The Amazons
In Columbus’ report of his exploration in the New World, he mentions a curious encounter on an island inhabited entirely by warrior women, one where the only men to be found were those that were kept as breeding stock. This story bears an uncanny resemblance to legends from ancient Greece that tell of the Amazons, a society of female warriors whose matriarchal culture left them at odds with the male-dominated Greek world around them. Although many have been quick to dismiss these reports as the fanciful exaggerations of explorers, the truth of the matter is that a tribe of Amazons, descended from those who inspired the legends of Greece, does inhabit the island of Martinique and the unexplored depths of the Brazilian jungle, just beyond the reaches of the “civilized world” around them.
History
Tales of the Amazons from ancient Greece are sketchy at best, and highly skewed by cultural bias in any case. The various authors who have written of the Amazons have disagreed on certain important details, though most of them have managed to pass on at least a kernel of the truth.
The facts of the matter are these. The first culture that could be considered Amazonian arose in the vicinity of what is now known as the Black Sea during the middle of the third millennium BC. Unlike many of the cultures that developed around them at that time, theirs was strongly matriarchal and matrilineal—that is, women held the power in the affairs of government, and property rights were passed on through the female line. Women held all positions of authority, including religious, military and governmental posts. Indeed, men were essentially confined to the home and had little influence outside of domestic affairs.
At first the Amazons were able to live free from conflict with their neighbors; outside of the annual meeting for the purposes of breeding, they had little contact whatsoever with those who lived around them. This all began to change, however, as the more patriarchal Greek tribes began to gain in power. These cultures, who traditionally had gender roles opposite to those of the Amazons, saw their matriarchal culture as a threat to their own social stability and reacted as they saw fit. War soon erupted.
Although the legends that describe this conflict are numerous, the reliable details are difficult to discern. According to the tales, the Greeks struck the first below with an attack led by none other than the famed hero Herakles himself. The stories have it that one of this warrior’s twelve labors was to lead an expedition into Amanzonian territory and to steal the girdle of their queen, Hippolyta. Some versions also maintain that the Athenian hero Theseus took her home as a prisoner, to be his bride.
This attack reportedly led to a reprisal by the Amazons, an attack on Athens that has come to be known as the Amazonomacy (the “Amazon War”). Though they were hard-pressed to do so, the Greeks managed to repel this attack, helped no doubt by the fact that Hippolyta fought alongside her husband throughout the battle. The conflict didn’t end there, though; reports tell that Amazon warriors continued to engage in periodic skirmishes with the Greeks, as evidenced by the fact that one of their number went to battle in support of Troy.
Times of Change
From this period onward, the history of the Amazons is even more poorly chronicled. It is possible, however, to piece together the scanty evidence that does exist.
As described above, it is known that a contingent of Amazons was present during the Trojan War. It is also known that some of the survivors from Troy managed to escape the fall of the city, and fled from there, along with the hero Aeneus, to the city of Carthage. That location, governed as it was by a powerful queen named Dido, would have made an excellent temporary home for the fierce warrior women. It is also known that the people of Carthage were widely respected for the abilities of their seafarers, and were though to have inherited the seafaring traditions of the Phoenicians themselves.
From that point, nearly ten centuries before the birth of Christ, to the current era, information regarding the Amazons and their movements is understandably sparse. The next mention of their presence, as mentioned previously, comes from the letters of Columbus himself. He describes tales told by the natives of encounters with Amazons on the island now known as Martinique. Then there are the reports of Cristobal de Acuna, a Jesuit missionary who encounter an isolated, all-female group in the heart of the Brazilian jungle. Although his reports of the encounter are not very specific in their details, they bear a striking resemblance to the legends that have survived from ancient Greece. Though many doubt their veracity, they are correct; there is a tribe of Amazons that has taken up residence in the area.
Society and Culture
The most striking feature of Amazonian society, at least from a male perspective, is the fact that women hold all of the power, They govern and make the laws, they command the military forces and have complete religious authority. While this might seem unusual to men from the patriarchal systems of the Old World, it is for them a completely natural arrangement. In fact, men are limited in their endeavors to cultivating the small amount of agriculture that the Amazons practice, tending to domesticated animals, and providing labor for pottery, basket weaving and similar crafts.
Religion
The Amazons revere a quartet of goddesses, a tradition that hearkens back to the pantheon in their native Greece; these are Athena, Artemis, Hestia and Demeter, who represent the most important aspects of the Amazons’ struggle for survival. Demeter is the goddess of nature and fertility, the mistress of the fruits of the earth, while Artemis is the patron of animals and the hunt. Hestia is the protector of the home and family, and Athena represents martial skill and the Amazons’ fierce struggle for independence throughout their long history and travels.
Inside each Amazonian village is a temple to this quartet of goddesses, a shrine that contains statues of each and that receives offerings for them when appropriate. For example, offerings are brought to Demeter during planting and the harvest, to Artemis at the beginning of a great hunt or to Athena before going into battle. Each temple is attended by a priestess, selected by her peers and serving for life unless removed from office for some reason. In addition to ministering to the spiritual needs of the community, the priestesses also serve as spiritual advisors to the local rulers. She is assisted by one or more young women who are learning the ways of the priestess.
Military
Although many aspects of the Amazons’ culture have changed with the passage of time and the tribulations that they have faced, one that has consistently remained strong is their militant lifestyle. While they few warriors who are dedicated entirely to preparing for and dealing with conflicts, nearly every woman in the tribe is trained in some manner to defend their home villages. No other civilization in the world is so able to mobilize itself in times of war.
As detailed in the Skull & Bones rulebook, Amazons typically operate in patrols of 8-16 warriors, led by a couple of sergeants and perhaps including a couple of jaguars. Larger settlements may have as many as eight such patrols, along with lieutenants and the queen herself, as well as one or more priestesses. While the officers have fairly general training, the unranked soldiers tend to specialize in hand-to-hand or ranged combat. (Mounted combat, which was once a specialty for which the Amazons were feared, is now unknown but for the rare band that has managed to capture, tame and train horses.)
Organization—The Village
Nearly all of the Amazonian villages are located in Brazil. These consist of houses built of mud brick with thatched roofs, a design that is inspired by the techniques of the surrounding native tribes and that is adapted to locally available materials. The firepit is its central feature, while the pillars that support the roof are strung with hammocks for sleeping and a variety of baskets and jars hang from the pillars overhead. Each such building houses a single family, including an Amazon, her children and any men in the household. Any given village usually has as many as one hundred such huts, all roughly clustered around the central common house.
The common house consists of a circular roof resting on massive wooden pillars hewn from tree trunks. A fire pit in the middle of the common house is used for cooking feasts and is kept burning at all times to provide for the hearth fires of the huts throughout the village. Official business is conducted here, such as trials and judgments and councils of war. It also serves during times of festivity, when tales of the Amazons’ long travels and many battles are told.
Larger villages also boast of a temple, a structure that combines ancient building techniques and local materials. Although they don’t have access to Mediterranean marble, the Amazons use limestone from the nearby mountains to craft the columns, floor, walls and roof of the temple. The temples are usually rather elaborate affairs, incorporating a main sanctuary, an inner sanctum, a room for storage and the priestess’ and assistants’ quarters. The walls of the building are usually decorated with beautiful engravings, ones that tell of the Amazons’ history as well as the tales of their goddesses.
Depending on the particular location and business of each village, there could be a number of other features. These might include a landing for piraguas (canoes), stables for livestock and possibly even horses, storage bins for grain, a smithy or other structures.
In locations closer to civilization, the Amazons tend to keep a much lower profile. For this reason they convert natural caverns into hidden outposts. Although these can vary widely in layout and features, each typical has a separate area for the warriors who have guard duty, a gate that can be sealed against intruders, and a concealed exit in the event that escape should become necessary.
Adventure Hooks
With their long and tumultuous history, as well as their (from some perspectives) unusual culture, the Amazons could act as a springboard for any number of possible adventures.
When a Catholic missionary encounters an Amazon patrol while spreading the Gospel among the native of Brazil, he brings news of their presence back to civilization; the PC’s might be hired to investigate the matter.
Rumors of ancient Greek treasures in the possession of the Amazons could entice those who hope to steal them.
After the colonizing Portuguese have an unpleasant military encounter with the Amazons, war seems imminent; the PC’s could serve on one side of the conflict or the other, or perhaps could even try to keep the peace.
The Amazons, in a surprisingly aggressive move, begin to attack ships to build up their own naval power.
Should the PC’s be captured by the Amazons, there are a number of possible outcomes. Those who possess useful skills—particularly carpenters and surgeons—could be put to work, while those who are especially strong and healthy might be use for breeding.
The current Amazon queen, Thalestris, believes herself to be descended from an ancestor of the same name and Alexander; if this is true, it could have an impact on the political situation in Greece, as she could claim to be an heir to some kind of throne.
Using the Amazons in a Traditional Fantasy Campaign
Should the GM wish to use the Amazons in a more traditional D20 fantasy game, only a small amount of modification is required. While they could easily be converted to any character or even monstrous race or religion, they should maintain some aspect of their culture that runs against the grain of the surrounding societies. This could still be a matriarchal culture, or perhaps some sort of religious tradition that runs contrary to the dogma of those who dwell around them, depending upon the possibilities of the specific campaign setting.
Dramatis Personae
Commander
Fighter 3; CR 3; Size medium; HD 3d10+3; hp 24; Init +1 (+1 Dex); Spd 30 ft.; AC 17 (+4 armor, +2 shield, +1 Dex); Atk +5 (1d8+2, longsword) or +X (damage, type); AL LN; SV: Fort +4, Ref +2, Will +1; Str 15, Dex 13, Con 12, Int 13, Wis 11, Cha 16.
Background: Amazon.
Skills: Craft: weaponsmith +2, Climb +8. Intimidate +12, Jump +8, Knowledge: history +2, Swim +8.
Feats: Cleave, Power Attack, Quick Draw, Skill Focus (Intimidate), Weapon Focus (longspear).
Fortunes: None.
Equipment: Chain shirt, buckler, longspear, quiver of six shortspears, longsword.
Elite Archer
Fighter 1; CR 1; Size medium; HD 1d10+1; hp 11; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+4 chain shirt, +3 Dex); Atk +4 (1d8, longbow) or +2 (1d8+2, longsword); AL LN; SV: Fort +3, Ref +3, Will +0; Str 15, Dex 16, Con 12, Int 13, Wis 11, Cha 13.
Background: Amazon.
Skills: Craft: bowyer +2, Handle Animal +1, Hide +7, Knowledge: history +2, Move Silently +7.
Feats: Point Blank Shot, Rapid Shot, Stealthy.
Fortunes: None.
Equipment: Chain shirt, longsword, composite longbow, quiver of 20 arrows.
Elite Infantry
Fighter 1; CR 1; Size medium; HD 1d10+1; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 18 (+4 armor, +2 Dex, +2 shield); Atk +5 (1d8+3, longspear) or +3 (1d8, shortspear); AL LN; SV: Fort +3, Ref +2, Will +0; Str 16, Dex 15, Con 12, Int 13, Wis 11, Cha 13.
Background: Amazon.
Skills: Climb +7, Craft: weaponsmith +2, Jump +7, Knowledge: history +2, Swim +7.
Feats: Cleave, Power Attack, Weapon Focus (longspear).
Fortunes: None.
Equipment: Chain shirt, small steel shield, lonspear, quiver of six shortspears, longsword.
Priestess*
Cleric 3; CR 3; Size medium; HD 3d8; hp X; Init +0 (+0 Dex); Spd 30 ft.; AC 16 (+4 armor, +2 shield); Atk +3 (1d8+2, longsword) or +2 (1d8, longbow); SQ Cleric abilities; AL LN; SV: Fort +4, Ref +1, Will +6; Str 13, Dex 11, Con 12, Int 15, Wis 16, Cha 12.
Background: Amazon.
Skills: Concentration +7, Craft: armor +4, Diplomacy +7, Heal +9, Knowledge: history +4, Knowledge: religion +8, Survival +9.
Feats: Combat Casting, Track.
Fortunes: None.
Domains: Protection and War.
Equipment: Chain shirt, small steel shield, longsword, longbow, quiver of 20 arrows, holy symbol.
*Note: The Amazon Priestess was created to have some spellcasting ability, as befits a campaign that includes magic. Should the GM not want to include magic in the campaign, substitute levels of Expert for those of Cleric. (The character thus keeps its skills, while losing the spellcasting ability.)
Queen
Fighter 9; CR 9; Size medium; HD 9d10+9; hp 63; Init +2 (+2 Dex); Spd 30 ft.; AC 22 (+6 armor, +4 shield, +2 Dex); Atk +19/+14 (1d8+11, longsword) or +14/+9 (1d8+6, mighty composite longbow); AL LN; SV: Fort +7, Ref +5, Will +3; Str 22 (16), Dex 14, Con 12, Int 13, Wis 11, Cha 16.
Background: Amazon.
Skills: Climb +12, Craft: armor +2, Intimidate +12, Jump +12, Knowledge: history +2, Swim +12.
Feats: Cleave, Dodge, Mobility, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack.
Fortunes: None.
Equipment: Longsword +3, mighty composite longbow +3, chain shirt +2, small steel shield +2, belt of giant strength +6.
New Background: Amazon
You are a part of the Amazon tribe, and have been raised in their society of warrior women. You could play any of the roles in their culture.
Free Skill Ranks: Craft (weaponsmith, armorsmith or bowyer) 2, Knowledge (history) 2
Bonuses and Penalties: You suffer a –2 circumstance penalty to all Charisma-based skill checks made when interacting with men from traditional European society, since they consider your culture to be a threat to the stability of theirs. You gain a +2 circumstance bonus to Charisma-based checks with women, however.
Contacts: None. Since the Amazons’ society is isolated from the outside world, they do not interact much with others.
Appendix: The Tupinamba and the Margaia
Should the PC’s venture into the depths of the Brazilian jungle to seek out rumors of the Amazons, the warrior women are not the only threat that they might face. The tribes that are predominant throughout any territory not inhabited by the Amazons are the Margaia and the Tupinamba, ones that are more primitive than the newcomers but that make up for their lack of technical development through sheer ferocity.
Members of these tribes wear their dark hair long and go without clothing. The Tupinamba males distinguish themselves by shaving their head from the top forward, creating an effect rather like the tonsure of a monk. Male members of both tribes wear a piece of bone or stone through a piercing in the lower lip, just above the chin. The women, on the other hand, wear similar ornaments in the ears. They are also known to paint their faces with a dazzling variety of hues in red, yellow and blue.
The people of these tribes subsist on fruits and vegetables gathered throughout the jungle, along with a great variety of fish, birds and other animals that are hunted as well as edible roots. The roots, indeed, can be used to make a potent brew (caouin) when they are chewed, boiled and allowed to ferment. They make their homes of wooden frames covered in thatch. For storage they craft baskets and pots, and used dried native gourds. They also craft the hammocks in which they sleep.
In terms of religion, the Tupinamba and the Margaia possess few customs. Those missionaries who have traveled among them have deduced that both tribes believe in an evil spirit, called Aygnan, who torments them and brings hardship into their lives. They also believe in an afterlife, in a beautiful realm beyond the high mountains, to which the spirits of those who have lived good lives go to dance with their ancestors. Strangely, they do not seem to have a higher power that they worship in any manner.
Perhaps the best-known aspects of these natives’ culture are their vengeful sense of honor and their practice of cannibalism. It is said that they allow no affront by their enemies to go unpunished, and that ultimate retribution for them comes when they capture, kill and then consume those who have done them wrong. What is more, warriors keep the skulls of their defeated as trophies of their conquests. In times of battle the warriors equip themselves with large clubs that have sharpened edges, almost like wooden swords, as well as with huge bows and arrows some five feet in length. They are masters of their own territory, knowing every path and feature, and use this to their advantage when defending it.
The Margaia, it should be noted, have allied themselves as a tribe with the Portuguese who have settled in Brazil, while the Tupinamba have sided with the French. Since the Portuguese are gradually taking control of that territory, this has left the Tupinamba at a distinct advantage when facing their hated enemies.
Sunday, January 24, 2010
Tuesday, January 5, 2010
An Ill Wind Blows--A D20 Pirates Adventure
An Ill Wind Blows
This scenario is Part 1 of Come Hell and High Water, an adventure series for the Skull & Bones historical setting, for use with the Dungeons & Dragons roleplaying game version 3.5. It is intended to introduce a new party of first-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
The New World is a place of tremendous opportunity for those who are willing and able to seize it; sadly, however, this sense of possibility has often given rise to ruthless exploitation and oppression. Mhlongo is an individual who has experienced this firsthand and who because of it has turned down a dark path to gain his revenge. He was once a contented farmer back in Africa, one who was renowned for a mystical connection to the land, but rivalries between his and another clan led to warfare and his capture. Recognizing an opportunity to rid himself of an enemy and to gain wealth at the same time, the rival chief sold Mhlongo into slavery. The unfortunate was packed aboard a cramped vessel with scores of other slaves and shipped off to Havana, where he was then sold to a plantation owner who worked him mercilessly. Despite such grueling labor, the slave still found time to pursue his arcane study, and began delving into dark rituals to gain even greater power. Eventually the chance arrived for him to escape and, after killing his former master, Mhlongo fled in a small boat from Cuba. Eventually he arrived on the island of Hispaniola, where he met a bokor who taught him the ways of vodoun and promised help him take revenge on the rest of the world. Together he and his new teacher, Mabhena, began to devise a plan that would gain him the power to seek revenge on all of his enemies.
Their plot is this. Mabhena has mastered the vodoun ritual used to animate the bodies of the dead as zombies; now he has hired a local grave robber to exhume bodies that he can use for that purpose. These zombies he has concealed in barrels of sugar to be shipped off aboard a parting merchant ship, with Mhlongo posing as a merchant; he intends to call them forth in the dark of night once the ship has sailed. In this way he plans to murder the ship's crew, thereby taking control of it and gaining more bodies to add to his army of undead minions. That is only the beginning, however; with that ship he will be able to attack others and thus build his own armada.
This plan might have come off without a hitch if it weren't for the greed of Seamus O'Brien, the thief that Mhlongo hired to acquire the bodies. O'Brien, having discovered numerous pieces of jewelry among the graves that he's exhumed, has decided to turn a little extra profit by pilfering the valuables. Unfortunately for him, one of the individuals that he approaches recognizes one of the baubles and doesn't take too kindly to the discovery.
Location Note
GM's wanting to expand on Port Royal as the setting of a piratical campaign would do well to check out Issue 3 of Buccaneers & Bokor (available at online sales sites), which features a map of the city and thorough descriptions of the people and places that can be found there.
Introduction
This adventure begins for the PC's as they are relaxing at a Port Royal tavern and Inn, the Sign of the Boar's Head (see the previous blog post for the layout of and details regarding this establishment). They might be drinking, listening to the performance of a visiting shantyman, playing Bone Ace, enjoying some company or preparing for a fight; whatever the case, they happen to be present when O'Brien's ill-chosen customer, Edward Chapman, recognizes one of the items for sale and cries foul. Before the first event occurs, have the players decide where their characters are located and what they are doing to pass the time.
Event 1—A Thief in the Night
This opening encounter should provide an opportunity for some satisfying fisticuffs. Roll initiative as soon as Chapman gives a shout. O'Brien uses his surprise round to flip the table, sending Chapman sprawling; then, on his initiative, he heads for the door. Although Chapman quickly recovers, one or more of the PC's is probably in a better position from which to intervene.
To create a distraction, O'Brien throws his pouch of silver onto the floor behind him, scattering its contents for all to see, and the surrounding patrons converge to collect them. This forces his pursuers to tumble or bull rush their way through the press. Of course, any violence against the crowd—intentional or otherwise—provokes retaliation, causing the tavern to erupt into a brawl.
Assuming that the PC's can apprehend the thief, Chapman thanks them profusely. At this point Chapman assumes that O'Brien stole the item in question, a signet ring, from his wife Anna; after checking with her, however, he finds that she still possesses hers. Thus he realizes that it could only have come from one other possible source, his parents' grave—a notion that really upsets him. Because the PC's have shown that they can handle themselves in a fight, he ask them to accompany him to the tomb. If they need a little persuading, he pays them each a reward of fifty pieces of eight for helping catch the thief, and then offers another hundred apiece if the PC's help him conclude “this disagreeable business.”
Chapman's Story
Through roleplaying or the use of the Sense Motive skill, the PC's should come to recognize that Edward Chapman comes from an aristocratic background. Although he is loathe to mention details to the PC's at this point--“After all, each of us has his secrets”--he in fact is an agent of the Invisible College from London. This could become important in future adventures.
Event 2—The Tomb
St. Paul's church in Port Royal is a relatively simple affair, particularly when compared to the massive and elaborate cathedrals of the Old World. It is two stories in height with plain, whitewashed walls. There is a foyer in front (Area 1) with a spiral staircase that provides access to the bell tower above and the crypt (Area 6) below, and double doors open into sanctuary (Area 2). Broad steps lead up to the church's large oaken front doors. The sanctuary is a broad, open room lined with benches that face the pulpit, behind which another door opens onto the preparation room (Area 3). The front doors have hardness 5 and 20 hit points, while the interior doors have hardness 5 and 15 hit points. From the preparation room one door opens into a storage room (Area 4) while another opens into the minister's quarters (Area 5) and the other provides a rear exit. When the church is closed to visitors, the front and rear doors are sealed with stout padlocks (DC 25 to open, or hardness 15 and 30 hit points).
Should someone be nosy enough to search the contents of the storage room, it contains a strongbox (DC 25 to open, or hardness 15 and 30 hit points) holding the congregation's offerings, totaling five hundred pieces of eight. Here can also be found a barrel of wine for communion, along with a silver service (valued at 80 pieces of eight), an illuminated Bible and a fine teak box (20 poe) that contains the host.
The Crypt
The crypt is built into the foundation of the church; it is sealed by a door with a padlock similar to those above. Beyond this it is quite dark, and the PC's need to have light sources if they are going to continue exploring. The crypt consists of a long, narrow room, the walls of which are lined with alcoves that hold mouldering remains; here and there a decrepit wooden door provides access to the burial rooms of the wealthier dead. Cobwebs hang from the walls, and a thick lair of dust has settled on the floor. Any PC who attempts to search for footprints on the floor succeeds on a DC 12 check and recognizes that there has been a good deal of traffic through here in the past two weeks; a DC 18 check reveals that many of the graves have been disturbed, although their contents still rest in their niches.
Unless the PC's attempt to be stealthy, the zombies who have been left behind probably hear their arrival. They gather in the positions indicated on the map, waiting for an opportunity to strike. When they do, they charge the nearest target and attempt to incapacitate it before moving on to the next victim. During this combat, play up the discomforting nature of the setting; weapon swings that miss their target might smash open coffins or scatter the remains in the niches, all the while kicking up a cloud of dust and less wholesome debris.
In the aftermath of this first engagement, Chapman can survey the remains of his parents' crypt and confirm that their bodies and their valuables are missing. Characters who are familiar with vodoun can confirm that the foes they fought were zombies on a DC 10 check. If pressed, O'Brien now admits that he was hired to steal corpses for an unknown buyer; he himself was never permitted to deal with that person directly, however, and thus he is not able to identify the person. Through intimidation (DC 20) or diplomacy (DC 25) the PC's can persuade him to reveal that he was being paid simply to load the bodies onto a horse cart that came around once each morning, at which point another team would take them along to the buyer. Only if the PC's think to ask does he reveal that he is expecting the cart to arrive just before sunrise.
Ambush
Hopefully the PC's can recognize that, if they want to proceed with this investigation, they need to catch the fellow aboard the horse cart. As long as he is not alerted to any danger, he simply drives the cart up in back of the church and waits for O'Brien to begin loading the bodies. Through some bluffing (opposed by his Sense Motive check) or stealth (opposed by his own Spot and Listen checks) the PC's might be able to get the drop on him and maybe even subdue him before he can try to escape. Should he recognize any danger, he spurs on his two horses and tries to flee. This could lead to an exciting chase through the port city's streets. As long as they do capture him, the PC's can learn that his name is Murphy, and his job is to deliver the bodies to the buyer.
Event 3—The Warehouse
Assuming that the PC's can begin to unravel the threads of this plot, they can discover that the bodies are being taken to a warehouse located in Port Royal's fish market. (Mhlongo uses the smell of the fish to help cover up the smell of the bodies that he's using.) It is an unremarkable two-story structure with stone walls and a wooden roof; there are no windows, but a large set of double doors out front and a small single door in back. These are sealed with stout padlocks, although the cart driver has a key for them.
Inside the warehouse is filled with various crates and barrels. Many of these are empty, although some of the barrels are filled with sugar. The three in the northeast corner of the building contain an un-pleasant surprise, however, in the form of the zombies that Mhlongo has hidden in them. They erupt from their hiding places as soon as one of the barrels is disturbed, attacking anyone who is present. Allow the PC's Spot checks; they need to succeed against a DC of 20 to recognize that something is stirring inside the flour.
Once the combat has been concluded, allow the PC's to make DC 25 Listen or DC 28 Spot checks; those who succeed notice either a soft, dull thudding sound or telltale signs in the dirt of the floor indicating a concealed trapdoor. This is not locked, and opens to reveal a small room dug out of the ground below. A crude but solid wooden table fills nearly half of the room, and on it lies a pair of bodies. These have had their mouths sewn shut, just like the zombies in the barrels above them. Moreover, a small chest beneath the table contains some valuable clues to the nature of the plot. These include a pouch of various herbs, a small skull, a crystal pendant and a dried rooster's talon, items that on a DC 10 Knowledge: voodoo rituals check can be identified as ones used in the process of animating zombies.
There are also a pair of short letters; the first of these reads as follows:
“Mr. Delacroix,
I will send along some of my crew to retrieve the cargo, as you specified. Please be to the docks
just before sunrise tomorrow, for we sail with the dawn.
Capt. Carstens”
The second reads:
“Mhlongo,
Strike at midnight, when the spirits will guide you to victory.”
Mabhena”
The date in the upper right-hand corner of the first letter is that of the day on which this adventure began for the PC's; there is not date on the second letter. Hopefully this is enough information for the PC's to deduce the nature of Mhlongo's plot, and to recognize that quick action is required in order to foil it. Since the action at the tavern, church and warehouse has likely occupied a few hours' time, the PC's probably don't have long to wait before sunrise. This should create some sense of urgency, even though they might also be feeling the pain of their accumulated injuries.
Should the PC's think to claim them, by the way, the barrels of sugar (six in total) are worth 120 poe each.
Event 4—The Docks
The docks of Port Royal are a sprawling affair, wrapping around three sides of the city. This makes it tough to find one ship quickly, especially when they have only a vague idea of which ship they seek.
PC's with the Knowledge: local skill can on a DC 15 check recognize the name of Ned Carstens, the captain of the ship Venture, and a DC 20 check reveals that his ship is a two-masted sloop. This information provides +2 and +5 circumstance bonus (they do not stack) to the characters' Search checks as they look for the dock and the vessel on which Mhlongo is springing his trap. Have each PC make a check, then use the highest check to determine how long it takes to find them, and thus how much time the PC's have to act before the Venture sets sail.
Search Check Results and Time Taken
10 or less: The crew has cast off mooring lines and pulled in the gang plank; the ship is already thirty feet away from the dock.
11-20: The crew has cast off the mooring lines and pulled in the gang plank, and the ship begins to move at the end of the first round of combat.
21-30: The crew has pulled in the gang plank, but the mooring lines are still in place.
31 or more: Both the gang plank and the mooring lines are still in place.
This determines the situation at the beginning of the confrontation; refer to the appropriate map for a layout of the action. As soon as the PC's make their intentions known, Mhlongo casts a sleep spell on the crewmen on deck, then moves to kick the gang plank into the water if it's still in place. At that point he also directs his zombies to strike, and they erupt out of their barrels to do so. From then onward the bokor uses his remaining spells against the PC's while also trying his best to stay out of harm's way.
In the event that the gang plank is removed, it takes a DC 15 Jump check followed by a DC 10 Climb check to make it aboard the Venture. Once it has begun to sail, the PC's must make DC 10 Swim checks to traverse the water.
Conclusion
As long as the PC's catch up to the ship before it sets sail, they should be able to defeat Mhlongo and foil his plot. Captain Carstens is, of course, quite greatful for their aid, recognizing that he could very well have lost his vessel if not for their intercession. He insists that they keep the bokor's possessions for themselves, and adds to that a reward of one hundred doubloons per character. If Mhlongo is still alive, he swears to have his revenge as a squad of British soldiers leads him away in irons.
Further Adventures
This scenario could provide numerous seeds for further adventures, as detailed below.
In addition to providing the PC's with a monetary reward, Captain Carstens might wish to hire them to accompany him on future voyages—especially ones that might be dangerous, where their special skills would be most useful.
As mentioned in the sidebar above, Edward Chapman is a member of the Invisible College in London; as such, he could be involved in any manner of business on behalf of the Crown, clandestine or otherwise.
Finally, Mhlongo might be as good as his word, and could even become something of a nemesis for the PC's, or his shadowy master Mabhena could come to avenge his slain student. (Remember that Mabhena must be at least a 6th level character, however, so the PC's might need a little time before they can confront him!)
Dramatis Personae
Edward Chapman
Male Rogue 5; CR 5; Size Medium; HD 5d6; hp 20; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+1 Fencing jacket, +2 Dex); Atk +3 (1d6, rapier) or +5 (2d4, pistols); SQ details; AL LN; SV: Fort +1, Ref +6, Will +1; Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 17.
Background: Gentleman-Adventurer.
Skills: Bluff +11, Decipher Script +10, Diplomacy +13, Disable Device +9, Disguise +13, Forgery +13, Hide +12, Knowledge (local) +11, Knowledge (religion) +11, Listen +7, Move Silently +12, Search +11, Sense Motive +9.
Feats: Deceitful, Negotiator, Stealthy.
Fortunes: Cause, Obligation.
Equipment: Gentleman's clothing, dueling jacket, pair of pistols, rapier, stiletto, pouch of 200 poe, various books, vials of ink, quills and paper.
Edward Chapman is, on the surface, a proper young English gentleman, albeit one who is not particularly striking. He has dark hair and dark eyes, and is of medium height and build. Normally he dresses the part of a young aristocrat, although his natural charisma makes him equally home among the lower classes when he deems it necessary.
Chapman is highly educated, having studied at Oxford and abroad, and has recently even been accepted as a member of the Invisible College in London. In fact he serves as an agent of the Majesty's government, although the exact nature of his business is a closely guarded secret.
Mhlongo the Bokor
Male Bokor 3; CR 3; Size; HD 3d6+3; hp 16; Init +1 (+1 Dex); Spd 30 ft.; AC 11/15 (+1 Dex/+4 mage armor); Atk +2 (1d6+1, buccaneer knife) or +3 (2d4, pistol); SQ details; AL NE; SV: Fort +2, Ref +3, Will +4; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 14.
Background: Slave.
Skills: Bluff +8, Concentration +7, Craft (alchemy) +7, Escape Artist +5, Knowledge (local) +7, Sense Motive +7, Voodoo rituals +8.
Feats: Combat Casting, Quicksilver Eyes, Spell Focus (necromancy).
Fortunes: Doll's Eyes.
Equipment: Clothing, staff, dagger, various spell components, pouch of 300 poe.
Ordinarily, Mhlongo's is a face that would strike fear into the hearts of ordinary people. His head is shaved bald, and his dark skin is furrowed by various ritualistic scars. There is not even a glint of compassion in his eyes. At the time that the PC's meet him, however, he wears a cloak and cowl and conceals the trappings that would reveal him as a bokor.
Mhlongo's only love in life is arcane power and the influence that this gives him over other people. He holds no loyalty, and would even betray his master, Mabhena, if it suited his purpose.
Mabhena's Zombies
Medium Undead; CR 1; HD 2d12+3; hp 16; Init +0; Spd 30 ft.; AC 12 (+2 natural); Atk +4 (1d6+3, bite) or -1 (1d4+3, claws x2); SQ details; AL TN; SV: Fort +0, Ref +0, Will +3; Str 17, Dex 10, Con --, Int 2, Wis 10, Cha 1.
Background: None.
Skills: None.
Feats: Toughness.
Fortunes: None.
Equipment: None.
Captain Ned Carstens
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.
Ned Carstens would be the picture of an old sea salt, if the life of a modestly successful mergant hadn't softened him some. His captain's hat conceals dark that has started to go grey, and easier living has left him a little thick around the middle. On the deck of a ship at sea his true nautical nature emerges, however, and he is as confident as any captain in the Caribbean.
Carstens' Crew
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.
Shamus O'Brien
Rogue 3; CR 3; Size medium; HD 3d6+3; hp 16; Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+1 fencing jacket, +3 Dex); Atk +5 (2d6, pistol) or +3 (1d6+1, cutlass); SQ details; AL CN; SV: Fort +2, Ref +6, Will +0; Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 8.
Background: Scum.
Skills: Appraise +6, Climb +7, Disable Device +11, Escape Artist +9, Hide +11, Knowledge (local) +8, Move Silently +11, Open Lock +11, Search +8, Sleight of Hand +9, Tumble +9, Use Rope +9.
Feats: Combat Expertise, Nimble Fingers, Stealthy.
Fortunes: Hangin' Look.
Equipment: Ordinary clothing, cutlass, pair of pistols, dueling jacket, pouch with 200 poe, signet ring.
This scenario is Part 1 of Come Hell and High Water, an adventure series for the Skull & Bones historical setting, for use with the Dungeons & Dragons roleplaying game version 3.5. It is intended to introduce a new party of first-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
The New World is a place of tremendous opportunity for those who are willing and able to seize it; sadly, however, this sense of possibility has often given rise to ruthless exploitation and oppression. Mhlongo is an individual who has experienced this firsthand and who because of it has turned down a dark path to gain his revenge. He was once a contented farmer back in Africa, one who was renowned for a mystical connection to the land, but rivalries between his and another clan led to warfare and his capture. Recognizing an opportunity to rid himself of an enemy and to gain wealth at the same time, the rival chief sold Mhlongo into slavery. The unfortunate was packed aboard a cramped vessel with scores of other slaves and shipped off to Havana, where he was then sold to a plantation owner who worked him mercilessly. Despite such grueling labor, the slave still found time to pursue his arcane study, and began delving into dark rituals to gain even greater power. Eventually the chance arrived for him to escape and, after killing his former master, Mhlongo fled in a small boat from Cuba. Eventually he arrived on the island of Hispaniola, where he met a bokor who taught him the ways of vodoun and promised help him take revenge on the rest of the world. Together he and his new teacher, Mabhena, began to devise a plan that would gain him the power to seek revenge on all of his enemies.
Their plot is this. Mabhena has mastered the vodoun ritual used to animate the bodies of the dead as zombies; now he has hired a local grave robber to exhume bodies that he can use for that purpose. These zombies he has concealed in barrels of sugar to be shipped off aboard a parting merchant ship, with Mhlongo posing as a merchant; he intends to call them forth in the dark of night once the ship has sailed. In this way he plans to murder the ship's crew, thereby taking control of it and gaining more bodies to add to his army of undead minions. That is only the beginning, however; with that ship he will be able to attack others and thus build his own armada.
This plan might have come off without a hitch if it weren't for the greed of Seamus O'Brien, the thief that Mhlongo hired to acquire the bodies. O'Brien, having discovered numerous pieces of jewelry among the graves that he's exhumed, has decided to turn a little extra profit by pilfering the valuables. Unfortunately for him, one of the individuals that he approaches recognizes one of the baubles and doesn't take too kindly to the discovery.
Location Note
GM's wanting to expand on Port Royal as the setting of a piratical campaign would do well to check out Issue 3 of Buccaneers & Bokor (available at online sales sites), which features a map of the city and thorough descriptions of the people and places that can be found there.
Introduction
This adventure begins for the PC's as they are relaxing at a Port Royal tavern and Inn, the Sign of the Boar's Head (see the previous blog post for the layout of and details regarding this establishment). They might be drinking, listening to the performance of a visiting shantyman, playing Bone Ace, enjoying some company or preparing for a fight; whatever the case, they happen to be present when O'Brien's ill-chosen customer, Edward Chapman, recognizes one of the items for sale and cries foul. Before the first event occurs, have the players decide where their characters are located and what they are doing to pass the time.
Event 1—A Thief in the Night
This opening encounter should provide an opportunity for some satisfying fisticuffs. Roll initiative as soon as Chapman gives a shout. O'Brien uses his surprise round to flip the table, sending Chapman sprawling; then, on his initiative, he heads for the door. Although Chapman quickly recovers, one or more of the PC's is probably in a better position from which to intervene.
To create a distraction, O'Brien throws his pouch of silver onto the floor behind him, scattering its contents for all to see, and the surrounding patrons converge to collect them. This forces his pursuers to tumble or bull rush their way through the press. Of course, any violence against the crowd—intentional or otherwise—provokes retaliation, causing the tavern to erupt into a brawl.
Assuming that the PC's can apprehend the thief, Chapman thanks them profusely. At this point Chapman assumes that O'Brien stole the item in question, a signet ring, from his wife Anna; after checking with her, however, he finds that she still possesses hers. Thus he realizes that it could only have come from one other possible source, his parents' grave—a notion that really upsets him. Because the PC's have shown that they can handle themselves in a fight, he ask them to accompany him to the tomb. If they need a little persuading, he pays them each a reward of fifty pieces of eight for helping catch the thief, and then offers another hundred apiece if the PC's help him conclude “this disagreeable business.”
Chapman's Story
Through roleplaying or the use of the Sense Motive skill, the PC's should come to recognize that Edward Chapman comes from an aristocratic background. Although he is loathe to mention details to the PC's at this point--“After all, each of us has his secrets”--he in fact is an agent of the Invisible College from London. This could become important in future adventures.
Event 2—The Tomb
St. Paul's church in Port Royal is a relatively simple affair, particularly when compared to the massive and elaborate cathedrals of the Old World. It is two stories in height with plain, whitewashed walls. There is a foyer in front (Area 1) with a spiral staircase that provides access to the bell tower above and the crypt (Area 6) below, and double doors open into sanctuary (Area 2). Broad steps lead up to the church's large oaken front doors. The sanctuary is a broad, open room lined with benches that face the pulpit, behind which another door opens onto the preparation room (Area 3). The front doors have hardness 5 and 20 hit points, while the interior doors have hardness 5 and 15 hit points. From the preparation room one door opens into a storage room (Area 4) while another opens into the minister's quarters (Area 5) and the other provides a rear exit. When the church is closed to visitors, the front and rear doors are sealed with stout padlocks (DC 25 to open, or hardness 15 and 30 hit points).
Should someone be nosy enough to search the contents of the storage room, it contains a strongbox (DC 25 to open, or hardness 15 and 30 hit points) holding the congregation's offerings, totaling five hundred pieces of eight. Here can also be found a barrel of wine for communion, along with a silver service (valued at 80 pieces of eight), an illuminated Bible and a fine teak box (20 poe) that contains the host.
The Crypt
The crypt is built into the foundation of the church; it is sealed by a door with a padlock similar to those above. Beyond this it is quite dark, and the PC's need to have light sources if they are going to continue exploring. The crypt consists of a long, narrow room, the walls of which are lined with alcoves that hold mouldering remains; here and there a decrepit wooden door provides access to the burial rooms of the wealthier dead. Cobwebs hang from the walls, and a thick lair of dust has settled on the floor. Any PC who attempts to search for footprints on the floor succeeds on a DC 12 check and recognizes that there has been a good deal of traffic through here in the past two weeks; a DC 18 check reveals that many of the graves have been disturbed, although their contents still rest in their niches.
Unless the PC's attempt to be stealthy, the zombies who have been left behind probably hear their arrival. They gather in the positions indicated on the map, waiting for an opportunity to strike. When they do, they charge the nearest target and attempt to incapacitate it before moving on to the next victim. During this combat, play up the discomforting nature of the setting; weapon swings that miss their target might smash open coffins or scatter the remains in the niches, all the while kicking up a cloud of dust and less wholesome debris.
In the aftermath of this first engagement, Chapman can survey the remains of his parents' crypt and confirm that their bodies and their valuables are missing. Characters who are familiar with vodoun can confirm that the foes they fought were zombies on a DC 10 check. If pressed, O'Brien now admits that he was hired to steal corpses for an unknown buyer; he himself was never permitted to deal with that person directly, however, and thus he is not able to identify the person. Through intimidation (DC 20) or diplomacy (DC 25) the PC's can persuade him to reveal that he was being paid simply to load the bodies onto a horse cart that came around once each morning, at which point another team would take them along to the buyer. Only if the PC's think to ask does he reveal that he is expecting the cart to arrive just before sunrise.
Ambush
Hopefully the PC's can recognize that, if they want to proceed with this investigation, they need to catch the fellow aboard the horse cart. As long as he is not alerted to any danger, he simply drives the cart up in back of the church and waits for O'Brien to begin loading the bodies. Through some bluffing (opposed by his Sense Motive check) or stealth (opposed by his own Spot and Listen checks) the PC's might be able to get the drop on him and maybe even subdue him before he can try to escape. Should he recognize any danger, he spurs on his two horses and tries to flee. This could lead to an exciting chase through the port city's streets. As long as they do capture him, the PC's can learn that his name is Murphy, and his job is to deliver the bodies to the buyer.
Event 3—The Warehouse
Assuming that the PC's can begin to unravel the threads of this plot, they can discover that the bodies are being taken to a warehouse located in Port Royal's fish market. (Mhlongo uses the smell of the fish to help cover up the smell of the bodies that he's using.) It is an unremarkable two-story structure with stone walls and a wooden roof; there are no windows, but a large set of double doors out front and a small single door in back. These are sealed with stout padlocks, although the cart driver has a key for them.
Inside the warehouse is filled with various crates and barrels. Many of these are empty, although some of the barrels are filled with sugar. The three in the northeast corner of the building contain an un-pleasant surprise, however, in the form of the zombies that Mhlongo has hidden in them. They erupt from their hiding places as soon as one of the barrels is disturbed, attacking anyone who is present. Allow the PC's Spot checks; they need to succeed against a DC of 20 to recognize that something is stirring inside the flour.
Once the combat has been concluded, allow the PC's to make DC 25 Listen or DC 28 Spot checks; those who succeed notice either a soft, dull thudding sound or telltale signs in the dirt of the floor indicating a concealed trapdoor. This is not locked, and opens to reveal a small room dug out of the ground below. A crude but solid wooden table fills nearly half of the room, and on it lies a pair of bodies. These have had their mouths sewn shut, just like the zombies in the barrels above them. Moreover, a small chest beneath the table contains some valuable clues to the nature of the plot. These include a pouch of various herbs, a small skull, a crystal pendant and a dried rooster's talon, items that on a DC 10 Knowledge: voodoo rituals check can be identified as ones used in the process of animating zombies.
There are also a pair of short letters; the first of these reads as follows:
“Mr. Delacroix,
I will send along some of my crew to retrieve the cargo, as you specified. Please be to the docks
just before sunrise tomorrow, for we sail with the dawn.
Capt. Carstens”
The second reads:
“Mhlongo,
Strike at midnight, when the spirits will guide you to victory.”
Mabhena”
The date in the upper right-hand corner of the first letter is that of the day on which this adventure began for the PC's; there is not date on the second letter. Hopefully this is enough information for the PC's to deduce the nature of Mhlongo's plot, and to recognize that quick action is required in order to foil it. Since the action at the tavern, church and warehouse has likely occupied a few hours' time, the PC's probably don't have long to wait before sunrise. This should create some sense of urgency, even though they might also be feeling the pain of their accumulated injuries.
Should the PC's think to claim them, by the way, the barrels of sugar (six in total) are worth 120 poe each.
Event 4—The Docks
The docks of Port Royal are a sprawling affair, wrapping around three sides of the city. This makes it tough to find one ship quickly, especially when they have only a vague idea of which ship they seek.
PC's with the Knowledge: local skill can on a DC 15 check recognize the name of Ned Carstens, the captain of the ship Venture, and a DC 20 check reveals that his ship is a two-masted sloop. This information provides +2 and +5 circumstance bonus (they do not stack) to the characters' Search checks as they look for the dock and the vessel on which Mhlongo is springing his trap. Have each PC make a check, then use the highest check to determine how long it takes to find them, and thus how much time the PC's have to act before the Venture sets sail.
Search Check Results and Time Taken
10 or less: The crew has cast off mooring lines and pulled in the gang plank; the ship is already thirty feet away from the dock.
11-20: The crew has cast off the mooring lines and pulled in the gang plank, and the ship begins to move at the end of the first round of combat.
21-30: The crew has pulled in the gang plank, but the mooring lines are still in place.
31 or more: Both the gang plank and the mooring lines are still in place.
This determines the situation at the beginning of the confrontation; refer to the appropriate map for a layout of the action. As soon as the PC's make their intentions known, Mhlongo casts a sleep spell on the crewmen on deck, then moves to kick the gang plank into the water if it's still in place. At that point he also directs his zombies to strike, and they erupt out of their barrels to do so. From then onward the bokor uses his remaining spells against the PC's while also trying his best to stay out of harm's way.
In the event that the gang plank is removed, it takes a DC 15 Jump check followed by a DC 10 Climb check to make it aboard the Venture. Once it has begun to sail, the PC's must make DC 10 Swim checks to traverse the water.
Conclusion
As long as the PC's catch up to the ship before it sets sail, they should be able to defeat Mhlongo and foil his plot. Captain Carstens is, of course, quite greatful for their aid, recognizing that he could very well have lost his vessel if not for their intercession. He insists that they keep the bokor's possessions for themselves, and adds to that a reward of one hundred doubloons per character. If Mhlongo is still alive, he swears to have his revenge as a squad of British soldiers leads him away in irons.
Further Adventures
This scenario could provide numerous seeds for further adventures, as detailed below.
In addition to providing the PC's with a monetary reward, Captain Carstens might wish to hire them to accompany him on future voyages—especially ones that might be dangerous, where their special skills would be most useful.
As mentioned in the sidebar above, Edward Chapman is a member of the Invisible College in London; as such, he could be involved in any manner of business on behalf of the Crown, clandestine or otherwise.
Finally, Mhlongo might be as good as his word, and could even become something of a nemesis for the PC's, or his shadowy master Mabhena could come to avenge his slain student. (Remember that Mabhena must be at least a 6th level character, however, so the PC's might need a little time before they can confront him!)
Dramatis Personae
Edward Chapman
Male Rogue 5; CR 5; Size Medium; HD 5d6; hp 20; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+1 Fencing jacket, +2 Dex); Atk +3 (1d6, rapier) or +5 (2d4, pistols); SQ details; AL LN; SV: Fort +1, Ref +6, Will +1; Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 17.
Background: Gentleman-Adventurer.
Skills: Bluff +11, Decipher Script +10, Diplomacy +13, Disable Device +9, Disguise +13, Forgery +13, Hide +12, Knowledge (local) +11, Knowledge (religion) +11, Listen +7, Move Silently +12, Search +11, Sense Motive +9.
Feats: Deceitful, Negotiator, Stealthy.
Fortunes: Cause, Obligation.
Equipment: Gentleman's clothing, dueling jacket, pair of pistols, rapier, stiletto, pouch of 200 poe, various books, vials of ink, quills and paper.
Edward Chapman is, on the surface, a proper young English gentleman, albeit one who is not particularly striking. He has dark hair and dark eyes, and is of medium height and build. Normally he dresses the part of a young aristocrat, although his natural charisma makes him equally home among the lower classes when he deems it necessary.
Chapman is highly educated, having studied at Oxford and abroad, and has recently even been accepted as a member of the Invisible College in London. In fact he serves as an agent of the Majesty's government, although the exact nature of his business is a closely guarded secret.
Mhlongo the Bokor
Male Bokor 3; CR 3; Size; HD 3d6+3; hp 16; Init +1 (+1 Dex); Spd 30 ft.; AC 11/15 (+1 Dex/+4 mage armor); Atk +2 (1d6+1, buccaneer knife) or +3 (2d4, pistol); SQ details; AL NE; SV: Fort +2, Ref +3, Will +4; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 14.
Background: Slave.
Skills: Bluff +8, Concentration +7, Craft (alchemy) +7, Escape Artist +5, Knowledge (local) +7, Sense Motive +7, Voodoo rituals +8.
Feats: Combat Casting, Quicksilver Eyes, Spell Focus (necromancy).
Fortunes: Doll's Eyes.
Equipment: Clothing, staff, dagger, various spell components, pouch of 300 poe.
Ordinarily, Mhlongo's is a face that would strike fear into the hearts of ordinary people. His head is shaved bald, and his dark skin is furrowed by various ritualistic scars. There is not even a glint of compassion in his eyes. At the time that the PC's meet him, however, he wears a cloak and cowl and conceals the trappings that would reveal him as a bokor.
Mhlongo's only love in life is arcane power and the influence that this gives him over other people. He holds no loyalty, and would even betray his master, Mabhena, if it suited his purpose.
Mabhena's Zombies
Medium Undead; CR 1; HD 2d12+3; hp 16; Init +0; Spd 30 ft.; AC 12 (+2 natural); Atk +4 (1d6+3, bite) or -1 (1d4+3, claws x2); SQ details; AL TN; SV: Fort +0, Ref +0, Will +3; Str 17, Dex 10, Con --, Int 2, Wis 10, Cha 1.
Background: None.
Skills: None.
Feats: Toughness.
Fortunes: None.
Equipment: None.
Captain Ned Carstens
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.
Ned Carstens would be the picture of an old sea salt, if the life of a modestly successful mergant hadn't softened him some. His captain's hat conceals dark that has started to go grey, and easier living has left him a little thick around the middle. On the deck of a ship at sea his true nautical nature emerges, however, and he is as confident as any captain in the Caribbean.
Carstens' Crew
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.
Shamus O'Brien
Rogue 3; CR 3; Size medium; HD 3d6+3; hp 16; Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+1 fencing jacket, +3 Dex); Atk +5 (2d6, pistol) or +3 (1d6+1, cutlass); SQ details; AL CN; SV: Fort +2, Ref +6, Will +0; Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 8.
Background: Scum.
Skills: Appraise +6, Climb +7, Disable Device +11, Escape Artist +9, Hide +11, Knowledge (local) +8, Move Silently +11, Open Lock +11, Search +8, Sleight of Hand +9, Tumble +9, Use Rope +9.
Feats: Combat Expertise, Nimble Fingers, Stealthy.
Fortunes: Hangin' Look.
Equipment: Ordinary clothing, cutlass, pair of pistols, dueling jacket, pouch with 200 poe, signet ring.
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