Here's the next adventure in the series.
-Nate
The Eye of the Storm
This scenario is Part 12 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
seventh-level characters. Although it is intended as part of an
ongoing collection of scenarios, it can also be run as a stand-alone
adventure with a bit of modification.
Background
This adventure is meant to take place immediately following the
events of the scenario “Treacherous Waters.” During that time,
they should have met a Greek galley slave named Stephanos Kafouros,
revealed a plot to press sailors using drugged wine, snuck into
Algiers to free more slaves, and witnesses an attack on the harbor by
a zombie-crewed fireship. Through all of that, they also should have
learned that the attack seems to be connected to a little island,
Alicudi, that forms part of the Aeolian Archipelago. It lies not far
off the coast of Sicily. Ideally, they have already decided to head
there to continue the search of the demon-possessed Edward Chapman.
If the PC's missed out on some of the aforementioned action, or
didn't pick up on the clue at the end of that scenario, or if the GM
is using this adventure as a stand-alone, then there's some
groundwork that needs to be laid before the PC's can sail for the
Aeolians.
Note: One of the important characters in this adventure uses the sea
witch prestige class, as detailed in Issue 7 of the Buccaneers &
Bokor e-zine.
Introduction
This adventure should begin immediately following the events of
“Treacherous Waters”—assuming that the PC's participated in
that adventure.
If that is not the case, as mentioned above, the GM may need to do
some work to build the foundation for scenario. Some possible plot
hooks include the following options.
The PC's could be present at a location that is attacked by one of
the zombie-crewed fireships, as detailed in the last encounter of
that adventure.
Alternately, the PC's could be present when some of the survivors
from the attack on Alicudi arrive in a fishing boat and ask for help
in the aftermath of the attack.
The village could be just a routine stop for the PC's, perhaps part
of a previously arranged cargo delivery.
The PC's could be seeking out the sea witch for some other business.
Whatever the case, it shouldn't take too much work to introduce new
characters to the following events.
Encounter
1—Counterattack
If the PC's
decided to take action against the zombie-crewed fireship at the end
of “Treacherous Waters,” the action begins with this scene. The
zombies are sailing their fireship into the harbor, just like they
did in their attack against the PC's back at the council of war on
the desert island, as detailed in the events of the scenario “Dead
Reckoning.”
Just like then,
the PC's should make Search or Spot checks, as appropriate; the
highest result again determines how much time everyone has to prepare
for battle.
Check / Time to
React
0 – 9 / 5 rounds
10 – 19 / 10 rounds
20 – 29 / 15 rounds
30 – 39 / 20 rounds
40+ / 25 rounds
In this case, the zombie crew tries to steer its fireship into the
midst of the corsair galleys docked in the harbor. While the PC's
might not be able to entirely prevent the attack, they might be able
to alert others to what is happening. Of course, if they do, this
could raise some difficult questions about how they recognized the
danger, and what other business brought them to Algiers. Perhaps more
now than ever, GM adjudication is probably necessary to resolve this
matter.
If the PC's reach the fireship before it is completely destroyed,
use the same deck plan and crew stats from that scenario to resolve
the battle. Whether or not they manage to foil the attack, they might
still notice (DC 15 Search or Spot check) that the name of the vessel
in question is the Bella Signora di Alicudi. Just like a the
end of that scenario, this could provide an important clue to how
they should continue their investigation.
Encounter 2—Alicudi
As long at the PC's can recognize the importance of the fireship's
name, they should know where to continue their investigation into
Chapman's plot. As they make their approach, however, they can see
that all is not well in the little fishing village.
As your ship
draws in toward Alicudi Island, you can already see that something is
wrong. While there is a quaint fishing village that climbs the
hillside from the seashore, the place seems desolate. A number of
boats are drawn up on the shoreline, and there is no other movement
in what should be a bustling village at this time of day.
At this point, show the players the village map and let the PC's plan
accordingly. As they begin their exploration, refer to the
appropriate building plans for the following area descriptions, and
to the encounter suggestions that follow.
1. Individual Homes
The families who make up the population of Alicudi Island occupy
these buildings, twenty-eight in number. Although they al have
individual decorations, arrangements and other such touches, most of
them follow the same pattern. Part A is the kitchen, with a hearth,
barrels for water and fuel, a table and chairs and shelves for
cooking utensils, pots and pans and foodstuffs. Three bedrooms, Areas
B and C, lead off of that, along with Area D, the privy.
2. Fishery
This building consists of an open platform with a roof over it. A
number of wooden shelves provide work space for fish to be gutted and
cleaned, and then either packed into barrels for pickling or left out
in the sun and wind to dry.
3. Taverna
Much of this building (Area A) is occupied by a bar, surrounded by
stools. There are also tables against the outside walls, set up for
groups of four or even eight. Behind the bar is a door that leads to
the storeroom, which is lined with shelves filled with booze and
glassware.
4. Church
This cross-shaped building is used for obvious purposes. Area A is
the foyer, with a spiral staircase leading up to the bell tower.
Beyond a set of double doors is the sanctuary, Area B, which is lined
with pews for the congregation. In the front of this area stands a
pulpit for the priest, along with a baptismal font. Behind all of
this is the priest's quarters, Area C.
5. Cave
Before she left
with Chapman, Alkmene resided here. The cave sits in the hillside up
above the rest of the village; without being told of its location, it
takes a DC 25 Search or Spot check to notice the entrance to it. (For
this reason, the GM should not draw it on a depiction of the village
unless one or more characters succeed at the appropriate skill
check.)
While the mouth
of the cave is five feet wide, it is situated such that it blends in
with the rest of the hillside. From the entrance it broadens out into
a roughly crescent-shaped cavern with a ceiling up to twenty feet in
height. Against the south wall is a small altar, hewn from the
natural stone, and topped by a pair of statues. One depicts a
beautiful woman, and the other, a small and wizened man. A DC 20
Knowledge: religion or sea lore check reveals that the statues depict
Amphitrite, the Greek goddess of the sea, and Aeolus, the god of the
winds. This image is surrounded by partially burned candles, covering
the surface of the altar.
A normal,
comfortable bed stands against the north wall, with a sea chest at
the head of it. Scattered around the base of the bed are small wood
shavings that a DC 30 Knowledge: arcane check could reveal as being
connected to the sea witch's ship model
ritual. The chest is locked, requiring a DC 25 check to open or a DC
20 check to force, and having hardness 10 and 30 hit points. Inside
it, along with some unremarkable women's clothing and other such
personal items, there is a brief letter. It contains a vivid
description of the ship in which the PC's are sailing, along with its
name. The letter is signed “Sir Edward.” As long as they find
this, the PC's should receive a +5 bonus to the aforementioned checks
to recognize the construction of a ship model.
In the far end of
the cavern is a lustral pool; a DC 25 Knowledge: arcane or sea lore
check reveals that this is what a sea witch would use to work her
magic—provided, of course, that the PC's have already learned of
Alkmene's special abilities.
Encounters in Town
As the PC's are
exploring the fishing village, they could have any number of the
following encounters.
Amidst the
carnage in one of the houses is a person who is still alive but has
been mauled, badly beaten by a zombie. The victim could survive,
provided somebody can make a DC 20 Heal check to treat the wounds.
At that point, a DC 20 Heal check reveals that they were made by an
enemy using a slam attack.
A flock of
fiendish sea gulls attacks them. These birds have been feeding on
the corpses left behind after the zombie attack, and now some of
them have been corrupted by the flesh they've consumed. Refer to the
appendix for the proper statistics.
One of the
houses shelters an ornery and trigger-happy village elder by the
name of Giuseppi Simi. It takes a DC 15 Listen check to realize that
someone is inside and under cover. He has a readied attack with a
musket against anyone who intrudes, and takes it unless the
interloper can convince him of good intentions (DC 20 Diplomacy
check).
The survivors
are badly in need of food and water. If the PC's can share anything
from their stores, it is greatly appreciated.
As always, the GM
should feel free to add more encounters, depending on the desires of
the players and the needs of the campaign.
Information
Once the PC's have
had a chance to explore the village, the NPC's they've met can
provide a little information. Giuseppi, and others, can mention the
following details in the course of the conversation.
Two weeks ago
the village was visited by a sloop flying English colors. The fellow
who came ashore was a gentleman who went by the name of Edward
Chapman.
Chapman
bought materials for refitting his vessels, but—curiously—did
not purchase provisions for a crew.
He did head
up the hillside to speak with Alkmene.
If the PC's
ask about her, Giuseppi mentions that she is a woman with special
abilities,” ones that she uses to help the village's fishermen.
Those
abilities including conjuring a wind when it is needed.
Chapman spent
some time with her, and then she left with him aboard his ship, the
Providence; they sailed
east-southeast.
Only
after her departure did the other zombie-crewed ship attack. The
marauders took a couple of the larger fishing boats, including the
Bella Signora di Alcudi,
and then destroyed everything that was smaller.
The attacking vessel was an older type, a cog; it flew a green
banner with a white crescent, the flag of Algiers.
The villagers dispatched their only surviving ship—a fisherman
who'd been gone at the time—to the mainland to report the attack.
Assuming that the
PC's have experienced the dream sequence, they should recognize the
importance of the area in question. After all, the Strait of Messina
lies between Sicily and the region of Calabria in Italy. They should
also have their first inkling of what Chapman wants with Alkmene. He
has been building a zombie-crewed armada, all while working to
provoke the local powers and recruiting a powerful sea witch. If they
experienced the dream sequence from the beginning of “Treacherous
Waters” (or at any other time), they should also have a sense of
foreboding about what is going to happen.
If the PC's want
to go in search of Alkmene and Chapman, they can do so as detailed in
Encounter 3, below.
Encounter 3—A
Derelict, Again
In addition to
staging attacks, building up his undead armada and provoking his
enemies to respond, the possessed Sir Edward has been spreading
rumors around the Mediterranean of strange goings-on in the area
surrounding the Strait of Messina. His ultimate goal is to lure
everyone to this very location, so that Alkmene can unleash her
tempestuous wrath in the form of a wicked storm and then the dreaded
maelstrom. At the same time, he plans to attack aboard L'Etoile,
his ghostly flagship. To make all of this happen, however, he needs
all of his foes to assemble in one place.
The Decoy
To that end, Chapman has left a derelict vessel floating in the
middle of the Strait. This he has filled with numerous traps, with
the intention of luring the PC's aboard and thus hindering them once
he launches the full attack. Of course, it's up to the PC's to
discover this ruse, hopefully in time to prevent a great tragedy.
As they approach, have the PC's and any crew members who are in a
position to do so make Search or Spot checks; the highest result is
first to notice a sloop adrift on the water. Assuming that the
newcomers don't choose to ignore it, refer to the appropriate deck
plan for the following area descriptions. As they approach, the PC's
see the following.
Clearly,
this sloop has suffered some kind of distress. Both of the vessel's
masts have been toppled, leaving the main deck strewn with debris.
Not a soul can be seen aboard the ship.
Those
PC's who participated in the events of “Dead Reckoning” and
encountered another such derelict in the Caribbean should have a
distinct sense of deja
vu
here.
1. Sterncastle
This raised deck at the aft of the vessel is one of only two areas
that are free of traps. Like all of the other areas aboard the ship,
there is nothing of interest to be found here; it is simply a ruse to
stall and perhaps weaken the PC's.
2. Main Deck
Amidst all of the debris, the deck has been strewn with caltrops.
Characters coming aboard should make DC 20 Search or Spot checks to
notice the; failure to do so means that the caltrops make an attack
at +5, ignoring the target's armor, shield and deflection bonuses. A
hit deals one point of damage and reduces the victim's speed by one
half. What is more, the area between the two downed masts has been
fitted with a tripline. Noticing this requires a DC 15 check, while a
DC 18 Disable Device check can render it harmless. If triggered, it
delivers trip attacks at +15 to all characters in the area and causes
1d6 damage; furthermore, tripped characters must make DC 15 Reflex
saves or suffer an attack from the caltrops, as mentioned above.
Note that the hatch to the cargo hold is sealed from below; it
requires a DC 25 Strength check to force open, or has hardness 10 and
50 hit points.
3&4. Private Cabins
The handles for each of these doors (on the sides in the passage)
have been smeared with contact poison. It takes a DC 25 check to
notice this the first time, at which point sensible precautions can
prevent being exposed to it. Those who fail suffer must make a DC 16
Fortitude save or suffer 2d12 hp initial damage, and 1d6 Con
secondary damage.
5. Captain's Cabin
In addition to the contact poison, as mentioned above, there's a
tripwire just inside this door that connects to a pair of loaded
blunderbusses. Noticing this as the door is opened requires a DC 20
check, while a DC 18 check can disable it. If that doesn't happen,
the blunderbusses both fire, causing two attacks at +10 for 2d10
damage twice to characters in the hallway.
6. Crew Quarters
This area is also free of traps, hopefully causing characters a false
sense of security before looking into the cargo hold, below.
7. Cargo Hold
The door from the crew quarters into this area is rigged with yet
another trip wire, this one attached to a primed pistol. Rather than
being loaded with shot, however, the pistol is positioned such that,
when fired, it ignites a line of gunpowder leading to a full barrel
of the stuff. Noticing this requires another DC 20 check, and a DC 18
check can disable it. Should it be triggered, the trap causes 8d6
damage to all characters in the hold, or 4d6 to characters in the
crew quarters or on the main deck, while a DC 20 Reflex save reduces
this by half. Moreover, this damage causes the sloop to start
sinking.
Nneka
While
the PC's are exploring the derelict, there's also the matter of the
zombified Nneka. Those who participated in the events of “Dead
Reckoning” should have faced off against him and, hopefully,
managed to defeat the Maroon without killing him. He has had his
soul—in the terms of Voodoo, his gros
bon ange—stolen
by Sir Edward, and thus is not in control of himself. As he and the
PC's have drawn closer to the possessed Englishman, and to the device
that contains his immortal soul, Nneka becomes restless and
combative. He attempts to escape from his bonds, something that could
add another strand of drama to the already tangled web. This could
also provide a clue, however, to the impending attack.
Encounter 4—Up from,
and Down to, a Watery Grave
Rather than being
a completely separate occurrence, this scene should begin to develop
while the PC's are aboard the derelict. Refer to the appendix to find
stats for the following vessels and their crews.
Algerian Galleys
These vessels
arrive from the west, sailing along the coast of Sicily. Just how
these fellows are reacting to the situation depends on how the PC's
behaved themselves while they were in Algiers. On the one hand, they
may have helped rescue at least one slave, and probably a lot more
than that. In doing so they would have made Hussein “The Hunter”
Ra'is look pretty bad in the eyes of the Dey and the other corsair
captains. If that has been the case, then he arrives aboard his
galley, Al-Saluqi, with two
other galleys, al-Saji
and al-Jari, as
escorts. He might be out for blood, looking to settle the score with
the PC's.
On the other hand, Hussein and his fellow captains have also
witnessed the attack of the zombie-crewed fireship on Algiers harbor,
and thus know that something more than the obvious is going on here.
For that reason, they may be open to parley with the PC's.
Venetian Merchantmen
These ships arrive
from the northwest, sailing down the coast of Italy (around the “toe
of the boot”). They are commanded by Captain Luciano Vittorio. He
leads three vessels—the Maria, Anna and
Elissabeta—armed with cannons, musket-wielding soldiers and
righteous zeal. Vittorio has heard the report of the attack on
Alicudi, along with a number of similar stories, and has decided to
put an end to what he sees as an Algerian menace supported by black
magic. For this reason, he attacks any corsair galleys he sees on
sight. It should take a huge show of force, along with some careful
negotiation, to dissuade him from seeking divinely ordained
vengeance.
Refer to the stat
blocks in the appendix for details of these ships and their crew; use
the modified deck plans for a slave ship to represent them.
The Undead Armada
This group of
vessels is made up of cogs, the very same ones that the possessed
Edward Chapman called up from where they'd sunk in the Sargasso Sea.
They are the flagship, L'Etoile, along with the La Lune
and La Comyte. They are crewed by zombies, and move in to
grapple with enemy ships in order to board them.
As the battle is
developing, storm clouds gather quickly in the skies above. Before
long the wind is raging, and lightning begins to crackle. This is all
a precursor, of course, to the coup de grace
that Chapman has planned for just a little bit later.
The Maelstrom
Once the battle is
in full swing, Chapman unleashes his secret weapon: a maelstrom
conjured up by Alkmene. This should happen fairly early in the
battle, making it clear just what the possessed Englishman is trying
to accomplish. The scene provides a good opportunity for vivid
description. At first the sea begins to churn in a circular motion,
slowly, and it takes a DC 20 Search or Spot check to notice this
fact. At that point, a DC 15 Knowledge: sea lore check allows
characters to recognize what is about to happen.
At that point,
all vessels within one hundred feet of its outside edge must make a
DC 20 Profession: sailor or be drawn fifty feet closer to it; those
who succeed at a DC 25 check can move away from it normally. These
DC's each increase by five once a ship is pulled within the
circumference of the whirlpool. Additional checks are required each
round, with outcomes s indicated. Should a ship be pulled into the
center of the maelstrom, it suffers 6d6 sp damage per round until it
is smashed to pieces and pulled underwater.
Those crew
members and passengers unfortunate enough to b aboard the vessel at
this time are also pulled underwater, unless they succeed at Swim
checks (with DC's as listed above) to escape. Any characters who fail
their Swim checks begin to drown, as detailed in the Player's
Handbook. Once they have been
pulled beneath the waves, only a DC 30 Swim check can allow them to
reach the surface again.
The Ship Model
If
the PC's did their exploring in while in Alkmene's cave, they should
know this is coming. She has created a model of their vessel; this
allows her to cast spells like control
currents
and gust of wind
on the party's ship, perhaps forcing it into the maelstrom if it
seems the vessel might escape. This should help build up the tension
in the situation, forcing the PC's right into the middle of the
action for a number of dramatic scenes.
Tactics and Development
While it's never
possible to anticipate all of the stratagems that the PC's might
employ, detailed here are a few of the situation with which they
should need to deal.
In order to
confront their enemies, the PC's need to board L'Etoile.
Given that it is a ghost ship loaded with undead warriors, this
should present a daunting task. It also presents a chance for some
thrilling combat. After all, it behooves the PC's to act quickly. To
that end, some of the more combat-oriented characters could keep the
undead crew busy while others try to find Chapman and Alkmene. This
could provide for lots of movement in the battle, some real
swashbuckling action.
There
is also the matter of the warring factions. If left to themselves,
they'll only cause harm to each other. On the other hand, if they can
be convinced that it is Chapman who is responsible for the attacks on
different ports, they might stop attacking each other and concentrate
their efforts against the Templar ships. Persuading each side
requires a DC 15 Diplomacy check. The GM can assign bonuses or
penalties for good or bad roleplaying, and can modify the DC based on
any history that the PC's have with these characters. Of course,
there is also the matter of reaching the other ships in order to
communicate with their captains. This could require swinging on an
available rope, with a DC 20 Acrobatics check; or swimming, perhaps
with the help of a magic item like Leucothea's veil;
or other tactics, with some GM adjudication.
As far as Alkmene
is concerned, it takes a DC 20 Diplomacy check to convince her that
the PC's are not enemies. She believes that she is having revenge on
those who've oppressed her kind. While that might be true for the
Italian and Algerine forces, it is probably not the case regarding
the PC's what is more, Chapman did not bother mentioning to the sea
witch that his undead fleet raided her home village. characters can
receive +5 bonuses for mentioning the attack on Alicudi, or for
talking about any past deeds in fighting oppression (freeing slaves,
aiding mermaids or a Mayan priestess and the like). As always, the GM
can also give bonuses or penalties for good or bad roleplaying. If
the PC's can convince Alkmene of their good intentions, she releases
any spells that she's cast on their ship. What is more, at the GM's
discretion, she might even close the maelstrom, leveling the playing
field for the sea battle.
In the end, the
PC's have a chance to settle their score with Chapman. Hopefully they
keep in mind, however, that the Englishman is possessed by a Mayan
demon. Those who have access to divine magic can break the outsider's
hold on him by casting protection from evil.
Otherwise, it might be necessary to beat the poor man into submission
and then deal with the possession later.
Conclusion
This scenario can end in a number of different ways. If the PC's
manage to establish peace with Alkmene as well as between the
Venetian and Algerian forces, and then defeat the Templar vessels and
their undead crews, they have scored a major victory against an evil
foe and prevented the unleashing of a terrible power. This alone
should feel pretty satisfying, but there are some definite rewards
that come along with it, too.
For one thing, the PC's have won over Alkmene as an ally. For
pirates and other seafaring heroes, having a sea witch on their side
is a considerable boon. She destroys the model that she made of their
ship, and provides the captain with a wind cord as a token of
her appreciation. What is more, the PC's can go to her for assistance
in the future. Another benefit is that the PC's have won the respect
of the Venetian and Algerian captains. They could be offered
positions commanding ships for either of their respective navies,
although these are not without their own cost; joining the Venetians
requires accepting the constraints of such a respectable post, while
serving as an Algerian ra'is requires converting to Islam.
There is also the matter of the treasure aboard the Templar ships.
If the GM is using this as a stand-alone scenario, the treasure could
be in the cargo hold of L'Etoile. This includes three chests
filled with various old coins, worth a total of 10,000 doubloons; a
set of ancient scrolls containing the divine spells (written in
Hebrew) greater dispel magic and hallow; a set of
masterwork navigational tools, including a beautifully crafted
compass and square; the original Jolly Roger, along with a wooden
case (reliquary) containing a skull and two femurs; the item that holds Nneka's gros bon ange; and a golden idol
depicting the head of a demon (Baphomet). The latter item is worth at
least 1,000 doubloons to a collector, but possibly more. As usual,
the GM should feel free to tailor these items to best fit the desires
of the players and the needs of the campaign. What is more Captain
Vittorio and Hussein Ra'is contribute the equivalent of 1000
doubloons each as signs of their gratitude. Of course, if the GM is
willing to make things a little more challenging for the PC's, they
might need to go looking for the treasure (see below).
Finally, the PC's should gain enough experience points to advance to
eighth level. Given that they have resolved a major conflict, it
makes sense for them to have some downtime in order to establish
their influence as major pirate captains.
Further
Adventures
In the aftermath of this adventure, there are still a
number of possibilities for additional plot hooks; a few of them are
detailed here.
As mentioned above, Chapman could have hidden his
treasure somewhere, requiring that the PC's decipher some clues in
order to find it. These consist of a small pouch containing a large
tooth (from a cayman, as it were) and a large pinch of sand.
Although this isn't much with which to work, it should lead them in
the right direction; refer to the next scenario, “Fortune and
Glory,” for the particulars of this search.
Once they do locate it, the hoard could contain some
interesting relics. Keep in mind that some of these items were
collected in the Holy Land back during the Twelfth and Thirteenth
Centuries; as such, numerous other people are interested in
acquiring them.
Given that the PC's have some downtime, they have a
good opportunity to deal with other, unfinished business of their
own.
Appendix 1—Dramatis
Personae
Alkmene
Sea Dog 3/Sea Witch 10; CR 13; Size
medium; HD 3d10+10d6+13; hp 69; Init +1 (+1 Dex); Spd 30 ft.; AC 11
(+1 Dex); Atk +3 (damage, type) or +3 (damage, type); SQ
Superstitious, Close Quarters +1, 1st Favored Ship (Greek
vessels), Attuned to the Sea, Religious Enmity, Spells, Wind Cord
Ritual, Ship Model Ritual, Open Maelstrom Ritual; AL CN; SV: Fort +4,
Ref +4, Will +4; Str 10, Dex 12, Con 12, Int 10, Wis 18, Cha 12.
Background: Sea Devil (Profession:
sailor and Survival).
Skills: Concentration +11, Craft:
ritual items +10, Knowledge: sea lore +16, Listen +19, Profession:
sailor +9, Spot +19, Survival +17, Swim +16.
Feats: Details.
Fortunes: Superstitious.
Equipment: Clothing, ritual items (including a model of the party's
ship), luck blade, silver dolphin necklace (500 poe).
Spells per Day: 4 0-level, 5 1st-level, 5 2nd-level, 4 3rd-level, 4
4th-level, 2 5th-level.
Alkmene has curly, raven-black hair and eyes that seem to shift from
deep blue to grey, just like the colors of the sea itself. She is an
attractive woman, but aloof. The sea witch can be fiercely loyal to
people who earn her respect, or coldly vicious when dealing with
enemies.
*Refer to Issue 7 of the Buccaneers & Bokor e-zine for
details regarding the sea witch prestige class.
Fiendish Gull
Swarm
Animal (Swarm); CR 4; Size tiny
(swarm); HD 4d8; hp 18; Init +2 (+2 Dex); Spd 10 ft., fly 40 ft.; AC
14 (+2 size, +2 Dex); Atk NA (1d6, bite plus eye-rake); SQ Half
damage from slashing and piercing weapons, low-light vision, swarm
traits, scent, darkvision 60 ft., DR 5/magic, cold and fire
resistance 5, SR 9; AL N; SV: Fort +3, Ref +6, Will +3; Str 2, Dex
15, Con 8, Int 3, Wis 15, Cha 7.
Background: NA.
Skills: Listen +10, Spot +10.
Feats: Alertness, Weapon Focus (bite).
Fortunes: NA.
Equipment: NA.
This flock consists of dozens of birds, all swooping and diving
through the air.
They have been corrupted by the undead flesh on which they've been
feasting and thus have the Fiendish template.
Any
living creature damaged by a raven swarm must succeed on a DC 11
Reflex save or be blinded as the swarm scratches and tears at the
victim's eyes. The blindness lasts for 1d4 days or until healed with
a remove blindness or a successful DC 11 Heal check. The save DC is
Constitution-based.
*These
statistics are based on the ones for the raven swarm from the
Pathfinder PRD.
Nneka (Zombie)
Undead Ranger 6; CR 5; Size medium; HD
6d12; hp 43; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 buff
coat); Atk +9/+4 (2d6, short musket) or +8/+3 (1d6+2, buccaneer
knife); SQ DR 15/Magic, Undead Qualities, Immune to Cold, +4 Turn
Resistance; AL CN; SV: Fort +5, Ref +8, Will +4; Str 14, Dex 16, Con
--, Int 10, Wis 14, Cha 8.
Background: Native.
Skills: Heal +7, Hide +13,
Intimidation +5*, Listen +10, Move Silently +19*, Spot +16*, Survival
+10, Swim +10, Use Rope +11.
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.
(*+6
racial bonus to these skill checks)
The
Venetian Merchantmen
Captain Luciano Vittorio
Aristocrat 6/Sea Officer 1; CR 7; Size
medium; HD 6d8+1d10; hp 28; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1
Dex, +1 dueling jacket); Atk +6 (1d6, rapier) or +6 (2d4, pistol); SQ
Skill Expert (Profession: sailor) +1; AL LN; SV: Fort +2, Ref +3,
Will +11; Str 10, Dex 12, Con 10, Int 10, Wis 14, Cha 16.
Background: Gentleman-Adventurer
(Diplomacy, Knowledge: local).
Skills: Appraise +10, Diplomacy +13,
Gather Information +13, Knowledge: local +10, Profession: sailor +12,
Ride +5.
Feats: Dodge, Iron Will, Unusual
Aptitude (Profession: sailor), Weapon Finesse (rapier).
Fortunes: Code of Honor, Vice.
Equipment: Clothing, dueling jacket, masterwork rapier and pair of
pistols.
Vittorio is a no-nonsense military man with a dashing appearance and
commanding demeanor. His entire focus is service to the Doge and
people of Venice, something that he pursues with gusto and swagger.
He is also a bit of a Romeo, however, and can be distracted by an
attractive woman. (Given his devout Catholic faith and fear of her
powers, Alkmene does appeal to him.) These qualities befit a man who
has worked his way into his position more with the skills of a
courtier than with those of a true mariner.
Brother Benito
Cleric 5; CR 5; Size medium; HD 5d8+5;
hp 31; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +3 (1d6,
cudgel) or +2 (ranged); SQ Turn or Rebuke Undead, Spells; AL LN; SV:
Fort +5, Ref +0, Will +9; Str 10, Dex 8, Con 12, Int 11, Wis 17, Cha
14.
Background: Religious (Diplomacy,
Knowledge: religion).
Skills: Concentration +5, Diplomacy
+10, Heal +13, Knowledge: religion +10.
Feats: Iron Will, Skill Focus (Heal),
Skill Mastery (Heal).
Fortunes: None.
Equipment: Clothing, walking stick, healer's kit, holy symbol.
Spells per Day: 5 0-level, 4+1 1st-level, 3+1 2nd-level, 2+1
3rd-level.
Domains: Good, Protection.
Brother Benito is a humble, devout member of the Catholic faith. He
does his best to aid those who he believes are doing God's work,
helping people in their times of need and never passing up an
opportunity to share the good word with them.
*Refer to the article “Clerics in the New World” for details
regarding incorporating clerics in this setting.
Typical Crew Member
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.
The Maria, Anna
and Elissabeta
Huge
Merchantman
Draft:
3 fathoms
Structure
Dice:
7d8 (31 sp)
Hardness:
5
Maneuverability:
-4 (-2 merchantman, -2 size)
Speed:
100 ft./10 knots
Turn
Rate:
2
AC:
6 (-2 merchantman, -2 size)
Weapons
Fore:
2x culverin
Weapons
Aft:
4x culverin
Weapons
Broadside:
10x culverin
Damage:
2d4X10
Special
Qualities:
None
Crew:
30 (+30 on weapons crews)
Passengers:
20 (soldiers)
Cargo:
150 tons
The
Templar Cogs
Half-Fiend
Edward Chapman
Male Rogue 6/Bokor 2 (Outsider); CR 9; Size Medium; HD 8d6+8; hp 39;
Init +4 (+4 Dex); Spd 30 ft.; AC 16 (+1 Fencing jacket, +4 Dex, +1
natural); Atk +6 (1d6+2, rapier) or +8 (2d4, pistols); SQ Trap Sense
+2, Sneak Attack +3d6, Trapfinding, Evasion, Uncanny Dodge, Smite
Good, Darkvision, Poison Immunity, Resistance to Cold, Acid,
Electricity and Fire 10, DR 5/Magic, SR 16; AL LE; SV: Fort +3, Ref
+9, Will +4; Str 14, Dex 18, Con 12, Int 20, Wis 10, Cha 20.
Background: Gentleman-Adventurer.
Skills: Bluff +13, Decipher Script +12, Diplomacy +15, Disable
Device +11, Disguise +15, Forgery +15, Hide +14, Knowledge (local)
+13, Knowledge (religion) +13, Listen +7, Move Silently +14, Search
+13, Sense Motive +9, Voodoo Ritual +13.
Feats: Deceitful, Iron Will, Leadership, Negotiator, Stealthy.
Spell-Like Abilities (As level 6 sorcerer): Darkness 3/day,
Desecrate 1/day, Unholy Blight 1/day.
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.
Wanga per Day: 1 0-level.
Note: This character uses the half-fiend template, but none of the
overt changes—bat wings, claws or fangs and the like—are
manifested. Rather, he represents a non-corporeal demon in control of
a human host.
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.
All of this has changed, however, now that he is
possessed by a Mayan demon; he has also studied voodoo rituals
through his interactions with bokor. Now he intends to use his
knowledge and powers for evil, and all hell is going to break loose.
Fiendish Templar Zombies
Undead Humanoid; CR 1/2; Size medium;
HD 2d12+3; hp 16; Init +0; Spd 30 ft.; AC 12 (+4 chain shirt, +2
natural); Atk +4 (1d8+3, longsword); SQ undead traits, smite good
1/day, darkvision 60 ft., resistance to cold and fire 5, spell
resistance 6; AL N; SV: Fort +0, Ref +0, Will +3; Str 17, Dex 10, Con
--, Int 3, Wis 10, Cha 1.
Background: NA.
Skills: None.
Feats: Toughness.
Fortunes: None.
Equipment: Tattered clothing, rusted armor and longsword.
Zombified Barbarian
Undead Barbarian 5; CR 7; Size Medium;
HD 5d12; hp 38; Init +1 (+1 Dex); Spd 40 ft.; AC 21 (+4 armor, +1
Dex, +6 natural); Atk +11 (1d12+6, greataxe) or +11 (1d6+6, slam); SQ
Fast movement, Illiteracy, Rage 2/Day, Trap Sense +1, Improved
Uncanny Dodge, DR 15/Magic, Cold Immunity, Turn Resistance +4; AL CN;
SV: Fort +4, Ref +2, Will +3; Str 22, Dex 12, Con --, Int 10, Wis 14,
Cha 8.
Background: Native.
Skills: Climb +10, Handle Animal +4,
Jump +10, Listen +6, Move Silently +3, Survival +6, Swim +10.
Feats: Cleave, Great Cleave, Power
Attack.
Fortunes: None.
Equipment: Hide armor, greataxe.
L'Etoile, La Lune
and La Comyte
Medium
Merchantman
Draft:
3 fathoms
Structure
Dice:
4d8 (18 sp)
Hardness:
6
Maneuverability:
-4 (-2 merchantman, -2 antiquity)
Speed:
80 ft./8 knots
Turn
Rate:
2
AC:
8 (-2 merchantman)
Weapons
Fore:
2x demi-cannon
Weapons
Aft:
2x demi-cannon
Weapons
Broadside:
4x demi-cannon
Damage:
3d4x10
Special
Qualities:
None
Crew:
15 (+16 on gun crews)
Passengers:
20 (zombies)
Cargo:
50 tons
The
Corsair Galleys
Hussein “the Hunter” Ra'is
Sea Dog 4/ Sea Officer 3; CR 7; Size
medium; HD 7d10+7; hp 50; Init +3 (+3 Dex); Spd 30 ft.; AC 11 (+1
dueling jacket); Atk +4 (1d6, cutlass) or +4 (2d6, long musket); SQ
Enlightened, Close Quarters +1, Dodge, 1st Favored Ship
(Galley), Mobility, Skill Expert +2, Command (morale bonus); AL N;
SV: Fort +4, Ref +4, Will +3; Str 10, Dex 10, Con 12, Int 12, Wis 14,
Cha 17.
Background: Sea Devil.
Skills: Climb +7, Diplomacy +13,
Knowledge (navigation) +9, Listen +9, Profession (sailor) +9, Spot
+9, Survival +6, Use Rope +7.
Feats: Far Shot, Point Blank Shot,
Precise Shot.
Fortunes: Enlightened, Code of Honor
(Islam).
Equipment: Clothing, dueling jacket, cutlass, knife, long musket,
powder and shot.
Hussein is, as his nickname implies, a pirate always in search of
prizes for the glory of himself, his crew, Algiers and Allah. He is a
strict disciplinarian, and very pious when it comes to his religious
duties. What is more, he can be relentless when it comes to righting
what he believes are the wrongs that others have done to him.
Corsair Crewmen
Sea Dog 1; CR 1; Size medium; HD
1d10+2; hp 12; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2
(1d6+1, cutlass) or +3 (2d6, long musket); SQ Enlightened, Close
Quarters +1,Dodge; AL N; SV: Fort +4, Ref +4, Will +1; Str 13, Dex
15, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Climb +5, Listen +3,
Profession (sailor) +6, Spot +3, Survival +6, Use Rope +6.
Feats: Point Blank Shot, Precise Shot.
Fortunes: Enlightened, Code of Honor
(Islam).
Equipment: Clothing, cutlass, knife, long musket, powder and shot.
Janissaries
Fighter 1; CR 1; Size medium; HD
1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff
coat); Atk +4 (1d6+2, scimitar) or +2 (2d6, short musket); SQ none;
AL LN; SV: Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 8,
Wis 10, Cha 12.
Background: Janissary.
Skills: Climb +6, Craft (various) +3,
Diplomacy +5, Jump +6.
Feats: Power Attack, Weapon Focus
(scimitar).
Fortunes: Code of Honor (adherence to
Islam and loyalty to the Ottoman sultan).
Equipment: Buff coat, scimitar, short musket, powder and shot.
Janissary Lieutenant
Fighter 5; CR 5; Size medium; HD
5d10+10; hp 42; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff
coat); Atk +9 (1d6+5, scimitar) or +6 (2d6, short musket); SQ none;
AL LN; SV: Fort +6, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 8,
Wis 10, Cha 12.
Background: Janissary.
Skills: Climb +11, Craft (various) +7,
Diplomacy +5, Jump +11.
Feats: Cleave, Great Cleave, Power
Attack, Weapon Focus (scimitar), Weapon Specialization (scimitar).
Fortunes: Code of Honor (adherence to
Islam and loyalty to the Ottoman sultan).
Equipment: Buff coat, scimitar, short musket, powder
and shot.
Al-Saluqi,
Al-Jari and Al-Saji
Huge Warship
Draft:
2 fathoms
Structure
Dice:
6d8 (27 sp)
Hardness:
6
Maneuverability:
-2 (-2 size)
Speed:
70 ft./7 knots (sails), or 50 ft./5 knots (rowed)
Turn
Rate:
2 (sails) or 10 (rowed)
AC:
8 (-2 size)
Weapons
Fore:
4x cannon
Weapons
Aft:
2x cannon
Weapons
Broadside:
None
Damage:
4d4x10 (cannon); 4d6 (ram)
Special
Qualities:
Can be propelled by oars
Crew:
15 sailors and 75 rowers (+20 on gun crews)
Passengers:
10 (Janissaries)
Cargo:
15 tons