes even more dangerous to enter.) At the end of it is a mechanism for releasing the hidden door on the platform, as detailed above.
5. Hidden Shrine
Assuming that the PC’s have some source of light when they open the secret door, they are greeted by the distinctive glitter of gold. Contained in this chamber are many treasures that have been saved from the conquest of the Mayan Empire, including a jade mask (functions as a periapt of wisdom +2), an elaborate quetzal-feather headdress (functions as a lesser strand of prayer beads), a scepter carved from bone in the form of a serpent (functions as a metamagic rod of extending) and a finely crafted +2 mighty shortbow. There are also numerous codices and statues that, while of relatively little value as plunder, are priceless for the Mayans who have hidden them here.
Arrivals
Of course, the PC’s are not the only people interested in this area’s treasures. The priestess, the Grand Inquisitor and Captain Bartleby all have an interest in recovering this treasure, and none is the type to give up easily.
Bartleby and his pirates, for their part, lack much sense when it comes to subtlety. If they have not yet been eliminated, they send a couple of canny buccaneers to track the PC’s and then lead in the rest of the group, who come armed to the teeth and looking for a fight. It is possible that they could be bribed, threatened or otherwise coerced into giving up the chase, likely with a good deal of adjudication by the GM.
The priestess and her warriors are much more subtle than this. They lie in wait in the surrounding jungle—their familiar territory, as it were—and then send a couple of warriors to confront the people who have the treasures. While not overtly hostile, they are simply unwilling to give up their cultural relics. Should a fight with them be unavoidable, they fall back into cover and snipe at their enemies; they also send a band of warriors to set fire to any ships docked at the island, ensuring that outlanders will not escape.
Finally there are the Inquisitors. They bring along a bargaining chip, in the form of Dona Isabella. (If the PC’s have any particular loved ones in the area, the GM could add one or more of those characters, as well.) They approach carefully but directly, produce their hostages and then make their demands. Since they are motivated by holy zeal, they are also unwilling to negotiate.
Now, just how each of these groups makes its appearance is up to the GM; the arrivals should be timed to maximize dramatic conflict in this final confrontation. This could be one massive battle centered right on the cenote, or it could develop into an engagement that sprawls across the island. As long as the PC’s can gain some allies or at least play their enemies against each other, they should be able to escape with their hides intact.
Conclusion
If the heroes can defeat the Inquisitors and prevent the shrine from being looted, they win the unyielding support of the Priestess. While she recognizes that she must find a new location for her shrine and treasures, she acknowledges that the PC’s have prevented the lore of her collection from being lost to the Inquisition. As a sign of her gratitude, she asks the PC’s to join her in a sacred ritual that will aid them in their future adventures. Once they are gathered she sits them around a blazing fire, then provides them with a specially brewed concoction to drink. They are then left to sit until they fall asleep, with their dreams providing a glimpse into their spiritual selves. Each PC sees a vision of a particular animal in his or her dream, the totem animal for that character.
In game terms, identifying a character’s totem animal provides a modifier to a particular skill check, saving throw, attack method, etc., as detailed on Appendix 3.
Further Adventures
Even though this particular business is finished, the players involved in it could help to spur numerous further adventures for the PC’s.
*Should Captain Bartleby or any of his crew still be alive, they could easily seek revenge. While this in fairness should not be blamed entirely upon the PC’s, it should be noted that this pirate is not known for his sense of fairness. He might come looking for the PC’s, or could pop up at inconvenient moments during future business.
*The Inquisition, of course, does not take kindly to interference in its mission to bring truth and right belief to the world. They could develop into an ongoing nemesis for the PC’s, as they are not quick to forgive the sins of their enemies.
Considering the ongoing conquest of New Spain, the priestess and her fellow natives could provide any number of adventure hooks. More altruistic PC’s might join them in their battle against the Spanish—particularly if any of the PC’s are natives themselves—while those who are more mercenary could be hired to serve as smugglers or soldiers of fortune.
*Javier Santiago, intrigued by the profits that he might earn from the salvaging of other shipwrecks, decides to make a business enterprise of it; the PC’s top his list of potential employees.
*Finally, Dona Isabella could provide a romantic interest for a PC’s, leading the rest of the party into business involving the upper crust of the New World society. Given the aforementioned conflicts, this could provide for many roleplaying opportunities.
Using this Adventure in a Traditional Fantasy Campaign
If the GM wishes to use this adventure in a setting other than the Caribbean during the Age of Piracy, it can easily be adapted. The main changes to be made involve the two main parties involved in the fight for the codex, the native Maya and the conquering Catholic Spanish. Provided another setting has two such groups, they can readily be substituted.
Due to the magical nature of a high fantasy setting, it could be appropriate to modify at least two of the characters. Both the Grand Inquisitor and the Mayan Priestess could be converted to the standard cleric class, with all of the abilities that that brings. The equipment of many of the characters could also be modified, with at least leather armor for many of them and probably some magical items for the higher-level characters.
Appendix 1—Dramatis Personae
Captain Bartleby
Male Sea Dog 4/Sea Officer 3; CR 7; Size medium; HD 7d0+7; hp 50; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 buff coat); Atk +8/+3 (1d6+2, cutlass) or +9/+4 (2d4, pistols); SQ Close Quarters +1, Command (morale bonus), Preferred Ship (English ships), Skill Expert +2; AL CN; SV: Fort +6, Ref +8, Will +3; Str 14, Dex 16, Con 12, Int 10, Wis 8, Cha 15.
Background: Sea Devil.
Skills: Appraise +7, Diplomacy +10, Intimidate +10, Knowledge (local) +7, Knowledge (navigation) +7, Knowledge (sea lore) +7, Profession (sailor) +9.
Feats: Crimp, Dodge, Mobility, Point Blank Shot, Precise Shot.
Fortunes: Superstitious.
Equipment: Cutlass, buccaneer knife, pair of pistols, musket, powder horn, apostles, spyglass.
Bartleby is fairly typical of his pirate ilk; he enjoys nothing more than ship-to-ship combat, taking booty and spending it back in port. While his soul is not a noble one by any stretch of the imagination, he does respect others who demonstrate their skills and daring.
Pirates
Various Sea Dog 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 armor); Atk +3 (1d6+2, cutlass) or +2 (2d4, pistol or 2d6, musket); SQ Close Quarters +1; AL CN; SV: Fort +4, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +5, Climb +6, Jump +6, Profession: sailor +5, Survival +5, Use Rope +5.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, cutlass, musket or pistol, powder horn, apostles.
Captain Horne
Male Sea Dog 4/Sea Officer 3; CR 7; Medium-sized; HD 7d10; hp 43; Init +0; Spd 30 ft.; AC 12 (+2 buff coat); Atk +6/+1 (2d6, pistol) or +6/+1 (1d6, buccaneer knife); SQ Close Quarters +1, Command (morale bonus), Preferred Ship (English ships), Skill Expert +2; AL TN; SV: Fort +7, Ref +5, Will +8; Str 10, Dex 10, Con 10, Int 14, Wis 15, Cha 16.
Background: Sea Devil.
Skills: Appraise +12, Knowledge: local +12, Knowledge: navigation +12, Knowledge: sea lore +12, Listen +15, Profession: sailor +13, Spot +15, Survival +8.
Feats: Alertness, Dodge, Endurance, Great Fortitude, Iron Will, Mobility.
Fortunes: Superstitious.
Equipment: Two pistols, buccaneer knife, buff coat, scroll with ship’s articles.
Mr. Clinch Stayner
Expert 13; CR 12; Size medium; HD 13d6+26; hp 74; Init +0; Spd 30 ft.; AC 12 (+2 buff coat); Atk +9/+4 (1d6, belaying pin); SQ None; AL NG; SV: Fort +8, Ref +4, Will +8; Str 11, Dex 10, Con 14, Int 16, Wis 10, Cha 13.
Skills: Appraise +19, Bluff +15, Craft: brewing +22, Diplomacy +17, Gather Information +17, Knowledge: nature +17, Profession: cooper +19, Sense Motive +16, Spot +14, Swim +14.
Feats: Endurance, Great Fortitude, Negotiator, Quick Draw, Skill Focus (Craft: brewing, Craft: cooper).
Fortunes: None.
Equipment: None.
Note: This character first appears in the adventure “For Love of Rum” by T.S. Luikart, featured in Buccaneers & Bokor issue 2. He is a jovial fellow, one who is as fond of consuming his wares with friends as he is of producing them. Stayner is also a shrewd businessman and, more importantly, a master brewer.
Grand Inquisitor
Rogue 7; CR 7; Size medium; HD 7d6; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +7 (2d4, pistol) or +5 (1d6, rapier); SQ Sneak Attack +4d6, Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge; AL LN; SV: Fort +2, Ref +7, Will +3; Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 16.
Background: Religious.
Skills: Bluff +6, Decipher Script +5, Diplomacy +6, Disable Device +6, Disguise +5, Gather Information +6, Hide +6, Knowledge (local) +5, Knowledge (religion) +4, Move Silently +6, Search +5.
Feats: Investigator, Iron Will, Point Blank Shot, Skill Emphasis (Knowledge: religion).
Fortunes: None.
Equipment: Rapier, dirk, pistol, powder horn, apostles, Bible.
The Inquisitor is a driven, taciturn man whose only goal is to stamp out heresy and false beliefs in the world. His is a black-and-white sense of morality; anyone who stands in the way of his objectives is in league with the devil and an enemy.
Inquisitors
Rogue 1; CR 1; Size medium; HD 1d6; hp 6; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 (2d4, pistol) or +2 (1d6+1, rapier); SQ Sneak Attack +1d6, Trapfinding; AL LN; SV: Fort +0, Ref +4, Will +1; Str 13, Dex 15, Con 10, Int 12, Wis 8, Cha 14.
Background: Religious.
Skills: Bluff +6, Decipher Script +5, Diplomacy +6, Disable Device +6, Disguise +5, Gather Information +6, Hide +6, Knowledge (local) +5, Knowledge (religion) +4, Move Silently +6, Search +5.
Feats: Point Blank Shot, Precise Shot.
Fortunes: None.
Equipment: Rapier, dirk, pistol, powder horn, apostles, Bible.
Dona Isabella Santiago
Aristocrat 3; CR 2; Size medium; HD 3d8+3; hp 20; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 (1d3, unarmed) or +4 (ranged); SQ None; AL LG; SV: Fort +2, Ref +3, Will +2; Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15.
Background: Colonist.
Skills: Bluff +8, Diplomacy +11, Gather Information +11, Knowledge: local +7, Knowledge: nobility +7, Profession: merchant +3, Read & Write Carib, English, French, Spanish, Speak Carib, English, French, Spanish.
Feats: Skill Focus (Diplomacy, Gather Information).
Fortunes: None.
Equipment: None.
Isabella, though she is part of the upper crust of the Spanish colonists in the New World, also has something of an adventurous streak. So far in life her exploration has been limited to the realm of books, studying the discoveries that have been made by others, but, if the right opportunity came along, she would happily leave her comfortable life behind her.
Don Javier Santiago
Male Aristocrat 3/Expert 3; CR 5; Size medium; HD 4d8+3d6+6; hp 33; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +3 (1d3, unarmed) or +2 (ranged); SQ None; AL LN; SV: Fort +3, Ref +1, Will +5; Str 10, Dex 8, Con 12, Int 14, Wis 13, Cha 15.
Background: Colonist.
Skills: Appraise +13, Diplomacy +13, Gather Information +11, Knowledge: local +11, Knowledge: navigation +11, Knowledge: nobility +11, Read & Write Carib, English, French, Spanish, Sense Motive +12, Speak Carib, English, French, Spanish.
Feats: Diligent, Negotiator.
Fortunes: None.
Equipment: None.
Don Javier is a nervous sort of fellow, one who is meticulous in his business practices and who never stops thinking about his investments. He is also genuinely caring, however, and treats his Carib divers much better than other merchants.
Mayan Warriors
Ranger 1; CR 1; Size medium; HD 1d10+1; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 (1d6, javelin) or +3 (1d6, short bow) or +2 (1d6+1, short spear); SQ Favored Enemy (Spaniards), Wild Empathy; AL CG; SV: Fort +3, Ref +4, Will +2; Str 13, Dex 15, Con 12, Int 10, Wis 14, Cha 8.
Background: Native.
Skills: Climb +5, Heal +6, Hide +6, Listen +6, Move Silently +6, Spot +6, Survival +6, Swim +6.
Feats: Point Blank Shot, Track.
Fortunes: None.
Equipment: Bow and arrows, javelins, short spear, knife.
The Priestess
Ranger 4; CR 4; Size medium; HD 4d10; hp 26; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +4 (1d4, knife) or +5 (ranged); SQ Favored Enemy (Spaniards), Wild Empathy, Combat Style (Two-Weapon Fighting), Endurance, Animal Companion; AL CG; SV: Fort +4, Ref +5, Will +6; Str 10, Dex 12, Con 10, Int 10, Wis 16, Cha 16.
Background: Native.
Skills: Handle Animal +10, Heal +12, Hide +8, Knowledge: religion +5, Listen +10, Move Silently +8, Spot +10, Survival +12.
Feats: Point Blank Shot, Track.
Fortunes: Cause, Enemy.
Equipment: Ceremonial dagger.
The Priestess (she is known by no other name) is a woman who has watched her world be destroyed around her. Now she seeks to find and preserve whatever traces of the old ways that she can, but her greatest desire is to one day lead her people to a place where they can live free of governmental and religious oppression.
Appendix—Totem Animals
Following is a list of possible totem animals, along with the bonus that is granted by the charm that the Mayan priestess creates for the character with that totem.
Totem Animal Effect
Ape +2 to Climb checks
Baboon +2 to Climb checks
Badger +2 to Escape Artist checks
Bat +2 to Listen checks
Bear +1 to Fortitude saves
Bison +1 to bull rush attacks
Boar +1 to Fortitude saves
Camel Benefits of Endurance feat
Cat +1 to Reflex saves
Cheetah +5 to Movement rate
Crocodile +2 to Swim checks
Dog +2 to Survival checks
Donkey Benefits of Endurance feat
Eagle +2 to Spot checks
Elephant +2 to bull rush attacks
Fox +2 to Move Silently checks
Hawk +2 to Spot checks
Horse Benefits of Endurance feat
Hyena +1 to trip attacks
Leopard +2 to Jump checks
Lion +2 to Move Silently checks
Lizard +2 to Balance checks
Manta Ray +2 to Swim checks
Monkey +2 to Climb checks
Mule Benefits of Endurance feat
Octopus +2 to Hide checks
Owl +2 to Listen checks
Pony +5 to Movement rate
Porpoise +2 to Swim checks
Rat +1 to Fortitude saves
Raven +2 to Spot checks
Rhinoceros +1 to charge attacks
Shark +2 to Swim checks
Snake
(constrictor) +1 to grapple attacks
Snake (viper) +2 to Fortitude saves vs. poison
Squid +2 to grapple checks
Tiger +2 to Move Silently checks
Toad +2 to Hide checks
Weasel +2 to Hide checks
Whale +2 to Swim checks
Wolf +1 to trip attacks
Wolverine +2 to Climb checks
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