Saturday, May 25, 2013

Retribution

The last scenario for the Come Hell and High Water series, "The Ends of the Earth," finished in a very open-ended way. Because of that, it's hard to provide a direct sequel to it. For that reason, this scenario is something of a hodgepodge, presenting a few possible ways to continue the story based on the choices of the PC's.

-Nate


Retribution
This scenario is Part 16A 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 tenth-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 adventure, as with its predecessor, "The Ends of the Earth"--uses much more of a “sandbox” style, allowing for many different developments depending on the course of action chosen by the PC's.

Background
As mentioned above, the previous scenario was an open-ended affair with all kinds of possible outcomes. As such, it is necessary before starting this one to answer a number of preparatory questions.
  1. Did the PC's remain loyal to the Cabal (or at least seemingly so), or did they betray that organization and strike out on their own?
  2. Did the giants fall in battle to the Cabal and its mercenaries, or were they able to escape from harm?
  3. Of those characters who were present--Muriel Grey, Shadow the raven, Amelia Cordeiro, Gath the giant, etc.--which ones survived? (Taking this a step further, did Ephraim Grey survive the events of "Living Legends?")
  4. Were there any other developments that would have lasting repercussions for the characters involved in this scenario?
The answers to these questions have huge implications for how this adventure begins. As such, multiple starting points are detailed below.

Introduction
As mentioned above, this adventure can start in many different ways. Keeping in mind the answers to the questions mentioned above, detailed below are some of the possible starting points.
  1. If the PC's did decide to turn against the Cabal, this situation could arise due to agents of that organization taking revenge against them. In this case, this act of brutality is intended as a message to the PC's, showing them that the Cabal will stop at nothing in its efforts to settle the score against them.
  2. Another possibility is that this deed is committed by someone else, perhaps by a rival band of pirates who decide to betray the PC's, or one of their old enemies. Whatever the case, that individual or group learned of the Player Characters' connection to these NPC's, and struck against them for profit or out of spite.
  3. Finally, this could just be a chance for the GM to introduce a new villain who happens to make an unanticipated enemy.
Whatever the case, somebody has decided to attack an associate of the PC's. The PC's should learn of this after the fact, leaving them no chance to prevent the tragedy; this should serve to make them seek their own retribution.


Encounter 1--Rampage
This scenario assumes that the PC's participated in the events of the adventure "The Message." In the author's campaign, one of the PC's, a Spanish knight, developed a romantic interest in Isabella Santiago. That connection provides a suitable hook, since he would know doubt respond with vigor if something happened to her. Given the fact that the outcomes of individual adventures can never be anticipated, the GM might need to select a different NPC or group, and location, to be the target of the attack.
Whatever target the GM chooses for the aggressors, the same kinds of decisions need to be made. Which NPC's died during the attack? Which ones were carried off to serve as hostages? It is recommended that both fates be used, since they increase the drama in different ways. A few bodies mixed in with the rubble adds to the sense of outrages, but missing persons increase the sense of urgency.

Dangerous Situations
Ruined buildings in the aftermath of a raid can also provide some interesting skill-related challenges, in the same manner as traps. (This is not to mention the emotional impact that seeing familiar ground devastated could have.) Take, for example, the home of the Santiago family on Trinidad. If a band of marauders attacked it, the results could look something like this.



GM's who use vinyl mats for their games can easily modify building maps by drawing them normally, then erasing chunks and adding rubble and other such details.
The damaged building can thus provide a number of interesting challenges; a few of the possibilities are detailed below.
  • For one thing, unstable patches of floor can function like pit traps. Moreover, if there is debris beneath them, the danger becomes akin to that of a spiked pit trap.
  • In a similar vein, unstable ceilings could function like falling block or similar traps.
  • Should there be some highly combustible or even explosive materials amdist the wreckage, they present a danger of explosion if disturbed, a la a burning hands or fireball trap.
  • There's also the chance that some of the unfortunate locals could have survived--or at least can survive, if they are treated promptly. This requires characters to use their Heal skills.
  • It could also be necessary to remove some of the debris to rescue some of the survivors, requiring characters to use their Strength abilities or even Knowledge (engineering) to do so.
  • If the fire is still somewhat active, ongoing heat and smoke present other dangers; refer to the "Heat Danger" and "Smoke Effects" sections of the SRD for details.
  • As staircases, ladders and other such features are likely to have been damaged, it becomes necessary to use the Climb skill to reach certain parts of the structure.
  • This also gives the GM a chance for some truly graphic and grisly description. There are probably crushed and burned bodies amid the wreckage, and at least some of the deceased should be familiar to the PC's. These details add to the sense of loss, thereby enhancing the potential for later drama.
  • For a real twist on things, the PC's could find children who've been orphaned by the tragedy, and thus face the tasks of finding new homes and parents for them.
  • Finally, there's a very real need for the locals to respond to this attack. This can provide some good opportunities for roleplaying, as the PC's help the survivors deal with their grief and anger. The PC's might lead the pursuit of vengeance or use Diplomacy to prevent violence, as they see fit. In either case--going out to settle the score or helping to rebuild--the PC's could play an important role.
Refer to the Dungeon Master's Guide or to the "Traps" section of the SRD for information about the requisite checks to notice or avoid these hazards, along with the danger that they can cause.


Further Developments
As mentioned above, this situation provides a chance for the GM to introduce a plot hook by having an associate of the PC's go missing. The likely candidate, if the home of the Santiago family home is targeted, is either Isabella or her father (perhaps along with a cache of valuable pearls). Should this attack be the doings of a band of rivals, the PC's might be able to gather witnesses and learn the identity of the attackers, leading to a counterstrike.
If it is the secret society that is responsible, however, then there are a lot more NPC's who could be targeted. Refer to the following list for some of the possibilities.

Scenario/Character
"Reprisal"--Mama Cecile, the hougan who leads the Maroons
"The Message"--The Mayan priestess Cocay
"Trial by Fire"--Sister Sophia, the Amazon cleric
"The Eye of the Storm"--Alkmene the sea witch

After all, the Cabal seeks any and all people who practice arcane magic in order to gather as much lore as possible in hopes of creating a book of infinite spells. This could lead the PC's to other familiar locations, and thus more unpleasant discoveries. Eventually, of course, it leads back to the Cabal.



Encounter 2--False Colors
This situation presents another possibility when it comes to making trouble for the PC's. In this case, their enemies outfit a ship that resembles the one commanded by the PC's, complete with flags crafted to match the one(s) used by the PC's. Outfitted thus, they continue to commit attacks like the ones described in the previous encounter--this time against allies of the PC's. In this way they stir up a desire for revenge, one that can manifest itself in a number of different ways.

At the Scene of the Crime
First of all, the PC's--while investigating the attacks against their familiar territory--run into some locals who are upset about the attack and think that the PC's and their crew(s) are responsible. At first one local, on recognizing the PC's, runs away to alert others. The locals then confront the PC's in the form of an angry mob, seeking what they believe to be justice. Use the stats for "Pirate Toughs" provided in the appendix to represented the fighting abilities of the attackers. At the GM's discretion, this could occur close to the docks, or in a partially ruined building such as the ones suggested in the previous encounter.

This should provide a challenging encounter, not because the enemy is too tough, but rather because the PC's should need to use non-lethal tactics. The GM can also feel free to keep adding enemies to the battle, as more locals come to support their wronged fellows. Rather than simply beating these foes into submission, the PC's should use Diplomacy (DC 20 check) to talk them out of their rage. As always, the GM should grant circumstance bonuses for good roleplaying and for presenting valuable information, such as evidence regarding other such attacks.

Assuming that the PC's can talk down the mob, they can learn some important details about what has happened. The gist of it is that a ship matching their own, and flying their chosen flags, staged the attack--although, when put to it, none of the locals can recall actually seeing the PC's do the deed.

The Long Arm of the Law (Again)
The other possible development here is that the local powers that be come in pursuit of the PC's, having heard reports of the aforementioned attacks. This is a chance to bring back some recurring characters, if the PC's have taken part in the scenario "Dead Reckoning." At some point a crew member spies the sails of an approaching vessel, one flying English colors. Close inspection can reveal that is a familiar one, the Stalwart out of Port Royal, under the command of Captain Josiah Henderson.

If the PC's have not encountered this fellow before, this confrontation should be pretty straightforward. Henderson's ship pulls alongside the party's vessel(s), and he demands through a speaking trumpet that the PC's stand down to be boarded, in the name of the King of England. The captain is prepared to enforce this order using cannonfire, along with a more aggressive boarding action, if necessary. Should the PC's already be familiar with Captain Henderson, on the other hand, the situation provides even more opportunities for good roleplaying. In this case the captain brings to light any old business existing between him and the PC's, mentioning details from previous interactions.

In either case, it behooves the PC's to handle this situation with Diplomacy as detailed in the previous section. Here the DC increases to 25, although presenting evidence and good roleplaying should help the PC's in their efforts. Captain Henderson has been instructed to bring the PC's back to Port Royal to stand trial, but he could be convinced to accompany them on a fact-finding mission if they are persuasive enough. If that happens, it could segue nicely into the next encounter.


Encounter 3--Missing Persons
In the aftermath of the raids and kidnappings, the PC's should want to do some investigation to find out where the unfortunate victims have been taken. Although this is a daunting task, it is made some what less so by the fact that the Cabal has developed something of an obsession with the PC's. Indeed, for some reason, they have managed to involved themselves with practitioners of numerous different arcane traditions, as detailed above. For that reason, the conspirators have also chosen a familiar location, the deserted island where the PC's were set upon by a zombie-crewed fireship (refer to the scenario "Dead Reckoning" for details regarding this island.

The important element here is that each time there was an abduction, the vessel and crew responsible had similar characteristics, as detailed below.
  • The people responsible were Englishmen.
  • At the GM's discretion, the leader of the attackers could be a recognizable NPC, such as Ephraim or Muriel Grey from the scenarios "Living Legends" and "The Ends of the Earth."
  • Once the responsible parties set sail, they all headed in the same direction--toward the desert island mentioned above.
Although this isn't a lot of information, hopefully it is enough to lead the PC's in the right direction.
Another possibility is that the PC's, realizing that their old associates are being targeted, decide to seek out others in hopes of protecting them from attack. This could allow them to reach a particular location while an attack is in progress or even, at the GM's discretion, to have time for setting up an ambush before the agents of the Cabal arrive. Should this occur, refer to the next encounter for details of how this situation could develop.


Encounter 4--Repercussions
At some point it is likely that the PC's will trace the kidnappings back to the Cabal; indeed, the investigation should lead back to a familiar desert island in the northern Caribbean Sea. When this happens, the PC's are in for a fight.

At the island they find a vessel waiting. This could be the Duke or the Duchess, as detailed in the scenarios "Living Legends" and "The Ends of the Earth," under the command of Ephraim or Muriel Grey. Should neither of those characters be alive at this point, the GM could substitute another agent of the Cabal, such as Morisson Kearns Fairmont or even Lillian Whitmore. (Indeed, in the latter case, the GM could even tie her knowledge of the PC's and their doings to one or more of them dallying with her informants.)

In contrast to the previous encounters, this situation should make for an all-out brawl. After all, the agents of the Cabal have no intention of being captured, knowing that the success of their society's plot depends on maintaining secrecy. Even so, however, if they should lose more than three quarters of their crew, they are willing to surrender. After all, wrath is one thing; death is another. Given this attitude, those who do surrender might seek to flee to remote parts of the world, or could ask the PC's to protect them from the wrath of the Cabal.

Should it happen that the PC's are defeated, not all is lost. Indeed, they could be taken prisoner and find themselves shipped back to the Cabal's stronghold in London, where they face torture at the hands of Brother Simon and his minions. Even so, they could find a chance to escape, as suggested in the next encounter.


Encounter 5--In the Belly of the Beast
This situation assumes that the PC's have managed to stay in the good graces of the Cabal, either by actually helping that secret society achieve its goals, or by at least faking that kind of servitude. Should the GM be using this as a stand-alone scenario, a more direct plot hook can easily be devised. A relative or associate of one of the Cabal's prisoners could approach the PC's and ask them to help rescue that person. Alternately, the PC's could be working for the Cabal as it begins assembling the prisoners, at which point the plan to escape arises. For a twist on this, any of the PC's who possesses magical aptitude could be one of the prisoners in question. Finally, should the PC's have tried to cross the Cabal and have been defeated, they could all be imprisoned. Whatever the case, the PC's find themselves inside the Cabal's stronghold. At this point the situation is entirely open-ended, with a lot of directions in which it can develop.

In the event that the PC's have maintained or feigned loyalty to the Cabal, they could have the run of the place. This allows them to most areas, excluding private quarters, prisoners' cells and the torture chamber. Even so, if they are careful, they can probably learn what is happening in those places, too. Moving around the premises could require some Bluff checks opposed to Sense Motive efforts, with bonuses and penalties applied for roleplaying and other circumstances.

On the other hand, being held prisoner--and thus subject to torture--presents a difficult situation for both the players and the GM. After all, the grueling and unavoidable pain that comes with it is beyond the threat that a GM normally presents to the players. For that reason, this adventure does not include rules for torture, but those who think it could add to the sense of drama should be able to find mechanics for it from other sources.

A third possibility is that the PC's are trying to to access the Cabal's stronghold from the outside, without an invitation. Given that most outsiders do their business in the upper levels, which function as a museum for exotic artifacts from around the world, there is little reason why they should grant anyone access to the facility's lower levels. Even so, enterprising characters should be able to devise a scheme by which to gain entrance. One of them might pose as a talented arcane practitioner; alternately, they could strike up an alliance with an inhabitant such as Bert the Cook.

Refer to the appropriate articles and maps if and when the PC's do manage to gain access to the repository's lower levels.

Further Developments
This situation has perhaps the broadest range of possible outcomes, and one can never predict the various directions in which the PC's might venture. Even so, a few of the more likely developments are suggested here.

Given the forces that the Cabal can summon to fight intruders, using stealth and/or trickery is probably the best bet for the PC's. Here the GM is encouraged to give them the benefit of the doubt as long as they can devise a plan that is cinematic and that has a reasonable chance of succeeding. Even so, this should not be too easy for the party.

In the event that a full-blown battle does erupt, the PC's would do well to keep it a running fight instead of a last stand. Indeed, this situation could develop into a chase scene, perhaps using the rules suggested in the interlude "The Chase 3." For their part, the agents of the Cabal send in guards, supported by acolytes, in an effort to surround and subdue the PC's. Brother Simon lingers out of hand-to-hand combat, using his powerful spells as needed.

Finally, should the PC's be defeated, the adventure is not necessarily finished; after having the players Roll the Bones for their characters, the PC's might find themselves locked up again and looking for a chance to make an escape.


Conclusion
If the PC's succeed in rescuing their associates, they stand to make a powerful enemy in the Cabal. On the other hand, they could also gain some valuable magical items and arcane lore. Each of these factors could lead to more action in the future.

Further Adventures
A few of the possibilities for continuing the story are detailed below.
  • The surviving members of the Cabal could hire an assassin to settle the score with the PC's.
  • An item taken from the Repository could lead to a lost treasure, the home of a legendary group of people, or something similar.
  • Alternately, the PC's could learn of a Cabal expedition that has already set out to pursue one of the aforementioned goals.


Appendix 1--Dramtis Personae

Sergeant Gerald Burns
Warrior 5; CR 4; Size medium; HD 5d8+10; hp 36; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 armor); Atk +7 (2d6, short musket) or +7 (1d6+2, cutlass); AL LN; SV: Fort +6, Ref +3, Will +2; Str 14, Dex 15, Con 14, Int 8, Wis 12, Cha 10.
Background: Military.
Skills: Climb +10, Jump +10, Survival +5, Swim +10.
Feats: Armor Proficiency (light), Far Shot, Point Blank Shot, Precise Shot, Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, cutlass.

Sergeant Burns is brusque and pompous, with an inflated idea of his own importance. This is plainly evident in his impeccable uniform as well as in the elaborate mustache and connected sideburns that he wears. Even so, those who win his respect, even begrudgingly, find him to be a stout friend. Right now he is engaged in a quest to rid the Caribbean of the PC's, whom he views as a threat to civilized life.

Captain Josiah Henderson
Warrior 9; CR 8; Size medium; HD 9d8+18; hp 53; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); Atk +12/+7 (2d4, pistol) or +10/+5 (1d6+1, cutlass); AL LN; SV: Fort +8, Ref +6, Will +2; Str 13, Dex 16, Con 14, Int 12, Wis 9, Cha 12.
Background: Military.
Skills: Climb +13, Intimidate +13, Jump +13, Profession: sailor +3, Swim +13.
Feats: Armor Proficiency (light), Dodge, Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (pistol), Weapon Proficiencies (simple, martial).
Fortunes: None.
Equipment: Buff coat, short musket, cutlass, pair of pistols, spyglass, whistle.

The captain is a resourceful and capable officer but, sadly, one who is all too susceptible to the biases of the time. As such, he is quick to believe that the Maroons are a deadly threat. This prejudice is only exceeded by his very low opinion of pirates. Because of this, he is quick to judgement and sees himself as a bastion of protection and civilization in Port Royal. His precise military bearing and plain good looks reflect his ideas of his role in the world. He has also been duped by Chapman via Minster Gow, and as such seeks to bring th PC's to justice once and for all.

Pirate Toughs
Sea Dog 2; CR 2; HD 2d10+4; hp 19; Medium-sized; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 dueling jacket); Atk +4 (1d6+2, club) or +3 (ranged); SQ Favored Ship (English ships); AL CN; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +6, Climb +7, Jump +7, Profession (sailor) +6, Survival +6, Use Rope +6.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, buccaneer knife, various improvised weapons.

These local sailors, upset in the aftermath of recent unprovoked attacks, have formed a mob and seek revenge against the PC's.

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.

Mercenary Soldier
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 (1d8+2, cutlass) or +2 (2d6, musket); AL LN; SV: Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Military (Survival 2 ranks).
Skills: Climb +6, Jump +6, Professions (sailor) +5, Survival +5.
Feats: Point Blank Shot, Rugged, Weapon Focus (cutlass).
Fortunes: None.
Equipment: Buff coat, cutlass, musket, powder and shot.

Mercenary Sergeant
Fighter 3; CR 3; Size medium; HD 3d10+6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +6 (1d8+2, cutlass) or +4 (2d6, musket); AL LN; SV: Fort +6, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Military (Survival 2 ranks).
Skills: Climb +8, Jump +8, Professions (sailor) +7, Survival +5.
Feats: Point Blank Shot, Power Attack, Precise Shot, Rugged, Weapon Focus (cutlass).
Fortunes: None.
Equipment: Buff coat, cutlass, musket, powder and shot.

Mercenary Lieutenant
Fighter 6; CR 6; Size medium; HD 6d10+12; hp 49; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +9/+4 (1d8+7, cutlass) or +6 (2d6, musket); AL LN; SV: Fort +8, Ref +3, Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Military (Survival 2 ranks).
Skills: Climb +12, Jump +12, Professions (sailor) +11, Survival +5.
Feats: Cleave, Far Shot, Point Blank Shot, Power Attack, Precise Shot, Rugged, Weapon Focus (cutlass), Weapon Specialization (cutlass).
Fortunes: None.
Equipment: Buff coat, cutlass, musket, powder and shot.

Mercenary Captain
Fighter 10; CR 10; Size medium; HD 10d10+20; hp 75; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 buff coat); Atk +15/+10 (1d8+9, cutlass) or +11 (2d6, musket); AL LN; SV: Fort +10, Ref +4, Will +4; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8.
Background: Military (Survival 2 ranks).
Skills: Climb +16, Jump +16, Professions (sailor) +15, Survival +5.
Feats: Cleave, Far Shot, Great Cleave, Greater Weapon Focus (cutlass), Greater Weapon Specialization (cutlass), Point Blank Shot, Power Attack, Precise Shot, Rugged, Weapon Focus (cutlass), Weapon Specialization (cutlass).
Fortunes: None.
Equipment: Buff coat, masterwork cutlass, masterwork musket, powder and shot.

These soldiers of fortune are all business. They sell their services to the highest bidder, working to support that patron in whatever pursuits he or she might have. For that reason, they do not take the actions of opponents personally, but that does not mean they aren't ruthless toward their enemies. They would rather shoot first and ask questions later, if at all. Of course, should someone offer them more money, that could always change the situation.

Muriel Grey
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.

Thursday, May 16, 2013

Interlude: The Rivals

In a previous post I introduced a magical item, the Bloody Banner; it was adapted from a Pathfinder-compatible project of mine for a high-fantasy setting. Building on it, I present here a group of pirates who could serve as foils for PC's who are not as wicked as they could be.



Interlude 43: The Rivals
A lot of swashbuckling fiction tends to portray pirates as Robin Hood-like characters, ones who break the law but tend to do so for good reasons; that is the assumption in the Come Hell and High Water campaign. Such is the exception to the rule, however, historically speaking. This article presents a group of cutthroats who are wicked and bloodthirsty, embodying the evil characters that most people believed pirates to be.

This group is known as the Crimson Company. They take their name from the red flag that they fly--but theres is no ordinary jolie rouge, the red flag that symbolizes no quarter asked or given. Rather, there is the Bloody Banner, a device steeped in evil rituals and the blood of their enemies. (See the appropriate preceding article for information about this magical item.) For them, plunder is only a secondary concern; it is violent combat for its own sake in which they truly relish.

Note: This articles uses rules from the article "On the Dreadful Curses of Blood," taken from Issue #1 of the Buccaneers & Bokor e-zine.



Typical Crew Member
Sea Dog 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 armor); Atk +4 (1d6+2, cutlass) or +2 (ranged); SQ Superstitious, close quarters +1, dodge; AL NE; SV: Fort +4, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil (Profession: sailor, Survival).
Skills: Blood Curse +5, Climb +6, Jump +6, Profession (sailor) +5, Survival +5, Use Rope +5.
Feats: Power Attack, Weapon Focus (cutlass).
Fortunes: Doll's Eyes, Superstitious.
Equipment: Buff coat, cutlass, miscellaneous personal items.

These sailors make up an unsavory bunch of bloodthirsty scallywags.

Veteran Crew Member
Sea Dog 3; CR 3; Size medium; HD 3d10+6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 armor); Atk +6 (1d6+2, cutlass) or +4 (ranged); SQ Superstitious, close quarters +1, Dodge, favored ship (English ships); AL NE; SV: Fort +5, Ref +4, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil (Profession: sailor, Survival).
Skills: Blood Curse +7, Climb +8, Jump +8, Profession (sailor) +7, Survival +5, Use Rope +7.
Feats: Cleave, Power Attack, Weapon Focus (cutlass).
Fortunes: Doll's Eyes, Superstitious.
Equipment: Buff coat, cutlass, miscellaneous personal items.

The veterans crew members often form the vanguard during a boarding action, throwing themselves aboard an enemy vessel and reveling in the enusing slaughter.

Burleigh Dunn, First Mate
Sea Dog 4/Sea Officer 3; CR 7; Size medium; HD 7d10+14; hp 57; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 armor); Atk +10/+5 (1d6+3, cutlass) or +5 (ranged); SQ Superstitious, close quarters +1, Dodge, favored ship (English ships), Mobility, skill expert +2, command (morale bonus); AL NE; SV: Fort +7, Ref +6, Will +5; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil (Profession: sailor, Survival).
Skills: Blood Curse +9, Climb +11, Intimidate +11, Jump +11, Profession (sailor) +9, Survival +5, Use Rope +9.
Feats: Cleave, Power Attack, Ugly, Weapon Focus (cutlass).
Fortunes: Doll's Eyes, Superstitious.
Equipment: Buff coat, cutlass, miscellaneous personal items.

Burleigh is a hulking fellow with a shaved head and a body covered by scars from his previous battles. He uses his intimidating manner to keep the crew in line and, when the time comes, usually leads the boarding party into battle.

Captain Russel McNally
Sea Dog 4/Sea Officer 9; CR 13; Size medium; HD 13d10+26; hp 102; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 armor); Atk +14/+9 (1d6+4, cutlass) or +9/+5 (ranged); SQ Superstitious, close quarters +1, Dodge, favored ship (English ships), Mobility, skill expert +5, command (morale bonus, readiness, break enchantment, furious attack); AL NE; SV: Fort +9, Ref +8, Will +8; Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil (Profession: sailor, Survival).
Skills: Blood Curse +14, Climb +17, Intimidate +16, Jump +17, Profession (sailor) +14, Survival +5, Use Rope +14.
Feats: Cleave, Great Cleave, Guidance, Power Attack, Ugly, Weapon Focus (cutlass).
Fortunes: Doll's Eyes, Superstitious.
Equipment: Buff coat, cutlass, miscellaneous personal items.

In stark contrast to his first mate, McNally is neither tall nor very broad; he has a wiry strength, however, and knows how to apply it to hurt others. In this way he possesses none of the swashbuckling charisma common to pirate captains; rather, he is grim and humorless. What pleasure he does take from his violent and wicked pursuits, he does not show it.


The Sanguine
This vessel is a modified slave ship, notable for the fact that it carries no cannon. The members of the Crimson Company prefer to grapple an enemy prize and then board it, relishing in the ensuing melee. The crew includes McNally, Dunn, fifty ordinary sailors and ten veterans. It is a surprisingly Spartan arrangement, another sign that this crew is different from other pirates.
One practice does set the Company apart from other groups of pirates. While most scallywags prohibit fights between fellow crew members while aboard ship--instead prefering to settle such business during duels on shore--these pirate do nothing to discourage such activities. Instead, these battles between sailors are usually fought to first blood, with the loser contributing his own vital fluid in annointing the ship and the Bloody Banner. Indeed, this serves as a kind of ritual, and helps to establish the pecking order among the members of the Company.


Using the Crimson Company in a Skull & Bones Campaign
The Crimson Company could become involved in a Skull & Bones campaign in a variety of ways; a few of the possibilities are detailed here.
  • As implied by the name of this interlude, these pirates are intended as rivals for the PC's. As such, they might be rivals in the pursuit of a lost treasure, or could join an affiliation of pirates and thus provide a bloodthirsty conflicting opinion to more moderate attitudes.
  • Should the PC's run afoul of some individual or organization, that enemy could hire the Crimson Company to deal with them.
  • If the PC's have entered into government service, they could be sent to apprehend Captain McNally and his crew.
  • For a real twist, to start off a new campaign or perhaps for a one-shot scenario, the PC's could be taken prisoner by the Company and be spared for some reason.

Saturday, May 11, 2013

Interlude: The Theater

This post is also inspired by the reading I've been doing about life in England in the 1700's; it's a theater, based on the Globe in London. Not surprisingly, it can provide numerous diversions for a band of pirates.

-Nate



Interlude 42: The Theater
At the same time that Queen Elizbeth of England was helping to establish her nation as a maritime power throughout the world--aided as she was by such famous captains as Drake, Frobisher, Hawkins and the like--another type of flourishing was taking place in that country. This was the theater, especially the stage plays of William Shakespeare and others.



Layout
This theater stands a full three stories in height, with tall outside walls surrounding it like an arena. It is built entirely of wood and open to the sky above, with regularly spaced narrow windows that provide fresh air and sunlight to the cast, crew and spectators alike.



1. Entry
Broad double doors provide an entrance to the theater. They are locked at times when no rehearsals or performances are taking place (details); otherwise, they are open to the public.

2. Courtyard
This open area has no roof overhead, and the floor is nothing more than packed earth. Visitors may pay a much smaller sum to stand here, and such individuals are known as groundlings.

3. Gallery
Most of the people who attend shows at the theater stand in this area, with a railing in front of them and a roof over their heads. There are also stairs that lead up to the second and third levels.

4. The Stage
This area is raised five feet above ground level. There are a number of trapdoors that provided access to the under-stage area, along with doors leading to the backstage part of the theater. What is more, a curtained alcove provides an area for actors who need to make dramatic entrances during particular scenes.

5. Backstage
During productions, the actors and stage hands who are involved can ready themselves back here, and a show's director is almost always present. The ground level opens directly onto the stage, while the second level features a balcony for certain dramatic scenes. The top level is generally used for storage, including old costumes and props and the like.

6. Under-Stage
In order to make certain special effects work, there are a number of trapdoors that lead down to this area. The spiral stairs from the backstage area also lead down here.



NPC's
Detailed here are just a few of the characters whom the PC's might encounter at the theater.

Director
Expert 7; CR 2; Size medium; HD 7d6-7; hp 20; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +5 (1d6, cudgel) or +6 (ranged); AL NG; SV: Fort +1, Ref +3, Will +6; Str 10, Dex 13, Con 8, Int 14, Wis 12, Cha 16.
Background: None.
Skills: Bluff +13, Craft (writing) +12, Disguise +13, Gather Information +13, Knowledge (local) +12, Listen +13, Perform (act) +15, Sense Motive +11, Spot +13.
Feats: Alertness, Guidance, Skill Focus (Perform: act), Skill Mastery (Perform: act).
Fortunes: None.
Equipment: Costume, script, props.

The director is a strong personality amidst a group of individuals. As such, he can be demanding and controlling--but he is also highly skilled in his craft.

Actor
Expert 3; CR 2; Size medium; HD 3d6-3; hp 10; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +2 (1d6, cudgel) or +3 (ranged); AL NG; SV: Fort +0, Ref +2, Will +4; Str 10, Dex 13, Con 8, Int 14, Wis 12, Cha 15.
Background: None.
Skills: Bluff +8, Craft (various) +8, Disguise +8, Gather Information +8, Knowledge (local) +8, Listen +9, Perform (act) +11, Sense Motive +7, Spot +9.
Feats: Alertness, Skill Focus (Perform: act), Skill Mastery (Perform: act).
Fortunes: None.
Equipment: Costume, script, props.

Each of these actors is an experienced veteran, hand-selected by the director for this production. While the actors all have different personalities, it's a safe bet that they are all dramatic in their own way. As is traditional, they are all men; when a script calls for a female character, one of the men dresses the part.


Using the Theater in a Campaign
The theater could be used in a Skull & Bones campaign in many different ways; a few of the possibilities are detailed here.
  • When they have some downtime, the PC's might just want to watch a show here.
  • At such a time, the PC's might happen to be present when a murder occurs.
  • The theater could provide a good place to meet illicit contacts, especially if a performance includes a masquerade for the guests.
  • It could happen that an ambitious shantyman or similar character (such as Llewellyn, from "The Mermaid's Tale" and "Fortune & Glory," or Durwin Oswald Chatwick, mentioned in a previous interlude) writes a play based on the deeds of one or more of the PC's. This could be a flattering story, or one that is slanderous to the character(s) in question.
  • Should a production prove to be controversial, the director might need to hire the PC's to help keep the peace during performances.
  • The structure of the arena provides a good opportunity for some swashbuckling combat, in the event that it should become necessary.
  • If any PC possesses magical ability, that character might be recruited to provide special effects for a production.