-Nate
Apotheosis
This
scenario is Part 19 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 eleventh-level
characters. Although it is intended as the finale of an ongoing
collection of scenarios, it can also be run as a stand-alone
adventure with a bit of modification.
Background
For
some time now, the PC's have been involved in the hunt for lost
relics and lore around the world. This started with a visit to
Circe's island in “Living Legends,” followed by a visit to the
home of the remaining giants in “The Ends of the Earth,” a
journey back to London in “Machinations” and then a voyage to an
ancient Chinese treasure cache in “Above and Below.” During that
time, they and/or the agents of the Cabal, or perhaps even the
Spanish, have been gathering all of the magical spells and items that
they could. Their ultimate aim is to create a collection equivalent
to a codex of infinite spells, allowing them to access magic
beyond anything known in the world.
Of
course, it's never completely possible to anticipate the actions of
the Player Characters or the outcomes of their adventures. For that
reason, many options for starting this scenario are presented in the
Introduction, below.
Introduction
Depending
on the Player Characters' situation in the aftermath of the previous
scenarios, this adventure could begin in many different ways.
If
the PC's acquired the last items necessary to completing the codex
of infinite spells and managed to flee from the Chinese treasure
cache, there are a number of possibilities. Should the PC's be
tempted to use the codex to their own ends, the GM could start with
Encounter 1—Unleashing the Power, below. If the agents of the Cabal
managed to take the information from them, the action could begin
with Encounter 2—Reclaiming the Prize. The same goes if the
Spaniards managed to take control of the materials in question. On
the other hand, in the event that the PC's decide it's best to rid
the world of such a temptation—or those of another power group—are
in hot pursuit, kick it off with Encounter 3—Protecting the Secret.
While
those options cover most of the possible outcomes from the last few
adventures, there are some other elements that could come into play.
For example, it's always possible that the PC's might be the
recipient of a proposal from one of the world's sovereigns who has
heard of the pursuit and wishes to gain control of nearly unlimited
magical power. That could lead into the events of Encounter 4—The
Powers That Be. Should the PC's wish to gather their old associates
around them, such possibilities are detailed in Encounter 5—Gathering
Forces. Finally, if they have managed to acquired the Prow of the
Argo (as detailed in the scenario “Trial by Fire,” and either
they or their enemies have gained access to the aforementioned source
of unlimited magical power, and the GM wants to test their intentions
and resolve concerning the latter, ways to introduce a vision of
temptation or warning are detailed in Encounter 6—Dreams or
Nightmares.
Encounter
1—Unleashing the Power
As
mentioned above, possessing the accumulation of relics and lore gives
the PC's access to power similar to that of a codex of infinite
spells. In that way, they can wield the power of spells like wish
and miracle—but not without some danger to themselves and
others. If the PC's decide to use such a power, the GM should keep in
mind a few suggested guidelines.
First
and foremost, any effects that the PCs might wish to achieve should
be compared to existing spells. For example, bring a comrade back
from the dead is analogous to raise dead or resurrection;
unleashing devastation upon an enemy stronghold can be accomplished
via earthquake; and just about anything can be handled through
a casting of limited wish, wish or miracle.
These guidelines, then, determine the effective level of the magic
being wielded, which in turn determines the danger that it presents.
Refer
to page 238 of the Dungeon Master's Guide to find rules for
characters who attempt to use spells beyond their capacity. Keep in
mind that they must meet four qualifications to cast the spell
without risk of ill effects: 1) Be able to cast spells of the
appropriate type (divine or arcane); 2) Have the spell in question on
the spell lists for their classes; and 3) Possess the necessary
ability scores for casting spells of that type; 4) Be of sufficient
class level to cast that spell. Ordinarily, if the character in
question doesn't meet all four of those criteria, he must make a DC 5
Wisdom check in order to avoid a mishap. In this case, that DC
increases by five for each additional criterion that the character
does not meet. For example, a PC who is unable to cast spells of any
kind, and doesn't have high enough Wisdom or Intelligence scores,
must make a caster level check in order to properly activate the
magic. Failure means that said character must succeed at a DC 20
Wisdom check in order to avoid a mishap.
Should
a mishap occur, refer to the same section of the Dungeon Master's
Guide in order to determine its effects.
On
the other hand, if these efforts are successful, the implications are
left up to the judgment of the DM to determine. They might be able to
build for themselves an idealistic pirate paradise, but old enemies
and new would not hesitate to try and take that from them.
Encounter
2—Reclaiming the Prize
If
the PC's turned the last of the sacred information over to the agents
of the Cabal, or were overpowered in trying to protect it—either to
the Cabal or to the Spanish—they face the challenge of taking it
back from their enemies.
In
the prior case, if they gave it up willingly to their employers,
they'll soon find reason to regret doing so. This could take a fair
amount of adjudication on the part of the GM, as the Cabal begins to
unleash untold power upon their enemies. This could include
unprecedented attacks agains the allies of the PC's, as detailed in
the scenario “Retribution.” That alone should be enough to
provoke a change of heart on the part of such mercenary characters.
If
and when such a new resolution occurs, there are two possible
options; each of these is detailed below.
The
Chase
In
this case, it is up to the PC's, aboard their ship, to chase down the
agents of the Cabal and take the items in question away from them.
The GM should use the stats presented in the previous scenario,
“Above and Below,” to represent the abilities of these foes—and
perhaps increased by a level to represent newly gained experience.
This sets up an exciting ship-to-ship battle, provided that the PC's
make their move with enough time left to run down their enemies
before they reach their destination—London.
The
Assault
Should
the agents of the Cabal be able to return to their stronghold in
London, refer to the article “The Cabal” for a map of that
group's stronghold, along with stats for the characters who might be
found there. Here again, a fair amount of adjudication on the part of
the GM is likely necessary in order to resolve such an attack.
Encounter
3—Protecting the Secret
In
the event that the PC's manage to escape from the island with the
necessary items in their control, they find themselves as the object
of pursuit. Just as with the previous encounter, this can take one of
two likely forms.
Retribution
As
mentioned above, the wicked machinations that the Cabal could
undertake in order to lure the PC's out of hiding are detailed in the
scenario “Retribution.” Should the occultists already have staged
such an attack, they could be empowered to new levels of violence and
ruthlessness now that they possess the relics and lore. Of course, in
the face of such aggression, it's up to the PC's to decide how they
want to respond. Eventually these predations should demand some kind
of response from them. When and where that happens is left to the
adjudication of the GM, likely using characters and locations
introduced during prior adventures. This could lead into a chase or
an assault, as detailed above and below.
The
Chase (Reversed)
This
situation can play out in much the same manner as if the PC's were
pursuing agents of the Cabal or Spaniards, except in reverse. In this
case it is the NPC's who are chasing the PC's, and they're out for
blood. Here again the GM should refer to the deck plans for the
vessel in question, along with the stats for the characters aboard
them. Of course, should they wish to acquire a little help for this
endeavor, they could turn to existing allies (as detailed in
Encounter 6) or even have some offered to them (covered in Encounter
4).
If
the PC's manage to defeat their enemies, they win a reprieve from
pursuit. Even so, they could still be tempted by the notion of using
this power, or another foe could become apparent. There is always the
option of destroying the items, as detailed below. On the other hand,
should the agents of the Cabal acquire the goods from the PC's, such
a development sets up either of the two encounters mentioned above.
Destruction
Another
option is for the PC's to destroy the assembled magical materials
once and for all. To do so they have a variety of options. Unlike
artifacts in high-fantasy settings, these ones are not indestructible
save for one particular situation. For that reason the PC's could
simply stoke a large bonfire and cast the materials into it. Those
who have a more dramatic flare could lock them into a weighted trunk
and throw them overboard in the deepest part of the ocean, or even
cast them into a volcano. At the very least, this should require that
the PC's fight off a last-ditch effort by their enemies to prevent
such actions, requiring a desperate battle in an exotic location to
eliminate the problem once and for all.
Encounter
4—The Powers That Be
Given
the magnitude of the power represented by the accumulated magical
materials, it's also possible that some of the world's most powerful
figures could take an interest in them. This might include the kings
or queens of England, France or Spain; the emperor of China; a
corsair ruler of Algiers, Tunis or Tripoli; or even the Pope himself.
(In the latter case, the pontiff would probably seek the items in
order to ensure their destruction.) At the GM's discretion, there
could even be multiple representatives from competing parties.
Whoever the important person might be, though, this development is
likely to take place in a few different steps.
The
Meeting
In
contrast to the pomp and circumstance that could accompany such an
encounter, the initial contact from the sovereign is conducted by an
empowered representative who conducts this business in a nondescript
manner. If the PC's happen to be in port, he—along with a cadre of
bodyguards—approach them wherever they might be visiting. Should
they be at sea, the representative could approach them aboard a
ship—probably a galleon or a similarly large and well-armed
vessel—and invite them aboard for the meeting. The PC's always have
the choice of rebuffing this proposal, but they should be wary lest
the potential ally become an enemy.
Given
that the PC's have other foes about whom to worry, it is possible
that a spy might try to eavesdrop upon a meeting on land in order to
report back to her own employers.
The
Offer
The
representative comes armed with a royal proclamation, signed by the
sovereign in question. (Refer to Interlude 47: The Declaration for an
example of how such a document might look.) It even bears the royal
seal, and promises the PC's something lucrative in exchange for
turning the accumulated magical materials over to the sovereign (or
helping the sovereign's representative to acquire the items, if
someone else possesses them). Some options for this offer include the
following.
- A pardon for past crimes, especially that of piracy.
- Granting one or more of the PC's a commission in the Royal Navy, as captain of one of His Majesty's vessels.
- A royal title (such as Baron or Lord) along with a grant of land in the sovereign's domain.
- Riches, in the form of 100,000 piece of eight.
- Perhaps even the vice-governorship of one of the Crown's royal colonies—a position that would put the character in question on part with Captain Henry Morgan himself.
- Favors on behalf of other characters, such as Nneka the Maroon or even Gath the Shaman.
- A reward of the character's choosing—at the GM's discretion, as always, and something comparable to the aforementioned incentives.
Whatever
these promises might entail, it is up to the PC's to accept or
decline. The prior decision likely wins them influential assistance,
while the latter might yield powerful opposition.
The
Fallout
Just
how this situation develops depends, of course, on the decisions of
the Player Characters. They could find themselves sailing with a
might escort, or having said vessel in pursuit of them. What is more,
whether or not they receive the rewards in questions is determined by
whether or not they can deliver on their end of the bargain.
Encounter
5—Gathering Forces
It
is quite possible that either the PC's or the agents of the Cabal, or
both, could try to gather up their allies (or people with whom they
share enemies) in order to tip the scales during the final
confrontation. For characters who've participated in the entire Come
Hell or High Water campaign, there could be plenty of both. This
all depends on how previous scenarios developed, and—more
importantly—who survived them.
Allies
Potential
friends of the PC's could include the following characters.
- Captain Ned Carstens (from “An Ill Wind Blows”)
- Mama Cecile and/or Nneka the Maroon (from “Reprisal,” etc.)
- The Priestess and her Mayan warriors (from “The Message”)
- Captain Oliver Sedgewick, whaler (from “Beyond the Pale”)
- Sister Sophia and the Amazons (from “Trial by Fire”)
- Arukuma the Wanderer and her onijegi (from “The Mermaid's Tale”)
- Hussein “the Hunter” Ra'is and his corsairs (from “Treacherous Waters”)
- Alkmene the sea witch (from “Treacherous Waters”)
- Captain Luciano Vittorio (from “Treacherous Waters”)
- Annabell “Banshee” O'Bannon and Michael “Cannon” O'Bannon (from “Fortune & Glory”)
- Mustafa al-Aqil (from “Living Legends”)
- Amelia Cordeiro (from “The Ends of the Earth”)
- Gath the Shaman (from “The Ends of the Earth”)
- Captain Isaac Faulkes (from “Machinations”)
- Reuben Meier (from “Machinations”)
- Liu-Chang Kwan (from “Machinations”)
Here
it is up to the PC's to rally their allies around them, although the
GM could always surprise them with an unexpected arrival, especially
if they find themselves in a seemingly insurmountable situation.
Enemies
Included
among those who might be enemies of the PC's are these individuals.
- Mhlongo or Mabhena the Bokors (from “An Ill Wind Blows”)
- Raymond and/or Roderick Carlisle (from “Reprisal,” etc.)
- Captain Salvator Jimenez (from “Out of the Darkness,” etc.)
- Captain Bartleby the Pirate (from “The Message,” etc.)
- Various members of the Inquisition (from “The Message,” etc.)
- The spirit of Jean de Montsegur (from “Beyond the Pale,” etc.)
- Hussein “the Hunter” Ra'is and his corsairs (from “Treacherous Waters”)
- Captain Luciano Vittorio (from “Treacherous Waters”)
- Annabell “Banshee” O'Bannon and Michael “Cannon” O'Bannon (from “Fortune & Glory”)
- Various agents of the Cabal (from “Living Legends,” etc.)
The
GM is encouraged to pull out all the stops in assembling a force with
which to challenge the PC's.
Note,
too, that these are only NPC's culled from the various scenarios in
the campaign series; there could be any number of other characters
from various Interludes, or ones introduced by the GM. Including
these characters helps to pull together the different strings from
which this tapestry has been woven, helping to create both continuity
and closure as the climactic finale approaches.
Encounter
6—Dreams or Nightmares
Although
the previous encounters lay out the most likely developments as this
confrontation comes to a head, this one provides a chance for a
“do-over” in the event that the PC's fail. This assumes, of
course, that they have managed to acquire the beam from the Argo's
prow, a relic detailed in the scenario “Trial by Fire.” Given
that this item is known to grant prophetic dreams upon those who
carry it on their ships, PC's who fail in their efforts could wake up
to find that they only dreamt of such catastrophes. (Refer to Event 0
from the scenario “Treacherous Waters” for an example of how this
could work.)
Providing
an Impetus
It's
a well known fact that Player Characters don't always act in an
altruistic manner, and this is probably more often the case with
pirates. Should the PC's be reluctant to undertake a nobel endeavor,
the GM could always give them a push in the right direction using a
vision from the beam.
In this case, the GM can run an encounter as normal, perhaps one
involving the agents of the Cabal unleashing the power of the
assembled magical materials, or even of an effort by one or more PC's
backfiring and thus leading to tragic consequences.
Conclusion
Once
all has been said and done, it's time to wrap up any loose ends for
the campaign. In addition to having the PC's advance to twelfth
level, it's important to know what they plan to do now that these
adventures are finished. To that end, rather than including
suggestions for further adventures, this conclusion presents some
questions to answer regarding the resolution of the Come Hell and
High Water campaign.
- What does each character intend to do in the future? Is the character settling down into retirement, or taking on a new job (or continuing the old one)?
- How do the characters stand in the eyes of the world's governments? Are they honored as heroes, or reviled as villains?
- What kind of legacy does each character leave for the future?
- Are there any relationships between PC's and NPC's that need to be resolved?
In
this way, the players can bring their characters' stories to a
satisfying finish—and perhaps even start laying the foundation for
future campaigns.
Appendix
1: Dramatis Personae
(Note
that stat blocks for many of the characters who could be included in
these events are not included here, given how unpredictable the
outcomes of previous scenarios can be. The GM is encouraged to draw
them from the Player Characters' previous adventures, perhaps bumping
them up a level to represent experience gained through success or
failure.)
The
Representative
Power
England
France
Spain
China
Corsairs
The
Vatican
|
Name
Sir
Basil McNaughton
Guillaum
Verdier
Manuel
Gutierrez
Fat
Chow
Jamal
al-Jazeeri
Sergio
Moretti
|
Royal
Representative
Fighter
13; CR 13; Size medium; HD 13d10+26; hp 102; Init +5 (+1 Dex, +4
Improved Initiative); Spd 30 ft.; AC 13 (+2 buff coat, +1 Dex); Atk
+19/+13/+7 (1d6+7, rapier); SQ None; AL LN; SV: Fort +10, Ref +5,
Will +5; Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background:
Military.
Skills:
Climb +17, Jump +17, Survival +3, Swim +17.
Feats:
Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical,
Improved Initiative, Improved Weapon Focus, Improved Weapon
Specialization, Mobility, Power Attack, Spring Attack, Weapon Focus
(rapier), Weapon Specialization (rapier).
Fortunes:
None.
Equipment:
Clothing, buff coat, rapier, royal proclamation.
These
representatives are not negotiators, but rather messengers who are
skilled in defending themselves as well as the interests of their
sovereigns. They are unswervingly loyal to said lieges, but not could
be susceptible to magical influence. Note, too, that they are not
empowered to negotiation, only to present the offers they've been
given.
Bodyguards
Fighter
7; CR 7; Size medium; HD 7d10+14; hp 57; Init +5 (+1 Dex, +4 Improved
Initiative); Spd 30 ft.; AC 13 (+2 buff coat, +1 Dex); Atk +11/+6
(1d6+5, rapier); SQ None; AL LN; SV: Fort +7, Ref +3, Will +3; Str
16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background:
Military.
Skills:
Climb +13, Jump +13, Survival +3, Swim +13.
Feats:
Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Initiative,
Power Attack, Weapon Focus (rapier), Weapon Specialization (rapier).
Fortunes:
None.
Equipment:
Clothing, buff coat, rapier.