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.
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.
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.
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.
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.
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