Happy New Year to all! I'll start 2012 with a new interlude while I'm finishing up the stat blocks for the next adventure in the series.
-Nate
Interlude: The Healer
As Europeans began exploring what was to them a New World, many told stories of encounters with strange and previously unknown creatures. One such example is the wild hairy man, a creature first met—and killed—by Edwin Tobias. Although some who've heard it do not believe that fellow's tale, they are wrong. Indeed, there are more of them living in the Caribbean, and they are not something to be feared.
This encounter could occur at any time that the PC's make landfall at a remote location. They have their own run-in with a wild hairy man, this one an experienced cleric. Because of this, the encounter serves as a test. The PC's might first encounter a wounded animal, perhaps an wild dog or a boar. Due to a musket ball lodged in its shoulder, this creature is angry and aggressive. It comes charging out of the underbrush to attack, but characters who succeed at a DC 15 Spot check notice the injury that has enraged it. Armed with that information, it's up to the PC's to try helping it instead of harming it.
As long as they pass that test, they can meet the wild hairy man. He approaches along the animal's path, trying to Hide and Move Silently. If they have killed the beast, the wild hairy man tries to depart, and uses his spell to deter or defend against the PC's. On the other hand, if they have helped it, he approaches them. As a sign of his gratitude, he can heal any wounds they've suffered, and perhaps even reward them with some potions.
This moment of peace lasts only until the hunting party arrives. They are the cause of the trouble, eager to claim their prey and perhaps bag the wild hairy man as an added trophy. Needless to say, they are not happy to see another group interfering with their hunt. The hunters confront the PC's and demand that they yield up the wild hairy man, and respond with violence if their demands are not met.
Animals
Depending on the average level of the PC's, the following animals are recommended for use as the wounded creature.
1—Wild dog (use Wolf)
2—Boar
3—Dire wolf
4—Dire boar
The Healer
Hairy Wild Man Cleric 6; CR 6; Size medium; HD 8d8+16; hp 52; Init +2 (+2 Dex); Spd 30 ft., climb 15 ft.; AC 13 (+2 Dex, +1 natural); Atk +8/+3 (1d6+3, quarterstaff); SQ Can attempt saves versus spell effects twice; AL N; SV: Fort +10, Ref +4, Will +10; Str 17, Dex 15, Con 14, Int 10, Wis 16, Cha 8.
Background: NA.
Skills: Climb +6, Concentration +11, Heal +14, Hide +4, Listen +4, Spot +4, Survival +5.
Feats: Brew Potion, Iron Will, Self-Sufficient.
Fortunes: None.
Equipment: Quarterstaff, satchel containing various items, potions.
Spells per Day: 5/4+1/4+1/3+1. Spells commonly prepared:
This large humanoid is covered in shaggy fur. He has no chin of which to speak, but does have small horns protruding from its head. The wild hairy man is a peaceful type, content to explore the wonders of the natural world. In his bag he carries the potions that he has been brewing, coconuts filled with sweet milk in which various herbs and other ingredients have been soaking. These function as potions of cure light, cure moderate or cure serious wounds, at the GM's discretion.
Lead Hunters
Male Buccaneer 4; CR 4; Size medium; HD 4d10+4; hp 32; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +7 (1d6+3, cutlass or buccaneer knife) or +5 (2d6, short musket); SQ Survivor +2, Expert Pilot, Resilient; AL CN; SV: Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Colonist.
Skills: Climb +10, Heal +8, Hide +8, Knowledge (local) +2, Move Silently +8, Profession (guide) +4, Survival +8, Swim +10, Use Rope +8.
Feats: Alertness, Cleave, Power Attack.
Fortunes: None.
Equipment: Buff coat, long musket, buccaneer knife, cutlass, backpack, bedroll, tinder box, salt pork, cheese, biscuit and water for three days, gallon jug of ale, pipe and tobacco.
Hunters
Male Buccaneer 2; CR 2; Size medium; HD 2d10+2; hp 19; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +4 (1d6+2, cutlass or buccaneer knife) or +3 (2d6, short musket); SQ Survivor +1, Expert Pilot; AL CN; SV: Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Colonist.
Skills: Climb +7, Heal +6, Hide +6, Knowledge (local) +2, Move Silently +6, Profession (guide) +4, Survival +6, Swim +7, Use Rope +6.
Feats: Alertness, Power Attack.
Fortunes: None.
Equipment: Buff coat, long musket, buccaneer knife, cutlass, backpack, bedroll, tinder box, salt pork, cheese, biscuit and water for three days, gallon jug of ale, pipe and tobacco.
The hunters are not necessarily evil, but they are greedy and unconcerned about the well-being of animals. Because of this, they continue to pursue their quarry (or a fight with the PC's) until it becomes apparent that they're overmatched.
Sunday, January 1, 2012
Saturday, December 24, 2011
An Interlude and a Feat
Today's post is another interlude, this time involving a press gang, along with a feat that can help the villains subdue the heroes--all for the sake of the story, of course.
To those who celebrate them, whatever they may be, happy holidays.
-Nate
Interlude: The Press
Many a former landlubber has had his first taste of seafaring against his will, when a chance encounter one evening led to waking up the next morning as part of a ship's crew. Those unfortunates fell prey to a press gang, and through trickery or force found themselves living the life of a sailor.
This encounter is most likely to occur during a night in port. It could occur for any number of reasons, including the following.
*The PC's might just be in the wrong place at the wrong time, victims of circumstance. This could serve as the start of a new campaign, or perhaps as a major complication for an existing one.
In this way, the encounter could serve as the introduction to any number of sea voyages, including, possibly, some of the adventures detailed previously.
*On the other hand, they could be specifically targeted because of their abilities or because of past activities. This might happen based on their reputations alone, or perhaps because an old enemy seeks revenge by hiring someone to shanghai them.
*This might lead into other adventures, including the opportunity for the PC's to become familiar with their new fellow crew members, and perhaps to win the loyalty of these erstwhile associates and thus turn the tables on those who pressed them into service.
*In these ways, this situation could easily be woven into the events of an existing campaign, or could serve as the launching point for a new one.
The encounter itself, of course, requires that certain NPC's stage an attack against the PC's. Detailed below are a number of different characters from which the GM could choose, depending on circumstances.
The Lieutenant
This person is the chief representative of the captain in whose crew the newly impressed sailors will serve. For that reason, the lieutenant's appearance and personality could vary a great deal, from an imperious Royal Navy type to an unpredictable pirate, a privateer somewhere in between the two, or something else entirely.
Sea Dog 4/Sea Officer 1; CR 5; Size medium; HD 5d10-5; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk +5 (1d6+1, cutlass) or +6 (2d4, pistol); SQ Superstitious, Close Quarters +1, Favored Ship (varies), Mobility, Skill Expert +1 (Sense Motive); AL Varies; SV: Fort +3, Ref +6, Will +6; Str 12, Dex 14, Con 8, Int 10, Wis 16, Cha 13.
Background: Pressed Man.
Skills: Knowledge (local) +8, Knowledge (navigation) +8, Knowledge (sea lore) +8, Listen +5, Profession (gunner) +5, Profession (sailor) +11, Sense Motive +12, Spot +11.
Feats: Dodge, Far Shot, Point Blank Shot, Precise Shot.
Fortunes: None.
Equipment: Dueling jacket, cutlass, pistol.
The Crimp(s)
This individual is a fast-talking soul, quick to win a person's confidence before betraying the unfortunate.
Rogue 1; CR 1; Size medium; HD 1d6; hp 6; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk -1 (1d6-1, club) or +2 (2d4, pistol); SQ Sneak Attack +1d6, Trapfinding; AL CN; SV: Fort +0, Ref +4, Will +1; Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15.
Background: Pressed Man.
Skills: Bluff +9, Disable Device +5, Disguise +8, Forgery +8, Gather Information +6, Hide +6, Knowledge (local) +6, Move Silently +6, Profession (gunner) +3, Profession (sailor) +3, Search +5, Sleight of Hand +6.
Feats: Deceitful, Skill Focus (Bluff).
Fortunes: None.
Equipment: Dueling jacket, club, pistol.
Rogue 3; CR 3; Size medium; HD 3d6; hp 13; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk +1 (1d6-1, club) or +4 (2d4, pistol); SQ Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1; AL CN; SV: Fort +1, Ref +5, Will +2; Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15.
Background: Pressed Man.
Skills: Bluff +11, Disable Device +7, Disguise +9, Forgery +9, Gather Information +8, Hide +8, Knowledge (local) +8, Move Silently +8, Profession (gunner) +3, Profession (sailor) +3, Search +7, Sleight of Hand +8.
Feats: Deceitful, Improved Initiative, Skill Focus (Bluff).
Fortunes: None.
Equipment: Dueling jacket, club, pistol.
The Thugs
These toughs are hired for their combat prowess—the ability to beat those who resist into submission. As such, they don't feel too strongly about the cause behind the ambush, and clever characters could exploit this lack of loyalty. In combat, the thugs tend to be nasty, brutish, and short of cleverness.
Fighter 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +4 (1d6+2, club) or +2 ranged; AL CN; SV: Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Pressed Man.
Skills: Climb +6, Jump +6, Profession (gunner) +3, Profession (sailor) +3, Swim +6.
Feats: Power Attack, Versatile, Weapon Focus (Club).
Fortunes: None.
Equipment: Buff coat, club.
Fighter 3; CR 3; Size medium; HD 3d10+6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +6 (1d6+2, club) or +4 ranged; AL CN; SV: Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Pressed Man.
Skills: Climb +8, Jump +8, Profession (gunner) +3, Profession (sailor) +3, Swim +8.
Feats: Cleave, Great Cleave, Power Attack, Versatile, Weapon Focus (Club).
Fortunes: None.
Equipment: Buff coat, club.
Tactics
The last thing the press gang wants is a fair fight. As such, they exploit any possible means for gaining the upper hand in a situation. Usually the crimp is the first to approach the PC's, hoping to win their trust before the inevitable betrayal. He might buy a round of drinks or two. Indeed, one option is for him to purchase a lot of alcohol, using this to soften up the PC's before the attack. Refer to the rules in the article “Of Rum and Drunkenness” in Buccaneers & Bokor, issue 5, for more details about the debilitating effects of alcohol. The crimp himself, of course, sticks with watered-down beverages so that he is not so impeded. If the PC's are particularly tough individuals, the crimp could even poison their drinks in order to soften them up before striking.
For a twist on the above, these introductions could lead into the kinds of friendly tavern competitions described in a previous Interlude. That could provide the opportunity for the thugs to move into position, surrounding the PC's before attacking.
New Feat—Versatile
You are adept at using ordinary weapons to inflict nonlethal damage on opponents.
Prerequisites: Base attack bonus of +1 or higher.
Benefit: You suffer a -2 penalty when using normal weapons to inflict nonlethal damage.
Normal: You suffer a -4 penalty when using normal weapons to inflict nonlethal damage.
To those who celebrate them, whatever they may be, happy holidays.
-Nate
Interlude: The Press
Many a former landlubber has had his first taste of seafaring against his will, when a chance encounter one evening led to waking up the next morning as part of a ship's crew. Those unfortunates fell prey to a press gang, and through trickery or force found themselves living the life of a sailor.
This encounter is most likely to occur during a night in port. It could occur for any number of reasons, including the following.
*The PC's might just be in the wrong place at the wrong time, victims of circumstance. This could serve as the start of a new campaign, or perhaps as a major complication for an existing one.
In this way, the encounter could serve as the introduction to any number of sea voyages, including, possibly, some of the adventures detailed previously.
*On the other hand, they could be specifically targeted because of their abilities or because of past activities. This might happen based on their reputations alone, or perhaps because an old enemy seeks revenge by hiring someone to shanghai them.
*This might lead into other adventures, including the opportunity for the PC's to become familiar with their new fellow crew members, and perhaps to win the loyalty of these erstwhile associates and thus turn the tables on those who pressed them into service.
*In these ways, this situation could easily be woven into the events of an existing campaign, or could serve as the launching point for a new one.
The encounter itself, of course, requires that certain NPC's stage an attack against the PC's. Detailed below are a number of different characters from which the GM could choose, depending on circumstances.
The Lieutenant
This person is the chief representative of the captain in whose crew the newly impressed sailors will serve. For that reason, the lieutenant's appearance and personality could vary a great deal, from an imperious Royal Navy type to an unpredictable pirate, a privateer somewhere in between the two, or something else entirely.
Sea Dog 4/Sea Officer 1; CR 5; Size medium; HD 5d10-5; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk +5 (1d6+1, cutlass) or +6 (2d4, pistol); SQ Superstitious, Close Quarters +1, Favored Ship (varies), Mobility, Skill Expert +1 (Sense Motive); AL Varies; SV: Fort +3, Ref +6, Will +6; Str 12, Dex 14, Con 8, Int 10, Wis 16, Cha 13.
Background: Pressed Man.
Skills: Knowledge (local) +8, Knowledge (navigation) +8, Knowledge (sea lore) +8, Listen +5, Profession (gunner) +5, Profession (sailor) +11, Sense Motive +12, Spot +11.
Feats: Dodge, Far Shot, Point Blank Shot, Precise Shot.
Fortunes: None.
Equipment: Dueling jacket, cutlass, pistol.
The Crimp(s)
This individual is a fast-talking soul, quick to win a person's confidence before betraying the unfortunate.
Rogue 1; CR 1; Size medium; HD 1d6; hp 6; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk -1 (1d6-1, club) or +2 (2d4, pistol); SQ Sneak Attack +1d6, Trapfinding; AL CN; SV: Fort +0, Ref +4, Will +1; Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15.
Background: Pressed Man.
Skills: Bluff +9, Disable Device +5, Disguise +8, Forgery +8, Gather Information +6, Hide +6, Knowledge (local) +6, Move Silently +6, Profession (gunner) +3, Profession (sailor) +3, Search +5, Sleight of Hand +6.
Feats: Deceitful, Skill Focus (Bluff).
Fortunes: None.
Equipment: Dueling jacket, club, pistol.
Rogue 3; CR 3; Size medium; HD 3d6; hp 13; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk +1 (1d6-1, club) or +4 (2d4, pistol); SQ Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1; AL CN; SV: Fort +1, Ref +5, Will +2; Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15.
Background: Pressed Man.
Skills: Bluff +11, Disable Device +7, Disguise +9, Forgery +9, Gather Information +8, Hide +8, Knowledge (local) +8, Move Silently +8, Profession (gunner) +3, Profession (sailor) +3, Search +7, Sleight of Hand +8.
Feats: Deceitful, Improved Initiative, Skill Focus (Bluff).
Fortunes: None.
Equipment: Dueling jacket, club, pistol.
The Thugs
These toughs are hired for their combat prowess—the ability to beat those who resist into submission. As such, they don't feel too strongly about the cause behind the ambush, and clever characters could exploit this lack of loyalty. In combat, the thugs tend to be nasty, brutish, and short of cleverness.
Fighter 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +4 (1d6+2, club) or +2 ranged; AL CN; SV: Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Pressed Man.
Skills: Climb +6, Jump +6, Profession (gunner) +3, Profession (sailor) +3, Swim +6.
Feats: Power Attack, Versatile, Weapon Focus (Club).
Fortunes: None.
Equipment: Buff coat, club.
Fighter 3; CR 3; Size medium; HD 3d10+6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +6 (1d6+2, club) or +4 ranged; AL CN; SV: Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Pressed Man.
Skills: Climb +8, Jump +8, Profession (gunner) +3, Profession (sailor) +3, Swim +8.
Feats: Cleave, Great Cleave, Power Attack, Versatile, Weapon Focus (Club).
Fortunes: None.
Equipment: Buff coat, club.
Tactics
The last thing the press gang wants is a fair fight. As such, they exploit any possible means for gaining the upper hand in a situation. Usually the crimp is the first to approach the PC's, hoping to win their trust before the inevitable betrayal. He might buy a round of drinks or two. Indeed, one option is for him to purchase a lot of alcohol, using this to soften up the PC's before the attack. Refer to the rules in the article “Of Rum and Drunkenness” in Buccaneers & Bokor, issue 5, for more details about the debilitating effects of alcohol. The crimp himself, of course, sticks with watered-down beverages so that he is not so impeded. If the PC's are particularly tough individuals, the crimp could even poison their drinks in order to soften them up before striking.
For a twist on the above, these introductions could lead into the kinds of friendly tavern competitions described in a previous Interlude. That could provide the opportunity for the thugs to move into position, surrounding the PC's before attacking.
New Feat—Versatile
You are adept at using ordinary weapons to inflict nonlethal damage on opponents.
Prerequisites: Base attack bonus of +1 or higher.
Benefit: You suffer a -2 penalty when using normal weapons to inflict nonlethal damage.
Normal: You suffer a -4 penalty when using normal weapons to inflict nonlethal damage.
Sunday, December 4, 2011
Yet Two More Treasures
Today's post details two more treasures, one magical and one not. The first is based on an old folktale, while the second is inspired by a story almost more fantastic than the legend.
-Nate
The Dead Man's Lantern
An old, old folktale tells of a man named Will, a very wicked fellow. The story has it he lived such a bad life that he was refused entrance to heaven upon his death. Because he had once tricked the devil himself, however, Will was also denied admittance to hell, and thus was forced to wander the earth as a spirit for all time. As a kind of recompense, however, the devil gave him a single coal from the fires of hell with which to light his way.
While this tale is usually dismissed as a fiction, those who have seen the dead man's lantern can wonder that it might be true. The lantern contains a single coal, one that has been burning for years without having anything added to fuel it. It functions with the effects of a continual flame spell, except that it gives off a steady supply of light and heat, just like an actual torch. The flame is enclosed in a bull's-eye lantern, however, making it more portable. This makes it a highly valuable asset, albeit one that must be handled with care—for at least two reasons. First of these is the risk of fire that is always a worry aboard a ship; second is the possibility that, if the folktale is true, one of the previous owners might come looking to reclaim the lantern.
The Sailing Charts of Zheng He
The Chinese admiral Zheng He was born in 1371 and lived during the Ming Dynasty. He was a skilled sailor and navigator, rising to the position of commanding a legendary treasure fleet. This group of ships, of unprecedented size—some of the vessels are described as having nine masts and four decks, capable of holding five hundred passengers or more—visited such places as southeast Asia, India, Arabia and eastern Africa. It carried out missions of trade and diplomacy, bringing many valuable cargoes back to China. Some even speculate that his ships travelled beyond the Cape of Good Hope, venturing into the Atlantic Ocean beyond it. Evidence for this assertion comes from a tablet he had inscribed with a cryptic clue:
“We have traversed more than 100,000 li (50,000 kilometers or 30,000 miles) of immense water spaces and have beheld in the ocean huge waves like mountains rising in the sky, and we have set eyes on barbarian regions far away hidden in a blue transparency of light vapors...”
Just what those locations might have been remains open to speculation. Some maintain that ships from the admiral's fleet might even have reached the New World, perhaps even places not yet discovered. The admiral did not survive his seventh and final voyage, and was buried at sea. Some of the information form his charts was depicted in a book called the Wubei Zhi, but rumors persist of other charts that were kept secret upon the captain's death, ones that depict even more far-flung locations.
-Nate
The Dead Man's Lantern
An old, old folktale tells of a man named Will, a very wicked fellow. The story has it he lived such a bad life that he was refused entrance to heaven upon his death. Because he had once tricked the devil himself, however, Will was also denied admittance to hell, and thus was forced to wander the earth as a spirit for all time. As a kind of recompense, however, the devil gave him a single coal from the fires of hell with which to light his way.
While this tale is usually dismissed as a fiction, those who have seen the dead man's lantern can wonder that it might be true. The lantern contains a single coal, one that has been burning for years without having anything added to fuel it. It functions with the effects of a continual flame spell, except that it gives off a steady supply of light and heat, just like an actual torch. The flame is enclosed in a bull's-eye lantern, however, making it more portable. This makes it a highly valuable asset, albeit one that must be handled with care—for at least two reasons. First of these is the risk of fire that is always a worry aboard a ship; second is the possibility that, if the folktale is true, one of the previous owners might come looking to reclaim the lantern.
The Sailing Charts of Zheng He
The Chinese admiral Zheng He was born in 1371 and lived during the Ming Dynasty. He was a skilled sailor and navigator, rising to the position of commanding a legendary treasure fleet. This group of ships, of unprecedented size—some of the vessels are described as having nine masts and four decks, capable of holding five hundred passengers or more—visited such places as southeast Asia, India, Arabia and eastern Africa. It carried out missions of trade and diplomacy, bringing many valuable cargoes back to China. Some even speculate that his ships travelled beyond the Cape of Good Hope, venturing into the Atlantic Ocean beyond it. Evidence for this assertion comes from a tablet he had inscribed with a cryptic clue:
“We have traversed more than 100,000 li (50,000 kilometers or 30,000 miles) of immense water spaces and have beheld in the ocean huge waves like mountains rising in the sky, and we have set eyes on barbarian regions far away hidden in a blue transparency of light vapors...”
Just what those locations might have been remains open to speculation. Some maintain that ships from the admiral's fleet might even have reached the New World, perhaps even places not yet discovered. The admiral did not survive his seventh and final voyage, and was buried at sea. Some of the information form his charts was depicted in a book called the Wubei Zhi, but rumors persist of other charts that were kept secret upon the captain's death, ones that depict even more far-flung locations.
Saturday, December 3, 2011
Two More Nautical Treasures
Today's post details two more magical items, ones based on the sea witch class that I created for Buccaneers & Bokor issue 7. (As a cheap plug, those who are interested can find it for sale on www.rpgnow.com and similar websites.) The first of these items is an important tool, while the second could be the object of a series of adventures.
-Nate
Wind Cord
There are times when the career of a pirate can be made or broken based on just the capricious nature of the wind. The doldrums can leave a ship stranded; worse yet, a storm might trap a vessel in the harbor, or even send it to the bottom of the sea. This has raised all kinds of superstitions, especially those having to do with mysterious women who can command the winds themselves—the sea witches.
The first ritual learned by a seq witch is tying the wind cord, imbuing it with the power to conjure up a breeze or a gale. It is usually made from a piece of ribbon or rope, with three knots tied into it. In game terms, untying the knots unleashes winds of increasing power: first moderate, then severe, and finally with the force of a hurricane. Each ribbon can be used up to three times, once for each knot.
Ship Model
Amongst the sea witches, the second ritual learned is the crafting of a ship model, a crude representation of a specific vessel. Sometimes it is marked, painted or inscribed with the name of the ship in question; at other times, there is no indication of the one it represents. The person who controls the model can cast a control weather spell which affects only the depicted craft, to a radius (and with other effects) as indicated by the spell.
These items could of course be quite valuable; this is especially the case when it comes to models of renowned vessels. For example, a model depicting Captain Kidd's Adventure Galley, the Queen Anne's Revenge commanded by Blackbeard, or even the legendary Flying Dutchman could become a prize that many would go to great lengths to acquire.
-Nate
Wind Cord
There are times when the career of a pirate can be made or broken based on just the capricious nature of the wind. The doldrums can leave a ship stranded; worse yet, a storm might trap a vessel in the harbor, or even send it to the bottom of the sea. This has raised all kinds of superstitions, especially those having to do with mysterious women who can command the winds themselves—the sea witches.
The first ritual learned by a seq witch is tying the wind cord, imbuing it with the power to conjure up a breeze or a gale. It is usually made from a piece of ribbon or rope, with three knots tied into it. In game terms, untying the knots unleashes winds of increasing power: first moderate, then severe, and finally with the force of a hurricane. Each ribbon can be used up to three times, once for each knot.
Ship Model
Amongst the sea witches, the second ritual learned is the crafting of a ship model, a crude representation of a specific vessel. Sometimes it is marked, painted or inscribed with the name of the ship in question; at other times, there is no indication of the one it represents. The person who controls the model can cast a control weather spell which affects only the depicted craft, to a radius (and with other effects) as indicated by the spell.
These items could of course be quite valuable; this is especially the case when it comes to models of renowned vessels. For example, a model depicting Captain Kidd's Adventure Galley, the Queen Anne's Revenge commanded by Blackbeard, or even the legendary Flying Dutchman could become a prize that many would go to great lengths to acquire.
Saturday, November 26, 2011
Interlude--The Pygmies
Today's post is an encounter with advanced pygmies, one that can be a mere diversion or an outright danger for the PC's.
-Nate
Interlude: The Pygmies
It's a difficult thing, provisioning a voyage by sea. For one thing, limited space prevents a captain from stocking as much food an water as a crew would like to have. For another, the vagaries of traveling time make it nearly impossible to predict just how long a journey will last. Even worse, the risk that water might go foul, or food might spoil or become infested with vermin, is always a danger. For all of these reasons and more, it often becomes necessary to stop on remote island and restock the provision aboard a vessel.
Even these remote landings are not without their own hazards, however. Seemingly deserted island can be home to wild animals or—what is worse—hostile native tribes. Detailed here is one such encounter with a band of pygmies, one that could be an irritating distraction or an outright threat to the party's survival, depending on circumstances and the needs of the game.
For the most part, use the sample stats given for pygmies in the Skull & Bones rulebook. To increase the danger for more experience characters, however, a couple of more advanced characters are presented below.
Pygmy Battle Leader
Ranger 3; CR 3; Size small; HD 3d10+9; hp 30; Init +3 (+3 Dex); Spd 20 ft.; AC 14 (+1 size, +3 Dex); Atk +3 (1d4, small shortspear) or +6 (1d4, small shortbow); AL N; SV: Fort +6, Ref +6, Will +1; Str 11, Dex 17, Con 16, Int 10, Wis 12, Cha 8.
Background: Native.
Skills: Climb +6, Hide +9, Move Silently +9, Survival +6.
Feats: Ambush, Point Blank Shot, Rapid Shot, Track.
Fortunes: None.
Special Qualities: Favored enemy (humans), wild empathy.
Equipment: Short bow, quiver of arrows, short spear, knife, vial of poison.
Pygmy Battle Leader (Advanced)
Ranger 5; CR 5; Size small; HD 5d10+15; hp 47; Init +4 (+4 Dex); Spd 20 ft.; AC 15 (+1 size, +4 Dex); Atk +5 (1d4, small shortspear) or +9 (1d4, small shortbow); AL N; SV: Fort +7, Ref +7, Will +1; Str 11, Dex 18, Con 16, Int 10, Wis 12, Cha 8.
Background: Native.
Skills: Climb +8, Hide +12, Move Silently +12, Survival +8.
Feats: Ambush, Point Blank Shot, Rapid Shot, Track.
Fortunes: None.
Special Qualities: Animal companion, endurance, favored enemies (humans, hairy wild men), wild empathy.
Equipment: Short bow, quiver of arrows, short spear, knife, flask of poison.
The advanced leader should also have an animal companion; a wild (riding) dog is perhaps the best fit, but other types of creatures could work as well. The whole party of pygmies could be outfitted with any number of poisons; this list contains just a few of the possible options.
Animal and Poison
Centipede—DC 10 or 11; damage 1 Dex, initial and secondary
Snake—DC 10 or 11; damage 1d6 Con initial and secondary
Spider—DC 10; damage 1d2 Str initial and secondary
Tactics are important here to make for a challenging encounter. The pygmies should use surprise whenever possible, attacking from covering and using movement to their advantage. Some might even climb up into trees, sniping from high ground where it is difficult for characters with melee weapons to reach them. At the GM's discretion they might even use more advanced tactics, such as dropping nets onto characters and the like.
This encounter could develop in a number of ways. Depending on how the PC's handle it, they might overwhelm their enemies or be forced to flee. In the prior case, they might set out to find the pygmy village. That, in turn, could bring discoveries that lead to other adventures, such as finding a long-lost party of travelers who possess a map or some other kind of secret.
-Nate
Interlude: The Pygmies
It's a difficult thing, provisioning a voyage by sea. For one thing, limited space prevents a captain from stocking as much food an water as a crew would like to have. For another, the vagaries of traveling time make it nearly impossible to predict just how long a journey will last. Even worse, the risk that water might go foul, or food might spoil or become infested with vermin, is always a danger. For all of these reasons and more, it often becomes necessary to stop on remote island and restock the provision aboard a vessel.
Even these remote landings are not without their own hazards, however. Seemingly deserted island can be home to wild animals or—what is worse—hostile native tribes. Detailed here is one such encounter with a band of pygmies, one that could be an irritating distraction or an outright threat to the party's survival, depending on circumstances and the needs of the game.
For the most part, use the sample stats given for pygmies in the Skull & Bones rulebook. To increase the danger for more experience characters, however, a couple of more advanced characters are presented below.
Pygmy Battle Leader
Ranger 3; CR 3; Size small; HD 3d10+9; hp 30; Init +3 (+3 Dex); Spd 20 ft.; AC 14 (+1 size, +3 Dex); Atk +3 (1d4, small shortspear) or +6 (1d4, small shortbow); AL N; SV: Fort +6, Ref +6, Will +1; Str 11, Dex 17, Con 16, Int 10, Wis 12, Cha 8.
Background: Native.
Skills: Climb +6, Hide +9, Move Silently +9, Survival +6.
Feats: Ambush, Point Blank Shot, Rapid Shot, Track.
Fortunes: None.
Special Qualities: Favored enemy (humans), wild empathy.
Equipment: Short bow, quiver of arrows, short spear, knife, vial of poison.
Pygmy Battle Leader (Advanced)
Ranger 5; CR 5; Size small; HD 5d10+15; hp 47; Init +4 (+4 Dex); Spd 20 ft.; AC 15 (+1 size, +4 Dex); Atk +5 (1d4, small shortspear) or +9 (1d4, small shortbow); AL N; SV: Fort +7, Ref +7, Will +1; Str 11, Dex 18, Con 16, Int 10, Wis 12, Cha 8.
Background: Native.
Skills: Climb +8, Hide +12, Move Silently +12, Survival +8.
Feats: Ambush, Point Blank Shot, Rapid Shot, Track.
Fortunes: None.
Special Qualities: Animal companion, endurance, favored enemies (humans, hairy wild men), wild empathy.
Equipment: Short bow, quiver of arrows, short spear, knife, flask of poison.
The advanced leader should also have an animal companion; a wild (riding) dog is perhaps the best fit, but other types of creatures could work as well. The whole party of pygmies could be outfitted with any number of poisons; this list contains just a few of the possible options.
Animal and Poison
Centipede—DC 10 or 11; damage 1 Dex, initial and secondary
Snake—DC 10 or 11; damage 1d6 Con initial and secondary
Spider—DC 10; damage 1d2 Str initial and secondary
Tactics are important here to make for a challenging encounter. The pygmies should use surprise whenever possible, attacking from covering and using movement to their advantage. Some might even climb up into trees, sniping from high ground where it is difficult for characters with melee weapons to reach them. At the GM's discretion they might even use more advanced tactics, such as dropping nets onto characters and the like.
This encounter could develop in a number of ways. Depending on how the PC's handle it, they might overwhelm their enemies or be forced to flee. In the prior case, they might set out to find the pygmy village. That, in turn, could bring discoveries that lead to other adventures, such as finding a long-lost party of travelers who possess a map or some other kind of secret.
Wednesday, November 23, 2011
New Feat for Onijegi Characters
Today's entry is a new feat that allows onijegi and similar merfolk to be used as Player Characters.
-Nate
By Land or by Sea
You are one of the rare type of onijegi who can alter her form, from having a fish-like lower body to having actual legs.
Prerequisites: You must be an onijegi or other type of merfolk.
Benefit: Once per day per character level, you can change your form.
Normal: You cannot change your form.
Special: Changing form takes a full minute, and requires at least a gallon of freshwater (for changing to legs) or saltwater (for reverting to a tail) with which to wash the desired area.
-Nate
By Land or by Sea
You are one of the rare type of onijegi who can alter her form, from having a fish-like lower body to having actual legs.
Prerequisites: You must be an onijegi or other type of merfolk.
Benefit: Once per day per character level, you can change your form.
Normal: You cannot change your form.
Special: Changing form takes a full minute, and requires at least a gallon of freshwater (for changing to legs) or saltwater (for reverting to a tail) with which to wash the desired area.
Saturday, November 19, 2011
Interlude--The Articles
This article describes the articles use aboard pirate ships, along with ways that they can be used to create roleplaying opportunities in a game.
-Nate
Interlude: The Articles
Amongst pirates, it's common practice, before setting sail on a cruise, to write up the ship's Articles and have all of the crew members sign them. They serve both as a business contract, detailing how many shares each person should receive after successful action, and as the rules by which all operate while at sea.
In this way, the Articles can be used to create a number of good roleplaying opportunities. One such is the initial negotiations, with different characters bargaining for their proper number of shares. This can include the PC's as well as any NPC's with special abilities, such as a carpenter, surgeon or musician. The GM might bring a prepared list if the PC's are not in charge of the vessel, or the players could devise their own before signing them.
Another possibility is when infractions of the rules occur. There might be temptations for the PC's, such as the chance to do some prohibited gambling. Any female PC who lives in the guise of a man would be in violation, as would those who know her secret but choose to keep it. In a similar manner, the PC's might, as part of their loot, find an item of value that they need to keep hidden from a vicious captain or other untrustworthy crew members. Said rivals could make unobtrusive attacks, while direct retaliation is forbidden. Any violations of the rules, if discovered, could lead to punishment such as flogging or worse.
Sample Ship's Articles
Detailed below are the articles used aboard a ship commanded by the notorious Bartholomew “Black Bart” Roberts.
Article I - Every man shall have an equal vote in affairs of moment. He shall have an equal title to the fresh provisions or strong liquors at any time seized, and shall use them at pleasure unless a scarcity may make it necessary for the common good that a retrenchment may be voted.
Article II - Every man shall be called fairly in turn by the list on board of prizes, because over and above their proper share, they are allowed a shift of clothes. But if they defraud the company to the value of even one dollar in plate, jewels or money, they shall be marooned. If any man rob another he shall have his nose and ears slit, and be put ashore where he shall be sure to encounter hardships.
Article III - None shall game for money either with dice or cards.
Article IV - The lights and candles should be put out at eight at night, and if any of the crew desire to drink after that hour they shall sit upon the open deck without lights.
Article V - Each man shall keep his piece, cutlass and pistols at all times clean and ready for action.
Article VI - No boy or woman to be allowed amongst them. If any man shall be found seducing any of the latter sex and carrying her to sea in disguise he shall suffer death.
Article VII - He that shall desert the ship or his quarters in time of battle shall be punished by death or marooning.
Article VIII - None shall strike another on board the ship, but every man's quarrel shall be ended on shore by sword or pistol in this manner. At the word of command from the quartermaster, each man being previously placed back to back, shall turn and fire immediately. If any man do not, the quartermaster shall knock the piece out of his hand. If both miss their aim they shall take to their cutlasses, and he that draweth first blood shall be declared the victor.
Article IX - No man shall talk of breaking up their way of living till each has a share of l,000. Every man who shall become a cripple or lose a limb in the service shall have 800 pieces of eight from the common stock and for lesser hurts proportionately.
Article X - The captain and the quartermaster shall each receive two shares of a prize, the master gunner and boatswain, one and one half shares, all other officers one and one quarter, and private gentlemen of fortune one share each.
Article XI - The musicians shall have rest on the Sabbath Day only by right. On all other days by favour only.
-Nate
Interlude: The Articles
Amongst pirates, it's common practice, before setting sail on a cruise, to write up the ship's Articles and have all of the crew members sign them. They serve both as a business contract, detailing how many shares each person should receive after successful action, and as the rules by which all operate while at sea.
In this way, the Articles can be used to create a number of good roleplaying opportunities. One such is the initial negotiations, with different characters bargaining for their proper number of shares. This can include the PC's as well as any NPC's with special abilities, such as a carpenter, surgeon or musician. The GM might bring a prepared list if the PC's are not in charge of the vessel, or the players could devise their own before signing them.
Another possibility is when infractions of the rules occur. There might be temptations for the PC's, such as the chance to do some prohibited gambling. Any female PC who lives in the guise of a man would be in violation, as would those who know her secret but choose to keep it. In a similar manner, the PC's might, as part of their loot, find an item of value that they need to keep hidden from a vicious captain or other untrustworthy crew members. Said rivals could make unobtrusive attacks, while direct retaliation is forbidden. Any violations of the rules, if discovered, could lead to punishment such as flogging or worse.
Sample Ship's Articles
Detailed below are the articles used aboard a ship commanded by the notorious Bartholomew “Black Bart” Roberts.
Article I - Every man shall have an equal vote in affairs of moment. He shall have an equal title to the fresh provisions or strong liquors at any time seized, and shall use them at pleasure unless a scarcity may make it necessary for the common good that a retrenchment may be voted.
Article II - Every man shall be called fairly in turn by the list on board of prizes, because over and above their proper share, they are allowed a shift of clothes. But if they defraud the company to the value of even one dollar in plate, jewels or money, they shall be marooned. If any man rob another he shall have his nose and ears slit, and be put ashore where he shall be sure to encounter hardships.
Article III - None shall game for money either with dice or cards.
Article IV - The lights and candles should be put out at eight at night, and if any of the crew desire to drink after that hour they shall sit upon the open deck without lights.
Article V - Each man shall keep his piece, cutlass and pistols at all times clean and ready for action.
Article VI - No boy or woman to be allowed amongst them. If any man shall be found seducing any of the latter sex and carrying her to sea in disguise he shall suffer death.
Article VII - He that shall desert the ship or his quarters in time of battle shall be punished by death or marooning.
Article VIII - None shall strike another on board the ship, but every man's quarrel shall be ended on shore by sword or pistol in this manner. At the word of command from the quartermaster, each man being previously placed back to back, shall turn and fire immediately. If any man do not, the quartermaster shall knock the piece out of his hand. If both miss their aim they shall take to their cutlasses, and he that draweth first blood shall be declared the victor.
Article IX - No man shall talk of breaking up their way of living till each has a share of l,000. Every man who shall become a cripple or lose a limb in the service shall have 800 pieces of eight from the common stock and for lesser hurts proportionately.
Article X - The captain and the quartermaster shall each receive two shares of a prize, the master gunner and boatswain, one and one half shares, all other officers one and one quarter, and private gentlemen of fortune one share each.
Article XI - The musicians shall have rest on the Sabbath Day only by right. On all other days by favour only.
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