Friday, July 26, 2013

Interlude: The Declaration

Today's post provides some suggestions for dealing with the government's response to the actions of piratical PC's.

-Nate

Interlude 47: The Declaration
In a Skull & Bones campaign, it's pretty likely that the PC's are going to make some enemies. A previous interlude, "The Assassin," provides a possible course of action if the foe in question is an individual who feels wronged by them. On the other hand, if they have managed to anger an entire government, the consequences are even more dire. This interlude suggests some ways in which the PC's can find themselves wanted by the law.

Wanted Posters
The most common example for this kind of persecution is, of course, the wanted poster. It includes a few common elements.
  • The name of the individual or organization that posted it, along with the date
  • The name of the pirate in question, along with any known aliases
  • A picture of the individual, if available
  • Detailed descriptions of the character, including height; weight; eye, skin and hair color; any scars, deformities or other distinguishing marks; etc.
  • A list of his/her crimes--this is a good opportunity to review the known business of the PC's from previous adventures
  • A list of known associates
  • The reward for this character's capture
In this way, such a poster not only ties into previous deeds of the PC's, but also can create a sense of competition among them as to who has the highest bounty and why.



A Royal Declaration
Should the PC's really become a thorn in the side of the powers that be, they could find themselves facing official persecution on the orders of a head of state. Such a declaration is likely to include the following details.
  • An introduction
  • A list of offenses, each starting with the word Whereas...
  • A statement of desired action and/or the reward for it, starting with the phrase Therefore be it resolved that...
  • The signature of the sovereign in question, along with a list of his/her royal titles
  • Details about when this declaration was written


GM's with a flair for making props could soak a sheet of printer paper in coffee, allow it to dry, and the use it to print the documents to give them an authentic feel.

Repercussions
These declarations should, naturally, have some negative effects for the party. For one thing, ordinary citizens could now become their enemies, given the possibility of reward. The same can especially be said for existing associates, who might betray the PC's if they think they can do so without putting themselves in harm's way. It should become increasingly difficult to make landfall in civilized areas, perhaps requiring the PC's to find a new vessel and/or use disguises. If this should all be a misunderstanding, the PC's might need to work to clear their names. Depending on their nature, of course, they might delight in these developments, especially as the amount of the reward offered increases to keep pace with their continuing deeds.

Friday, July 19, 2013

Onijegi


One of the great regular articles from the old Dragon magazine was its "The Ecology of the..." series. This took creatures from Monster Manual I and II and the Fiend Folio and explained their origins, habitats and activities in much greater detail, providing ways to incorporate them in a campaign setting. Inspired by this, presented here is a similar take on the merfolk known as onijegi.

-Nate



The Ecology of the Onijegi
This article expands on the description of these creatures presented in the Skull & Bones rulebook.

Origin Story
The first appearance of the onijegi is explained in a traditional Yoruba tale. According to it, a young woman once pledged to marry the most handsome man in the world. Just such a fellow she met one day in the marketplace. He explained, however, that he actually came from the river Idunmaibo; he was fish, but had been granted the power to take on human form. Nevertheless, the young woman insisted that they be married, and he assented. They agreed to meet occasionally at Idunmaibo whenever she sang a song to summon him, where she would bring him foodstuffs and he would bring her gifts from the sea.

They continued in this way for some time, until it was that the woman's family insisted on her taking a husband. After all, they did not know of her marriage to the fish-man. When she explained that she was already married, they were outraged. One of her brothers followed her to the river during her usual meeting with her husband. In this way he learned the magic song and, returning without her, used it to summon the fish-man. The brother then stabbed him to death. Some time later she attempted to call him as usual, but he did not reply, and she recognized what had happened. In her passionate grief she threw herself into the river, but instead of dying she was turned into the very first onijegi.


Onijegi in the New World
At some point, of course, the onijegi travelled from Africa to the Caribbean. Perhaps some of them followed the slave ships that made this run with their living cargo; after all, it is commonly believed that onijegi sometimes fall in love with humans, and if one such were then captured and taken as a slave, the merfolk lover might follow the ship and captive to their destination. Some might argue that the length of such a journey is impossibly daunting, but one cannot argue against the fact that the onijegi are to be found in the New World.



The most common dwelling place for onijegi is one with plenty of reefs, where they can find shelter from storms and possible enemies. Some prefer small, individual domiciles, while others band together and occupy sprawling complexes of tunnels and caverns. Whatever the case, these are generally in shallow water. Refer to the appropriate map for an example of one such structure.

1. Entry
The entrance to the tunnels and chamber in this coral reef lies at the bottom of the sea. More trusting onijegi leave it open to any potential visitors, while those who value their privacy cultivate a bed of kelp in front of it so as to provide concealment from prying eyes. Additionally, those who have access to such things sometimes afix a barred gate in this narrow passage so as to keep unwanted guests from entering.

2. Passageways
The second line of defense for the lair is the maze of twisting passageways--all filled with water, of course--that eventually lead to the main chamber. While the onijegi know the correct path, and can don't need to worry about the lack of oxygen, it serves to disorient and delay intruders. What is more, the onijegi sometimes arrange for unpleasant surprises to be found here, such as sharks, squids or aggressive crabs.

3. Common Area
The onijegi are a highly communal, open kind of people--at least among themselves. To that end, the common area of the lair is not divided into private quarters or similar chambers, but instead is one large space. Small vents provide an inflow of new water, along with sunlight during the daytime. In the lairs of those onijegi who are open to contact with outsiders, this area sometimes has a pocket of air close to the ceiling that allows them to breathe while visiting. It is here that they spend much of their downtime, sharing meals along with stories and other entertainments.

Onijegi dwellings are usually located close to reliable sources of food, usually large beds of kelp. The merfolk supplement this with some meat taken from hunting. Note that they only hunt singly so as to give their prey a fighting chance, out of respect to these sea creatures. Onijegi use coral or stone for making their knives and spearpoints, and weave nets out of seaweed. Coral is also a source of personal decoration for them, as are the pearls that they sometimes harvest.

Indeed, it is the desire for shiny baubles, along with the merfolk's love of storytelling, that sometimes brings them into contact with land dwellers. Given their love of tales, occasional eavesdropping on sailors and others who live by the sea provides them with a wealth of new material. In the same way, onijegi sometimes trade goods from the sea, such as pearls or recovered treasure, for items such as mirrors, steel weapons and other manufactured goods. As mentioned above, this contact also can lead to merfolk becoming infatuated with land dwellers, leading to a relationship that usually brings conflict of some kind.

Connections to Other Aquatic Humanoids
Given their resemblance to other creatures who dwell in the sea, those who know about the existence of the onijegi sometimes speculate that they could all be related to one another. While it is not known how these distinct groups have come to be, it is clear that there are important differences between them.

The sea monks, most people believe, are onijegi who were inspired by the teachings of early Christian missionaries and have now established a monastic order dedicated to them. Ostensibly this should create a conflict, given that the sea monks are generally a pacifistic punch. The fact that they have adopted Christianity, however--as opposed to the traditional onijegi belief in such half-fish divine beings as the West African Mami Wata--is sure to bring some kind of strife as both sides try to win the hearts and minds of the faithful.

Whereas sea monks are lawful, and onijegi are chaotic but good in their outlook on life, the sirens are a cold and uncaring bunch. Their aptitude for leading sailors to their doom shows a calous disregard for other living things, something that pits them against onijegi. It is known that they've practiced such deeds for many centuries, given that they were reported in the time of Odysseus and the Trojan War, but it is not known why they have such a dispassionate outlook.

Throughout the world there are many variations on the story of the onijegi, sometimes in the oceans and sometimes in the rivers. These include the merrow of Scotland and Ireland, the Japanese ningyo, the German Rhine maidens, and many others. Additionally, the resemblance of such legendary figures as the Babylonian Oannes as well as Fu Xi and Nuwa of China--all of whom are reputed to have brought wisdom and civilization to their respective lands--hint that the merfolk could have an even older and more influential culture.

Some mariners consider merfolk to be wicked creatures of ill omen. This is likely because, although most onijegi are kind, there are exceptions. It is those evil individuals whose misdeeds lead to such superstitious beliefs.

Onijegi Characters
Detailed here are some typical onijegi characters who play specialized roles withing that society.

Onijegi Hunter
Ranger 1; CR 1; Size medium; HD 1d8+2; hp 10; Init +3 (+3 Dex); Spd 5 ft., swim 50 ft.; AC 15 (+3 Dex, +2 armor); Atk +2 (1d8+1, trident) or +4 (net); SQ Low-light vision, spelllike abilities, 1st favored enemy (animal), Track, wild empathy; AL CG; SV: Fort +4, Ref +5, Will +2; Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 10.
Background: NA.
Skills: Handle Animal +2, Heal +4, Hide +7, Listen +4, Move Silently +7, Spot +4, Survival +6, Swim +3.
Feats: Dodge, Track.
Fortunes: None.
Equipment: Trident, net, dagger, sharkskin (leather) armor.

Onijegi Hunter Sergeant
Ranger 3; CR 3; Size medium; HD 3d8+6; hp 23; Init +3 (+3 Dex); Spd 5 ft., swim 50 ft.; AC 15 (+3 Dex, +2 armor); Atk +4 (1d8+1, trident) or +2/+2 (1d4 +1, two daggers) or +6 (net); SQ Low-light vision, spelllike abilities, 1st favored enemy (animal), Track, wild empathy, combat style (two-weapon fighting), Endurance; AL CG; SV: Fort +5, Ref +6, Will +3; Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 10.
Background: NA.
Skills: Handle Animal +4, Heal +6, Hide +9, Listen +6, Move Silently +9, Spot +6, Survival +8, Swim +5.
Feats: Dodge, Endurance, Mobility, Track, Two-Weapon Fighting.
Fortunes: None.
Equipment: Trident, net, two daggers, sharkskin (leather) armor.

Onijegi Hunter Lieutenant
Ranger 7; CR 7; Size medium; HD 7d8+14; hp 49; Init +3 (+3 Dex); Spd 5 ft., swim 50 ft.; AC 15 (+3 Dex, +2 armor); Atk +9/+4 (1d8+2, trident) or +8/+8/+2/+2 (1d4 +2, two daggers) or +10/+5 (net); SQ Low-light vision, spelllike abilities, 1st favored enemy (animal), Track, wild empathy, combat style (two-weapon fighting), Endurance, animal companion, improved combat style, woodland stride; AL CG; SV: Fort +7, Ref +8, Will +4; Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10.
Background: NA.
Skills: Handle Animal +6, Heal +10, Hide +13, Listen +8, Move Silently +13, Spot +8, Survival +12, Swim +8.
Feats: Dodge, Endurance, Improved Two-Weapon Fighting, Leaping Attack, Mobility, Track, Two-Weapon Fighting.
Fortunes: None.
Equipment: Trident, net, two daggers, sharkskin (leather) armor.

The onijegi hunters are individuals to be respected, both for their prowess in combat and for their sense of honor. They only hunt animals singly, to give them a fighting chance; the exception to this is grave threats to the community, such as if a dreaded timingila began prowling in their territory. All of them are proficient with the trident and net. More experienced sergeants also learn to fight with a pair of daggers, allowing them to strike a foe numerous times. Finally, the lieutenants--who often are leaders of their communities--master the ability to leap from the water and attack foes on land or in boats.

Porpoise (Animal Companion)
Medium Animal
Hit Dice: 4d8+4 (22 hp)
Initiative: +4
Speed: Swim 80 ft. (16 squares)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Slam +5 melee (2d4+1)
Full Attack: Slam +5 melee (2d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blindsight 120 ft., hold breath, low-light vision, link, Evasion
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 12, Dex 18, Con 13, Int 2, Wis 12, Cha 6
Skills: Listen +8*, Spot +7*, Swim +9
Feats: Evasion, Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 2

Onijegi Storyteller (such as Arukuma the Wanderer)
Bard 5; CR 5; Size medium; HD 5d6+5; hp 25; Init +3 (+3 Dex); Spd 5 ft., swim 50 ft.; AC 13 (+3 Dex); Atk +4 (1d4+1, dagger) or +6 ranged; SQ low-light vision, bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence; AL CG; SV: Fort +2, Ref +7, Will +3; Str 12, Dex 16, Con 12, Int 13, Wis 8, Cha 18.
Background: NA.
Skills: Diplomacy +12, Escape Artist +11, Hide +11, Gather Information +12, Move Silently +11, Perform (singing) +15, Tumble +11.
Feats: Dodge, Skill Focus (Perform: singing).
Fortunes: None.
Equipment: None.
Spells Known: Daze, detect magic, know direction, message, read magic, resistance; charm person, hypnotism, identify, sleep; daze monster, enthrall, suggestion.
Spells per Day: 3/4/2.

The storytellers among the onijegi are perhaps the most adventurous of them all. Given their penchant for learning new stories, they are the most likely to travel close to human and other settlements. It is these who occasionally meet and fall in love with non-onijegi, something that always brings drama of some kind to both parties.

New Relic: Song of Onijegi Summoning
This song, which is a closely guarded secret among the onijegi and the rare outsiders whom they entrust to learn it, can be used to call the nearest of these merfolk to the one who sings it. It can only be used once per month, and doesn't necessarily give the singer any influence or control over the onijegi who responds to it. The song is usually passed along by teaching it orally; a written copy of it would be rare and valuable indeed.

Using the Onijegi in a Skull & Bones Campaign
The onijegi can connect to all kinds of adventure in the Caribbean or elsewhere; detailed here are just a few of the possibilities.
  • Sunken ships and lost treasures are a tremendous resource for the onijegi. As such, they can use the location of a wreck as a reward for services performed, or as an enticement for those who have something they want.
  • Romance and marriage are always a possibility when a storyteller is involved. This is especially likely if the character in question is highly charismatic and has tales of bravery and love to tell.
  • Should some kind of tremendous threat arrive in their territory, the onijegi might need to seek outside help to deal with it.
  • Were a siren to gain command of a band of onijegi, she could begin using them to attack unwary ships or boats.
  • In that event, it could become necessary to raid the creatures' lair in order to rescue a hostage or recover stolen valuables.

Thursday, July 18, 2013

Two Upcoming Premieres

Here's a quick, non-RPG-related post for today. Previously I've mentioned the upcoming series Black Sails on Starz, a prequel to Robert Louis Stevenson's classic Treasure Island. As part of the promotion for the show, due out in January of 2014, there's a companion website.

Pirates Wanted

It has some interesting graphics and information, and provides a chance to sign up for additional information. Given that San Diego Comic Con is happening right now, there should be more details about the show released to the general public in the near future.

Additionally, Blastr.com has a trailer for the upcoming video game Assassin's Creed 4: Black Flag. Have a look at it.

Blastr Article

The article claims that the game looks better than the Pirates of the Caribbean films. I'm not sure that's the case, but if I played video games, I'd play this one.

-Nate

Wednesday, July 17, 2013

Wokou

In a traditional D&D game, in my opinion, monks never stacked up very well against other combat-oriented characters. For a Skull & Bones game, however, I think they can make engaging foes. Note that this post is intended to compliment the junk deckplan presented previously.

-Nate




Wokou

These skilled martial artists provide an interesting and challenging foe for more traditional swashbuckling pirates, given their prowess in unarmed combat and the different sorts of tactics they can thus employ. Historically, wokou (pronounced like wako) are believed to have had mixed Chinese, Korean and Japanese ancestry.

Wokou Crew Member
Monk 1; CR 1; Size medium; HD 1d8+1; hp 9; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 Wis); Atk +3 (1d6+2, unarmed) or +1/+1 (1d6+2, flurry of blows) or +2 ranged; SQ Bonus feat, flurry of blows, unarmed strike; AL TN; SV: Fort +3, Ref +4, Will +4; Str 14, Dex 14, Con 12, Int 10, Wis 14, Cha 9.
Background: Seaman (Climb 2 ranks, Profession: sailor 2 ranks).
Skills: Climb +6, Hide +6, Jump +6, Move Silently +6, Profession (sailor) +6, Tumble +6.
Feats: Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike).
Fortunes: Code of Honor.
Equipment: Clothing, various personal items.

These low-ranking members of the crew are already developing impressive skills, and are adept at handling a ship, too. Although they can be downright jovial in their own company, they are serious when facing newcomers and ferocious toward their enemies.

Veteran Wokou Crew Member
Monk 3; CR 3; Size medium; HD 3d8+3; hp 20; Init +2 (+2 Dex); Spd 40 ft.; AC 14 (+2 Dex, +2 Wis); Atk +5 (1d6+2, unarmed) or +3/+3 (1d6+2, flurry of blows) or +4 ranged; SQ Bonus feats, flurry of blows, unarmed strike, evasion, still mind; AL TN; SV: Fort +4, Ref +5, Will +5; Str 14, Dex 14, Con 12, Int 10, Wis 14, Cha 9.
Background: Seaman (Climb 2 ranks, Profession: sailor 2 ranks).
Skills: Climb +8, Hide +7, Jump +8, Move Silently +7, Profession (sailor) +8, Tumble +8.
Feats: Combat Reflexes, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike).
Fortunes: Code of Honor.
Equipment: Clothing, various personal items.

When it comes time to storming a potential prize, these individuals lead the way. They can climb the side of a ship almost as quickly as others walk, swarming around the opposition and striking quickly to incapacitate their foes.

Wokou First Mate
Monk 9; CR 9; Size medium; HD 9d8+9; hp 53; Init +2 (+2 Dex); Spd 60 ft.; AC 15 (+2 Dex, +2 Wis, +1 class); Atk +9/+4 (1d10+2, unarmed) or +9/+9/+4 (1d10+2, flurry of blows) or +7/+7/+2/+2 (1d10+2, Two Weapon Fighting) or +7 ranged; SQ Bonus feats, flurry of blows, unarmed strike, evasion, still mind, Ki strike (magic), slow fall 40 ft., purity of body, wholeness of body, improved evasion; AL TN; SV: Fort +7, Ref +8, Will +8; Str 15, Dex 15, Con 12, Int 10, Wis 14, Cha 9.
Background: Seaman (Climb 2 ranks, Profession: sailor 2 ranks).
Skills: Climb +14, Hide +10, Jump +14, Move Silently +10, Profession (sailor) +14, Tumble +14.
Feats: Combat Reflexes, Improved Grapple, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Stunning Fist, Two-Weapon Fighting, Weapon Focus (unarmed strike).
Fortunes: Code of Honor.
Equipment: Clothing, various personal items.

Second only to the captain, this toughened pirate should be a match for most other characters in single combat.

Wokou Captain
Monk 13; CR 13; Size medium; HD 13d8+13; hp 75; Init +2 (+2 Dex); Spd 70 ft.; AC 17 (+2 Dex, +2 Wis, +2 class, +1 shield); Atk +13/+8 (2d6+3, unarmed) or +13/+13/+13/+8 (2d6+3, flurry of blows) or +7/+7/+2/+2 (2d6+3, Two Weapon Fighting) or +10 ranged; SQ Bonus feats, flurry of blows, unarmed strike, evasion, still mind, Ki strike (magic, lawful), slow fall 60 ft., purity of body, wholeness of body, improved evasion, diamond body, greater flurry, abundant step, diamond soul; AL TN; SV: Fort +9, Ref +10, Will +10; Str 16, Dex 15, Con 12, Int 10, Wis 14, Cha 9.
Background: Seaman (Climb 2 ranks, Profession: sailor 2 ranks).
Skills: Climb +19, Hide +12, Jump +19, Move Silently +12, Profession (sailor) +18, Tumble +18.
Feats: Combat Reflexes, Improved Grapple, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Stunning Fist, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (unarmed strike).
Fortunes: Code of Honor.
Equipment: Clothing, various personal items.

Reigning over the motley crew of martial artists is this unarmed combatant bar none. Despite his prowess in battle and the larcenous practice of piracy, however, the captain is also a serious and disciplined person, one who takes time to contemplate the mysteries of life and the surrounding world.

*Note that these stats do not include magical items. Depending on the nature of a campaign, a GM might want to equip more powerful wokou with items such as magical martial arts weapons, amulets of natural armor or even a monk's belt.

Using the Wokou in a Skull & Bones Campaign
These characters can make for an exotic, intriguing change of pace in a historically-based pirate campaign; presented below are a few options for doing so.
  • First and foremost, the wokou provide an interesting clash of cultures with pirates from a Western setting. Their tactics in combat should provide a challenge, but they can just as easily be begrudged rivals or even allies if the PC's can win their respect.
  • The PC's might have a run-in with the wokou while one group or the other is fighting with a Spanish prize in the South Seas, leaving them to decide whether to compete or cooperate with the Oriental pirates.
  • The wokou could be explorers and merchants, in the tradition of the famous captain Zheng He.
  • If a noted wokou captain were capture by the Spanish, the Easterners might approach the PC's and ask for help with staging a rescue.
  • Should the PC's be part of a world-spanning network of pirates, it is likely that a wokou captain and crew would be part of such an organization.

Wednesday, July 10, 2013

The Junk

Presented here are stats and a deck plan for a Chinese junk.

-Nate




The Junk
Few sights capture the exotic feel of the East, from a Western point of view, better than the ships known as junks. Their distinct type of sails make them stand out from other sailing vessels, while their unusual crews and cargoes hint at the exotic lands from which they hail. The term junk is something of a catch-all, and can refer to many different configurations of vessels. Some people adapt them to serve as houseboats, and in Canton they are even used as floating brothels known as "flower boats."

Junks first came into use during the Han Dynasty (ca. 206 BCE - 220 CE) and were probably first used for voyages at sea during the latter part of that period. Their most notable shared features are sails reinforced by battens, which give them their strength and distinctive shape. They also lack the bowsprit that is common on ships of Western design. Note that the stats and deck plan presented below reflect a moderately sized craft; both smaller and larger variations are certainly possible. Indeed, rivers and ports in China and the surrounding countries are often filled with one- or two-masted vessels, while the fleet of the noted explorer Zheng He included massive seven-masted ships.

Junk
Large Merchantman
Draft: 2 fathoms
Structure Dice: 4d8 (18 sp)
Hardness: 5
Maneuverability: -1 (+2 circumstance, -2 Merchantman, -1 size)
Speed: 120 ft./12 knots (sails)
Turn Rate: 2 (sails)
AC: 7 (-2 Merchantman, -1 size)
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: Varies
Damage: Varies
Special Qualities: None
Crew: 20 sailors
Passengers: 20 or more, depending on configuration
Cargo: 100 tons, depending on configuration



Deck Plan

1. Main Deck
This area stands open on the front half of the ship. Here can be found the capstan for raising and lowering the anchor, along with the hatch to the cargo hold (Area 7), the door to this deck's private cabins (Area 2) and stairs leading below as well as to the quarterdeck (Area 4).

2. Private Cabins
Passageways from the main deck and quarterdeck provide access to these quarters. They are used for important personages such as crew officers and special passengers. Lightwells provide illumination in the passageways.

3. Special Cabin
A really important crew member or passenger might be quartered here, a private room with more space and more light than the other cabins.

4. Quarterdeck
This area is raised above the main deck (Area 1), and has steps leading down to it as well as up to the poop deck (Area 6). Note that both of those terms, quarterdeck and poop deck, are Western labels being applied to this ship.

5. Captain's Cabin
The other stately cabin aboard the junk, located just aft of the quarterdeck (Area 4) and more private cabins (Area 2), is here.

6. Poop Deck
With the highest elevation at the stern of the vessel, it is here that the helmsman steers the ship via the rudder.

7. Lower Deck
This is the ship's cargo hold, accessible via stairwells and the main hatch. It is not only used for storage, however, and can easily be fitted with bulkheads to provide more cabins for passengers or crew.

Sunday, July 7, 2013

Two New Relics

Detailed here are two new relics, both made from parts taken from deceased human beings.

-Nate



Hands of Glory
According to legends, this item is made from the hand of a person executed for banditry; it is treated for preservation, and sometimes inscribed with arcane sigils. The creator then makes a candle from the fat of the deceased victim and places it in the palm of the hand; alternately, five candles are created and placed atop the fingertips.

In this way the device harnesses magical energies toward one of two different effects. One can strike fear into those who see it, allowing the wielder to affect victims as per the hypnotism spell once per day, except that 2d10 hit dice of opponents are affected. The other allows the wielder to cast a knock spell once per day. Some occultists speculate that still other types of hands could be created by using materials from different subjects, such as by using the hand and body fat of an executed pirate.


Shrunken Heads
This small, grisly trophy is made from the head of a slain enemy. It is believed to harness the spirit of the fallen foe, as well as to prevent that spirit from taking vengeance on the person who carries it. The head is generally dark in color, due to the process involved in preparing it, and is sometimes decorated with beads or other such trinkets. These are considered to be important honors among the Jivaroan tribes (of South America) that create them, and so they are only crafted on rare occasions.

In game terms, these items function in the same manner as the various ioun stones that grant +2 enhancement bonuses to ability scores. In this case, the bonus granted depends on the highest ability score of the individual by whom the head was created.

Wednesday, July 3, 2013

Interlude: The Settlement

This post is inspired by Matthew J. Hanson's post-apocalyptic Broken Earth campaign setting for the Savage Worlds RPG--recently funded via Kickstarter--in the playtesting of which I was recently able to participate. It provides an opportunity for some pirates to build a community of their own, with all of the labor and drama that such an endeavor would entail.

Also, I'd like to wish a happy Fourth of July to everyone who celebrates it.

-Nate



Interlude 46: The Settlement
Depending on how they are regarded in the eyes of the law, the PC's might find it necessary to seek out a place to live where they are beyond the reach of the authorities. Alternately, they might rescue or otherwise assist fugitives who need such sanctuary. Whatever the case, this interlude provides some suggestions for developing a situation in which a group of characters establish a settlement.

Finding a Suitable Location
The first consideration, of course, is to find a place to build the settlement. When doing so, there are a few concerns that should be kept in mind. How remote is it? That is to say, how likely is it that the authorities or other enemies might stumble across it? For example, the Bahamas have plenty of little islands on which to find some seclusion, but they're also quite close to major ports inhabited by Spain, France, England and the Netherlands. On the other hand, locations in the Pacific and Indian Oceans, like Madagascar or even more remote locations, can provide more solitude, although it thus becomes more difficult to resupply a settlement.



Building Shelters

If people are going to live in this place, they need to have a roof over their heads. To that end, their are a number of options open to the PC's. Refer to the appropriate maps from the scenario "Reprisal" and the article "Squatter Bay" for examples of the kinds of simple structures that could be easily built. It takes Profession: woodcutter and Craft: carpentry checks to build them. Indeed, PC's with relevant skills could lead the others in building their new homes. Additionally, it could be interesting to lay out the community, to plan other structures like a meeting house, tavern, warehouse or the like.



In theory, the GM could set a value on the structures, and then use that to determine just how much time and work are required to build them. This could be come tedious. Perhaps a better option is simply to record the result for each structure built, so as to have a comparison of their relative qualities.



Securing Sources of Food
This is perhaps the biggest concern facing any community. There are a few skills that could help accomplish this, such as Profession: farmer, fisher, hunter or rancher. These apply, of course, to growing crops, catching fish, tracking and killing game or raising livestock. Here again, it might become disinteresting to provide a table with check results and the amount of food created by each. Rather, the results of checks by the PC's--while exploring various options--could again represent who is able to provide the most food and how.

Providing Income/Revenue
In the event that the community is not self-sufficient, as far as food is concerned, it could be necessary to have an alternative sources of funding. One option, if the PC's are involved, is that they could pay for it with the spoils of their piratical exploits. Another option is that the inhabitants could produce useful goods by using such skills as Craft: basketweaving, leatherworking, pottery or weaving; or Profession: brewer, miner or tanner. These are, of course, in addition to the subskills mentioned above.

Establishing Defenses
More important, in the event that unwanted visitors should ever find the settlement, are the precautions and preparations made for fending off an attack. These could include a number of factors, such as the following.
  • From the outset, it's a good idea to raise a barrier of sand or dirt and offload some cannon, at least until the place is up and running.
  • Then it's important to know what kinds of weapons--melee and ranged--are stockpiled here. It could be up to the PC's to provide these armaments.
  • Next, is there any artillery left for use against ships and groups of enemies? Here again, the PC's might need to supply cannon, powder and shot.
  • What type of training do the locals have? This could make for an exciting scene, with capable characters helping to drill the settlers.
  • Does the place have any supernatural or otherwise special defenses?
Of course, it's impossible to know just how successful these preparations are, unless an attack occurs.

When Drama Ensues
All kinds of problems could ensue while the settlement is being established; a few of the possibilities include the following options.
  • The settlement provides a place to which the PC's can return on a regular basis, a familiar location occupied by characters who are well known to them. Of course, this could lead to squabbles such as competitive rivalries, love triangles and the like.
  • There is always the chance that factions could develop while the PC's are helping to build the settlement. These might include rivals in the organization, or anyone else who disagrees with how the PC's decide to do things.
  • If this factionalism developed far enough, someone could betray the inhabitants to their enemies, leading to an attack on the settlement.
  • Such an attack would provide a chance for the inhabitants to fight, testing all of the preparations previously made.
The GM should, as always, tailor these developments based on the actions of the PC's and the personalities of notable NPC's.

Connecting This Interlude to Other Events
This interlude could connect to elements from previous adventures in the Come Hell and High Water campaign, including some of these options.
  • A number of associates met through these adventures could be seeking asylum, such as Nneka and other Maroons, Alkmene the sea witch, Sister Sophia or other Amazons, and the like.
  • Should the PC's run afoul of a powerful group, possibly including the English government, the Inquistion, the Cabal or others, they might need to spend some time in a settlement such as this.
  • Such groups are a natural fit for enemies who might attack the settlement.
  • This might even become a pirate colony, much like the utopian idea of Libertalia.