This post updates a galley deck plan that I drew previously, bringing it into scale with the stat block description from the Pathfinder RPG supplement Ultimate Combat. This type of vessel would be typical along the coastline of the Middle Sea on Homeworld.
-Nate
Wednesday, April 4, 2018
Monday, April 2, 2018
Tales from Homeworld and Beyond: Act of Faith
As I've been developing a setting for Aetherial Adventures, I've also been kicking around some ideas for short stories; this is the first of those.
-Nate
-Nate
Tales from Homeworld
and Beyond: Act of Faith
It
was an annual tradition among certain worshipers of Gaea on
Homeworld: Every spring they would hire a sailing ship to transport
them well up the Great River, which flowed into the southeast end
of the Middle Sea, at the time when it swelled with seasonal
flooding. This brought new life and greenery to the otherwise barren
desert, and thus was a time of prayer and celebration for Gaea's
faithful.
This
year they'd hired the crew of the Skylark.
That was why the setting sun found Konrad and Uriel—along with
several other members of the ship's crew—bent to the oars of her
longboat, from which a tow cable ran back to the vessel. It was
grueling work, but at last it was finished.
“That's
it!” Maximilian called from his position in the Skylark's
bow. “Drop anchor!”
“Drop
anchor!” Horace relayed the order. The crew hastened to comply. He
added, “Miss Lucinda, would you inform our passengers that we've
arrived?”
“Certainly,”
the half-elf replied, and headed aft toward the passenger cabins.
By
that time Max, too, had headed back to the sterncastle, where Horace
stood next to the sailor at the whipstaff. “What do we do now,
Captain?” the halfling asked.
“Now,”
the human explained, “we stand back and let our guests conduct
their ceremony without any undue scrutiny.”
“Ceremony,
Captain?”
“Yes.
I've been told that it involves, well, ritual bathing.”
“Bathing?”
That came from Uriel; he and Konrad, with the others, had returned
from towing with the longboat and climbed back aboard. He made a show
of sniffing at himself and then gave a lascivious smile. “I could
do with a bath.”
“But
this is a sacred religious observance,” Horace countered. “Which
is why everyone but Lucinda will be confined to quarters belowdecks.”
“Why
does she get to stay?”
the half-orc protested.
“Because
she knows how to exercise discretion,”
Horace replied. “Now step to it.”
By
this time Gaea's faithful had emerged from the aft cabins, and Max's
gaze lingered on a halfling woman with a head full of long, dark
curls. “But captain, I can be... discreet.”
“No.
And that's an order.”
With
considerable grumbling, the sailors headed belowdecks.
* * *
Some
time later, Horace, Uriel and Konrad, with a few others, were
throwing dice in a game of passage, using a cargo crate for a table
and water casks for stools. A frustrated Maximilian sat in the
corner, working at cleaning some kind of complicated mechanical
device.
“What
is that, Max?” Horace asked.
“It's
one of the 'inventions' that Captain Axelrod gave us, part of his
payment for that cargo of foodstuffs. He called it a 'gnomish
pepperbox.' I'm starting to think, though, that this one was dropped
in seawater, because the mechanism is all fouled.”
“Ah.”
Horace stroked one end of his mustache. “Well, do what you can, but
don't—”
He
was interrupted by the thudding of footsteps coming down the ladder
from above. “Captain,” Lucinda announced. “We have an
unexpected guest.”
“Who
is it?” Horace asked.
“It
might be easier to show you.”
“Lead
the way.” With that, the captain and other officers head up to the
main deck, where a shining panoply of stars filled the night sky.
What drew their attention first, however, was the green-skinned,
reptilian figure that lied on the deck, gasping for breath,
surrounded by Gaea's faithful.
“What
in hell?” Horace started to ask, but Lucinda moved past him to
kneel beside the creature, who'd stirred and begun to whisper between
gasps in a language other than the Common Tongue.
“She
says,” the half-elf translated, “she wants our help.”
“Our
help?” Horace asked.
“She
says,” Lucinda's eyes went wide. “She says, 'They took our
children.'”
Before
anyone else could respond, Max interjected. “Wait. What's that?”
Over
the murmur of the flowing river and the occasional noise of a bird in
the surrounding greenery, they could hear the subtle but distinctive
sound of boats being rowed with muffled oarlocks.
“All
hands,” Horace hissed, “prepare for battle. And do it quietly.”
The crew scrambled to do so, with the officers passing out cutlasses
and light crossbows. Suitably equipped, they moved to positions
around the ship's siderails, while the worshipers of Gaea gathered in
the middle of the deck around the mainmast.
“You
should head back to your cabins,” Horace warned them.
“No,”
the halfling objected. “If there is battle, and your crew members
are injured, then we can help them.”
“Fair
enough,” the Captain replied. Then he looked to Max. “Keep an eye
on them.”
“Aye-aye.”
The rogue, drawing his rapier, moved among the passengers.
Moments
later a trio of longboats emerged in different directions from the
surrounding darkness. Each had a quarter of burly and rough-looking
sailors at the oars, along with armed enforcers in the bow and stern.
“Ahoy!”
a man in the front of one longboat called. “Ahoy, Skylark!”
“Ahoy!”
Horace responded. “What is your business here?”
The
other man smiled. He was a human, wearing a tricorn hat and a
brass-buttoned jacket. “I am Captain Arturo Martelli. My men and I
have lost something of value, and seek to reclaim it.”
Lucinda
and Horace exchanged knowing glances; they both recognized the name
of the pirate known as “The Hammer,” a man who neither asked for
nor offered quarter in battle.
Then
the captain of the Skylark
looked to the exhausted lizard woman, whom the Gaeans had moved
amidst themselves. “And what is that?” he asked.
“A
slave, one of little value to any but us.”
Horace
steeled himself. “And if we refuse?”
Martelli
smiled, an expression devoid of warmth, and gestured toward his
underlings. While many carried cutlasses and crossbows of their own,
others produced bottles filled with some kind of liquid and with rags
tucked into the ends. Striking flint and steel, they ignited their
incendiaries. “If you refuse,” he continued, “then we will burn
your ship to the waterline, and shoot anyone who tries to escape from
it.” Without waiting for a response, he commanded the sailors in
his boat to row it toward the Skylark.
Then he and two of his fellows climbed aboard. Accepting a fire
bottle from one of them, Martelli held it aloft. “It's your
decision, of course, but I encourage you to choose... wisely.”
“You
can't!” someone objected. It was the halfling who'd caught Max's
eye. “This is a child of Gaea, and slavery is a violation of Her
will.”
“Her
will?” Martelli spat. “Gaea's
will? Woman, the only thing you need to worry about is the will of
Arturo Martelli and his pirates.”
“That's
not true.”
It
took a moment for everyone to realize who'd spoken: Max.
“What?”
Martelli asked.
“I
said you're wrong,” the halfling persisted. “If Gaea doesn't want
you to harm a creature, then She won't let you do so.”
“Bullshit,”
Martelli countered.
“No.”
Max shook his head. “I can prove it.”
“How?”
The
halfling stroked his chin for a moment, and then produced an item
from his satchel—the gnomish pepperbox.
Although
the pirates brandished their swords, Max gripped the weapon by its
barrel and offered it to one of them. With two quick gestures he
sprinkled powder in the firing pan and cocked the hammer. “Do what
you will,” he declared, “but Gaea will not let you harm me.”
The
other accepted the weapon, and then looked to Martelli. He received a
curious look and a nod in response. Then the pirate pointed the
pistol at Max and pulled the trigger.
It
exploded in his hand.
The
'Larks moved quickly during the ensuing confusion. Horace and Uriel
pulled their swords and stepped up to attack, while Konrad invoked a
blessing from Ptah and then hefted his warhammer. Lucinda turned on
those pirates who carried firebombs and hit them with a gout of flame
from her fingertips. Captain Martelli was engulfed when his bottle
exploded; he plunged over the rail, into the water. Seeing that, the
others began clambering or leaping overboard. Within moments they had
disappeared with their longboats back into the night.
* * *
Afterward,
while Horace and Konrad attended to the wounded and Lucinda sent her
familiar to bring news of the attack to the local authorities, the
halfling cleric approached Max. She considered him for a moment and
then asked, “How did you know?”
“What's
that?”
“How
did you know that you wouldn't be hurt?”
Max
smiled. “You, my lady, should understand. It's not about knowing,
but about believing.”
| The Skylark
To find a deckplan for the bark Skylark, refer to the following post on the d20 Pirates blog. |
Labels:
Fiction,
Pathfinder RPG,
Space Fantasy,
World Building
Monday, March 26, 2018
Arabella and the Battle of Venus Review
Arabella and the
Battle of Venus
by David D. LeVine
Given how much I enjoyed this novel's predecessor, I was still
surprised to see how quickly this one followed it. After a bit of
doing, I have finished reading it; my thoughts are broken down below.
Pros
|
Cons
|
Additional Notes
|
|
Wednesday, March 21, 2018
Tuesday, March 13, 2018
Buried But Not Dead
This scenario
presents a treasure hunt on the southwestern frontier in the world of
The Sixth Gun. It is written for a party of newly created
characters, but can easily be modified for use with stronger parties.
Buried But Not Dead
Buried But Not Dead
-Nate
Introduction
The desert of the
American Southwest is an unforgiving place, one that can be deadly
for those who aren't prepared for it. While some individuals have
been able to scratch out a living there, others have not been so
fortunate. Such was the case with a band of Spanish missionaries who
built a church and mission there, but who ran afoul of the native
Apache tribe. The Indians eventually killed the Spaniards and their
mission burned to the ground. There story might have been forgotten
in the annals of history, but for rumors of valuables left in an
underground vault. Now someone has dug up the tale, and seeks to
reclaim the treasure. Of course, not everything is as it seems to
be...
Adventure
Synopsis
This adventure
begins when a Pinkerton by the name of Alexandra Flynn seeks to
recruit capable individuals for an expedition. To do this, she stages
a number of contests by which to gauge the skill of those who seek
such employment, including marksmanship, wrestling, riding and the
like. If the heroes suitably impress her, then she recruits them to
join her expedition for shares of the profits. The journey across the
desert involves numerous dangers, especially from Apache warriors. As
long as they are successful, the party can reach the ruins, find the
entrance to the hidden vault, solve its puzzles, and claim the loot.
Of course, that leaves the question of who should claim the most
valuable part of the prize, something that could be used for wicked
purposes.
For
the Gun Master
The
item buried in the vault is an old grimoire, the Clavicula
Salmonis—the Key of
Solomon. It contains various rituals that focus on communing with,
summoning and binding demons. In fact, the mission was founded by
heretics who masqueraded as good Catholics, but who conducted occult
investigations and rituals. The Apache warriors recognized them for
what they were, however, and that was why they attacked and destroyed
the mission. Although the details of that story have grown hazy with
the passing of time, the warriors still pass it from generation to
generation, and they remain wary that someone might revisit the
unholy place. Thus they knew to intercept the first expedition that
Alexandra Flynn organized, forcing her to recruit more capable
assistance for a second attempt.
Involving
the Heroes
The heroes can
easily become involved in this scenario after finding one of the
flyers posted by Flynn.
WANTED
Capable, discreet
and hardy individuals
to undertake a
journey into the Southwest
for shares of the
anticipated profits;
those who are
interested will be tested
in fair
competition on the first of the month
at the town of
Smith's Crossing.
Following this
discovery, of course, it is up to them to decide if they want to
investigate. Provided they are interested, they can head for that
town as the appointed date approaches.
| Smith's
Crossing
Another supplement, “Bad Medicine,” presents a map for this little settlement, along with descriptions for some of its important locations and stats for the more notable people who live here: https://www.dropbox.com/s/enbzxo2kxvfl77q/Bad%20Medicine.pdf?dl=0. Finally, while Ms. Fynn could be working for any number of employers, it can add to the drama if Mrs. Anna Smith—the woman who keeps the citizens in thrall as her puppets—is her employer for this expedition. |
Scene 1—The Competition
As the day of the competition arrives, the little town
buzzes with visitors. Before long Alexandra Flynn makes her appearance, calling
everyone together to explain her ground rules for the contests. These are:
·
Riding: All of the characters go head-to-head in
a race that runs from the Landing, west along the main street, north up the
crossroad, around the Smiths' house, around the cemetery, back up the
crossroad, and then back east along the main street to the Landing. This
requires five Riding checks, with characters scoring one point for each success
and an extra point for each raise, and the one with the highest total is the
first to finish. Competing in this race are a Lawman and an Indian Brave.
·
Shooting: Each character takes five shots at the
target, scoring one point for each success and one more for each raise. The
winner, of course, is the character with the highest point total. Competing in
this competition are an Outlaw and Sheriff Ezekiel Wainwright.
·
Wrestling: Characters are paired against each
other in an elimination tournament. These matches can be conducted as regular
combat scenes, with perhaps four or eight competitors in total. The last person
standing wings. Competing in this contest are a Steamboat Roustabout and an
Indian Brave.
It's always possible, of course, that the heroes devise
clever means by which to influence the outcomes of these contests; such matters
are left up to the adjudication of the Gun Master.
Note, too,
that characters with less action-oriented skills also have a chance of making
an impression on Alexandra Flynn. This could happen incidentally, such as if a
hero is called upon to treat another character's injuries and proves adept at
doing so; through interaction, perhaps by making relevant Knowledge checks
during a conversation; or even through an improvised test, such as a tracker
being asked to follow a set of footprints along the town's main street in order
to find their creator.
Alexandra Flynn—Use the stats for a Pinkerton from
page 85 of the Sixth Gun RPG rulebook.
Competitors—Refer to the Sixth Gun RPG
rulebook and other supplements for stats.
Making the Decision
After the contests, both
formal and informal, Alexandra Flynn buys all of the competitors a round of
drinks at the saloon. Then, based on their performance, she makes an offer to
one group of characters who she thinks are best able to aid her in the
expedition. Ideally, of course, the heroes have made a good showing and are the
standout candidates. Should that not be the case, then it might take some
impressively persuasive activity on their part in order to convince her that
they are the right people for the job. Failing that, it could always happen
that she leads another unsuccessful expedition, and then again returns to
recruit others who are more likely able to help her achieve her objective.
Scene
2—Desert Crossing
As long as Alexandra
Flynn does choose the heroes to accompany her expedition, she
includes them in the process of outfitting prior to departure. This
means that they can have some input in the purchases she makes,
providing a good opportunity for roleplaying. While she has
considerable funds at her disposal ($1000), they aren't unlimited. As
an insurance policy, she also brings along a number of laborers—in
truth, thugs, one per character—who will obey without question any
order that she gives.
Laborers—Use
the stats for Outlaws from page 85 of the Sixth
Gun RPG rulebook.
Hazards
of the Crossing
Detailed here are a
number of events that can occur during the journey.
- Navigation requires making a few relevant Knowledge or Survival checks. Three is a good minimum number, but the GM should feel free to add more based on the desires of the players and the needs of the campaign. Failure on a check means more travel time and the possibility of facing more danger, while success means that the party makes progress toward its goal.
- Due to the excessive heat, there's a chance that the characters also suffer fatigue. Each time they test their navigation ability, the characters should also make Vigor checks. In this way, failure to navigate correctly increases the danger of suffering fatigue.
- From the outset, it's important to know which horses carry which gear—not only to make sure that none is overly encumbered, but also in case the party loses one or more horses due to some of the following hazards.
- At some point a band of four coyotes begins to follow the party. This happens at night, when they are camped. One or more characters should make Riding checks in order to keep the horses calm, with failure meaning that one breaks its tether and bolts. Unless the characters scare off the critters by injuring or killing half of them, they continue to prowl around their camp. Use the stats for dogs or wolves from page 135 of the Savage Worlds rulebook for the coyotes, and page 138 for the horses.
- While the characters are passing through a narrow gorge, the sky turns cloudy and then erupts with rain. While this might at first seem like a welcome break from the oppressive heat and arid climate, characters who make Survival checks recognize the real danger: a flash flood. As long as they're aware of this threat, the characters can make Riding checks to move their party out of harm's way. Failure, however, means that they're caught up by a thundering wall of water and every character (horses included) must make a Swimming test in order to reach dry ground. Refer to pages 87-8 of the core rulebook to adjudicate drowning.
- Finally, members of Red Hawk's band begin to scout the party as it approaches the ruins. They are cautious about doing so, making Stealth checks opposed to the characters' Notice efforts. Even if spotted, however, they continue to follow at a short distance. Should the characters approach them, they can use Persuasion to improve the braves' initially uncooperative attitude. If they learn that the characters are bound for the ruined mission, however, then they send a runner to inform Red Hawk. The impression that the characters make here could have important repercussions later, as detailed below.
Swapping
Stories
This is also a
good chance to use the rules for Interludes detailed on page 91 of
the core rulebook, as the characters tell their tales during
downtime around the campfire.
|
Scene
3—The Ruins
The old Spanish
mission now stands in ruins. Even so, one can still deduce the
purpose of many of the building's features. The outside walls are
whitewashed adobe, as are the main inside walls. There's an entry in
front with two sets of double doors, flanked by what once were two
storage rooms. In the front corners are the former quarters of the
prior and prioress, and cells for the monks line the walls along the
side. Two more storage rooms stand in the far corners, with what used
to be a reading room, the dining hall, a kitchen and two privies
between them.
In the middle of it
all stand the well along with the old mission church, a wooden
structure that the attacking Indians burned. While the roof caved in
at the time of the attack, parts of the walls still stand, along with
what was once the bell tower. Most notably, the stairs that lead up
into the bell tower also extend downward, into the mission's hidden
lower level. Before the characters can explore that area, however,
they must first deal with the rattlesnake that now inhabits these
ruins.
Rattlesnake—Refer
to page 163 in the Savage
Worlds core rulebook for
stats.
Unless the
characters ask specifically to examine the old church, finding the
spiral staircase that leads to the lower level requires a Notice
test.
Finally, in the
middle of the ruined church is a mound of ashes—all that remains of
the first band of adventurers whom Alexandra Flynn led here, who were
slain by the Indians. The braves, after defeating these interlopers,
burned their bodies according to their own customs. Amid the ashes
the characters can find bones and the occasional metal item, perhaps
providing a clue to what happened previously. For her part, Flynn
claims to know nothing of what those remains could mean—and anyone
who doesn't believe her should make a Notice check opposed to her
Persuasion test. Success in that effort reveals that she's lying, of
course, but not what the real truth is.
Scene
4—Puzzles and Peril
The spiral staircase
leads down into an underground level that functioned as a test for
members of the Knights of Solomon. It consists of three separate
challenges, detailed below.
The
First Test
Directly in front of
the spiral staircase is a long, narrow passage with a low ceiling.
The floor of the passage is covered with square tiles, each one cubit
(a foot and a half) on a side. What is more, each tile is inscribed
with a name, as listed below. These are the names of various kings of
Israel.
David Saul
Zedekiah Jehoahaz Jeconiah Solomon Ish-Bosheth Jehoiakim
Ish-Bosheth
David Solomon Saul Zedekiah Rehoboam Jehoiakim Jeconiah
Abijah David
Ish-Bosheth Rehoboam Jeconiah Saul Solomon Zedekiah
Zedekiah David
Solomon Ish-Bosheth Rehoboam Abijah Saul Asa
Ish-Bosheth
Rehoboam Jehosphat Saul Solomon Asa David Abijah
Solomon David
Abijah Ish-Bosheth Jehosphat Rehoboam Jehoram Asa
Rehoboam Jehoram
Solomon Asa David Jehosphat Abijah Ahaziah
Abijah Ahaziah
Jehosphat Asa Athaliah Solomon Jehoram Rehoboam
Jehosphat Abijah
Athaliah Jehoram Jehoash Asa Ahaziah Solomon
Jehoram Abijah Asa
Amaziah Ahaziah Athaliah Jehosphat Jehoash
Ahaziah Jehosphat
Jehoash Athaliah Amaziah Jehoram Asa Uzziah
Athaliah Amaziah
Jehoram Jotham Jehoash Ahaziah Uzziah Jehosphat
Jehoram Jehoash
Ahaziah Uzziah Ahaz Amaziah Athaliah Jotham
Jehoash Amaziah
Athaliah Hezekiah Uzziah Ahaz Jotham Ahaziah
Athaliah Uzziah
Ahaz Jehoash Manasseh Jotham Hezekiah Amaziah
Uzziah Hezekiah
Jotham Amaziah Amon Manasseh Ahaz Jehoash
Manasseh Amaziah
Ahaz Uzziah Josiah Hezekiah Jotham Amon
Ahaz Uzziah
Jehoahaz Jotham Hezekiah Amon Manasseh Josiah
Josiah Jotham
Hezekiah Manasseh Ahaz Jehoiakim Jehoahaz Amon
Jehoiakim Manasseh
Ahaz Jehoahaz Hezekiah Amon Josiah Jeconiah
Zedekiah Hezekiah
Amon Manasseh Josiah Jehoahaz Jeconiah Jehoiakim
Saul Manasseh
Jeconiah Josiah Amon Zedekiah Jehoiakim Jehoahaz
Zedekiah Amon
Josiah Jehoahaz Saul Jeconiah Ish-Bosheth Jehoiakim
Ish-Bosheth
Jehoahaz Saul Jehoiakim Zedekiah David Josiah Jeconiah
The correct order of
steps is indicated on the list in bold; it represents the succession
of the Kings of Israel. Stepping on the wrong tile triggers a dart
trap, which attacks that square with a Shooting check at d6 and does
2d4 damage. Walking the correct path, on the other hand, doesn't
spring any traps and opens the secret door at the end of the passage.
If need be, the characters can make Knowledge (Religion) checks to
recognize that this is a list of kings.
The
Second Test
The next chamber has
a higher ceiling and eight walls filled with paintings depicting
numerous birds; the eye of one, the hoopoe, conceals a special latch
that opens the next secret door. This recalls the story of how
Solomon, while commanding the various birds to dance before him for
his entertainment, noticed that the hoopoe was absent; it had gone
looking for new things, and in doing so found the Queen of Sheba.
Once again, a Knowledge (Religion) check can reveal that this is a
Quranic reference. Alternately, characters can make Notice and
Lockpicking tests to discover the hidden door and then trigger the
release for it.
The
Third Test
Behind the second
secret door is the small treasure chamber. Against the far wall
stands a locked chest; the bottom of it is filled with gold coins,
and on top of them rest an old-fashioned blackpowder pistol, a pouch
containing twelve paper-wrapped pistol cartridges, and a sealed
scroll. The coins are worth $1000 dollars based on their gold content
alone, but could be worth three times that much to an interested
collector. The horn contains ordinary gunpowder, but the bullets are
far from typical. Refer to the appendix for more details about them.
Most notable of
all, however, is the scroll. This is a copy of the Clavicula
Salomonis, the text known as the Key of Solomon. It deals
in great detail with rituals for summoning and binding demons, and
thus is a powerful occult item. That, of course, is why Alexandra
Flynn has been so interested in recovering it, so that her employers
can make use of the rituals and lore that it contains. Once again,
please refer to the Appendix for more details about them.
Scene
5—The Showdown
While the characters
are exploring the ruined mission, the Indians do not sit by idly. At
first they send a brave to watch the characters, and interact with
them if there is a decent opportunity for doing so. After all, they
know that they do not trust Flynn, but they don't want to make
assumptions about her new band of adventurers. That is why, if one of
the characters remains above ground to stand guard, then the brave
approaches to ask a few questions. These include who the characters
are, what their connection to Flynn is, and what they intend to do
with anything that they might find there. Given that some of Flynn's
goons are probably posted at ground level, this means that the
character in question might need to make an excuse for separating
from them in order to parlay.
Barring such an
opportunity, the brave simply waits and watches. In any case, he
sends for reinforcements, including additional braves (enough to
increase their number to one for each of the characters) and a
medicine man. Those others wait not too far from the mission, ready
to take action when needed.
Fight
or Flight?
Just
what happens next depends on how the characters react to their
discovery in the hidden cache beneath the ruined mission. If they
seem willing to let Flynn claim the Key,
then the Indians confront them and demand to take it so that they can
destroy it. She, of course, refuses. If need be, she'll make a
fighting retreat, accompanied by her goons. That requires reaching
the horses, which are tethered by the entrance to the mission, and
then mounting up and riding away. From then onward the situation
should be handled according to the rules presented. On page 98 of the
core rulebook, with horses being the vehicle in question.
Another possibility
is that Flynn and her goons are forced to make a stand and fight. In
that case, they seek cover where possible and concentrate their fire
on a few targets, hoping to open a path through their foes so as to
attempt an escape (as detailed above). The thugs stick to ranged
combat if that seems advantageous for them, or close to hand-to-hand
should it become apparent that they're outgunned.
As
a last-ditch effort, Alexandra Flynn could try to read an incantation
from the Key.
While here chances of succeeding are slim—after all, she must make
an untrained Smarts check at a -2 penalty—but there's always a
chance. In this case, the spell in question allows her to summon a
devil, with which she quickly makes a deal in order to gain its
assistance. To add a little drama to this fight, she keeps trying to
decipher the correct incantation by continuing to attempt a test each
round until she succeeds or she is incapacitated. If she succeeds,
then the demon could pick her up and fly out of harm's way.
Devil—Use
the stats from pages 74-5 of the Sixth
Gun RPG rulebook.
However it develops,
this should make for a challenging and memorable chase and/or combat.
Epilogue
For their part, the
characters have made an important discovery; now they must decide
what to do with it. While they've likely secured some small monetary
gain from the mundane treasures hidden in the cache, they can acquire
a great deal more wealth and influence, depending on their next
course of action.
Further
Adventures
The outcome of these
events can have some important repercussions for the activities of
various parties throughout the American frontier, as detailed below.
- Whatever the outcome of this scenario, the characters face a long journey back to civilization—and one that could be fraught with difficulties similar to the ones that they faced on their expedition to the ruined mission.
- If Alexandra Flynn succeeds in acquiring the Key and escaping from this situation so as to deliver it to her employers—and especially if it's Angelica Smith from the Crossing—then they gain tremendous power with which they can work toward their evil ends.
- The characters can make fast friends or bitter enemies of Red Hawk and his band, even if they fail to stop Flynn from acquiring the Key. In this case, good intentions are more important than results.
- Given the power of her charms and magic, Angelica Smith could prove to be a terrible nemesis for the characters. She might be able to affect them directly, if her husband's deceptive medical practice has allowed her create a poppet for any of them. What is more, she could even convince a third party—such as Captain Anders Arneson and the soldiers from his outpost—to take up her cause.
- Should the villains acquire the services of a demon, it's likely that they'd use it to pursue some other kind of artifact—possibly one of the items detailed in Chapter 7 of the Sixth Gun RPG rulebook, or even the Six themselves.
- It's always possible that one of the characters tries to use the Key in order to summon and bind a demon; just how that develops is left up to the adjudication of the GM.
Appendix—New
Relics
Detailed below are
the blessed and cursed items introduced in this scenario.
Apostles
“And
he said to them, 'Follow me, and I will make you fishers of men.'”
-Matthew
4:19
Each of these
old-fashioned ammunition rounds consists of powder and wadding, along
with a musket or pistol ball engraved with the name of a disciple of
Jesus Christ—P eter, Andrew, James son of Zebedee, John, Philip,
Bartholomew, Thomas, Matthew, James son of Alphaeus, Judas Thaddeus,
Simon, and Judas Iscariot—wrapped in a paper cartridge. They are
infused with hly power, granting them +1 to Shooting checks and
damage, and +2 against demons, the undead, and other such unholy
foes. Note that the Judas Iscariot round, on a botch, causes the gun
to misfire, inflicting 2d6 damage on the wielder.
Clavicula
Salomonis
“And
Zadok the priest took a horn of oil out of the tabernacle, and
anointed Solomon. And they blew the trumpet and all the people said,
'God save King Solomon.'”
-1
Kings 1:39
This text, believed
to have been written by King Solomon himself, describes various
rituals and incantations for summoning and binding demons. In game
terms, it allows the reader to acquire such powers as Banish,
Divination, and Summon Ally. For that last power, the caster can
summon a crossroads demon by spending 3 power points, a devil by
expending 5 power points, and a plague spawn demon by spending 7
power points. Any additional powers to which the book can provide
access are left to the discretion of the Gun Master.
Sunday, March 11, 2018
Minotaur Stronghold
This post continues the previous one, with the lower level of the minotaurs' stronghold.
-Nate
-Nate
4. Summoning Room
A huge pentagram fills the floor of this chamber. In the far corner
stands a statue of Baphomet, demon lord of the minotaurs. Those who
use detect magic or similar spells notice a lingering aura of
wicked conjuration magic.
5. Storage
The walls of this room are lined with broad shelves; they contain all
manner of goods for the upkeep of the stronghold, such as candles and
torches, extra bedding, and tools and materials for maintaining both
the inhabited rooms and the labyrinth above.
6. Mistress Nora's Bedchamber
In contrast to the rough nature in the rest of the stronghold, this
room is quite comfortably furnished. There is a large, luxurious bed,
along with a broad wardrobe and a dressing table and chair. It is, of
course, the quarters Mistress Nora, the succubus who acts as a
saboteur and spy on behalf of the minotaurs and demons.
Mistress Nora: Refer to page 68 in the Bestiary for
details.
In addition to various items of diaphanous clothing and expensive
toiletries, one can find Mistress Nora's personal treasure, including
a hat of disguise, a feather token (whip), a
dose of salve of slipperiness and one elixir of love.
7. Minotaurs' Barracks
Crude sleeping pallets line the walls of these rooms, and a rough
wooden table and chairs stand in the middle. This is where the
ordinary minotaurs spend their time when not engaged in other
activities.
Minotaur: Refer to page 206 in the Bestiary for
details.
Each minotaur possesses a small amount of hoarded wealth, including
1d20 copper, silver and gold pieces.
8. Kitchen
Two long tables fill the center of this room; beyond them stands an
open hearth with a spit for cooking meat. There are barrels of water
and wine, too, along with various cooking implements and baskets of
other foodstuffs. At any given time, two of the minotaurs can usually
be found here, preparing the next meal for their associates.
9. Pantry
Shelves line the walls of this room, too; they are filled with all
manner of food and drink, including casks of ale, bottles of wine,
jars of pickled fruits and vegetables, baskets of fresh produce,
haunches of cured meat, various containers of spices, and the like.
10. Incubus's Bedchamber
The furnishing of these quarters are nearly as opulent as those for
Mistress Nora, including a spacious, comfortable bed and a large
wardrobe. This is where Cassius the incubus, the leader of the
minotaurs, resides.
Mister Cassius: Refer to page 73 in Bestiary 3 for
details.
Outside of the items that he carries on his person—notably his keen
scimitar +1—Cassius leaves his valuable in the treasury,
detailed below.
11. Treasury
The combined wealth of the minotaurs and their demon lords is
assembled here, stored in two large chests and a number of urns. It
includes 2781 gold pieces, 3811 silver pieces, 1294 copper pieces, a
jar of stone salve, a figurine of wondrous power
(serpentine owl) lyre of building.
12. Armory
Racks of weapons and armor line the walls of this room, filled with
chain shirts and greataxes, heavy crossbows with quarrels and the
like. Additionally, the broad space in the middle is kept clear for
when the minotaurs or Cassius feel like sparring with each other.
13. Champions' Quarters
In contrast to the crude barracks provided for the ordinary
minotaurs, these chambers are furnished with beds, a long table with
two benches, and a washstand. Here is where the fiendish
minotaurs—born through the intervention of the succubus and
incubus—reside.
Half-Fiend Minotaurs: Refer to page 171 in the Bestiary
for details.
The minotaur champions also possess some individual wealth,
equivalent to 2d20 gold, silver and copper pieces each.
Using
the Minotaurs and their Demon Allies in an Aetherial
Adventures Campaign
These foes can provide all kinds of plot hooks for space fantasy
adventures, including the following suggestions.
- Given that they can fly, the demons and fiendish minotaurs sometimes stage raids on ships that pass through the area—killing the crew, taking any valuables and then setting fire to what is left so there are not witnesses.
- As mentioned above, certain agents of the Northern Empire deliver prisoners to the minotaurs' island once a year; this makes one wonder just what kind of information the bull-men possess in order to extort such an arrangement.
- An associate, lover or family member of one convicted criminal, convinced that the condemned is really innocent, recruits the PCs to help stage a rescue.
- Of course, the PCs could also wind up on this island if they themselves were convicted (rightly or wrongly) of crimes and thus given up as a sacrifice.
- In that case, they face challenges such as finding shelter and sustenance, fighting of the predations of minotaurs and demons, perhaps forming an alliance with Amalthea the nymph and maybe even trying to fight their way aboard the ship that arrives after a year's time.
- Mistress Nora the succubus, due to her special abilities, can be used to create all manner of plots among those who succumb to her charms.
- If the demons and minotaurs managed to acquire spells or other means of summoning more fiends, then there's not telling what kind of hell they might unleash on the island, the Middle Sea and surrounding lands.
Labels:
Pathfinder RPG,
Space Fantasy,
World Building
Saturday, March 10, 2018
Minotaur Labyrinth
Building on the last post, here's the top level of the minotaurs' labyrinth.
-Nate
-Nate
The Labyrinth
The most notable structure on the island is, of course, the
minotaurs' labyrinth. While it is hidden beneath the ground, the
entrance itself is neither concealed nor guarded; rather, the cruel
and cunning bull-men delight in tempting incautious travelers to
enter, so that they can savor watching them suffer once they're
trapped. Indeed, such is the anguish some victims have experienced,
that the labyrinth is even home to a will-o'-wisp that feeds on such
negative psychic energy.
Will-o'-wisp: Refer
to page 277 in the Bestiary
for details.
Refer to the maps below for the following area descriptions. For the
most part, the labyrinth is a pretty straightforward maze, with walls
that form a convoluted rectangular pattern. They are stone of roughly
five feet thickness, giving them hardness 8 and 900 hit points. The
exception to this is that in eight places (inside dotted circles and
marked with letters) the walls can pivot, changing the shape of the
maze and thereby confounding those who are trapped in it. The
aforementioned quasits revel in using their telepathy ability to
coordinate such confusion.
1. Entry
Perhaps surprisingly, the entrance to the labyrinth is plainly
visible at ground level; this is because the cunning and wicked
bull-men enjoy letting victims venture into it so that they can be
tormented.
2. Passageways
Inside the labyrinth, the ceilings are fifteen feet high and the
walls are made of stone five feet thick (hardness 8 and 900 hit
points). While most of the labyrinth is a typical underground maze,
there is an exception: In eight different places—marked with
letters from A to H—the sections of walls can pivot in
ninety-degree increments so as to change the flow of the passages.
With help from the quasits and their telepathy, the minotaurs
use these sections to torment those who venture into the labyrinth.
3. Stairwell
In the center of the maze, a wide spiral staircase leads down to the
lower level, the minotaurs' stronghold.
Labels:
Pathfinder RPG,
Space Fantasy,
World Building
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