Sunday, September 2, 2012

Fortune & Glory

Here finally is the next adventure in the Come Hell and High Water campaign.

-Nate


Fortune & Glory
This scenario is Part 13 of the Come Hell and High Water campaign, an adventure series for the Skull & Bones historical setting, for use with the Dungeons & Dragons roleplaying game version 3.5. It is intended for a party of eighth-level characters. Although it is intended as part of an ongoing collection of scenarios, it can also be run as a stand-alone adventure with a bit of modification.

Background
This adventure is meant to take place immediately following the events of the scenario “The Eye of the Storm.” During that time, the PC's discovered a plot by a demon-possessed Edward Chapman to lure the fleets of various Mediterranean powers, along with them, into a pitched battle and the maw of a witch-summoned maelstrom.

Chapman was not so foolish as to carry his treasure cache into battle, however. The valuable he left hidden on Grand Cayman Island before departing for the Mediterranean, as a fail-safe in case of problems. It is buried on the beach there, with a series of cryptic markers indicating its position. What is more, he left behind a group of guardians, savage warriors who wear the skins of crocodiles. They lurk in the jungle of that island, ready to dissuade anyone who comes too close to the treasure.

Indeed, these warriors have are about to have a run-in with some of the pirates who use the island to careen. Two captains are currently careening their vessels there—Annabell “Banshee” O'Bannon and her brother, Michael “Cannon” O'Bannon. The presence of these two pirates, along with their crews, is going to complicate things considerably.


Introduction
As mentioned above, this adventure is intended to follow naturally from the events of “The Eye of the Storm.” Perhaps the PC's managed to release Edward Chapman from his demonic possession, in which case he has no memory of where he buried the legendary Templar treasure. They might also have been forced to kill him, in which case he is doubly unhelpful. Whatever the case, there is only the one clue to the location of the cache.

On the other hand, the GM may wish to use this scenario as a one-shot adventure. If that is the case, they could come into possession of the clue in any number of different ways.
  • It might be part of another treasure cache, or perhaps on the person of an enemy that they defeat.
  • They might stumble across an unfortunate person who is being robbed, with the clue being the item the thieves are seeking.
  • A patron could seek out the PC's in hopes of revealing the clue's secret meaning.
However it is that the PC's come into contact with the item, they can begin trying to decipher it once they have done so.


Encounter 1—The First Clue
The item in question is a small pouch that Chapman wears around his neck. Inside it is a large pinch of sand, along with a tooth. That is all. If the PC's want some more information about it, they need to do some thinking.

A DC 15 Knowledge: nature or Survival check reveals the source of the tooth. It belonged to a caiman, a reptile akin to crocodiles and alligators, and a big one at that. Hopefully this is enough to make the PC's think of Grand Cayman Island, back in the Caribbean Sea. If that doesn't happen right away, Chapman himself might be able to provide some hints. It seems logical to hide the treasure before going into battle, perhaps even before crossing the Atlantic en route to the Mediterranean. Given that, the players might want tot look at the map of the Caribbean on page 163 of the Skull & Bones rulebook for some inspiration. Failing that, one might even allow a DC 20 Knowledge: navigation or sea lore check to recognize the implication.

As long as that location does come to mind, PC's who make Knowledge: sea lore or Profession: sailor checks can recall some information about the Cayman Islands. For the DC's listed below, the lower number is for the prior skill, while the higher one is for the latter.

DC—Information Gained
5/10—The Cayman Islands are English territory, overseen from Jamaica.
10/15—They are sparsely settled, but a noted place for pirates to careen their ships.
15/20—There are legends of crocodiles on the islands who walk upright and have attacked people who make landfall there.
20/25—In the northeast corner of Grand Cayman is a location known as Sandy Beach (see map).

Refer to page 166 of Skull & Bones for a map of, and more details regarding, these islands.

Homeward Bound
For PC's who've participated in other adventures from this series, a trip back to the Caribbean should be a homecoming of sorts. The Atlantic crossing is not something to be taken too lightly, however, and could all sorts of encounters for the party. A few of the possibilities are detailed here.
  • Foul weather could make for a challenge, such as in the interlude “The Storm.”
  • Chance encounters might occur, such as in “The Shipwreck,” “The Pygmies” or “The Healer.”
  • There might be shenanigans aboard ship, as detailed in “The Stowaway,” “The Menagerie” or “The Competition 2.”
  • Monsters, as seen in “The Sirens,” “The Serpent” or “The Ship-Wrecker,” could make an appearance.
Whether the voyage is relatively uneventful or fraught with peril, once they've completed it, the PC's can go about finding their treasure.


Encounter 2—Conflicting Interests
As they approach the island, have the PC's make Spot or Search checks opposed to those for key members of Banshee and Mad Dog's crews; keep in mind bonuses for such factors as being in the crow's nest or using a spyglass. The character with the highest result is first to notice the other ship(s), something that could have important effects later in the adventure. The other pirates have careened their vessels on Sandy Beach in the northwest corner of the island, the very place that seems to be indicated as the location of Chapman's cache.

This situation should present the PC's with an interesting challenge. How can they go about looking for the treasure, without making it obvious that they're seeking valuables? After all, the two other pirate crews have set up a rough camp in the middle of the sandy beach, with many of their number relaxing while others work (in no kind of hurry) at scraping down the hulls of their ships. Unless the PC's are content to wait out the situation for a long time, they need to devise a means of continuing the hunt in a subtle manner. Here the GM needs to be flexible in adjudicating matters, and hopefully the PD's find inventive ways to use their skills and other resources in accomplishing this task.

For one thing, allow Cannon, Banshee and their crew members to make Sense Motive checks opposed by the Player Characters' Bluff efforts at times when they're trying to seem nonchalant. While failure on the part of the PC's doesn't necessarily reveal what they're really doing, it does indicate that they're up to something. That in turn could lead to difficult questions, prompting some good roleplaying opportunities.

In that same vein, this situation provides ample possibilities for other entertaining interactions. Good-natured rivalry between the crews could lead to wrestling matches, shooting contests, drinking bouts and tale-swapping—events that some of the PC's could use as a distraction while others are busy participating. Refer to the appendix to find stat blocks for Cannon, Banshee and the other members of their crews.

There's also the presence of Llewellyn on the island. PC's who participated in the scenario “The Mermaid's Tale” should remember him, and might not think too fondly of the shantyman. If the PC's treated him decently during those events, he might be content to let bygones be bygones. On the other hand, if he has any reason to hate the PC's, Llewellyn could go out of his way to seek revenge.


Encounter 3—The Second Clue
As long as the PC's do manage to look around the island a bit, they could find their next clues. A DC 20 Search check reveals that various trees surrounding the beach have had slashes cut into their bark, including the following patterns:

XIII VII IX VIII XII X XI XIII

Hopefully it doesn't take a Knowledge check to identify them as Roman numerals. Even so, careful observation should reveal that they are the numbers from seven to thirteen, and that thirteen appears twice.



The key to solving the puzzle is to remember that Sir Edward had recovered the treasure of the lost Templar Fleet, which set sail from La Rochelle after that organization was suppressed by Pope Clement IV and King Philip V of France. These two men gave the infamous order calling for the arrest of all Templars in their territory on Friday, 13 October 1307. The trick here is to visualize lines connecting the first XIII to the X (for October 13th), and then from VII to the second XIII (for 1307). As long as these lines are straight, the point where they cross reveals the location of the cache. At the GM's discretion, the PC's could make a DC 15 Knowledge: history check to recall the date in question, and perhaps a DC 20 Knowledge: navigation check to recognize the importance of plotting the positions.

As mentioned above, however, the PC's need to be careful how they go about this search. After all, the Captains O'Bannon have been sitting right on top of the treasure, and thus could claim to have found it first. (Never mind the fact that they didn't actually know it was there in the first place.) Settling any disputes that might arise can be handled with use of the Diplomacy skill, DC 25, with modifiers for good roleplaying and any negotiation that might occur. One option for the PC's is to recruit the O'Bannons as part of their pirate fleet, since by now they should have established their reputations throughout the region.

The treasure includes three chests filled with various old coins, worth a total of 10,000 doubloons; a set of ancient scrolls containing the divine spells (written in Hebrew) greater dispel magic and hallow; a set of masterwork navigational tools, including a beautifully crafted compass and square; the original Jolly Roger, along with a wooden case (reliquary) containing a skull and two femurs; the item holding Nneka's gros bon ange; and a golden idol depicting the head of a demon (Baphomet). The latter item is worth at least 1,000 doubloons to a collector, but possibly more.


Encounter 4—Death Comes in the Night
To complicate matters even further, there is also the matter of the savages that Chapman left behind to guard his treasure. They can strike at any time, especially once the PC's come close to claiming their prize, but they especially prefer to attack under the cover of darkness and with the element of surprise. For that reason, it is probably best to have them emerge from the shadows of the night in the aftermath of some grand celebration, when many of the pirates are drunk, fatigued and possibly injured, as well. (Refer to the article “Of Rum and Drunkenness” in the Buccaneers & Bokor e-zine, issue 5, for more information about the debilitating effects of alcohol.)

When they do strike, the Cayman warriors prefer hand-to-hand combat, where their ability to grapple gives them a distinct advantage. Note that they possess the Improved Unarmed Combat feat, so they don't provoke attacks of opportunity when closing to melee.


Conclusion and Epilogue
Once they've defeated the Cayman warriors and recovered Chapman's treasure, the PC's have completed a major story arc in the Come Hell and High Water campaign. Given that they should be around level 8 or 9, they have established themselves as major players in the Caribbean and beyond. Because of this, they could use a little downtime to spend their new wealth. This might include celebrating victories, outfitting ships and the like. In the terms of a campaign, the players can take some time to decide what their characters are doing next, in order to set the scene for further adventures.

Further Adventures
A few of the possibilities for continuing the story are detailed below.
  • Given their newfound influence, the PC's could set sail in search of more lucrative prizes.
  • If they managed to offend either of the O'Bannons (or anyone else, for that matter), that person might try to take revenge against them.
  • Considering the importance of some of the items in the treasure haul, the PC's could run into other people interested in them.
  • If any of the PC's had other unresolved business, as part of their background stories or otherwise, this could be a good chance to deal with those issues.


Appendix 1—Dramatis Personae

Annabell “Banshee” O'Bannon
Sea Dog 4/Sea Officer 3; CR 7; Size medium; HD 7d10; hp 43; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+3 Dex, +1 dueling jacket); Atk +10 (2d4, pistol) or +6 (1d6, buccaneer knife); SQ Superstitious, Close Quarters +1, Dodge, 1st Favored Ship, Mobility, Skill Expert +2, Command (Morale Bonus); AL N; SV: Fort +5, Ref +8, Will +3; Str 10, Dex 16, Con 10, Int 10, Wis 8, Cha 16.
Background: Sea Devil (Profession: sailor and Survival).
Skills: Diplomacy +13, Hide +10, Knowledge: navigation +9, Move Silently +10, Profession: sailor +9, Survival +4, Use Rope +10.
Feats: Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw.
Fortunes: Superstitious.
Equipment: Dueling jacket, buccaneer knife, six pistols.

Annabell O'Bannon has the fiery temper and proud Irish heritage that her nickname implies. Indeed, she sees herself as a spiritual successor to the great Grace O'Malley, a pirate queen who dealt on equal terms with Queen Elizabeth herself. The Banshee can be quick to anger, but she is also fiercely loyal to those who earn her respect. She craves the thrill of adventure more than the spoils that it can bring, and thus is drawn to those who share her love of danger and challenges. Annabell has red hair pulled back in a ponytail, and cold blue eyes. She dresses in men's clothing, including a dueling jacket and an impressive number of pistols.

Llewellyn
Shantyman 6; CR 6; Size medium; HD 6d8; hp 30; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk +6 (1d6, rapier) or +6 (1d4, stiletto); SQ Bardic music, bardic knowledge, vaporing, fame tale; AL CN; SV: Fort +2, Ref +7, Will +5; Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 17.
Background: Gentleman-Adventurer.
Skills: Appraise +11, Bluff +12, Diplomacy +7, Disguise +12, Gather Information +12, Knowledge (local) +11, Knowledge (sea lore) +11, Perform (fiddle) +12.
Feats: Improved Initiative, Point Blank Shot, Precise Shot, Weapon Finesse (rapier).
Fortunes: Booty, Wastrel.
Equipment: Rapier, stiletto, dueling jacket, fiddle, pouch containing 100 doubloons.

Llewellyn is a consummate performer who loves the attention of a crowd. He is inspired by tales of thrilling heroics, but he himself is something of a coward. For that reason he likes to surround himself with adoring fans, something he accomplishes through adequate performance and the easy spending of his money.

Michael “Cannon” O'Bannon
Buccaneer 4/ Sea Officer 3; CR 7; Size medium ; HD 4d8+3d10+14; hp 53; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +9 (1d6+3, cutlass) or +7 (2d6, short musket); SQ Bonus Feat, Expert Pilot +2, Survivor, Resilient, Skill Expert +2, Command (Morale Bonus); AL N; SV: Fort +7, Ref +6, Will +4; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 10.
Background: Sea Devil (Profession: sailor and Survival).
Skills: Appraise +3, Climb +13, Heal +2, Hide +8, Intimidate +10, Jump +10, Move Silently +8, Profession: sailor +10; Survival +9, Swim +10.
Feats: Cleave, Power Attack, Self-Sufficient, Versatile, Weapon Focus (cutlass).
Fortunes: Details.
Equipment: Masterwork cutlass, buff coat, two short muskets, buccaneer knife.

Where his sister is prone to strong and occasionally destructive emotions, Michael O'Bannon is a laid-back, fun-loving person. It's true that he enjoys nothing more than a good fight, but for him it's never personal. Indeed, he's been known to sit down over a mug of ale with old foes, regardless of the history between them. The Cannon has curly black hair and brown eyes.


Typical Crew Member
Warrior 1; CR 1/2; Size medium; HD 1d8+2; hp 10; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +3 (1d6+2, belaying pin or gaff hook) or +2 (ranged); SQ details; AL LN; SV: Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10.
Background: Seaman.
Skills: Climb +6, Knowledge (sea lore) +3, Profession (sailor) +5.
Feats: Power Attack, Seagoing.
Fortunes: Superstitious.
Equipment: Sailor's clothing, gaff hook or belaying pin, miscellaneous possessions.

Cayman Warriors
Fighter 6; CR 6; Size medium; HD 6d10+12; hp 45; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 Dex, +4 hide armor); Atk +10/+5 (1d3+3, unarmed) or +7 (ranged); AL CN; SV: Fort +7, Ref +3, Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Native (Heal, Move Silently).
Skills: Climb +10, Heal +5, Hide +5, Jump +10, Move Silently +10.
Feats: Cleave, Dodge, Improved Grapple, Improved Unarmed Strike, Power Attack, Self-Sufficient, Weapon Focus (unarmed), Weapon Specialization (unarmed).
Fortunes: Doll's Eyes.
Equipment: Hide armor made from the skins of caymans.

These grim combatants have been corrupted by demonic influences. They wear the skins of caymans crafted into hide armor, and live only to shed the blood of those who invade their island.

Thursday, August 30, 2012

Interlude: The Rendezvous

It's been slow around here for a while, but with good reason. I've had two weeks of school workshops, with Gen Con sandwiched in between them, followed by the first week of the new school year. There's also a new Star Wars roleplaying game, required reading. Even so, detailed here is another Interlude, this one presenting maps for a hidden cavern behind a waterfall. I apologize for the poor quality of the maps; I'm still trying to prepare better-quality versions of them.

-Nate


Interlude 25: The Rendezvous
There are times when pirates, and others, need a quiet place to hold a meeting. This precludes the local public house, and sometimes even a person's home has too many ears around it. For that reason, an out-of-the-way, hard-to-notice location is ideal.

This rendezvous serves that purpose well. The cave is located behind a waterfall; for that reason, it requires a DC 25 Search or Spot check to notice, followed by a DC 20 Climb check to gain entry. Failure on the latter means that a character is swept away by the cascading water, and thus must make a DC 20 Swim check to keep from being pushed under by it. Other characters are free to help, however.

The cave could be used for any number of purposes in a campaign; a few of the possibilities are detailed here.

  • Any manner of ne'er-do-well could use the place for secret meetings, such as smugglers, a cult or the like.
  • The location is ideal for hidden treasures, perhaps the end point of an old map.
  • Alternately, the site could be considered sacred by the local native population--perhaps in conjunction with one of the other options.



Saturday, August 11, 2012

Interlude--The Refitting

I'm a sucker for roleplaying games that involve deck plans. That's probably why a lot of my favorite campaigns have involved them. There were an epic Spelljammer game in junior high and high school, numerous Star Wars campaigns in college, and then three forays out of Freeport and the start of a voyage across the starlit sea in third-edition D&D and Pathfinder. The element I particularly enjoyed was taking a deck plan, making modifications to it, and then deciding where different characters had their quarters. This was particularly fun in the Spelljammer game since, by the end of it, each of the PC's had his own ship as part of the party's armada.

This article, then, provides suggestions for doing just this sort of thing in a Skull & Bones campaign.

-Nate



Interlude 25: The Refitting
It was a common practice for a pirate crew, after taking its first prize, to refit the vessel. This was when the ship's carpenter had a chance to shine, by adding, modifying or removing bulkheads and other features, cutting out extra gun ports and sometimes even cutting out an entire forecastle or moving a mast. In this way the pirates could take an ordinary merchant vessel and turn into a real sea rover, and into their own floating home.

The same thing can be a fun element in a Skull & Bones campaign. The PC's can take an old deck plan and modify it, adding cabins for themselves and important NPC's, and making any other changes they desire. Take, for example, the plan for a slave ship shown previously. Presented here is the same footprint, now modified to serve as a pirate vessel. Area 2, which had been a special hold, is divided into four separate cabins. The shelves have been removed from the middle and lower decks, making room for ten cannon on each side, with gun ports to match. These are, of course, only a couple of the possibilities, and players are likely to have their own ideas for how to customize their ship.



In game terms, most of this (outside of adding the cannon) can be handled with a series of Craft: carpentry skill checks. A skilled PC could lead the work; otherwise, it might be necessary to hire an expert NPC. This could also require going shopping or staging a raid for supplies. It's also important to identify specific quarters and label them, as this creates default locations for the characters when future encounters happen.

Finally, if anyone has access to graph paper with one-inch squares, it could be nice to draw out the finished plan in order to reuse it from session to session.

Monday, August 6, 2012

Links to Resources

While I'm working on other material, I thought I would create a list of links to useful websites. This will be a work in progress, and I'll update it as I discover others. (If anybody would like to recommend a page, too, I'd appreciate it.)

-Nate



Pirate Resource Links

The pages for Adamant Entertainment and Green Ronin Publishing, the companies that produced Skull & Bones:



The website for International Talk Like a Pirate Day (coming this September 19th):



Probably the most comprehensive site I've found:



A large collection of public domain images that are great for reference:


Here's a site with discussion of various topics related to piracy, along with original fiction.

http://pyracy.com/

-

Saturday, August 4, 2012

Interlude--The Manor

Today I have a fancy manor house, suitable for use in all kinds of encounters.

-Nate


Interlude 24—The Manor

This encounter could arise in any number of ways. This kind of home could be located anywhere from Port Royal to London. The PC's might be asked to visit a wealthy patron who doesn't relish doing so in public. Alternately, they might decide to liberate something in the possession of an inhabitant. In the prior case, it could present a challenge of diplomacy, while in the latter, stealth and/or speed could become important.

Refer to the appropriate map for the following area descriptions.



1. Entry
This room is two stories tall, and flanked by staircases on both sides. Double doors open into from the outside, while another set leads into the ball room (Area 15).

2. Parlor
Guests who come to visit the house are received here. To that end, the room is occupied by comfortable armchairs and sofas, along with side tables.

3. Steward's Quarters
The steward (also known as the butler) has his quarters here. It is his job to oversee the rest of the staff in the house, and to receive and announce visitors.

4. Storage
The walls of this room are lined with shelves which hold all of the necessities for keeping a lovely home: fresh linens, candles and lamp oil, extra draperies, spare cushions for furniture and the like.

5. Smoking Room
This room is filled with comfortable chairs, much like the parlor, but it is intended for guests and inhabitants who wish to smoke. As such, it also contains a case of cigars, jars of tobacco and other necessities.

6. Library
Bookshelves line the walls fo this room. They are filled with fancy, leather-bound books. A table surrounded by chairs sits in the middle of it all.

7. Dining Room
A broad table, surrounded by a dozen chairs, commands the center of the room. This is, of course, where meals are held.

8. Kitchen
In addition to a broad oven and cooking stove that occupies the outside wall of the room, this area is filled with racks of cooking supplies, cabinets of spices and the like.

9. Pantry
The walls of this room are filled with shelves holding all kinds of non-perishable foodstuffs, such as flour, rice, sugar, dried goods and more.

10. Cellar (not pictured)
Underneath the pantry is the cellar; a trapdoor and ladder provide access to it. Provisions that need to be kept cool, such as fresh fruits and vegetables, beer and wine, are stored here.

11. Secure Storage
This room is sealed with a stoutly locked door. The family's silver, along with other valuable goods and documents, are kept here.

12. Cook's Quarters
The cook lives in this room, with easy access to the kitchen.

13. Servants' Quarters
The family maintains a staff of three servant girls, who have their quarters here.

14. Footmen's Quarters
There are also three footmen—essentially, guards in fancy uniforms. One is always posted at the front gate, and the others remain at the ready in case of trouble.

15. Ball Room
This broad, open room is only used when the family hosts large gatherings. It is two stories tall, and has skylights in the ceiling as well as chandeliers for lighting.

16. Private Rooms
These bedrooms on the upper level of the house are for the use of family members and guests. Each boasts a bed, desk and chair, dressing table and wardrobe.

17. Master Bedroom
This room is just like the other bedrooms upstairs, except that it is reserved for the husband and wife.

Thursday, August 2, 2012

Review: The Cabin Boy's Pocket Pirate Hand Book

I like PDFs a lot. I know not everyone does, in part because there's something to be said for a hard copy of a text that you can hold in your hand. The way I see it, though, one can always print copies of them. (I have a binder containing all seven issues of Buccaneers & Bokor, for example, because I refer to them  frequently.) One of the reasons I like them so much is because they help to make publishing more accessible for RPG materials that fit into a smaller niche, publications that might not be viable in print but that can be shared around the world because they're electronic. This ties into one of the main reasons why I liked 3rd Edition/D20/OGL so much, because it helped to support different styles of play in the game.

Periodically I visit RPGNow's website and run a search for the term pirate, just to see what new items are available. One item that I've been seeing for a few years now is The Cabin Boy's Pocket Pirate Hand Book, from Healing Fireball Publications. Up until today I never purchased a copy, but now I wish I would've done so years ago. It's a sweet little PDF with a lot of information packed into it:

  • A pirate glossary
  • Types of ships
  • Various knots
  • Different flags
  • Sample ships' articles
  • Types of weapons
  • Recipes
This is historical information, not tied to any ruleset. It provides a good overview of life aboard a ship, a great accessory to give players at the start of a campaign.

http://www.rpgnow.com/product/54811/The-Cabin-Boy%27s-Pocket-Pirate-Handbook

-Nate

Wednesday, August 1, 2012

Another Relic

Recently I've been reading an interesting book, Under the Black Flag (by Don C. Seitz--not the book of the same title by David Cordingly); it describes the careers of some lesser-known pirates. Today's post is inspired by the story of Edward Low.

-Nate



Low's Knife
Although the tales told of pirates sometimes make their lives seem romantic, like free spirits a la Robin Hood and his Merry Men, the reality is usually much more grim. Indeed, many of them could be ruthless and bloodthirsty. Perhaps none is as notorious in this way as Edward Low. During his career as a pirate, he was reported to have abused unfortunate victims in increasingly cruel and creative ways. One captain was heinously whipped, another was simply beheaded, and a third was disemboweled. Perhaps the most gruesome was the time when he forced one fellow to eat his own ears with a little pepper and salt.

The weapon associated with him is a buccaneer knife, albeit one that is worn from frequent use and marred by blood stains that can never be completely washed away. In game terms, Low's knife functions like a buccaneer knife +2. It has some of the same qualities of a mace of blood, however, in that it forces the wielder to make a DC 13 Will save once per day or become chaotic evil. Once that happens, the blade's influence functions like that of a berserking sword. When drawing it, the wielder must make another DC 13 Will save or go berserk and attack the nearest creature(s) until dead, or until there is no other living creature within thirty feet.