Wednesday, February 20, 2019

Adventure: No Prey, No Pay

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.

 

No comments:

Post a Comment