-Nate
The Ends of the Earth
This scenario is Part 15 of the
Come Hell and High Water campaign, an adventure series for the
Skull & Bones historical
setting, for use with the Dungeons & Dragons
roleplaying game version 3.5. It is intended for a party of
ninth-level characters. Although it is intended as part of an ongoing
collection of scenarios, it can also be run as a stand-alone
adventure with a bit of modification. Note also that this scenario,
much more than the ones that have come before it, is of a “sandbox”
style, allowing for many different developments depending on the
course of action chosen by the PC's.
Background
There's an organization that operates out of England, a group of
occultists known only as The Cabal. Their ultimate goal is the
acquisition of arcane power, by any means necessary. To that end,
they study ceaselessly the history and folklore of the world, looking
for secrets to discover. Most recently they have decided to explore a
curious anecdote from the report of Francis Fletcher, chaplain to no
less than Sir Francis Drake, from when they and their crew sailed
around the world.
During that voyage, Fletcher and some of the sailors mentioned
seeing towering natives, albeit from a distance. One claimed to have
seen graves for figures who stood some twelve feet in height, and one
even mentioned an attack by said giants. These tales were dismissed
at the time as fanciful, in the same way that other mariners have
seen mermaids or other such oddities, but members of the Cabal have
come to wonder if there's some truth to them.
Given the ancient tales about a race of giants—the nephilim—being
descended from the angels, some believe that the giants could possess
relics or lore from before the rise of Christianity. For that reason,
one member of the Cabal, Muriel Grey, has decided to outfit an
expedition bound for Patagonia to seek out the giants and acquire
their goods and knowledge—by force, if need be. She has been
overseeing preparations for the vessel Duchess, along with
members of the Crimson Company mercenary group, and is now ready to
embark on the voyage. The only thing for which she is waiting is the
return of her brother, Ephraim.
Muriel and her allies are not the only people interested in this
business, however. A member of the Knights of Christ--a holy order
out of Portugal--has learned of the Cabal's activities. What is more,
one of their number has chartered a ship to go in search of the
giants and hopefully make friendly contact before the others arrive.
Unfortunately, they have run afoul of a band of cannibals along the
coast of Brazil, and now only a few survivors remain.
Introduction
Recently said brother, while visiting the island of Aeaea in pursuit
of lost lore from the witch Circe, encountered a band of pirates—the
PC's. Given the unpredictable nature of heroes, this encounter could
have ended in any number of ways. A few of the possibilities are
detailed below.
- The PC's might have been able to defeat Ephraim and his mercenaries, and perhaps even to gain control of his ship, the Duke, along with a cryptic message from Muriel. Should that be the case, they could sail right in to the rendezvous, perhaps while pretending to be the people they've defeated.
- On the other hand, the PC's might have been defeated by their enemies, and are now being brought as prisoners aboard the Duke. In that case, they might need to find an opportunity to escape their bonds before taking further action.
- Another possibility is that the PC's reached some kind of middle ground with Ephraim and the mercenaries, perhaps offering their services after demonstrating their abilities. Should this have happened, they could enter this new business as partners.
- If the GM is using this as a one-shot scenario, the PC's could become involved through other means. Perhaps they are members of the Crimson Company, recruited by Muriel Grey. They could also be sailors, part of the Duchess's crew. For a twist on this, they could be agents of the Inquisition or even other Knights of Christ, sent to infiltrate the expedition.
- Finally, the PC's could also acquire a copy of the secret message and, after interpreting it, decide to seek out more information about it.
Needless to say, these possibilities allow for many different ways in
which the PC's can make their appearance at the White Keep.
The Secret
Message
As mentioned above, Muriel sent an encoded message to her brother to
summon him. To find more information about it, refer to Appendix 4 in
the previous scenario, “Living Legends.”
Encounter 1—The White
Keep
The encoded message refers to a “White Keep.” A DC 15 Knowledge
(geography or history) check can reveal this as a reference to the
Tower of London, the main part of which—a keep—is known as the
White Tower. This was built starting in 1066, and since then has
served as a royal residence, an armory, a treasury, a prison, and
even a menagerie. For this business it is simply a landmark, but it
could prove much more important in the future.
Visiting the Old
Country
If this is the first time that the PC's have paid a visit to London,
it should be memorable. They can make the voyage, either across the
Atlantic or around Europe, and then into the English Channel and up
the Thames River, along the shore of which many vessels lie at
anchor. As they do so, the GM should keep in mind a number of
different factors.
- Should the voyage take the PCs through any waters controlled by their enemies, they might have a run-in with an old foe. This could especially be the case if the PC's have defied any Spanish authorities. For that reason, it's important to know in which vessel they're sailing, what colors they are flying, and the like.
- If the PC's are free to act, the voyage to London could also include any of the Interludes mentioned as part of Encounter 2, below.
- On the other hand, if the PC's are being brought in as prisoners aboard the Duke, they can watch as that ship drops anchor next to the Duchess and Ephraim (or someone else who has survived) is rowed over to it in a longboat.
Once
they've arrived on the scene, the PC's can make DC 10 Search or Spot
checks to notice the ship Duchess,
lying at anchor; from there, it is up to them to decide how to
approach the situation (unless they're being held prisoner, as
mentioned above).
Gaining Access
The next task the PC's face is devising a means of joining the
expedition. As mentioned above, this could happen naturally as a
result of events from the scenario “Living Legends,” if they
participated in it. Alternately, they could seek to be hired on as
crew members. Doing so requires a DC 10 Gather Information check,
followed by a similar Diplomacy effort to make a good impression. Of
course, PC's who possess useful abilities can increase their chances
of being hired. Captain Dolan handles this business, which takes
place in a dockside tavern, but it could also provide a good chance
to introduce Muriel or other NPC's for a little added drama. It also
provides an opportunity for good roleplaying, as the Captain
questions the PC's about their experience and abilities.
As
long as the PC's are successful, one way or another, they can go
onboard the Duchess.
Once that happens, refer to the next encounter.
Exploring London
Town and the White Keep
Given that it's one of the largest cities in the world, it would be
perfectly understandable if the PC's wanted to see the sights and
sample the offerings of London. Such doings are beyond the scope of
this adventure, but the GM is free to indulge the players if that is
their wish. Similarly, the Tower serves as nothing more than a
landmark for these events, but may become important depending on
future developments.
Encounter 2—At Sea
Once the Duchess sets sail, this scenario becomes quite
open-ended. As usual, the GM should add or develop interactions as
suits the desires of the players and the needs of the campaign. There
should be some chance for the PC's to explore and to meet other crew
members and passengers, however, so as to better establish various
elements and conflicts for later in the adventure.
The Ship
Refer
to the deck plans for a refitted slave ship to find a layout of the
Duchess;
it is outfitted as detailed below.
1. Main Deck
All of the usual business takes place here.
2. Passenger Cabins
Depending
on how the PC's come aboard the Duchess,
they might be assigned to these quarters. Given the makeup of the
party, some characters might need to double up in cabins.
Furthermore, the Inquisitor, Oliver Lemaire, has been assigned to one
cabin, and could be required to share with a PC. .
3. Captain's Cabin
As expected, Captain Russel Dolan has his quarters here. If the PC's
are interested in learning more about the nature of the voyage, they
could do well to check out his logbook and charts, which he keeps in
a locked sea chest when not in use.
4. Muriel's Cabin
This
location is an even better source of information, but gaining access
to it should prove quite the challenge. For one thing, Muriel is very
protective of her private space and doesn't allow just anyone to
access it. What is more, her personal possessions are kept locked in
a solid trunk that is also protected with an arcane
lock spell.
5. Crew Quarters
The
sailors who man the Duchess
sleep, eat and otherwise spend their non-working hours here. If the
PC's should come aboard in this guise, they would also be assigned to
hammocks amid this mass of humanity.
6. Manger
Outside of coils of rope, there is nothing of interest here.
7. Forecastle
This is a common place for passengers to spend their time while the
ship is under way, keeping them out of the way of the crew.
8. Sterncastle
A helmsman and assistant are stationed here at all times, and Captain
Dolan can also usually be found here. In fair weather tables and
chairs can be brought out for meals, and occasionally for
entertainments such as music or games.
9. Upper Hold and Gun Deck
The gun deck here is kept clear of baggage, in preparation for
necessary action. Crates, barrels and sacks of foodstuffs are kept in
the aft section, providing easy access for the ship's cook and his
assistants.
10. Storage and Mess
Not surprisingly, meals are prepared here; some of the crew also dine
in this area, and food and drink are also brought to sailors who are
on duty.
11. Lower Hold and Gun Deck
Here again, the area amdiships is kept clear in case of action. In
the aft compartment is stored the other equipment for the expedition,
including crates of firearms, casks of gunpowder, racks of sharpened
cutlasses and the like.
12. Infirmary
This area has been outfitted with tables and beds for performing
surgery and for resting patients. It is, of course, unoccupied at the
start of the scenario, but could come to be filled as the voyage
progresses. The doctor, Owen Acheson, also has his quarters here.
Interludes
This is another good opportunity to include some of the previous
interludes. During the crossing of the Atlantic, particularly
appropriate are “The Storm,” “The Stowaway,” “The Serpent,”
“The Menagerie,” “The Competition 2,” or “The Jonah” or
“The Hazards.” For those who want even more action, “The
Timingila” could be a good option.
Muriel and the
Cabal
The PC's could attract Muriel's attention in a number of different
ways. Perhaps they respond well to a crisis, thereby saving the lives
of other passengers or crew members, or they could demonstrate
exceptional skills during a competition. Whatever the case, she is
bound to recognize that they are more than just typical sailors. Just
how she reacts to this is open to interpretation by the GM. It should
be noted, however, that she is dedicated to her task, and it would
take some serious romantic developments for her to take an interest
in an available male.
The Crimson
Company
These mercenaries, who function like a company of marines aboard the
ship, can serve as rivals to the PC's. After all, they are proud of
their martial skills and tend to scoff at others who claim to possess
prowess. They could be interested in non-lethal sparring with one or
more of the PC's; this might even lead to friendly wagers amongst
members and others. The mercenaries have enough discipline not to let
things go too far, though.
Stopping in Port
The
final preparation before heading for the Strait of Magellan is to
stop and resupply in Port Royal. As the ship enters the Caribbean, it
could happen that the Duchess
encounters another vessel carrying someone from the party's past,
perhaps an old enemy or even ally. This could make for another
roleplaying opportunity, as the PC's have to scramble to hide their
true identities from a foe or communicate surreptitiously with a
friend. The chances of such an encounter are even greater when the
ship docks, allowing for any number of familiar faces to make an
appearance.
Encounter 3—En Route
In addition to all of the possible encounters detailed above, as the
ship makes it way from the Caribbean, along the coast of the Spanish
Main and South America, and toward the Strait, the ship and its crew
come across the scene of a vicious attack; the details of this are
provided below.
Crossing the
Line
There
is an old naval tradition of making a formal observance when a ship
crosses the equator. Since this voyage does so, discussion arises
about a day before the crossing. Those people aboard the Duchess
who have not done so before are singled out for this special
initiation. At the appropriate time, Captain Dolan takes on the part
of Poseidon, donning mop-head wig and beard, while Muriel is
transformed into Amphitrite, his wife. They hold court, calling
before themselves all of the aforementioned initiates. There is, of
course, a copious amount of rum punch served to help add to the
festivities.
The initiation ceremony consists of a mock baptism. Each of the
initiates, one at a time, is tied into a harness which in turn is
affixed to a line through a block and tackle hung from the main
yardarm. Those sailors who have already crossed the line handle the
other end of the rope, hoisting the initiates over the side for three
duckings. This could be handled strictly through description and
roleplaying; alternately, the initiates could make three DC 10
Fortitude saves to resist crying out or otherwise giving the others
fodder for taunting. Characters who can “take it like men” might
be toasted with extra rum punch and earn bragging rights for such a
display of fortitude.
The Aftermath
This
encounter can happen anywhere close to Brazil. As they are sailing,
everyone aboard the ship who is in a position to do so should make a
Search or Spot check; the character with the highest result is the
first to notice a vessel lying at anchor close to the mainland. This
is the Intrepido,
the Portuguese vessel chartered by the Knights of Christ. It has
suffered the misfortune of being overrun by natives of the Tupinamba
tribe. As a result, the survivors of the attack have been carried off
to the natives' village.
The ship itself is in pristine condition, as is the cargo that it
carries. (Refer to the deck plans for a sloop for the layout of this
vessel.) There seems to be nobody aboard, however--that is, until the
woman hiding in the crow's nest realizes that the newcomers are not
natives. This survivor, Amelia--who is the daughter of the captain,
Claudio Cordeiro--is the sole witness to the tragedy that unfolded
here. Once the attack was in full swing, and her father and the
crewmen were being overrun, Amelia managed to escape and climb the
ratline to the crow's nest. At that point she cut the rope ladders,
and then fought like a wildcat to defend her position. The attackers
eventually gave up and let her be, and for the better part of a day
she's been trapped there.
Assuming that the PC's can make it clear that they are not
cannibals, they can gain her cooperation. There is still the matter
of helping her down from the crow's next, although sufficient use of
the Climb or Use Rope skills should allow for a rescue. As long as
someone can speak Portuguese--or, failing that, Spanish--they can
learn of the attack and the fact that her fellows have been taken
back to the mainland. At that point she asks them to help stage a
rescue, pleading for the lives of her father and his men if need be.
She has nothing to offer that the PC's and their associates cannot
simply take, but hopefully there is no need for her to bargain in
such a manner.
Even so, this situation should make for some interesting
roleplaying. After all, Ephraim and Muriel Grey don't wish to be
delayed by this business, but they do acquiesce if the PC's make a
case for helping these unfortunates. While they are mercenary
individuals, they don't care to wallow in this fact. What is more,
Amelia takes her time to feel out the PC's and determine if they are
trustworthy. As long as she believes that to be the case, she opens
up to them about the truth behind her identity and her mission.
The Village
About half a mile into the Brazilian jungle is the cannibals'
village. It sits in a clearing on a small hill; Refer to the map for
a layout. The edge of the jungle is represented by the outer line,
while the inner line represents a five-foot increase in elevation.
The huts themselves are simple mud-and-wattle affairs, each one
housing a warrior and his family. Each one has a fire pit in the
middle, along with crude beds around the outside of it. At the GM's
discretion, there could be various trinkets, along with crude weapons
and other equipment, in each of them.
In the middle of the village is a large cage made from logs lashed
together. This is where the surviving prisoners--including a dozen
sailors, but, sadly, not Capitan Cordeiro, who has been eaten--are
being held. They are guarded at all times by four warriors, along
with a champion. The challenge here, if the PC's have agreed to stage
a rescue, is to incapicate the guards without raising the alarm.
Stealth and a quick strike are probably the best options for
achieving this. Of course, given that this encounter is not the main
focus of the adventure, the GM may wish to give them the benefit of
the doubt when it comes to devising stratagems when it comes to
staging a rescue.
Should the cannibals manage to raise an alarm, the situation becomes
a good deal more difficult. There are a total of seven warriors,
three champions and one chief who can respond to it, meaning that the
PC's and their allies should have their hands full if they intend to
stand their ground and fight. Of course, at the GM's discretion,
there could also be more warriors and champions out hunting in the
surrounding jungle,
Developments
Whether or not the PC's succeed in rescuing the Portuguese sailors,
the presence of an empty ship presents another important decision for
the members of the expedition. After all, it is a valuable prize, and
as such should not simply be left to rot. Ephraim and Muriel would
prefer this option, of course, but they are not so obstinate as to
insist upon it. For that reason, it may become necessary to put a
prize crew aboard it. This could allow the PC's to gain a little bit
of freedom and privacy, especially if they insisted upon staging the
rescue. After all, Amelia has legal claim to the ship, and any
surviving sailors swear loyalty to their rescuers and to her. She
also hopes to complete her mission by undermining the efforts of the
Cabal's agents. How this plays out is up to one or more PC's and the
GM.
Encounter 4—The
Southern Passage
Whatever hijinks and other business has transpired during the voyage,
the primary goal of the voyage comes into focus once again as the
Duchess makes its approach on the Strait of Magellan. There
are at least a couple of reasons for this. For one, the weather
begins to turn cold. Then there's the fact that the passage through
the strait makes for slow and difficult travel. This doesn't even
mention the fact that everyone is sailing into territory occupied by
the giants. All of these developments are detailed below.
“Cold...
So cold...” (Again)
Declining temperatures present a danger to the crew and passengers.
Those who venture out on deck must make a DC 15 Fortitude save for
each hour of exposure, with a cumulative +1 modifier for each
additional hour spent outside. Proper clothing provides a +2
equipment bonus to these saves, a reward for those who thought to
purchase such items before setting sail. Failure causes 1d6 subdual
damage. These checks should be used to represent a standard day
aboard ship, depending on the characters' involvement in watches and
reactions to other dangers.
The
Passage
As the Duchess passes into the Strait of Magellan, it creates
an ominous scene. In addition to the icebergs that present their own
hazards, the stone walls of the passage tower above the ship,
creating an almost claustrophobic effect. Amidst all of this, the
snow begins to fall. This makes for difficult sailing, to the extent
that it becomes important for everyone to be on the lookout for
rocks. The difficulty for seeing them, along with the damage that
they can do, depends on the size of the rocks in question. Note, too,
that the characters suffer a -2 circumstance penalty to checks due to
the falling snow. The GM should feel free to choose a number of
obstacles to make the scene exciting, but not so many that this
dominates the rest of the encounter.
Huge—DC 26 to
notice—DC 20 to avoid—Damage 4d8
Gargantuan—DC 23
to notice—DC 23 to avoid—Damage 6d8
Colossal—DC 20
to notice—DC 26 to avoid—Damage 8d8
Furthermore, a vessel that suffers more than 50% of its hull points
in damage from a collision is stopped dead in the water. In order to
free it, the crew of the ship must succeed at a DC 24 Profession:
sailor check, a process that last one hour. The DC of this check is
reduced by two for every step that the tide rises, representing the
fact that rising water can simply float a ship free (see below for
more details). This means that ships which hit an obstacle during
high tide are in big trouble. At the GM's discretion, each time the
tide falls by a step, the obstacle does one quarter the original
damage again to a trapped ship; this represents new stresses on the
hull due to the falling water level. Woe to those poor ships that
should be trapped in such a way if a storm arises.
The Companion
During the voyage, as the ship approaches the Strait of Magellan, it
attracts the attention of a whale. This isn't a normal one, however;
rather, it is the animal companion of a giant shaman named Gath. As
such, it comes to check out the newly arrived vessel, swimming for a
while alongside it. The PC with the highest Search or Spot check is
the first to notice it, at which point that person and the rest of
the party can react accordingly.
This encounter thus functions as a kind of test, since any hostile
actions toward the whale indicate the party's wicked intentions and
thus make the giants unfriendly or even hostile once actual contact
occurs. The crew members of the Duchess suggest harpooning the
whale so as to gain meat to eat; indeed, the bloodthirsty members of
the Crimson Company relish the idea of hunting it. After all, the
whale companion's shaman is watching, and judges the humans
accordingly.
The Sighting
While all of this is happening, there's also a chance that the PC's
or someone else notices Gath. Doing so requires a Search or Spot
check opposed to his efforts to Hide, and he receives a +5 equipment
bonus due to the clothing that he wears. From this distance—he is
standing atop a nearby cliff—all that the PC's and their fellow can
tell is that he is a towering figure much bigger than a normal
person. Even so, it gives the characters their first confirmation
that they've made a truly grand discovery, and could influence how
the rest of the giants react to these newcomers.
Encounter 5—Giants in
the Earth
There's still the question, of course, of what to do about this
discovery. A number of characters have their own ideas on that
subject, which should make for some intriguing conflicts. The
response should start with Muriel, but could then go in any number of
directions. Her intention is to make a landing and scout out the area
with a small party, until they can locate the giants' lair. At that
point, she is willing to unload the mercenaries of the Crimson
Company and take the lair by force, so as to acquire any relics or
lore that the giants might possess. While this might seem
ostentatious, the fact that they possess the four stones of David
means that they present a deadly threat to the giants.
As always, the PC's could have their own ideas. This is where a good
deal of GM adjudication becomes necessary, although the following
guidelines should be considered. Roll a Diplomacy check to determine
the attitude of the giants, keeping in mind the following
circumstances and modifiers. It could also be possible that the PC's
decide to approach the giants seperately, allowing them to make their
own check and first impression.
Result /
Attitude
4 or less / Hostile
5 - 14 / Unfriendly
15 - 24 / Indifferent
25 - 34 / Friendly
35 or more / Helpful
Modifier /
Circumstance
+5 / The PC's prevented anyone from harming the whale.
+2 / The PC's act in an appropriate deferential manner.
-2 / Someone hurt the whale but did not kill it.
-5 / Somebody killed the whale.
-2
/ The PC's or their associates are shown to possess the stones
of David.
All of these modifiers are cumulative.
Developments
From the point of first contact onward, this scenario could go in any
number of directions. While it's never possible to predict what the
PC's will do, and thus how the NPC's will respond, a few of the more
likely possibilities are detailed here.
For there part, Muriel and Ephraim Grey want nothing more than to
visit the giants' lair and acquire any relics or lore that they
possess. To that end, they try diplomacy force, stealth second and
force third. If the newcomers make a suitable first
impression--indifferent or better--the giants invite them into their
home. After all, they are hesitant to provoke open combat, and
instead hope that they can bide their time and perhaps leave if it
looks like the humans wish to settle the area. As mentioned above,
Gath might seek to meet with the PC's seperately from the rest of the
expedition if they have suitably impressed him. As long as anyone
receives such an invitation, refer to the description and map of the
giants' lair, below, for additional details.
Another possibility is that Muriel can use her familiar, Shadow, to
spy on the giants. The raven is quite intelligent, and she can
augment him with her own spells. In this way, he presents the GM with
an opportunity to advance the plot in a climactic direction, even if
the PC's are doing their best to prevent hostilities.
On the subject of hostilities, probably the most action-oriented of
the potential outcomes for this scenario is if Muriel and her
mercenaries go to war with the giants to claim their treasures. Given
their contingent of mercenaries, and the fact that they possess the
stones of David, they should present a roughly even match for
the giants. Here again, it's up to the PC's to decide on which side
they want to fight. Whatever the case, refer to the map of the
giants' island and lair for a layout of the area and details of how
this could develop.
The Island
A short, broad spire of rock rising out of the sea, the island stands
amidts a cluster of other such bodies on the edge of Magellan's
passage. It stands about seventy-five feet tall at its highest point.
At about fifty feet of elevation, two cavern mouths are concealed
amidst the craggy rock; noticing the main one requires a DC 15 Search
or Spot check, while the other is more carefully hidden and thus
needs a DC 25 check to be found. From each cave, a tunnel that varies
between fifteen and twenty feet in width leads back for about a
hundred feet to their lair. At any given time, at least one giant is
posted at each entrance. If the giants are given a reason to suspect
danger, this increases to two or three of their number.
Refer
to Chapter 13 of the Skull
& Bones rulebook to
find stats for normal island giants. What is more, the article "The
Giants of Patagonia" introduces stats for young giants, along
with those for hunters and wizards. All in all, the lair is home to
four adult male giants and five adult females, along with six
adolescents and three juveniles. They are led by Gath, the shaman.
The Lair
Refer to the appropriate map for the following area descriptions. The
giants' lair is located in a natural cavern that has been expanded,
creating one broad chamber with a handful of passages and tunnels
leading from it. There is a broad wooden table, surrounded by eight
stools, in the center of it. Along two walls there are piles of
skins, furs and blankets that the giants use for beds. A large
fireplace dominates one wall, and along with it a number of torch
sconces throughout the chamber provide ample albeit smoky light. Two
tunnels lead out to the entrances, one of which is secret. There is
also a well in one corner, and a midden pit down a short passage in
another. Finally, a narrow tunnel leads upward above the hearth,
providing a vent for the smoke; it takes a DC 15 Escape Artist check,
along with a DC 5 Climb check, to pass through it. This passage rises
upward for fifteen feet before exiting atop the island.
What should interest a number of characters the most, however, is a
rather anomalous statue that sits in front of the wall opposite the
hearth. This depicts the giant Antaeus, a figure who was slain by
Herakles in Greek mythology. A secret door (DC 25 Search or Spot to
notice) is built into the wall behind it, although the means of
opening this door is not readily apparent. The trick here is to
recall the story of how Herakles defeated Antaeus, something that can
be done with a DC 25 Knowledge (history or religion) check. According
to legend, Antaeus was invincible when in contact with his mother,
Gaea--also known as the earth. He was not so powerful, however, when
lifted off of his feet, something that Herakles did in order to
defeat the giant. With this in mind, one or more characters must
raise the statue (DC 30 Strength check) in order to open the secret
door.
Beyond that is a small chamber that contains the giants' treasures.
These include Goliath's armor and spear; the Cross of Saint
Christopher; and a collection of ancient tablets, scrolls and the
like. Refer to Appendix 2, below, for more information regarding the
giants' treasures and the lore that they possess.
Conclusion
As mentioned above, this scenario could end in all kinds of different
ways. The two most likely possibilities are these:
1. The PC's could double-cross the Cabal, either by helping to defeat
the agents and their mercenaries, by helping the giants to escape
with their relics and lore, or something else. In that event, the
chances are good that they would find themselves hunted by other
Cabal agents--once word reaches England, that is.
2. On the other hand, the PC's could help the agents recover said
items, and therefore find themselves in that organization's good
graces. Should that happen, they could be taken back to England and
offered employment pursuing similar business.
Whichever is the case, these outcomes should have huge implications
for the future direction of the campaign, as detailed below.
Additionally, the PC's should gain enough experience to reach 10th
level.
Continuing
Adventures
Depending on the situations mentioned above, the PC's could be
looking at any number of future adventures.
1. The giants, if they managed to defeat the agents of the Cabal,
probably need to find a new home. This could involve taking them
aboard a ship and sailing into the South Sea for an uncharted island,
or a similar situation. All the while, Muriel would continue to spy
on the PC's, perhaps using Shadow to do so, in order to monitor their
movements and perhaps learn what she can from them. She and her
allies are likely to seek vengeance against the PC's, and to continue
efforts toward acquiring the antedeluvian texts.
2. The other option, undertaking service to the Cabal, could lead to
a variety of quests: recovering relics from far-flung locations,
seeking out previously undiscovered places and cultures, and the
like.
3. There is also the matter of Amelia Cordeiro, who wishes to return
to Portugal so as to report to her superiors and decide how best to
pursue this business.
In all of these cases, and any others that might arise, the
subsequent scenarios are likely to require a good deal of
modification on the part of the GM to tailor them according to the
appropriate circumstances.
Appendix
1—Dramatis Personae
Amelia
Cordeiro
Paladin 9; CR 9; Size; HD 9d10+20; hp
74; Init +0 (+0 Dex); Spd 30 ft.; AC 10 (+0 Dex); Atk +11 (1d6+2,
rapier) or +9 (2d6, muskets); SQ Aura of good, detect evil, smite
evil 2/day, divine grace, aura of courage, divine health, special
mount; AL LG; SV: Fort +11, Ref +6, Will +8; Str 14, Dex 10, Con 14,
Int 10, Wis 14, Cha 16.
Background: Lady-Adventurer
(Diplomacy, Knowledge: nobility).
Skills: Diplomacy +15, Heal +14,
Knowledge (religion) +12.
Feats: Dodge, Improved Critical
(rapier), Riposte, Swordsman's Gambit, Weapon Focus (rapier).
Fortunes: Obligation, Cause.
Equipment: Clothing, rapier +2,
six muskets, powder and shot, holy symbol.
Amelia Cordeiro is something of an anomaly, a female
member of the Knights of Christ. In this capacity she has served as
an aide to her father, providing him with both a capable assistant
and and ace in the hole when others would underestimate her
abilities. Now that he is dead, however, she vows to complete his
mission--preventing the Cabal from gaining access to unprecedented
and unholy power.
Cannibal
Champion
Ranger 5; CR 5; Size medium; HD 5d10+5;
hp 37; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); Atk
+8/+3 (1d6, short bow) or +6/+1 (1d6+1, machete); SQ Favored Enemy
(humans, pygmies), Wild Empathy, Combat Style (archery), Endurance,
Animal Companion; AL CN; SV: Fort +5, Ref +7, Will +3; Str 13, Dex
16, Con 12, Int 10, Wis 14, Cha 8.
Background: Native.
Skills: Climb +10, Heal +6, Hide +11,
Listen +10, Move Silently +11, Spot +10, Survival +10, Swim +10.
Feats: Point Blank Shot, Precise Shot,
Rapid Shot,Track.
Fortunes: None.
Equipment: Bow and arrows, machete (treat as buccaneer
knife).
Cannibal
Chieftain
Ranger 11; CR 11; Size medium; HD
11d10+11; hp 76; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2
armor); Atk +14/+9/+5 (1d6, short bow) or +13/+8/+3 (1d6+2, machete);
SQ Favored Enemy (humans, pygmies, onijegi), Wild Empathy, Combat
Style (archery), Endurance, Animal Companion, Improved Combat Style,
Woodland Stride, Swift Tracker, Evasion, Combat Style Mastery; AL CN;
SV: Fort +8, Ref +10, Will +5; Str 14, Dex 16, Con 12, Int 10, Wis
14, Cha 8.
Background: Native.
Skills: Climb +17, Heal +6, Hide +17,
Listen +16, Move Silently +17, Spot +16, Survival +16, Swim +17.
Feats: Improved Critical (short bow),
Improved Precise Shot, Manyshot, Point Blank Shot, Precise Shot,
Rapid Shot,Track.
Fortunes: None.
Equipment: Bow and arrows, machete (treat as buccaneer
knife).
Cannibal
Warrior
Ranger 1; CR 1; Size medium; HD 1d10+1;
hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 (1d6,
shortbow) or +2 (1d6+1, machete); SQ Favored Enemy (humans), Wild
Empathy; AL CN; SV: Fort +3, Ref +4, Will +2; Str 13, Dex 15, Con 12,
Int 10, Wis 14, Cha 8.
Background: Native.
Skills: Climb +5, Heal +6, Hide +6,
Listen +6, Move Silently +6, Spot +6, Survival +6, Swim +6.
Feats: Point Blank Shot, Track.
Fortunes: None.
Equipment: Bow and arrows, machete (treat as buccaneer
knife).
These warriors wear primitive clothing, adorning
themselves with the skins and bones of their victims. When they are
on the hunt, they also add a variety of intimidating warpaint, along
with an array of deadly weapons. At the GM's discretion, they could
also possess some minor magical items or other such trinkets and
treasures.
Ephraim Grey, Agent of the Cabal
Male Wizard 9; CR 9; Size medium; HD
9d4; hp 24; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +4
(1d4, dagger) or +6 (ranged); SQ Spells; AL N; SV: Fort +3, Ref +5,
Will +9; Str 10, Dex 14, Con 10, Int 17, Wis 10, Cha 16.
Background: Scholar.
Skills: Appraise + 5, Concentration
+12, Decipher Script +15, Knowledge (arcane) +15, Knowledge
(geography) +15, Knowledge (history) +15, Spellcraft +18.
Feats: Combat Casting, Leadership,
Mental Acumen, Scribe Scroll, Skill Focus (Spellcraft); Spell Focus
(School).
Fortunes: Enemy, Magic.
Equipment: Clothing, spellbook,
writing materials, pouch of spell components, pouch holding 50 poe,
ring of keys.
Spells per Day: 4/4+1/4+1/3+1/2/1.
Spells Known: (0) Arcane mark,
detect magic, read magic, resistance; (1) Endure elements, identify,
mage armor, magic weapon, protection from chaos/evil/good/law,
shield, true strike; (2) cat's grace, fox's cunning, owl's wisdom,
protection from arrows; (3) arcane sight, dispel magic, haste,
heroism; (4) bestow curse, lesser globe of invulnerability, locate
creature, remove curse; (5) break enchantment, contact other plane.
Ephraim is a dedicated agent of the Cabal, working to
fulfill its objectives around the world. He is not so zealous as to
eschew possible allies, however, and as such will exploit anyone he
can. To that end he can be quite charming and even witty, but this is
only a front for his cunning and calculating nature. Grey dresses
like a proper English gentleman, with a tophat, coat and vest. He is
unfailingly polite, until he dismisses someone as an enemy.
Giant Cleric 4; CR 11; Size large; HD
16d8+48; hp 120; Init -1 (-1 Dex); Spd 40 ft., swim 30 ft.; AC 20 (-1
size, -1 Dex, +9 natural, +3 hide armor); Atk +17/+12/+7 (2d8+7,
large greatclub) or +11/+6/+1 (2d6+5, rock); SQ Rock throwing and
catching, turn or rebuke undead, spells; AL N; SV: Fort +15, Ref +4,
Will +12; Str 20, Dex 8, Con 17, Int 6, Wis 18, Cha 17.
Background: NA.
Skills: Climb +7, Heal +11, Jump +6,
Knowledge: religion +7, Spot +8, Swim +14.
Feats: Cleave, Improved Bull Rush,
Improved Overrun, Power Attack, Weapon Focus (greatclub).
Fortunes: Obligation, Whale's Watcher
(This functions in the same manner as the Parrot Perch, Monkey Magnet
and Dog's Best Friend fortunes, except that it applies, of course, to
a whale).
Equipment: Greatclub, throwing rocks.
Spells per day: 5/4+1/3+1. Domains:
Animal and Plant.
Despite his impressive stature, Gath is a quiet and
contemplative fellow. He would rather meditate in the remote places
of the wilderness than interact with other beings, although he does
enjoy discursing with like-minded individuals. Of late he has begun
to worry about the spreading human population and the possibility
that these people will soon encroach on the peace and freedom that he
and his fellows have enjoyed.
Gath's
Whale Companion (Spray)
Use the statistics for a cachalot whale, as detailed in
the Monster Manual.
Wizard 11; CR 11; Size medium; HD 11d4;
hp 29; Init +0 (+0 Dex); Spd 30 ft.; AC 13 (+2 armor, +1 deflection);
Atk +5 (ranged) or +4 (melee); SQ spells; AL CN; SV: Fort +4, Ref +4,
Will +7; Str 8, Dex 10, Con 10, Int 20, Wis 8, Cha 14.
Background: Scholar.
Skills: Appraise +8, Concentration
+14, Craft (writing) +13, Decipher Script +19, Knowledge (arcane)
+19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge
(religion) +13, Spellcraft +19.
Feats: Combat Casting, Craft Wondrous
Item, Dodge, Improved Counterspell, Scribe Scroll, Spell Focus
(enchantment/charm), Spell Mastery (Details).
Fortunes: Details.
Equipment: Clothing, spellbook, pouch
with components, pouch containing 20 poe, cloak of resistance +1,
amulet of natural armor +2, ring of protection +1.
Spells per Day:
4/4+1/4+1/4+1/3+1/2+1/1.
Spells Known: Level
0—Arcane mark, detect magic, read magic, resistance; identify, mage
armor, magic weapon, shield, true strike; cat's grace, fox's cunning,
misdirection, protection from arrows; arcane sight, dispel magic,
haste, heroism, keen edge; bestow curse, locate creature, remove
curse; break enchantment, dream, nightmare, permanency; analyze
dweomer, greater dispel magic, greater heroism.
Muriel seeks one thing in this world--arcane power. This is why she
joined the Cabal, and why she now leads the expedition to Patagonia.
She is willing to use any means of achieving that goal, including
exploiting others if they might be useful to her. To that end, Muriel
can be downright charming, but this is only a veneer. She is highly
knowledgeable when it comes to the ancient traditions of the world,
but always seeks more information in hopes of unlocking the deeper
secrets of eldritch might.
Muriel's Raven Familiar (Shadow)
Animal; CR 1/6; Size tiny; HD 11d4; hp
14; Init +2 (+2 Dex); Spd 10 ft., fly 40 ft.; AC 14 (+2 size, +2
Dex); Atk +13 (claws, 1d2-5); SQ low-light vision, Alertness,
Improved Evasion, share spells, deliver touch spells, speak with
master, speak with animals of its kind, speak English, SR 16; AL N;
SV: Fort +3, Ref +5, Will +9; Str 1, Dex 15, Con 10, Int 2, Wis 14,
Cha 6.
Background: NA.
Skills: Listen +16, Spot +16.
Feats: Weapon Finesse.
Fortunes: NA.
Equipment: None.
Portuguese
Sailors
Warrior 1; CR 1/2; Size medium; HD 1d8+2; hp 10; Init +1 (+1 Dex);
Spd 30 ft.; AC 11 (+1 Dex); Atk +3 (1d6+2, belaying pin or gaff hook)
or +2 (ranged); SQ details; AL LN; SV: Fort +4, Ref +1, Will +1; Str
15, Dex 13, Con 14, Int 8, Wis 12, Cha 10.
Background: Seaman.
Skills: Climb +6, Knowledge (sea lore) +3, Profession (sailor) +5.
Feats: Power Attack, Seagoing.
Fortunes: Superstitious.
Equipment: Sailor's clothing, gaff hook or belaying pin,
miscellaneous possessions.
Sea Dog 4/Sea Officer 5; CR 9; Size
medium; HD 9d10+18; hp 72; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+2
armor, +1 Dex); Atk +9/+4 (1d6+1, cutlass) or +9/+4 (2d4, pistols);
SQ details; AL N; SV: Fort +7, Ref +6, Will +6; Str 12, Dex 12, Con
14, Int 12, Wis 12, Cha 16.
Background: Details.
Skills: Diplomacy +15, Knowledge (sea
lore) +13, Listen +14, Profession (sailor) +16, Spot +14, Use Rope
+8.
Feats: Alertness, Dodge, Guidance,
Skill Focus (Profession: sailor).
Fortunes: Superstitious.
Equipment: Clothing, masterwork
cutlass, masterwork pistols.
Russel Dolan is a dedicated ship's captain, one whose primary
interests in life are the success of his voyage and the well-being of
his crew. Beyond those he pays little attention to the purpose of an
expedition or the business of his passengers, making him an ideal
captain for hire by the Cabal. It is not that he is immoral, but
rather that such matters are of no concern to him.
Appendix
2—New Magical Items
Amulets
against Giants
Each of these items is a small disk cast from bronze,
hung from a loop of leather. They are engraved with certain passages
from the tale of David and Goliath, written in Hebrew, such as "David
said moreover, The Lord that delivered me out of the paw of the lion,
and out of the paw of the bear, he will deliver me out of the hand of
this Philistine." The amulets provide a +1 enchancement bonus to
all saving throws made to resist giants' spells or similar magical
effects, and a +1 dodge bonus to AC made to resist their attacks.
The
Cross of Saint Christopher
According
to legends, Saint Christopher was a Canaanite who stood more than
seven feet in height, perhaps descended from the nephilim.
He sought to serve the mightiest king in the world, but eventually
discovered that Christ was most mighty of all. Having learned this,
he set out converting others to Christianity, and was martyred via
decapitation because of this. Fittingly, this large silver cross is
oversized, but otherwise plain.
In
game terms, this holy relic allows a cleric to cast all divine spells
of 3rd level or lower, not just those considered to be subtle. (Refer
to the article "Clerics in the New World" for more
information about subtle versus vulgar magic.)
Antedeluvian
Secrets
The
characteristic of the giants that the Cabal agents find most
interesting is the fact that their cultures harkens back to before
the Flood, an event that set back human civilizations for centuries
and that destroyed some of their earliest arcane discoveries.
Although it can only be pieced together based on scraps and fragments
that have survived in myriad traditions, here are a few of the
important details.
According
to the story of the Tower of Babel, a group of humans came together
and began building a tower in hopes of reaching the heavens. Because
they were succeeding in their plan, God inflicted a confusion of
tongues upon them, making it so that they couldn't effectively
communicate. This explains why the people of the world speak so many
different languages.
This
is paralleled in the Greek story of Otus and Ephialtes, who according
to the legends tried to gain access to Mount Olympus by stacking
mountains one on top of another. This effort the gods thwarted,
naturally, and the two giants faced punishment in Hades as a result.
It
is also said in the Bible, of course, that "In those days there
were giants in the earth." What is more, the giants, or
nephilim,
were the offspring of mortal women and immortal males, perhaps fallen
angels. Eventually these giants are overrun by the Israelites,
including the famous battle between a young David and the mighty
warrior Goliath.
In
game terms, this collection of ancient scrolls, tablets and other
writings has the potential to unlock powerful magical secrets, in the
same manner as a book of
infinite spells. These
materials are not enough in and of themselves to do so, however;
moreover, adding to them to fill in the gaps is a matter that must
wait for another adventure.
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