This is the first scenario that I prepared for the 2019 Con of the North; it involves space pirates hunting omas and holding prisoners for ransom.
-Nate
Adventure Background
Before the discovery of the magical items that propel aetherships
through the void—the solar hull, flying sails, wind rigging and orb
of control—primitive travelers used the massive creatures known as
omas to make the journey between worlds. Indeed, those placid beasts
have stomachs in which living beings can survive comfortably, thus
passing their interplanetary transit time. Although most travelers
have long since switched to using wooden vessels, a few still
maintain the old ways.
Ordinarily this is a safe, if not the most pleasant, means of
travel. After all, the oma is a massive and powerful creature, one
that would be difficult for even well-armed aethership crews to harm,
much less slay. That is not the case for one crew of orcs, however,
who used to hunt whales on Homeworld and who now have been recruited
to serve as space pirates. They are led by a coven of vile hags, ones
who've been harvesting blood crystals from the planet Freya and using
them to fashion wicked ballista harpoons. Those weapons, because of
the crystals, have the bleed quality, and thus are proving too
powerful for the omas to endure. In this way the orcs and hags have
been able to kill an oma and, then, to capture those who were
traveling aboard it.
For
the Gamemaster
These acts of piracy might have gone undetected by anyone else in the
Sol System, if not for one of the travelers, a cleric named Yusuf.
Indeed, he used a dimension door spell to escape from his
prison, propelling himself toward the only possible nearby source of
solace: an aethership that he could see in the distance.
Unfortunately, he was attacked by a charmed lunarma just as he
cast the spell. Although Ysusf was able to maintain his
concentration, the fact that he was being grappled meant that the
lunarma was teleported with him. That's how the PCs find
themselves caught up in this conflict, with a life-and-death struggle
in their own cargo hold.
Part
1—Unexpected Passengers
This adventure begins for the PCs while they are sailing through the
Void aboard their bark aethership, the Skylark. Before the
action begins, the players should decide where their characters
happen to be located in the vessel; that, in turn, determines their
starting positions when the action begins. Based on that, they
perceive the wizard's arrival in one of two different ways.
Those who are on the ship's main deck, or in a cabin or the crow's
nest, hear the following.
All around you, the endless panoply of the Void presents a
sight that mixes both wondrous beauty and profound loneliness.
After all, the shining pinpoints of light that paint pictures
against the black backdrop of space provide a sense of hope and
imagination, but the deep darkness between them leaves only a
feeling of isolation and insignificance. Your musing is
interrupted, however, by the sudden and loud sounds of crashing
and smashing from below decks.
|
On the other hand, anyone who happens to be in the cargo hold
witnesses this sight.
One moment, you are going about your business in the cargo
hold, making sure that everything is properly stowed; the next, a
tentacled, crab-like monster is thrashing about in this confined
space, doing its best to grapple the unfortunate robed human that
it has pinned beneath it.
|
Whatever the case, roll initiative. This should be one of those
instances in which each player only learns the specifics of the
situation when his or her character arrives on the scene. To that
end, only show them the pictures of the monster and the wizard at
that moment; until then, they can only make a guess. For his part,
Yusuf has been reduced to 0 hit points and is rendered unconscious
after suffering one more grapple attack. The lunarma dispatches him
first, before moving its attention to anyone else in the cargo hold
with it.
The PCs have a few different options for dealing with the lunarma.
Killing it is probably the most straightforward one, since it is
hell-bent on defeating its foes. Even so, the PCs could use a detect
magic spell to recognize that it has been charmed, and
then try to dispel that magical effect. However they manage
the task, they may also need to make a DC 15 Heal check to stabilize
Yusuf, followed by some use of healing magic or channeling positive
energy in order to restore him to consciousness and thus learn his
story.
Lunarma: Refer to page 185 of Bestiary 4 for stats.
To set this scene, refer to the appendix to find deck plans for the
Skylark.
Yusuf's Tale
As long as the PCs do manage to rescue Yusuf, the cleric can tell his
tale. Either through interaction or something more akin to a
recitation, they can learn the following details.
Yusuf is a cleric of Imhotep the Explorer, the one-time leader of
the Church of Ptah who was among the first to venture beyond the
heavens of Homeworld and explore the reaches of the Sol System and
beyond.
He enjoys traveling from planet to planet in the Sol System, using
tamed omas as his preferred method of transport.
During one journey, the oma in which he was traveling was murdered;
he was taken prisoner by the culprits, a band of orc pirates.
The orcs shipped him—along with other prisoners—to a remote
asteroid, to await ransom or some other fate.
Said prisoners include anyone that the GM desires; this is a good
opportunity to introduce any NPCs who relate to the PCs' background
stories or who can provide future plot hooks, depending on the
desires of the players and the needs of the campaign. Refer to the
appendix for just a few of the possibilities.
While trapped there, he watched the heavens for some possible sign
of deliverance, and recognized an opportunity moving between the
stars—the PCs aboard their ship. Using a teleport spell, he
managed to escape.
Yusuf thanks the PCs profusely for saving his life. What is more, he
asks them to help rescue the other prisoners who are still trapped on
the asteroid. Finding that exact location might seem like a daunting
task, but, if the PCs take Yusuf's description of the heavens that
were visible when he cast his teleport spell, and then make a
DC 12 Knowledge (geography) check, they can identify a particular
part of the belt to explore.
Finally, although Yusuf doesn't mention it, he wears a necklace
of adaptation—an item put on him by the pirates so that he
could survive while imprisoned in the asteroid cache. Should the PCs
need some encouragement to undertake this rescue mission, then the
simple fact that each hostage wears the same valuable magical item
could provide monetary incentive for them to attempt such an
undertaking. If need be, Yusuf also mentions that his organization
would reward the PCs for their help, too.
Brother
Yusuf, Cleric of Imhotep the Traveler
CR
6
XP
2400
Various
human cleric 7
LN
medium humanoid
Init
-1; Senses Perception +3
DEFENSE
AC
9, touch 9, flat-footed 9 (-1 Dex)
hp
42 (7d8+7)
Fort
+6, Ref +2, Will +9
Resist
None
OFFENSE
Spd
30 ft.
Melee
Unarmed +5 (1d3)
Special
Attacks Spells
STATISTICS
Str
10, Dex 8, Con 12, Int 16, Wis 17,
Cha 10
Base
Atk +5; CMB +5; CMD 14
Feats
Improved Iron Will, Iron Will, Scribe Scroll, Skill Focus
Skills
Craft (writing) +16, Heal +13, Knowledge (geography, history,
local) +13, Linguistics +13
Languages
Common, Elven, Dwarven, Draconic
SQ
Aura, channel energy 4d6, orisons, domains (travel, knowledge)
Combat
Gear Clothing, necklace of adaptation
Spells
per Day: 4/5+1/4+1/3+1/1+1
Spells
Prepared: Detect magic, guidance, read magic, resistance;
comprehend languages, detect evil, detect magic, endure elements,
protection from evil, sanctuary; augury, locate object, make
whole, owl's wisdom, spiritual weapon; dispel magic, fly,
invisibility purge, magic circle against evil; dimension door,
tongues
Brother
Yusuf is living proof that not all who wander are lost. He is
always on the move, seeking new places to visit throughout the Sol
System, as well as interesting people to meet and ideas to share.
He enjoys little more than swapping stories with others, and
records the most interesting tales so that he can bring them back
and add them to the archives that his order keeps at their temple
in the Holy City on Homeworld.
|
Part
2—The Asteroid Cache
As long as the PCs do agree to help, they can work to figure out the
asteroid's location. For his part, Yusuf can describe the backdrop of
stars and constellations that he saw when he spotted the the party's
ship. Given that, along with a DC 18 Knowledge (geography) check, the
PCs can choose a likely area in which to start looking. Similarly,
the PCs need to make a DC 18 Perception check, and the pilot needs
to make four DC 15 Profession (pilot) or Use Magic Device checks. For
every five points by which the Knowledge (geography) or Perception
checks exceed their base DCs, the pilot needs to make one fewer
check; however, every five points by which those efforts fail forces
the pilot to make an additional check. Failing a piloting check
causes a minor collision, inflicting 8d8 damage to the hull of the
Skylark from the impact.
What is more, the orc pirates and the coven of hags that they serve
have left other guardians to protect the asteroid—a trio of wights.
They remain in the main chamber, ready to attack anyone who tries to
enter or escape.
The Asteroid
Nestled among the other floating space rocks, this one has a telltale
giveaway: a tunnel has been bored into its side (DC 12 Perception
check to notice). Yusuf can confirm that it is the place in which he
was being held captive.
Refer to the map below for the following location descriptions.
1. Entrance
The only indication that this asteroid has been worked
is a hole fifteen feet in diameter. Should the PC's wish to access
it, they'll need to maneuver their aethership along a path that
follows the asteroid's drift, requiring a DC 15 check—with failure
by five or more indicating a collision. Crew members must snag it
with a grappling hook or some other such device, requiring ranged
attacks against AC 10 and then a DC 10 Strength check (and multiple
characters can combine on the latter).
2. Main Chamber
This broad, open area is nearly fifty feet long as well
as wide; it has a ceiling thirty feet high. The interior is pitch
dark. Scattered about the floor is evidence of the mine's old
purpose—a broken shovel, a rusted pickaxe, and similar detritus,
now covered in dust. Closer inspection (a DC 15 Survival check)
reveals tracks that seem much fresher than the abandoned tools would
indicate.
This is also where the wights reside, hiding and hoping
to attack with surprise.
Wights (3): Refer to page 276 of the Bestiary
for stats.
3. Tunnels
The height of any given tunnel section generally matches
its width. These areas were dug out in pursuit of the asteroid's ore,
but have more recently been used by the pirates, who use it as a
place for storing the captives whom they want to hold for ransoming.
In fact, evidence of this traffic still remains, in the form of
messages carved into the walls. These include examples such as “May
the gods save us all,” “Ned was here,” and “There are no
gods.”
More notable, however, is the fact that the rest of the
prisoners are hiding here. They mistake the PCs for the pirates, and
thus hope to put up some kind of a fight. To that end, they wait in
concealment until they have an opportunity to strike. The GM can
build a sense of tension by having the PCs make Perception checks
opposed to the prisoners' Stealth efforts, while describing the
sounds of footsteps and whispers in the darkness. Of course, this
potential battle can easily be diffused as long as calmer heads
prevail.
More
of the Story
If the PCs can rescue the prisoners, then they can learn
a good deal more about the pirates' scheme, including the details
presented below. The GM can present this information in a
conversational way, allowing the PCs to interact with the NPCs, or
more in the manner of a briefing.
The pirates use special weapons with points and edges
made from a blood-red crystal to attack the omas; these cause
bleeding that the space creatures are unable to staunch, thus
killing them.
After
delivering this group of prisoners to the asteroid, the
pirates—aboard their modified dhow, the Raptor—headed
back into the asteroid belt to hunt for another oma.
One of the prisoners kept a careful eye on the
departing vessel, and can tell the PCs the direction in which they
headed.
Hopefully
this information prompts the PCs to take action against the pirates.
The NPCs can provide a little more incentive for them to attempt such
heroics, however, such as by offering to give them each a necklace
of adaptation, promising
payment or other compensation from the organizations to which they
belong, or the like. Whatever their inclination, the PCs don't have
long to wait, for the pirates have a longboat delivering another
batch of prisoners, which arrives ten minutes after the PCs did.
Part
3—Special Delivery
Just how this encounter develops depends on
what—if any—precautions the PCs have taken while exploring the
asteroid. Should any of them have remained aboard the Skylark,
then they might notice the approaching pirate longboats (DC 12
Perception check). Each longboat holds three prisoners; one is crewed
by three typical pirates and a veteran, and the other by three
typical pirates led by the first mate, Mister Ezra, who is in command
of this mission. Refer to the appendix to find stats for the orcs,
along with more information about the prisoners.
If the PCs took pains to conceal their own
vessel, then there's a chance that the pirates don't see them. The
first mate and veteran should make Perception checks, opposed to the
PCs' Profession: sailor or Use Magic Device result, to notice the
Skylark. If the PCs
did not try to conceal their vessel, then the DC is only 10. At the
same time, characters aboard the PCs' ship can also make Perception
checks, and the one with the highest result is first to notice the
approaching pirates.
For their part, the pirates try to flee when they see
trouble. This could lead into a chase, with them starting out three
lengths ahead of the PCs. The character who is piloting the Skylark
needs to make Profession: sailor or Use Magic Device checks opposed
to those of First Mate Ezra; each time the PC's result is higher, the
party gains ground on the orcs. Each time the PCs fail, they lose
ground; ties cause no change. Should the pirates achieve an advantage
of seven lengths, they are far enough ahead of the PCs that they
escape.
As long as the PCs do manage to close for combat, they
should be able to handle the orcs without too much trouble. To make
the situation a little more dramatic, they could threaten to kill
their captives (in game terms, being ready to make coup de grace
attacks against them), if the PCs don't let them flee the scene. That
demand could be overcome through the use of ranged attacks, spells,
or other such means.
If the PCs do manage to defeat these newcomers, and
keep at least one of them alive, then they can learn more about the
situation. The orcs aboard the Raptor are not far away; they
are currently harvesting the meat of the oma from which these
prisoners were taken. While captured pirates don't directly say it,
the implication should be clear—the PCs can catch the orcs unaware
if they are willing to strike quickly.
Longboat
Huge space
vehicle
Squares
8 (7½ ft. by 20 ft.); Cost
5625 gp
DEFENSE
AC
2; Hardness 5
hp
120 (59)
Base
Save +0
OFFENSE
Maximum
Speed 180 ft. (magical);
Acceleration 30
ft. (magical)
CMB
+7; CMD 19
Ramming
Damage 7d8
DESCRIPTION
This boat has a
small step-up mast and oarlocks for when it is used on the water.
Propulsion
magic (1 mast, 15 squares of sails, 75 hp)
Driving
Check Profession (pilot)
Forward
Facing the boat's forward
Driving
Device orb
of control
Driving
Space the square or squares
occupied by the pilot with the orb
of control
Crew
1 +
6 passengers (or 200 lbs. cargo per passenger space)
Decks
1
Weapons
None
|
Part
4—Counterattack
If they want to take on the pirates, then the PCs have at least two
options for doing so. One is to lie in wait at the asteroid, and then
to ambush the pirates when they return. The main drawback for such an
approach is that it allows the orcs to murder another oma, a notion
that should be difficult for good-aligned characters to accept. The
other approach is that they set out after the Raptor,
searching for the ship in its hunting grounds and making a surprise
attack. That has the advantage of preventing any additional
bloodshed, and can allow for a bit of swashbuckling ship-to-ship
combat. Whatever the case, the PCs face formidable foes in the orc
pirates. Refer to Appendix 3 to find deck plans and area descriptions
for the Raptor, along with stats for the orc pirate officers
and crew.
Order of Battle
Just how this battle begins depends largely on how the PCs enter it.
One option, of course, is just to go charging into battle, throwing
caution to the wind. If that is their strategy, then the orcs should
make Perception checks; their highest result gives them one round for
every five points, rounded down, in which to prepare for the attack.
On the other hand, the PCs can also achieve some surprise by
approaching in a stealthier manner, such as by flying in from the
side opposite the colossal oma carcass. In that case, the orcs'
Perception checks should be opposed to the pilot's Profession: sailor
or Use Magic Device check. A higher result means that the PCs have
surprise, while a lower one gives the orcs time to prepare as
mentioned above.
A variation on that ploy is to have some of the crew members pose as
orc pirates returning in the longboat; this requires a Bluff check
opposed by the orcs' Perception efforts. Success allows them to go
aboard the Raptor before the ruse is revealed, while failure
means that they are discovered and immediately attacked.
However this fight is initiated, the orcs respond with generally the
same methods. They first open up with their crossbows, attacking from
range for as long as possible and firing from cover if they can. Once
the battle dissolves into a melee, they wield their whalespears to
provide reach, and then draw longswords when that becomes too
difficult. The captain and two remaining mates grab blood
crystal-bladed harpoons to face off against the toughest hand-to-hand
PCs, while crossbowmen snipe at spellcasters toward the back of the
party.
During this battle the crew can become involved, too. The GM could
have each player roll attack and damage for the twenty crew members,
who fire their crossbows during the approach and defend themselves
with their shortswords if attacked in melee. For their part, the
regular orc crew members surrender if Captain Darius, his two
remaining mates and the six veterans are all defeated.
Blood Crystal-Tipped
Whalespears
The
tips of some of these weapons are made of blood crystal. Refer to
pages 48-9 of the Ultimate
Equipment
guide for more information about this material. Most notably,
weapons made from it cause an extra point of damage when the
target is already suffering bleed damage. That combines with the
effect of the Splintering Weapon feat that the veteran orcs
possess, as detailed on page 120 of Ultimate
Combat,
to provide an effective means of slowly killing omas.
|
The Angry Oma
In
the aftermath of the battle, when the PCs are tending to their
wounded, making arrangements for prisoners, and possibly even
preparing to tow the damaged Raptor
to the nearest port, another oma arrives at the scene. Recognizing
its slain fellow, and believing that some of the small creatures
(which includes the PCs and the orcs) are the ones responsible, it
moves to attack the PCs and their ship. Given the misunderstanding,
it's a good opportunity for the PCs to demonstrate that they not only
are not guilty, but also have helped to bring the responsible party
to justice. That can be accomplished through a Handle Animal check,
the use of magic, or other means, at the GM's discretion.
Conclusion
If the PCs can defeat the orcs, then they have won a notable victory
against an enemy of all who wish to travel the Sol System freely.
What is more, they can claim the necklaces of adaptation that
the prisoners have been forced to wear, either to keep for themselves
or sell for a tidy profit.
Further
Adventures
Although this business is finished, there are plenty more
opportunities for related adventures; a few of the possibilities are
detailed below.
This crew of pirates is just part of a larger organization; in fact,
they are led by a coven of hags, based on the planet Freya, which is
the source of the blood crystal for the whalespears. In fact, the
powers that be, especially the Royal Interplanetary Company, are
seeking to hire capable individuals who can bring those villains to
justice, too.
Indeed, Captain Darious possesses two items that provide additional
clues. One is a wanted poster, depicting him, offered by the Royal
Interplanetary Company; the other is papers for a dhow named the
Venture—the very same that the pirates have rechristened as
the Raptor.
It's quite possible that some of the rescued prisoners—see the
Appendix for more information—have unfinished business of their
own, and could recruit the PCs to help them attend to those matters.
That is especially the case for Brother Yusuf, who as a cleric of
Imhotep the Traveler always has use for a capable crew.
Finally, there is the question of the omas' remains, including the
most recent carcass and the animated bones.
Appendix 1—Map of the Sol System
To
give the players a better idea of their characters' place in the
solar system, please refer to the following map.
Appendix 2—The Skylark
Refer to the deck plans below for the following location
descriptions.
The
Skylark
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
Weapons
Up to 20 Large direct-fire siege engines in banks of 10 positioned on
the port and starboard sides of the vessel, or up to 5 Huge
direct-fire siege engines in banks of 3 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.
The
Skylark
Refer
to the deck plans above for the following area descriptions.
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.
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.
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.
Typical
Sailor
CR
½
XP
200
Various
warrior 1
N
medium humanoid
Init
+0; Senses Perception +1
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp
6 (1d10+1)
Fort
+3, Ref +0, Will +1
Resist
None
OFFENSE
Spd
30 ft.
Melee
Shortsword +2 (1d6+1)
Ranged
Light crossbow +1 (1d8)
Special
Attacks None
STATISTICS
Str
13, Dex 10, Con 13, Int 9, Wis 12,
Cha 8
Base
Atk +1; CMB +2; CMD 12
Feats
Skill Focus (Profession)
Skills
Climb +5, Profession (sailor) +8
Languages
Common
SQ
None
Combat
Gear Shortsword, light crossbow, case of 10 bolts
|
Appendix
3—Orc Pirates of the Raptor
Below
are deck plans and area descriptions for the pirate dhow Raptor,
along with stats for her crew.
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
Artillerist, Lunge, Splintering Weapon, 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. |
Captain Darius
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
Weakness
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
The
captain is tough and ruthless. Now his business, under the
influence of the hags, has shifted from whale hunting on Homeworld
to preying on omas in aetherspace. He recognizes the opportunity
to gain real wealth and power, and is loathe to relent from
pursuing them.
|
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.
|
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
Artillerist, Lunge, Splintering Weapon, 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
This
orc was once second in command to the captain, Darius, but has
been left behind here to take command of the others who assist the
hags in harvesting blood crystal and crafting harpoons.
|
The
Raptor
(Dhow)
The
dhow is a very simple type of vessel. It has a broad, open main deck
with no castles, although there is a covered space in the stern of
the vessel. Beneath that is a cramped cargo deck.
Colossal space
vehicle
Squares
39 (15 ft. by 65 ft.); Cost
5000 gp
DEFENSE
AC
2; Hardness 5
hp
585 (292)
Base
Save +0
OFFENSE
Maximum
Speed 180 ft. (magical);
Acceleration 30 ft.
(magical)
CMB
+7; CMD 19
Ramming
Damage 7d8
DESCRIPTION
This small vessel
has a main deck and a cramped cargo deck below it. It is usually
lateen-rigged, with a large triangular sail. It lacks a true
sterncastle, but has a covered area in the stern for inclement
weather.
Propulsion
magic (1 mast, 15 squares of sails, 75 hp)
Driving
Check Profession (pilot)
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
10
(not including weapons crews)
Decks
2
Weapons
Up to 6 Large direct-fire siege engines in banks of 3 positioned on
the port and starboard sides of the vessel, or 2 Huge direct-fire
siege engines, each positioned on the port and starboard sides of the
vessel. 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.