This
adventure is designed for use with the Pathfinder
roleplaying game; it introduces an asteroid colony that can become a
familiar stopover during an ongoing campaign. While it is written for
a party of fifth-level characters, and intended as a sequel to the
scenario Among the
Stars,
it can easily be adapted for parties with more experience and/or as a
standalone scenario.
Adventure
Background
Recently the PCs acquired an aethership and sailed it into space. In
spite of numerous encounters during the trip, their maiden voyage
took them to the elven star fort on an icy moon. There they became
involved in the search for a missing arborling and thus a battle
against skum who were perverting the animals being imported to that
planet's volcanic sea. After winning the day and turning a tidy
profit in the form of trade goods, they are now bound for
Crossroads—a small but bustling asteroid colony in the system's
belt.
For
the Gamemaster
The Crossroads asteroid colony is intended to provide a familiar,
recurring setting in a campaign that sees the PCs travel frequently
between worlds. As such, Part 1 functions much more like a gazetteer
than as a typical adventure module, detailing some of the locations
and characters to be found here. Part 2, then, provides some events
that can take place while the PCs are exploring the town, as well as
during the more structured events that follow. Part 3 details a major
local festival, including various competitions in which the PCs can
test themselves against the locals and other visitors. Finally, Part
4 presents an aethership race through the asteroid belt, including an
important discovery that the PCs can make during it—one that
promises to have repercussions far and away greater in scope than any
annual local competition.
Part 1—An
Overview of Crossroads
When brave explorers decided
to leave their home planet and explore the unknown reaches of space,
one of the first locations they visited was the asteroid belt. After
all, each of the drifting space rocks contained valuable ore, and
reaching them in an aethership wasn't as difficult as making landfall
on a full world. It wasn't long, then, before a savvy entrepreneur
realized that having a place for the miners to go for some downtime,
without having to sail back to their home planets, could be a
lucrative enterprise. That's why a human merchant named Luciano Reda
invested in transforming one from an a mined-out rock into a
habitable planetoid, one complete with docks for landing aetherships
and all the benefits of a port town.
At first Reda had to hire
people to live on his asteroid. Before long, though, other
like-minded entrepreneurs recognized good business opportunities when
they saw them and decided to try opening their own establishments
there. Reda had made sure to build a tavern and inn, an outfitter and
a warehouse, knowing that such places were vital to the fledgling
economy. Soon those three structures were joined by a public shrine,
an observatory, stables and an apothecary, and an enthusiastic
halfling druid even began to develop orchards and gardens. Now Reda's
colony, a village in its own right, has come to be known by the name
Crossroads.
Crossroads
N village
Corruption
+0; Crime -2;
Economy +2; Law
-1; Lore +1;
Society +1
Qualities
Insular, Prosperous
Danger
+0
DEMOGRAPHICS
Government
Council
Population
Approximately 100 (the exact number, along with the breakdown by
race, varies according to the ebb and flow of traffic through
Crossroads)
Notable NPCs
Luciano Reda (N human rogue 7)
MARKETPLACE
Base Value
500 gp; Purchase Limit
2500 gp; Spellcasting
4th
|
The Lay of
the Land
Presented here is a key to
buildings listed on the map of Crossroads; individual establishments
are detailed below.
- Docks
- Plaza
- Tavern & Inn
- Outfitter
- Warehouse
- Manor House
- Ordinary Dwellings
- Obelisk
- Grove
This list is by no means
comprehensive, of course, and individual GM's should feel free to
adapt the floating city as they see fit.
1. The Docks
One end
of the asteroid is equipped with broad wooden platforms, fifteen feet
wide and 150 feet long, for mooring aetherships. The nature of
maneuvering in space allows captains to draw their vessels right up
along the asteroid, requiring a DC 15 Profession: pilot check.
Failure by five or more causes a collision, resulting in damage based
on the size of the aethership in question to both the vessel and the
docks. Those who make landfall are likely to be met by one of Luciano
Reda's cargo inspectors and some dockworkers; those latter
individuals double as enforcers if there is need.
Cargo Inspector
CR
2
XP
600
Male human bard
3
N medium
humanoid
Init
+1; Senses
Perception +9
DEFENSE
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
hp
13 (3d8)
Fort
+1, Ref +4, Will
+4
Resist
Bard abilities
OFFENSE
Spd
30 ft.
Melee
Shortsword +1 (1d6-1)
Ranged
Light crossbow +3 (1d8)
Special Attacks
Bard abilities
STATISTICS
Str
8, Dex 13, Con
10, Int 15, Wis
12, Cha 14
Base Atk
+2; CMB +1; CMD
12
Feats
Alertness, Dodge, Persuasive
Skills
Appraise +8, Bluff +8, Diplomacy +10, Intimidate +10, Knowledge
(local) +8, Perception +9, Perform +10, Profession (Sailor) +7,
Sense Motive +9
Languages
Common, Dwarven, Elven
SQ
Bard abilities
Combat Gear
Leather armor, short sword, light crossbow, case of 10 bolts,
musical instrument, pouch containing 1d20 for each type of coin,
logbook, quills and ink
|
Dockworker
CR
½
XP
200
Male human
fighter 1
N medium
humanoid
Init
+1; Senses
Perception +1
DEFENSE
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
hp
8 (1d10+2)
Fort
+4, Ref +1, Will
+1
Resist
None
OFFENSE
Spd
30 ft.
Melee
Longsword +4 (1d8+2)
Ranged
Light crossbow +2 (1d8)
Special Attacks
None
STATISTICS
Str
15, Dex 13, Con
14, Int 10, Wis
12, Cha 8
Base Atk
+1; CMB +3; CMD
14
Feats
Cleave, Power Attack, Weapon Focus (longsword)
Skills
Climb +6, Profession (sailor) +5
Languages
Common
SQ
None
Combat Gear
Leather armor, longsword, light crossbow, case of 10 bolts, pouch
containing 1d6 sp and 1d12 cp
|
2. The Plaza
More of an open
expanse of rock than any kind of structure, this area sees a steady
stream of traffic when ships are in port. At the same time, it can be
home to impromptu marketplaces that pop up when locals or visitors
have wares to sell. This is especially the case during the Festival
of the Comet, an event that occurs annually.
3. The Sign
of the Ourobouros
While
the elemental obelisk is the
source of life on this worldlet, the center of activity is this
tavern and inn known as the Sign of the Ourobouros.
This tavern and inn is the place for gathering to share food and
drink, and thus also a hub for speculating about voyages, hiring crew
members and the like. A shingle hanging out front is adorned with the
image of a serpent biting its own tail, which the proprietor says
represents the beginning and ending of a successful voyage.
Most patrons assume that the proprietor is a human, and he is happy
to let them make that assumption. In truth, however, Kane Prentiss is
a serpent person, as are his followers; they simply take on human
forms in order to make things more comfortable for said visitors.
What is more, they can change their forms (becoming dwarves,
halflings, elves, humanoids, etc.) as needed.
The
Layout
Refer to the appropriate map for the following area descriptions.
1. Common Room
This broad, open area is filled with tables and chairs. Depending on
the time of day, it is also filled with noisy patrons sharing food
and drinks. There is a bar with numerous stools along one wall, and
two stairways lead to the upper level just inside the front door. One
door, behind the bar, provides access to the kitchen, while two
others provide access to the private rooms (see below).
2. Kitchen
The kitchen is dominated by a broad hearth with a chimney, along with
a preparation table, cabinets, water barrels and wash basins. There's
always a strong smell of roasting meet and simmering stew, and the
ceiling and walls are festooned with pots, pans and other cooking
implements.
3. Pantry
A truly impressive amount of food is stockpiled here: fresh and
salted meats, fruits and vegetables, beans, flour, oils, beer and
wine, etc. Should someone ever lay siege to the asteroid colony, it
could hold out for some time.
4. Private Rooms
Each of these rooms boasts a large table with eight chairs. Visitors
who wish to conduct important (and discreet) business reserve one of
them; usually there is no more demand than can be handled with the
two of them.
5. Hallways
The front stairways lead up to the sleeping area; there are two
parallel hallways, each line with rooms.
6. Typical Sleeping Rooms
These rooms are furnished with comfortable beds, wardrobes and sea
chests.
7. Larger Sleeping Rooms
Each of these rooms has an extra bed, in addition to the furnishings
provided in the smaller rooms.
The
Staff
Stats for the tavern and inn's staff are presented here.
Kane Prentiss,
Proprietor at the Sign of the Ourobouros
CR
6
XP
2400
Male serpent
person Fighter 3/Rogue 4
N Medium
monstrous humanoid (reptilian, shapechanger)
Init
+5; Senses
Perception +10; Darkvision 60'
DEFENSE
AC
13, touch 11, flat-footed 12 (+11 Dex, +2 armor)
hp
45 (4d8+3d10+7)
Fort
+5, Ref +6, Will
+2
Resist
None
OFFENSE
Spd
30 ft.
Melee
Short sword +8/+3 (1d6+1)
Ranged
Short bow +7/+2 (1d6)
Special Attacks
Armor training 1, bravery +1, evasion, rogue talent (major magic
and minor magic), sneak attack +2d6, trap sense +1, trapfinding,
uncanny dodge
STATISTICS
Str
12, Dex 12, Con
12, Int 16, Wis
11, Cha 16
Base Atk
+6/+1; CMB +7; CMD
18
Feats
Alertness, Arcane Strike, Deceitful, Improved Initiative, Point
Blank Shot, Stealthy, Weapon Focus (shortsword)
Skills*
Acrobatics +8, Appraise +11, Bluff +13, Diplomacy +11, Disguise
+13, Escape Artist +3, Knowledge (local) +11, Linguistics +11,
Perception +10, Sense Motive +10, Sleight of Hand +9, Stealth +11
*Serpent people
receive racial bonuses of +4 to Escape Artist and Stealth, and +8
to Swim, and +10 to Disguise when using their Change Shape
ability.
Languages
Serpent person, common, elven, dwarven
SQ
Trapfinding, evasion, trap sense +1, uncanny dodge, minor magic,
major magic
Combat Gear
Leather armor, short sword, spell component pouch
Spells Known:
Message,
comprehend
languages
Kane
Prentiss is the proprietor at the Sign of the Ourobouros, the
tavern and inn on Crossroads. Ostensibly, the choice for a
symbol—a serpent biting its own tail—represents the safe
departure and return of outgoing vessels. What nobody but Prentiss
and his family know, however, is that he and his staff are serpent
people. Their shapechanging ability allows them to take on the
more familiar forms of humans, elves and dwarves. In this way they
can gather lots of information about what is happening in the
settlement. So far they have only used what they've learned to
help keep the peace and prevent trouble, but should they have a
more lucrative opportunity, they might not be able to re resist
taking advantage of it.
Prentiss usually
presents himself as a human. He is friendly with guests, but none
too quick to share information about himself.
|
Ourobouros
Servers
CR
½
XP
200
Female serpent
person rogue 1
N Medium
monstrous humanoid (reptilian, shapechanger)
Init
+6; Senses
Perception +4; Darkvision to 60'
DEFENSE
AC
13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp
8 (1d8)
Fort
+0, Ref +4, Will
+0
Resist
None
OFFENSE
Spd
30 ft.; swim 20 ft.
Melee
Dagger +2 (1d4)
Ranged
Dagger +2 (1d4)
Special Attacks
Sneak Attack +1d6
STATISTICS
Str
8, Dex 14, Con
10, Int 15, Wis
10, Cha 17
Base Atk
+1; CMB +0; CMD
11
Feats
Improved Initiative, Weapon Finesse (dagger)
Skills*
Acrobatics +6, Bluff + 7, Climb +3, Diplomacy +7, Disguise +7,
Knowledge (local) +6, Linguistics +6, Perception +4, Sleight of
Hand +6, Stealth +10
*Serpent people
receive racial bonuses of +4 to Escape Artist and Stealth, and +8
to Swim, and +10 to Disguise when using their Change Shape
ability.
Languages
Serpent person, Common, one other
SQ
Change shape, sneak attack +1d6, trapfinding
Combat Gear
Clothing, dagger
|
Ourobouros
Bouncers
CR
½
XP
200
Male serpent
person fighter 1
N Medium
monstrous humanoid (reptilian, shapechanger)
Init
+5; Senses
Perception +1; Darkvision to 60'
DEFENSE
AC
15, touch 11, flat-footed 14 (+1 Dex, +3 studded leather, +1
natural)
hp
11 (1d10+1)
Fort
+3, Ref +1, Will
+1
Resist
None
OFFENSE
Spd
30 ft.; swim 20 ft.
Melee
Longsword +4 (1d8+2)
Ranged
Light Crossbow +2 (1d8)
Special Attacks
Point Blank Shot
STATISTICS
Str
15, Dex 13, Con
12, Int 10, Wis
12, Cha 12
Base Atk
+1; CMB +3; CMD
14
Feats
Improved Initiative, Point Blank Shot, Weapon Focus (longsword)
Skills*
Climb +6, Survival +5
*Serpent people
receive racial bonuses of +4 to Escape Artist and Stealth, and +8
to Swim, and +10 to Disguise when using their Change Shape
ability.
Languages
Serpent person, Common
SQ
Change shape
Combat Gear
Studded leather armor, longsword, light crossbow, case w/10 bolts
|
4.
Crossroads Outfitter
Second only to the tavern and inn as a center of local business is
this general store. It is run by an aasimar named Ella Song, a woman
with the blood of the azata running through her veins. She is a
benevolent soul, and treats the locals fairly; for this reason, she
is highly respected by the general populace. It also makes her a
rival of the Royal Interplanetary Company, who control the warehouse
but aren't able to cut in on her mercantile business.
The
Layout
The
shop is a single-story structure with a flat roof. Out from hangs a
simple sign bearing the word Outfitter.
Ella Song keeps it open from the start of the forenoon watch to the
end of the second dog watch (8:00 am to 8:00 pm).
1. Shoproom
The walls of this broad room are lined with shelves, and more
standing shelves fill most of the floor. They are filled with all
manner of goods including foodstuffs, equipment and other supplies.
There's also a waist-high table at which Song conducts business.
2. Office
The table and chair here are used for keeping the ledgers and other
such activities. There is a hidden panel in the floor (DC 20
Perception check to locate), beneath which Song's cashbox is
concealed. Someone with the key, or who can make a DC 20 Disable
Device check, can find 1000 gp, 200 sp and 50 cp inside it.
3. Storeroom
Any goods beyond the ones on display are kept in this room.
4. Kitchen
This is where Song and Mako spend much of their down time and take
their meals when not over at the tavern. There is a table and chairs,
a small stove for preparing meals, and other such expected features.
5. Song's Quarters
A comfortable bed stands against the wall opposite the door, flanked
by a desk and chair and a large wardrobe. The wardrobe contains the
aasimar's extra clothing, along with a lockbox which holds those
valuables she doesn't carry on her person: an elixir of love.
6. Mako's Quarters
The bed in this room is big and not well made. There is also a
writing desk that sees little use. Beneath the bed is a storage
locker that holds 100 gp in mixed coins.
Ella Song
CR
5
XP
1600
Female aasimar
sorcerer 6
NG medium
outsider (native)
Init
+2; Senses
Perception +4; Darkvision 60 ft.
DEFENSE
AC
12, touch 12, flat-footed 10 (+2 Dex)
hp
23 (6d6)
Fort
+2, Ref +4, Will
+7
Resist
Acid, cold and electricity 5
OFFENSE
Spd
30 ft.
Melee
Dagger +2 (1d4-1)
Ranged
Dagger +3 (1d4-1)
Special Attacks
Daylight
once/day
STATISTICS
Str
8, Dex 14, Con
10, Int 13, Wis
14, Cha 18
Base Atk
+3; CMB +2; CMD
14
Feats
Dodge, Point Blank Shot, Skill Focus (Diplomacy)
Skills
Appraise +10, Diplomacy +15, Perform +10
*+2 racial
bonus to Diplomacy and Perception
Languages
Common, Celestial, Orcish
SQ
Bloodline powers and spells
Combat Gear
Amulet of natural armor +1, cloak of resistance +1
Sorcerer Bloodline:
Celestial
Sorcerer Spells per Day:
6/5/3
Sorcerer Spells Known:
Daze, detect magic, flare, mage hand, read magic, resistance,
touch of fatigue; mage armor, protection from evil, ray of
enfeeblement, shield; daze monster, eagle's splendor; deep slumber
Ella Song is a good and
kind person. She uses her powers to help keep the peace among the
people of Crossroads and to protect them from dangers. She is
curious about the plans the higher powers have for the worlds, and
thus is eager to chat with newcomers who share her interest.
|
Mako
CR
5
XP
1600
Female half-orc
barbarian 6
NG medium
humanoid
Init
+1; Senses
Perception +9; Darkvision 60 ft.
DEFENSE
AC
16, touch 12, flat-footed 14 (+1 Dex, +4 chain shirt, +1 Dodge)
hp
56 (6d12+12)
Fort
+7, Ref +3, Will
+2
Resist
Rage
OFFENSE
Spd
40 ft.
Melee
Greatsword +10/+5 (2d6+6)
Ranged
Longbow +7/+2 (1d8)
Special Attacks
Orc ferocity, rage, rage powers
STATISTICS
Str
18, Dex 13, Con
14, Int 8, Wis
10, Cha 12
Base Atk
+6/+1; CMB +X; CMD
X
Feats
Cleave, Dodge, Power Attack
Skills
Acrobatics +10, Climb +13, Perception +9
Languages
Orcish, Common
SQ
Orc blood; improved uncanny dodge, trap sense +1, uncanny dodge,
rage, rage powers (clear mind, raging climber, raging leaper)
Combat Gear
Greatsword +1, chain shirt +1, masterwork longbow, quiver with 20
arrows, potion of cure
serious wounds
Mako is utterly loyal to
Ella, who found her as an orphan and raised her. While she seems
brutish and unfriendly at first glance, the half-orc can develop a
fierce fondness for those who win her respect.
|
5. The
R.I.C. Warehouse
Next door to the outfitter is the warehouse owned and operated by the
Royal Interplanetary Company. It is one of the more impressive
structures in the settlement, standing two stories in height and
built of stone. The banner of the RIC hangs at the front of the
building. Two sets of iron-banded double doors, one at ground level
and one elevated to the height of a horse cart—provide means of
delivering and retrieving goods. There is also a single door for
personnel along the side of the building.These doors require a DC 25
Disable Device check to open, or a similar Strength check to force.
Failing that, they can be beaten open (hardness 5 and 25 hit points).
The
Layout
Inside the building, one corner is occupied by a waist-high loading
dock (Area 1), with a wooden ramp running down from it to the floor.
Most of the space, however, consists of a broad, open area lined with
shelves (Area 2). These, in turn, are filled with all manner of
goods. Heavier items like barrels and crates rest on the floor, with
sacks on the lower shelves and smaller items like jars, bottles and
smaller boxes placed higher. All of the non-living goods from table
6-3 in the Pathfinder core rulebook can be found here, as can
other items at the GM's discretion.
There is also a small side room which IRC soldiers use between
shifts (Area 3). It has a water barrel and ale keg in one corner and
a hearth in another. There is also a table and chairs, along with a
side table containing foodstuffs and the like. Two guards remain in
the warehouse at all times, even when it is locked up after normal
business hours (from the start of the forenoon watch to the end of
the second dog watch). Two more are present during business hours,
along with Lieutenant Vanderwald and the Company bookkeeper.
Mounted Patrols
In addition to guarding
the warehouse, the cavaliers also conduct mounted patrols
throughout the settlement, based out of the stables (see below).
|
Lieutenant Cornelius Vanderwald
CR
1/2
XP
X
Male human
cavalier 7
LN medium
humanoid
Init
+0; Senses
Perception -1
DEFENSE
AC
15, touch 11, flat-footed 14 (+1 Dodge, +4 chain shirt)
hp
57 (7d10+14)
Fort
+7, Ref +2, Will
+1
Resist
None
OFFENSE
Spd
30 ft.
Melee
Longsword +10/+5 (1d8+2)
Ranged
Light crossbow +7/+2 (1d8)
Special Attacks
Challenge 3/day, cavalier's charge, banner
STATISTICS
Str
15, Dex 11, Con
14, Int 10, Wis
8, Cha 12
Base Atk
+1; CMB +3; CMD
13
Feats
Cleave, Dodge, Leadership, Power Attack, Weapon Focus (longsword)
Skills
Climb +12, Diplomacy +11, Handle Animal +9, Ride +10, Sense Motive
+9
Languages
Common
SQ
Mount, order (Lion), tactician, order ability (lion's call),
expert trainer
Combat Gear
Chain shirt +1,
longsword +1,
light crossbow, case of 20 bolts, signal whistle, cloak
of resistance,
potion of cure
serious wounds
Cornelius Vanderwald has
a personality very similar to those of his men, only more so.
Although he serves Governor Reda faithfully, his secret hope is
that his superior will one day be transferred to a planetary post,
and thus he will be able to take command of Crossroads for
himself.
|
Cavalier Soldiers
CR
1/2
XP
X
Male human
cavalier 1
LN medium
humanoid
Init
+0; Senses
Perception -1
DEFENSE
AC
15, touch 11, flat-footed 14 (+1 Dodge, +4 chain shirt)
hp
12 (1d10+2)
Fort
+4, Ref +0, Will
-1
Resist
None
OFFENSE
Spd
30 ft.
Melee
Longsword +4 (1d8+2)
Ranged
Light crossbow +1 (1d8)
Special Attacks
Challenge 1/day
STATISTICS
Str
15, Dex 11, Con
14, Int 10, Wis
8, Cha 12
Base Atk
+1; CMB +3; CMD
13
Feats
Dodge, Weapon Focus (longsword)
Skills
Climb +6, Diplomacy +5, Handle Animal +3, Ride +4, Sense Motive +3
Languages
Common
SQ
Mount, order (Lion), tactician
Combat Gear
Chain shirt, longsword, light crossbow, case of 20 bolts, signal
whistle
These men are servants
of the Royal Interplanetary Company (and thus of their King), and
they take their jobs very seriously. What they lack in
imagination, they make up for in unswerving loyalty.
|
The Order of the Lion
The cavaliers on
Crossroads are members of this order because it is tied to a
sovereign; the details of exactly to whom they owe their fealty
are kept vague, allowing the GM leeway in working them into an
existing campaign setting.
|
6.
Reda Manor
On the hillside that rises behind the plaza, tavern, outfitter and
warehouse, there stands a cluster of houses. Most are single-story
affairs of an ordinary sort (see below for details), but one rises
above the rest; this is the personal dwelling of Luciano Reda, the
Governor of Crossroads. The manor is a two-story structure of timber
and stucco with a tiled roof. The windows can be shuttered in the
event of trouble, and the front door has a high-quality lock (DC 25
for Disable Device checks).
The
Layout
Refer to the appropriate map for the following area descriptions.
1.
Sitting Room
Visitors to the manor are received here. Comfortable sofas line two of the walls, and end tables fill in the corners. Reda's manservant, Bartholomew, greets guests and brings them refreshments while they wait for the Governor.
Visitors to the manor are received here. Comfortable sofas line two of the walls, and end tables fill in the corners. Reda's manservant, Bartholomew, greets guests and brings them refreshments while they wait for the Governor.
2.
Dining Room
A
broad wooden table, surrounded by chairs, fills the center of this
room. It is used for important meetings in addition to meals.
3. Kitchen
A
stove occupies one corner of this room, and a food preparation table
stands opposite it. There is also a barrel of water, and commonly
used implements hang from the ceiling.
4. Pantry
All
manner of dried and otherwise preserved foodstuffs line the shelves
on the walls of this room. There is really an impressive selection,
especially when one considers the remote nature of the asteroid
colony. What is more, a trapdoor in the floor provides access to the
wine cellar; Reda is particularly fond of elven wine.
5.
Servant's Quarters
Bartholomew
takes his rest—when he has it—here. There is a comfortable bed, a
storage chest, and a small table and chairs. The chest contains
changes of clothing and mundane personal items. Beneath it is a loose
floorboard, however (DC 15 Perception check to notice), which
conceals a pouch that holds Bartholomew's saved wages: 57 gp, 31 sp
and 12 cp.
6. Storage
At
the top of the stairs stands this closet, which holds typical
household items such as linens, candles, cleaning supplies and the
like.
7. Guest Bedrooms
Each
of these rooms is furnished with a bed and bedside table, a wardrobe,
and a writing desk and chair.
8. Reda's Bedroom
This room is
furnished much like the guest bedrooms, except that materials are of
higher quality. The wardrobe is filled with Reda's fancy clothing.
There is also a portrait of the king on one wall; hidden behind it
(DC 25 Perception check to notice) is Reda's hidden strongbox. The
box is protected by a high-quality lock (DC 25 Disable Device to
open) and a poisoned needle trap (treat as a poisoned dart trap; see
page 420 of the Pathfinder core rulebook). In it are the funds
used for running the colony: 218 pp, 612 gp, 952 sp and 320 cp.
Governor Luciano Reda
CR
7
XP
X
Male human
aristocrat 9
LN medium
humanoid
Init
-1; Senses
Perception +13
DEFENSE
AC
10, touch 10, flat-footed 9 (-1 Dex, +1 Dodge)
hp
42 (7d8+7)
Fort
+3, Ref +1, Will
+6
Resist
None
OFFENSE
Spd
30 ft.
Melee
Walking Stick +5 (1d6)
Special Attacks
None
STATISTICS
Str
10, Dex 8, Con
12, Int 14, Wis
13, Cha 16
Base Atk
+5; CMB +5; CMD
14
Feats
Alertness, Dodge, Leadership, Skill Focus (Appraise, Diplomacy)
Skills
Appraise +15, Bluff +16, Diplomacy +19, Knowledge (local) +12,
Knowledge (nobility) +12, Perception +13, Sense Motive +13
Languages
Common, elven, dwarven
SQ
None
Combat Gear Sumptuous
clothing, purse containing 50 gp in mixed coins, circlet
of persuasion
Luciano
Reda has grown up leading the easy life of a nobleman, but he
regards himself as a daring entrepreneur who has worked hard
for—and thus is deserving of—all of the comforts he has. If
not for the backing of the King, and thus the support of the Order
of the Lion, he would be in big trouble. Even so, his goal is to
prove himself as a capable administrator at Crossroads, and thus
to earn a “more civilized” posting back on his homeworld.
|
Bartholomew, Reda's Manservant
CR
4
XP
X
Male human
commoner 5
LN medium humanoid
Init
+1; Senses Perception
+8
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp
30 (5d6+12)
Fort
+3, Ref +2, Will
+2
Resist
None
OFFENSE
Spd
30 ft.
Melee
Knife +6 (1d3+2)
Special Attacks
None
STATISTICS
Str
15, Dex 13, Con
14, Int 8, Wis
12, Cha 10
Base Atk
+2; CMB +4; CMD
15
Feats
Cleave, Power Attack, Skill Focus (Craft: cooking), Weapon Focus
(knife)
Skills
Craft (cooking) +11, Perception +8
Languages
Common
SQ
None
Combat Gear
Clothing, cooking implements, masterwork knife
Bartholomew has a good taste for food, and little interest in much
else. He spends his spare time reading recipe books, always on the
lookout for ways in which to devise new dishes for his employer's
table. Those with some guile might be able to take advantage of him.
8.
The Obelisk
The
center of life in the colony, albeit one that could easily be
overlooked, is the elemental
obelisk that provides
warmth, breathable atmosphere and gravity to the asteroid city. This
one stands in the middle of the grove, surrounded by a fence for
protection—but nobody in one's right mind would try to damage this
important structure. Right?
9.
The Grove
As
life continues to develop on this island in the void, this grove is a
notable development. In addition to more common deciduous and
coniferous trees, there are also some that bear fruit. Additionally,
this area is a favorite meeting place for individuals who want to
discuss business without the risk of being overheard by others.
What
Else?
Although
this section presents many of the place that PCs are likely to visit
during a visit to the settlement, there is plenty of room for the GM
to add other locations and characters, depending on the desires of
the players and the needs of the campaign. As mentioned above, this
is intended to become a familiar backdrop that the PCs revisit again
and again.
Part
2—Happenings in Town
Presented in this section are short scenes that can take place while
the PCs are exploring Crossroads.
A. The Succubus
Unbenknownst to the PCs in particular, and the inhabitants of
Crossroads in general, Governor Luciano Reda is currently being
beguiled by a succubus. Wearing a hat of disguise, and playing
the part of a noblewoman from Homeworld named Nora, she has worked
her wiles on the governor. This is all part of a larger plot that
will soon be revealed. Until that time, however, she is loathe to
take direct action against meddlers, such as the PCs. Instead, she
may try to sabotage their efforts or, if it can be done discreetly,
eliminate them. This can include using her dominate person
ability to turn others against the PCs, or perhaps—when there is no
chance of her deception being exposed—summoning a babau
demon to attack them.
Mistress Nora: Refer to page 68 in the Bestiary for
stats.
B. Business as Usual
When they first arrive in Crossroads, the PCs are met at their dock
by a cargo inspector and a team of dockworkers (see above for stats).
Their task is to inspect the vessel's cargo hold and, in the name of
the Royal Interstellar Company, to assess a tax equal to 10% of the
cargo's value. While this might come as an unwelcome surprise to the
PCs, the asteroid colony is after all founded by their organization.
If need be, they can even send a runner to summon Lt. Vanderwald and
some of his soldiers to enforce this claim.
C. Unfair Salvage
As they are entering the colony, the PCs can make DC 10 Perception
checks to notice a couple of barrels, along with other jetsam and
flotsam, that have collected close to the asteroid at the end of
their dock. While this might seem like a small windfall, the barrels
are in fact mimics that have taken up residence here and that wait
for unwary prey. As they approach the mimics, the PCs should make
Sense Motive checks opposed to the creatures' Disguise efforts.
Mimics: Refer to page 205 in the Bestiary for stats.
In the belly of one mimic, among other detritus the PCs can find a
handy haversack.
D. The Magical Merchant
Although Crossroads might seem like a pretty small settlement, and
thus not the best place to buy and sell magical items, PCs who are
inclined to do so can eventually be introduced to Mr. Gonzalo, a
mercane. He can usually be found at the Sign of the Ourobouros,
taking his ease (and accompanied by half a dozen bodyguards; use the
stats for dockworkers to represent them). If the PCs broach the topic
of buying or selling magical items, he produces his secret chest and
then asks to examine anything the PCs have, asking numerous questions
about where and how they obtained the items—he is an arcane
connoisseur, after all. It is left up to the GM to decide just what
inventory he has; this can change over time, too, depending on the
desires of the players, so that Gonzalo can become a recurring
character in the campaign.
Gonzalo the Mercane: Refer to page 188 in Bestiary 2
for stats.
E. Rowdy Fellows
One of the crews in town is made up of orc sailors, ones who've been
cooped up aboard their ship for too long and thus are in serious need
of some shore leave. They are most likely to head straight for the
Sign of the Ourobouros, where Mr. Prentiss and his staff are
hard-pressed to keep their behavior in check. They make good rivals
for the PCs, and are restrained enough to enjoy some good brawling
without letting it turn too violent. Indeed, PCs who can prove their
toughness against them in a fight can earn their grudging respect.
Typical
Orc Sailor
CR
1/3
XP
135
Male
orc warrior 1
CN
Medium humanoid
Init
+0; Senses Darkvision 60 ft.; Perception +0
DEFENSE
AC 12,
touch 10, flat-footed 12 (+2 armor)
hp 6
(1d10+1)
Fort +3, Ref +0, Will +0
Defensive
Abilities ferocity
Weakness light
sensitivity
OFFENSE
Spd 30
ft.
Melee Whalespear
+5 (1d10+3/x3)
Melee Longsword
+4 (1d8+3/19-20)
Ranged Heavy
crossbow +1 (1d10)
STATISTICS
Str 15, Dex 10, Con 12, Int 8, Wis 10, Cha 8
Base
Atk +1; CMB +3; CMD 13
Feats Weapon
Focus (whalespear)
Skills Profession
(sailor) +4
Languages Common,
Orc
SQ weapon
familiarity
Equipment Clothing,
whaleskin coat (treat as leather amor), longsword, whalespear,
heavy crossbow, ten bolts
These
orc sailors are a rough bunch; their only focus is to find and
kill enough whales that they can earn their pay and go back to
port in order to spend it.
|
Veteran
Orc Sailor
CR 2
XP 600
Male
orc warrior 1/fighter 2
CN
Medium humanoid
Init +0; Senses Darkvision
60 ft.; Perception +0
DEFENSE
AC 12,
touch 10, flat-footed 12 (+2 armor)
hp 19
(3d10+3)
Fort +6, Ref +0, Will +0
Defensive
Abilities ferocity, bravery +1
Weakness light
sensitivity
OFFENSE
Spd 30
ft.
Melee Whalespear
+7 (1d10+3/x3)
Melee Longsword
+6 (1d8+3/19-20)
Ranged Heavy
crossbow +3 (1d10)
STATISTICS
Str 15, Dex 10, Con 12, Int 8, Wis 10, Cha 8
Base
Atk +3; CMB +5; CMD 15
Feats Lunge,
Point Blank Shot, Power Attack, Weapon Focus (whalespear)
Skills Profession
(sailor) +6
Languages Common,
Orc
SQ weapon
familiarity
Equipment Clothing,
whaleskin coat (treat as leather amor), longsword, whalespear,
heavy crossbow, ten bolts
From
among the simply average crew members, these are some of the few
who have proven themselves more cunning and more capable. They are
old veterans, ones who lead watch teams.
|
Orc
Ship's Mate
CR 4
XP 1200
Male
orc warrior 1/fighter 4
CN
Medium humanoid
Init +0; Senses Darkvision
60 ft.; Perception +0
DEFENSE
AC 12,
touch 10, flat-footed 12 (+2 armor)
hp 31
(5d10+5)
Fort +7, Ref +1, Will +1
Defensive
Abilities ferocity, bravery +1
Weakness light
sensitivity
OFFENSE
Spd 30
ft.
Melee Whalespear
+9 (1d10+6/x3)
Melee Longsword
+8 (1d8+3/19-20)
Ranged Heavy
crossbow +5 (1d10)
STATISTICS
Str 16, Dex 10, Con 12, Int 8, Wis 10, Cha 8
Base
Atk +5; CMB +8; CMD 18
Feats Lunge,
Point Blank Shot, Power Attack, Weapon Focus (whalespear), Weapon
Specialization (whalespear)
Skills Profession
(sailor) +8
Languages Common,
Orc
SQ weapon
familiarity
Equipment Clothing,
whaleskin coat (treat as leather amor), longsword, whalespear,
heavy crossbow, ten bolts
There
are three of these tough, battle-tested orcs; they are second only
to the captain himself. One is charge of the crew when on deck,
except when the captain is present.
|
Captain
Cyrus
CR 6
XP 2400
Male
orc warrior 1/fighter 6
CN
Medium humanoid
Init +0; Senses Darkvision
60 ft.; Perception +0
DEFENSE
AC 12,
touch 10, flat-footed 12 (+2 armor)
hp 44
(7d10+7)
Fort +8, Ref +2, Will +2
Defensive
Abilities ferocity, bravery +2
Weakne+ss light
sensitivity
OFFENSE
Spd 30
ft.
Melee Whalespear
+12/+7 (1d10+7/x3)
Melee Longsword
+10/+5 (1d8+3/19-20)
Ranged Heavy
crossbow +7/+2 (1d10)
STATISTICS
Str 16, Dex 10, Con 12, Int 8, Wis 10, Cha 8
Base
Atk +7/+2; CMB +10; CMD 21
Feats Far
Shot, Firearms Proficiency, Lunge, Point Blank Shot, Power Attack,
Weapon Focus (whalespear), Weapon Specialization (whalespear)
Skills Profession
(sailor) +10
Languages Common,
Orc
SQ weapon
familiarity (spears)
Equipment Clothing,
whaleskin coat (treat as leather amor), longsword, whalespear,
heavy crossbow, ten bolts
Captain
Cyrus leads this band of orcs who were once whale hunters on
Homeworld and now ply the spacelanes as soldiers of fortune. He
shares many of the personality traits demonstrated by his crew,
only to an even greater extent.
|
F.
Under a Yellow Flag
If
the arrival of the orcs causes a stir in town, that ruckus pales in
comparison to the reaction that occurs when a vessel approaches that
is flying under a yellow flag—something that a DC 5 Profession
(sailor) check can confirm is the mark of a plague ship. As the
vessel approaches, drifting slowly, the cargo inspector on duty sends
a runner for Lt. Vanderwald, who orders that no one be allowed onto
or off of the vessel under any circumstances.
The
PCs, of course, might have other ideas. After all, with DC 15
Perception checks, they can confirm that there is some movement on
board the vessel. Whether they're hoping to help heal the sick aboard
the ship, or are thinking there might be a profit from salvaging its
cargo, they might want to have a look. Although Vanderwald argues
against doing so, he doesn't physically try to stop them.
Brother
Fain
CR 2
XP 600
Male
dwarf cleric 3
NG
Medium humanoid
Init -1; Senses Perception
+3; Darkvision 60 ft.
DEFENSE
AC 13,
touch 9, flat-footed 13 (-1 Dex, +4 armor)
hp 23
(3d8+6)
Fort +4, Ref +0, Will +6
Resist hardy,
stability
OFFENSE
Spd 20
ft.
Melee Heavy
mace +4 (1d8+1)
Special
Attacks None
STATISTICS
Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 14
Base
Atk +2; CMB +3; CMD 12
Feats Master
Craftsman, Skill Focus (Craft: shipbuilder)
Skills Craft
(shipbuilder) +12, Diplomacy +7, Knowledge (religion) +6
Languages Common,
Dwarven
SQ Channel
positive energy 2d6
Domain
Spell-Like Abilities: Artificer's Touch, Lorekeeper
Spells
Prepared
1st—Animate
rope, deathwatch x3
2nd—Wood
shape, gentle repose x2
Combat
Gear Chain
shirt, masterwork heavy mace, healer's kit, silver holy symbol
Brother
Fain worships Ptah, a god of knowledge and creation. Indeed, it
is his desire to explore the galaxy that led him to be traveling
with this crew of tengu sailors. Unfortunately,
however, he is on the verge of succumbing to the very same malady
that has already claimed many of their lives.
|
Brother
Fain and the other survivors aboard this ship—a bark known as the
Constant—are suffering from
bubonic plague (refer to page 557 in the Pathfinder
core rulebook for details). If they want to help treat it, then they
have a few options. By this point in their careers, they may have
access to spells such as remove disease.
To help a larger number of sufferers, however, making a series of
Heal checks opposed by the disease's save DC of 17. What is more,
they must also deal with several swarms of rats in the vessel's
bilge, and then fumigate the ship and swab all the decks with strong
spirits (DC 20 Profession (sailor) check.
Rat Swarms: Refer to page 232 in the Bestiary
for stats, but substitute the bubonic plague for filth fever.
Tengu Crew: Refer to page 263 in the Bestiary
for stats, but substitute Profession (Sailor) +9 for Knowledge
(local) +4.
At some point during this process, Luciano Reda himself
makes an appearance. He intends to make sure that the settlement is
not exposed to the danger this ship presents. Needless to say, he is
quite displeased if he learns that the PCs have gone aboard it, and
threatens to banish them from the colony for having done so. This
situation presents a good opportunity for roleplaying, with the PCs
having a chance to make their case for being merciful. In game terms,
this can be handled with Diplomacy checks, with the GM assigning
circumstance bonuses or penalties for good or bad roleplaying and
argumentation.
This situation provides a first glimpse at the fact
that, while Luciano Reda is a capable administrator, he is not
beloved by the inhabitants of Crossroads.
Part
3—Going Underground
Those
who are familiar with the history of Crossroads know that the
asteroid was once mined by dwarves, but they sold it to Luciano Reda
after the veins of ore stopped producing. What most people don't
know, however, is that those mines aren't entirely empty. There are
rats, of course; that's no surprise, but other, deadlier things lurk
here, too.
This
encounter assumes that the PCs have started earning a reputation
while visiting the asteroid colony, and are lured down into the
tunnels for some reason. It might happen because a new associate of
theirs goes missing, or because someone—such as Mistress Nora—is
trying to eliminate them.
Tunnel Inhabitants
Listed here are some
possible creatures that might inhabit the tunnels, ranked by CR.
CR – Creature
1/4 – Scarlet spider
1 – Darkmantle
1 – Giant spider
2 – Cave fisher
2 – Choker
2 – Slime mold
3 – Crysmal
3 – Giant black widow
spider
4 – Aranea
4 – Gray ooze
5 – Cloaker
5 – Ochre jelly
5 – Spider eater
|
A. Entry
The entrance to the tunnel system is located on the western side of
the asteroid (that is, when one considers the docks to lie on the
south end), right around its centerline. In order to keep people from
wandering into the tunnels, the powers that be have covered the
entrance with a permanent image that disguises it as just
another part of the rock's face. Those who encounter the illusion may
attempt a DC 20 Will save to recognize its falsehood.
As
a general rule, tunnels are about as half as tall as they are wide.
In that way, the narrower passages range from ten to twenty feet in
height, while the larger caverns rise up to a hundred feet in height
or more.
B. New Diggings
Those who succeed at DC 15 Knowledge (dungeoneering) or (engineering)
checks may notice that one part of the tunnels has been more recently
dug—that is, within the past few months. A similar Knowledge (local
effort) reveals that this section passes underneath some of the
settlement's notable buildings, including the Sign of the Ourobouros,
the Crossroads Outfitter, the R.I.C. warehouse and the home of
Governor Luciano Reda. At the GM's discretion, there might also be
tracks in the area (that one can find with a DC 20 Survival effort)
that could lead to the responsible party. Just what that character
intends to do, however, is left open to interpretation.
C. Fungus Farm
The
tunnel leading to this area slopes downward, and the walls here are
slick with moisture. What is more, a tremendous variety of fungus
lines the floor and walls of the area. While many of these growths
are harmless—and, according to many halflings, delicious—some are
downright deadly. That latter group could include violet fungus and
shriekers, and possibly even phantom fungus or mindslaver mold.
D. Cess Pit
Over time, those who have made use of these tunnels—smugglers,
thieves and the like—have dumped their rubbish here. Now one end of
the tunnel is filled with years' worth of rusting and rotting
detritus. The pile is also home to various vermin, such as centipedes
and rats, and possibly including other, even more dangerous
creatures.
E. Underground Lake
What
from the settlement on the surface of the asteroid has trickled down
through the soil and rock to form a pool here. Although cold, the
water is clean and safe for drinking. At the GM's discretion, it
could contain living things, ones that run the gamut from harmless
cave fish up to aquatic snakes, giant frogs or even some electric
eels.
Part
4—The Festival of the Comet
While the PCs are conducting their business with and thus making
first impressions on the people of Crossroads, they also learn of an
upcoming local festival. Every year a particular comet returns to the
area, even passing through the asteroid belt. Using that as an excuse
for festivities, the locals stage various competitions, festivities
and other entertainments.
The Competitions
Refer to the chart below for some idea of what takes place and who is
involved during the first day's events. Assuming that certain PCs
will only participate in one or two competitions, the GM may want to
have players control some of the competitors in order to keep them
involved in the activities. Note also the magical enhancement is not
allowed.
Event
|
Competitors
|
Mechanics
|
Ranged
Combat
|
Dockworker
Tengu sailor
Captain Corwyn
|
Five attack rolls against AC 15, with one point for
hitting the target and an extra point for every five by which the
attack roll exceeds that AC.
|
Armed Combat
|
Dockworker
Captain Cyrus
Lieutenant Vanderwald
|
Standard combat against each other, but only doing
non-lethal damage.
|
Unarmed Combat
|
Dockworker
Orc first mate
Mako
|
Standard combat against each other, but only doing
non-lethal damage or using combat maneuvers.
|
Footrace
|
Dockworker
Orc crewman
Tengu crewman
Mako
|
A series of checks: Initiative; Dexterity,
Constitution, Strength; Dexterity, Constitution, Strength (to
simulate circling the asteroid and ascending its tiers) all at DC
10, with -2 penalty for speed 20 and +2 bonus for speed 40. One
point for each success, +1 for every five in excess.
|
Artistic Performance
|
Dockworker (!)
Cargo inspector
Ella Song
|
Two Perform checks, with a score equal to their
combined totals. (The GM can apply circumstance bonuses or
penalties based on good or bad roleplaying.)
|
After each of the competitions there is an elaborate awards ceremony
in which Luciano Reda presents each winner with a cash prize of 100
gp and a crown of olive leaves; for the duration of the festival,
anyone wearing such a crown receives a +2 equipment bonus to Charisma
checks and checks for Charisma-based skills.
Gambling?
In addition to the contests themselves, some of the locals are
interested in placing wagers. For unnamed NPCs, this is usually
equivalent to a handful of silver pieces, and for named characters it
might be a handful of gold pieces. It takes a DC 5 Diplomacy check to
find bettors, with one for a success and one for every five in excess
of that DC. At the GM's discretion, important NPCs such as Luciano
Reda might be willing to be fifty gold or more on an event that's had
some build-up.
The Asteroid
Belt Race
The next day, the most highly anticipated event takes place—a race
in aetherships through the asteroid belt. This time the competitors
are as follow.
- Captain Corwyn and her crew aboard her galleon, the Sylvana.
- The tengu crew in their bark, the Skylark.
- Captain Cyrus and his orcs aboard their modified merchantman, the Abattoir.
- Lieutenant Vanderwald aboard an R.I.C. merchantman, the Opportunity.
- The PCs in their own ship, assuming that they are interested.
Here again, the GM might want to have other players (whoever isn't
controlling the captain of the PCs' ship) make rolls for the
competitors.
Refer to the GameMastery Guide for more detailed rules
regarding chases; this one uses the following obstacles. All of the
ships start with their sails furled, but with crews in position for
action. The winners are the first captain and crew that can fly
across to the asteroid belt, through the tumbling rocks to the comet,
recover a piece of comet ice, and then return to the Crossroads
docks. In game terms, this requires passing all of the obstacles,
with the points system used as a tiebreaker.
At the Ready: Initiative rolls for all the
captains involved, with one point awarded for every full five in
the result.
|
→
|
Setting Sail:
DC 5 Profession (sailor) checks to set the ships' sails, with one
point for success and one for every five beyond that.
|
→
|
Open Space:
Spellcraft or Use Magic Device checks to push forward through an
open stretch.
|
↓
|
||||
Claiming the Prize:
DC 10 Spellcraft or U.M.D. checks to pull alongside the comet;*
DC 15 Strength check to load aboard a piece of comet ice.
|
←
|
Into the Thick of Things:
DC 15 Spellcraft or U.M.D. checks* to weave through the first
small asteroids, assisted by the crew's DC 15 Profession (sailor)
check.
|
←
|
On the Edge:
DC 10 Spellcraft or U.M.D. checks* to weave through the first
small asteroids, assisted by the crew's DC 10 Profession (sailor)
check.
|
↓
|
||||
Out of the Thick of Things:
DC 15 Spellcraft or U.M.D. checks* to weave through the first
small asteroids, assisted by the crew's DC 15 Profession (sailor)
check.
|
→
|
Past the Edge:
DC 10 Spellcraft or U.M.D. checks* to weave through the first
small asteroids, assisted by the crew's DC 10 Profession (sailor)
check.
|
→
|
Open Space, Again:
Spellcraft or Use Magic Device checks to push forward through an
open stretch.
|
Note that, for all of the checks marked with an asterisk (*), failure
to meet the required DC means that the ship suffers a collision. This
causes the vessel to suffer its base ramming damage—that is, 7d8
for a dhow, 8d8 for a bark, 9d8 for a junk and 10d8 for a merchantman
or a galleon. Note that, since the competitors need to pass one
obstacle before advancing to the next, the damage can accumulate
quickly. This race is not, after all, for the faint-hearted.
As always, the GM can assign bonuses or penalties to these checks
based on clever ideas that the PCs have.
The Ship in the Ice
Of course, things are rarely as straightforward as they seem. In this
case, there's a wrecked ship trapped in the ice. (In fact, it's a
Royal Interstellar Company vessel with a curious history, but that's
a matter for later.) For a layout of it, refer to the appropriate
maps and area descriptions below.
The ship is a small cog, and one that has suffered considerable
damage to its hull and rigging. It has a raised sterncastle and
forecastle (areas 1 and 2, respectively) and an open main deck (3)
that is devoid of life. From there, a narrow companionway (4) leads
aft to cabins that once housed the captain (5) and navigator (6).
Toward the bow, beneath the forecastle, is quarters for the crew (7).
A hatch leads down into the cargo hold (8), and doorways from there,
as well as stairs from the main deck, provide access to additional
passenger quarters (9 and 10).
In addition to miscellaneous personal items in the cabins, the cargo
hold is loaded with now frozen foodstuffs and equipment for some kind
of excavation or expedition—including picks and shovels, timber,
hammers and nails, saws, ropes and pulleys and the like If the PCs
want to explore this wreck, however, then they must contend with an
angry nabasu demon that is frozen in the forward passenger
compartment (10). It has been trapped in the ice for some time,
unable to teleport away because of the dimensional shackles
that it wears.
Nabasu demon: Refer to page 64 in the Bestiary for
stats.
Alerted by the arrival of newcomers, the demon begins complicating
matters by using its summon spell-like ability to bring in
some babau demons. Then, while they're wreaking havoc, it uses mass
hold person to incapacitate as many of the PCs and their crew
members as possible.
Babau demon(s): Refer to page 57 in the Bestiary for
stats.
This should present an exciting battle, as the PCs are forced to
fight it while the comet is disintegrating around them, with
asteroids looming.
Development
This battle might force the PCs to abandon their hopes of winning the
race—but clever characters could try to juggle both efforts at
once. Indeed, if they can rig a cable to a suitable place on the
cog—and make a DC 15 Profession (sailor) check—then they can take
it in tow. That, then, inflicts a -2 circumstance penalty on all
subsequent checks made to maneuver the vessels though the asteroid
belt. However the situation develops, the PCs must still defeat the
demon(s) in order to claim any kind of prize.
Conclusion
By the end of this scenario, the PCs should have become familiar with
the people of Crossroads and perhaps made good impressions upon them.
They may also have started developing conflict with Luciano Reda,
something that will be exacerbated by rival claims to salvage the
lost cog. Finally, there is the curious matter of the vessel's
history, how it came to be frozen in the ice of a comet and why there
was an angry demon trapped aboard it. The ship's log, presented in
the Appendix, below, provides some insight into that history, and
leads into the next adventure.
Appendix—The Journal from the Constant
Presented here are some of the entries in the journal from aboard the
cog that the PCs found frozen in the ice.
7 Ophiuchus
Today it begins. We landed our ship landed in the desert, near what seems to be the largest volcano on Tyr. At the base of it is the entrance to tunnels dug long ago by the troglodytes. Now we set out to explore their underground cities and discover whatever secrets—and treasures—they might contain. May the Gods grant their blessings upon our endeavors. 8 Ophiuchus Beware the monsters that dwell beneath the sands! Today one of them ambushed our party; one officer and three soldiers were killed before we managed to drive it away. Also, we spied a curious band of travelers that is watching us from a distance, but has not yet approached. 9 Ophiuchus The travelers are called jann; they dwell in this unwelcoming desert. According to them, the troglodytes' tunnels are “a place of evil” best to be avoided. I think they are too easily frightened, or want to claim any valuables for themselves. We shall prove them wrong, however, to the glory of the King and the R.I.C. 11 Ophiuchus Today the expedition discovered a foul secret. There are still troglodytes that inhabit these tunnels, and they worship fould demons. For this reason, we will return to Homeworld so as to better equip ourselves. One of those fiends appeared aboard our ship as we departed, but we have managed to incapacitate it, bind it with shackles and thus take it prisoner. Hopefully, once we are home, it will help us prepare for another, better equipped expedition. 13 Ophiuchus Something is wrong aboard this ship. We are struggling under a skeleton crew, and so the men and their captain are tired beyond exhaustion. Even so, last night one of the men fell from the rigging and was lost in the black; the fellow who was with him cannot say how it happened. Either he is lying, or was too fatigued to have noticed, or there's another, unseen enemy who travels with us. 16 Ophiuchus All hope is lost. With too many of the crew slain, and little hope that I will survive, I have decided to put the ship down on a passing comet. It has finished its path around the sun and is passing Homeworld in this direction—oh, if only it were heading the other way! Even so, perhaps someone will find this journal and thus our deaths will not remain unknown. |
Appendix—Merchantman and Bark Deckplans
Refer to the appropriate maps for the following area descriptions.
This
broad open space is generally unremarkable, except that it provides
access to other parts of the ship. From here, stairs lead up to the
fore- and sterncastles, and a wide hatch opens to the cargo decks
below. There are also ladders leading belowdecks, and doors to the
rear compartment for officers and the crew quarters before the mast.
2.
Special Quarters
Just
aft of the main deck is this assemblage of small cabins. They are
generally reserved for important members of the crew or special
passengers.
3.
Captain's Cabin
By
far the most comfortable quarters aboard the ship is this, usually
with a comfortable bed and a table for studying charts and taking
meals, and perhaps even a wardrobe against one wall.
4.
Mates' Cabin
Depending
on the number of lower-ranking officers on board, this room usually
contains a double bunk and another table, along with sea chests for
holding personal items.
5.
Crew Quarters
A
surprisingly large number of hammocks are hung in this area,
providing places for ordinary crew members to sleep. There are also a
profusion of sea chests for individual possessions, creating
something like a hive in which, at any given time, at least half a
dozen people are sleeping. Another ladderwell leads from here to the
mess and cargo hold, below.
6.
Bowsprit and Head
This
area sits in front of the forecastle, open to the wind and spray. The
ship's toilets are located here, and it is from here that the ship's
bowsprit protrudes.
7.
Forecastle
Most
of the time, this area serves little purpose other than providing a
place from which to watch the passing sea. In times of battle,
however, it can function as high ground, and at the GM's discretion a
ship might carry a couple of swivel guns mounted near the stairs to
deal with boarding parties or unruly cargo.
8.
Sterncastle
This
raised platform is a center of activity when it comes to sailing.
Crew members man the ship's whipstaff here, steering the vessel. The
captain or a mate is also often present, setting the course and
shouting orders to the crew.
9.
Upper Hold
This
broad, open space can be used for storing cargo, provisions,
ammunition or other supplies.
10.
Storage and Mess
Foodstuffs
are kept in this room, which is ventilated by the sea breezes so that
the smell of the cargo hold is not so strong. There is also a small
but effective kitchen, allowing for the preparing of the rough meals
that serve to keep the crew and passengers functioning.
11.
Lower Hold
This
area is set up in the same way as the upper hold, above, except that
it is darker and receives even less fresh air.
12.
Special Hold
Any
cargo that requires special consideration is stored here.
Merchantman
Colossal space vehicle
Squares 144 (30 ft. by 120 ft.); Cost 20,000 gp
DEFENSE
AC 2; Hardness 5
hp 2160 (1079)
Base Save +0
OFFENSE
Maximum Speed 180 ft. (magic); Acceleration 30 ft. (magic)
CMB +10; CMD 16
Ramming Damage 10d8
DESCRIPTION
This big, hulking vessel has a broad main deck with fore- and sterncastles. It is perhaps best known for the two wide lower decks for carrying cargo, passengers and crew.
Propulsion magic (3 masts, 45 squares of sails, 225 hp)
Driving Check Profession (pilot)
Forward Facing the ship's forward
Driving Device ship's wheel
Driving Space the four squares surrounding the ship's wheel
Crew 30 (not including weapons crews)
Decks 3
Weapons Up to 42 Large direct-fire siege engines in banks of 21 positioned on the port and starboard sides of the vessel, or up to 14 Huge direct-fire siege engines in banks of 7 positioned on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship on which they are positioned. They cannot be swiveled to fire out the forward or aft sides of the ship.
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1.Sterncastle
The ship's wheel is located on this raised platform at the aft of the vessel; it is generally from here that the captain issues orders while sailing.
The ship's wheel is located on this raised platform at the aft of the vessel; it is generally from here that the captain issues orders while sailing.
2. Main Deck
The main deck is a broad, open space, although usually it is filled at least in part with ropes, the ship's anchor, a lifeboat and that sort of thing. In between the two masts is the hatch providing access to the cargo hold below.
3.
Private Cabin
For important passengers or, at least, those who can pay for it, this cabin boasts a bed and perhaps a table or a storage trunk. It can also be used for a first mate, if appropriate.
For important passengers or, at least, those who can pay for it, this cabin boasts a bed and perhaps a table or a storage trunk. It can also be used for a first mate, if appropriate.
4.
Private Cabin
This
cabin is laid out in the same manner as the other one, above.
5. Captain's Cabin
By far the most elaborate quarters on the vessel is this small room. It has a table with four chairs for holding meetings, along with a bed, a wardrobe, a chest and a barrel of liquor.
6. Crew Quarters
Ten hammocks are arrayed in this area, in two tiers. The crew members sleep here, usually in shifts. In addition there can usually be found a number of sea chests, one per crewman, arranged beneath the hammocks.
7. Cargo Hold
This space could contain just about anything, provided it can fit in through the cargo hatch.
8. Crow's Nest (Not pictured)
A small platform high on the ship's foremast provides a place for the lookout to stand.
5. Captain's Cabin
By far the most elaborate quarters on the vessel is this small room. It has a table with four chairs for holding meetings, along with a bed, a wardrobe, a chest and a barrel of liquor.
6. Crew Quarters
Ten hammocks are arrayed in this area, in two tiers. The crew members sleep here, usually in shifts. In addition there can usually be found a number of sea chests, one per crewman, arranged beneath the hammocks.
7. Cargo Hold
This space could contain just about anything, provided it can fit in through the cargo hatch.
8. Crow's Nest (Not pictured)
A small platform high on the ship's foremast provides a place for the lookout to stand.
Bark
Colossal aetherial vehicle
Squares 60 (20 ft. by 75 ft.); Cost 112,500 gp
DEFENSE
AC 2; Hardness 5
hp 900 (449)
Base Save +0
OFFENSE
Maximum Speed 180 ft. (magical); Acceleration 30 ft. (magical)
CMB +8; CMD 18
Ramming Damage 8d8
DESCRIPTION
This modest aethership can carry 150 tons of cargo in addition to its normal crew complement.
Propulsion magic (two masts, 30 squares of sails, hp 150)
Driving Check Profession (pilot) +10 to the DC
Forward Facing the ship's forward
Driving Device orb of control
Driving Space the square or squares occupied by the pilot with the orb of control
Crew 20 (not including weapons crews)
Decks 2
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